1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
23 #include "bot/navigation.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
35 #include "../common/items/all.qc"
37 #include "../common/mutators/mutator/waypoints/all.qh"
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
43 #include "../common/minigames/sv_minigames.qh"
45 #include "../common/items/inventory.qh"
47 #include "../common/monsters/sv_monsters.qh"
49 #include "../lib/warpzone/server.qh"
52 void send_CSQC_teamnagger() {
53 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
56 bool ClientData_Send(entity this, entity to, int sf)
73 sf |= 1; // forced scoreboard
74 if(to.spectatee_status)
75 sf |= 2; // spectator ent number follows
78 if(e.porto_v_angle_held)
79 sf |= 8; // angles held
81 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82 WriteByte(MSG_ENTITY, sf);
85 WriteByte(MSG_ENTITY, to.spectatee_status);
89 WriteAngle(MSG_ENTITY, e.v_angle.x);
90 WriteAngle(MSG_ENTITY, e.v_angle.y);
96 void ClientData_Attach()
98 Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
99 make_pure(this.clientdata);
100 self.clientdata.drawonlytoclient = this;
101 self.clientdata.owner = this;
104 void ClientData_Detach()
106 remove(self.clientdata);
107 self.clientdata = world;
110 void ClientData_Touch(entity e)
112 e.clientdata.SendFlags = 1;
114 // make it spectatable
116 FOR_EACH_REALCLIENT(e2)
121 e2.clientdata.SendFlags = 1;
125 .string netname_previous;
127 void SetSpectatee(entity player, entity spectatee);
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
142 // note: we cannot summon Don Strunzone here, some player may
143 // still have the model string set. In case anyone manages how
144 // to change a cvar default, we'll have a small leak here.
145 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
147 // only in right path
148 if( substring(plyermodel,0,14) != "models/player/")
149 return FallbackPlayerModel;
150 // only good file extensions
151 if(substring(plyermodel,-4,4) != ".zym")
152 if(substring(plyermodel,-4,4) != ".dpm")
153 if(substring(plyermodel,-4,4) != ".iqm")
154 if(substring(plyermodel,-4,4) != ".md3")
155 if(substring(plyermodel,-4,4) != ".psk")
156 return FallbackPlayerModel;
157 // forbid the LOD models
158 if(substring(plyermodel, -9,5) == "_lod1")
159 return FallbackPlayerModel;
160 if(substring(plyermodel, -9,5) == "_lod2")
161 return FallbackPlayerModel;
162 if(plyermodel != strtolower(plyermodel))
163 return FallbackPlayerModel;
164 // also, restrict to server models
165 if(autocvar_sv_servermodelsonly)
167 if(!fexists(plyermodel))
168 return FallbackPlayerModel;
173 void setplayermodel(entity e, string modelname)
175 precache_model(modelname);
176 _setmodel(e, modelname);
177 player_setupanimsformodel();
184 putting a client as observer in the server
187 void FixPlayermodel(entity player);
188 void PutObserverInServer()
191 self.hud = HUD_NORMAL;
193 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
195 spot = SelectSpawnPoint (true);
197 error("No spawnpoints for observers?!?\n");
198 RemoveGrapplingHook(self); // Wazat's Grappling Hook
200 if(IS_REAL_CLIENT(self))
203 WriteByte(MSG_ONE, SVC_SETVIEW);
204 WriteEntity(MSG_ONE, self);
207 self.frags = FRAGS_SPECTATOR;
208 self.bot_attack = false;
210 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
212 Portal_ClearAll(self);
219 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
224 vehicles_exit(VHEF_RELEASE);
226 WaypointSprite_PlayerDead();
228 if(!mutator_returnvalue) // mutator prevents resetting teams
229 self.team = -1; // move this as it is needed to log the player spectating in eventlog
231 if(self.killcount != FRAGS_SPECTATOR)
233 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
234 if(!intermission_running)
235 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
236 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
238 if(self.just_joined == false) {
239 LogTeamchange(self.playerid, -1, 4);
241 self.just_joined = false;
244 PlayerScore_Clear(self); // clear scores when needed
246 accuracy_resend(self);
248 self.spectatortime = time;
250 self.classname = STR_OBSERVER;
251 self.iscreature = false;
252 self.teleportable = TELEPORT_SIMPLE;
253 self.damagedbycontents = false;
254 self.health = FRAGS_SPECTATOR;
255 self.takedamage = DAMAGE_NO;
256 self.solid = SOLID_NOT;
257 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
258 self.flags = FL_CLIENT | FL_NOTARGET;
259 self.armorvalue = 666;
261 self.armorvalue = autocvar_g_balance_armor_start;
262 self.pauserotarmor_finished = 0;
263 self.pauserothealth_finished = 0;
264 self.pauseregen_finished = 0;
265 self.damageforcescale = 0;
267 self.respawn_flags = 0;
268 self.respawn_time = 0;
269 self.stat_respawn_time = 0;
274 self.pain_finished = 0;
275 self.strength_finished = 0;
276 self.invincible_finished = 0;
277 self.superweapons_finished = 0;
280 self.think = func_null;
283 self.deadflag = DEAD_NO;
284 self.angles = spot.angles;
286 self.fixangle = true;
288 self.revival_time = 0;
290 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
291 self.prevorigin = self.origin;
293 self.weapons = '0 0 0';
295 FixPlayermodel(self);
296 setmodel(self, MDL_Null);
297 self.drawonlytoclient = self;
299 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
300 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
303 self.weaponname = "";
304 self.switchingweapon = 0;
305 self.weaponmodel = "";
306 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
308 self.weaponentities[slot] = NULL;
310 self.exteriorweaponentity = world;
311 self.killcount = FRAGS_SPECTATOR;
312 self.velocity = '0 0 0';
313 self.avelocity = '0 0 0';
314 self.punchangle = '0 0 0';
315 self.punchvector = '0 0 0';
316 self.oldvelocity = self.velocity;
317 self.fire_endtime = -1;
318 self.event_damage = func_null;
321 int player_getspecies(entity this)
323 get_model_parameters(this.model, this.skin);
324 int s = get_model_parameters_species;
325 get_model_parameters(string_null, 0);
326 if (s < 0) return SPECIES_HUMAN;
330 .float model_randomizer;
331 void FixPlayermodel(entity player)
333 string defaultmodel = "";
335 if(autocvar_sv_defaultcharacter)
339 string s = Static_Team_ColorName_Lower(player.team);
342 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
343 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
347 if(defaultmodel == "")
349 defaultmodel = autocvar_sv_defaultplayermodel;
350 defaultskin = autocvar_sv_defaultplayerskin;
353 int n = tokenize_console(defaultmodel);
356 defaultmodel = argv(floor(n * player.model_randomizer));
357 // However, do NOT randomize if the player-selected model is in the list.
358 for (int i = 0; i < n; ++i)
359 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
360 defaultmodel = argv(i);
363 int i = strstrofs(defaultmodel, ":", 0);
366 defaultskin = stof(substring(defaultmodel, i+1, -1));
367 defaultmodel = substring(defaultmodel, 0, i);
370 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
371 defaultmodel = ret_string;
372 defaultskin = ret_int;
376 if(defaultmodel != "")
378 if (defaultmodel != player.model)
380 vector m1 = player.mins;
381 vector m2 = player.maxs;
382 setplayermodel (player, defaultmodel);
383 setsize (player, m1, m2);
387 oldskin = player.skin;
388 player.skin = defaultskin;
390 if (player.playermodel != player.model || player.playermodel == "")
392 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
393 vector m1 = player.mins;
394 vector m2 = player.maxs;
395 setplayermodel (player, player.playermodel);
396 setsize (player, m1, m2);
400 oldskin = player.skin;
401 player.skin = stof(player.playerskin);
404 if(chmdl || oldskin != player.skin) // model or skin has changed
406 player.species = player_getspecies(player); // update species
410 if(strlen(autocvar_sv_defaultplayercolors))
411 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
412 setcolor(player, stof(autocvar_sv_defaultplayercolors));
416 /** Called when a client spawns in the server */
417 void PutClientInServer()
420 if (IS_BOT_CLIENT(this)) {
421 this.classname = STR_PLAYER;
422 } else if (IS_REAL_CLIENT(this)) {
424 WriteByte(MSG_ONE, SVC_SETVIEW);
425 WriteEntity(MSG_ONE, this);
428 this.classname = STR_OBSERVER;
431 SetSpectatee(this, NULL);
436 MUTATOR_CALLHOOK(PutClientInServer, this);
438 if (IS_OBSERVER(this)) {
439 PutObserverInServer();
440 } else if (IS_PLAYER(this)) {
441 accuracy_resend(this);
444 JoinBestTeam(this, false, true);
446 entity spot = SelectSpawnPoint(false);
448 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
449 return; // spawn failed
452 this.classname = STR_PLAYER;
453 this.wasplayer = true;
454 this.iscreature = true;
455 this.teleportable = TELEPORT_NORMAL;
456 this.damagedbycontents = true;
457 this.movetype = MOVETYPE_WALK;
458 this.solid = SOLID_SLIDEBOX;
459 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
460 if (autocvar_g_playerclip_collisions)
461 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
462 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
463 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
464 this.frags = FRAGS_PLAYER;
465 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
466 this.flags = FL_CLIENT | FL_PICKUPITEMS;
467 if (autocvar__notarget)
468 this.flags |= FL_NOTARGET;
469 this.takedamage = DAMAGE_AIM;
470 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
474 this.ammo_shells = warmup_start_ammo_shells;
475 this.ammo_nails = warmup_start_ammo_nails;
476 this.ammo_rockets = warmup_start_ammo_rockets;
477 this.ammo_cells = warmup_start_ammo_cells;
478 this.ammo_plasma = warmup_start_ammo_plasma;
479 this.ammo_fuel = warmup_start_ammo_fuel;
480 this.health = warmup_start_health;
481 this.armorvalue = warmup_start_armorvalue;
482 this.weapons = WARMUP_START_WEAPONS;
484 this.ammo_shells = start_ammo_shells;
485 this.ammo_nails = start_ammo_nails;
486 this.ammo_rockets = start_ammo_rockets;
487 this.ammo_cells = start_ammo_cells;
488 this.ammo_plasma = start_ammo_plasma;
489 this.ammo_fuel = start_ammo_fuel;
490 this.health = start_health;
491 this.armorvalue = start_armorvalue;
492 this.weapons = start_weapons;
495 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
497 this.items = start_items;
499 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
500 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
501 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
502 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
503 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
504 // extend the pause of rotting if client was reset at the beginning of the countdown
505 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
506 float f = game_starttime - time;
507 this.spawnshieldtime += f;
508 this.pauserotarmor_finished += f;
509 this.pauserothealth_finished += f;
510 this.pauseregen_finished += f;
512 this.damageforcescale = 2;
514 this.respawn_flags = 0;
515 this.respawn_time = 0;
516 this.stat_respawn_time = 0;
517 this.scale = autocvar_sv_player_scale;
520 this.pain_finished = 0;
522 this.think = func_null; // players have no think function
525 this.ballistics_density = autocvar_g_ballistics_density_player;
527 this.deadflag = DEAD_NO;
529 this.angles = spot.angles;
530 this.angles_z = 0; // never spawn tilted even if the spot says to
531 if (IS_BOT_CLIENT(this))
532 this.v_angle = this.angles;
533 this.fixangle = true; // turn this way immediately
534 this.oldvelocity = this.velocity = '0 0 0';
535 this.avelocity = '0 0 0';
536 this.punchangle = '0 0 0';
537 this.punchvector = '0 0 0';
539 this.strength_finished = 0;
540 this.invincible_finished = 0;
541 this.fire_endtime = -1;
542 this.revival_time = 0;
543 this.air_finished = time + 12;
545 entity spawnevent = new(spawnevent);
546 make_pure(spawnevent);
547 spawnevent.owner = this;
548 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
550 // Cut off any still running player sounds.
551 stopsound(this, CH_PLAYER_SINGLE);
554 FixPlayermodel(this);
555 this.drawonlytoclient = NULL;
558 this.view_ofs = PL_VIEW_OFS;
559 setsize(this, PL_MIN, PL_MAX);
560 this.spawnorigin = spot.origin;
561 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
562 // don't reset back to last position, even if new position is stuck in solid
563 this.oldorigin = this.origin;
564 this.prevorigin = this.origin;
565 this.lastteleporttime = time; // prevent insane speeds due to changing origin
566 this.hud = HUD_NORMAL;
568 this.event_damage = PlayerDamage;
570 this.bot_attack = true;
571 this.monster_attack = true;
573 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
575 if (this.killcount == FRAGS_SPECTATOR) {
576 PlayerScore_Clear(this);
580 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
582 CL_SpawnWeaponentity(this, weaponentities[slot]);
584 this.alpha = default_player_alpha;
585 this.colormod = '1 1 1' * autocvar_g_player_brightness;
586 this.exteriorweaponentity.alpha = default_weapon_alpha;
588 this.speedrunning = false;
590 target_voicescript_clear(this);
592 // reset fields the weapons may use
593 FOREACH(Weapons, true, LAMBDA(
594 it.wr_resetplayer(it);
595 // reload all reloadable weapons
596 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
597 this.weapon_load[it.m_id] = it.reloading_ammo;
602 string s = spot.target;
603 spot.target = string_null;
604 WITH(entity, activator, this, LAMBDA(
605 WITH(entity, self, spot, SUB_UseTargets())
612 MUTATOR_CALLHOOK(PlayerSpawn, spot);
614 if (autocvar_spawn_debug)
616 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
617 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
620 this.switchweapon = w_getbestweapon(this);
621 this.cnt = -1; // W_LastWeapon will not complain
623 this.weaponname = "";
624 this.switchingweapon = 0;
626 if (!warmup_stage && !this.alivetime)
627 this.alivetime = time;
633 .float ebouncefactor, ebouncestop; // electro's values
634 // TODO do we need all these fields, or should we stop autodetecting runtime
635 // changes and just have a console command to update this?
636 bool ClientInit_SendEntity(entity this, entity to, int sf)
638 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
642 int channel = MSG_ONE;
643 WriteHeader(channel, ENT_CLIENT_INIT);
644 WriteByte(channel, g_nexball_meter_period * 32);
645 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
646 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
647 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
648 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
649 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
650 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
651 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
652 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
654 if(sv_foginterval && world.fog != "")
655 WriteString(channel, world.fog);
657 WriteString(channel, "");
658 WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
659 WriteByte(channel, serverflags); // client has to know if it should zoom or not
660 WriteCoord(channel, autocvar_g_trueaim_minrange);
662 MUTATOR_CALLHOOK(Ent_Init);
665 void ClientInit_CheckUpdate()
667 self.nextthink = time;
668 if(self.count != autocvar_g_balance_armor_blockpercent)
670 self.count = autocvar_g_balance_armor_blockpercent;
675 void ClientInit_Spawn()
678 entity e = new(clientinit);
680 e.think = ClientInit_CheckUpdate;
681 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
683 WITH(entity, self, e, ClientInit_CheckUpdate());
693 // initialize parms for a new player
694 parm1 = -(86400 * 366);
696 MUTATOR_CALLHOOK(SetNewParms);
704 void SetChangeParms ()
706 // save parms for level change
707 parm1 = self.parm_idlesince - time;
709 MUTATOR_CALLHOOK(SetChangeParms);
717 void DecodeLevelParms ()
720 self.parm_idlesince = parm1;
721 if(self.parm_idlesince == -(86400 * 366))
722 self.parm_idlesince = time;
724 // whatever happens, allow 60 seconds of idling directly after connect for map loading
725 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
727 MUTATOR_CALLHOOK(DecodeLevelParms);
734 Called when a client types 'kill' in the console
738 .float clientkill_nexttime;
739 void ClientKill_Now_TeamChange()
741 if(self.killindicator_teamchange == -1)
743 JoinBestTeam( self, false, true );
745 else if(self.killindicator_teamchange == -2)
748 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
749 PutObserverInServer();
752 SV_ChangeTeam(self.killindicator_teamchange - 1);
753 self.killindicator_teamchange = 0;
756 void ClientKill_Now()
760 vehicles_exit(VHEF_RELEASE);
761 if(!self.killindicator_teamchange)
763 self.vehicle_health = -1;
764 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
768 if(self.killindicator && !wasfreed(self.killindicator))
769 remove(self.killindicator);
771 self.killindicator = world;
773 if(self.killindicator_teamchange)
774 ClientKill_Now_TeamChange();
777 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
779 // now I am sure the player IS dead
781 void KillIndicator_Think()
785 self.owner.killindicator = world;
790 if (self.owner.alpha < 0 && !self.owner.vehicle)
792 self.owner.killindicator = world;
799 WITH(entity, self, self.owner, ClientKill_Now());
802 else if(g_cts && self.health == 1) // health == 1 means that it's silent
804 self.nextthink = time + 1;
810 setmodel(self, MDL_NUM(self.cnt));
811 if(IS_REAL_CLIENT(self.owner))
814 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
816 self.nextthink = time + 1;
821 float clientkilltime;
822 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
831 killtime = autocvar_g_balance_kill_delay;
833 if(g_race_qualifying || g_cts)
836 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
839 self.killindicator_teamchange = targetteam;
841 if(!self.killindicator)
843 if(self.deadflag == DEAD_NO)
845 killtime = max(killtime, self.clientkill_nexttime - time);
846 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
849 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
855 starttime = max(time, clientkilltime);
857 self.killindicator = spawn();
858 self.killindicator.owner = self;
859 self.killindicator.scale = 0.5;
860 setattachment(self.killindicator, self, "");
861 setorigin(self.killindicator, '0 0 52');
862 self.killindicator.think = KillIndicator_Think;
863 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
864 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
865 self.killindicator.cnt = ceil(killtime);
866 self.killindicator.count = bound(0, ceil(killtime), 10);
867 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
869 for(e = world; (e = find(e, classname, "body")) != world; )
873 e.killindicator = spawn();
874 e.killindicator.owner = e;
875 e.killindicator.scale = 0.5;
876 setattachment(e.killindicator, e, "");
877 setorigin(e.killindicator, '0 0 52');
878 e.killindicator.think = KillIndicator_Think;
879 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
880 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
881 e.killindicator.cnt = ceil(killtime);
886 if(self.killindicator)
888 if(targetteam == 0) // just die
890 self.killindicator.colormod = '0 0 0';
891 if(IS_REAL_CLIENT(self))
892 if(self.killindicator.cnt > 0)
893 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
895 else if(targetteam == -1) // auto
897 self.killindicator.colormod = '0 1 0';
898 if(IS_REAL_CLIENT(self))
899 if(self.killindicator.cnt > 0)
900 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
902 else if(targetteam == -2) // spectate
904 self.killindicator.colormod = '0.5 0.5 0.5';
905 if(IS_REAL_CLIENT(self))
906 if(self.killindicator.cnt > 0)
907 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
911 self.killindicator.colormod = Team_ColorRGB(targetteam);
912 if(IS_REAL_CLIENT(self))
913 if(self.killindicator.cnt > 0)
914 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
923 if(self.player_blocked) return;
924 if(self.frozen) return;
926 ClientKill_TeamChange(0);
929 void FixClientCvars(entity e)
931 // send prediction settings to the client
932 stuffcmd(e, "\nin_bindmap 0 0\n");
933 if(autocvar_g_antilag == 3) // client side hitscan
934 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
935 if(autocvar_sv_gentle)
936 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
938 MUTATOR_CALLHOOK(FixClientCvars, e);
941 float PlayerInIDList(entity p, string idlist)
946 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
950 // this function allows abbreviated player IDs too!
951 n = tokenize_console(idlist);
952 for(i = 0; i < n; ++i)
955 if(s == substring(p.crypto_idfp, 0, strlen(s)))
962 #ifdef DP_EXT_PRECONNECT
967 Called once (not at each match start) when a client begins a connection to the server
970 void ClientPreConnect ()
972 if(autocvar_sv_eventlog)
974 GameLogEcho(sprintf(":connect:%d:%d:%s",
977 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
987 Called when a client connects to the server
990 void DecodeLevelParms ();
991 void ClientConnect ()
997 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1001 if(Ban_MaybeEnforceBanOnce(self))
1007 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1010 self.classname = "player_joining";
1012 self.flags = FL_CLIENT;
1013 self.version_nagtime = time + 10 + random() * 10;
1017 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1021 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1023 PlayerScore_Attach(self);
1024 ClientData_Attach();
1025 accuracy_init(self);
1026 Inventory_new(self);
1028 bot_clientconnect();
1034 // identify the right forced team
1035 if(autocvar_g_campaign)
1037 if(IS_REAL_CLIENT(self)) // only players, not bots
1039 switch(autocvar_g_campaign_forceteam)
1041 case 1: self.team_forced = NUM_TEAM_1; break;
1042 case 2: self.team_forced = NUM_TEAM_2; break;
1043 case 3: self.team_forced = NUM_TEAM_3; break;
1044 case 4: self.team_forced = NUM_TEAM_4; break;
1045 default: self.team_forced = 0;
1049 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1050 self.team_forced = NUM_TEAM_1;
1051 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1052 self.team_forced = NUM_TEAM_2;
1053 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1054 self.team_forced = NUM_TEAM_3;
1055 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1056 self.team_forced = NUM_TEAM_4;
1057 else if(autocvar_g_forced_team_otherwise == "red")
1058 self.team_forced = NUM_TEAM_1;
1059 else if(autocvar_g_forced_team_otherwise == "blue")
1060 self.team_forced = NUM_TEAM_2;
1061 else if(autocvar_g_forced_team_otherwise == "yellow")
1062 self.team_forced = NUM_TEAM_3;
1063 else if(autocvar_g_forced_team_otherwise == "pink")
1064 self.team_forced = NUM_TEAM_4;
1065 else if(autocvar_g_forced_team_otherwise == "spectate")
1066 self.team_forced = -1;
1067 else if(autocvar_g_forced_team_otherwise == "spectator")
1068 self.team_forced = -1;
1070 self.team_forced = 0;
1073 if(self.team_forced > 0)
1074 self.team_forced = 0;
1076 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1078 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1079 self.classname = STR_OBSERVER;
1083 if(autocvar_g_balance_teams)
1085 self.classname = STR_PLAYER;
1086 campaign_bots_may_start = 1;
1090 self.classname = STR_OBSERVER; // do it anyway
1095 self.classname = STR_PLAYER;
1096 campaign_bots_may_start = 1;
1100 self.playerid = (playerid_last = playerid_last + 1);
1102 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1104 if(IS_BOT_CLIENT(self))
1105 PlayerStats_GameReport_AddPlayer(self);
1107 if(autocvar_sv_eventlog)
1108 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1110 LogTeamchange(self.playerid, self.team, 1);
1112 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1114 self.netname_previous = strzone(self.netname);
1116 if(IS_PLAYER(self) && teamplay)
1117 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1119 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1121 stuffcmd(self, strcat(clientstuff, "\n"));
1122 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1124 FixClientCvars(self);
1126 // spawnfunc_waypoint sprites
1127 WaypointSprite_InitClient(self);
1129 // Wazat's grappling hook
1130 SetGrappleHookBindings();
1133 stuffcmd(self, "alias +jetpack +button10\n");
1134 stuffcmd(self, "alias -jetpack -button10\n");
1136 // get version info from player
1137 stuffcmd(self, "cmd clientversion $gameversion\n");
1139 // get other cvars from player
1142 // notify about available teams
1145 CheckAllowedTeams(self);
1146 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1147 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1150 stuffcmd(self, "set _teams_available 0\n");
1154 bot_relinkplayerlist();
1156 self.spectatortime = time;
1159 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1162 self.jointime = time;
1163 self.allowed_timeouts = autocvar_sv_timeout_number;
1165 if(IS_REAL_CLIENT(self))
1167 if(!autocvar_g_campaign)
1169 self.motd_actived_time = -1;
1170 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1173 if(g_weaponarena_weapons == WEPSET(TUBA))
1174 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1177 if(!sv_foginterval && world.fog != "")
1178 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1180 W_HitPlotOpen(self);
1182 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
1183 send_CSQC_teamnagger();
1187 CSQCMODEL_AUTOINIT(self);
1189 self.model_randomizer = random();
1191 if(IS_REAL_CLIENT(self))
1192 sv_notice_join(self);
1194 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1195 WITH(entity, self, e, e.init_for_player(this));
1198 MUTATOR_CALLHOOK(ClientConnect, self);
1204 Called when a client disconnects from the server
1207 .entity chatbubbleentity;
1209 void ClientDisconnect ()
1212 vehicles_exit(VHEF_RELEASE);
1214 if (!IS_CLIENT(self))
1216 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1220 PlayerStats_GameReport_FinalizePlayer(self);
1222 if ( self.active_minigame )
1223 part_minigame(self);
1225 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1227 CheatShutdownClient();
1229 W_HitPlotClose(self);
1232 anticheat_shutdown();
1234 playerdemo_shutdown();
1236 bot_clientdisconnect();
1240 if(autocvar_sv_eventlog)
1241 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1243 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1245 MUTATOR_CALLHOOK(ClientDisconnect);
1247 Portal_ClearAll(self);
1251 RemoveGrapplingHook(self);
1253 // Here, everything has been done that requires this player to be a client.
1255 self.flags &= ~FL_CLIENT;
1257 if (self.chatbubbleentity)
1258 remove (self.chatbubbleentity);
1260 if (self.killindicator)
1261 remove (self.killindicator);
1263 WaypointSprite_PlayerGone();
1265 bot_relinkplayerlist();
1267 accuracy_free(self);
1268 Inventory_delete(self);
1269 ClientData_Detach();
1270 PlayerScore_Detach(self);
1272 if(self.netname_previous)
1273 strunzone(self.netname_previous);
1274 if(self.clientstatus)
1275 strunzone(self.clientstatus);
1276 if(self.weaponorder_byimpulse)
1277 strunzone(self.weaponorder_byimpulse);
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;
1303 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1305 if ( self.owner.active_minigame )
1306 self.mdl = "models/sprites/minigame_busy.iqm";
1307 else if ( self.owner.BUTTON_CHAT )
1308 self.mdl = "models/misc/chatbubble.spr";
1311 if ( self.model != self.mdl )
1312 _setmodel(self, self.mdl);
1316 void UpdateChatBubble()
1320 // spawn a chatbubble entity if needed
1321 if (!self.chatbubbleentity)
1323 self.chatbubbleentity = new(chatbubbleentity);
1324 self.chatbubbleentity.owner = self;
1325 self.chatbubbleentity.exteriormodeltoclient = self;
1326 self.chatbubbleentity.think = ChatBubbleThink;
1327 self.chatbubbleentity.nextthink = time;
1328 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1329 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1330 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1331 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1332 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1333 //self.chatbubbleentity.model = "";
1334 self.chatbubbleentity.effects = EF_LOWPRECISION;
1339 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1340 // added to the model skins
1341 /*void UpdateColorModHack()
1344 c = self.clientcolors & 15;
1345 // LordHavoc: only bothering to support white, green, red, yellow, blue
1346 if (!teamplay) self.colormod = '0 0 0';
1347 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1348 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1349 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1350 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1351 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1352 else self.colormod = '1 1 1';
1357 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1359 self.solid = SOLID_NOT;
1360 self.takedamage = DAMAGE_NO;
1361 self.movetype = MOVETYPE_FLY;
1362 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1363 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1364 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1365 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1366 if(autocvar_g_respawn_ghosts_maxtime)
1367 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1372 self.effects |= EF_NODRAW; // prevent another CopyBody
1373 PutClientInServer();
1376 void play_countdown(float finished, string samp)
1378 if(IS_REAL_CLIENT(self))
1379 if(floor(finished - time - frametime) != floor(finished - time))
1380 if(finished - time < 6)
1381 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1384 void player_powerups ()
1386 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1387 int items_prev = self.items;
1389 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1390 self.modelflags |= MF_ROCKET;
1392 self.modelflags &= ~MF_ROCKET;
1394 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1396 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1399 Fire_ApplyDamage(self);
1400 Fire_ApplyEffect(self);
1404 if (self.items & ITEM_Strength.m_itemid)
1406 play_countdown(self.strength_finished, SND(POWEROFF));
1407 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1408 if (time > self.strength_finished)
1410 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1411 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1412 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1417 if (time < self.strength_finished)
1419 self.items = self.items | ITEM_Strength.m_itemid;
1420 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1421 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1424 if (self.items & ITEM_Shield.m_itemid)
1426 play_countdown(self.invincible_finished, SND(POWEROFF));
1427 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1428 if (time > self.invincible_finished)
1430 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1431 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1432 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1437 if (time < self.invincible_finished)
1439 self.items = self.items | ITEM_Shield.m_itemid;
1440 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1441 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1444 if (self.items & IT_SUPERWEAPON)
1446 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1448 self.superweapons_finished = 0;
1449 self.items = self.items - (self.items & IT_SUPERWEAPON);
1450 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1451 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1453 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1455 // don't let them run out
1459 play_countdown(self.superweapons_finished, SND(POWEROFF));
1460 if (time > self.superweapons_finished)
1462 self.items = self.items - (self.items & IT_SUPERWEAPON);
1463 self.weapons &= ~WEPSET_SUPERWEAPONS;
1464 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1465 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1469 else if(self.weapons & WEPSET_SUPERWEAPONS)
1471 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1473 self.items = self.items | IT_SUPERWEAPON;
1474 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1475 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1479 self.superweapons_finished = 0;
1480 self.weapons &= ~WEPSET_SUPERWEAPONS;
1485 self.superweapons_finished = 0;
1489 if(autocvar_g_nodepthtestplayers)
1490 self.effects = self.effects | EF_NODEPTHTEST;
1492 if(autocvar_g_fullbrightplayers)
1493 self.effects = self.effects | EF_FULLBRIGHT;
1495 if (time >= game_starttime)
1496 if (time < self.spawnshieldtime)
1497 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1499 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1502 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1504 if(current > stable)
1506 else if(current > stable - 0.25) // when close enough, "snap"
1509 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1512 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1514 if(current < stable)
1516 else if(current < stable + 0.25) // when close enough, "snap"
1519 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1522 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1524 if(current > rotstable)
1526 if(rotframetime > 0)
1528 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1529 current = max(rotstable, current - rotlinear * rotframetime);
1532 else if(current < regenstable)
1534 if(regenframetime > 0)
1536 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1537 current = min(regenstable, current + regenlinear * regenframetime);
1547 void player_regen ()
1549 float max_mod, regen_mod, rot_mod, limit_mod;
1550 max_mod = regen_mod = rot_mod = limit_mod = 1;
1551 regen_mod_max = max_mod;
1552 regen_mod_regen = regen_mod;
1553 regen_mod_rot = rot_mod;
1554 regen_mod_limit = limit_mod;
1556 regen_health = autocvar_g_balance_health_regen;
1557 regen_health_linear = autocvar_g_balance_health_regenlinear;
1558 regen_health_rot = autocvar_g_balance_health_rot;
1559 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1560 regen_health_stable = autocvar_g_balance_health_regenstable;
1561 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1562 if(!MUTATOR_CALLHOOK(PlayerRegen))
1565 float mina, maxa, limith, limita;
1566 maxa = autocvar_g_balance_armor_rotstable;
1567 mina = autocvar_g_balance_armor_regenstable;
1568 limith = autocvar_g_balance_health_limit;
1569 limita = autocvar_g_balance_armor_limit;
1571 max_mod = regen_mod_max;
1572 regen_mod = regen_mod_regen;
1573 rot_mod = regen_mod_rot;
1574 limit_mod = regen_mod_limit;
1576 regen_health_rotstable = regen_health_rotstable * max_mod;
1577 regen_health_stable = regen_health_stable * max_mod;
1578 limith = limith * limit_mod;
1579 limita = limita * limit_mod;
1581 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);
1582 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1585 // if player rotted to death... die!
1586 // check this outside above checks, as player may still be able to rot to death
1590 vehicles_exit(VHEF_RELEASE);
1591 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1594 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1596 float minf, maxf, limitf;
1598 maxf = autocvar_g_balance_fuel_rotstable;
1599 minf = autocvar_g_balance_fuel_regenstable;
1600 limitf = autocvar_g_balance_fuel_limit;
1602 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1606 float zoomstate_set;
1607 void SetZoomState(float z)
1609 if(z != self.zoomstate)
1612 ClientData_Touch(self);
1617 void GetPressedKeys()
1620 MUTATOR_CALLHOOK(GetPressedKeys);
1621 int keys = this.pressedkeys;
1622 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1623 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1624 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1625 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1627 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1628 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1629 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1630 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1631 this.pressedkeys = keys;
1635 ======================
1636 spectate mode routines
1637 ======================
1640 void SpectateCopy(entity this, entity spectatee)
1642 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1643 self.armortype = spectatee.armortype;
1644 self.armorvalue = spectatee.armorvalue;
1645 self.ammo_cells = spectatee.ammo_cells;
1646 self.ammo_plasma = spectatee.ammo_plasma;
1647 self.ammo_shells = spectatee.ammo_shells;
1648 self.ammo_nails = spectatee.ammo_nails;
1649 self.ammo_rockets = spectatee.ammo_rockets;
1650 self.ammo_fuel = spectatee.ammo_fuel;
1651 self.clip_load = spectatee.clip_load;
1652 self.clip_size = spectatee.clip_size;
1653 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1654 self.health = spectatee.health;
1656 self.items = spectatee.items;
1657 self.last_pickup = spectatee.last_pickup;
1658 self.hit_time = spectatee.hit_time;
1659 self.strength_finished = spectatee.strength_finished;
1660 self.invincible_finished = spectatee.invincible_finished;
1661 self.pressedkeys = spectatee.pressedkeys;
1662 self.weapons = spectatee.weapons;
1663 self.switchweapon = spectatee.switchweapon;
1664 self.switchingweapon = spectatee.switchingweapon;
1665 self.weapon = spectatee.weapon;
1666 self.vortex_charge = spectatee.vortex_charge;
1667 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1668 self.hagar_load = spectatee.hagar_load;
1669 self.arc_heat_percent = spectatee.arc_heat_percent;
1670 self.minelayer_mines = spectatee.minelayer_mines;
1671 self.punchangle = spectatee.punchangle;
1672 self.view_ofs = spectatee.view_ofs;
1673 self.velocity = spectatee.velocity;
1674 self.dmg_take = spectatee.dmg_take;
1675 self.dmg_save = spectatee.dmg_save;
1676 self.dmg_inflictor = spectatee.dmg_inflictor;
1677 self.v_angle = spectatee.v_angle;
1678 self.angles = spectatee.v_angle;
1679 self.frozen = spectatee.frozen;
1680 self.revive_progress = spectatee.revive_progress;
1681 if(!self.BUTTON_USE)
1682 self.fixangle = true;
1683 setorigin(self, spectatee.origin);
1684 setsize(self, spectatee.mins, spectatee.maxs);
1685 SetZoomState(spectatee.zoomstate);
1687 anticheat_spectatecopy(spectatee);
1688 self.hud = spectatee.hud;
1689 if(spectatee.vehicle)
1691 self.fixangle = false;
1692 //self.velocity = spectatee.vehicle.velocity;
1693 self.vehicle_health = spectatee.vehicle_health;
1694 self.vehicle_shield = spectatee.vehicle_shield;
1695 self.vehicle_energy = spectatee.vehicle_energy;
1696 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1697 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1698 self.vehicle_reload1 = spectatee.vehicle_reload1;
1699 self.vehicle_reload2 = spectatee.vehicle_reload2;
1703 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1704 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1705 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1706 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1708 //WriteByte (MSG_ONE, SVC_SETVIEW);
1709 // WriteEntity(MSG_ONE, self);
1710 //makevectors(spectatee.v_angle);
1711 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1715 bool SpectateUpdate()
1720 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1722 SetSpectatee(self, NULL);
1726 SpectateCopy(this, this.enemy);
1733 if(!IS_PLAYER(self.enemy))
1737 WriteByte(MSG_ONE, SVC_SETVIEW);
1738 WriteEntity(MSG_ONE, self.enemy);
1739 self.movetype = MOVETYPE_NONE;
1740 accuracy_resend(self);
1742 if(!SpectateUpdate())
1743 PutObserverInServer();
1748 void SetSpectatee(entity player, entity spectatee)
1750 entity old_spectatee = player.enemy;
1752 player.enemy = spectatee;
1755 // these are required to fix the spectator bug with arc
1756 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1757 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1760 bool Spectate(entity pl)
1762 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1766 SetSpectatee(self, pl);
1767 return SpectateSet();
1772 other = find(self.enemy, classname, "player");
1774 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1775 other = spec_player;
1777 other = find(other, classname, "player");
1779 if(other) { SetSpectatee(self, other); }
1781 return SpectateSet();
1786 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1787 other = findchain(classname, "player");
1788 if (!other) // no player
1791 entity first = other;
1792 // skip players until current spectated player
1794 while(other && other != self.enemy)
1795 other = other.chain;
1797 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1799 case MUT_SPECPREV_FOUND:
1800 other = spec_player;
1802 case MUT_SPECPREV_RETURN:
1803 other = spec_player;
1805 case MUT_SPECPREV_CONTINUE:
1809 other = other.chain;
1816 SetSpectatee(self, other);
1817 return SpectateSet();
1822 ShowRespawnCountdown()
1824 Update a respawn countdown display.
1827 void ShowRespawnCountdown()
1830 if(self.deadflag == DEAD_NO) // just respawned?
1834 number = ceil(self.respawn_time - time);
1837 if(number <= self.respawn_countdown)
1839 self.respawn_countdown = number - 1;
1840 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
1841 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1846 void LeaveSpectatorMode()
1850 if(nJoinAllowed(self))
1852 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1854 self.classname = STR_PLAYER;
1856 if(autocvar_g_campaign || autocvar_g_balance_teams)
1857 { JoinBestTeam(self, false, true); }
1859 if(autocvar_g_campaign)
1860 { campaign_bots_may_start = 1; }
1862 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1864 PutClientInServer();
1866 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1869 stuffcmd(self, "menu_showteamselect\n");
1873 // Player may not join because g_maxplayers is set
1874 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1879 * Determines whether the player is allowed to join. This depends on cvar
1880 * g_maxplayers, if it isn't used this function always return true, otherwise
1881 * it checks whether the number of currently playing players exceeds g_maxplayers.
1882 * @return int number of free slots for players, 0 if none
1884 float nJoinAllowed(entity ignore)
1887 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1888 // so report 0 free slots if restricted
1890 if(autocvar_g_forced_team_otherwise == "spectate")
1892 if(autocvar_g_forced_team_otherwise == "spectator")
1896 if(self.team_forced < 0)
1897 return 0; // forced spectators can never join
1899 // TODO simplify this
1901 float totalClients = 0;
1906 if (!autocvar_g_maxplayers)
1907 return maxclients - totalClients;
1909 float currentlyPlaying = 0;
1910 FOR_EACH_REALCLIENT(e)
1911 if(IS_PLAYER(e) || e.caplayer)
1912 currentlyPlaying += 1;
1914 if(currentlyPlaying < autocvar_g_maxplayers)
1915 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1921 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1922 * g_maxplayers_spectator_blocktime seconds
1924 void checkSpectatorBlock()
1926 if(IS_SPEC(self) || IS_OBSERVER(self))
1928 if(IS_REAL_CLIENT(self))
1930 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1931 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1937 void PrintWelcomeMessage()
1939 if(self.motd_actived_time == 0)
1941 if (autocvar_g_campaign) {
1942 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1943 self.motd_actived_time = time;
1944 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1947 if (self.BUTTON_INFO) {
1948 self.motd_actived_time = time;
1949 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1953 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1955 if (autocvar_g_campaign) {
1956 if (self.BUTTON_INFO)
1957 self.motd_actived_time = time;
1958 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1959 self.motd_actived_time = 0;
1960 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1963 if (self.BUTTON_INFO)
1964 self.motd_actived_time = time;
1965 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1966 self.motd_actived_time = 0;
1967 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1971 else //if(self.motd_actived_time < 0) // just connected, motd is active
1973 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1974 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1975 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1977 // instanctly hide MOTD
1978 self.motd_actived_time = 0;
1979 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1984 void ObserverThink()
1988 MinigameImpulse(self, self.impulse);
1991 float prefered_movetype;
1992 if (self.flags & FL_JUMPRELEASED) {
1993 if (self.BUTTON_JUMP && !self.version_mismatch) {
1994 self.flags &= ~FL_JUMPRELEASED;
1995 self.flags |= FL_SPAWNING;
1996 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1997 self.flags &= ~FL_JUMPRELEASED;
1998 if(SpectateNext()) {
1999 self.classname = STR_SPECTATOR;
2002 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2003 if (self.movetype != prefered_movetype)
2004 self.movetype = prefered_movetype;
2007 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2008 self.flags |= FL_JUMPRELEASED;
2009 if(self.flags & FL_SPAWNING)
2011 self.flags &= ~FL_SPAWNING;
2012 LeaveSpectatorMode();
2019 void SpectatorThink()
2023 if(MinigameImpulse(self, self.impulse))
2026 if (self.flags & FL_JUMPRELEASED) {
2027 if (self.BUTTON_JUMP && !self.version_mismatch) {
2028 self.flags &= ~FL_JUMPRELEASED;
2029 self.flags |= FL_SPAWNING;
2030 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2031 self.flags &= ~FL_JUMPRELEASED;
2032 if(SpectateNext()) {
2033 self.classname = STR_SPECTATOR;
2035 self.classname = STR_OBSERVER;
2036 PutClientInServer();
2039 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2040 self.flags &= ~FL_JUMPRELEASED;
2041 if(SpectatePrev()) {
2042 self.classname = STR_SPECTATOR;
2044 self.classname = STR_OBSERVER;
2045 PutClientInServer();
2048 } else if (self.BUTTON_ATCK2) {
2049 self.flags &= ~FL_JUMPRELEASED;
2050 self.classname = STR_OBSERVER;
2051 PutClientInServer();
2053 if(!SpectateUpdate())
2054 PutObserverInServer();
2057 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2058 self.flags |= FL_JUMPRELEASED;
2059 if(self.flags & FL_SPAWNING)
2061 self.flags &= ~FL_SPAWNING;
2062 LeaveSpectatorMode();
2066 if(!SpectateUpdate())
2067 PutObserverInServer();
2070 self.flags |= FL_CLIENT | FL_NOTARGET;
2073 void vehicles_enter (entity pl, entity veh);
2076 if (!IS_PLAYER(self))
2083 vehicles_exit(VHEF_NORMAL);
2087 else if(autocvar_g_vehicles_enter)
2090 if(self.deadflag == DEAD_NO)
2093 entity head, closest_target = world;
2094 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2096 while(head) // find the closest acceptable target to enter
2098 if(head.vehicle_flags & VHF_ISVEHICLE)
2099 if(head.deadflag == DEAD_NO)
2100 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2101 if(head.takedamage != DAMAGE_NO)
2105 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2106 { closest_target = head; }
2108 else { closest_target = head; }
2114 if(closest_target) { vehicles_enter(self, closest_target); return; }
2118 // a use key was pressed; call handlers
2119 MUTATOR_CALLHOOK(PlayerUseKey);
2127 Called every frame for each client before the physics are run
2130 .float usekeypressed;
2131 void() nexball_setstatus;
2132 .float last_vehiclecheck;
2134 void PlayerPreThink ()
2136 WarpZone_PlayerPhysics_FixVAngle();
2138 self.stat_game_starttime = game_starttime;
2139 self.stat_round_starttime = round_starttime;
2140 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2141 self.stat_leadlimit = autocvar_leadlimit;
2143 self.weaponsinmap = weaponsInMap;
2147 // physics frames: update anticheat stuff
2148 anticheat_prethink();
2151 if(blockSpectators && frametime)
2152 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2153 checkSpectatorBlock();
2157 // Savage: Check for nameless players
2158 if (isInvisibleString(self.netname)) {
2159 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2160 if(autocvar_sv_eventlog)
2161 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2162 if(self.netname_previous)
2163 strunzone(self.netname_previous);
2164 self.netname_previous = strzone(new_name);
2165 self.netname = self.netname_previous;
2166 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2167 } else if(self.netname_previous != self.netname) {
2168 if(autocvar_sv_eventlog)
2169 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2170 if(self.netname_previous)
2171 strunzone(self.netname_previous);
2172 self.netname_previous = strzone(self.netname);
2176 if(self.version_nagtime)
2177 if(self.cvar_g_xonoticversion)
2178 if(time > self.version_nagtime)
2180 // don't notify git users
2181 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2183 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2185 // notify release users if connecting to git
2186 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2187 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2192 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2195 // give users new version
2196 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2197 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2201 // notify users about old server version
2202 LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2203 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2207 self.version_nagtime = 0;
2211 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2213 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2214 self.max_armorvalue = 0;
2217 if(self.frozen == 2)
2219 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2220 self.health = max(1, self.revive_progress * start_health);
2221 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2223 if(self.revive_progress >= 1)
2226 else if(self.frozen == 3)
2228 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2229 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2234 vehicles_exit(VHEF_RELEASE);
2235 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2237 else if ( self.revive_progress <= 0 )
2241 MUTATOR_CALLHOOK(PlayerPreThink);
2243 if(autocvar_g_vehicles_enter)
2244 if(time > self.last_vehiclecheck)
2249 if(self.deadflag == DEAD_NO)
2252 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2253 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2254 if(veh.deadflag == DEAD_NO)
2255 if(veh.takedamage != DAMAGE_NO)
2256 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2257 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2259 if(!veh.team || SAME_TEAM(self, veh))
2260 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2261 else if(autocvar_g_vehicles_steal)
2262 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2264 self.last_vehiclecheck = time + 1;
2267 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2269 if(self.BUTTON_USE && !self.usekeypressed)
2271 self.usekeypressed = self.BUTTON_USE;
2274 if(IS_REAL_CLIENT(self))
2275 PrintWelcomeMessage();
2280 CheckRules_Player();
2282 if (intermission_running)
2284 IntermissionThink (); // otherwise a button could be missed between
2285 return; // the think tics
2288 //don't allow the player to turn around while game is paused!
2289 if(timeout_status == TIMEOUT_ACTIVE) {
2290 // FIXME turn this into CSQC stuff
2291 self.v_angle = self.lastV_angle;
2292 self.angles = self.lastV_angle;
2293 self.fixangle = true;
2301 if (self.deadflag != DEAD_NO)
2303 if(self.personal && g_race_qualifying)
2305 if(time > self.respawn_time)
2307 self.respawn_time = time + 1; // only retry once a second
2308 self.stat_respawn_time = self.respawn_time;
2315 float button_pressed;
2318 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2320 if (self.deadflag == DEAD_DYING)
2322 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2323 self.deadflag = DEAD_RESPAWNING;
2324 else if(!button_pressed)
2325 self.deadflag = DEAD_DEAD;
2327 else if (self.deadflag == DEAD_DEAD)
2330 self.deadflag = DEAD_RESPAWNABLE;
2331 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2332 self.deadflag = DEAD_RESPAWNING;
2334 else if (self.deadflag == DEAD_RESPAWNABLE)
2337 self.deadflag = DEAD_RESPAWNING;
2339 else if (self.deadflag == DEAD_RESPAWNING)
2341 if(time > self.respawn_time)
2343 self.respawn_time = time + 1; // only retry once a second
2344 self.respawn_time_max = self.respawn_time;
2349 ShowRespawnCountdown();
2351 if(self.respawn_flags & RESPAWN_SILENT)
2352 self.stat_respawn_time = 0;
2353 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2354 self.stat_respawn_time = self.respawn_time_max;
2356 self.stat_respawn_time = self.respawn_time;
2359 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2360 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2361 self.stat_respawn_time *= -1;
2366 self.prevorigin = self.origin;
2368 float do_crouch = self.BUTTON_CROUCH;
2376 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2377 // It cannot be predicted by the engine!
2378 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2379 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2387 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2388 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2389 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2396 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2397 if (!trace_startsolid)
2399 self.crouch = false;
2400 self.view_ofs = STAT(PL_VIEW_OFS, self);
2401 setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2406 FixPlayermodel(self);
2408 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2411 self.items &= ~self.items_added;
2413 W_WeaponFrame(self);
2415 self.items_added = 0;
2416 if(self.items & ITEM_Jetpack.m_itemid)
2417 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2418 self.items_added |= IT_FUEL;
2420 self.items |= self.items_added;
2425 // WEAPONTODO: Add a weapon request for this
2426 // rot vortex charge to the charge limit
2427 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2428 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2434 secrets_setstatus();
2437 monsters_setstatus();
2439 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2441 //self.angles_y=self.v_angle_y + 90; // temp
2442 } else if(gameover) {
2443 if (intermission_running)
2444 IntermissionThink (); // otherwise a button could be missed between
2446 } else if(IS_OBSERVER(self)) {
2448 } else if(IS_SPEC(self)) {
2452 // WEAPONTODO: Add weapon request for this
2454 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2456 float oldspectatee_status;
2457 oldspectatee_status = self.spectatee_status;
2459 self.spectatee_status = num_for_edict(self.enemy);
2460 else if(IS_OBSERVER(self))
2461 self.spectatee_status = num_for_edict(self);
2463 self.spectatee_status = 0;
2464 if(self.spectatee_status != oldspectatee_status)
2466 ClientData_Touch(self);
2468 race_InitSpectator();
2471 if(self.teamkill_soundtime)
2472 if(time > self.teamkill_soundtime)
2474 self.teamkill_soundtime = 0;
2476 entity e = self.teamkill_soundsource;
2477 entity oldpusher = e.pusher;
2479 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2480 e.pusher = oldpusher;
2483 if(self.taunt_soundtime)
2484 if(time > self.taunt_soundtime)
2486 self.taunt_soundtime = 0;
2487 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2490 target_voicescript_next(self);
2492 // WEAPONTODO: Move into weaponsystem somehow
2493 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2495 self.clip_load = self.clip_size = 0;
2498 void DrownPlayer(entity this)
2500 if(this.deadflag != DEAD_NO)
2503 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2505 if(this.air_finished < time)
2506 PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2507 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2510 else if (this.air_finished < time)
2512 if (this.pain_finished < time)
2514 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2515 this.pain_finished = time + 0.5;
2524 Called every frame for each client after the physics are run
2527 .float idlekick_lasttimeleft;
2528 void PlayerPostThink ()
2530 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2531 if(IS_REAL_CLIENT(self))
2532 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2534 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2536 if(self.idlekick_lasttimeleft)
2538 self.idlekick_lasttimeleft = 0;
2539 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2545 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2546 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2548 if(!self.idlekick_lasttimeleft)
2549 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2553 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2557 else if(timeleft <= 10)
2559 if(timeleft != self.idlekick_lasttimeleft)
2560 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2561 self.idlekick_lasttimeleft = timeleft;
2568 //CheckPlayerJump();
2570 if(IS_PLAYER(self)) {
2572 CheckRules_Player();
2575 ImpulseCommands(self);
2576 if (intermission_running)
2577 return; // intermission or finale
2583 for(i = 0; i < 1000; ++i)
2586 end = self.origin + '0 0 1024' + 512 * randomvec();
2587 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2588 if(trace_fraction < 1)
2589 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2591 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2597 if(self.waypointsprite_attachedforcarrier)
2598 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2602 CSQCMODEL_AUTOUPDATE(self);