1 #include "cl_client.qh"
3 #include "waypointsprites.qh"
5 #include "anticheat.qh"
6 #include "cl_impulse.qh"
7 #include "cl_player.qh"
11 #include "miscfunctions.qh"
13 #include "teamplay.qh"
14 #include "playerdemo.qh"
16 #include "spawnpoints.qh"
17 #include "g_damage.qh"
19 #include "t_teleporters.qh"
20 #include "command/common.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
29 #include "bot/navigation.qh"
31 #include "../common/vehicles/sv_vehicles.qh"
33 #include "weapons/hitplot.qh"
34 #include "weapons/weaponsystem.qh"
36 #include "../common/net_notice.qh"
38 #include "../common/items/inventory.qh"
40 #include "../common/monsters/sv_monsters.qh"
42 #include "../warpzonelib/server.qh"
45 void send_CSQC_teamnagger() {
46 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
47 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
50 float ClientData_Send(entity to, int sf)
67 sf |= 1; // forced scoreboard
68 if(to.spectatee_status)
69 sf |= 2; // spectator ent number follows
72 if(e.porto_v_angle_held)
73 sf |= 8; // angles held
75 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
76 WriteByte(MSG_ENTITY, sf);
79 WriteByte(MSG_ENTITY, to.spectatee_status);
83 WriteAngle(MSG_ENTITY, e.v_angle.x);
84 WriteAngle(MSG_ENTITY, e.v_angle.y);
90 void ClientData_Attach()
92 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
93 self.clientdata.drawonlytoclient = self;
94 self.clientdata.owner = self;
97 void ClientData_Detach()
99 remove(self.clientdata);
100 self.clientdata = world;
103 void ClientData_Touch(entity e)
105 e.clientdata.SendFlags = 1;
107 // make it spectatable
109 FOR_EACH_REALCLIENT(e2)
114 e2.clientdata.SendFlags = 1;
118 .string netname_previous;
120 void SetSpectator(entity player, entity spectatee);
127 Checks if the argument string can be a valid playermodel.
128 Returns a valid one in doubt.
131 string FallbackPlayerModel;
132 string CheckPlayerModel(string plyermodel) {
133 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
135 // note: we cannot summon Don Strunzone here, some player may
136 // still have the model string set. In case anyone manages how
137 // to change a cvar default, we'll have a small leak here.
138 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
140 // only in right path
141 if( substring(plyermodel,0,14) != "models/player/")
142 return FallbackPlayerModel;
143 // only good file extensions
144 if(substring(plyermodel,-4,4) != ".zym")
145 if(substring(plyermodel,-4,4) != ".dpm")
146 if(substring(plyermodel,-4,4) != ".iqm")
147 if(substring(plyermodel,-4,4) != ".md3")
148 if(substring(plyermodel,-4,4) != ".psk")
149 return FallbackPlayerModel;
150 // forbid the LOD models
151 if(substring(plyermodel, -9,5) == "_lod1")
152 return FallbackPlayerModel;
153 if(substring(plyermodel, -9,5) == "_lod2")
154 return FallbackPlayerModel;
155 if(plyermodel != strtolower(plyermodel))
156 return FallbackPlayerModel;
157 // also, restrict to server models
158 if(autocvar_sv_servermodelsonly)
160 if(!fexists(plyermodel))
161 return FallbackPlayerModel;
166 void setplayermodel(entity e, string modelname)
168 precache_model(modelname);
169 setmodel(e, modelname);
170 player_setupanimsformodel();
171 UpdatePlayerSounds();
178 putting a client as observer in the server
181 void FixPlayermodel();
182 void PutObserverInServer (void)
185 self.hud = HUD_NORMAL;
187 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
189 spot = SelectSpawnPoint (true);
191 error("No spawnpoints for observers?!?\n");
192 RemoveGrapplingHook(self); // Wazat's Grappling Hook
194 if(IS_REAL_CLIENT(self))
197 WriteByte(MSG_ONE, SVC_SETVIEW);
198 WriteEntity(MSG_ONE, self);
201 self.frags = FRAGS_SPECTATOR;
203 MUTATOR_CALLHOOK(MakePlayerObserver);
205 Portal_ClearAll(self);
212 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
217 vehicles_exit(VHEF_RELEASE);
219 WaypointSprite_PlayerDead();
221 if (!g_ca) // don't reset teams when moving a ca player to the spectators
222 self.team = -1; // move this as it is needed to log the player spectating in eventlog
224 if(self.killcount != -666)
226 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
227 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
228 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
230 if(self.just_joined == false) {
231 LogTeamchange(self.playerid, -1, 4);
233 self.just_joined = false;
236 PlayerScore_Clear(self); // clear scores when needed
238 accuracy_resend(self);
240 self.spectatortime = time;
242 self.classname = "observer";
243 self.iscreature = false;
244 self.teleportable = TELEPORT_SIMPLE;
245 self.damagedbycontents = false;
247 self.takedamage = DAMAGE_NO;
248 self.solid = SOLID_NOT;
249 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
250 self.flags = FL_CLIENT | FL_NOTARGET;
251 self.armorvalue = 666;
253 self.armorvalue = autocvar_g_balance_armor_start;
254 self.pauserotarmor_finished = 0;
255 self.pauserothealth_finished = 0;
256 self.pauseregen_finished = 0;
257 self.damageforcescale = 0;
259 self.respawn_flags = 0;
260 self.respawn_time = 0;
261 self.stat_respawn_time = 0;
266 self.pain_finished = 0;
267 self.strength_finished = 0;
268 self.invincible_finished = 0;
269 self.superweapons_finished = 0;
272 self.think = func_null;
275 self.deadflag = DEAD_NO;
276 self.angles = spot.angles;
278 self.fixangle = true;
280 self.revival_time = 0;
282 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
283 self.prevorigin = self.origin;
285 self.weapons = '0 0 0';
288 setmodel(self, "null");
289 self.drawonlytoclient = self;
291 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
292 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
295 self.weaponname = "";
296 self.switchingweapon = 0;
297 self.weaponmodel = "";
298 self.weaponentity = world;
299 self.exteriorweaponentity = world;
300 self.killcount = -666;
301 self.velocity = '0 0 0';
302 self.avelocity = '0 0 0';
303 self.punchangle = '0 0 0';
304 self.punchvector = '0 0 0';
305 self.oldvelocity = self.velocity;
306 self.fire_endtime = -1;
307 self.event_damage = func_null;
310 .float model_randomizer;
311 void FixPlayermodel()
314 float defaultskin, chmdl, oldskin, n, i;
321 if(autocvar_sv_defaultcharacter)
326 s = Static_Team_ColorName_Lower(self.team);
329 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
330 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
334 if(defaultmodel == "")
336 defaultmodel = autocvar_sv_defaultplayermodel;
337 defaultskin = autocvar_sv_defaultplayerskin;
340 n = tokenize_console(defaultmodel);
343 defaultmodel = argv(floor(n * self.model_randomizer));
344 // However, do NOT randomize if the player-selected model is in the list.
345 for (i = 0; i < n; ++i)
346 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
347 defaultmodel = argv(i);
350 i = strstrofs(defaultmodel, ":", 0);
353 defaultskin = stof(substring(defaultmodel, i+1, -1));
354 defaultmodel = substring(defaultmodel, 0, i);
358 if(defaultmodel != "")
360 if (defaultmodel != self.model)
364 setplayermodel (self, defaultmodel);
365 setsize (self, m1, m2);
370 self.skin = defaultskin;
372 if (self.playermodel != self.model || self.playermodel == "")
374 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
377 setplayermodel (self, self.playermodel);
378 setsize (self, m1, m2);
383 self.skin = stof(self.playerskin);
386 if(chmdl || oldskin != self.skin) // model or skin has changed
388 self.species = player_getspecies(); // update species
389 UpdatePlayerSounds(); // update skin sounds
393 if(strlen(autocvar_sv_defaultplayercolors))
394 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
395 setcolor(self, stof(autocvar_sv_defaultplayercolors));
402 Called when a client spawns in the server
405 void PutClientInServer (void)
407 if(IS_BOT_CLIENT(self))
408 self.classname = "player";
409 else if(IS_REAL_CLIENT(self))
412 WriteByte(MSG_ONE, SVC_SETVIEW);
413 WriteEntity(MSG_ONE, self);
416 SetSpectator(self, world);
421 MUTATOR_CALLHOOK(PutClientInServer);
424 self.classname = "observer";
428 entity spot, oldself;
430 accuracy_resend(self);
433 JoinBestTeam(self, false, true);
435 spot = SelectSpawnPoint (false);
438 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
439 return; // spawn failed
442 RemoveGrapplingHook(self); // Wazat's Grappling Hook
444 self.classname = "player";
445 self.wasplayer = true;
446 self.iscreature = true;
447 self.teleportable = TELEPORT_NORMAL;
448 self.damagedbycontents = true;
449 self.movetype = MOVETYPE_WALK;
450 self.solid = SOLID_SLIDEBOX;
451 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
452 if(autocvar_g_playerclip_collisions)
453 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
454 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
455 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
456 self.frags = FRAGS_PLAYER;
457 if(INDEPENDENT_PLAYERS)
458 MAKE_INDEPENDENT_PLAYER(self);
459 self.flags = FL_CLIENT;
460 if(autocvar__notarget)
461 self.flags |= FL_NOTARGET;
462 self.takedamage = DAMAGE_AIM;
464 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
465 self.air_finished = time + 12;
467 if(WEP_CVAR(vortex, charge))
469 if(WEP_CVAR_SEC(vortex, chargepool))
470 self.vortex_chargepool_ammo = 1;
471 self.vortex_charge = WEP_CVAR(vortex, charge_start);
476 self.ammo_shells = warmup_start_ammo_shells;
477 self.ammo_nails = warmup_start_ammo_nails;
478 self.ammo_rockets = warmup_start_ammo_rockets;
479 self.ammo_cells = warmup_start_ammo_cells;
480 self.ammo_plasma = warmup_start_ammo_plasma;
481 self.ammo_fuel = warmup_start_ammo_fuel;
482 self.health = warmup_start_health;
483 self.armorvalue = warmup_start_armorvalue;
484 self.weapons = WARMUP_START_WEAPONS;
488 self.ammo_shells = start_ammo_shells;
489 self.ammo_nails = start_ammo_nails;
490 self.ammo_rockets = start_ammo_rockets;
491 self.ammo_cells = start_ammo_cells;
492 self.ammo_plasma = start_ammo_plasma;
493 self.ammo_fuel = start_ammo_fuel;
494 self.health = start_health;
495 self.armorvalue = start_armorvalue;
496 self.weapons = start_weapons;
499 if(self.weapons & WEPSET_SUPERWEAPONS)
500 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
502 self.superweapons_finished = 0;
504 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
506 if(g_weaponarena_random_with_blaster)
507 self.weapons &= ~WEPSET_BLASTER;
508 W_RandomWeapons(self, g_weaponarena_random);
509 if(g_weaponarena_random_with_blaster)
510 self.weapons |= WEPSET_BLASTER;
513 self.items = start_items;
515 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
516 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
517 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
518 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
519 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
520 //extend the pause of rotting if client was reset at the beginning of the countdown
521 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
522 self.spawnshieldtime += game_starttime - time;
523 self.pauserotarmor_finished += game_starttime - time;
524 self.pauserothealth_finished += game_starttime - time;
525 self.pauseregen_finished += game_starttime - time;
527 self.damageforcescale = 2;
529 self.respawn_flags = 0;
530 self.respawn_time = 0;
531 self.stat_respawn_time = 0;
535 self.pain_finished = 0;
536 self.strength_finished = 0;
537 self.invincible_finished = 0;
539 // players have no think function
540 self.think = func_null;
544 self.ballistics_density = autocvar_g_ballistics_density_player;
548 self.deadflag = DEAD_NO;
550 self.angles = spot.angles;
552 self.angles_z = 0; // never spawn tilted even if the spot says to
553 if(IS_BOT_CLIENT(self))
554 self.v_angle = self.angles;
555 self.fixangle = true; // turn this way immediately
556 self.velocity = '0 0 0';
557 self.avelocity = '0 0 0';
558 self.punchangle = '0 0 0';
559 self.punchvector = '0 0 0';
560 self.oldvelocity = self.velocity;
561 self.fire_endtime = -1;
562 self.revival_time = 0;
564 entity spawnevent = spawn();
565 spawnevent.owner = self;
566 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
568 // Cut off any still running player sounds.
569 stopsound(self, CH_PLAYER_SINGLE);
573 self.drawonlytoclient = world;
576 self.view_ofs = PL_VIEW_OFS;
577 setsize (self, PL_MIN, PL_MAX);
578 self.spawnorigin = spot.origin;
579 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
580 // don't reset back to last position, even if new position is stuck in solid
581 self.oldorigin = self.origin;
582 self.prevorigin = self.origin;
583 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
584 self.lastteleporttime = time; // prevent insane speeds due to changing origin
585 self.hud = HUD_NORMAL;
587 self.event_damage = PlayerDamage;
589 self.bot_attack = true;
590 self.monster_attack = true;
592 self.spider_slowness = 0;
594 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
596 if(self.killcount == -666) {
597 PlayerScore_Clear(self);
601 CL_SpawnWeaponentity();
602 self.alpha = default_player_alpha;
603 self.colormod = '1 1 1' * autocvar_g_player_brightness;
604 self.exteriorweaponentity.alpha = default_weapon_alpha;
606 self.speedrunning = false;
608 //stuffcmd(self, "chase_active 0");
609 //stuffcmd(self, "set viewsize $tmpviewsize \n");
611 target_voicescript_clear(self);
613 // reset fields the weapons may use
614 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
616 WEP_ACTION(j, WR_RESETPLAYER);
618 // all weapons must be fully loaded when we spawn
619 entity e = get_weaponinfo(j);
620 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
621 self.(weapon_load[j]) = e.reloading_ammo;
629 self.target = string_null;
638 MUTATOR_CALLHOOK(PlayerSpawn);
640 if(autocvar_spawn_debug)
642 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
643 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
646 self.switchweapon = w_getbestweapon(self);
647 self.cnt = -1; // W_LastWeapon will not complain
649 self.weaponname = "";
650 self.switchingweapon = 0;
654 self.alivetime = time;
658 else if(IS_OBSERVER(self))
660 PutObserverInServer ();
664 .float ebouncefactor, ebouncestop; // electro's values
665 // TODO do we need all these fields, or should we stop autodetecting runtime
666 // changes and just have a console command to update this?
667 float ClientInit_SendEntity(entity to, int sf)
669 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
670 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
671 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
672 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
673 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
674 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
675 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
676 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
680 if(sv_foginterval && world.fog != "")
681 WriteString(MSG_ENTITY, world.fog);
683 WriteString(MSG_ENTITY, "");
684 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
685 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
686 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
687 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
688 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
689 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
690 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
691 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
692 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
693 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
694 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
695 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
699 void ClientInit_CheckUpdate()
701 self.nextthink = time;
702 if(self.count != autocvar_g_balance_armor_blockpercent)
704 self.count = autocvar_g_balance_armor_blockpercent;
707 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
709 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
712 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
714 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
717 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
719 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
722 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
724 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
729 void ClientInit_Spawn()
734 e.classname = "clientinit";
735 e.think = ClientInit_CheckUpdate;
736 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
740 ClientInit_CheckUpdate();
749 void SetNewParms (void)
751 // initialize parms for a new player
752 parm1 = -(86400 * 366);
760 void SetChangeParms (void)
762 // save parms for level change
763 parm1 = self.parm_idlesince - time;
771 void DecodeLevelParms (void)
774 self.parm_idlesince = parm1;
775 if(self.parm_idlesince == -(86400 * 366))
776 self.parm_idlesince = time;
778 // whatever happens, allow 60 seconds of idling directly after connect for map loading
779 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
786 Called when a client types 'kill' in the console
790 .float clientkill_nexttime;
791 void ClientKill_Now_TeamChange()
793 if(self.killindicator_teamchange == -1)
795 JoinBestTeam( self, false, true );
797 else if(self.killindicator_teamchange == -2)
800 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
801 PutObserverInServer();
804 SV_ChangeTeam(self.killindicator_teamchange - 1);
805 self.killindicator_teamchange = 0;
808 void ClientKill_Now()
812 vehicles_exit(VHEF_RELEASE);
813 if(!self.killindicator_teamchange)
815 self.vehicle_health = -1;
816 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
820 if(self.killindicator && !wasfreed(self.killindicator))
821 remove(self.killindicator);
823 self.killindicator = world;
825 if(self.killindicator_teamchange)
826 ClientKill_Now_TeamChange();
829 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
831 // now I am sure the player IS dead
833 void KillIndicator_Think()
837 self.owner.killindicator = world;
842 if (self.owner.alpha < 0 && !self.owner.vehicle)
844 self.owner.killindicator = world;
852 ClientKill_Now(); // no oldself needed
855 else if(g_cts && self.health == 1) // health == 1 means that it's silent
857 self.nextthink = time + 1;
863 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
864 if(IS_REAL_CLIENT(self.owner))
867 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
869 self.nextthink = time + 1;
874 float clientkilltime;
875 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
884 killtime = autocvar_g_balance_kill_delay;
886 if(g_race_qualifying || g_cts)
889 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
891 remove(self.killindicator);
892 self.killindicator = world;
894 ClientKill_Now(); // allow instant kill in this case
898 self.killindicator_teamchange = targetteam;
900 if(!self.killindicator)
902 if(self.deadflag == DEAD_NO)
904 killtime = max(killtime, self.clientkill_nexttime - time);
905 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
908 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
914 starttime = max(time, clientkilltime);
916 self.killindicator = spawn();
917 self.killindicator.owner = self;
918 self.killindicator.scale = 0.5;
919 setattachment(self.killindicator, self, "");
920 setorigin(self.killindicator, '0 0 52');
921 self.killindicator.think = KillIndicator_Think;
922 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
923 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
924 self.killindicator.cnt = ceil(killtime);
925 self.killindicator.count = bound(0, ceil(killtime), 10);
926 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
928 for(e = world; (e = find(e, classname, "body")) != world; )
932 e.killindicator = spawn();
933 e.killindicator.owner = e;
934 e.killindicator.scale = 0.5;
935 setattachment(e.killindicator, e, "");
936 setorigin(e.killindicator, '0 0 52');
937 e.killindicator.think = KillIndicator_Think;
938 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
939 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
940 e.killindicator.cnt = ceil(killtime);
945 if(self.killindicator)
947 if(targetteam == 0) // just die
949 self.killindicator.colormod = '0 0 0';
950 if(IS_REAL_CLIENT(self))
951 if(self.killindicator.cnt > 0)
952 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
954 else if(targetteam == -1) // auto
956 self.killindicator.colormod = '0 1 0';
957 if(IS_REAL_CLIENT(self))
958 if(self.killindicator.cnt > 0)
959 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
961 else if(targetteam == -2) // spectate
963 self.killindicator.colormod = '0.5 0.5 0.5';
964 if(IS_REAL_CLIENT(self))
965 if(self.killindicator.cnt > 0)
966 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
970 self.killindicator.colormod = Team_ColorRGB(targetteam);
971 if(IS_REAL_CLIENT(self))
972 if(self.killindicator.cnt > 0)
973 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
979 void ClientKill (void)
982 if(self.player_blocked) return;
983 if(self.frozen) return;
985 ClientKill_TeamChange(0);
988 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
990 e.killindicator = spawn();
991 e.killindicator.owner = e;
992 e.killindicator.think = KillIndicator_Think;
993 e.killindicator.nextthink = time + (e.lip) * 0.05;
994 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
995 e.killindicator.health = 1; // this is used to indicate that it should be silent
999 void FixClientCvars(entity e)
1001 // send prediction settings to the client
1002 stuffcmd(e, "\nin_bindmap 0 0\n");
1004 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1005 if(autocvar_g_antilag == 3) // client side hitscan
1006 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1007 if(autocvar_sv_gentle)
1008 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1011 float PlayerInIDList(entity p, string idlist)
1016 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1020 // this function allows abbreviated player IDs too!
1021 n = tokenize_console(idlist);
1022 for(i = 0; i < n; ++i)
1025 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1032 #ifdef DP_EXT_PRECONNECT
1037 Called once (not at each match start) when a client begins a connection to the server
1040 void ClientPreConnect (void)
1042 if(autocvar_sv_eventlog)
1044 GameLogEcho(sprintf(":connect:%d:%d:%s",
1046 num_for_edict(self),
1047 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1057 Called when a client connects to the server
1060 void DecodeLevelParms (void);
1061 //void dom_player_join_team(entity pl);
1062 void set_dom_state(entity e);
1063 void ClientConnect (void)
1069 print("Warning: ClientConnect, but already connected!\n");
1073 if(Ban_MaybeEnforceBanOnce(self))
1079 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1082 self.classname = "player_joining";
1084 self.flags = FL_CLIENT;
1085 self.version_nagtime = time + 10 + random() * 10;
1089 dprint("BUG player count is lower than zero, this cannot happen!\n");
1093 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1095 PlayerScore_Attach(self);
1096 ClientData_Attach();
1097 accuracy_init(self);
1098 Inventory_new(self);
1100 bot_clientconnect();
1106 // identify the right forced team
1107 if(autocvar_g_campaign)
1109 if(IS_REAL_CLIENT(self)) // only players, not bots
1111 switch(autocvar_g_campaign_forceteam)
1113 case 1: self.team_forced = NUM_TEAM_1; break;
1114 case 2: self.team_forced = NUM_TEAM_2; break;
1115 case 3: self.team_forced = NUM_TEAM_3; break;
1116 case 4: self.team_forced = NUM_TEAM_4; break;
1117 default: self.team_forced = 0;
1121 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1122 self.team_forced = NUM_TEAM_1;
1123 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1124 self.team_forced = NUM_TEAM_2;
1125 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1126 self.team_forced = NUM_TEAM_3;
1127 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1128 self.team_forced = NUM_TEAM_4;
1129 else if(autocvar_g_forced_team_otherwise == "red")
1130 self.team_forced = NUM_TEAM_1;
1131 else if(autocvar_g_forced_team_otherwise == "blue")
1132 self.team_forced = NUM_TEAM_2;
1133 else if(autocvar_g_forced_team_otherwise == "yellow")
1134 self.team_forced = NUM_TEAM_3;
1135 else if(autocvar_g_forced_team_otherwise == "pink")
1136 self.team_forced = NUM_TEAM_4;
1137 else if(autocvar_g_forced_team_otherwise == "spectate")
1138 self.team_forced = -1;
1139 else if(autocvar_g_forced_team_otherwise == "spectator")
1140 self.team_forced = -1;
1142 self.team_forced = 0;
1145 if(self.team_forced > 0)
1146 self.team_forced = 0;
1148 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1150 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1151 self.classname = "observer";
1155 if(autocvar_g_balance_teams)
1157 self.classname = "player";
1158 campaign_bots_may_start = 1;
1162 self.classname = "observer"; // do it anyway
1167 self.classname = "player";
1168 campaign_bots_may_start = 1;
1172 self.playerid = (playerid_last = playerid_last + 1);
1174 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1176 if(IS_BOT_CLIENT(self))
1177 PlayerStats_GameReport_AddPlayer(self);
1179 if(autocvar_sv_eventlog)
1180 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1182 LogTeamchange(self.playerid, self.team, 1);
1184 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1186 self.netname_previous = strzone(self.netname);
1188 if(IS_PLAYER(self) && teamplay)
1189 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1191 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1193 stuffcmd(self, strcat(clientstuff, "\n"));
1194 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1196 FixClientCvars(self);
1198 // spawnfunc_waypoint sprites
1199 WaypointSprite_InitClient(self);
1201 // Wazat's grappling hook
1202 SetGrappleHookBindings();
1205 stuffcmd(self, "alias +jetpack +button10\n");
1206 stuffcmd(self, "alias -jetpack -button10\n");
1208 // get version info from player
1209 stuffcmd(self, "cmd clientversion $gameversion\n");
1211 // get other cvars from player
1214 // notify about available teams
1217 CheckAllowedTeams(self);
1218 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1219 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1222 stuffcmd(self, "set _teams_available 0\n");
1226 bot_relinkplayerlist();
1228 self.spectatortime = time;
1231 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1234 self.jointime = time;
1235 self.allowed_timeouts = autocvar_sv_timeout_number;
1237 if(IS_REAL_CLIENT(self))
1239 if(!autocvar_g_campaign)
1241 self.motd_actived_time = -1;
1242 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1245 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1246 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1249 if(!sv_foginterval && world.fog != "")
1250 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1252 W_HitPlotOpen(self);
1254 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
1255 send_CSQC_teamnagger();
1259 CSQCMODEL_AUTOINIT();
1261 self.model_randomizer = random();
1263 if(IS_REAL_CLIENT(self))
1266 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1267 entity oldself = self;
1269 e.init_for_player(oldself);
1273 MUTATOR_CALLHOOK(ClientConnect);
1279 Called when a client disconnects from the server
1282 .entity chatbubbleentity;
1284 void ClientDisconnect (void)
1287 vehicles_exit(VHEF_RELEASE);
1289 if (!IS_CLIENT(self))
1291 print("Warning: ClientDisconnect without ClientConnect\n");
1295 PlayerStats_GameReport_FinalizePlayer(self);
1297 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1299 CheatShutdownClient();
1301 W_HitPlotClose(self);
1304 anticheat_shutdown();
1306 playerdemo_shutdown();
1308 bot_clientdisconnect();
1313 if(autocvar_sv_eventlog)
1314 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1316 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1318 MUTATOR_CALLHOOK(ClientDisconnect);
1320 Portal_ClearAll(self);
1324 RemoveGrapplingHook(self);
1326 // Here, everything has been done that requires this player to be a client.
1328 self.flags &= ~FL_CLIENT;
1330 if (self.chatbubbleentity)
1331 remove (self.chatbubbleentity);
1333 if (self.killindicator)
1334 remove (self.killindicator);
1336 WaypointSprite_PlayerGone();
1338 bot_relinkplayerlist();
1340 accuracy_free(self);
1341 Inventory_delete(self);
1342 ClientData_Detach();
1343 PlayerScore_Detach(self);
1345 if(self.netname_previous)
1346 strunzone(self.netname_previous);
1347 if(self.clientstatus)
1348 strunzone(self.clientstatus);
1349 if(self.weaponorder_byimpulse)
1350 strunzone(self.weaponorder_byimpulse);
1352 ClearPlayerSounds();
1355 remove(self.personal);
1365 void ChatBubbleThink()
1367 self.nextthink = time;
1368 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1370 if(self.owner) // but why can that ever be world?
1371 self.owner.chatbubbleentity = world;
1375 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1377 || self.owner.tetris_on
1380 self.model = self.mdl;
1385 void UpdateChatBubble()
1389 // spawn a chatbubble entity if needed
1390 if (!self.chatbubbleentity)
1392 self.chatbubbleentity = spawn();
1393 self.chatbubbleentity.owner = self;
1394 self.chatbubbleentity.exteriormodeltoclient = self;
1395 self.chatbubbleentity.think = ChatBubbleThink;
1396 self.chatbubbleentity.nextthink = time;
1397 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1398 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1399 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1400 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1401 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1402 self.chatbubbleentity.model = "";
1403 self.chatbubbleentity.effects = EF_LOWPRECISION;
1408 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1409 // added to the model skins
1410 /*void UpdateColorModHack()
1413 c = self.clientcolors & 15;
1414 // LordHavoc: only bothering to support white, green, red, yellow, blue
1415 if (!teamplay) self.colormod = '0 0 0';
1416 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1417 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1418 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1419 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1420 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1421 else self.colormod = '1 1 1';
1426 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1428 self.solid = SOLID_NOT;
1429 self.takedamage = DAMAGE_NO;
1430 self.movetype = MOVETYPE_FLY;
1431 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1432 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1433 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1434 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1435 if(autocvar_g_respawn_ghosts_maxtime)
1436 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1441 self.effects |= EF_NODRAW; // prevent another CopyBody
1442 PutClientInServer();
1445 void play_countdown(float finished, string samp)
1447 if(IS_REAL_CLIENT(self))
1448 if(floor(finished - time - frametime) != floor(finished - time))
1449 if(finished - time < 6)
1450 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1453 void player_powerups (void)
1455 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1456 olditems = self.items;
1458 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1459 self.modelflags |= MF_ROCKET;
1461 self.modelflags &= ~MF_ROCKET;
1463 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1465 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1468 Fire_ApplyDamage(self);
1469 Fire_ApplyEffect(self);
1473 if (self.items & IT_STRENGTH)
1475 play_countdown(self.strength_finished, "misc/poweroff.wav");
1476 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1477 if (time > self.strength_finished)
1479 self.items = self.items - (self.items & IT_STRENGTH);
1480 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1481 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1486 if (time < self.strength_finished)
1488 self.items = self.items | IT_STRENGTH;
1489 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1490 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1493 if (self.items & IT_INVINCIBLE)
1495 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1496 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1497 if (time > self.invincible_finished)
1499 self.items = self.items - (self.items & IT_INVINCIBLE);
1500 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1501 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1506 if (time < self.invincible_finished)
1508 self.items = self.items | IT_INVINCIBLE;
1509 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1510 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1513 if (self.items & IT_SUPERWEAPON)
1515 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1517 self.superweapons_finished = 0;
1518 self.items = self.items - (self.items & IT_SUPERWEAPON);
1519 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1520 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1522 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1524 // don't let them run out
1528 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1529 if (time > self.superweapons_finished)
1531 self.items = self.items - (self.items & IT_SUPERWEAPON);
1532 self.weapons &= ~WEPSET_SUPERWEAPONS;
1533 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1534 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1538 else if(self.weapons & WEPSET_SUPERWEAPONS)
1540 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1542 self.items = self.items | IT_SUPERWEAPON;
1543 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1544 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1548 self.superweapons_finished = 0;
1549 self.weapons &= ~WEPSET_SUPERWEAPONS;
1554 self.superweapons_finished = 0;
1558 if(autocvar_g_nodepthtestplayers)
1559 self.effects = self.effects | EF_NODEPTHTEST;
1561 if(autocvar_g_fullbrightplayers)
1562 self.effects = self.effects | EF_FULLBRIGHT;
1564 if (time >= game_starttime)
1565 if (time < self.spawnshieldtime)
1566 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1568 MUTATOR_CALLHOOK(PlayerPowerups);
1571 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1573 if(current > stable)
1575 else if(current > stable - 0.25) // when close enough, "snap"
1578 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1581 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1583 if(current < stable)
1585 else if(current < stable + 0.25) // when close enough, "snap"
1588 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1591 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1593 if(current > rotstable)
1595 if(rotframetime > 0)
1597 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1598 current = max(rotstable, current - rotlinear * rotframetime);
1601 else if(current < regenstable)
1603 if(regenframetime > 0)
1605 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1606 current = min(regenstable, current + regenlinear * regenframetime);
1616 void player_regen (void)
1618 float max_mod, regen_mod, rot_mod, limit_mod;
1619 max_mod = regen_mod = rot_mod = limit_mod = 1;
1620 regen_mod_max = max_mod;
1621 regen_mod_regen = regen_mod;
1622 regen_mod_rot = rot_mod;
1623 regen_mod_limit = limit_mod;
1624 if(!MUTATOR_CALLHOOK(PlayerRegen))
1627 float minh, mina, maxh, maxa, limith, limita;
1628 maxh = autocvar_g_balance_health_rotstable;
1629 maxa = autocvar_g_balance_armor_rotstable;
1630 minh = autocvar_g_balance_health_regenstable;
1631 mina = autocvar_g_balance_armor_regenstable;
1632 limith = autocvar_g_balance_health_limit;
1633 limita = autocvar_g_balance_armor_limit;
1635 max_mod = regen_mod_max;
1636 regen_mod = regen_mod_regen;
1637 rot_mod = regen_mod_rot;
1638 limit_mod = regen_mod_limit;
1640 maxh = maxh * max_mod;
1641 minh = minh * max_mod;
1642 limith = limith * limit_mod;
1643 limita = limita * limit_mod;
1645 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);
1646 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);
1649 // if player rotted to death... die!
1650 // check this outside above checks, as player may still be able to rot to death
1654 vehicles_exit(VHEF_RELEASE);
1655 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1658 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1660 float minf, maxf, limitf;
1662 maxf = autocvar_g_balance_fuel_rotstable;
1663 minf = autocvar_g_balance_fuel_regenstable;
1664 limitf = autocvar_g_balance_fuel_limit;
1666 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);
1670 float zoomstate_set;
1671 void SetZoomState(float z)
1673 if(z != self.zoomstate)
1676 ClientData_Touch(self);
1681 void GetPressedKeys(void) {
1682 MUTATOR_CALLHOOK(GetPressedKeys);
1683 if (self.movement.x > 0) // get if movement keys are pressed
1684 { // forward key pressed
1685 self.pressedkeys |= KEY_FORWARD;
1686 self.pressedkeys &= ~KEY_BACKWARD;
1688 else if (self.movement.x < 0)
1689 { // backward key pressed
1690 self.pressedkeys |= KEY_BACKWARD;
1691 self.pressedkeys &= ~KEY_FORWARD;
1695 self.pressedkeys &= ~KEY_FORWARD;
1696 self.pressedkeys &= ~KEY_BACKWARD;
1699 if (self.movement.y > 0)
1700 { // right key pressed
1701 self.pressedkeys |= KEY_RIGHT;
1702 self.pressedkeys &= ~KEY_LEFT;
1704 else if (self.movement.y < 0)
1705 { // left key pressed
1706 self.pressedkeys |= KEY_LEFT;
1707 self.pressedkeys &= ~KEY_RIGHT;
1711 self.pressedkeys &= ~KEY_RIGHT;
1712 self.pressedkeys &= ~KEY_LEFT;
1715 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1716 self.pressedkeys |= KEY_JUMP;
1718 self.pressedkeys &= ~KEY_JUMP;
1719 if (self.BUTTON_CROUCH)
1720 self.pressedkeys |= KEY_CROUCH;
1722 self.pressedkeys &= ~KEY_CROUCH;
1724 if (self.BUTTON_ATCK)
1725 self.pressedkeys |= KEY_ATCK;
1727 self.pressedkeys &= ~KEY_ATCK;
1728 if (self.BUTTON_ATCK2)
1729 self.pressedkeys |= KEY_ATCK2;
1731 self.pressedkeys &= ~KEY_ATCK2;
1735 ======================
1736 spectate mode routines
1737 ======================
1740 void SpectateCopy(entity spectatee) {
1742 MUTATOR_CALLHOOK(SpectateCopy);
1743 self.armortype = spectatee.armortype;
1744 self.armorvalue = spectatee.armorvalue;
1745 self.ammo_cells = spectatee.ammo_cells;
1746 self.ammo_plasma = spectatee.ammo_plasma;
1747 self.ammo_shells = spectatee.ammo_shells;
1748 self.ammo_nails = spectatee.ammo_nails;
1749 self.ammo_rockets = spectatee.ammo_rockets;
1750 self.ammo_fuel = spectatee.ammo_fuel;
1751 self.clip_load = spectatee.clip_load;
1752 self.clip_size = spectatee.clip_size;
1753 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1754 self.health = spectatee.health;
1756 self.items = spectatee.items;
1757 self.last_pickup = spectatee.last_pickup;
1758 self.hit_time = spectatee.hit_time;
1759 self.metertime = spectatee.metertime;
1760 self.strength_finished = spectatee.strength_finished;
1761 self.invincible_finished = spectatee.invincible_finished;
1762 self.pressedkeys = spectatee.pressedkeys;
1763 self.weapons = spectatee.weapons;
1764 self.switchweapon = spectatee.switchweapon;
1765 self.switchingweapon = spectatee.switchingweapon;
1766 self.weapon = spectatee.weapon;
1767 self.vortex_charge = spectatee.vortex_charge;
1768 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1769 self.hagar_load = spectatee.hagar_load;
1770 self.arc_heat_percent = spectatee.arc_heat_percent;
1771 self.minelayer_mines = spectatee.minelayer_mines;
1772 self.punchangle = spectatee.punchangle;
1773 self.view_ofs = spectatee.view_ofs;
1774 self.velocity = spectatee.velocity;
1775 self.dmg_take = spectatee.dmg_take;
1776 self.dmg_save = spectatee.dmg_save;
1777 self.dmg_inflictor = spectatee.dmg_inflictor;
1778 self.v_angle = spectatee.v_angle;
1779 self.angles = spectatee.v_angle;
1780 self.frozen = spectatee.frozen;
1781 self.revive_progress = spectatee.revive_progress;
1782 if(!self.BUTTON_USE)
1783 self.fixangle = true;
1784 setorigin(self, spectatee.origin);
1785 setsize(self, spectatee.mins, spectatee.maxs);
1786 SetZoomState(spectatee.zoomstate);
1788 anticheat_spectatecopy(spectatee);
1789 self.hud = spectatee.hud;
1790 if(spectatee.vehicle)
1792 self.fixangle = false;
1793 //self.velocity = spectatee.vehicle.velocity;
1794 self.vehicle_health = spectatee.vehicle_health;
1795 self.vehicle_shield = spectatee.vehicle_shield;
1796 self.vehicle_energy = spectatee.vehicle_energy;
1797 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1798 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1799 self.vehicle_reload1 = spectatee.vehicle_reload1;
1800 self.vehicle_reload2 = spectatee.vehicle_reload2;
1804 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1805 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1806 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1807 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1809 //WriteByte (MSG_ONE, SVC_SETVIEW);
1810 // WriteEntity(MSG_ONE, self);
1811 //makevectors(spectatee.v_angle);
1812 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1816 float SpectateUpdate()
1821 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1823 SetSpectator(self, world);
1827 SpectateCopy(self.enemy);
1834 if(self.enemy.classname != "player")
1836 /*if(self.enemy.vehicle)
1840 WriteByte(MSG_ONE, SVC_SETVIEW);
1841 WriteEntity(MSG_ONE, self.enemy);
1842 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1844 self.movetype = MOVETYPE_NONE;
1845 accuracy_resend(self);
1850 WriteByte(MSG_ONE, SVC_SETVIEW);
1851 WriteEntity(MSG_ONE, self.enemy);
1852 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1853 self.movetype = MOVETYPE_NONE;
1854 accuracy_resend(self);
1856 if(!SpectateUpdate())
1857 PutObserverInServer();
1862 void SetSpectator(entity player, entity spectatee)
1864 entity old_spectatee = player.enemy;
1866 player.enemy = spectatee;
1869 // these are required to fix the spectator bug with arc
1870 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1871 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1874 float Spectate(entity pl)
1876 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1877 if(pl.team != self.team)
1880 SetSpectator(self, pl);
1881 return SpectateSet();
1884 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1885 entity CA_SpectateNext(entity start) {
1886 if (start.team == self.team) {
1891 // continue from current player
1892 while(other && other.team != self.team) {
1893 other = find(other, classname, "player");
1897 // restart from begining
1898 other = find(other, classname, "player");
1899 while(other && other.team != self.team) {
1900 other = find(other, classname, "player");
1907 float SpectateNext()
1909 other = find(self.enemy, classname, "player");
1911 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1912 // CA and ca players when spectating enemies is forbidden
1913 other = CA_SpectateNext(other);
1915 // other modes and ca spectators or spectating enemies is allowed
1917 other = find(other, classname, "player");
1920 if(other) { SetSpectator(self, other); }
1922 return SpectateSet();
1925 float SpectatePrev()
1927 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1928 other = findchain(classname, "player");
1929 if (!other) // no player
1932 entity first = other;
1933 // skip players until current spectated player
1935 while(other && other != self.enemy)
1936 other = other.chain;
1938 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1940 do { other = other.chain; }
1941 while(other && other.team != self.team);
1946 while(other.team != self.team)
1947 other = other.chain;
1948 if(other == self.enemy)
1955 other = other.chain;
1959 SetSpectator(self, other);
1960 return SpectateSet();
1965 ShowRespawnCountdown()
1967 Update a respawn countdown display.
1970 void ShowRespawnCountdown()
1973 if(self.deadflag == DEAD_NO) // just respawned?
1977 number = ceil(self.respawn_time - time);
1980 if(number <= self.respawn_countdown)
1982 self.respawn_countdown = number - 1;
1983 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
1984 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1989 void LeaveSpectatorMode()
1993 if(nJoinAllowed(self))
1995 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1997 self.classname = "player";
1998 nades_RemoveBonus(self);
2000 if(autocvar_g_campaign || autocvar_g_balance_teams)
2001 { JoinBestTeam(self, false, true); }
2003 if(autocvar_g_campaign)
2004 { campaign_bots_may_start = 1; }
2006 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2008 PutClientInServer();
2010 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2013 stuffcmd(self, "menu_showteamselect\n");
2017 // Player may not join because g_maxplayers is set
2018 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2023 * Determines whether the player is allowed to join. This depends on cvar
2024 * g_maxplayers, if it isn't used this function always return true, otherwise
2025 * it checks whether the number of currently playing players exceeds g_maxplayers.
2026 * @return int number of free slots for players, 0 if none
2028 float nJoinAllowed(entity ignore) {
2030 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2031 // so report 0 free slots if restricted
2033 if(autocvar_g_forced_team_otherwise == "spectate")
2035 if(autocvar_g_forced_team_otherwise == "spectator")
2039 if(self.team_forced < 0)
2040 return 0; // forced spectators can never join
2042 // TODO simplify this
2044 float totalClients = 0;
2049 if (!autocvar_g_maxplayers)
2050 return maxclients - totalClients;
2052 float currentlyPlaying = 0;
2053 FOR_EACH_REALCLIENT(e)
2054 if(IS_PLAYER(e) || e.caplayer)
2055 currentlyPlaying += 1;
2057 if(currentlyPlaying < autocvar_g_maxplayers)
2058 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2064 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2065 * g_maxplayers_spectator_blocktime seconds
2067 void checkSpectatorBlock() {
2068 if(IS_SPEC(self) || IS_OBSERVER(self))
2070 if(IS_REAL_CLIENT(self))
2072 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2073 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2079 void PrintWelcomeMessage()
2081 if(self.motd_actived_time == 0)
2083 if (autocvar_g_campaign) {
2084 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2085 self.motd_actived_time = time;
2086 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2089 if (self.BUTTON_INFO) {
2090 self.motd_actived_time = time;
2091 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2095 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2097 if (autocvar_g_campaign) {
2098 if (self.BUTTON_INFO)
2099 self.motd_actived_time = time;
2100 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2101 self.motd_actived_time = 0;
2102 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2105 if (self.BUTTON_INFO)
2106 self.motd_actived_time = time;
2107 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2108 self.motd_actived_time = 0;
2109 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2113 else //if(self.motd_actived_time < 0) // just connected, motd is active
2115 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2116 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2117 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2119 // instanctly hide MOTD
2120 self.motd_actived_time = 0;
2121 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2126 void ObserverThink()
2128 float prefered_movetype;
2129 if (self.flags & FL_JUMPRELEASED) {
2130 if (self.BUTTON_JUMP && !self.version_mismatch) {
2131 self.flags &= ~FL_JUMPRELEASED;
2132 self.flags |= FL_SPAWNING;
2133 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2134 self.flags &= ~FL_JUMPRELEASED;
2135 if(SpectateNext()) {
2136 self.classname = "spectator";
2139 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2140 if (self.movetype != prefered_movetype)
2141 self.movetype = prefered_movetype;
2144 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2145 self.flags |= FL_JUMPRELEASED;
2146 if(self.flags & FL_SPAWNING)
2148 self.flags &= ~FL_SPAWNING;
2149 LeaveSpectatorMode();
2156 void SpectatorThink()
2158 if (self.flags & FL_JUMPRELEASED) {
2159 if (self.BUTTON_JUMP && !self.version_mismatch) {
2160 self.flags &= ~FL_JUMPRELEASED;
2161 self.flags |= FL_SPAWNING;
2162 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2163 self.flags &= ~FL_JUMPRELEASED;
2164 if(SpectateNext()) {
2165 self.classname = "spectator";
2167 self.classname = "observer";
2168 PutClientInServer();
2171 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2172 self.flags &= ~FL_JUMPRELEASED;
2173 if(SpectatePrev()) {
2174 self.classname = "spectator";
2176 self.classname = "observer";
2177 PutClientInServer();
2180 } else if (self.BUTTON_ATCK2) {
2181 self.flags &= ~FL_JUMPRELEASED;
2182 self.classname = "observer";
2183 PutClientInServer();
2185 if(!SpectateUpdate())
2186 PutObserverInServer();
2189 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2190 self.flags |= FL_JUMPRELEASED;
2191 if(self.flags & FL_SPAWNING)
2193 self.flags &= ~FL_SPAWNING;
2194 LeaveSpectatorMode();
2198 if(!SpectateUpdate())
2199 PutObserverInServer();
2202 self.flags |= FL_CLIENT | FL_NOTARGET;
2205 void vehicles_enter (entity pl, entity veh);
2208 if (!IS_PLAYER(self))
2215 vehicles_exit(VHEF_NORMAL);
2219 else if(autocvar_g_vehicles_enter)
2222 if(self.deadflag == DEAD_NO)
2225 entity head, closest_target = world;
2226 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2228 while(head) // find the closest acceptable target to enter
2230 if(head.vehicle_flags & VHF_ISVEHICLE)
2231 if(head.deadflag == DEAD_NO)
2232 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2233 if(head.takedamage != DAMAGE_NO)
2237 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2238 { closest_target = head; }
2240 else { closest_target = head; }
2246 if(closest_target) { vehicles_enter(self, closest_target); return; }
2250 // a use key was pressed; call handlers
2251 MUTATOR_CALLHOOK(PlayerUseKey);
2254 float isInvisibleString(string s)
2257 s = strdecolorize(s);
2258 for((i = 0), (n = strlen(s)); i < n; ++i)
2266 case 192: // charmap space
2267 if (!autocvar_utf8_enable)
2270 case 160: // space in unicode fonts
2271 case 0xE000 + 192: // utf8 charmap space
2272 if (autocvar_utf8_enable)
2285 Called every frame for each client before the physics are run
2288 .float usekeypressed;
2289 void() nexball_setstatus;
2290 .float last_vehiclecheck;
2292 void PlayerPreThink (void)
2294 WarpZone_PlayerPhysics_FixVAngle();
2296 self.stat_game_starttime = game_starttime;
2297 self.stat_round_starttime = round_starttime;
2298 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2299 self.stat_leadlimit = autocvar_leadlimit;
2303 // physics frames: update anticheat stuff
2304 anticheat_prethink();
2307 if(blockSpectators && frametime)
2308 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2309 checkSpectatorBlock();
2313 // Savage: Check for nameless players
2314 if (isInvisibleString(self.netname)) {
2315 string new_name = strzone(strcat("Player@", self.netaddress));
2316 if(autocvar_sv_eventlog)
2317 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2318 if(self.netname_previous)
2319 strunzone(self.netname_previous);
2320 self.netname_previous = strzone(new_name);
2321 self.netname = self.netname_previous;
2322 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2323 } else if(self.netname_previous != self.netname) {
2324 if(autocvar_sv_eventlog)
2325 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2326 if(self.netname_previous)
2327 strunzone(self.netname_previous);
2328 self.netname_previous = strzone(self.netname);
2332 if(self.version_nagtime)
2333 if(self.cvar_g_xonoticversion)
2334 if(time > self.version_nagtime)
2336 // don't notify git users
2337 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2339 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2341 // notify release users if connecting to git
2342 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");
2343 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2348 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2351 // give users new version
2352 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");
2353 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2357 // notify users about old server version
2358 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");
2359 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2363 self.version_nagtime = 0;
2367 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2369 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2370 self.max_armorvalue = 0;
2374 if (TetrisPreFrame())
2378 if(self.frozen == 2)
2380 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2381 self.health = max(1, self.revive_progress * start_health);
2382 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2384 if(self.revive_progress >= 1)
2387 else if(self.frozen == 3)
2389 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2390 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2395 vehicles_exit(VHEF_RELEASE);
2396 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2398 else if ( self.revive_progress <= 0 )
2402 MUTATOR_CALLHOOK(PlayerPreThink);
2404 if(autocvar_g_vehicles_enter)
2405 if(time > self.last_vehiclecheck)
2410 if(self.deadflag == DEAD_NO)
2413 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2414 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2415 if(veh.deadflag == DEAD_NO)
2416 if(veh.takedamage != DAMAGE_NO)
2417 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2418 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2420 if(!veh.team || SAME_TEAM(self, veh))
2421 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2422 else if(autocvar_g_vehicles_steal)
2423 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2425 self.last_vehiclecheck = time + 1;
2428 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2430 if(self.BUTTON_USE && !self.usekeypressed)
2432 self.usekeypressed = self.BUTTON_USE;
2435 if(IS_REAL_CLIENT(self))
2436 PrintWelcomeMessage();
2441 CheckRules_Player();
2443 if (intermission_running)
2445 IntermissionThink (); // otherwise a button could be missed between
2446 return; // the think tics
2449 //don't allow the player to turn around while game is paused!
2450 if(timeout_status == TIMEOUT_ACTIVE) {
2451 // FIXME turn this into CSQC stuff
2452 self.v_angle = self.lastV_angle;
2453 self.angles = self.lastV_angle;
2454 self.fixangle = true;
2459 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2461 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));
2462 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));
2463 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));
2465 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2467 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));
2468 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));
2469 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));
2473 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2478 if (self.deadflag != DEAD_NO)
2480 if(self.personal && g_race_qualifying)
2482 if(time > self.respawn_time)
2484 self.respawn_time = time + 1; // only retry once a second
2485 self.stat_respawn_time = self.respawn_time;
2492 float button_pressed;
2495 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2497 if (self.deadflag == DEAD_DYING)
2499 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2500 self.deadflag = DEAD_RESPAWNING;
2501 else if(!button_pressed)
2502 self.deadflag = DEAD_DEAD;
2504 else if (self.deadflag == DEAD_DEAD)
2507 self.deadflag = DEAD_RESPAWNABLE;
2508 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2509 self.deadflag = DEAD_RESPAWNING;
2511 else if (self.deadflag == DEAD_RESPAWNABLE)
2514 self.deadflag = DEAD_RESPAWNING;
2516 else if (self.deadflag == DEAD_RESPAWNING)
2518 if(time > self.respawn_time)
2520 self.respawn_time = time + 1; // only retry once a second
2521 self.respawn_time_max = self.respawn_time;
2526 ShowRespawnCountdown();
2528 if(self.respawn_flags & RESPAWN_SILENT)
2529 self.stat_respawn_time = 0;
2530 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2531 self.stat_respawn_time = self.respawn_time_max;
2533 self.stat_respawn_time = self.respawn_time;
2536 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2537 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2538 self.stat_respawn_time *= -1;
2543 self.prevorigin = self.origin;
2545 float do_crouch = self.BUTTON_CROUCH;
2553 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2554 // It cannot be predicted by the engine!
2555 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2563 self.view_ofs = PL_CROUCH_VIEW_OFS;
2564 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2565 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2572 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2573 if (!trace_startsolid)
2575 self.crouch = false;
2576 self.view_ofs = PL_VIEW_OFS;
2577 setsize (self, PL_MIN, PL_MAX);
2584 GrapplingHookFrame();
2586 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2589 self.items &= ~self.items_added;
2593 self.items_added = 0;
2594 if(self.items & IT_JETPACK)
2595 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2596 self.items_added |= IT_FUEL;
2598 self.items |= self.items_added;
2603 // WEAPONTODO: Add a weapon request for this
2604 // rot vortex charge to the charge limit
2605 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2606 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2612 secrets_setstatus();
2615 monsters_setstatus();
2617 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2619 //self.angles_y=self.v_angle_y + 90; // temp
2620 } else if(gameover) {
2621 if (intermission_running)
2622 IntermissionThink (); // otherwise a button could be missed between
2624 } else if(IS_OBSERVER(self)) {
2626 } else if(IS_SPEC(self)) {
2630 // WEAPONTODO: Add weapon request for this
2632 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
2634 float oldspectatee_status;
2635 oldspectatee_status = self.spectatee_status;
2637 self.spectatee_status = num_for_edict(self.enemy);
2638 else if(IS_OBSERVER(self))
2639 self.spectatee_status = num_for_edict(self);
2641 self.spectatee_status = 0;
2642 if(self.spectatee_status != oldspectatee_status)
2644 ClientData_Touch(self);
2647 if(self.teamkill_soundtime)
2648 if(time > self.teamkill_soundtime)
2650 self.teamkill_soundtime = 0;
2652 entity oldpusher, oldself;
2654 oldself = self; self = self.teamkill_soundsource;
2655 oldpusher = self.pusher; self.pusher = oldself;
2657 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2659 self.pusher = oldpusher;
2663 if(self.taunt_soundtime)
2664 if(time > self.taunt_soundtime)
2666 self.taunt_soundtime = 0;
2667 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2670 target_voicescript_next(self);
2672 // WEAPONTODO: Move into weaponsystem somehow
2673 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2675 self.clip_load = self.clip_size = 0;
2682 Called every frame for each client after the physics are run
2685 .float idlekick_lasttimeleft;
2686 void PlayerPostThink (void)
2688 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2689 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2691 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2693 if(self.idlekick_lasttimeleft)
2695 self.idlekick_lasttimeleft = 0;
2696 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2702 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2703 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2705 if(!self.idlekick_lasttimeleft)
2706 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2710 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2714 else if(timeleft <= 10)
2716 if(timeleft != self.idlekick_lasttimeleft)
2717 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2718 self.idlekick_lasttimeleft = timeleft;
2724 if(self.impulse == 100)
2726 if (!TetrisPostFrame())
2732 //CheckPlayerJump();
2734 if(IS_PLAYER(self)) {
2735 CheckRules_Player();
2739 if (intermission_running)
2740 return; // intermission or finale
2750 for(i = 0; i < 1000; ++i)
2753 end = self.origin + '0 0 1024' + 512 * randomvec();
2754 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2755 if(trace_fraction < 1)
2756 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2758 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2764 if(self.waypointsprite_attachedforcarrier)
2765 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2769 CSQCMODEL_AUTOUPDATE();