1 #include "waypointsprites.qh"
3 #include "cl_impulse.qh"
4 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
15 #include "bot/navigation.qh"
17 #include "weapons/hitplot.qh"
18 #include "weapons/weaponsystem.qh"
20 #include "../common/net_notice.qh"
22 #include "../common/monsters/sv_monsters.qh"
24 #include "../warpzonelib/server.qh"
28 void send_CSQC_teamnagger() {
29 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
30 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
33 float ClientData_Send(entity to, int sf)
50 sf |= 1; // forced scoreboard
51 if(to.spectatee_status)
52 sf |= 2; // spectator ent number follows
55 if(e.porto_v_angle_held)
56 sf |= 8; // angles held
58 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
59 WriteByte(MSG_ENTITY, sf);
62 WriteByte(MSG_ENTITY, to.spectatee_status);
66 WriteAngle(MSG_ENTITY, e.v_angle.x);
67 WriteAngle(MSG_ENTITY, e.v_angle.y);
73 void ClientData_Attach()
75 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
76 self.clientdata.drawonlytoclient = self;
77 self.clientdata.owner = self;
80 void ClientData_Detach()
82 remove(self.clientdata);
83 self.clientdata = world;
86 void ClientData_Touch(entity e)
88 e.clientdata.SendFlags = 1;
90 // make it spectatable
92 FOR_EACH_REALCLIENT(e2)
97 e2.clientdata.SendFlags = 1;
101 .string netname_previous;
103 void SetSpectator(entity player, entity spectatee);
110 Checks if the argument string can be a valid playermodel.
111 Returns a valid one in doubt.
114 string FallbackPlayerModel;
115 string CheckPlayerModel(string plyermodel) {
116 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
118 // note: we cannot summon Don Strunzone here, some player may
119 // still have the model string set. In case anyone manages how
120 // to change a cvar default, we'll have a small leak here.
121 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
123 // only in right path
124 if( substring(plyermodel,0,14) != "models/player/")
125 return FallbackPlayerModel;
126 // only good file extensions
127 if(substring(plyermodel,-4,4) != ".zym")
128 if(substring(plyermodel,-4,4) != ".dpm")
129 if(substring(plyermodel,-4,4) != ".iqm")
130 if(substring(plyermodel,-4,4) != ".md3")
131 if(substring(plyermodel,-4,4) != ".psk")
132 return FallbackPlayerModel;
133 // forbid the LOD models
134 if(substring(plyermodel, -9,5) == "_lod1")
135 return FallbackPlayerModel;
136 if(substring(plyermodel, -9,5) == "_lod2")
137 return FallbackPlayerModel;
138 if(plyermodel != strtolower(plyermodel))
139 return FallbackPlayerModel;
140 // also, restrict to server models
141 if(autocvar_sv_servermodelsonly)
143 if(!fexists(plyermodel))
144 return FallbackPlayerModel;
149 void setplayermodel(entity e, string modelname)
151 precache_model(modelname);
152 setmodel(e, modelname);
153 player_setupanimsformodel();
154 UpdatePlayerSounds();
161 putting a client as observer in the server
164 void FixPlayermodel();
165 void PutObserverInServer (void)
168 self.hud = HUD_NORMAL;
170 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
172 spot = SelectSpawnPoint (true);
174 error("No spawnpoints for observers?!?\n");
175 RemoveGrapplingHook(self); // Wazat's Grappling Hook
177 if(IS_REAL_CLIENT(self))
180 WriteByte(MSG_ONE, SVC_SETVIEW);
181 WriteEntity(MSG_ONE, self);
184 self.frags = FRAGS_SPECTATOR;
186 MUTATOR_CALLHOOK(MakePlayerObserver);
188 Portal_ClearAll(self);
195 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
200 vehicles_exit(VHEF_RELEASE);
202 WaypointSprite_PlayerDead();
204 if (!g_ca) // don't reset teams when moving a ca player to the spectators
205 self.team = -1; // move this as it is needed to log the player spectating in eventlog
207 if(self.killcount != -666)
209 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
210 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
211 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
213 if(self.just_joined == false) {
214 LogTeamchange(self.playerid, -1, 4);
216 self.just_joined = false;
219 PlayerScore_Clear(self); // clear scores when needed
221 accuracy_resend(self);
223 self.spectatortime = time;
225 self.classname = "observer";
226 self.iscreature = false;
227 self.teleportable = TELEPORT_SIMPLE;
228 self.damagedbycontents = false;
230 self.takedamage = DAMAGE_NO;
231 self.solid = SOLID_NOT;
232 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
233 self.flags = FL_CLIENT | FL_NOTARGET;
234 self.armorvalue = 666;
236 self.armorvalue = autocvar_g_balance_armor_start;
237 self.pauserotarmor_finished = 0;
238 self.pauserothealth_finished = 0;
239 self.pauseregen_finished = 0;
240 self.damageforcescale = 0;
242 self.respawn_flags = 0;
243 self.respawn_time = 0;
244 self.stat_respawn_time = 0;
249 self.pain_finished = 0;
250 self.strength_finished = 0;
251 self.invincible_finished = 0;
252 self.superweapons_finished = 0;
255 self.think = func_null;
258 self.deadflag = DEAD_NO;
259 self.angles = spot.angles;
261 self.fixangle = true;
263 self.revival_time = 0;
265 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
266 self.prevorigin = self.origin;
268 self.weapons = '0 0 0';
271 setmodel(self, "null");
272 self.drawonlytoclient = self;
274 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
275 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
278 self.weaponname = "";
279 self.switchingweapon = 0;
280 self.weaponmodel = "";
281 self.weaponentity = world;
282 self.exteriorweaponentity = world;
283 self.killcount = -666;
284 self.velocity = '0 0 0';
285 self.avelocity = '0 0 0';
286 self.punchangle = '0 0 0';
287 self.punchvector = '0 0 0';
288 self.oldvelocity = self.velocity;
289 self.fire_endtime = -1;
290 self.event_damage = func_null;
293 .float model_randomizer;
294 void FixPlayermodel()
297 float defaultskin, chmdl, oldskin, n, i;
304 if(autocvar_sv_defaultcharacter == 1)
309 s = Static_Team_ColorName_Lower(self.team);
312 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
313 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
317 if(defaultmodel == "")
319 defaultmodel = autocvar_sv_defaultplayermodel;
320 defaultskin = autocvar_sv_defaultplayerskin;
323 n = tokenize_console(defaultmodel);
326 defaultmodel = argv(floor(n * self.model_randomizer));
327 // However, do NOT randomize if the player-selected model is in the list.
328 for (i = 0; i < n; ++i)
329 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
330 defaultmodel = argv(i);
333 i = strstrofs(defaultmodel, ":", 0);
336 defaultskin = stof(substring(defaultmodel, i+1, -1));
337 defaultmodel = substring(defaultmodel, 0, i);
341 if(defaultmodel != "")
343 if (defaultmodel != self.model)
347 setplayermodel (self, defaultmodel);
348 setsize (self, m1, m2);
353 self.skin = defaultskin;
355 if (self.playermodel != self.model || self.playermodel == "")
357 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
360 setplayermodel (self, self.playermodel);
361 setsize (self, m1, m2);
366 self.skin = stof(self.playerskin);
369 if(chmdl || oldskin != self.skin) // model or skin has changed
371 self.species = player_getspecies(); // update species
372 UpdatePlayerSounds(); // update skin sounds
376 if(strlen(autocvar_sv_defaultplayercolors))
377 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
378 setcolor(self, stof(autocvar_sv_defaultplayercolors));
385 Called when a client spawns in the server
388 void PutClientInServer (void)
390 if(IS_BOT_CLIENT(self))
391 self.classname = "player";
392 else if(IS_REAL_CLIENT(self))
395 WriteByte(MSG_ONE, SVC_SETVIEW);
396 WriteEntity(MSG_ONE, self);
399 SetSpectator(self, world);
404 MUTATOR_CALLHOOK(PutClientInServer);
407 self.classname = "observer";
411 entity spot, oldself;
414 accuracy_resend(self);
417 JoinBestTeam(self, false, true);
419 spot = SelectSpawnPoint (false);
422 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
423 return; // spawn failed
426 RemoveGrapplingHook(self); // Wazat's Grappling Hook
428 self.classname = "player";
429 self.wasplayer = true;
430 self.iscreature = true;
431 self.teleportable = TELEPORT_NORMAL;
432 self.damagedbycontents = true;
433 self.movetype = MOVETYPE_WALK;
434 self.solid = SOLID_SLIDEBOX;
435 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
436 if(autocvar_g_playerclip_collisions)
437 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
438 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
439 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
440 self.frags = FRAGS_PLAYER;
441 if(INDEPENDENT_PLAYERS)
442 MAKE_INDEPENDENT_PLAYER(self);
443 self.flags = FL_CLIENT;
444 if(autocvar__notarget)
445 self.flags |= FL_NOTARGET;
446 self.takedamage = DAMAGE_AIM;
448 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
449 self.air_finished = time + 12;
451 if(WEP_CVAR(vortex, charge))
453 if(WEP_CVAR_SEC(vortex, chargepool))
454 self.vortex_chargepool_ammo = 1;
455 self.vortex_charge = WEP_CVAR(vortex, charge_start);
460 self.ammo_shells = warmup_start_ammo_shells;
461 self.ammo_nails = warmup_start_ammo_nails;
462 self.ammo_rockets = warmup_start_ammo_rockets;
463 self.ammo_cells = warmup_start_ammo_cells;
464 self.ammo_plasma = warmup_start_ammo_plasma;
465 self.ammo_fuel = warmup_start_ammo_fuel;
466 self.health = warmup_start_health;
467 self.armorvalue = warmup_start_armorvalue;
468 self.weapons = WARMUP_START_WEAPONS;
472 self.ammo_shells = start_ammo_shells;
473 self.ammo_nails = start_ammo_nails;
474 self.ammo_rockets = start_ammo_rockets;
475 self.ammo_cells = start_ammo_cells;
476 self.ammo_plasma = start_ammo_plasma;
477 self.ammo_fuel = start_ammo_fuel;
478 self.health = start_health;
479 self.armorvalue = start_armorvalue;
480 self.weapons = start_weapons;
483 if(self.weapons & WEPSET_SUPERWEAPONS)
484 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
486 self.superweapons_finished = 0;
488 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
490 if(g_weaponarena_random_with_blaster)
491 self.weapons &= ~WEPSET_BLASTER;
492 W_RandomWeapons(self, g_weaponarena_random);
493 if(g_weaponarena_random_with_blaster)
494 self.weapons |= WEPSET_BLASTER;
497 self.items = start_items;
499 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
500 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
501 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
502 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
503 self.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 self.spawnshieldtime += game_starttime - time;
507 self.pauserotarmor_finished += game_starttime - time;
508 self.pauserothealth_finished += game_starttime - time;
509 self.pauseregen_finished += game_starttime - time;
511 self.damageforcescale = 2;
513 self.respawn_flags = 0;
514 self.respawn_time = 0;
515 self.stat_respawn_time = 0;
519 self.pain_finished = 0;
520 self.strength_finished = 0;
521 self.invincible_finished = 0;
523 // players have no think function
524 self.think = func_null;
528 self.ballistics_density = autocvar_g_ballistics_density_player;
532 self.deadflag = DEAD_NO;
534 self.angles = spot.angles;
536 self.angles_z = 0; // never spawn tilted even if the spot says to
537 if(IS_BOT_CLIENT(self))
538 self.v_angle = self.angles;
539 self.fixangle = true; // turn this way immediately
540 self.velocity = '0 0 0';
541 self.avelocity = '0 0 0';
542 self.punchangle = '0 0 0';
543 self.punchvector = '0 0 0';
544 self.oldvelocity = self.velocity;
545 self.fire_endtime = -1;
546 self.revival_time = 0;
548 entity spawnevent = spawn();
549 spawnevent.owner = self;
550 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
552 // Cut off any still running player sounds.
553 stopsound(self, CH_PLAYER_SINGLE);
557 self.drawonlytoclient = world;
560 self.view_ofs = PL_VIEW_OFS;
561 setsize (self, PL_MIN, PL_MAX);
562 self.spawnorigin = spot.origin;
563 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
564 // don't reset back to last position, even if new position is stuck in solid
565 self.oldorigin = self.origin;
566 self.prevorigin = self.origin;
567 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
568 self.lastteleporttime = time; // prevent insane speeds due to changing origin
569 self.hud = HUD_NORMAL;
571 self.event_damage = PlayerDamage;
573 self.bot_attack = true;
574 self.monster_attack = true;
576 self.spider_slowness = 0;
578 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
580 if(self.killcount == -666) {
581 PlayerScore_Clear(self);
585 CL_SpawnWeaponentity();
586 self.alpha = default_player_alpha;
587 self.colormod = '1 1 1' * autocvar_g_player_brightness;
588 self.exteriorweaponentity.alpha = default_weapon_alpha;
590 self.speedrunning = false;
592 //stuffcmd(self, "chase_active 0");
593 //stuffcmd(self, "set viewsize $tmpviewsize \n");
595 target_voicescript_clear(self);
597 // reset fields the weapons may use
598 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
600 WEP_ACTION(j, WR_RESETPLAYER);
602 // all weapons must be fully loaded when we spawn
603 entity e = get_weaponinfo(j);
604 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
605 self.(weapon_load[j]) = e.reloading_ammo;
613 self.target = string_null;
622 MUTATOR_CALLHOOK(PlayerSpawn);
624 if(autocvar_spawn_debug)
626 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
627 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
630 self.switchweapon = w_getbestweapon(self);
631 self.cnt = -1; // W_LastWeapon will not complain
633 self.weaponname = "";
634 self.switchingweapon = 0;
638 self.alivetime = time;
642 else if(IS_OBSERVER(self))
644 PutObserverInServer ();
648 .float ebouncefactor, ebouncestop; // electro's values
649 // TODO do we need all these fields, or should we stop autodetecting runtime
650 // changes and just have a console command to update this?
651 float ClientInit_SendEntity(entity to, float sf)
653 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
654 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
655 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
656 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
657 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
658 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
659 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
660 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
661 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
662 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
664 if(sv_foginterval && world.fog != "")
665 WriteString(MSG_ENTITY, world.fog);
667 WriteString(MSG_ENTITY, "");
668 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
669 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
670 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
671 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
672 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
673 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
674 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
675 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
676 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
677 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
678 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
679 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
683 void ClientInit_CheckUpdate()
685 self.nextthink = time;
686 if(self.count != autocvar_g_balance_armor_blockpercent)
688 self.count = autocvar_g_balance_armor_blockpercent;
691 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
693 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
696 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
698 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
701 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
703 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
706 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
708 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
713 void ClientInit_Spawn()
718 e.classname = "clientinit";
719 e.think = ClientInit_CheckUpdate;
720 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
724 ClientInit_CheckUpdate();
733 void SetNewParms (void)
735 // initialize parms for a new player
736 parm1 = -(86400 * 366);
744 void SetChangeParms (void)
746 // save parms for level change
747 parm1 = self.parm_idlesince - time;
755 void DecodeLevelParms (void)
758 self.parm_idlesince = parm1;
759 if(self.parm_idlesince == -(86400 * 366))
760 self.parm_idlesince = time;
762 // whatever happens, allow 60 seconds of idling directly after connect for map loading
763 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
770 Called when a client types 'kill' in the console
774 .float clientkill_nexttime;
775 void ClientKill_Now_TeamChange()
777 if(self.killindicator_teamchange == -1)
779 JoinBestTeam( self, false, true );
781 else if(self.killindicator_teamchange == -2)
784 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
785 PutObserverInServer();
788 SV_ChangeTeam(self.killindicator_teamchange - 1);
789 self.killindicator_teamchange = 0;
792 void ClientKill_Now()
796 vehicles_exit(VHEF_RELEASE);
797 if(!self.killindicator_teamchange)
799 self.vehicle_health = -1;
800 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
804 if(self.killindicator && !wasfreed(self.killindicator))
805 remove(self.killindicator);
807 self.killindicator = world;
809 if(self.killindicator_teamchange)
810 ClientKill_Now_TeamChange();
813 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
815 // now I am sure the player IS dead
817 void KillIndicator_Think()
821 self.owner.killindicator = world;
826 if (self.owner.alpha < 0 && !self.owner.vehicle)
828 self.owner.killindicator = world;
836 ClientKill_Now(); // no oldself needed
839 else if(g_cts && self.health == 1) // health == 1 means that it's silent
841 self.nextthink = time + 1;
847 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
848 if(IS_REAL_CLIENT(self.owner))
851 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
853 self.nextthink = time + 1;
858 float clientkilltime;
859 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
868 killtime = autocvar_g_balance_kill_delay;
870 if(g_race_qualifying || g_cts)
873 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
875 remove(self.killindicator);
876 self.killindicator = world;
878 ClientKill_Now(); // allow instant kill in this case
882 self.killindicator_teamchange = targetteam;
884 if(!self.killindicator)
886 if(self.deadflag == DEAD_NO)
888 killtime = max(killtime, self.clientkill_nexttime - time);
889 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
892 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
898 starttime = max(time, clientkilltime);
900 self.killindicator = spawn();
901 self.killindicator.owner = self;
902 self.killindicator.scale = 0.5;
903 setattachment(self.killindicator, self, "");
904 setorigin(self.killindicator, '0 0 52');
905 self.killindicator.think = KillIndicator_Think;
906 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
907 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
908 self.killindicator.cnt = ceil(killtime);
909 self.killindicator.count = bound(0, ceil(killtime), 10);
910 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
912 for(e = world; (e = find(e, classname, "body")) != world; )
916 e.killindicator = spawn();
917 e.killindicator.owner = e;
918 e.killindicator.scale = 0.5;
919 setattachment(e.killindicator, e, "");
920 setorigin(e.killindicator, '0 0 52');
921 e.killindicator.think = KillIndicator_Think;
922 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
923 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
924 e.killindicator.cnt = ceil(killtime);
929 if(self.killindicator)
931 if(targetteam == 0) // just die
933 self.killindicator.colormod = '0 0 0';
934 if(IS_REAL_CLIENT(self))
935 if(self.killindicator.cnt > 0)
936 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
938 else if(targetteam == -1) // auto
940 self.killindicator.colormod = '0 1 0';
941 if(IS_REAL_CLIENT(self))
942 if(self.killindicator.cnt > 0)
943 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
945 else if(targetteam == -2) // spectate
947 self.killindicator.colormod = '0.5 0.5 0.5';
948 if(IS_REAL_CLIENT(self))
949 if(self.killindicator.cnt > 0)
950 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
954 self.killindicator.colormod = Team_ColorRGB(targetteam);
955 if(IS_REAL_CLIENT(self))
956 if(self.killindicator.cnt > 0)
957 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
963 void ClientKill (void)
966 if(self.player_blocked) return;
967 if(self.frozen) return;
969 ClientKill_TeamChange(0);
972 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
974 e.killindicator = spawn();
975 e.killindicator.owner = e;
976 e.killindicator.think = KillIndicator_Think;
977 e.killindicator.nextthink = time + (e.lip) * 0.05;
978 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
979 e.killindicator.health = 1; // this is used to indicate that it should be silent
983 void FixClientCvars(entity e)
985 // send prediction settings to the client
986 stuffcmd(e, "\nin_bindmap 0 0\n");
988 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
989 if(autocvar_g_antilag == 3) // client side hitscan
990 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
991 if(autocvar_sv_gentle)
992 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
995 float PlayerInIDList(entity p, string idlist)
1000 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1004 // this function allows abbreviated player IDs too!
1005 n = tokenize_console(idlist);
1006 for(i = 0; i < n; ++i)
1009 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1016 #ifdef DP_EXT_PRECONNECT
1021 Called once (not at each match start) when a client begins a connection to the server
1024 void ClientPreConnect (void)
1026 if(autocvar_sv_eventlog)
1028 GameLogEcho(sprintf(":connect:%d:%d:%s",
1030 num_for_edict(self),
1031 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1041 Called when a client connects to the server
1044 void DecodeLevelParms (void);
1045 //void dom_player_join_team(entity pl);
1046 void set_dom_state(entity e);
1047 void ClientConnect (void)
1053 print("Warning: ClientConnect, but already connected!\n");
1057 if(Ban_MaybeEnforceBanOnce(self))
1063 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1066 self.classname = "player_joining";
1068 self.flags = FL_CLIENT;
1069 self.version_nagtime = time + 10 + random() * 10;
1073 dprint("BUG player count is lower than zero, this cannot happen!\n");
1077 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1079 PlayerScore_Attach(self);
1080 ClientData_Attach();
1081 accuracy_init(self);
1083 bot_clientconnect();
1089 // identify the right forced team
1090 if(autocvar_g_campaign)
1092 if(IS_REAL_CLIENT(self)) // only players, not bots
1094 switch(autocvar_g_campaign_forceteam)
1096 case 1: self.team_forced = NUM_TEAM_1; break;
1097 case 2: self.team_forced = NUM_TEAM_2; break;
1098 case 3: self.team_forced = NUM_TEAM_3; break;
1099 case 4: self.team_forced = NUM_TEAM_4; break;
1100 default: self.team_forced = 0;
1104 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1105 self.team_forced = NUM_TEAM_1;
1106 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1107 self.team_forced = NUM_TEAM_2;
1108 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1109 self.team_forced = NUM_TEAM_3;
1110 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1111 self.team_forced = NUM_TEAM_4;
1112 else if(autocvar_g_forced_team_otherwise == "red")
1113 self.team_forced = NUM_TEAM_1;
1114 else if(autocvar_g_forced_team_otherwise == "blue")
1115 self.team_forced = NUM_TEAM_2;
1116 else if(autocvar_g_forced_team_otherwise == "yellow")
1117 self.team_forced = NUM_TEAM_3;
1118 else if(autocvar_g_forced_team_otherwise == "pink")
1119 self.team_forced = NUM_TEAM_4;
1120 else if(autocvar_g_forced_team_otherwise == "spectate")
1121 self.team_forced = -1;
1122 else if(autocvar_g_forced_team_otherwise == "spectator")
1123 self.team_forced = -1;
1125 self.team_forced = 0;
1128 if(self.team_forced > 0)
1129 self.team_forced = 0;
1131 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1133 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1134 self.classname = "observer";
1138 if(autocvar_g_balance_teams)
1140 self.classname = "player";
1141 campaign_bots_may_start = 1;
1145 self.classname = "observer"; // do it anyway
1150 self.classname = "player";
1151 campaign_bots_may_start = 1;
1155 self.playerid = (playerid_last = playerid_last + 1);
1157 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1159 if(IS_BOT_CLIENT(self))
1160 PlayerStats_GameReport_AddPlayer(self);
1162 if(autocvar_sv_eventlog)
1163 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1165 LogTeamchange(self.playerid, self.team, 1);
1167 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1169 self.netname_previous = strzone(self.netname);
1171 if(IS_PLAYER(self) && teamplay)
1172 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1174 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1176 stuffcmd(self, strcat(clientstuff, "\n"));
1177 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1179 FixClientCvars(self);
1181 // spawnfunc_waypoint sprites
1182 WaypointSprite_InitClient(self);
1184 // Wazat's grappling hook
1185 SetGrappleHookBindings();
1188 stuffcmd(self, "alias +jetpack +button10\n");
1189 stuffcmd(self, "alias -jetpack -button10\n");
1191 // get version info from player
1192 stuffcmd(self, "cmd clientversion $gameversion\n");
1194 // get other cvars from player
1197 // notify about available teams
1200 CheckAllowedTeams(self);
1201 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1202 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1205 stuffcmd(self, "set _teams_available 0\n");
1209 bot_relinkplayerlist();
1211 self.spectatortime = time;
1214 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1217 self.jointime = time;
1218 self.allowed_timeouts = autocvar_sv_timeout_number;
1220 if(IS_REAL_CLIENT(self))
1222 if(!autocvar_g_campaign)
1224 self.motd_actived_time = -1;
1225 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1228 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1229 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1232 if(!sv_foginterval && world.fog != "")
1233 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1235 W_HitPlotOpen(self);
1237 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
1238 send_CSQC_teamnagger();
1242 CSQCMODEL_AUTOINIT();
1244 self.model_randomizer = random();
1246 if(IS_REAL_CLIENT(self))
1249 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1250 entity oldself = self;
1252 e.init_for_player(oldself);
1256 MUTATOR_CALLHOOK(ClientConnect);
1262 Called when a client disconnects from the server
1265 .entity chatbubbleentity;
1267 void ClientDisconnect (void)
1270 vehicles_exit(VHEF_RELEASE);
1272 if (!IS_CLIENT(self))
1274 print("Warning: ClientDisconnect without ClientConnect\n");
1278 PlayerStats_GameReport_FinalizePlayer(self);
1280 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1282 CheatShutdownClient();
1284 W_HitPlotClose(self);
1287 anticheat_shutdown();
1289 playerdemo_shutdown();
1291 bot_clientdisconnect();
1296 if(autocvar_sv_eventlog)
1297 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1299 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1301 MUTATOR_CALLHOOK(ClientDisconnect);
1303 Portal_ClearAll(self);
1307 RemoveGrapplingHook(self);
1309 // Here, everything has been done that requires this player to be a client.
1311 self.flags &= ~FL_CLIENT;
1313 if (self.chatbubbleentity)
1314 remove (self.chatbubbleentity);
1316 if (self.killindicator)
1317 remove (self.killindicator);
1319 WaypointSprite_PlayerGone();
1321 bot_relinkplayerlist();
1323 accuracy_free(self);
1324 ClientData_Detach();
1325 PlayerScore_Detach(self);
1327 if(self.netname_previous)
1328 strunzone(self.netname_previous);
1329 if(self.clientstatus)
1330 strunzone(self.clientstatus);
1331 if(self.weaponorder_byimpulse)
1332 strunzone(self.weaponorder_byimpulse);
1334 ClearPlayerSounds();
1337 remove(self.personal);
1347 void ChatBubbleThink()
1349 self.nextthink = time;
1350 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1352 if(self.owner) // but why can that ever be world?
1353 self.owner.chatbubbleentity = world;
1357 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1359 || self.owner.tetris_on
1362 self.model = self.mdl;
1367 void UpdateChatBubble()
1371 // spawn a chatbubble entity if needed
1372 if (!self.chatbubbleentity)
1374 self.chatbubbleentity = spawn();
1375 self.chatbubbleentity.owner = self;
1376 self.chatbubbleentity.exteriormodeltoclient = self;
1377 self.chatbubbleentity.think = ChatBubbleThink;
1378 self.chatbubbleentity.nextthink = time;
1379 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1380 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1381 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1382 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1383 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1384 self.chatbubbleentity.model = "";
1385 self.chatbubbleentity.effects = EF_LOWPRECISION;
1390 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1391 // added to the model skins
1392 /*void UpdateColorModHack()
1395 c = self.clientcolors & 15;
1396 // LordHavoc: only bothering to support white, green, red, yellow, blue
1397 if (!teamplay) self.colormod = '0 0 0';
1398 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1399 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1400 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1401 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1402 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1403 else self.colormod = '1 1 1';
1408 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1410 self.solid = SOLID_NOT;
1411 self.takedamage = DAMAGE_NO;
1412 self.movetype = MOVETYPE_FLY;
1413 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1414 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1415 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1416 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1417 if(autocvar_g_respawn_ghosts_maxtime)
1418 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1423 self.effects |= EF_NODRAW; // prevent another CopyBody
1424 PutClientInServer();
1427 void play_countdown(float finished, string samp)
1429 if(IS_REAL_CLIENT(self))
1430 if(floor(finished - time - frametime) != floor(finished - time))
1431 if(finished - time < 6)
1432 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1435 void player_powerups (void)
1437 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1438 olditems = self.items;
1440 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1441 self.modelflags |= MF_ROCKET;
1443 self.modelflags &= ~MF_ROCKET;
1445 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1447 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1450 Fire_ApplyDamage(self);
1451 Fire_ApplyEffect(self);
1455 if (self.items & IT_STRENGTH)
1457 play_countdown(self.strength_finished, "misc/poweroff.wav");
1458 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1459 if (time > self.strength_finished)
1461 self.items = self.items - (self.items & IT_STRENGTH);
1462 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1463 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1468 if (time < self.strength_finished)
1470 self.items = self.items | IT_STRENGTH;
1471 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1472 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1475 if (self.items & IT_INVINCIBLE)
1477 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1478 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1479 if (time > self.invincible_finished)
1481 self.items = self.items - (self.items & IT_INVINCIBLE);
1482 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1483 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1488 if (time < self.invincible_finished)
1490 self.items = self.items | IT_INVINCIBLE;
1491 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1492 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1495 if (self.items & IT_SUPERWEAPON)
1497 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1499 self.superweapons_finished = 0;
1500 self.items = self.items - (self.items & IT_SUPERWEAPON);
1501 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1502 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1504 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1506 // don't let them run out
1510 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1511 if (time > self.superweapons_finished)
1513 self.items = self.items - (self.items & IT_SUPERWEAPON);
1514 self.weapons &= ~WEPSET_SUPERWEAPONS;
1515 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1516 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1520 else if(self.weapons & WEPSET_SUPERWEAPONS)
1522 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1524 self.items = self.items | IT_SUPERWEAPON;
1525 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1526 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1530 self.superweapons_finished = 0;
1531 self.weapons &= ~WEPSET_SUPERWEAPONS;
1536 self.superweapons_finished = 0;
1540 if(autocvar_g_nodepthtestplayers)
1541 self.effects = self.effects | EF_NODEPTHTEST;
1543 if(autocvar_g_fullbrightplayers)
1544 self.effects = self.effects | EF_FULLBRIGHT;
1546 if (time >= game_starttime)
1547 if (time < self.spawnshieldtime)
1548 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1550 MUTATOR_CALLHOOK(PlayerPowerups);
1553 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1555 if(current > stable)
1557 else if(current > stable - 0.25) // when close enough, "snap"
1560 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1563 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1565 if(current < stable)
1567 else if(current < stable + 0.25) // when close enough, "snap"
1570 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1573 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1575 if(current > rotstable)
1577 if(rotframetime > 0)
1579 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1580 current = max(rotstable, current - rotlinear * rotframetime);
1583 else if(current < regenstable)
1585 if(regenframetime > 0)
1587 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1588 current = min(regenstable, current + regenlinear * regenframetime);
1598 void player_regen (void)
1600 float max_mod, regen_mod, rot_mod, limit_mod;
1601 max_mod = regen_mod = rot_mod = limit_mod = 1;
1602 regen_mod_max = max_mod;
1603 regen_mod_regen = regen_mod;
1604 regen_mod_rot = rot_mod;
1605 regen_mod_limit = limit_mod;
1606 if(!MUTATOR_CALLHOOK(PlayerRegen))
1609 float minh, mina, maxh, maxa, limith, limita;
1610 maxh = autocvar_g_balance_health_rotstable;
1611 maxa = autocvar_g_balance_armor_rotstable;
1612 minh = autocvar_g_balance_health_regenstable;
1613 mina = autocvar_g_balance_armor_regenstable;
1614 limith = autocvar_g_balance_health_limit;
1615 limita = autocvar_g_balance_armor_limit;
1617 max_mod = regen_mod_max;
1618 regen_mod = regen_mod_regen;
1619 rot_mod = regen_mod_rot;
1620 limit_mod = regen_mod_limit;
1622 maxh = maxh * max_mod;
1623 minh = minh * max_mod;
1624 limith = limith * limit_mod;
1625 limita = limita * limit_mod;
1627 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);
1628 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);
1631 // if player rotted to death... die!
1632 // check this outside above checks, as player may still be able to rot to death
1636 vehicles_exit(VHEF_RELEASE);
1637 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1640 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1642 float minf, maxf, limitf;
1644 maxf = autocvar_g_balance_fuel_rotstable;
1645 minf = autocvar_g_balance_fuel_regenstable;
1646 limitf = autocvar_g_balance_fuel_limit;
1648 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);
1652 float zoomstate_set;
1653 void SetZoomState(float z)
1655 if(z != self.zoomstate)
1658 ClientData_Touch(self);
1663 void GetPressedKeys(void) {
1664 MUTATOR_CALLHOOK(GetPressedKeys);
1665 if (self.movement.x > 0) // get if movement keys are pressed
1666 { // forward key pressed
1667 self.pressedkeys |= KEY_FORWARD;
1668 self.pressedkeys &= ~KEY_BACKWARD;
1670 else if (self.movement.x < 0)
1671 { // backward key pressed
1672 self.pressedkeys |= KEY_BACKWARD;
1673 self.pressedkeys &= ~KEY_FORWARD;
1677 self.pressedkeys &= ~KEY_FORWARD;
1678 self.pressedkeys &= ~KEY_BACKWARD;
1681 if (self.movement.y > 0)
1682 { // right key pressed
1683 self.pressedkeys |= KEY_RIGHT;
1684 self.pressedkeys &= ~KEY_LEFT;
1686 else if (self.movement.y < 0)
1687 { // left key pressed
1688 self.pressedkeys |= KEY_LEFT;
1689 self.pressedkeys &= ~KEY_RIGHT;
1693 self.pressedkeys &= ~KEY_RIGHT;
1694 self.pressedkeys &= ~KEY_LEFT;
1697 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1698 self.pressedkeys |= KEY_JUMP;
1700 self.pressedkeys &= ~KEY_JUMP;
1701 if (self.BUTTON_CROUCH)
1702 self.pressedkeys |= KEY_CROUCH;
1704 self.pressedkeys &= ~KEY_CROUCH;
1706 if (self.BUTTON_ATCK)
1707 self.pressedkeys |= KEY_ATCK;
1709 self.pressedkeys &= ~KEY_ATCK;
1710 if (self.BUTTON_ATCK2)
1711 self.pressedkeys |= KEY_ATCK2;
1713 self.pressedkeys &= ~KEY_ATCK2;
1717 ======================
1718 spectate mode routines
1719 ======================
1722 void SpectateCopy(entity spectatee) {
1724 MUTATOR_CALLHOOK(SpectateCopy);
1725 self.armortype = spectatee.armortype;
1726 self.armorvalue = spectatee.armorvalue;
1727 self.ammo_cells = spectatee.ammo_cells;
1728 self.ammo_plasma = spectatee.ammo_plasma;
1729 self.ammo_shells = spectatee.ammo_shells;
1730 self.ammo_nails = spectatee.ammo_nails;
1731 self.ammo_rockets = spectatee.ammo_rockets;
1732 self.ammo_fuel = spectatee.ammo_fuel;
1733 self.clip_load = spectatee.clip_load;
1734 self.clip_size = spectatee.clip_size;
1735 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1736 self.health = spectatee.health;
1738 self.items = spectatee.items;
1739 self.last_pickup = spectatee.last_pickup;
1740 self.hit_time = spectatee.hit_time;
1741 self.metertime = spectatee.metertime;
1742 self.strength_finished = spectatee.strength_finished;
1743 self.invincible_finished = spectatee.invincible_finished;
1744 self.pressedkeys = spectatee.pressedkeys;
1745 self.weapons = spectatee.weapons;
1746 self.switchweapon = spectatee.switchweapon;
1747 self.switchingweapon = spectatee.switchingweapon;
1748 self.weapon = spectatee.weapon;
1749 self.vortex_charge = spectatee.vortex_charge;
1750 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1751 self.hagar_load = spectatee.hagar_load;
1752 self.arc_heat_percent = spectatee.arc_heat_percent;
1753 self.minelayer_mines = spectatee.minelayer_mines;
1754 self.punchangle = spectatee.punchangle;
1755 self.view_ofs = spectatee.view_ofs;
1756 self.velocity = spectatee.velocity;
1757 self.dmg_take = spectatee.dmg_take;
1758 self.dmg_save = spectatee.dmg_save;
1759 self.dmg_inflictor = spectatee.dmg_inflictor;
1760 self.v_angle = spectatee.v_angle;
1761 self.angles = spectatee.v_angle;
1762 self.frozen = spectatee.frozen;
1763 self.revive_progress = spectatee.revive_progress;
1764 if(!self.BUTTON_USE)
1765 self.fixangle = true;
1766 setorigin(self, spectatee.origin);
1767 setsize(self, spectatee.mins, spectatee.maxs);
1768 SetZoomState(spectatee.zoomstate);
1770 anticheat_spectatecopy(spectatee);
1771 self.hud = spectatee.hud;
1772 if(spectatee.vehicle)
1774 self.fixangle = false;
1775 //self.velocity = spectatee.vehicle.velocity;
1776 self.vehicle_health = spectatee.vehicle_health;
1777 self.vehicle_shield = spectatee.vehicle_shield;
1778 self.vehicle_energy = spectatee.vehicle_energy;
1779 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1780 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1781 self.vehicle_reload1 = spectatee.vehicle_reload1;
1782 self.vehicle_reload2 = spectatee.vehicle_reload2;
1786 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1787 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1788 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1789 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1791 //WriteByte (MSG_ONE, SVC_SETVIEW);
1792 // WriteEntity(MSG_ONE, self);
1793 //makevectors(spectatee.v_angle);
1794 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1798 float SpectateUpdate()
1803 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1805 SetSpectator(self, world);
1809 SpectateCopy(self.enemy);
1816 if(self.enemy.classname != "player")
1818 /*if(self.enemy.vehicle)
1822 WriteByte(MSG_ONE, SVC_SETVIEW);
1823 WriteEntity(MSG_ONE, self.enemy);
1824 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1826 self.movetype = MOVETYPE_NONE;
1827 accuracy_resend(self);
1832 WriteByte(MSG_ONE, SVC_SETVIEW);
1833 WriteEntity(MSG_ONE, self.enemy);
1834 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1835 self.movetype = MOVETYPE_NONE;
1836 accuracy_resend(self);
1838 if(!SpectateUpdate())
1839 PutObserverInServer();
1844 void SetSpectator(entity player, entity spectatee)
1846 entity old_spectatee = player.enemy;
1848 player.enemy = spectatee;
1851 // these are required to fix the spectator bug with arc
1852 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1853 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1856 float Spectate(entity pl)
1858 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1859 if(pl.team != self.team)
1862 SetSpectator(self, pl);
1863 return SpectateSet();
1866 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1867 entity CA_SpectateNext(entity start) {
1868 if (start.team == self.team) {
1873 // continue from current player
1874 while(other && other.team != self.team) {
1875 other = find(other, classname, "player");
1879 // restart from begining
1880 other = find(other, classname, "player");
1881 while(other && other.team != self.team) {
1882 other = find(other, classname, "player");
1889 float SpectateNext()
1891 other = find(self.enemy, classname, "player");
1893 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1894 // CA and ca players when spectating enemies is forbidden
1895 other = CA_SpectateNext(other);
1897 // other modes and ca spectators or spectating enemies is allowed
1899 other = find(other, classname, "player");
1902 if(other) { SetSpectator(self, other); }
1904 return SpectateSet();
1907 float SpectatePrev()
1909 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1910 other = findchain(classname, "player");
1911 if (!other) // no player
1914 entity first = other;
1915 // skip players until current spectated player
1917 while(other && other != self.enemy)
1918 other = other.chain;
1920 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1922 do { other = other.chain; }
1923 while(other && other.team != self.team);
1928 while(other.team != self.team)
1929 other = other.chain;
1930 if(other == self.enemy)
1937 other = other.chain;
1941 SetSpectator(self, other);
1942 return SpectateSet();
1947 ShowRespawnCountdown()
1949 Update a respawn countdown display.
1952 void ShowRespawnCountdown()
1955 if(self.deadflag == DEAD_NO) // just respawned?
1959 number = ceil(self.respawn_time - time);
1962 if(number <= self.respawn_countdown)
1964 self.respawn_countdown = number - 1;
1965 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
1966 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1971 void LeaveSpectatorMode()
1975 if(nJoinAllowed(self))
1977 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1979 self.classname = "player";
1980 nades_RemoveBonus(self);
1982 if(autocvar_g_campaign || autocvar_g_balance_teams)
1983 { JoinBestTeam(self, false, true); }
1985 if(autocvar_g_campaign)
1986 { campaign_bots_may_start = 1; }
1988 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1990 PutClientInServer();
1992 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1995 stuffcmd(self, "menu_showteamselect\n");
1999 // Player may not join because g_maxplayers is set
2000 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2005 * Determines whether the player is allowed to join. This depends on cvar
2006 * g_maxplayers, if it isn't used this function always return true, otherwise
2007 * it checks whether the number of currently playing players exceeds g_maxplayers.
2008 * @return int number of free slots for players, 0 if none
2010 float nJoinAllowed(entity ignore) {
2012 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2013 // so report 0 free slots if restricted
2015 if(autocvar_g_forced_team_otherwise == "spectate")
2017 if(autocvar_g_forced_team_otherwise == "spectator")
2021 if(self.team_forced < 0)
2022 return 0; // forced spectators can never join
2024 // TODO simplify this
2026 float totalClients = 0;
2031 if (!autocvar_g_maxplayers)
2032 return maxclients - totalClients;
2034 float currentlyPlaying = 0;
2035 FOR_EACH_REALCLIENT(e)
2036 if(IS_PLAYER(e) || e.caplayer)
2037 currentlyPlaying += 1;
2039 if(currentlyPlaying < autocvar_g_maxplayers)
2040 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2046 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2047 * g_maxplayers_spectator_blocktime seconds
2049 void checkSpectatorBlock() {
2050 if(IS_SPEC(self) || IS_OBSERVER(self))
2052 if(IS_REAL_CLIENT(self))
2054 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2055 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2061 void PrintWelcomeMessage()
2063 if(self.motd_actived_time == 0)
2065 if (autocvar_g_campaign) {
2066 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2067 self.motd_actived_time = time;
2068 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2071 if (self.BUTTON_INFO) {
2072 self.motd_actived_time = time;
2073 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2077 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2079 if (autocvar_g_campaign) {
2080 if (self.BUTTON_INFO)
2081 self.motd_actived_time = time;
2082 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2083 self.motd_actived_time = 0;
2084 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2087 if (self.BUTTON_INFO)
2088 self.motd_actived_time = time;
2089 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2090 self.motd_actived_time = 0;
2091 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2095 else //if(self.motd_actived_time < 0) // just connected, motd is active
2097 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2098 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2099 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2101 // instanctly hide MOTD
2102 self.motd_actived_time = 0;
2103 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2108 void ObserverThink()
2110 float prefered_movetype;
2111 if (self.flags & FL_JUMPRELEASED) {
2112 if (self.BUTTON_JUMP && !self.version_mismatch) {
2113 self.flags &= ~FL_JUMPRELEASED;
2114 self.flags |= FL_SPAWNING;
2115 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2116 self.flags &= ~FL_JUMPRELEASED;
2117 if(SpectateNext()) {
2118 self.classname = "spectator";
2121 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2122 if (self.movetype != prefered_movetype)
2123 self.movetype = prefered_movetype;
2126 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2127 self.flags |= FL_JUMPRELEASED;
2128 if(self.flags & FL_SPAWNING)
2130 self.flags &= ~FL_SPAWNING;
2131 LeaveSpectatorMode();
2138 void SpectatorThink()
2140 if (self.flags & FL_JUMPRELEASED) {
2141 if (self.BUTTON_JUMP && !self.version_mismatch) {
2142 self.flags &= ~FL_JUMPRELEASED;
2143 self.flags |= FL_SPAWNING;
2144 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2145 self.flags &= ~FL_JUMPRELEASED;
2146 if(SpectateNext()) {
2147 self.classname = "spectator";
2149 self.classname = "observer";
2150 PutClientInServer();
2153 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2154 self.flags &= ~FL_JUMPRELEASED;
2155 if(SpectatePrev()) {
2156 self.classname = "spectator";
2158 self.classname = "observer";
2159 PutClientInServer();
2162 } else if (self.BUTTON_ATCK2) {
2163 self.flags &= ~FL_JUMPRELEASED;
2164 self.classname = "observer";
2165 PutClientInServer();
2167 if(!SpectateUpdate())
2168 PutObserverInServer();
2171 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2172 self.flags |= FL_JUMPRELEASED;
2173 if(self.flags & FL_SPAWNING)
2175 self.flags &= ~FL_SPAWNING;
2176 LeaveSpectatorMode();
2180 if(!SpectateUpdate())
2181 PutObserverInServer();
2184 self.flags |= FL_CLIENT | FL_NOTARGET;
2187 void vehicles_enter (entity pl, entity veh);
2190 if (!IS_PLAYER(self))
2197 vehicles_exit(VHEF_NORMAL);
2201 else if(autocvar_g_vehicles_enter)
2204 if(self.deadflag == DEAD_NO)
2207 entity head, closest_target = world;
2208 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2210 while(head) // find the closest acceptable target to enter
2212 if(head.vehicle_flags & VHF_ISVEHICLE)
2213 if(head.deadflag == DEAD_NO)
2214 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2215 if(head.takedamage != DAMAGE_NO)
2219 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2220 { closest_target = head; }
2222 else { closest_target = head; }
2228 if(closest_target) { vehicles_enter(self, closest_target); return; }
2232 // a use key was pressed; call handlers
2233 MUTATOR_CALLHOOK(PlayerUseKey);
2236 float isInvisibleString(string s)
2239 s = strdecolorize(s);
2240 for((i = 0), (n = strlen(s)); i < n; ++i)
2248 case 192: // charmap space
2249 if (!autocvar_utf8_enable)
2252 case 160: // space in unicode fonts
2253 case 0xE000 + 192: // utf8 charmap space
2254 if (autocvar_utf8_enable)
2267 Called every frame for each client before the physics are run
2270 .float usekeypressed;
2271 void() nexball_setstatus;
2272 .float last_vehiclecheck;
2274 void PlayerPreThink (void)
2276 WarpZone_PlayerPhysics_FixVAngle();
2278 self.stat_game_starttime = game_starttime;
2279 self.stat_round_starttime = round_starttime;
2280 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2281 self.stat_leadlimit = autocvar_leadlimit;
2285 // physics frames: update anticheat stuff
2286 anticheat_prethink();
2289 if(blockSpectators && frametime)
2290 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2291 checkSpectatorBlock();
2295 // Savage: Check for nameless players
2296 if (isInvisibleString(self.netname)) {
2297 string new_name = strzone(strcat("Player@", self.netaddress));
2298 if(autocvar_sv_eventlog)
2299 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2300 if(self.netname_previous)
2301 strunzone(self.netname_previous);
2302 self.netname_previous = strzone(new_name);
2303 self.netname = self.netname_previous;
2304 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2305 } else if(self.netname_previous != self.netname) {
2306 if(autocvar_sv_eventlog)
2307 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2308 if(self.netname_previous)
2309 strunzone(self.netname_previous);
2310 self.netname_previous = strzone(self.netname);
2314 if(self.version_nagtime)
2315 if(self.cvar_g_xonoticversion)
2316 if(time > self.version_nagtime)
2318 // don't notify git users
2319 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2321 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2323 // notify release users if connecting to git
2324 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");
2325 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2330 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2333 // give users new version
2334 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");
2335 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2339 // notify users about old server version
2340 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");
2341 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2345 self.version_nagtime = 0;
2349 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2351 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2352 self.max_armorvalue = 0;
2356 if (TetrisPreFrame())
2360 if(self.frozen == 2)
2362 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2363 self.health = max(1, self.revive_progress * start_health);
2364 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2366 if(self.revive_progress >= 1)
2369 else if(self.frozen == 3)
2371 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2372 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2377 vehicles_exit(VHEF_RELEASE);
2378 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2380 else if ( self.revive_progress <= 0 )
2384 MUTATOR_CALLHOOK(PlayerPreThink);
2386 if(autocvar_g_vehicles_enter)
2387 if(time > self.last_vehiclecheck)
2392 if(self.deadflag == DEAD_NO)
2395 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2396 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2397 if(veh.deadflag == DEAD_NO)
2398 if(veh.takedamage != DAMAGE_NO)
2399 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2400 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2402 if(!veh.team || SAME_TEAM(self, veh))
2403 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2404 else if(autocvar_g_vehicles_steal)
2405 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2407 self.last_vehiclecheck = time + 1;
2410 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2412 if(self.BUTTON_USE && !self.usekeypressed)
2414 self.usekeypressed = self.BUTTON_USE;
2417 if(IS_REAL_CLIENT(self))
2418 PrintWelcomeMessage();
2423 CheckRules_Player();
2425 if (intermission_running)
2427 IntermissionThink (); // otherwise a button could be missed between
2428 return; // the think tics
2431 //don't allow the player to turn around while game is paused!
2432 if(timeout_status == TIMEOUT_ACTIVE) {
2433 // FIXME turn this into CSQC stuff
2434 self.v_angle = self.lastV_angle;
2435 self.angles = self.lastV_angle;
2436 self.fixangle = true;
2441 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2443 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));
2444 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));
2445 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));
2447 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2449 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));
2450 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));
2451 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));
2455 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2460 if (self.deadflag != DEAD_NO)
2462 if(self.personal && g_race_qualifying)
2464 if(time > self.respawn_time)
2466 self.respawn_time = time + 1; // only retry once a second
2467 self.stat_respawn_time = self.respawn_time;
2474 float button_pressed;
2477 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2479 if (self.deadflag == DEAD_DYING)
2481 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2482 self.deadflag = DEAD_RESPAWNING;
2483 else if(!button_pressed)
2484 self.deadflag = DEAD_DEAD;
2486 else if (self.deadflag == DEAD_DEAD)
2489 self.deadflag = DEAD_RESPAWNABLE;
2490 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2491 self.deadflag = DEAD_RESPAWNING;
2493 else if (self.deadflag == DEAD_RESPAWNABLE)
2496 self.deadflag = DEAD_RESPAWNING;
2498 else if (self.deadflag == DEAD_RESPAWNING)
2500 if(time > self.respawn_time)
2502 self.respawn_time = time + 1; // only retry once a second
2503 self.respawn_time_max = self.respawn_time;
2508 ShowRespawnCountdown();
2510 if(self.respawn_flags & RESPAWN_SILENT)
2511 self.stat_respawn_time = 0;
2512 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2513 self.stat_respawn_time = self.respawn_time_max;
2515 self.stat_respawn_time = self.respawn_time;
2518 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2519 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2520 self.stat_respawn_time *= -1;
2525 self.prevorigin = self.origin;
2527 float do_crouch = self.BUTTON_CROUCH;
2535 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2536 // It cannot be predicted by the engine!
2537 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2545 self.view_ofs = PL_CROUCH_VIEW_OFS;
2546 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2547 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2554 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2555 if (!trace_startsolid)
2557 self.crouch = false;
2558 self.view_ofs = PL_VIEW_OFS;
2559 setsize (self, PL_MIN, PL_MAX);
2566 GrapplingHookFrame();
2568 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2571 self.items &= ~self.items_added;
2575 self.items_added = 0;
2576 if(self.items & IT_JETPACK)
2577 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2578 self.items_added |= IT_FUEL;
2580 self.items |= self.items_added;
2585 // WEAPONTODO: Add a weapon request for this
2586 // rot vortex charge to the charge limit
2587 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2588 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2594 secrets_setstatus();
2597 monsters_setstatus();
2599 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2601 //self.angles_y=self.v_angle_y + 90; // temp
2602 } else if(gameover) {
2603 if (intermission_running)
2604 IntermissionThink (); // otherwise a button could be missed between
2606 } else if(IS_OBSERVER(self)) {
2608 } else if(IS_SPEC(self)) {
2612 // WEAPONTODO: Add weapon request for this
2614 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
2616 float oldspectatee_status;
2617 oldspectatee_status = self.spectatee_status;
2619 self.spectatee_status = num_for_edict(self.enemy);
2620 else if(IS_OBSERVER(self))
2621 self.spectatee_status = num_for_edict(self);
2623 self.spectatee_status = 0;
2624 if(self.spectatee_status != oldspectatee_status)
2626 ClientData_Touch(self);
2629 if(self.teamkill_soundtime)
2630 if(time > self.teamkill_soundtime)
2632 self.teamkill_soundtime = 0;
2634 entity oldpusher, oldself;
2636 oldself = self; self = self.teamkill_soundsource;
2637 oldpusher = self.pusher; self.pusher = oldself;
2639 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2641 self.pusher = oldpusher;
2645 if(self.taunt_soundtime)
2646 if(time > self.taunt_soundtime)
2648 self.taunt_soundtime = 0;
2649 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2652 target_voicescript_next(self);
2654 // WEAPONTODO: Move into weaponsystem somehow
2655 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2657 self.clip_load = self.clip_size = 0;
2664 Called every frame for each client after the physics are run
2667 .float idlekick_lasttimeleft;
2668 void PlayerPostThink (void)
2670 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2671 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2673 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2675 if(self.idlekick_lasttimeleft)
2677 self.idlekick_lasttimeleft = 0;
2678 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2684 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2685 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2687 if(!self.idlekick_lasttimeleft)
2688 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2692 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2696 else if(timeleft <= 10)
2698 if(timeleft != self.idlekick_lasttimeleft)
2699 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2700 self.idlekick_lasttimeleft = timeleft;
2706 if(self.impulse == 100)
2708 if (!TetrisPostFrame())
2714 //CheckPlayerJump();
2716 if(IS_PLAYER(self)) {
2717 CheckRules_Player();
2721 if (intermission_running)
2722 return; // intermission or finale
2732 for(i = 0; i < 1000; ++i)
2735 end = self.origin + '0 0 1024' + 512 * randomvec();
2736 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2737 if(trace_fraction < 1)
2738 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2740 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2746 if(self.waypointsprite_attachedforcarrier)
2747 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2751 CSQCMODEL_AUTOUPDATE();