1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
15 #include "command/common.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
24 #include "bot/navigation.qh"
26 #include "../common/vehicles/all.qh"
28 #include "weapons/hitplot.qh"
29 #include "weapons/weaponsystem.qh"
31 #include "../common/net_notice.qh"
32 #include "../common/physics.qh"
34 #include "../common/items/all.qc"
36 #include "../common/mutators/mutator/waypoints/all.qh"
38 #include "../common/triggers/subs.qh"
39 #include "../common/triggers/triggers.qh"
40 #include "../common/triggers/trigger/secret.qh"
42 #include "../common/minigames/sv_minigames.qh"
44 #include "../common/items/inventory.qh"
46 #include "../common/monsters/sv_monsters.qh"
48 #include "../warpzonelib/server.qh"
51 void send_CSQC_teamnagger() {
52 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
53 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
56 float ClientData_Send(entity to, int sf)
73 sf |= 1; // forced scoreboard
74 if(to.spectatee_status)
75 sf |= 2; // spectator ent number follows
78 if(e.porto_v_angle_held)
79 sf |= 8; // angles held
81 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82 WriteByte(MSG_ENTITY, sf);
85 WriteByte(MSG_ENTITY, to.spectatee_status);
89 WriteAngle(MSG_ENTITY, e.v_angle.x);
90 WriteAngle(MSG_ENTITY, e.v_angle.y);
96 void ClientData_Attach()
98 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
99 self.clientdata.drawonlytoclient = self;
100 self.clientdata.owner = self;
103 void ClientData_Detach()
105 remove(self.clientdata);
106 self.clientdata = world;
109 void ClientData_Touch(entity e)
111 e.clientdata.SendFlags = 1;
113 // make it spectatable
115 FOR_EACH_REALCLIENT(e2)
120 e2.clientdata.SendFlags = 1;
124 .string netname_previous;
126 void SetSpectator(entity player, entity spectatee);
133 Checks if the argument string can be a valid playermodel.
134 Returns a valid one in doubt.
137 string FallbackPlayerModel;
138 string CheckPlayerModel(string plyermodel) {
139 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
141 // note: we cannot summon Don Strunzone here, some player may
142 // still have the model string set. In case anyone manages how
143 // to change a cvar default, we'll have a small leak here.
144 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
146 // only in right path
147 if( substring(plyermodel,0,14) != "models/player/")
148 return FallbackPlayerModel;
149 // only good file extensions
150 if(substring(plyermodel,-4,4) != ".zym")
151 if(substring(plyermodel,-4,4) != ".dpm")
152 if(substring(plyermodel,-4,4) != ".iqm")
153 if(substring(plyermodel,-4,4) != ".md3")
154 if(substring(plyermodel,-4,4) != ".psk")
155 return FallbackPlayerModel;
156 // forbid the LOD models
157 if(substring(plyermodel, -9,5) == "_lod1")
158 return FallbackPlayerModel;
159 if(substring(plyermodel, -9,5) == "_lod2")
160 return FallbackPlayerModel;
161 if(plyermodel != strtolower(plyermodel))
162 return FallbackPlayerModel;
163 // also, restrict to server models
164 if(autocvar_sv_servermodelsonly)
166 if(!fexists(plyermodel))
167 return FallbackPlayerModel;
172 void setplayermodel(entity e, string modelname)
174 precache_model(modelname);
175 _setmodel(e, modelname);
176 player_setupanimsformodel();
177 UpdatePlayerSounds();
184 putting a client as observer in the server
187 void FixPlayermodel();
188 void PutObserverInServer (void)
191 self.hud = HUD_NORMAL;
193 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
195 spot = SelectSpawnPoint (true);
197 error("No spawnpoints for observers?!?\n");
198 RemoveGrapplingHook(self); // Wazat's Grappling Hook
200 if(IS_REAL_CLIENT(self))
203 WriteByte(MSG_ONE, SVC_SETVIEW);
204 WriteEntity(MSG_ONE, self);
207 self.frags = FRAGS_SPECTATOR;
209 MUTATOR_CALLHOOK(MakePlayerObserver);
211 Portal_ClearAll(self);
218 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
223 vehicles_exit(VHEF_RELEASE);
225 WaypointSprite_PlayerDead();
227 if (!g_ca) // don't reset teams when moving a ca player to the spectators
228 self.team = -1; // move this as it is needed to log the player spectating in eventlog
230 if(self.killcount != -666)
232 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
233 if(!intermission_running)
234 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
235 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
237 if(self.just_joined == false) {
238 LogTeamchange(self.playerid, -1, 4);
240 self.just_joined = false;
243 PlayerScore_Clear(self); // clear scores when needed
245 accuracy_resend(self);
247 self.spectatortime = time;
249 self.classname = "observer";
250 self.iscreature = false;
251 self.teleportable = TELEPORT_SIMPLE;
252 self.damagedbycontents = false;
254 self.takedamage = DAMAGE_NO;
255 self.solid = SOLID_NOT;
256 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
257 self.flags = FL_CLIENT | FL_NOTARGET;
258 self.armorvalue = 666;
260 self.armorvalue = autocvar_g_balance_armor_start;
261 self.pauserotarmor_finished = 0;
262 self.pauserothealth_finished = 0;
263 self.pauseregen_finished = 0;
264 self.damageforcescale = 0;
266 self.respawn_flags = 0;
267 self.respawn_time = 0;
268 self.stat_respawn_time = 0;
273 self.pain_finished = 0;
274 self.strength_finished = 0;
275 self.invincible_finished = 0;
276 self.superweapons_finished = 0;
279 self.think = func_null;
282 self.deadflag = DEAD_NO;
283 self.angles = spot.angles;
285 self.fixangle = true;
287 self.revival_time = 0;
289 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
290 self.prevorigin = self.origin;
292 self.weapons = '0 0 0';
295 setmodel(self, MDL_Null);
296 self.drawonlytoclient = self;
298 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
299 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
302 self.weaponname = "";
303 self.switchingweapon = 0;
304 self.weaponmodel = "";
305 self.weaponentity = world;
306 self.exteriorweaponentity = world;
307 self.killcount = -666;
308 self.velocity = '0 0 0';
309 self.avelocity = '0 0 0';
310 self.punchangle = '0 0 0';
311 self.punchvector = '0 0 0';
312 self.oldvelocity = self.velocity;
313 self.fire_endtime = -1;
314 self.event_damage = func_null;
317 .float model_randomizer;
318 void FixPlayermodel()
321 float defaultskin, chmdl, oldskin, n, i;
328 if(autocvar_sv_defaultcharacter)
332 string s = Static_Team_ColorName_Lower(self.team);
335 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
336 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
340 if(defaultmodel == "")
342 defaultmodel = autocvar_sv_defaultplayermodel;
343 defaultskin = autocvar_sv_defaultplayerskin;
346 n = tokenize_console(defaultmodel);
349 defaultmodel = argv(floor(n * self.model_randomizer));
350 // However, do NOT randomize if the player-selected model is in the list.
351 for (i = 0; i < n; ++i)
352 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
353 defaultmodel = argv(i);
356 i = strstrofs(defaultmodel, ":", 0);
359 defaultskin = stof(substring(defaultmodel, i+1, -1));
360 defaultmodel = substring(defaultmodel, 0, i);
364 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
365 defaultmodel = ret_string;
366 defaultskin = ret_int;
368 if(defaultmodel != "")
370 if (defaultmodel != self.model)
374 setplayermodel (self, defaultmodel);
375 setsize (self, m1, m2);
380 self.skin = defaultskin;
382 if (self.playermodel != self.model || self.playermodel == "")
384 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
387 setplayermodel (self, self.playermodel);
388 setsize (self, m1, m2);
393 self.skin = stof(self.playerskin);
396 if(chmdl || oldskin != self.skin) // model or skin has changed
398 self.species = player_getspecies(); // update species
399 UpdatePlayerSounds(); // update skin sounds
403 if(strlen(autocvar_sv_defaultplayercolors))
404 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
405 setcolor(self, stof(autocvar_sv_defaultplayercolors));
409 /** Called when a client spawns in the server */
410 void PutClientInServer()
413 if(IS_BOT_CLIENT(self))
414 self.classname = "player";
415 else if(IS_REAL_CLIENT(self))
418 WriteByte(MSG_ONE, SVC_SETVIEW);
419 WriteEntity(MSG_ONE, self);
422 SetSpectator(self, world);
427 MUTATOR_CALLHOOK(PutClientInServer, self);
430 self.classname = "observer";
436 accuracy_resend(self);
439 JoinBestTeam(self, false, true);
441 spot = SelectSpawnPoint (false);
444 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
445 return; // spawn failed
448 RemoveGrapplingHook(self); // Wazat's Grappling Hook
450 self.classname = "player";
451 self.wasplayer = true;
452 self.iscreature = true;
453 self.teleportable = TELEPORT_NORMAL;
454 self.damagedbycontents = true;
455 self.movetype = MOVETYPE_WALK;
456 self.solid = SOLID_SLIDEBOX;
457 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
458 if(autocvar_g_playerclip_collisions)
459 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
460 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
461 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
462 self.frags = FRAGS_PLAYER;
463 if(INDEPENDENT_PLAYERS)
464 MAKE_INDEPENDENT_PLAYER(self);
465 self.flags = FL_CLIENT | FL_PICKUPITEMS;
466 if(autocvar__notarget)
467 self.flags |= FL_NOTARGET;
468 self.takedamage = DAMAGE_AIM;
470 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
471 self.air_finished = time + 12;
473 if(WEP_CVAR(vortex, charge))
475 if(WEP_CVAR_SEC(vortex, chargepool))
476 self.vortex_chargepool_ammo = 1;
477 self.vortex_charge = WEP_CVAR(vortex, charge_start);
482 self.ammo_shells = warmup_start_ammo_shells;
483 self.ammo_nails = warmup_start_ammo_nails;
484 self.ammo_rockets = warmup_start_ammo_rockets;
485 self.ammo_cells = warmup_start_ammo_cells;
486 self.ammo_plasma = warmup_start_ammo_plasma;
487 self.ammo_fuel = warmup_start_ammo_fuel;
488 self.health = warmup_start_health;
489 self.armorvalue = warmup_start_armorvalue;
490 self.weapons = WARMUP_START_WEAPONS;
494 self.ammo_shells = start_ammo_shells;
495 self.ammo_nails = start_ammo_nails;
496 self.ammo_rockets = start_ammo_rockets;
497 self.ammo_cells = start_ammo_cells;
498 self.ammo_plasma = start_ammo_plasma;
499 self.ammo_fuel = start_ammo_fuel;
500 self.health = start_health;
501 self.armorvalue = start_armorvalue;
502 self.weapons = start_weapons;
505 if(self.weapons & WEPSET_SUPERWEAPONS)
506 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
508 self.superweapons_finished = 0;
510 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
512 if(g_weaponarena_random_with_blaster)
513 self.weapons &= ~WEPSET_BLASTER;
514 W_RandomWeapons(self, g_weaponarena_random);
515 if(g_weaponarena_random_with_blaster)
516 self.weapons |= WEPSET_BLASTER;
519 self.items = start_items;
521 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
522 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
523 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
524 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
525 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
526 //extend the pause of rotting if client was reset at the beginning of the countdown
527 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
528 self.spawnshieldtime += game_starttime - time;
529 self.pauserotarmor_finished += game_starttime - time;
530 self.pauserothealth_finished += game_starttime - time;
531 self.pauseregen_finished += game_starttime - time;
533 self.damageforcescale = 2;
535 self.respawn_flags = 0;
536 self.respawn_time = 0;
537 self.stat_respawn_time = 0;
538 self.scale = autocvar_sv_player_scale;
541 self.pain_finished = 0;
542 self.strength_finished = 0;
543 self.invincible_finished = 0;
545 // players have no think function
546 self.think = func_null;
550 self.ballistics_density = autocvar_g_ballistics_density_player;
554 self.deadflag = DEAD_NO;
556 self.angles = spot.angles;
558 self.angles_z = 0; // never spawn tilted even if the spot says to
559 if(IS_BOT_CLIENT(self))
560 self.v_angle = self.angles;
561 self.fixangle = true; // turn this way immediately
562 self.velocity = '0 0 0';
563 self.avelocity = '0 0 0';
564 self.punchangle = '0 0 0';
565 self.punchvector = '0 0 0';
566 self.oldvelocity = self.velocity;
567 self.fire_endtime = -1;
568 self.revival_time = 0;
570 entity spawnevent = spawn();
571 spawnevent.owner = self;
572 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
574 // Cut off any still running player sounds.
575 stopsound(self, CH_PLAYER_SINGLE);
579 self.drawonlytoclient = world;
582 self.view_ofs = PL_VIEW_OFS;
583 setsize (self, PL_MIN, PL_MAX);
584 self.spawnorigin = spot.origin;
585 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
586 // don't reset back to last position, even if new position is stuck in solid
587 self.oldorigin = self.origin;
588 self.prevorigin = self.origin;
589 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
590 self.lastteleporttime = time; // prevent insane speeds due to changing origin
591 self.hud = HUD_NORMAL;
593 self.event_damage = PlayerDamage;
595 self.bot_attack = true;
596 self.monster_attack = true;
598 self.spider_slowness = 0;
600 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
602 if(self.killcount == -666) {
603 PlayerScore_Clear(self);
607 CL_SpawnWeaponentity(self);
608 self.alpha = default_player_alpha;
609 self.colormod = '1 1 1' * autocvar_g_player_brightness;
610 self.exteriorweaponentity.alpha = default_weapon_alpha;
612 self.speedrunning = false;
614 //stuffcmd(self, "chase_active 0");
615 //stuffcmd(self, "set viewsize $tmpviewsize \n");
617 target_voicescript_clear(self);
619 // reset fields the weapons may use
620 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
622 WEP_ACTION(j, WR_RESETPLAYER);
624 // all weapons must be fully loaded when we spawn
625 entity e = get_weaponinfo(j);
626 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
627 self.(weapon_load[j]) = e.reloading_ammo;
630 string s = spot.target;
631 spot.target = string_null;
633 WITH(entity, self, spot, SUB_UseTargets());
639 MUTATOR_CALLHOOK(PlayerSpawn, spot);
641 if(autocvar_spawn_debug)
643 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
644 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
647 self.switchweapon = w_getbestweapon(self);
648 self.cnt = -1; // W_LastWeapon will not complain
650 self.weaponname = "";
651 self.switchingweapon = 0;
655 self.alivetime = time;
659 else if(IS_OBSERVER(self))
661 PutObserverInServer ();
665 .float ebouncefactor, ebouncestop; // electro's values
666 // TODO do we need all these fields, or should we stop autodetecting runtime
667 // changes and just have a console command to update this?
668 float ClientInit_SendEntity(entity to, int sf)
670 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
671 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
672 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
673 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
674 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
675 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
676 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
679 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
681 if(sv_foginterval && world.fog != "")
682 WriteString(MSG_ENTITY, world.fog);
684 WriteString(MSG_ENTITY, "");
685 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
686 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
687 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
688 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
689 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
690 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
691 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
692 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
693 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
694 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
695 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
696 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
700 void ClientInit_CheckUpdate()
702 self.nextthink = time;
703 if(self.count != autocvar_g_balance_armor_blockpercent)
705 self.count = autocvar_g_balance_armor_blockpercent;
708 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
710 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
713 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
715 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
718 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
720 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
723 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
725 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
730 void ClientInit_Spawn()
733 e.classname = "clientinit";
734 e.think = ClientInit_CheckUpdate;
735 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
737 WITH(entity, self, e, ClientInit_CheckUpdate());
745 void SetNewParms (void)
747 // initialize parms for a new player
748 parm1 = -(86400 * 366);
756 void SetChangeParms (void)
758 // save parms for level change
759 parm1 = self.parm_idlesince - time;
767 void DecodeLevelParms (void)
770 self.parm_idlesince = parm1;
771 if(self.parm_idlesince == -(86400 * 366))
772 self.parm_idlesince = time;
774 // whatever happens, allow 60 seconds of idling directly after connect for map loading
775 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
782 Called when a client types 'kill' in the console
786 .float clientkill_nexttime;
787 void ClientKill_Now_TeamChange()
789 if(self.killindicator_teamchange == -1)
791 JoinBestTeam( self, false, true );
793 else if(self.killindicator_teamchange == -2)
796 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
797 PutObserverInServer();
800 SV_ChangeTeam(self.killindicator_teamchange - 1);
801 self.killindicator_teamchange = 0;
804 void ClientKill_Now()
808 vehicles_exit(VHEF_RELEASE);
809 if(!self.killindicator_teamchange)
811 self.vehicle_health = -1;
812 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
816 if(self.killindicator && !wasfreed(self.killindicator))
817 remove(self.killindicator);
819 self.killindicator = world;
821 if(self.killindicator_teamchange)
822 ClientKill_Now_TeamChange();
825 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
827 // now I am sure the player IS dead
829 void KillIndicator_Think()
833 self.owner.killindicator = world;
838 if (self.owner.alpha < 0 && !self.owner.vehicle)
840 self.owner.killindicator = world;
847 WITH(entity, self, self.owner, ClientKill_Now());
850 else if(g_cts && self.health == 1) // health == 1 means that it's silent
852 self.nextthink = time + 1;
858 setmodel(self, MDL_NUM(self.cnt));
859 if(IS_REAL_CLIENT(self.owner))
862 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
864 self.nextthink = time + 1;
869 float clientkilltime;
870 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
879 killtime = autocvar_g_balance_kill_delay;
881 if(g_race_qualifying || g_cts)
884 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
886 remove(self.killindicator);
887 self.killindicator = world;
889 ClientKill_Now(); // allow instant kill in this case
893 self.killindicator_teamchange = targetteam;
895 if(!self.killindicator)
897 if(self.deadflag == DEAD_NO)
899 killtime = max(killtime, self.clientkill_nexttime - time);
900 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
903 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
909 starttime = max(time, clientkilltime);
911 self.killindicator = spawn();
912 self.killindicator.owner = self;
913 self.killindicator.scale = 0.5;
914 setattachment(self.killindicator, self, "");
915 setorigin(self.killindicator, '0 0 52');
916 self.killindicator.think = KillIndicator_Think;
917 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
918 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
919 self.killindicator.cnt = ceil(killtime);
920 self.killindicator.count = bound(0, ceil(killtime), 10);
921 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
923 for(e = world; (e = find(e, classname, "body")) != world; )
927 e.killindicator = spawn();
928 e.killindicator.owner = e;
929 e.killindicator.scale = 0.5;
930 setattachment(e.killindicator, e, "");
931 setorigin(e.killindicator, '0 0 52');
932 e.killindicator.think = KillIndicator_Think;
933 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
934 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
935 e.killindicator.cnt = ceil(killtime);
940 if(self.killindicator)
942 if(targetteam == 0) // just die
944 self.killindicator.colormod = '0 0 0';
945 if(IS_REAL_CLIENT(self))
946 if(self.killindicator.cnt > 0)
947 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
949 else if(targetteam == -1) // auto
951 self.killindicator.colormod = '0 1 0';
952 if(IS_REAL_CLIENT(self))
953 if(self.killindicator.cnt > 0)
954 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
956 else if(targetteam == -2) // spectate
958 self.killindicator.colormod = '0.5 0.5 0.5';
959 if(IS_REAL_CLIENT(self))
960 if(self.killindicator.cnt > 0)
961 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
965 self.killindicator.colormod = Team_ColorRGB(targetteam);
966 if(IS_REAL_CLIENT(self))
967 if(self.killindicator.cnt > 0)
968 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
974 void ClientKill (void)
977 if(self.player_blocked) return;
978 if(self.frozen) return;
980 ClientKill_TeamChange(0);
983 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
985 e.killindicator = spawn();
986 e.killindicator.owner = e;
987 e.killindicator.think = KillIndicator_Think;
988 e.killindicator.nextthink = time + (e.lip) * 0.05;
989 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
990 e.killindicator.health = 1; // this is used to indicate that it should be silent
994 void FixClientCvars(entity e)
996 // send prediction settings to the client
997 stuffcmd(e, "\nin_bindmap 0 0\n");
999 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1000 if(autocvar_g_antilag == 3) // client side hitscan
1001 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1002 if(autocvar_sv_gentle)
1003 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1006 float PlayerInIDList(entity p, string idlist)
1011 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1015 // this function allows abbreviated player IDs too!
1016 n = tokenize_console(idlist);
1017 for(i = 0; i < n; ++i)
1020 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1027 #ifdef DP_EXT_PRECONNECT
1032 Called once (not at each match start) when a client begins a connection to the server
1035 void ClientPreConnect (void)
1037 if(autocvar_sv_eventlog)
1039 GameLogEcho(sprintf(":connect:%d:%d:%s",
1041 num_for_edict(self),
1042 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1052 Called when a client connects to the server
1055 void DecodeLevelParms (void);
1056 void ClientConnect (void)
1062 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1066 if(Ban_MaybeEnforceBanOnce(self))
1072 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1075 self.classname = "player_joining";
1077 self.flags = FL_CLIENT;
1078 self.version_nagtime = time + 10 + random() * 10;
1082 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1086 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1088 PlayerScore_Attach(self);
1089 ClientData_Attach();
1090 accuracy_init(self);
1091 Inventory_new(self);
1093 bot_clientconnect();
1099 // identify the right forced team
1100 if(autocvar_g_campaign)
1102 if(IS_REAL_CLIENT(self)) // only players, not bots
1104 switch(autocvar_g_campaign_forceteam)
1106 case 1: self.team_forced = NUM_TEAM_1; break;
1107 case 2: self.team_forced = NUM_TEAM_2; break;
1108 case 3: self.team_forced = NUM_TEAM_3; break;
1109 case 4: self.team_forced = NUM_TEAM_4; break;
1110 default: self.team_forced = 0;
1114 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1115 self.team_forced = NUM_TEAM_1;
1116 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1117 self.team_forced = NUM_TEAM_2;
1118 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1119 self.team_forced = NUM_TEAM_3;
1120 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1121 self.team_forced = NUM_TEAM_4;
1122 else if(autocvar_g_forced_team_otherwise == "red")
1123 self.team_forced = NUM_TEAM_1;
1124 else if(autocvar_g_forced_team_otherwise == "blue")
1125 self.team_forced = NUM_TEAM_2;
1126 else if(autocvar_g_forced_team_otherwise == "yellow")
1127 self.team_forced = NUM_TEAM_3;
1128 else if(autocvar_g_forced_team_otherwise == "pink")
1129 self.team_forced = NUM_TEAM_4;
1130 else if(autocvar_g_forced_team_otherwise == "spectate")
1131 self.team_forced = -1;
1132 else if(autocvar_g_forced_team_otherwise == "spectator")
1133 self.team_forced = -1;
1135 self.team_forced = 0;
1138 if(self.team_forced > 0)
1139 self.team_forced = 0;
1141 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1143 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1144 self.classname = "observer";
1148 if(autocvar_g_balance_teams)
1150 self.classname = "player";
1151 campaign_bots_may_start = 1;
1155 self.classname = "observer"; // do it anyway
1160 self.classname = "player";
1161 campaign_bots_may_start = 1;
1165 self.playerid = (playerid_last = playerid_last + 1);
1167 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1169 if(IS_BOT_CLIENT(self))
1170 PlayerStats_GameReport_AddPlayer(self);
1172 if(autocvar_sv_eventlog)
1173 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1175 LogTeamchange(self.playerid, self.team, 1);
1177 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1179 self.netname_previous = strzone(self.netname);
1181 if(IS_PLAYER(self) && teamplay)
1182 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1184 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1186 stuffcmd(self, strcat(clientstuff, "\n"));
1187 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1189 FixClientCvars(self);
1191 // spawnfunc_waypoint sprites
1192 WaypointSprite_InitClient(self);
1194 // Wazat's grappling hook
1195 SetGrappleHookBindings();
1198 stuffcmd(self, "alias +jetpack +button10\n");
1199 stuffcmd(self, "alias -jetpack -button10\n");
1201 // get version info from player
1202 stuffcmd(self, "cmd clientversion $gameversion\n");
1204 // get other cvars from player
1207 // notify about available teams
1210 CheckAllowedTeams(self);
1211 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1212 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1215 stuffcmd(self, "set _teams_available 0\n");
1219 bot_relinkplayerlist();
1221 self.spectatortime = time;
1224 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1227 self.jointime = time;
1228 self.allowed_timeouts = autocvar_sv_timeout_number;
1230 if(IS_REAL_CLIENT(self))
1232 if(!autocvar_g_campaign)
1234 self.motd_actived_time = -1;
1235 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1238 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1239 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1242 if(!sv_foginterval && world.fog != "")
1243 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1245 W_HitPlotOpen(self);
1247 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
1248 send_CSQC_teamnagger();
1252 CSQCMODEL_AUTOINIT(self);
1254 self.model_randomizer = random();
1256 if(IS_REAL_CLIENT(self))
1259 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1260 WITH(entity, self, e, e.init_for_player(this));
1263 MUTATOR_CALLHOOK(ClientConnect, self);
1269 Called when a client disconnects from the server
1272 .entity chatbubbleentity;
1274 void ClientDisconnect (void)
1277 vehicles_exit(VHEF_RELEASE);
1279 if (!IS_CLIENT(self))
1281 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1285 PlayerStats_GameReport_FinalizePlayer(self);
1287 if ( self.active_minigame )
1288 part_minigame(self);
1290 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1292 CheatShutdownClient();
1294 W_HitPlotClose(self);
1297 anticheat_shutdown();
1299 playerdemo_shutdown();
1301 bot_clientdisconnect();
1306 if(autocvar_sv_eventlog)
1307 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1309 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1311 MUTATOR_CALLHOOK(ClientDisconnect);
1313 Portal_ClearAll(self);
1317 RemoveGrapplingHook(self);
1319 // Here, everything has been done that requires this player to be a client.
1321 self.flags &= ~FL_CLIENT;
1323 if (self.chatbubbleentity)
1324 remove (self.chatbubbleentity);
1326 if (self.killindicator)
1327 remove (self.killindicator);
1329 WaypointSprite_PlayerGone();
1331 bot_relinkplayerlist();
1333 accuracy_free(self);
1334 Inventory_delete(self);
1335 ClientData_Detach();
1336 PlayerScore_Detach(self);
1338 if(self.netname_previous)
1339 strunzone(self.netname_previous);
1340 if(self.clientstatus)
1341 strunzone(self.clientstatus);
1342 if(self.weaponorder_byimpulse)
1343 strunzone(self.weaponorder_byimpulse);
1345 ClearPlayerSounds();
1348 remove(self.personal);
1358 void ChatBubbleThink()
1360 self.nextthink = time;
1361 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1363 if(self.owner) // but why can that ever be world?
1364 self.owner.chatbubbleentity = world;
1371 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1373 if ( self.owner.active_minigame )
1374 self.mdl = "models/sprites/minigame_busy.iqm";
1375 else if ( self.owner.BUTTON_CHAT )
1376 self.mdl = "models/misc/chatbubble.spr";
1379 if ( self.model != self.mdl )
1380 _setmodel(self, self.mdl);
1384 void UpdateChatBubble()
1388 // spawn a chatbubble entity if needed
1389 if (!self.chatbubbleentity)
1391 self.chatbubbleentity = spawn();
1392 self.chatbubbleentity.owner = self;
1393 self.chatbubbleentity.exteriormodeltoclient = self;
1394 self.chatbubbleentity.think = ChatBubbleThink;
1395 self.chatbubbleentity.nextthink = time;
1396 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1397 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1398 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1399 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1400 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1401 //self.chatbubbleentity.model = "";
1402 self.chatbubbleentity.effects = EF_LOWPRECISION;
1407 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1408 // added to the model skins
1409 /*void UpdateColorModHack()
1412 c = self.clientcolors & 15;
1413 // LordHavoc: only bothering to support white, green, red, yellow, blue
1414 if (!teamplay) self.colormod = '0 0 0';
1415 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1416 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1417 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1418 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1419 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1420 else self.colormod = '1 1 1';
1425 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1427 self.solid = SOLID_NOT;
1428 self.takedamage = DAMAGE_NO;
1429 self.movetype = MOVETYPE_FLY;
1430 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1431 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1432 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1433 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1434 if(autocvar_g_respawn_ghosts_maxtime)
1435 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1440 self.effects |= EF_NODRAW; // prevent another CopyBody
1441 PutClientInServer();
1444 void play_countdown(float finished, string samp)
1446 if(IS_REAL_CLIENT(self))
1447 if(floor(finished - time - frametime) != floor(finished - time))
1448 if(finished - time < 6)
1449 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1452 void player_powerups (void)
1454 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1455 int items_prev = self.items;
1457 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1458 self.modelflags |= MF_ROCKET;
1460 self.modelflags &= ~MF_ROCKET;
1462 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1464 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1467 Fire_ApplyDamage(self);
1468 Fire_ApplyEffect(self);
1472 if (self.items & ITEM_Strength.m_itemid)
1474 play_countdown(self.strength_finished, SND(POWEROFF));
1475 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1476 if (time > self.strength_finished)
1478 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1479 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1480 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1485 if (time < self.strength_finished)
1487 self.items = self.items | ITEM_Strength.m_itemid;
1488 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1489 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1492 if (self.items & ITEM_Shield.m_itemid)
1494 play_countdown(self.invincible_finished, SND(POWEROFF));
1495 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1496 if (time > self.invincible_finished)
1498 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1499 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1500 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1505 if (time < self.invincible_finished)
1507 self.items = self.items | ITEM_Shield.m_itemid;
1508 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1509 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1512 if (self.items & IT_SUPERWEAPON)
1514 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1516 self.superweapons_finished = 0;
1517 self.items = self.items - (self.items & IT_SUPERWEAPON);
1518 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1519 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1521 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1523 // don't let them run out
1527 play_countdown(self.superweapons_finished, SND(POWEROFF));
1528 if (time > self.superweapons_finished)
1530 self.items = self.items - (self.items & IT_SUPERWEAPON);
1531 self.weapons &= ~WEPSET_SUPERWEAPONS;
1532 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1533 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1537 else if(self.weapons & WEPSET_SUPERWEAPONS)
1539 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1541 self.items = self.items | IT_SUPERWEAPON;
1542 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1543 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1547 self.superweapons_finished = 0;
1548 self.weapons &= ~WEPSET_SUPERWEAPONS;
1553 self.superweapons_finished = 0;
1557 if(autocvar_g_nodepthtestplayers)
1558 self.effects = self.effects | EF_NODEPTHTEST;
1560 if(autocvar_g_fullbrightplayers)
1561 self.effects = self.effects | EF_FULLBRIGHT;
1563 if (time >= game_starttime)
1564 if (time < self.spawnshieldtime)
1565 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1567 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1570 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1572 if(current > stable)
1574 else if(current > stable - 0.25) // when close enough, "snap"
1577 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1580 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1582 if(current < stable)
1584 else if(current < stable + 0.25) // when close enough, "snap"
1587 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1590 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1592 if(current > rotstable)
1594 if(rotframetime > 0)
1596 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1597 current = max(rotstable, current - rotlinear * rotframetime);
1600 else if(current < regenstable)
1602 if(regenframetime > 0)
1604 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1605 current = min(regenstable, current + regenlinear * regenframetime);
1615 void player_regen (void)
1617 float max_mod, regen_mod, rot_mod, limit_mod;
1618 max_mod = regen_mod = rot_mod = limit_mod = 1;
1619 regen_mod_max = max_mod;
1620 regen_mod_regen = regen_mod;
1621 regen_mod_rot = rot_mod;
1622 regen_mod_limit = limit_mod;
1624 regen_health = autocvar_g_balance_health_regen;
1625 regen_health_linear = autocvar_g_balance_health_regenlinear;
1626 regen_health_rot = autocvar_g_balance_health_rot;
1627 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1628 regen_health_stable = autocvar_g_balance_health_regenstable;
1629 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1630 if(!MUTATOR_CALLHOOK(PlayerRegen))
1633 float mina, maxa, limith, limita;
1634 maxa = autocvar_g_balance_armor_rotstable;
1635 mina = autocvar_g_balance_armor_regenstable;
1636 limith = autocvar_g_balance_health_limit;
1637 limita = autocvar_g_balance_armor_limit;
1639 max_mod = regen_mod_max;
1640 regen_mod = regen_mod_regen;
1641 rot_mod = regen_mod_rot;
1642 limit_mod = regen_mod_limit;
1644 regen_health_rotstable = regen_health_rotstable * max_mod;
1645 regen_health_stable = regen_health_stable * max_mod;
1646 limith = limith * limit_mod;
1647 limita = limita * limit_mod;
1649 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);
1650 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1653 // if player rotted to death... die!
1654 // check this outside above checks, as player may still be able to rot to death
1658 vehicles_exit(VHEF_RELEASE);
1659 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1662 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1664 float minf, maxf, limitf;
1666 maxf = autocvar_g_balance_fuel_rotstable;
1667 minf = autocvar_g_balance_fuel_regenstable;
1668 limitf = autocvar_g_balance_fuel_limit;
1670 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1674 float zoomstate_set;
1675 void SetZoomState(float z)
1677 if(z != self.zoomstate)
1680 ClientData_Touch(self);
1685 void GetPressedKeys()
1687 MUTATOR_CALLHOOK(GetPressedKeys);
1688 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1689 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1690 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1691 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1692 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1694 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1695 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1696 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1697 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1702 ======================
1703 spectate mode routines
1704 ======================
1707 void SpectateCopy(entity spectatee)
1709 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1710 self.armortype = spectatee.armortype;
1711 self.armorvalue = spectatee.armorvalue;
1712 self.ammo_cells = spectatee.ammo_cells;
1713 self.ammo_plasma = spectatee.ammo_plasma;
1714 self.ammo_shells = spectatee.ammo_shells;
1715 self.ammo_nails = spectatee.ammo_nails;
1716 self.ammo_rockets = spectatee.ammo_rockets;
1717 self.ammo_fuel = spectatee.ammo_fuel;
1718 self.clip_load = spectatee.clip_load;
1719 self.clip_size = spectatee.clip_size;
1720 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1721 self.health = spectatee.health;
1723 self.items = spectatee.items;
1724 self.last_pickup = spectatee.last_pickup;
1725 self.hit_time = spectatee.hit_time;
1726 self.metertime = spectatee.metertime;
1727 self.strength_finished = spectatee.strength_finished;
1728 self.invincible_finished = spectatee.invincible_finished;
1729 self.pressedkeys = spectatee.pressedkeys;
1730 self.weapons = spectatee.weapons;
1731 self.switchweapon = spectatee.switchweapon;
1732 self.switchingweapon = spectatee.switchingweapon;
1733 self.weapon = spectatee.weapon;
1734 self.vortex_charge = spectatee.vortex_charge;
1735 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1736 self.hagar_load = spectatee.hagar_load;
1737 self.arc_heat_percent = spectatee.arc_heat_percent;
1738 self.minelayer_mines = spectatee.minelayer_mines;
1739 self.punchangle = spectatee.punchangle;
1740 self.view_ofs = spectatee.view_ofs;
1741 self.velocity = spectatee.velocity;
1742 self.dmg_take = spectatee.dmg_take;
1743 self.dmg_save = spectatee.dmg_save;
1744 self.dmg_inflictor = spectatee.dmg_inflictor;
1745 self.v_angle = spectatee.v_angle;
1746 self.angles = spectatee.v_angle;
1747 self.frozen = spectatee.frozen;
1748 self.revive_progress = spectatee.revive_progress;
1749 if(!self.BUTTON_USE)
1750 self.fixangle = true;
1751 setorigin(self, spectatee.origin);
1752 setsize(self, spectatee.mins, spectatee.maxs);
1753 SetZoomState(spectatee.zoomstate);
1755 anticheat_spectatecopy(spectatee);
1756 self.hud = spectatee.hud;
1757 if(spectatee.vehicle)
1759 self.fixangle = false;
1760 //self.velocity = spectatee.vehicle.velocity;
1761 self.vehicle_health = spectatee.vehicle_health;
1762 self.vehicle_shield = spectatee.vehicle_shield;
1763 self.vehicle_energy = spectatee.vehicle_energy;
1764 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1765 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1766 self.vehicle_reload1 = spectatee.vehicle_reload1;
1767 self.vehicle_reload2 = spectatee.vehicle_reload2;
1771 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1772 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1773 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1774 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1776 //WriteByte (MSG_ONE, SVC_SETVIEW);
1777 // WriteEntity(MSG_ONE, self);
1778 //makevectors(spectatee.v_angle);
1779 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1783 bool SpectateUpdate()
1788 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1790 SetSpectator(self, world);
1794 SpectateCopy(self.enemy);
1801 if(!IS_PLAYER(self.enemy))
1805 WriteByte(MSG_ONE, SVC_SETVIEW);
1806 WriteEntity(MSG_ONE, self.enemy);
1807 self.movetype = MOVETYPE_NONE;
1808 accuracy_resend(self);
1810 if(!SpectateUpdate())
1811 PutObserverInServer();
1816 void SetSpectator(entity player, entity spectatee)
1818 entity old_spectatee = player.enemy;
1820 player.enemy = spectatee;
1823 // these are required to fix the spectator bug with arc
1824 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1825 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1828 bool Spectate(entity pl)
1830 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1831 if(DIFF_TEAM(pl, self))
1834 SetSpectator(self, pl);
1835 return SpectateSet();
1838 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1839 entity CA_SpectateNext(entity start)
1841 if(SAME_TEAM(start, self))
1845 // continue from current player
1846 while(other && DIFF_TEAM(other, self))
1847 other = find(other, classname, "player");
1851 // restart from begining
1852 other = find(other, classname, "player");
1853 while(other && DIFF_TEAM(other, self))
1854 other = find(other, classname, "player");
1862 other = find(self.enemy, classname, "player");
1864 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1865 // CA and ca players when spectating enemies is forbidden
1866 other = CA_SpectateNext(other);
1869 // other modes and ca spectators or spectating enemies is allowed
1871 other = find(other, classname, "player");
1874 if(other) { SetSpectator(self, other); }
1876 return SpectateSet();
1881 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1882 other = findchain(classname, "player");
1883 if (!other) // no player
1886 entity first = other;
1887 // skip players until current spectated player
1889 while(other && other != self.enemy)
1890 other = other.chain;
1892 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1894 do { other = other.chain; }
1895 while(other && DIFF_TEAM(other, self));
1900 while(other && DIFF_TEAM(other, self))
1901 other = other.chain;
1902 if(other == self.enemy)
1909 other = other.chain;
1913 SetSpectator(self, other);
1914 return SpectateSet();
1919 ShowRespawnCountdown()
1921 Update a respawn countdown display.
1924 void ShowRespawnCountdown()
1927 if(self.deadflag == DEAD_NO) // just respawned?
1931 number = ceil(self.respawn_time - time);
1934 if(number <= self.respawn_countdown)
1936 self.respawn_countdown = number - 1;
1937 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
1938 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1943 void LeaveSpectatorMode()
1947 if(nJoinAllowed(self))
1949 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1951 self.classname = "player";
1952 nades_RemoveBonus(self);
1954 if(autocvar_g_campaign || autocvar_g_balance_teams)
1955 { JoinBestTeam(self, false, true); }
1957 if(autocvar_g_campaign)
1958 { campaign_bots_may_start = 1; }
1960 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1962 PutClientInServer();
1964 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1967 stuffcmd(self, "menu_showteamselect\n");
1971 // Player may not join because g_maxplayers is set
1972 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1977 * Determines whether the player is allowed to join. This depends on cvar
1978 * g_maxplayers, if it isn't used this function always return true, otherwise
1979 * it checks whether the number of currently playing players exceeds g_maxplayers.
1980 * @return int number of free slots for players, 0 if none
1982 float nJoinAllowed(entity ignore)
1985 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1986 // so report 0 free slots if restricted
1988 if(autocvar_g_forced_team_otherwise == "spectate")
1990 if(autocvar_g_forced_team_otherwise == "spectator")
1994 if(self.team_forced < 0)
1995 return 0; // forced spectators can never join
1997 // TODO simplify this
1999 float totalClients = 0;
2004 if (!autocvar_g_maxplayers)
2005 return maxclients - totalClients;
2007 float currentlyPlaying = 0;
2008 FOR_EACH_REALCLIENT(e)
2009 if(IS_PLAYER(e) || e.caplayer)
2010 currentlyPlaying += 1;
2012 if(currentlyPlaying < autocvar_g_maxplayers)
2013 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2019 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2020 * g_maxplayers_spectator_blocktime seconds
2022 void checkSpectatorBlock()
2024 if(IS_SPEC(self) || IS_OBSERVER(self))
2026 if(IS_REAL_CLIENT(self))
2028 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2029 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2035 void PrintWelcomeMessage()
2037 if(self.motd_actived_time == 0)
2039 if (autocvar_g_campaign) {
2040 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2041 self.motd_actived_time = time;
2042 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2045 if (self.BUTTON_INFO) {
2046 self.motd_actived_time = time;
2047 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2051 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2053 if (autocvar_g_campaign) {
2054 if (self.BUTTON_INFO)
2055 self.motd_actived_time = time;
2056 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2057 self.motd_actived_time = 0;
2058 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2061 if (self.BUTTON_INFO)
2062 self.motd_actived_time = time;
2063 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2064 self.motd_actived_time = 0;
2065 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2069 else //if(self.motd_actived_time < 0) // just connected, motd is active
2071 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2072 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2073 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2075 // instanctly hide MOTD
2076 self.motd_actived_time = 0;
2077 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2082 void ObserverThink()
2086 MinigameImpulse(self.impulse);
2089 float prefered_movetype;
2090 if (self.flags & FL_JUMPRELEASED) {
2091 if (self.BUTTON_JUMP && !self.version_mismatch) {
2092 self.flags &= ~FL_JUMPRELEASED;
2093 self.flags |= FL_SPAWNING;
2094 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2095 self.flags &= ~FL_JUMPRELEASED;
2096 if(SpectateNext()) {
2097 self.classname = "spectator";
2100 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2101 if (self.movetype != prefered_movetype)
2102 self.movetype = prefered_movetype;
2105 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2106 self.flags |= FL_JUMPRELEASED;
2107 if(self.flags & FL_SPAWNING)
2109 self.flags &= ~FL_SPAWNING;
2110 LeaveSpectatorMode();
2117 void SpectatorThink()
2121 if(MinigameImpulse(self.impulse))
2124 if (self.flags & FL_JUMPRELEASED) {
2125 if (self.BUTTON_JUMP && !self.version_mismatch) {
2126 self.flags &= ~FL_JUMPRELEASED;
2127 self.flags |= FL_SPAWNING;
2128 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2129 self.flags &= ~FL_JUMPRELEASED;
2130 if(SpectateNext()) {
2131 self.classname = "spectator";
2133 self.classname = "observer";
2134 PutClientInServer();
2137 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2138 self.flags &= ~FL_JUMPRELEASED;
2139 if(SpectatePrev()) {
2140 self.classname = "spectator";
2142 self.classname = "observer";
2143 PutClientInServer();
2146 } else if (self.BUTTON_ATCK2) {
2147 self.flags &= ~FL_JUMPRELEASED;
2148 self.classname = "observer";
2149 PutClientInServer();
2151 if(!SpectateUpdate())
2152 PutObserverInServer();
2155 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2156 self.flags |= FL_JUMPRELEASED;
2157 if(self.flags & FL_SPAWNING)
2159 self.flags &= ~FL_SPAWNING;
2160 LeaveSpectatorMode();
2164 if(!SpectateUpdate())
2165 PutObserverInServer();
2168 self.flags |= FL_CLIENT | FL_NOTARGET;
2171 void vehicles_enter (entity pl, entity veh);
2174 if (!IS_PLAYER(self))
2181 vehicles_exit(VHEF_NORMAL);
2185 else if(autocvar_g_vehicles_enter)
2188 if(self.deadflag == DEAD_NO)
2191 entity head, closest_target = world;
2192 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2194 while(head) // find the closest acceptable target to enter
2196 if(head.vehicle_flags & VHF_ISVEHICLE)
2197 if(head.deadflag == DEAD_NO)
2198 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2199 if(head.takedamage != DAMAGE_NO)
2203 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2204 { closest_target = head; }
2206 else { closest_target = head; }
2212 if(closest_target) { vehicles_enter(self, closest_target); return; }
2216 // a use key was pressed; call handlers
2217 MUTATOR_CALLHOOK(PlayerUseKey);
2220 float isInvisibleString(string s)
2223 s = strdecolorize(s);
2224 for((i = 0), (n = strlen(s)); i < n; ++i)
2232 case 192: // charmap space
2233 if (!autocvar_utf8_enable)
2236 case 160: // space in unicode fonts
2237 case 0xE000 + 192: // utf8 charmap space
2238 if (autocvar_utf8_enable)
2251 Called every frame for each client before the physics are run
2254 .float usekeypressed;
2255 void() nexball_setstatus;
2256 .float last_vehiclecheck;
2258 void PlayerPreThink (void)
2260 WarpZone_PlayerPhysics_FixVAngle();
2262 self.stat_game_starttime = game_starttime;
2263 self.stat_round_starttime = round_starttime;
2264 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2265 self.stat_leadlimit = autocvar_leadlimit;
2267 self.weaponsinmap = weaponsInMap;
2271 // physics frames: update anticheat stuff
2272 anticheat_prethink();
2275 if(blockSpectators && frametime)
2276 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2277 checkSpectatorBlock();
2281 // Savage: Check for nameless players
2282 if (isInvisibleString(self.netname)) {
2283 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2284 if(autocvar_sv_eventlog)
2285 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2286 if(self.netname_previous)
2287 strunzone(self.netname_previous);
2288 self.netname_previous = strzone(new_name);
2289 self.netname = self.netname_previous;
2290 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2291 } else if(self.netname_previous != self.netname) {
2292 if(autocvar_sv_eventlog)
2293 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2294 if(self.netname_previous)
2295 strunzone(self.netname_previous);
2296 self.netname_previous = strzone(self.netname);
2300 if(self.version_nagtime)
2301 if(self.cvar_g_xonoticversion)
2302 if(time > self.version_nagtime)
2304 // don't notify git users
2305 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2307 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2309 // notify release users if connecting to git
2310 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2311 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2316 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2319 // give users new version
2320 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2321 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2325 // notify users about old server version
2326 LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2327 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2331 self.version_nagtime = 0;
2335 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2337 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2338 self.max_armorvalue = 0;
2341 if(self.frozen == 2)
2343 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2344 self.health = max(1, self.revive_progress * start_health);
2345 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2347 if(self.revive_progress >= 1)
2350 else if(self.frozen == 3)
2352 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2353 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2358 vehicles_exit(VHEF_RELEASE);
2359 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2361 else if ( self.revive_progress <= 0 )
2365 MUTATOR_CALLHOOK(PlayerPreThink);
2367 if(autocvar_g_vehicles_enter)
2368 if(time > self.last_vehiclecheck)
2373 if(self.deadflag == DEAD_NO)
2376 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2377 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2378 if(veh.deadflag == DEAD_NO)
2379 if(veh.takedamage != DAMAGE_NO)
2380 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2381 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2383 if(!veh.team || SAME_TEAM(self, veh))
2384 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2385 else if(autocvar_g_vehicles_steal)
2386 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2388 self.last_vehiclecheck = time + 1;
2391 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2393 if(self.BUTTON_USE && !self.usekeypressed)
2395 self.usekeypressed = self.BUTTON_USE;
2398 if(IS_REAL_CLIENT(self))
2399 PrintWelcomeMessage();
2404 CheckRules_Player();
2406 if (intermission_running)
2408 IntermissionThink (); // otherwise a button could be missed between
2409 return; // the think tics
2412 //don't allow the player to turn around while game is paused!
2413 if(timeout_status == TIMEOUT_ACTIVE) {
2414 // FIXME turn this into CSQC stuff
2415 self.v_angle = self.lastV_angle;
2416 self.angles = self.lastV_angle;
2417 self.fixangle = true;
2422 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2424 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));
2425 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));
2426 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));
2428 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2430 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));
2431 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));
2432 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));
2436 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2441 if (self.deadflag != DEAD_NO)
2443 if(self.personal && g_race_qualifying)
2445 if(time > self.respawn_time)
2447 self.respawn_time = time + 1; // only retry once a second
2448 self.stat_respawn_time = self.respawn_time;
2455 float button_pressed;
2458 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2460 if (self.deadflag == DEAD_DYING)
2462 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2463 self.deadflag = DEAD_RESPAWNING;
2464 else if(!button_pressed)
2465 self.deadflag = DEAD_DEAD;
2467 else if (self.deadflag == DEAD_DEAD)
2470 self.deadflag = DEAD_RESPAWNABLE;
2471 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2472 self.deadflag = DEAD_RESPAWNING;
2474 else if (self.deadflag == DEAD_RESPAWNABLE)
2477 self.deadflag = DEAD_RESPAWNING;
2479 else if (self.deadflag == DEAD_RESPAWNING)
2481 if(time > self.respawn_time)
2483 self.respawn_time = time + 1; // only retry once a second
2484 self.respawn_time_max = self.respawn_time;
2489 ShowRespawnCountdown();
2491 if(self.respawn_flags & RESPAWN_SILENT)
2492 self.stat_respawn_time = 0;
2493 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2494 self.stat_respawn_time = self.respawn_time_max;
2496 self.stat_respawn_time = self.respawn_time;
2499 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2500 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2501 self.stat_respawn_time *= -1;
2506 self.prevorigin = self.origin;
2508 float do_crouch = self.BUTTON_CROUCH;
2516 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2517 // It cannot be predicted by the engine!
2518 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2526 self.view_ofs = self.stat_pl_crouch_view_ofs;
2527 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2528 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2535 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2536 if (!trace_startsolid)
2538 self.crouch = false;
2539 self.view_ofs = self.stat_pl_view_ofs;
2540 setsize (self, self.stat_pl_min, self.stat_pl_max);
2547 GrapplingHookFrame();
2549 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2552 self.items &= ~self.items_added;
2556 self.items_added = 0;
2557 if(self.items & ITEM_Jetpack.m_itemid)
2558 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2559 self.items_added |= IT_FUEL;
2561 self.items |= self.items_added;
2566 // WEAPONTODO: Add a weapon request for this
2567 // rot vortex charge to the charge limit
2568 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2569 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2575 secrets_setstatus();
2578 monsters_setstatus();
2580 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2582 //self.angles_y=self.v_angle_y + 90; // temp
2583 } else if(gameover) {
2584 if (intermission_running)
2585 IntermissionThink (); // otherwise a button could be missed between
2587 } else if(IS_OBSERVER(self)) {
2589 } else if(IS_SPEC(self)) {
2593 // WEAPONTODO: Add weapon request for this
2595 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2597 float oldspectatee_status;
2598 oldspectatee_status = self.spectatee_status;
2600 self.spectatee_status = num_for_edict(self.enemy);
2601 else if(IS_OBSERVER(self))
2602 self.spectatee_status = num_for_edict(self);
2604 self.spectatee_status = 0;
2605 if(self.spectatee_status != oldspectatee_status)
2607 ClientData_Touch(self);
2610 if(self.teamkill_soundtime)
2611 if(time > self.teamkill_soundtime)
2613 self.teamkill_soundtime = 0;
2615 setself(self.teamkill_soundsource);
2616 entity oldpusher = self.pusher;
2619 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2621 self.pusher = oldpusher;
2625 if(self.taunt_soundtime)
2626 if(time > self.taunt_soundtime)
2628 self.taunt_soundtime = 0;
2629 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2632 target_voicescript_next(self);
2634 // WEAPONTODO: Move into weaponsystem somehow
2635 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2637 self.clip_load = self.clip_size = 0;
2644 Called every frame for each client after the physics are run
2647 .float idlekick_lasttimeleft;
2648 void PlayerPostThink (void)
2650 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2651 if(IS_REAL_CLIENT(self))
2652 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2654 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2656 if(self.idlekick_lasttimeleft)
2658 self.idlekick_lasttimeleft = 0;
2659 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2665 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2666 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2668 if(!self.idlekick_lasttimeleft)
2669 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2673 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2677 else if(timeleft <= 10)
2679 if(timeleft != self.idlekick_lasttimeleft)
2680 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2681 self.idlekick_lasttimeleft = timeleft;
2688 //CheckPlayerJump();
2690 if(IS_PLAYER(self)) {
2691 CheckRules_Player();
2695 if (intermission_running)
2696 return; // intermission or finale
2702 for(i = 0; i < 1000; ++i)
2705 end = self.origin + '0 0 1024' + 512 * randomvec();
2706 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2707 if(trace_fraction < 1)
2708 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2710 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2716 if(self.waypointsprite_attachedforcarrier)
2717 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2721 CSQCMODEL_AUTOUPDATE(self);