4 #include "../dpdefs/progsdefs.qh"
5 #include "../dpdefs/dpextensions.qh"
6 #include "../warpzonelib/server.qh"
7 #include "../common/constants.qh"
8 #include "../common/teams.qh"
9 #include "../common/util.qh"
10 #include "../common/net_notice.qh"
11 #include "../common/monsters/monsters.qh"
12 #include "../common/monsters/sv_monsters.qh"
13 #include "../common/weapons/weapons.qh"
15 #include "autocvars.qh"
16 #include "constants.qh"
18 #include "../common/notifications.qh"
19 #include "../common/deathtypes.qh"
20 #include "mutators/mutators_include.qh"
21 #include "vehicles/vehicles_def.qh"
22 #include "campaign.qh"
23 #include "../common/mapinfo.qh"
24 #include "command/common.qh"
25 #include "command/vote.qh"
26 #include "../csqcmodellib/sv_model.qh"
27 #include "anticheat.qh"
29 #include "../common/playerstats.qh"
33 #include "spawnpoints.qh"
37 #include "playerdemo.qh"
40 void send_CSQC_teamnagger() {
41 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
42 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
45 float ClientData_Send(entity to, float sf)
62 sf |= 1; // forced scoreboard
63 if(to.spectatee_status)
64 sf |= 2; // spectator ent number follows
67 if(e.porto_v_angle_held)
68 sf |= 8; // angles held
70 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
71 WriteByte(MSG_ENTITY, sf);
74 WriteByte(MSG_ENTITY, to.spectatee_status);
78 WriteAngle(MSG_ENTITY, e.v_angle.x);
79 WriteAngle(MSG_ENTITY, e.v_angle.y);
85 void ClientData_Attach()
87 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
88 self.clientdata.drawonlytoclient = self;
89 self.clientdata.owner = self;
92 void ClientData_Detach()
94 remove(self.clientdata);
95 self.clientdata = world;
98 void ClientData_Touch(entity e)
100 e.clientdata.SendFlags = 1;
102 // make it spectatable
104 FOR_EACH_REALCLIENT(e2)
109 e2.clientdata.SendFlags = 1;
113 .string netname_previous;
115 void SetSpectator(entity player, entity spectatee);
122 Checks if the argument string can be a valid playermodel.
123 Returns a valid one in doubt.
126 string FallbackPlayerModel;
127 string CheckPlayerModel(string plyermodel) {
128 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
130 // note: we cannot summon Don Strunzone here, some player may
131 // still have the model string set. In case anyone manages how
132 // to change a cvar default, we'll have a small leak here.
133 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
135 // only in right path
136 if( substring(plyermodel,0,14) != "models/player/")
137 return FallbackPlayerModel;
138 // only good file extensions
139 if(substring(plyermodel,-4,4) != ".zym")
140 if(substring(plyermodel,-4,4) != ".dpm")
141 if(substring(plyermodel,-4,4) != ".iqm")
142 if(substring(plyermodel,-4,4) != ".md3")
143 if(substring(plyermodel,-4,4) != ".psk")
144 return FallbackPlayerModel;
145 // forbid the LOD models
146 if(substring(plyermodel, -9,5) == "_lod1")
147 return FallbackPlayerModel;
148 if(substring(plyermodel, -9,5) == "_lod2")
149 return FallbackPlayerModel;
150 if(plyermodel != strtolower(plyermodel))
151 return FallbackPlayerModel;
152 // also, restrict to server models
153 if(autocvar_sv_servermodelsonly)
155 if(!fexists(plyermodel))
156 return FallbackPlayerModel;
161 void setplayermodel(entity e, string modelname)
163 precache_model(modelname);
164 setmodel(e, modelname);
165 player_setupanimsformodel();
166 UpdatePlayerSounds();
173 putting a client as observer in the server
176 void FixPlayermodel();
177 void PutObserverInServer (void)
180 self.hud = HUD_NORMAL;
182 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
184 spot = SelectSpawnPoint (true);
186 error("No spawnpoints for observers?!?\n");
187 RemoveGrapplingHook(self); // Wazat's Grappling Hook
189 if(IS_REAL_CLIENT(self))
192 WriteByte(MSG_ONE, SVC_SETVIEW);
193 WriteEntity(MSG_ONE, self);
196 self.frags = FRAGS_SPECTATOR;
198 MUTATOR_CALLHOOK(MakePlayerObserver);
200 Portal_ClearAll(self);
207 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
212 vehicles_exit(VHEF_RELESE);
214 WaypointSprite_PlayerDead();
216 if (!g_ca) // don't reset teams when moving a ca player to the spectators
217 self.team = -1; // move this as it is needed to log the player spectating in eventlog
219 if(self.killcount != -666)
221 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
222 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
223 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
225 if(self.just_joined == false) {
226 LogTeamchange(self.playerid, -1, 4);
228 self.just_joined = false;
231 PlayerScore_Clear(self); // clear scores when needed
233 accuracy_resend(self);
235 self.spectatortime = time;
237 self.classname = "observer";
238 self.iscreature = false;
239 self.teleportable = TELEPORT_SIMPLE;
240 self.damagedbycontents = false;
242 self.takedamage = DAMAGE_NO;
243 self.solid = SOLID_NOT;
244 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
245 self.flags = FL_CLIENT | FL_NOTARGET;
246 self.armorvalue = 666;
248 self.armorvalue = autocvar_g_balance_armor_start;
249 self.pauserotarmor_finished = 0;
250 self.pauserothealth_finished = 0;
251 self.pauseregen_finished = 0;
252 self.damageforcescale = 0;
254 self.respawn_flags = 0;
255 self.respawn_time = 0;
256 self.stat_respawn_time = 0;
261 self.pain_finished = 0;
262 self.strength_finished = 0;
263 self.invincible_finished = 0;
264 self.superweapons_finished = 0;
267 self.think = func_null;
270 self.deadflag = DEAD_NO;
271 self.angles = spot.angles;
273 self.fixangle = true;
275 self.revival_time = 0;
277 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
278 self.prevorigin = self.origin;
280 self.weapons = '0 0 0';
283 setmodel(self, "null");
284 self.drawonlytoclient = self;
286 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
287 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
290 self.weaponname = "";
291 self.switchingweapon = 0;
292 self.weaponmodel = "";
293 self.weaponentity = world;
294 self.exteriorweaponentity = world;
295 self.killcount = -666;
296 self.velocity = '0 0 0';
297 self.avelocity = '0 0 0';
298 self.punchangle = '0 0 0';
299 self.punchvector = '0 0 0';
300 self.oldvelocity = self.velocity;
301 self.fire_endtime = -1;
302 self.event_damage = func_null;
305 .float model_randomizer;
306 void FixPlayermodel()
309 float defaultskin, chmdl, oldskin, n, i;
316 if(autocvar_sv_defaultcharacter == 1)
321 s = Static_Team_ColorName_Lower(self.team);
324 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
325 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
329 if(defaultmodel == "")
331 defaultmodel = autocvar_sv_defaultplayermodel;
332 defaultskin = autocvar_sv_defaultplayerskin;
335 n = tokenize_console(defaultmodel);
338 defaultmodel = argv(floor(n * self.model_randomizer));
339 // However, do NOT randomize if the player-selected model is in the list.
340 for (i = 0; i < n; ++i)
341 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
342 defaultmodel = argv(i);
345 i = strstrofs(defaultmodel, ":", 0);
348 defaultskin = stof(substring(defaultmodel, i+1, -1));
349 defaultmodel = substring(defaultmodel, 0, i);
353 if(defaultmodel != "")
355 if (defaultmodel != self.model)
359 setplayermodel (self, defaultmodel);
360 setsize (self, m1, m2);
365 self.skin = defaultskin;
367 if (self.playermodel != self.model || self.playermodel == "")
369 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
372 setplayermodel (self, self.playermodel);
373 setsize (self, m1, m2);
378 self.skin = stof(self.playerskin);
381 if(chmdl || oldskin != self.skin) // model or skin has changed
383 self.species = player_getspecies(); // update species
384 UpdatePlayerSounds(); // update skin sounds
388 if(strlen(autocvar_sv_defaultplayercolors))
389 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
390 setcolor(self, stof(autocvar_sv_defaultplayercolors));
397 Called when a client spawns in the server
400 void PutClientInServer (void)
402 if(IS_BOT_CLIENT(self))
403 self.classname = "player";
404 else if(IS_REAL_CLIENT(self))
407 WriteByte(MSG_ONE, SVC_SETVIEW);
408 WriteEntity(MSG_ONE, self);
411 SetSpectator(self, world);
416 MUTATOR_CALLHOOK(PutClientInServer);
419 self.classname = "observer";
423 entity spot, oldself;
426 accuracy_resend(self);
429 JoinBestTeam(self, false, true);
431 spot = SelectSpawnPoint (false);
434 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
435 return; // spawn failed
438 RemoveGrapplingHook(self); // Wazat's Grappling Hook
441 vehicles_exit(VHEF_RELESE);
443 self.classname = "player";
444 self.wasplayer = true;
445 self.iscreature = true;
446 self.teleportable = TELEPORT_NORMAL;
447 self.damagedbycontents = true;
448 self.movetype = MOVETYPE_WALK;
449 self.solid = SOLID_SLIDEBOX;
450 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
451 if(autocvar_g_playerclip_collisions)
452 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
453 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
454 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
455 self.frags = FRAGS_PLAYER;
456 if(INDEPENDENT_PLAYERS)
457 MAKE_INDEPENDENT_PLAYER(self);
458 self.flags = FL_CLIENT;
459 if(autocvar__notarget)
460 self.flags |= FL_NOTARGET;
461 self.takedamage = DAMAGE_AIM;
463 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
464 self.air_finished = time + 12;
466 if(WEP_CVAR(vortex, charge))
468 if(WEP_CVAR_SEC(vortex, chargepool))
469 self.vortex_chargepool_ammo = 1;
470 self.vortex_charge = WEP_CVAR(vortex, charge_start);
475 self.ammo_shells = warmup_start_ammo_shells;
476 self.ammo_nails = warmup_start_ammo_nails;
477 self.ammo_rockets = warmup_start_ammo_rockets;
478 self.ammo_cells = warmup_start_ammo_cells;
479 self.ammo_plasma = warmup_start_ammo_plasma;
480 self.ammo_fuel = warmup_start_ammo_fuel;
481 self.health = warmup_start_health;
482 self.armorvalue = warmup_start_armorvalue;
483 self.weapons = WARMUP_START_WEAPONS;
487 self.ammo_shells = start_ammo_shells;
488 self.ammo_nails = start_ammo_nails;
489 self.ammo_rockets = start_ammo_rockets;
490 self.ammo_cells = start_ammo_cells;
491 self.ammo_plasma = start_ammo_plasma;
492 self.ammo_fuel = start_ammo_fuel;
493 self.health = start_health;
494 self.armorvalue = start_armorvalue;
495 self.weapons = start_weapons;
498 if(self.weapons & WEPSET_SUPERWEAPONS)
499 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
501 self.superweapons_finished = 0;
503 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
505 if(g_weaponarena_random_with_blaster)
506 self.weapons &= ~WEPSET_BLASTER;
507 W_RandomWeapons(self, g_weaponarena_random);
508 if(g_weaponarena_random_with_blaster)
509 self.weapons |= WEPSET_BLASTER;
512 self.items = start_items;
514 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
515 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
516 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
517 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
518 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
519 //extend the pause of rotting if client was reset at the beginning of the countdown
520 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
521 self.spawnshieldtime += game_starttime - time;
522 self.pauserotarmor_finished += game_starttime - time;
523 self.pauserothealth_finished += game_starttime - time;
524 self.pauseregen_finished += game_starttime - time;
526 self.damageforcescale = 2;
528 self.respawn_flags = 0;
529 self.respawn_time = 0;
530 self.stat_respawn_time = 0;
534 self.pain_finished = 0;
535 self.strength_finished = 0;
536 self.invincible_finished = 0;
538 // players have no think function
539 self.think = func_null;
543 self.ballistics_density = autocvar_g_ballistics_density_player;
547 self.deadflag = DEAD_NO;
549 self.angles = spot.angles;
551 self.angles_z = 0; // never spawn tilted even if the spot says to
552 if(IS_BOT_CLIENT(self))
553 self.v_angle = self.angles;
554 self.fixangle = true; // turn this way immediately
555 self.velocity = '0 0 0';
556 self.avelocity = '0 0 0';
557 self.punchangle = '0 0 0';
558 self.punchvector = '0 0 0';
559 self.oldvelocity = self.velocity;
560 self.fire_endtime = -1;
561 self.revival_time = 0;
563 entity spawnevent = spawn();
564 spawnevent.owner = self;
565 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
567 // Cut off any still running player sounds.
568 stopsound(self, CH_PLAYER_SINGLE);
572 self.drawonlytoclient = world;
575 self.view_ofs = PL_VIEW_OFS;
576 setsize (self, PL_MIN, PL_MAX);
577 self.spawnorigin = spot.origin;
578 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
579 // don't reset back to last position, even if new position is stuck in solid
580 self.oldorigin = self.origin;
581 self.prevorigin = self.origin;
582 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
583 self.lastteleporttime = time; // prevent insane speeds due to changing origin
584 self.hud = HUD_NORMAL;
586 self.event_damage = PlayerDamage;
588 self.bot_attack = true;
589 self.monster_attack = true;
591 self.spider_slowness = 0;
593 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
595 if(self.killcount == -666) {
596 PlayerScore_Clear(self);
600 CL_SpawnWeaponentity();
601 self.alpha = default_player_alpha;
602 self.colormod = '1 1 1' * autocvar_g_player_brightness;
603 self.exteriorweaponentity.alpha = default_weapon_alpha;
605 self.speedrunning = false;
607 //stuffcmd(self, "chase_active 0");
608 //stuffcmd(self, "set viewsize $tmpviewsize \n");
610 target_voicescript_clear(self);
612 // reset fields the weapons may use
613 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
615 WEP_ACTION(j, WR_RESETPLAYER);
617 // all weapons must be fully loaded when we spawn
619 e = get_weaponinfo(j);
620 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
621 self.(weapon_load[j]) = e.reloading_ammo;
629 self.target = string_null;
638 MUTATOR_CALLHOOK(PlayerSpawn);
640 if(autocvar_spawn_debug)
642 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
643 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
646 self.switchweapon = w_getbestweapon(self);
647 self.cnt = -1; // W_LastWeapon will not complain
649 self.weaponname = "";
650 self.switchingweapon = 0;
654 self.alivetime = time;
658 else if(IS_OBSERVER(self))
660 PutObserverInServer ();
664 .float ebouncefactor, ebouncestop; // electro's values
665 // TODO do we need all these fields, or should we stop autodetecting runtime
666 // changes and just have a console command to update this?
667 float ClientInit_SendEntity(entity to, float sf)
669 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
670 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
671 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
672 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
673 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
674 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
675 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
676 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
680 if(sv_foginterval && world.fog != "")
681 WriteString(MSG_ENTITY, world.fog);
683 WriteString(MSG_ENTITY, "");
684 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
685 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
686 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
687 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
688 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
689 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
690 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
691 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
692 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
693 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
694 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
695 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
699 void ClientInit_CheckUpdate()
701 self.nextthink = time;
702 if(self.count != autocvar_g_balance_armor_blockpercent)
704 self.count = autocvar_g_balance_armor_blockpercent;
707 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
709 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
712 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
714 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
717 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
719 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
722 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
724 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
729 void ClientInit_Spawn()
734 e.classname = "clientinit";
735 e.think = ClientInit_CheckUpdate;
736 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
740 ClientInit_CheckUpdate();
749 void SetNewParms (void)
751 // initialize parms for a new player
752 parm1 = -(86400 * 366);
760 void SetChangeParms (void)
762 // save parms for level change
763 parm1 = self.parm_idlesince - time;
771 void DecodeLevelParms (void)
774 self.parm_idlesince = parm1;
775 if(self.parm_idlesince == -(86400 * 366))
776 self.parm_idlesince = time;
778 // whatever happens, allow 60 seconds of idling directly after connect for map loading
779 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
786 Called when a client types 'kill' in the console
790 .float clientkill_nexttime;
791 void ClientKill_Now_TeamChange()
793 if(self.killindicator_teamchange == -1)
795 JoinBestTeam( self, false, true );
797 else if(self.killindicator_teamchange == -2)
800 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
801 PutObserverInServer();
804 SV_ChangeTeam(self.killindicator_teamchange - 1);
805 self.killindicator_teamchange = 0;
808 void ClientKill_Now()
812 vehicles_exit(VHEF_RELESE);
813 if(!self.killindicator_teamchange)
815 self.vehicle_health = -1;
816 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
820 if(self.killindicator && !wasfreed(self.killindicator))
821 remove(self.killindicator);
823 self.killindicator = world;
825 if(self.killindicator_teamchange)
826 ClientKill_Now_TeamChange();
829 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
831 // now I am sure the player IS dead
833 void KillIndicator_Think()
837 self.owner.killindicator = world;
842 if (self.owner.alpha < 0 && !self.owner.vehicle)
844 self.owner.killindicator = world;
852 ClientKill_Now(); // no oldself needed
855 else if(g_cts && self.health == 1) // health == 1 means that it's silent
857 self.nextthink = time + 1;
863 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
864 if(IS_REAL_CLIENT(self.owner))
867 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
869 self.nextthink = time + 1;
874 float clientkilltime;
875 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
884 killtime = autocvar_g_balance_kill_delay;
886 if(g_race_qualifying || g_cts)
889 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
891 remove(self.killindicator);
892 self.killindicator = world;
894 ClientKill_Now(); // allow instant kill in this case
898 self.killindicator_teamchange = targetteam;
900 if(!self.killindicator)
902 if(self.deadflag == DEAD_NO)
904 killtime = max(killtime, self.clientkill_nexttime - time);
905 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
908 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
914 starttime = max(time, clientkilltime);
916 self.killindicator = spawn();
917 self.killindicator.owner = self;
918 self.killindicator.scale = 0.5;
919 setattachment(self.killindicator, self, "");
920 setorigin(self.killindicator, '0 0 52');
921 self.killindicator.think = KillIndicator_Think;
922 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
923 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
924 self.killindicator.cnt = ceil(killtime);
925 self.killindicator.count = bound(0, ceil(killtime), 10);
926 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
928 for(e = world; (e = find(e, classname, "body")) != world; )
932 e.killindicator = spawn();
933 e.killindicator.owner = e;
934 e.killindicator.scale = 0.5;
935 setattachment(e.killindicator, e, "");
936 setorigin(e.killindicator, '0 0 52');
937 e.killindicator.think = KillIndicator_Think;
938 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
939 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
940 e.killindicator.cnt = ceil(killtime);
945 if(self.killindicator)
947 if(targetteam == 0) // just die
949 self.killindicator.colormod = '0 0 0';
950 if(IS_REAL_CLIENT(self))
951 if(self.killindicator.cnt > 0)
952 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
954 else if(targetteam == -1) // auto
956 self.killindicator.colormod = '0 1 0';
957 if(IS_REAL_CLIENT(self))
958 if(self.killindicator.cnt > 0)
959 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
961 else if(targetteam == -2) // spectate
963 self.killindicator.colormod = '0.5 0.5 0.5';
964 if(IS_REAL_CLIENT(self))
965 if(self.killindicator.cnt > 0)
966 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
970 self.killindicator.colormod = Team_ColorRGB(targetteam);
971 if(IS_REAL_CLIENT(self))
972 if(self.killindicator.cnt > 0)
973 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
979 void ClientKill (void)
982 if(self.player_blocked) return;
983 if(self.frozen) return;
985 ClientKill_TeamChange(0);
988 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
990 e.killindicator = spawn();
991 e.killindicator.owner = e;
992 e.killindicator.think = KillIndicator_Think;
993 e.killindicator.nextthink = time + (e.lip) * 0.05;
994 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
995 e.killindicator.health = 1; // this is used to indicate that it should be silent
999 void FixClientCvars(entity e)
1001 // send prediction settings to the client
1002 stuffcmd(e, "\nin_bindmap 0 0\n");
1004 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1005 if(autocvar_g_antilag == 3) // client side hitscan
1006 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1007 if(autocvar_sv_gentle)
1008 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1011 float PlayerInIDList(entity p, string idlist)
1016 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1020 // this function allows abbreviated player IDs too!
1021 n = tokenize_console(idlist);
1022 for(i = 0; i < n; ++i)
1025 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1036 Called when a client connects to the server
1039 void DecodeLevelParms (void);
1040 //void dom_player_join_team(entity pl);
1041 void set_dom_state(entity e);
1042 void ClientConnect (void)
1048 print("Warning: ClientConnect, but already connected!\n");
1052 if(Ban_MaybeEnforceBanOnce(self))
1058 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1061 self.classname = "player_joining";
1063 self.flags = FL_CLIENT;
1064 self.version_nagtime = time + 10 + random() * 10;
1068 dprint("BUG player count is lower than zero, this cannot happen!\n");
1072 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1074 PlayerScore_Attach(self);
1075 ClientData_Attach();
1076 accuracy_init(self);
1078 bot_clientconnect();
1084 // identify the right forced team
1085 if(autocvar_g_campaign)
1087 if(IS_REAL_CLIENT(self)) // only players, not bots
1089 switch(autocvar_g_campaign_forceteam)
1091 case 1: self.team_forced = NUM_TEAM_1; break;
1092 case 2: self.team_forced = NUM_TEAM_2; break;
1093 case 3: self.team_forced = NUM_TEAM_3; break;
1094 case 4: self.team_forced = NUM_TEAM_4; break;
1095 default: self.team_forced = 0;
1099 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1100 self.team_forced = NUM_TEAM_1;
1101 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1102 self.team_forced = NUM_TEAM_2;
1103 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1104 self.team_forced = NUM_TEAM_3;
1105 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1106 self.team_forced = NUM_TEAM_4;
1107 else if(autocvar_g_forced_team_otherwise == "red")
1108 self.team_forced = NUM_TEAM_1;
1109 else if(autocvar_g_forced_team_otherwise == "blue")
1110 self.team_forced = NUM_TEAM_2;
1111 else if(autocvar_g_forced_team_otherwise == "yellow")
1112 self.team_forced = NUM_TEAM_3;
1113 else if(autocvar_g_forced_team_otherwise == "pink")
1114 self.team_forced = NUM_TEAM_4;
1115 else if(autocvar_g_forced_team_otherwise == "spectate")
1116 self.team_forced = -1;
1117 else if(autocvar_g_forced_team_otherwise == "spectator")
1118 self.team_forced = -1;
1120 self.team_forced = 0;
1123 if(self.team_forced > 0)
1124 self.team_forced = 0;
1126 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1128 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1129 self.classname = "observer";
1133 if(autocvar_g_balance_teams)
1135 self.classname = "player";
1136 campaign_bots_may_start = 1;
1140 self.classname = "observer"; // do it anyway
1145 self.classname = "player";
1146 campaign_bots_may_start = 1;
1150 self.playerid = (playerid_last = playerid_last + 1);
1152 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1154 if(IS_BOT_CLIENT(self))
1155 PlayerStats_GameReport_AddPlayer(self);
1157 if(autocvar_sv_eventlog)
1158 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1160 LogTeamchange(self.playerid, self.team, 1);
1162 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1164 self.netname_previous = strzone(self.netname);
1166 if(IS_PLAYER(self) && teamplay)
1167 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1169 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1171 stuffcmd(self, strcat(clientstuff, "\n"));
1172 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1174 FixClientCvars(self);
1176 // spawnfunc_waypoint sprites
1177 WaypointSprite_InitClient(self);
1179 // Wazat's grappling hook
1180 SetGrappleHookBindings();
1183 stuffcmd(self, "alias +jetpack +button10\n");
1184 stuffcmd(self, "alias -jetpack -button10\n");
1186 // get version info from player
1187 stuffcmd(self, "cmd clientversion $gameversion\n");
1189 // get other cvars from player
1192 // notify about available teams
1195 CheckAllowedTeams(self);
1196 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1197 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1200 stuffcmd(self, "set _teams_available 0\n");
1204 bot_relinkplayerlist();
1206 self.spectatortime = time;
1209 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1212 self.jointime = time;
1213 self.allowed_timeouts = autocvar_sv_timeout_number;
1215 if(IS_REAL_CLIENT(self))
1217 if(!autocvar_g_campaign)
1219 self.motd_actived_time = -1;
1220 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1223 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1224 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1227 if(!sv_foginterval && world.fog != "")
1228 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1230 W_HitPlotOpen(self);
1232 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
1233 send_CSQC_teamnagger();
1237 CSQCMODEL_AUTOINIT();
1239 self.model_randomizer = random();
1241 if(IS_REAL_CLIENT(self))
1244 MUTATOR_CALLHOOK(ClientConnect);
1250 Called when a client disconnects from the server
1253 .entity chatbubbleentity;
1255 void ClientDisconnect (void)
1258 vehicles_exit(VHEF_RELESE);
1260 if (!IS_CLIENT(self))
1262 print("Warning: ClientDisconnect without ClientConnect\n");
1266 PlayerStats_GameReport_FinalizePlayer(self);
1268 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1270 CheatShutdownClient();
1272 W_HitPlotClose(self);
1275 anticheat_shutdown();
1277 playerdemo_shutdown();
1279 bot_clientdisconnect();
1284 if(autocvar_sv_eventlog)
1285 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1287 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1289 MUTATOR_CALLHOOK(ClientDisconnect);
1291 Portal_ClearAll(self);
1295 RemoveGrapplingHook(self);
1297 // Here, everything has been done that requires this player to be a client.
1299 self.flags &= ~FL_CLIENT;
1301 if (self.chatbubbleentity)
1302 remove (self.chatbubbleentity);
1304 if (self.killindicator)
1305 remove (self.killindicator);
1307 WaypointSprite_PlayerGone();
1309 bot_relinkplayerlist();
1311 accuracy_free(self);
1312 ClientData_Detach();
1313 PlayerScore_Detach(self);
1315 if(self.netname_previous)
1316 strunzone(self.netname_previous);
1317 if(self.clientstatus)
1318 strunzone(self.clientstatus);
1319 if(self.weaponorder_byimpulse)
1320 strunzone(self.weaponorder_byimpulse);
1322 ClearPlayerSounds();
1325 remove(self.personal);
1335 void ChatBubbleThink()
1337 self.nextthink = time;
1338 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1340 if(self.owner) // but why can that ever be world?
1341 self.owner.chatbubbleentity = world;
1345 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1347 || self.owner.tetris_on
1350 self.model = self.mdl;
1355 void UpdateChatBubble()
1359 // spawn a chatbubble entity if needed
1360 if (!self.chatbubbleentity)
1362 self.chatbubbleentity = spawn();
1363 self.chatbubbleentity.owner = self;
1364 self.chatbubbleentity.exteriormodeltoclient = self;
1365 self.chatbubbleentity.think = ChatBubbleThink;
1366 self.chatbubbleentity.nextthink = time;
1367 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1368 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1369 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1370 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1371 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1372 self.chatbubbleentity.model = "";
1373 self.chatbubbleentity.effects = EF_LOWPRECISION;
1378 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1379 // added to the model skins
1380 /*void UpdateColorModHack()
1383 c = self.clientcolors & 15;
1384 // LordHavoc: only bothering to support white, green, red, yellow, blue
1385 if (!teamplay) self.colormod = '0 0 0';
1386 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1387 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1388 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1389 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1390 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1391 else self.colormod = '1 1 1';
1396 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1398 self.solid = SOLID_NOT;
1399 self.takedamage = DAMAGE_NO;
1400 self.movetype = MOVETYPE_FLY;
1401 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1402 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1403 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1404 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1405 if(autocvar_g_respawn_ghosts_maxtime)
1406 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1411 self.effects |= EF_NODRAW; // prevent another CopyBody
1412 PutClientInServer();
1415 void play_countdown(float finished, string samp)
1417 if(IS_REAL_CLIENT(self))
1418 if(floor(finished - time - frametime) != floor(finished - time))
1419 if(finished - time < 6)
1420 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1423 void player_powerups (void)
1425 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1426 olditems = self.items;
1428 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1429 self.modelflags |= MF_ROCKET;
1431 self.modelflags &= ~MF_ROCKET;
1433 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1435 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1438 Fire_ApplyDamage(self);
1439 Fire_ApplyEffect(self);
1443 if (self.items & IT_STRENGTH)
1445 play_countdown(self.strength_finished, "misc/poweroff.wav");
1446 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1447 if (time > self.strength_finished)
1449 self.items = self.items - (self.items & IT_STRENGTH);
1450 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1451 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1456 if (time < self.strength_finished)
1458 self.items = self.items | IT_STRENGTH;
1459 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1460 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1463 if (self.items & IT_INVINCIBLE)
1465 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1466 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1467 if (time > self.invincible_finished)
1469 self.items = self.items - (self.items & IT_INVINCIBLE);
1470 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1471 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1476 if (time < self.invincible_finished)
1478 self.items = self.items | IT_INVINCIBLE;
1479 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1480 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1483 if (self.items & IT_SUPERWEAPON)
1485 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1487 self.superweapons_finished = 0;
1488 self.items = self.items - (self.items & IT_SUPERWEAPON);
1489 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1490 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1492 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1494 // don't let them run out
1498 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1499 if (time > self.superweapons_finished)
1501 self.items = self.items - (self.items & IT_SUPERWEAPON);
1502 self.weapons &= ~WEPSET_SUPERWEAPONS;
1503 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1504 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1508 else if(self.weapons & WEPSET_SUPERWEAPONS)
1510 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1512 self.items = self.items | IT_SUPERWEAPON;
1513 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1514 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1518 self.superweapons_finished = 0;
1519 self.weapons &= ~WEPSET_SUPERWEAPONS;
1524 self.superweapons_finished = 0;
1528 if(autocvar_g_nodepthtestplayers)
1529 self.effects = self.effects | EF_NODEPTHTEST;
1531 if(autocvar_g_fullbrightplayers)
1532 self.effects = self.effects | EF_FULLBRIGHT;
1534 if (time >= game_starttime)
1535 if (time < self.spawnshieldtime)
1536 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1538 MUTATOR_CALLHOOK(PlayerPowerups);
1541 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1543 if(current > stable)
1545 else if(current > stable - 0.25) // when close enough, "snap"
1548 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1551 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1553 if(current < stable)
1555 else if(current < stable + 0.25) // when close enough, "snap"
1558 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1561 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1563 if(current > rotstable)
1565 if(rotframetime > 0)
1567 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1568 current = max(rotstable, current - rotlinear * rotframetime);
1571 else if(current < regenstable)
1573 if(regenframetime > 0)
1575 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1576 current = min(regenstable, current + regenlinear * regenframetime);
1586 void player_regen (void)
1588 float max_mod, regen_mod, rot_mod, limit_mod;
1589 max_mod = regen_mod = rot_mod = limit_mod = 1;
1590 regen_mod_max = max_mod;
1591 regen_mod_regen = regen_mod;
1592 regen_mod_rot = rot_mod;
1593 regen_mod_limit = limit_mod;
1594 if(!MUTATOR_CALLHOOK(PlayerRegen))
1597 float minh, mina, maxh, maxa, limith, limita;
1598 maxh = autocvar_g_balance_health_rotstable;
1599 maxa = autocvar_g_balance_armor_rotstable;
1600 minh = autocvar_g_balance_health_regenstable;
1601 mina = autocvar_g_balance_armor_regenstable;
1602 limith = autocvar_g_balance_health_limit;
1603 limita = autocvar_g_balance_armor_limit;
1605 max_mod = regen_mod_max;
1606 regen_mod = regen_mod_regen;
1607 rot_mod = regen_mod_rot;
1608 limit_mod = regen_mod_limit;
1610 maxh = maxh * max_mod;
1611 minh = minh * max_mod;
1612 limith = limith * limit_mod;
1613 limita = limita * limit_mod;
1615 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);
1616 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);
1619 // if player rotted to death... die!
1620 // check this outside above checks, as player may still be able to rot to death
1622 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1624 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1626 float minf, maxf, limitf;
1628 maxf = autocvar_g_balance_fuel_rotstable;
1629 minf = autocvar_g_balance_fuel_regenstable;
1630 limitf = autocvar_g_balance_fuel_limit;
1632 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);
1636 float zoomstate_set;
1637 void SetZoomState(float z)
1639 if(z != self.zoomstate)
1642 ClientData_Touch(self);
1647 void GetPressedKeys(void) {
1648 MUTATOR_CALLHOOK(GetPressedKeys);
1649 if (self.movement.x > 0) // get if movement keys are pressed
1650 { // forward key pressed
1651 self.pressedkeys |= KEY_FORWARD;
1652 self.pressedkeys &= ~KEY_BACKWARD;
1654 else if (self.movement.x < 0)
1655 { // backward key pressed
1656 self.pressedkeys |= KEY_BACKWARD;
1657 self.pressedkeys &= ~KEY_FORWARD;
1661 self.pressedkeys &= ~KEY_FORWARD;
1662 self.pressedkeys &= ~KEY_BACKWARD;
1665 if (self.movement.y > 0)
1666 { // right key pressed
1667 self.pressedkeys |= KEY_RIGHT;
1668 self.pressedkeys &= ~KEY_LEFT;
1670 else if (self.movement.y < 0)
1671 { // left key pressed
1672 self.pressedkeys |= KEY_LEFT;
1673 self.pressedkeys &= ~KEY_RIGHT;
1677 self.pressedkeys &= ~KEY_RIGHT;
1678 self.pressedkeys &= ~KEY_LEFT;
1681 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1682 self.pressedkeys |= KEY_JUMP;
1684 self.pressedkeys &= ~KEY_JUMP;
1685 if (self.BUTTON_CROUCH)
1686 self.pressedkeys |= KEY_CROUCH;
1688 self.pressedkeys &= ~KEY_CROUCH;
1690 if (self.BUTTON_ATCK)
1691 self.pressedkeys |= KEY_ATCK;
1693 self.pressedkeys &= ~KEY_ATCK;
1694 if (self.BUTTON_ATCK2)
1695 self.pressedkeys |= KEY_ATCK2;
1697 self.pressedkeys &= ~KEY_ATCK2;
1701 ======================
1702 spectate mode routines
1703 ======================
1706 void SpectateCopy(entity spectatee) {
1708 MUTATOR_CALLHOOK(SpectateCopy);
1709 self.armortype = spectatee.armortype;
1710 self.armorvalue = spectatee.armorvalue;
1711 self.ammo_cells = spectatee.ammo_cells;
1712 self.ammo_plasma = spectatee.ammo_plasma;
1713 self.ammo_shells = spectatee.ammo_shells;
1714 self.ammo_nails = spectatee.ammo_nails;
1715 self.ammo_rockets = spectatee.ammo_rockets;
1716 self.ammo_fuel = spectatee.ammo_fuel;
1717 self.clip_load = spectatee.clip_load;
1718 self.clip_size = spectatee.clip_size;
1719 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1720 self.health = spectatee.health;
1722 self.items = spectatee.items;
1723 self.last_pickup = spectatee.last_pickup;
1724 self.hit_time = spectatee.hit_time;
1725 self.metertime = spectatee.metertime;
1726 self.strength_finished = spectatee.strength_finished;
1727 self.invincible_finished = spectatee.invincible_finished;
1728 self.pressedkeys = spectatee.pressedkeys;
1729 self.weapons = spectatee.weapons;
1730 self.switchweapon = spectatee.switchweapon;
1731 self.switchingweapon = spectatee.switchingweapon;
1732 self.weapon = spectatee.weapon;
1733 self.vortex_charge = spectatee.vortex_charge;
1734 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1735 self.hagar_load = spectatee.hagar_load;
1736 self.arc_heat_percent = spectatee.arc_heat_percent;
1737 self.minelayer_mines = spectatee.minelayer_mines;
1738 self.punchangle = spectatee.punchangle;
1739 self.view_ofs = spectatee.view_ofs;
1740 self.velocity = spectatee.velocity;
1741 self.dmg_take = spectatee.dmg_take;
1742 self.dmg_save = spectatee.dmg_save;
1743 self.dmg_inflictor = spectatee.dmg_inflictor;
1744 self.v_angle = spectatee.v_angle;
1745 self.angles = spectatee.v_angle;
1746 self.frozen = spectatee.frozen;
1747 self.revive_progress = spectatee.revive_progress;
1748 if(!self.BUTTON_USE)
1749 self.fixangle = true;
1750 setorigin(self, spectatee.origin);
1751 setsize(self, spectatee.mins, spectatee.maxs);
1752 SetZoomState(spectatee.zoomstate);
1754 anticheat_spectatecopy(spectatee);
1755 self.hud = spectatee.hud;
1756 if(spectatee.vehicle)
1758 self.fixangle = false;
1759 //self.velocity = spectatee.vehicle.velocity;
1760 self.vehicle_health = spectatee.vehicle_health;
1761 self.vehicle_shield = spectatee.vehicle_shield;
1762 self.vehicle_energy = spectatee.vehicle_energy;
1763 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1764 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1765 self.vehicle_reload1 = spectatee.vehicle_reload1;
1766 self.vehicle_reload2 = spectatee.vehicle_reload2;
1770 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1771 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1772 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1773 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1775 //WriteByte (MSG_ONE, SVC_SETVIEW);
1776 // WriteEntity(MSG_ONE, self);
1777 //makevectors(spectatee.v_angle);
1778 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1782 float SpectateUpdate()
1787 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1789 SetSpectator(self, world);
1793 SpectateCopy(self.enemy);
1800 if(self.enemy.classname != "player")
1802 /*if(self.enemy.vehicle)
1806 WriteByte(MSG_ONE, SVC_SETVIEW);
1807 WriteEntity(MSG_ONE, self.enemy);
1808 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1810 self.movetype = MOVETYPE_NONE;
1811 accuracy_resend(self);
1816 WriteByte(MSG_ONE, SVC_SETVIEW);
1817 WriteEntity(MSG_ONE, self.enemy);
1818 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1819 self.movetype = MOVETYPE_NONE;
1820 accuracy_resend(self);
1822 if(!SpectateUpdate())
1823 PutObserverInServer();
1828 void SetSpectator(entity player, entity spectatee)
1830 entity old_spectatee = player.enemy;
1832 player.enemy = spectatee;
1835 // these are required to fix the spectator bug with arc
1836 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1837 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1840 float Spectate(entity pl)
1842 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1843 if(pl.team != self.team)
1846 SetSpectator(self, pl);
1847 return SpectateSet();
1850 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1851 entity CA_SpectateNext(entity start) {
1852 if (start.team == self.team) {
1857 // continue from current player
1858 while(other && other.team != self.team) {
1859 other = find(other, classname, "player");
1863 // restart from begining
1864 other = find(other, classname, "player");
1865 while(other && other.team != self.team) {
1866 other = find(other, classname, "player");
1873 float SpectateNext()
1875 other = find(self.enemy, classname, "player");
1877 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1878 // CA and ca players when spectating enemies is forbidden
1879 other = CA_SpectateNext(other);
1881 // other modes and ca spectators or spectating enemies is allowed
1883 other = find(other, classname, "player");
1886 if(other) { SetSpectator(self, other); }
1888 return SpectateSet();
1891 float SpectatePrev()
1893 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1894 other = findchain(classname, "player");
1895 if (!other) // no player
1898 entity first = other;
1899 // skip players until current spectated player
1901 while(other && other != self.enemy)
1902 other = other.chain;
1904 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1906 do { other = other.chain; }
1907 while(other && other.team != self.team);
1912 while(other.team != self.team)
1913 other = other.chain;
1914 if(other == self.enemy)
1921 other = other.chain;
1925 SetSpectator(self, other);
1926 return SpectateSet();
1931 ShowRespawnCountdown()
1933 Update a respawn countdown display.
1936 void ShowRespawnCountdown()
1939 if(self.deadflag == DEAD_NO) // just respawned?
1943 number = ceil(self.respawn_time - time);
1946 if(number <= self.respawn_countdown)
1948 self.respawn_countdown = number - 1;
1949 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
1950 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1955 void LeaveSpectatorMode()
1959 if(nJoinAllowed(self))
1961 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1963 self.classname = "player";
1964 nades_RemoveBonus(self);
1966 if(autocvar_g_campaign || autocvar_g_balance_teams)
1967 { JoinBestTeam(self, false, true); }
1969 if(autocvar_g_campaign)
1970 { campaign_bots_may_start = 1; }
1972 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1974 PutClientInServer();
1976 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1979 stuffcmd(self, "menu_showteamselect\n");
1983 // Player may not join because g_maxplayers is set
1984 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1989 * Determines whether the player is allowed to join. This depends on cvar
1990 * g_maxplayers, if it isn't used this function always return true, otherwise
1991 * it checks whether the number of currently playing players exceeds g_maxplayers.
1992 * @return int number of free slots for players, 0 if none
1994 float nJoinAllowed(entity ignore) {
1996 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1997 // so report 0 free slots if restricted
1999 if(autocvar_g_forced_team_otherwise == "spectate")
2001 if(autocvar_g_forced_team_otherwise == "spectator")
2005 if(self.team_forced < 0)
2006 return 0; // forced spectators can never join
2008 // TODO simplify this
2010 float totalClients = 0;
2015 if (!autocvar_g_maxplayers)
2016 return maxclients - totalClients;
2018 float currentlyPlaying = 0;
2019 FOR_EACH_REALCLIENT(e)
2020 if(IS_PLAYER(e) || e.caplayer)
2021 currentlyPlaying += 1;
2023 if(currentlyPlaying < autocvar_g_maxplayers)
2024 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2030 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2031 * g_maxplayers_spectator_blocktime seconds
2033 void checkSpectatorBlock() {
2034 if(IS_SPEC(self) || IS_OBSERVER(self))
2036 if(IS_REAL_CLIENT(self))
2038 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2039 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2045 void PrintWelcomeMessage()
2047 if(self.motd_actived_time == 0)
2049 if (autocvar_g_campaign) {
2050 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2051 self.motd_actived_time = time;
2052 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2055 if (self.BUTTON_INFO) {
2056 self.motd_actived_time = time;
2057 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2061 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2063 if (autocvar_g_campaign) {
2064 if (self.BUTTON_INFO)
2065 self.motd_actived_time = time;
2066 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2067 self.motd_actived_time = 0;
2068 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2071 if (self.BUTTON_INFO)
2072 self.motd_actived_time = time;
2073 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2074 self.motd_actived_time = 0;
2075 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2079 else //if(self.motd_actived_time < 0) // just connected, motd is active
2081 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2082 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2083 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2085 // instanctly hide MOTD
2086 self.motd_actived_time = 0;
2087 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2092 void ObserverThink()
2094 float prefered_movetype;
2095 if (self.flags & FL_JUMPRELEASED) {
2096 if (self.BUTTON_JUMP && !self.version_mismatch) {
2097 self.flags &= ~FL_JUMPRELEASED;
2098 self.flags |= FL_SPAWNING;
2099 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2100 self.flags &= ~FL_JUMPRELEASED;
2101 if(SpectateNext()) {
2102 self.classname = "spectator";
2105 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2106 if (self.movetype != prefered_movetype)
2107 self.movetype = prefered_movetype;
2110 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2111 self.flags |= FL_JUMPRELEASED;
2112 if(self.flags & FL_SPAWNING)
2114 self.flags &= ~FL_SPAWNING;
2115 LeaveSpectatorMode();
2122 void SpectatorThink()
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;
2173 if (!IS_PLAYER(self))
2178 vehicles_exit(VHEF_NORMAL);
2182 // a use key was pressed; call handlers
2183 MUTATOR_CALLHOOK(PlayerUseKey);
2186 float isInvisibleString(string s)
2189 s = strdecolorize(s);
2190 for((i = 0), (n = strlen(s)); i < n; ++i)
2198 case 192: // charmap space
2199 if (!autocvar_utf8_enable)
2202 case 160: // space in unicode fonts
2203 case 0xE000 + 192: // utf8 charmap space
2204 if (autocvar_utf8_enable)
2217 Called every frame for each client before the physics are run
2220 .float usekeypressed;
2221 void() nexball_setstatus;
2223 void PlayerPreThink (void)
2225 WarpZone_PlayerPhysics_FixVAngle();
2227 self.stat_game_starttime = game_starttime;
2228 self.stat_round_starttime = round_starttime;
2229 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2230 self.stat_leadlimit = autocvar_leadlimit;
2234 // physics frames: update anticheat stuff
2235 anticheat_prethink();
2238 if(blockSpectators && frametime)
2239 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2240 checkSpectatorBlock();
2244 // Savage: Check for nameless players
2245 if (isInvisibleString(self.netname)) {
2246 string new_name = strzone(strcat("Player@", self.netaddress));
2247 if(autocvar_sv_eventlog)
2248 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2249 if(self.netname_previous)
2250 strunzone(self.netname_previous);
2251 self.netname_previous = strzone(new_name);
2252 self.netname = self.netname_previous;
2253 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2254 } else if(self.netname_previous != self.netname) {
2255 if(autocvar_sv_eventlog)
2256 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2257 if(self.netname_previous)
2258 strunzone(self.netname_previous);
2259 self.netname_previous = strzone(self.netname);
2263 if(self.version_nagtime)
2264 if(self.cvar_g_xonoticversion)
2265 if(time > self.version_nagtime)
2267 // don't notify git users
2268 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2270 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2272 // notify release users if connecting to git
2273 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");
2274 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2279 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2282 // give users new version
2283 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");
2284 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2288 // notify users about old server version
2289 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");
2290 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2294 self.version_nagtime = 0;
2298 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2300 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2301 self.max_armorvalue = 0;
2305 if (TetrisPreFrame())
2309 if(self.frozen == 2)
2311 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2312 self.health = max(1, self.revive_progress * start_health);
2313 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2315 if(self.revive_progress >= 1)
2318 else if(self.frozen == 3)
2320 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2321 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2326 vehicles_exit(VHEF_RELESE);
2327 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2329 else if ( self.revive_progress <= 0 )
2333 MUTATOR_CALLHOOK(PlayerPreThink);
2335 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2337 if(self.BUTTON_USE && !self.usekeypressed)
2339 self.usekeypressed = self.BUTTON_USE;
2342 if(IS_REAL_CLIENT(self))
2343 PrintWelcomeMessage();
2348 CheckRules_Player();
2350 if (intermission_running)
2352 IntermissionThink (); // otherwise a button could be missed between
2353 return; // the think tics
2356 //don't allow the player to turn around while game is paused!
2357 if(timeout_status == TIMEOUT_ACTIVE) {
2358 // FIXME turn this into CSQC stuff
2359 self.v_angle = self.lastV_angle;
2360 self.angles = self.lastV_angle;
2361 self.fixangle = true;
2366 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2368 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));
2369 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));
2370 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));
2372 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2374 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));
2375 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));
2376 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));
2380 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2385 if (self.deadflag != DEAD_NO)
2387 if(self.personal && g_race_qualifying)
2389 if(time > self.respawn_time)
2391 self.respawn_time = time + 1; // only retry once a second
2392 self.stat_respawn_time = self.respawn_time;
2399 float button_pressed;
2402 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2404 if (self.deadflag == DEAD_DYING)
2406 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2407 self.deadflag = DEAD_RESPAWNING;
2408 else if(!button_pressed)
2409 self.deadflag = DEAD_DEAD;
2411 else if (self.deadflag == DEAD_DEAD)
2414 self.deadflag = DEAD_RESPAWNABLE;
2415 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2416 self.deadflag = DEAD_RESPAWNING;
2418 else if (self.deadflag == DEAD_RESPAWNABLE)
2421 self.deadflag = DEAD_RESPAWNING;
2423 else if (self.deadflag == DEAD_RESPAWNING)
2425 if(time > self.respawn_time)
2427 self.respawn_time = time + 1; // only retry once a second
2428 self.respawn_time_max = self.respawn_time;
2433 ShowRespawnCountdown();
2435 if(self.respawn_flags & RESPAWN_SILENT)
2436 self.stat_respawn_time = 0;
2437 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2438 self.stat_respawn_time = self.respawn_time_max;
2440 self.stat_respawn_time = self.respawn_time;
2443 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2444 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2445 self.stat_respawn_time *= -1;
2450 self.prevorigin = self.origin;
2452 float do_crouch = self.BUTTON_CROUCH;
2460 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2461 // It cannot be predicted by the engine!
2462 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2470 self.view_ofs = PL_CROUCH_VIEW_OFS;
2471 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2472 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2479 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2480 if (!trace_startsolid)
2482 self.crouch = false;
2483 self.view_ofs = PL_VIEW_OFS;
2484 setsize (self, PL_MIN, PL_MAX);
2491 GrapplingHookFrame();
2493 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2496 self.items &= ~self.items_added;
2500 self.items_added = 0;
2501 if(self.items & IT_JETPACK)
2502 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2503 self.items_added |= IT_FUEL;
2505 self.items |= self.items_added;
2510 // WEAPONTODO: Add a weapon request for this
2511 // rot vortex charge to the charge limit
2512 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2513 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2519 secrets_setstatus();
2522 monsters_setstatus();
2524 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2526 //self.angles_y=self.v_angle_y + 90; // temp
2527 } else if(gameover) {
2528 if (intermission_running)
2529 IntermissionThink (); // otherwise a button could be missed between
2531 } else if(IS_OBSERVER(self)) {
2533 } else if(IS_SPEC(self)) {
2537 // WEAPONTODO: Add weapon request for this
2539 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
2541 float oldspectatee_status;
2542 oldspectatee_status = self.spectatee_status;
2544 self.spectatee_status = num_for_edict(self.enemy);
2545 else if(IS_OBSERVER(self))
2546 self.spectatee_status = num_for_edict(self);
2548 self.spectatee_status = 0;
2549 if(self.spectatee_status != oldspectatee_status)
2551 ClientData_Touch(self);
2554 if(self.teamkill_soundtime)
2555 if(time > self.teamkill_soundtime)
2557 self.teamkill_soundtime = 0;
2559 entity oldpusher, oldself;
2561 oldself = self; self = self.teamkill_soundsource;
2562 oldpusher = self.pusher; self.pusher = oldself;
2564 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2566 self.pusher = oldpusher;
2570 if(self.taunt_soundtime)
2571 if(time > self.taunt_soundtime)
2573 self.taunt_soundtime = 0;
2574 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2577 target_voicescript_next(self);
2579 // WEAPONTODO: Move into weaponsystem somehow
2580 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2582 self.clip_load = self.clip_size = 0;
2589 Called every frame for each client after the physics are run
2592 .float idlekick_lasttimeleft;
2593 void PlayerPostThink (void)
2595 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2596 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2598 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2600 if(self.idlekick_lasttimeleft)
2602 self.idlekick_lasttimeleft = 0;
2603 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2609 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2610 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2612 if(!self.idlekick_lasttimeleft)
2613 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2617 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2621 else if(timeleft <= 10)
2623 if(timeleft != self.idlekick_lasttimeleft)
2624 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2625 self.idlekick_lasttimeleft = timeleft;
2631 if(self.impulse == 100)
2633 if (!TetrisPostFrame())
2639 //CheckPlayerJump();
2641 if(IS_PLAYER(self)) {
2642 CheckRules_Player();
2646 if (intermission_running)
2647 return; // intermission or finale
2657 for(i = 0; i < 1000; ++i)
2660 end = self.origin + '0 0 1024' + 512 * randomvec();
2661 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2662 if(trace_fraction < 1)
2663 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2665 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2671 if(self.waypointsprite_attachedforcarrier)
2672 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2676 CSQCMODEL_AUTOUPDATE();