#include "cl_client.qh" #include "anticheat.qh" #include "cl_impulse.qh" #include "cl_player.qh" #include "ent_cs.qh" #include "ipban.qh" #include "miscfunctions.qh" #include "portals.qh" #include "teamplay.qh" #include "playerdemo.qh" #include "spawnpoints.qh" #include "g_damage.qh" #include "g_hook.qh" #include "command/common.qh" #include "cheats.qh" #include "g_world.qh" #include "race.qh" #include "antilag.qh" #include "campaign.qh" #include "command/common.qh" #include "bot/bot.qh" #include "bot/navigation.qh" #include "../common/vehicles/all.qh" #include "weapons/hitplot.qh" #include "weapons/weaponsystem.qh" #include "../common/net_notice.qh" #include "../common/physics.qh" #include "../common/items/all.qc" #include "../common/mutators/mutator/waypoints/all.qh" #include "../common/triggers/subs.qh" #include "../common/triggers/triggers.qh" #include "../common/triggers/trigger/secret.qh" #include "../common/minigames/sv_minigames.qh" #include "../common/items/inventory.qh" #include "../common/monsters/sv_monsters.qh" #include "../warpzonelib/server.qh" void send_CSQC_teamnagger() { WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER); } float ClientData_Send(entity to, int sf) {SELFPARAM(); if(to != self.owner) { error("wtf"); return false; } entity e; e = to; if(IS_SPEC(to)) e = to.enemy; sf = 0; if(e.race_completed) sf |= 1; // forced scoreboard if(to.spectatee_status) sf |= 2; // spectator ent number follows if(e.zoomstate) sf |= 4; // zoomed if(e.porto_v_angle_held) sf |= 8; // angles held WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA); WriteByte(MSG_ENTITY, sf); if(sf & 2) WriteByte(MSG_ENTITY, to.spectatee_status); if(sf & 8) { WriteAngle(MSG_ENTITY, e.v_angle.x); WriteAngle(MSG_ENTITY, e.v_angle.y); } return true; } void ClientData_Attach() {SELFPARAM(); Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send); self.clientdata.drawonlytoclient = self; self.clientdata.owner = self; } void ClientData_Detach() {SELFPARAM(); remove(self.clientdata); self.clientdata = world; } void ClientData_Touch(entity e) { e.clientdata.SendFlags = 1; // make it spectatable entity e2; FOR_EACH_REALCLIENT(e2) { if(e2 != e) if(IS_SPEC(e2)) if(e2.enemy == e) e2.clientdata.SendFlags = 1; } } .string netname_previous; void SetSpectator(entity player, entity spectatee); /* ============= CheckPlayerModel Checks if the argument string can be a valid playermodel. Returns a valid one in doubt. ============= */ string FallbackPlayerModel; string CheckPlayerModel(string plyermodel) { if(FallbackPlayerModel != cvar_defstring("_cl_playermodel")) { // note: we cannot summon Don Strunzone here, some player may // still have the model string set. In case anyone manages how // to change a cvar default, we'll have a small leak here. FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel")); } // only in right path if( substring(plyermodel,0,14) != "models/player/") return FallbackPlayerModel; // only good file extensions if(substring(plyermodel,-4,4) != ".zym") if(substring(plyermodel,-4,4) != ".dpm") if(substring(plyermodel,-4,4) != ".iqm") if(substring(plyermodel,-4,4) != ".md3") if(substring(plyermodel,-4,4) != ".psk") return FallbackPlayerModel; // forbid the LOD models if(substring(plyermodel, -9,5) == "_lod1") return FallbackPlayerModel; if(substring(plyermodel, -9,5) == "_lod2") return FallbackPlayerModel; if(plyermodel != strtolower(plyermodel)) return FallbackPlayerModel; // also, restrict to server models if(autocvar_sv_servermodelsonly) { if(!fexists(plyermodel)) return FallbackPlayerModel; } return plyermodel; } void setplayermodel(entity e, string modelname) { precache_model(modelname); setmodel(e, modelname); player_setupanimsformodel(); UpdatePlayerSounds(); } /* ============= PutObserverInServer putting a client as observer in the server ============= */ void FixPlayermodel(); void PutObserverInServer (void) {SELFPARAM(); entity spot; self.hud = HUD_NORMAL; if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); } spot = SelectSpawnPoint (true); if(!spot) error("No spawnpoints for observers?!?\n"); RemoveGrapplingHook(self); // Wazat's Grappling Hook if(IS_REAL_CLIENT(self)) { msg_entity = self; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, self); } self.frags = FRAGS_SPECTATOR; MUTATOR_CALLHOOK(MakePlayerObserver); Portal_ClearAll(self); Unfreeze(self); if(self.alivetime) { if(!warmup_stage) PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime); self.alivetime = 0; } if(self.vehicle) vehicles_exit(VHEF_RELEASE); WaypointSprite_PlayerDead(); if (!g_ca) // don't reset teams when moving a ca player to the spectators self.team = -1; // move this as it is needed to log the player spectating in eventlog if(self.killcount != -666) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); if(!intermission_running) if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2)) Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS); if(self.just_joined == false) { LogTeamchange(self.playerid, -1, 4); } else self.just_joined = false; } PlayerScore_Clear(self); // clear scores when needed accuracy_resend(self); self.spectatortime = time; self.classname = "observer"; self.iscreature = false; self.teleportable = TELEPORT_SIMPLE; self.damagedbycontents = false; self.health = -666; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink self.flags = FL_CLIENT | FL_NOTARGET; self.armorvalue = 666; self.effects = 0; self.armorvalue = autocvar_g_balance_armor_start; self.pauserotarmor_finished = 0; self.pauserothealth_finished = 0; self.pauseregen_finished = 0; self.damageforcescale = 0; self.death_time = 0; self.respawn_flags = 0; self.respawn_time = 0; self.stat_respawn_time = 0; self.alpha = 0; self.scale = 0; self.fade_time = 0; self.pain_frame = 0; self.pain_finished = 0; self.strength_finished = 0; self.invincible_finished = 0; self.superweapons_finished = 0; self.pushltime = 0; self.istypefrag = 0; self.think = func_null; self.nextthink = 0; self.hook_time = 0; self.deadflag = DEAD_NO; self.angles = spot.angles; self.angles_z = 0; self.fixangle = true; self.crouch = false; self.revival_time = 0; setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way self.prevorigin = self.origin; self.items = 0; self.weapons = '0 0 0'; self.model = ""; FixPlayermodel(); setmodel(self, "null"); self.drawonlytoclient = self; setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS" self.weapon = 0; self.weaponname = ""; self.switchingweapon = 0; self.weaponmodel = ""; self.weaponentity = world; self.exteriorweaponentity = world; self.killcount = -666; self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.punchangle = '0 0 0'; self.punchvector = '0 0 0'; self.oldvelocity = self.velocity; self.fire_endtime = -1; self.event_damage = func_null; } .float model_randomizer; void FixPlayermodel() {SELFPARAM(); string defaultmodel; float defaultskin, chmdl, oldskin, n, i; vector m1, m2; defaultmodel = ""; defaultskin = 0; chmdl = false; if(autocvar_sv_defaultcharacter) { if(teamplay) { string s; s = Static_Team_ColorName_Lower(self.team); if(s != "neutral") { defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s)); defaultskin = cvar(strcat("sv_defaultplayerskin_", s)); } } if(defaultmodel == "") { defaultmodel = autocvar_sv_defaultplayermodel; defaultskin = autocvar_sv_defaultplayerskin; } n = tokenize_console(defaultmodel); if(n > 0) { defaultmodel = argv(floor(n * self.model_randomizer)); // However, do NOT randomize if the player-selected model is in the list. for (i = 0; i < n; ++i) if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin)) defaultmodel = argv(i); } i = strstrofs(defaultmodel, ":", 0); if(i >= 0) { defaultskin = stof(substring(defaultmodel, i+1, -1)); defaultmodel = substring(defaultmodel, 0, i); } } MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin); defaultmodel = ret_string; defaultskin = ret_int; if(defaultmodel != "") { if (defaultmodel != self.model) { m1 = self.mins; m2 = self.maxs; setplayermodel (self, defaultmodel); setsize (self, m1, m2); chmdl = true; } oldskin = self.skin; self.skin = defaultskin; } else { if (self.playermodel != self.model || self.playermodel == "") { self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop m1 = self.mins; m2 = self.maxs; setplayermodel (self, self.playermodel); setsize (self, m1, m2); chmdl = true; } oldskin = self.skin; self.skin = stof(self.playerskin); } if(chmdl || oldskin != self.skin) // model or skin has changed { self.species = player_getspecies(); // update species UpdatePlayerSounds(); // update skin sounds } if(!teamplay) if(strlen(autocvar_sv_defaultplayercolors)) if(self.clientcolors != stof(autocvar_sv_defaultplayercolors)) setcolor(self, stof(autocvar_sv_defaultplayercolors)); } /** Called when a client spawns in the server */ void PutClientInServer() { SELFPARAM(); if(IS_BOT_CLIENT(self)) self.classname = "player"; else if(IS_REAL_CLIENT(self)) { msg_entity = self; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, self); } SetSpectator(self, world); // reset player keys self.itemkeys = 0; MUTATOR_CALLHOOK(PutClientInServer, self); if(gameover) self.classname = "observer"; if(IS_PLAYER(self)) { entity spot; accuracy_resend(self); if(self.team < 0) JoinBestTeam(self, false, true); spot = SelectSpawnPoint (false); if(!spot) { Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS); return; // spawn failed } RemoveGrapplingHook(self); // Wazat's Grappling Hook self.classname = "player"; self.wasplayer = true; self.iscreature = true; self.teleportable = TELEPORT_NORMAL; self.damagedbycontents = true; self.movetype = MOVETYPE_WALK; self.solid = SOLID_SLIDEBOX; self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; if(autocvar_g_playerclip_collisions) self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions) self.dphitcontentsmask |= DPCONTENTS_BOTCLIP; self.frags = FRAGS_PLAYER; if(INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(self); self.flags = FL_CLIENT | FL_PICKUPITEMS; if(autocvar__notarget) self.flags |= FL_NOTARGET; self.takedamage = DAMAGE_AIM; self.effects = 0; self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT; self.air_finished = time + 12; self.dmg = 2; if(WEP_CVAR(vortex, charge)) { if(WEP_CVAR_SEC(vortex, chargepool)) self.vortex_chargepool_ammo = 1; self.vortex_charge = WEP_CVAR(vortex, charge_start); } if(warmup_stage) { self.ammo_shells = warmup_start_ammo_shells; self.ammo_nails = warmup_start_ammo_nails; self.ammo_rockets = warmup_start_ammo_rockets; self.ammo_cells = warmup_start_ammo_cells; self.ammo_plasma = warmup_start_ammo_plasma; self.ammo_fuel = warmup_start_ammo_fuel; self.health = warmup_start_health; self.armorvalue = warmup_start_armorvalue; self.weapons = WARMUP_START_WEAPONS; } else { self.ammo_shells = start_ammo_shells; self.ammo_nails = start_ammo_nails; self.ammo_rockets = start_ammo_rockets; self.ammo_cells = start_ammo_cells; self.ammo_plasma = start_ammo_plasma; self.ammo_fuel = start_ammo_fuel; self.health = start_health; self.armorvalue = start_armorvalue; self.weapons = start_weapons; } if(self.weapons & WEPSET_SUPERWEAPONS) self.superweapons_finished = time + autocvar_g_balance_superweapons_time; else self.superweapons_finished = 0; if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars { if(g_weaponarena_random_with_blaster) self.weapons &= ~WEPSET_BLASTER; W_RandomWeapons(self, g_weaponarena_random); if(g_weaponarena_random_with_blaster) self.weapons |= WEPSET_BLASTER; } self.items = start_items; self.spawnshieldtime = time + autocvar_g_spawnshieldtime; self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn; self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn; self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn; self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn; //extend the pause of rotting if client was reset at the beginning of the countdown if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted? self.spawnshieldtime += game_starttime - time; self.pauserotarmor_finished += game_starttime - time; self.pauserothealth_finished += game_starttime - time; self.pauseregen_finished += game_starttime - time; } self.damageforcescale = 2; self.death_time = 0; self.respawn_flags = 0; self.respawn_time = 0; self.stat_respawn_time = 0; self.scale = autocvar_sv_player_scale; self.fade_time = 0; self.pain_frame = 0; self.pain_finished = 0; self.strength_finished = 0; self.invincible_finished = 0; self.pushltime = 0; // players have no think function self.think = func_null; self.nextthink = 0; self.hook_time = 0; self.dmg_team = 0; self.ballistics_density = autocvar_g_ballistics_density_player; self.metertime = 0; self.deadflag = DEAD_NO; self.angles = spot.angles; self.angles_z = 0; // never spawn tilted even if the spot says to if(IS_BOT_CLIENT(self)) self.v_angle = self.angles; self.fixangle = true; // turn this way immediately self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.punchangle = '0 0 0'; self.punchvector = '0 0 0'; self.oldvelocity = self.velocity; self.fire_endtime = -1; self.revival_time = 0; entity spawnevent = spawn(); spawnevent.owner = self; Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send); // Cut off any still running player sounds. stopsound(self, CH_PLAYER_SINGLE); self.model = ""; FixPlayermodel(); self.drawonlytoclient = world; self.crouch = false; self.view_ofs = PL_VIEW_OFS; setsize (self, PL_MIN, PL_MAX); self.spawnorigin = spot.origin; setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24)); // don't reset back to last position, even if new position is stuck in solid self.oldorigin = self.origin; self.prevorigin = self.origin; self.lastrocket = world; // stop rocket guiding, no revenge from the grave! self.lastteleporttime = time; // prevent insane speeds due to changing origin self.hud = HUD_NORMAL; self.event_damage = PlayerDamage; self.bot_attack = true; self.monster_attack = true; self.spider_slowness = 0; self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0; if(self.killcount == -666) { PlayerScore_Clear(self); self.killcount = 0; } CL_SpawnWeaponentity(self); self.alpha = default_player_alpha; self.colormod = '1 1 1' * autocvar_g_player_brightness; self.exteriorweaponentity.alpha = default_weapon_alpha; self.speedrunning = false; //stuffcmd(self, "chase_active 0"); //stuffcmd(self, "set viewsize $tmpviewsize \n"); target_voicescript_clear(self); // reset fields the weapons may use for (int j = WEP_FIRST; j <= WEP_LAST; ++j) { WEP_ACTION(j, WR_RESETPLAYER); // all weapons must be fully loaded when we spawn entity e = get_weaponinfo(j); if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars self.(weapon_load[j]) = e.reloading_ammo; } string s = spot.target; spot.target = string_null; activator = self; WITH(entity, self, spot, SUB_UseTargets()); activator = world; spot.target = s; Unfreeze(self); MUTATOR_CALLHOOK(PlayerSpawn, spot); if(autocvar_spawn_debug) { sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n")); remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor } self.switchweapon = w_getbestweapon(self); self.cnt = -1; // W_LastWeapon will not complain self.weapon = 0; self.weaponname = ""; self.switchingweapon = 0; if(!warmup_stage) if(!self.alivetime) self.alivetime = time; antilag_clear(self); } else if(IS_OBSERVER(self)) { PutObserverInServer (); } } .float ebouncefactor, ebouncestop; // electro's values // TODO do we need all these fields, or should we stop autodetecting runtime // changes and just have a console command to update this? float ClientInit_SendEntity(entity to, int sf) {SELFPARAM(); WriteByte(MSG_ENTITY, ENT_CLIENT_INIT); WriteByte(MSG_ENTITY, g_nexball_meter_period * 32); WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3])); if(sv_foginterval && world.fog != "") WriteString(MSG_ENTITY, world.fog); else WriteString(MSG_ENTITY, ""); WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange); WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO return true; } void ClientInit_CheckUpdate() {SELFPARAM(); self.nextthink = time; if(self.count != autocvar_g_balance_armor_blockpercent) { self.count = autocvar_g_balance_armor_blockpercent; self.SendFlags |= 1; } if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO { self.bouncefactor = autocvar_g_balance_mortar_bouncefactor; self.SendFlags |= 1; } if(self.bouncestop != autocvar_g_balance_mortar_bouncestop) { self.bouncestop = autocvar_g_balance_mortar_bouncestop; self.SendFlags |= 1; } if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor) { self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor; self.SendFlags |= 1; } if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop) { self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop; self.SendFlags |= 1; } } void ClientInit_Spawn() {SELFPARAM(); entity e = spawn(); e.classname = "clientinit"; e.think = ClientInit_CheckUpdate; Net_LinkEntity(e, false, 0, ClientInit_SendEntity); WITH(entity, self, e, ClientInit_CheckUpdate()); } /* ============= SetNewParms ============= */ void SetNewParms (void) { // initialize parms for a new player parm1 = -(86400 * 366); } /* ============= SetChangeParms ============= */ void SetChangeParms (void) {SELFPARAM(); // save parms for level change parm1 = self.parm_idlesince - time; } /* ============= DecodeLevelParms ============= */ void DecodeLevelParms (void) {SELFPARAM(); // load parms self.parm_idlesince = parm1; if(self.parm_idlesince == -(86400 * 366)) self.parm_idlesince = time; // whatever happens, allow 60 seconds of idling directly after connect for map loading self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60); } /* ============= ClientKill Called when a client types 'kill' in the console ============= */ .float clientkill_nexttime; void ClientKill_Now_TeamChange() {SELFPARAM(); if(self.killindicator_teamchange == -1) { JoinBestTeam( self, false, true ); } else if(self.killindicator_teamchange == -2) { if(blockSpectators) Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime); PutObserverInServer(); } else SV_ChangeTeam(self.killindicator_teamchange - 1); self.killindicator_teamchange = 0; } void ClientKill_Now() {SELFPARAM(); if(self.vehicle) { vehicles_exit(VHEF_RELEASE); if(!self.killindicator_teamchange) { self.vehicle_health = -1; Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0'); } } if(self.killindicator && !wasfreed(self.killindicator)) remove(self.killindicator); self.killindicator = world; if(self.killindicator_teamchange) ClientKill_Now_TeamChange(); if(IS_PLAYER(self)) Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0'); // now I am sure the player IS dead } void KillIndicator_Think() {SELFPARAM(); if (gameover) { self.owner.killindicator = world; remove(self); return; } if (self.owner.alpha < 0 && !self.owner.vehicle) { self.owner.killindicator = world; remove(self); return; } if(self.cnt <= 0) { WITH(entity, self, self.owner, ClientKill_Now()); return; } else if(g_cts && self.health == 1) // health == 1 means that it's silent { self.nextthink = time + 1; self.cnt -= 1; } else { if(self.cnt <= 10) setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32")); if(IS_REAL_CLIENT(self.owner)) { if(self.cnt <= 10) { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); } } self.nextthink = time + 1; self.cnt -= 1; } } float clientkilltime; void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec {SELFPARAM(); float killtime; float starttime; entity e; if (gameover) return; killtime = autocvar_g_balance_kill_delay; if(g_race_qualifying || g_cts) killtime = 0; if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill { remove(self.killindicator); self.killindicator = world; ClientKill_Now(); // allow instant kill in this case return; } self.killindicator_teamchange = targetteam; if(!self.killindicator) { if(self.deadflag == DEAD_NO) { killtime = max(killtime, self.clientkill_nexttime - time); self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam; } if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO) { ClientKill_Now(); } else { starttime = max(time, clientkilltime); self.killindicator = spawn(); self.killindicator.owner = self; self.killindicator.scale = 0.5; setattachment(self.killindicator, self, ""); setorigin(self.killindicator, '0 0 52'); self.killindicator.think = KillIndicator_Think; self.killindicator.nextthink = starttime + (self.lip) * 0.05; clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05); self.killindicator.cnt = ceil(killtime); self.killindicator.count = bound(0, ceil(killtime), 10); //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n")); for(e = world; (e = find(e, classname, "body")) != world; ) { if(e.enemy != self) continue; e.killindicator = spawn(); e.killindicator.owner = e; e.killindicator.scale = 0.5; setattachment(e.killindicator, e, ""); setorigin(e.killindicator, '0 0 52'); e.killindicator.think = KillIndicator_Think; e.killindicator.nextthink = starttime + (e.lip) * 0.05; clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05); e.killindicator.cnt = ceil(killtime); } self.lip = 0; } } if(self.killindicator) { if(targetteam == 0) // just die { self.killindicator.colormod = '0 0 0'; if(IS_REAL_CLIENT(self)) if(self.killindicator.cnt > 0) Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt); } else if(targetteam == -1) // auto { self.killindicator.colormod = '0 1 0'; if(IS_REAL_CLIENT(self)) if(self.killindicator.cnt > 0) Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt); } else if(targetteam == -2) // spectate { self.killindicator.colormod = '0.5 0.5 0.5'; if(IS_REAL_CLIENT(self)) if(self.killindicator.cnt > 0) Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt); } else { self.killindicator.colormod = Team_ColorRGB(targetteam); if(IS_REAL_CLIENT(self)) if(self.killindicator.cnt > 0) Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt); } } } void ClientKill (void) {SELFPARAM(); if(gameover) return; if(self.player_blocked) return; if(self.frozen) return; ClientKill_TeamChange(0); } 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 { e.killindicator = spawn(); e.killindicator.owner = e; e.killindicator.think = KillIndicator_Think; e.killindicator.nextthink = time + (e.lip) * 0.05; e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay); e.killindicator.health = 1; // this is used to indicate that it should be silent e.lip = 0; } void FixClientCvars(entity e) { // send prediction settings to the client stuffcmd(e, "\nin_bindmap 0 0\n"); if(g_race || g_cts) stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n"); if(autocvar_g_antilag == 3) // client side hitscan stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n"); if(autocvar_sv_gentle) stuffcmd(e, "cl_cmd settemp cl_gentle 1\n"); } float PlayerInIDList(entity p, string idlist) { float n, i; string s; // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this if (!p.crypto_idfp) return 0; // this function allows abbreviated player IDs too! n = tokenize_console(idlist); for(i = 0; i < n; ++i) { s = argv(i); if(s == substring(p.crypto_idfp, 0, strlen(s))) return 1; } return 0; } #ifdef DP_EXT_PRECONNECT /* ============= ClientPreConnect Called once (not at each match start) when a client begins a connection to the server ============= */ void ClientPreConnect (void) {SELFPARAM(); if(autocvar_sv_eventlog) { GameLogEcho(sprintf(":connect:%d:%d:%s", self.playerid, num_for_edict(self), ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot") )); } } #endif /* ============= ClientConnect Called when a client connects to the server ============= */ void DecodeLevelParms (void); void ClientConnect (void) {SELFPARAM(); float t; if(IS_CLIENT(self)) { LOG_INFO("Warning: ClientConnect, but already connected!\n"); return; } if(Ban_MaybeEnforceBanOnce(self)) return; DecodeLevelParms(); #ifdef WATERMARK Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK); #endif self.classname = "player_joining"; self.flags = FL_CLIENT; self.version_nagtime = time + 10 + random() * 10; if(player_count<0) { LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n"); player_count = 0; } if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); } PlayerScore_Attach(self); ClientData_Attach(); accuracy_init(self); Inventory_new(self); bot_clientconnect(); playerdemo_init(); anticheat_init(); // identify the right forced team if(autocvar_g_campaign) { if(IS_REAL_CLIENT(self)) // only players, not bots { switch(autocvar_g_campaign_forceteam) { case 1: self.team_forced = NUM_TEAM_1; break; case 2: self.team_forced = NUM_TEAM_2; break; case 3: self.team_forced = NUM_TEAM_3; break; case 4: self.team_forced = NUM_TEAM_4; break; default: self.team_forced = 0; } } } else if(PlayerInIDList(self, autocvar_g_forced_team_red)) self.team_forced = NUM_TEAM_1; else if(PlayerInIDList(self, autocvar_g_forced_team_blue)) self.team_forced = NUM_TEAM_2; else if(PlayerInIDList(self, autocvar_g_forced_team_yellow)) self.team_forced = NUM_TEAM_3; else if(PlayerInIDList(self, autocvar_g_forced_team_pink)) self.team_forced = NUM_TEAM_4; else if(autocvar_g_forced_team_otherwise == "red") self.team_forced = NUM_TEAM_1; else if(autocvar_g_forced_team_otherwise == "blue") self.team_forced = NUM_TEAM_2; else if(autocvar_g_forced_team_otherwise == "yellow") self.team_forced = NUM_TEAM_3; else if(autocvar_g_forced_team_otherwise == "pink") self.team_forced = NUM_TEAM_4; else if(autocvar_g_forced_team_otherwise == "spectate") self.team_forced = -1; else if(autocvar_g_forced_team_otherwise == "spectator") self.team_forced = -1; else self.team_forced = 0; if(!teamplay) if(self.team_forced > 0) self.team_forced = 0; JoinBestTeam(self, false, false); // if the team number is valid, keep it if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) { self.classname = "observer"; } else { if(teamplay) { if(autocvar_g_balance_teams) { self.classname = "player"; campaign_bots_may_start = 1; } else { self.classname = "observer"; // do it anyway } } else { self.classname = "player"; campaign_bots_may_start = 1; } } self.playerid = (playerid_last = playerid_last + 1); PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid)); if(IS_BOT_CLIENT(self)) PlayerStats_GameReport_AddPlayer(self); if(autocvar_sv_eventlog) GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname)); LogTeamchange(self.playerid, self.team, 1); self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects self.netname_previous = strzone(self.netname); if(IS_PLAYER(self) && teamplay) Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname); else Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname); stuffcmd(self, strcat(clientstuff, "\n")); stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this? FixClientCvars(self); // spawnfunc_waypoint sprites WaypointSprite_InitClient(self); // Wazat's grappling hook SetGrappleHookBindings(); // Jetpack binds stuffcmd(self, "alias +jetpack +button10\n"); stuffcmd(self, "alias -jetpack -button10\n"); // get version info from player stuffcmd(self, "cmd clientversion $gameversion\n"); // get other cvars from player GetCvars(0); // notify about available teams if(teamplay) { CheckAllowedTeams(self); t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8; stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n")); } else stuffcmd(self, "set _teams_available 0\n"); attach_entcs(); bot_relinkplayerlist(); self.spectatortime = time; if(blockSpectators) { Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime); } self.jointime = time; self.allowed_timeouts = autocvar_sv_timeout_number; if(IS_REAL_CLIENT(self)) { if(!autocvar_g_campaign) { self.motd_actived_time = -1; Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage()); } if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA)) stuffcmd(self, "cl_cmd settemp chase_active 1\n"); } if(!sv_foginterval && world.fog != "") stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n")); W_HitPlotOpen(self); 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 send_CSQC_teamnagger(); CheatInitClient(); CSQCMODEL_AUTOINIT(self); self.model_randomizer = random(); if(IS_REAL_CLIENT(self)) sv_notice_join(); for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) { WITH(entity, self, e, e.init_for_player(this)); } MUTATOR_CALLHOOK(ClientConnect, self); } /* ============= ClientDisconnect Called when a client disconnects from the server ============= */ .entity chatbubbleentity; void ReadyCount(); void ClientDisconnect (void) {SELFPARAM(); if(self.vehicle) vehicles_exit(VHEF_RELEASE); if (!IS_CLIENT(self)) { LOG_INFO("Warning: ClientDisconnect without ClientConnect\n"); return; } PlayerStats_GameReport_FinalizePlayer(self); if ( self.active_minigame ) part_minigame(self); if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); } CheatShutdownClient(); W_HitPlotClose(self); anticheat_report(); anticheat_shutdown(); playerdemo_shutdown(); bot_clientdisconnect(); if(self.entcs) detach_entcs(); if(autocvar_sv_eventlog) GameLogEcho(strcat(":part:", ftos(self.playerid))); Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname); MUTATOR_CALLHOOK(ClientDisconnect); Portal_ClearAll(self); Unfreeze(self); RemoveGrapplingHook(self); // Here, everything has been done that requires this player to be a client. self.flags &= ~FL_CLIENT; if (self.chatbubbleentity) remove (self.chatbubbleentity); if (self.killindicator) remove (self.killindicator); WaypointSprite_PlayerGone(); bot_relinkplayerlist(); accuracy_free(self); Inventory_delete(self); ClientData_Detach(); PlayerScore_Detach(self); if(self.netname_previous) strunzone(self.netname_previous); if(self.clientstatus) strunzone(self.clientstatus); if(self.weaponorder_byimpulse) strunzone(self.weaponorder_byimpulse); ClearPlayerSounds(); if(self.personal) remove(self.personal); self.playerid = 0; ReadyCount(); // free cvars GetCvars(-1); } .float BUTTON_CHAT; void ChatBubbleThink() {SELFPARAM(); self.nextthink = time; if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self) { if(self.owner) // but why can that ever be world? self.owner.chatbubbleentity = world; remove(self); return; } self.mdl = ""; if ( !self.owner.deadflag && IS_PLAYER(self.owner) ) { if ( self.owner.active_minigame ) self.mdl = "models/sprites/minigame_busy.iqm"; else if ( self.owner.BUTTON_CHAT ) self.mdl = "models/misc/chatbubble.spr"; } if ( self.model != self.mdl ) setmodel(self, self.mdl); } void UpdateChatBubble() {SELFPARAM(); if (self.alpha < 0) return; // spawn a chatbubble entity if needed if (!self.chatbubbleentity) { self.chatbubbleentity = spawn(); self.chatbubbleentity.owner = self; self.chatbubbleentity.exteriormodeltoclient = self; self.chatbubbleentity.think = ChatBubbleThink; self.chatbubbleentity.nextthink = time; setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1'); setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1'); setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth self.chatbubbleentity.mdl = self.chatbubbleentity.model; //self.chatbubbleentity.model = ""; self.chatbubbleentity.effects = EF_LOWPRECISION; } } // LordHavoc: this hack will be removed when proper _pants/_shirt layers are // added to the model skins /*void UpdateColorModHack() { float c; c = self.clientcolors & 15; // LordHavoc: only bothering to support white, green, red, yellow, blue if (!teamplay) self.colormod = '0 0 0'; else if (c == 0) self.colormod = '1.00 1.00 1.00'; else if (c == 3) self.colormod = '0.10 1.73 0.10'; else if (c == 4) self.colormod = '1.73 0.10 0.10'; else if (c == 12) self.colormod = '1.22 1.22 0.10'; else if (c == 13) self.colormod = '0.10 0.10 1.73'; else self.colormod = '1 1 1'; }*/ void respawn(void) {SELFPARAM(); if(self.alpha >= 0 && autocvar_g_respawn_ghosts) { self.solid = SOLID_NOT; self.takedamage = DAMAGE_NO; self.movetype = MOVETYPE_FLY; self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed; self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3; self.effects |= CSQCMODEL_EF_RESPAWNGHOST; Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1); if(autocvar_g_respawn_ghosts_maxtime) SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5); } CopyBody(1); self.effects |= EF_NODRAW; // prevent another CopyBody PutClientInServer(); } void play_countdown(float finished, string samp) {SELFPARAM(); if(IS_REAL_CLIENT(self)) if(floor(finished - time - frametime) != floor(finished - time)) if(finished - time < 6) sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM); } void player_powerups (void) {SELFPARAM(); // add a way to see what the items were BEFORE all of these checks for the mutator hook int items_prev = self.items; if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover) self.modelflags |= MF_ROCKET; else self.modelflags &= ~MF_ROCKET; self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST); if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed return; Fire_ApplyDamage(self); Fire_ApplyEffect(self); if (!g_instagib) { if (self.items & ITEM_Strength.m_itemid) { play_countdown(self.strength_finished, "misc/poweroff.wav"); self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT); if (time > self.strength_finished) { self.items = self.items - (self.items & ITEM_Strength.m_itemid); //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname); Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH); } } else { if (time < self.strength_finished) { self.items = self.items | ITEM_Strength.m_itemid; Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname); Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH); } } if (self.items & ITEM_Shield.m_itemid) { play_countdown(self.invincible_finished, "misc/poweroff.wav"); self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT); if (time > self.invincible_finished) { self.items = self.items - (self.items & ITEM_Shield.m_itemid); //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname); Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD); } } else { if (time < self.invincible_finished) { self.items = self.items | ITEM_Shield.m_itemid; Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname); Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD); } } if (self.items & IT_SUPERWEAPON) { if (!(self.weapons & WEPSET_SUPERWEAPONS)) { self.superweapons_finished = 0; self.items = self.items - (self.items & IT_SUPERWEAPON); //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname); Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST); } else if (self.items & IT_UNLIMITED_SUPERWEAPONS) { // don't let them run out } else { play_countdown(self.superweapons_finished, "misc/poweroff.wav"); if (time > self.superweapons_finished) { self.items = self.items - (self.items & IT_SUPERWEAPON); self.weapons &= ~WEPSET_SUPERWEAPONS; //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname); Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN); } } } else if(self.weapons & WEPSET_SUPERWEAPONS) { if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS)) { self.items = self.items | IT_SUPERWEAPON; Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname); Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP); } else { self.superweapons_finished = 0; self.weapons &= ~WEPSET_SUPERWEAPONS; } } else { self.superweapons_finished = 0; } } if(autocvar_g_nodepthtestplayers) self.effects = self.effects | EF_NODEPTHTEST; if(autocvar_g_fullbrightplayers) self.effects = self.effects | EF_FULLBRIGHT; if (time >= game_starttime) if (time < self.spawnshieldtime) self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT); MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev); } float CalcRegen(float current, float stable, float regenfactor, float regenframetime) { if(current > stable) return current; else if(current > stable - 0.25) // when close enough, "snap" return stable; else return min(stable, current + (stable - current) * regenfactor * regenframetime); } float CalcRot(float current, float stable, float rotfactor, float rotframetime) { if(current < stable) return current; else if(current < stable + 0.25) // when close enough, "snap" return stable; else return max(stable, current + (stable - current) * rotfactor * rotframetime); } float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit) { if(current > rotstable) { if(rotframetime > 0) { current = CalcRot(current, rotstable, rotfactor, rotframetime); current = max(rotstable, current - rotlinear * rotframetime); } } else if(current < regenstable) { if(regenframetime > 0) { current = CalcRegen(current, regenstable, regenfactor, regenframetime); current = min(regenstable, current + regenlinear * regenframetime); } } if(current > limit) current = limit; return current; } void player_regen (void) {SELFPARAM(); float max_mod, regen_mod, rot_mod, limit_mod; max_mod = regen_mod = rot_mod = limit_mod = 1; regen_mod_max = max_mod; regen_mod_regen = regen_mod; regen_mod_rot = rot_mod; regen_mod_limit = limit_mod; regen_health = autocvar_g_balance_health_regen; regen_health_linear = autocvar_g_balance_health_regenlinear; regen_health_rot = autocvar_g_balance_health_rot; regen_health_rotlinear = autocvar_g_balance_health_rotlinear; regen_health_stable = autocvar_g_balance_health_regenstable; regen_health_rotstable = autocvar_g_balance_health_rotstable; if(!MUTATOR_CALLHOOK(PlayerRegen)) if(!self.frozen) { float mina, maxa, limith, limita; maxa = autocvar_g_balance_armor_rotstable; mina = autocvar_g_balance_armor_regenstable; limith = autocvar_g_balance_health_limit; limita = autocvar_g_balance_armor_limit; max_mod = regen_mod_max; regen_mod = regen_mod_regen; rot_mod = regen_mod_rot; limit_mod = regen_mod_limit; regen_health_rotstable = regen_health_rotstable * max_mod; regen_health_stable = regen_health_stable * max_mod; limith = limith * limit_mod; limita = limita * limit_mod; 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); 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); } // if player rotted to death... die! // check this outside above checks, as player may still be able to rot to death if(self.health < 1) { if(self.vehicle) vehicles_exit(VHEF_RELEASE); self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0'); } if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { float minf, maxf, limitf; maxf = autocvar_g_balance_fuel_rotstable; minf = autocvar_g_balance_fuel_regenstable; limitf = autocvar_g_balance_fuel_limit; 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); } } float zoomstate_set; void SetZoomState(float z) {SELFPARAM(); if(z != self.zoomstate) { self.zoomstate = z; ClientData_Touch(self); } zoomstate_set = 1; } void GetPressedKeys() {SELFPARAM(); MUTATOR_CALLHOOK(GetPressedKeys); #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit) X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0); X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0); X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0); X(self.pressedkeys, KEY_LEFT, self.movement_y < 0); X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self)); X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self)); X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self)); X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self)); #undef X } /* ====================== spectate mode routines ====================== */ void SpectateCopy(entity spectatee) {SELFPARAM(); MUTATOR_CALLHOOK(SpectateCopy, spectatee, self); self.armortype = spectatee.armortype; self.armorvalue = spectatee.armorvalue; self.ammo_cells = spectatee.ammo_cells; self.ammo_plasma = spectatee.ammo_plasma; self.ammo_shells = spectatee.ammo_shells; self.ammo_nails = spectatee.ammo_nails; self.ammo_rockets = spectatee.ammo_rockets; self.ammo_fuel = spectatee.ammo_fuel; self.clip_load = spectatee.clip_load; self.clip_size = spectatee.clip_size; self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance self.health = spectatee.health; self.impulse = 0; self.items = spectatee.items; self.last_pickup = spectatee.last_pickup; self.hit_time = spectatee.hit_time; self.metertime = spectatee.metertime; self.strength_finished = spectatee.strength_finished; self.invincible_finished = spectatee.invincible_finished; self.pressedkeys = spectatee.pressedkeys; self.weapons = spectatee.weapons; self.switchweapon = spectatee.switchweapon; self.switchingweapon = spectatee.switchingweapon; self.weapon = spectatee.weapon; self.vortex_charge = spectatee.vortex_charge; self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo; self.hagar_load = spectatee.hagar_load; self.arc_heat_percent = spectatee.arc_heat_percent; self.minelayer_mines = spectatee.minelayer_mines; self.punchangle = spectatee.punchangle; self.view_ofs = spectatee.view_ofs; self.velocity = spectatee.velocity; self.dmg_take = spectatee.dmg_take; self.dmg_save = spectatee.dmg_save; self.dmg_inflictor = spectatee.dmg_inflictor; self.v_angle = spectatee.v_angle; self.angles = spectatee.v_angle; self.frozen = spectatee.frozen; self.revive_progress = spectatee.revive_progress; if(!self.BUTTON_USE) self.fixangle = true; setorigin(self, spectatee.origin); setsize(self, spectatee.mins, spectatee.maxs); SetZoomState(spectatee.zoomstate); anticheat_spectatecopy(spectatee); self.hud = spectatee.hud; if(spectatee.vehicle) { self.fixangle = false; //self.velocity = spectatee.vehicle.velocity; self.vehicle_health = spectatee.vehicle_health; self.vehicle_shield = spectatee.vehicle_shield; self.vehicle_energy = spectatee.vehicle_energy; self.vehicle_ammo1 = spectatee.vehicle_ammo1; self.vehicle_ammo2 = spectatee.vehicle_ammo2; self.vehicle_reload1 = spectatee.vehicle_reload1; self.vehicle_reload2 = spectatee.vehicle_reload2; msg_entity = self; WriteByte (MSG_ONE, SVC_SETVIEWANGLES); WriteAngle(MSG_ONE, spectatee.v_angle.x); WriteAngle(MSG_ONE, spectatee.v_angle.y); WriteAngle(MSG_ONE, spectatee.v_angle.z); //WriteByte (MSG_ONE, SVC_SETVIEW); // WriteEntity(MSG_ONE, self); //makevectors(spectatee.v_angle); //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/ } } bool SpectateUpdate() {SELFPARAM(); if(!self.enemy) return false; if(!IS_PLAYER(self.enemy) || self == self.enemy) { SetSpectator(self, world); return false; } SpectateCopy(self.enemy); return true; } bool SpectateSet() {SELFPARAM(); if(!IS_PLAYER(self.enemy)) return false; msg_entity = self; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, self.enemy); self.movetype = MOVETYPE_NONE; accuracy_resend(self); if(!SpectateUpdate()) PutObserverInServer(); return true; } void SetSpectator(entity player, entity spectatee) { entity old_spectatee = player.enemy; player.enemy = spectatee; // WEAPONTODO // these are required to fix the spectator bug with arc if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; } if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; } } bool Spectate(entity pl) {SELFPARAM(); if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) if(DIFF_TEAM(pl, self)) return false; SetSpectator(self, pl); return SpectateSet(); } // Returns next available player to spectate if g_ca_spectate_enemies == 0 entity CA_SpectateNext(entity start) {SELFPARAM(); if(SAME_TEAM(start, self)) return start; other = start; // continue from current player while(other && DIFF_TEAM(other, self)) other = find(other, classname, "player"); if (!other) { // restart from begining other = find(other, classname, "player"); while(other && DIFF_TEAM(other, self)) other = find(other, classname, "player"); } return other; } bool SpectateNext() {SELFPARAM(); other = find(self.enemy, classname, "player"); if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) // CA and ca players when spectating enemies is forbidden other = CA_SpectateNext(other); else { // other modes and ca spectators or spectating enemies is allowed if (!other) other = find(other, classname, "player"); } if(other) { SetSpectator(self, other); } return SpectateSet(); } bool SpectatePrev() {SELFPARAM(); // NOTE: chain order is from the highest to the lower entnum (unlike find) other = findchain(classname, "player"); if (!other) // no player return false; entity first = other; // skip players until current spectated player if(self.enemy) while(other && other != self.enemy) other = other.chain; if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) { do { other = other.chain; } while(other && DIFF_TEAM(other, self)); if (!other) { other = first; while(other && DIFF_TEAM(other, self)) other = other.chain; if(other == self.enemy) return true; } } else { if(other.chain) other = other.chain; else other = first; } SetSpectator(self, other); return SpectateSet(); } /* ============= ShowRespawnCountdown() Update a respawn countdown display. ============= */ void ShowRespawnCountdown() {SELFPARAM(); float number; if(self.deadflag == DEAD_NO) // just respawned? return; else { number = ceil(self.respawn_time - time); if(number <= 0) return; if(number <= self.respawn_countdown) { self.respawn_countdown = number - 1; 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 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); } } } } void LeaveSpectatorMode() {SELFPARAM(); if(self.caplayer) return; if(nJoinAllowed(self)) { if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) { self.classname = "player"; nades_RemoveBonus(self); if(autocvar_g_campaign || autocvar_g_balance_teams) { JoinBestTeam(self, false, true); } if(autocvar_g_campaign) { campaign_bots_may_start = 1; } Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN); PutClientInServer(); if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); } } else stuffcmd(self, "menu_showteamselect\n"); } else { // Player may not join because g_maxplayers is set Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT); } } /** * Determines whether the player is allowed to join. This depends on cvar * g_maxplayers, if it isn't used this function always return true, otherwise * it checks whether the number of currently playing players exceeds g_maxplayers. * @return int number of free slots for players, 0 if none */ float nJoinAllowed(entity ignore) {SELFPARAM(); if(!ignore) // this is called that way when checking if anyone may be able to join (to build qcstatus) // so report 0 free slots if restricted { if(autocvar_g_forced_team_otherwise == "spectate") return 0; if(autocvar_g_forced_team_otherwise == "spectator") return 0; } if(self.team_forced < 0) return 0; // forced spectators can never join // TODO simplify this entity e; float totalClients = 0; FOR_EACH_CLIENT(e) if(e != ignore) totalClients += 1; if (!autocvar_g_maxplayers) return maxclients - totalClients; float currentlyPlaying = 0; FOR_EACH_REALCLIENT(e) if(IS_PLAYER(e) || e.caplayer) currentlyPlaying += 1; if(currentlyPlaying < autocvar_g_maxplayers) return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying); return 0; } /** * Checks whether the client is an observer or spectator, if so, he will get kicked after * g_maxplayers_spectator_blocktime seconds */ void checkSpectatorBlock() {SELFPARAM(); if(IS_SPEC(self) || IS_OBSERVER(self)) if(!self.caplayer) if(IS_REAL_CLIENT(self)) { if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) { Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING); dropclient(self); } } } void PrintWelcomeMessage() {SELFPARAM(); if(self.motd_actived_time == 0) { if (autocvar_g_campaign) { if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) { self.motd_actived_time = time; Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message); } } else { if (self.BUTTON_INFO) { self.motd_actived_time = time; Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage()); } } } else if(self.motd_actived_time > 0) // showing MOTD or campaign message { if (autocvar_g_campaign) { if (self.BUTTON_INFO) self.motd_actived_time = time; else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released self.motd_actived_time = 0; Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); } } else { if (self.BUTTON_INFO) self.motd_actived_time = time; else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released self.motd_actived_time = 0; Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); } } } else //if(self.motd_actived_time < 0) // just connected, motd is active { if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD self.motd_actived_time = -2; // wait until BUTTON_INFO gets released else if(self.motd_actived_time == -2 || IS_PLAYER(self)) { // instanctly hide MOTD self.motd_actived_time = 0; Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); } } } void ObserverThink() {SELFPARAM(); if ( self.impulse ) { MinigameImpulse(self.impulse); self.impulse = 0; } float prefered_movetype; if (self.flags & FL_JUMPRELEASED) { if (self.BUTTON_JUMP && !self.version_mismatch) { self.flags &= ~FL_JUMPRELEASED; self.flags |= FL_SPAWNING; } else if(self.BUTTON_ATCK && !self.version_mismatch) { self.flags &= ~FL_JUMPRELEASED; if(SpectateNext()) { self.classname = "spectator"; } } else { prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP); if (self.movetype != prefered_movetype) self.movetype = prefered_movetype; } } else { if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) { self.flags |= FL_JUMPRELEASED; if(self.flags & FL_SPAWNING) { self.flags &= ~FL_SPAWNING; LeaveSpectatorMode(); return; } } } } void SpectatorThink() {SELFPARAM(); if ( self.impulse ) { if(MinigameImpulse(self.impulse)) self.impulse = 0; } if (self.flags & FL_JUMPRELEASED) { if (self.BUTTON_JUMP && !self.version_mismatch) { self.flags &= ~FL_JUMPRELEASED; self.flags |= FL_SPAWNING; } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) { self.flags &= ~FL_JUMPRELEASED; if(SpectateNext()) { self.classname = "spectator"; } else { self.classname = "observer"; PutClientInServer(); } self.impulse = 0; } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) { self.flags &= ~FL_JUMPRELEASED; if(SpectatePrev()) { self.classname = "spectator"; } else { self.classname = "observer"; PutClientInServer(); } self.impulse = 0; } else if (self.BUTTON_ATCK2) { self.flags &= ~FL_JUMPRELEASED; self.classname = "observer"; PutClientInServer(); } else { if(!SpectateUpdate()) PutObserverInServer(); } } else { if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) { self.flags |= FL_JUMPRELEASED; if(self.flags & FL_SPAWNING) { self.flags &= ~FL_SPAWNING; LeaveSpectatorMode(); return; } } if(!SpectateUpdate()) PutObserverInServer(); } self.flags |= FL_CLIENT | FL_NOTARGET; } void vehicles_enter (entity pl, entity veh); void PlayerUseKey() {SELFPARAM(); if (!IS_PLAYER(self)) return; if(self.vehicle) { if(!gameover) { vehicles_exit(VHEF_NORMAL); return; } } else if(autocvar_g_vehicles_enter) { if(!self.frozen) if(self.deadflag == DEAD_NO) if(!gameover) { entity head, closest_target = world; head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE); while(head) // find the closest acceptable target to enter { if(head.vehicle_flags & VHF_ISVEHICLE) if(head.deadflag == DEAD_NO) if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self))) if(head.takedamage != DAMAGE_NO) { if(closest_target) { if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin)) { closest_target = head; } } else { closest_target = head; } } head = head.chain; } if(closest_target) { vehicles_enter(self, closest_target); return; } } } // a use key was pressed; call handlers MUTATOR_CALLHOOK(PlayerUseKey); } float isInvisibleString(string s) { float i, n, c; s = strdecolorize(s); for((i = 0), (n = strlen(s)); i < n; ++i) { c = str2chr(s, i); switch(c) { case 0: case 32: // space break; case 192: // charmap space if (!autocvar_utf8_enable) break; return false; case 160: // space in unicode fonts case 0xE000 + 192: // utf8 charmap space if (autocvar_utf8_enable) break; default: return false; } } return true; } /* ============= PlayerPreThink Called every frame for each client before the physics are run ============= */ .float usekeypressed; void() nexball_setstatus; .float last_vehiclecheck; .int items_added; void PlayerPreThink (void) {SELFPARAM(); WarpZone_PlayerPhysics_FixVAngle(); self.stat_game_starttime = game_starttime; self.stat_round_starttime = round_starttime; self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam; self.stat_leadlimit = autocvar_leadlimit; self.weaponsinmap = weaponsInMap; if(frametime) { // physics frames: update anticheat stuff anticheat_prethink(); } if(blockSpectators && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero). checkSpectatorBlock(); zoomstate_set = 0; // Savage: Check for nameless players if (isInvisibleString(self.netname)) { string new_name = strzone(strcat("Player@", ftos(self.playerid))); if(autocvar_sv_eventlog) GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name)); if(self.netname_previous) strunzone(self.netname_previous); self.netname_previous = strzone(new_name); self.netname = self.netname_previous; // stuffcmd(self, strcat("name ", self.netname, "\n")); } else if(self.netname_previous != self.netname) { if(autocvar_sv_eventlog) GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname)); if(self.netname_previous) strunzone(self.netname_previous); self.netname_previous = strzone(self.netname); } // version nagging if(self.version_nagtime) if(self.cvar_g_xonoticversion) if(time > self.version_nagtime) { // don't notify git users if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0) { if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0) { // notify release users if connecting to git 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"); Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion); } else { float r; r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion); if(r < 0) { // give users new version 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"); Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion); } else if(r > 0) { // notify users about old server version 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"); Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion); } } } self.version_nagtime = 0; } // GOD MODE info if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue) { Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue); self.max_armorvalue = 0; } if(self.frozen == 2) { self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1); self.health = max(1, self.revive_progress * start_health); self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1); if(self.revive_progress >= 1) Unfreeze(self); } else if(self.frozen == 3) { self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1); self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress ); if(self.health < 1) { if(self.vehicle) vehicles_exit(VHEF_RELEASE); self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0'); } else if ( self.revive_progress <= 0 ) Unfreeze(self); } MUTATOR_CALLHOOK(PlayerPreThink); if(autocvar_g_vehicles_enter) if(time > self.last_vehiclecheck) if(IS_PLAYER(self)) if(!gameover) if(!self.frozen) if(!self.vehicle) if(self.deadflag == DEAD_NO) { entity veh; for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); ) if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius) if(veh.deadflag == DEAD_NO) if(veh.takedamage != DAMAGE_NO) if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self)) Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER); else if(!veh.owner) if(!veh.team || SAME_TEAM(self, veh)) Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER); else if(autocvar_g_vehicles_steal) Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL); self.last_vehiclecheck = time + 1; } if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button { if(self.BUTTON_USE && !self.usekeypressed) PlayerUseKey(); self.usekeypressed = self.BUTTON_USE; } if(IS_REAL_CLIENT(self)) PrintWelcomeMessage(); if(IS_PLAYER(self)) { CheckRules_Player(); if (intermission_running) { IntermissionThink (); // otherwise a button could be missed between return; // the think tics } //don't allow the player to turn around while game is paused! if(timeout_status == TIMEOUT_ACTIVE) { // FIXME turn this into CSQC stuff self.v_angle = self.lastV_angle; self.angles = self.lastV_angle; self.fixangle = true; } if(frametime) { if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge)) { 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)); 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)); 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)); if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit)) { 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)); 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)); 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)); } } else self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2; player_powerups(); } if (self.deadflag != DEAD_NO) { if(self.personal && g_race_qualifying) { if(time > self.respawn_time) { self.respawn_time = time + 1; // only retry once a second self.stat_respawn_time = self.respawn_time; respawn(); self.impulse = 141; } } else { float button_pressed; if(frametime) player_anim(); button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE); if (self.deadflag == DEAD_DYING) { if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max) self.deadflag = DEAD_RESPAWNING; else if(!button_pressed) self.deadflag = DEAD_DEAD; } else if (self.deadflag == DEAD_DEAD) { if(button_pressed) self.deadflag = DEAD_RESPAWNABLE; else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE)) self.deadflag = DEAD_RESPAWNING; } else if (self.deadflag == DEAD_RESPAWNABLE) { if(!button_pressed) self.deadflag = DEAD_RESPAWNING; } else if (self.deadflag == DEAD_RESPAWNING) { if(time > self.respawn_time) { self.respawn_time = time + 1; // only retry once a second self.respawn_time_max = self.respawn_time; respawn(); } } ShowRespawnCountdown(); if(self.respawn_flags & RESPAWN_SILENT) self.stat_respawn_time = 0; else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max) self.stat_respawn_time = self.respawn_time_max; else self.stat_respawn_time = self.respawn_time; } // if respawning, invert stat_respawn_time to indicate this, the client translates it if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0) self.stat_respawn_time *= -1; return; } self.prevorigin = self.origin; float do_crouch = self.BUTTON_CROUCH; if(self.hook.state) do_crouch = 0; if(self.vehicle) do_crouch = 0; if(self.frozen) do_crouch = 0; // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY // It cannot be predicted by the engine! if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink) do_crouch = 0; if (do_crouch) { if (!self.crouch) { self.crouch = true; self.view_ofs = self.stat_pl_crouch_view_ofs; setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max); // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway } } else { if (self.crouch) { tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self); if (!trace_startsolid) { self.crouch = false; self.view_ofs = self.stat_pl_view_ofs; setsize (self, self.stat_pl_min, self.stat_pl_max); } } } FixPlayermodel(); GrapplingHookFrame(); // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers //if(frametime) { self.items &= ~self.items_added; W_WeaponFrame(); self.items_added = 0; if(self.items & ITEM_Jetpack.m_itemid) if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01) self.items_added |= IT_FUEL; self.items |= self.items_added; } player_regen(); // WEAPONTODO: Add a weapon request for this // rot vortex charge to the charge limit if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time) self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1); if(frametime) player_anim(); // secret status secrets_setstatus(); // monsters status monsters_setstatus(); self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime); //self.angles_y=self.v_angle_y + 90; // temp } else if(gameover) { if (intermission_running) IntermissionThink (); // otherwise a button could be missed between return; } else if(IS_OBSERVER(self)) { ObserverThink(); } else if(IS_SPEC(self)) { SpectatorThink(); } // WEAPONTODO: Add weapon request for this if(!zoomstate_set) 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 float oldspectatee_status; oldspectatee_status = self.spectatee_status; if(IS_SPEC(self)) self.spectatee_status = num_for_edict(self.enemy); else if(IS_OBSERVER(self)) self.spectatee_status = num_for_edict(self); else self.spectatee_status = 0; if(self.spectatee_status != oldspectatee_status) { ClientData_Touch(self); } if(self.teamkill_soundtime) if(time > self.teamkill_soundtime) { self.teamkill_soundtime = 0; setself(self.teamkill_soundsource); entity oldpusher = self.pusher; self.pusher = this; PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY); self.pusher = oldpusher; setself(this); } if(self.taunt_soundtime) if(time > self.taunt_soundtime) { self.taunt_soundtime = 0; PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT); } target_voicescript_next(self); // WEAPONTODO: Move into weaponsystem somehow // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring if(!self.weapon) self.clip_load = self.clip_size = 0; } /* ============= PlayerPostThink Called every frame for each client after the physics are run ============= */ .float idlekick_lasttimeleft; void PlayerPostThink (void) {SELFPARAM(); if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero). if(IS_REAL_CLIENT(self)) if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle) { if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10 { if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING); } } else { float timeleft; timeleft = ceil(sv_maxidle - (time - self.parm_idlesince)); if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10 { if(!self.idlekick_lasttimeleft) Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft); } if(timeleft <= 0) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname); dropclient(self); return; } else if(timeleft <= 10) { if(timeleft != self.idlekick_lasttimeleft) { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); } self.idlekick_lasttimeleft = timeleft; } } } CheatFrame(); //CheckPlayerJump(); if(IS_PLAYER(self)) { CheckRules_Player(); UpdateChatBubble(); if (self.impulse) ImpulseCommands(); if (intermission_running) return; // intermission or finale GetPressedKeys(); } /* float i; for(i = 0; i < 1000; ++i) { vector end; end = self.origin + '0 0 1024' + 512 * randomvec(); tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self); if(trace_fraction < 1) if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) { print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n"); break; } } */ if(self.waypointsprite_attachedforcarrier) WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON)); playerdemo_write(); CSQCMODEL_AUTOUPDATE(self); }