1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
15 #include "command/common.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
24 #include "bot/navigation.qh"
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
35 #include "../common/items/all.qc"
37 #include "../common/mutators/mutator/waypoints/all.qh"
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
43 #include "../common/minigames/sv_minigames.qh"
45 #include "../common/items/inventory.qh"
47 #include "../common/monsters/sv_monsters.qh"
49 #include "../lib/warpzone/server.qh"
52 void send_CSQC_teamnagger() {
53 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
56 bool ClientData_Send(entity this, entity to, int sf)
73 sf |= 1; // forced scoreboard
74 if(to.spectatee_status)
75 sf |= 2; // spectator ent number follows
78 if(e.porto_v_angle_held)
79 sf |= 8; // angles held
81 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82 WriteByte(MSG_ENTITY, sf);
85 WriteByte(MSG_ENTITY, to.spectatee_status);
89 WriteAngle(MSG_ENTITY, e.v_angle.x);
90 WriteAngle(MSG_ENTITY, e.v_angle.y);
96 void ClientData_Attach()
98 Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
99 make_pure(this.clientdata);
100 self.clientdata.drawonlytoclient = this;
101 self.clientdata.owner = this;
104 void ClientData_Detach()
106 remove(self.clientdata);
107 self.clientdata = world;
110 void ClientData_Touch(entity e)
112 e.clientdata.SendFlags = 1;
114 // make it spectatable
116 FOR_EACH_REALCLIENT(e2)
121 e2.clientdata.SendFlags = 1;
125 .string netname_previous;
127 void SetSpectatee(entity player, entity spectatee);
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
142 // note: we cannot summon Don Strunzone here, some player may
143 // still have the model string set. In case anyone manages how
144 // to change a cvar default, we'll have a small leak here.
145 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
147 // only in right path
148 if( substring(plyermodel,0,14) != "models/player/")
149 return FallbackPlayerModel;
150 // only good file extensions
151 if(substring(plyermodel,-4,4) != ".zym")
152 if(substring(plyermodel,-4,4) != ".dpm")
153 if(substring(plyermodel,-4,4) != ".iqm")
154 if(substring(plyermodel,-4,4) != ".md3")
155 if(substring(plyermodel,-4,4) != ".psk")
156 return FallbackPlayerModel;
157 // forbid the LOD models
158 if(substring(plyermodel, -9,5) == "_lod1")
159 return FallbackPlayerModel;
160 if(substring(plyermodel, -9,5) == "_lod2")
161 return FallbackPlayerModel;
162 if(plyermodel != strtolower(plyermodel))
163 return FallbackPlayerModel;
164 // also, restrict to server models
165 if(autocvar_sv_servermodelsonly)
167 if(!fexists(plyermodel))
168 return FallbackPlayerModel;
173 void setplayermodel(entity e, string modelname)
175 precache_model(modelname);
176 _setmodel(e, modelname);
177 player_setupanimsformodel();
184 putting a client as observer in the server
187 void FixPlayermodel(entity player);
188 void PutObserverInServer()
191 self.hud = HUD_NORMAL;
193 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
195 spot = SelectSpawnPoint (true);
197 error("No spawnpoints for observers?!?\n");
198 RemoveGrapplingHook(self); // Wazat's Grappling Hook
200 if(IS_REAL_CLIENT(self))
203 WriteByte(MSG_ONE, SVC_SETVIEW);
204 WriteEntity(MSG_ONE, self);
207 self.frags = FRAGS_SPECTATOR;
208 self.bot_attack = false;
210 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
212 Portal_ClearAll(self);
219 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
224 vehicles_exit(VHEF_RELEASE);
226 WaypointSprite_PlayerDead();
228 if(!mutator_returnvalue) // mutator prevents resetting teams
229 self.team = -1; // move this as it is needed to log the player spectating in eventlog
231 if(self.killcount != FRAGS_SPECTATOR)
233 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
234 if(!intermission_running)
235 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
236 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
238 if(self.just_joined == false) {
239 LogTeamchange(self.playerid, -1, 4);
241 self.just_joined = false;
244 PlayerScore_Clear(self); // clear scores when needed
246 accuracy_resend(self);
248 self.spectatortime = time;
250 self.classname = STR_OBSERVER;
251 self.iscreature = false;
252 self.teleportable = TELEPORT_SIMPLE;
253 self.damagedbycontents = false;
254 self.health = FRAGS_SPECTATOR;
255 self.takedamage = DAMAGE_NO;
256 self.solid = SOLID_NOT;
257 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
258 self.flags = FL_CLIENT | FL_NOTARGET;
259 self.armorvalue = 666;
261 self.armorvalue = autocvar_g_balance_armor_start;
262 self.pauserotarmor_finished = 0;
263 self.pauserothealth_finished = 0;
264 self.pauseregen_finished = 0;
265 self.damageforcescale = 0;
267 self.respawn_flags = 0;
268 self.respawn_time = 0;
269 self.stat_respawn_time = 0;
274 self.pain_finished = 0;
275 self.strength_finished = 0;
276 self.invincible_finished = 0;
277 self.superweapons_finished = 0;
280 self.think = func_null;
283 self.deadflag = DEAD_NO;
284 self.angles = spot.angles;
286 self.fixangle = true;
288 self.revival_time = 0;
290 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
291 self.prevorigin = self.origin;
293 self.weapons = '0 0 0';
295 FixPlayermodel(self);
296 setmodel(self, MDL_Null);
297 self.drawonlytoclient = self;
299 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
300 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
303 self.weaponname = "";
304 self.switchingweapon = 0;
305 self.weaponmodel = "";
306 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
308 self.weaponentities[slot] = NULL;
310 self.exteriorweaponentity = world;
311 self.killcount = FRAGS_SPECTATOR;
312 self.velocity = '0 0 0';
313 self.avelocity = '0 0 0';
314 self.punchangle = '0 0 0';
315 self.punchvector = '0 0 0';
316 self.oldvelocity = self.velocity;
317 self.fire_endtime = -1;
318 self.event_damage = func_null;
321 int player_getspecies(entity this)
323 get_model_parameters(this.model, this.skin);
324 int s = get_model_parameters_species;
325 get_model_parameters(string_null, 0);
326 if (s < 0) return SPECIES_HUMAN;
330 .float model_randomizer;
331 void FixPlayermodel(entity player)
333 string defaultmodel = "";
335 if(autocvar_sv_defaultcharacter)
339 string s = Static_Team_ColorName_Lower(player.team);
342 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
343 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
347 if(defaultmodel == "")
349 defaultmodel = autocvar_sv_defaultplayermodel;
350 defaultskin = autocvar_sv_defaultplayerskin;
353 int n = tokenize_console(defaultmodel);
356 defaultmodel = argv(floor(n * player.model_randomizer));
357 // However, do NOT randomize if the player-selected model is in the list.
358 for (int i = 0; i < n; ++i)
359 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
360 defaultmodel = argv(i);
363 int i = strstrofs(defaultmodel, ":", 0);
366 defaultskin = stof(substring(defaultmodel, i+1, -1));
367 defaultmodel = substring(defaultmodel, 0, i);
370 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
371 defaultmodel = ret_string;
372 defaultskin = ret_int;
376 if(defaultmodel != "")
378 if (defaultmodel != player.model)
380 vector m1 = player.mins;
381 vector m2 = player.maxs;
382 setplayermodel (player, defaultmodel);
383 setsize (player, m1, m2);
387 oldskin = player.skin;
388 player.skin = defaultskin;
390 if (player.playermodel != player.model || player.playermodel == "")
392 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
393 vector m1 = player.mins;
394 vector m2 = player.maxs;
395 setplayermodel (player, player.playermodel);
396 setsize (player, m1, m2);
400 oldskin = player.skin;
401 player.skin = stof(player.playerskin);
404 if(chmdl || oldskin != player.skin) // model or skin has changed
406 player.species = player_getspecies(player); // update species
410 if(strlen(autocvar_sv_defaultplayercolors))
411 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
412 setcolor(player, stof(autocvar_sv_defaultplayercolors));
416 /** Called when a client spawns in the server */
417 void PutClientInServer()
420 if (IS_BOT_CLIENT(this)) {
421 this.classname = STR_PLAYER;
422 } else if (IS_REAL_CLIENT(this)) {
424 WriteByte(MSG_ONE, SVC_SETVIEW);
425 WriteEntity(MSG_ONE, this);
428 this.classname = STR_OBSERVER;
431 SetSpectatee(this, NULL);
436 MUTATOR_CALLHOOK(PutClientInServer, this);
438 if (IS_OBSERVER(this)) {
439 PutObserverInServer();
440 } else if (IS_PLAYER(this)) {
441 accuracy_resend(this);
444 JoinBestTeam(this, false, true);
446 entity spot = SelectSpawnPoint(false);
448 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
449 return; // spawn failed
452 this.classname = STR_PLAYER;
453 this.wasplayer = true;
454 this.iscreature = true;
455 this.teleportable = TELEPORT_NORMAL;
456 this.damagedbycontents = true;
457 this.movetype = MOVETYPE_WALK;
458 this.solid = SOLID_SLIDEBOX;
459 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
460 if (autocvar_g_playerclip_collisions)
461 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
462 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
463 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
464 this.frags = FRAGS_PLAYER;
465 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
466 this.flags = FL_CLIENT | FL_PICKUPITEMS;
467 if (autocvar__notarget)
468 this.flags |= FL_NOTARGET;
469 this.takedamage = DAMAGE_AIM;
470 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
474 this.ammo_shells = warmup_start_ammo_shells;
475 this.ammo_nails = warmup_start_ammo_nails;
476 this.ammo_rockets = warmup_start_ammo_rockets;
477 this.ammo_cells = warmup_start_ammo_cells;
478 this.ammo_plasma = warmup_start_ammo_plasma;
479 this.ammo_fuel = warmup_start_ammo_fuel;
480 this.health = warmup_start_health;
481 this.armorvalue = warmup_start_armorvalue;
482 this.weapons = WARMUP_START_WEAPONS;
484 this.ammo_shells = start_ammo_shells;
485 this.ammo_nails = start_ammo_nails;
486 this.ammo_rockets = start_ammo_rockets;
487 this.ammo_cells = start_ammo_cells;
488 this.ammo_plasma = start_ammo_plasma;
489 this.ammo_fuel = start_ammo_fuel;
490 this.health = start_health;
491 this.armorvalue = start_armorvalue;
492 this.weapons = start_weapons;
495 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
497 this.items = start_items;
499 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
500 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
501 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
502 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
503 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
504 // extend the pause of rotting if client was reset at the beginning of the countdown
505 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
506 float f = game_starttime - time;
507 this.spawnshieldtime += f;
508 this.pauserotarmor_finished += f;
509 this.pauserothealth_finished += f;
510 this.pauseregen_finished += f;
512 this.damageforcescale = 2;
514 this.respawn_flags = 0;
515 this.respawn_time = 0;
516 this.stat_respawn_time = 0;
517 this.scale = autocvar_sv_player_scale;
520 this.pain_finished = 0;
522 this.think = func_null; // players have no think function
525 this.ballistics_density = autocvar_g_ballistics_density_player;
527 this.deadflag = DEAD_NO;
529 this.angles = spot.angles;
530 this.angles_z = 0; // never spawn tilted even if the spot says to
531 if (IS_BOT_CLIENT(this))
532 this.v_angle = this.angles;
533 this.fixangle = true; // turn this way immediately
534 this.oldvelocity = this.velocity = '0 0 0';
535 this.avelocity = '0 0 0';
536 this.punchangle = '0 0 0';
537 this.punchvector = '0 0 0';
539 this.strength_finished = 0;
540 this.invincible_finished = 0;
541 this.fire_endtime = -1;
542 this.revival_time = 0;
543 this.air_finished = time + 12;
545 entity spawnevent = new(spawnevent);
546 make_pure(spawnevent);
547 spawnevent.owner = this;
548 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
550 // Cut off any still running player sounds.
551 stopsound(this, CH_PLAYER_SINGLE);
554 FixPlayermodel(this);
555 this.drawonlytoclient = NULL;
558 this.view_ofs = PL_VIEW_OFS;
559 setsize(this, PL_MIN, PL_MAX);
560 this.spawnorigin = spot.origin;
561 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
562 // don't reset back to last position, even if new position is stuck in solid
563 this.oldorigin = this.origin;
564 this.prevorigin = this.origin;
565 this.lastteleporttime = time; // prevent insane speeds due to changing origin
566 this.hud = HUD_NORMAL;
568 this.event_damage = PlayerDamage;
570 this.bot_attack = true;
571 this.monster_attack = true;
573 this.spider_slowness = 0;
575 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
577 if (this.killcount == FRAGS_SPECTATOR) {
578 PlayerScore_Clear(this);
582 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
584 CL_SpawnWeaponentity(this, weaponentities[slot]);
586 this.alpha = default_player_alpha;
587 this.colormod = '1 1 1' * autocvar_g_player_brightness;
588 this.exteriorweaponentity.alpha = default_weapon_alpha;
590 this.speedrunning = false;
592 target_voicescript_clear(this);
594 // reset fields the weapons may use
595 FOREACH(Weapons, true, LAMBDA(
596 it.wr_resetplayer(it);
597 // reload all reloadable weapons
598 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
599 this.weapon_load[it.m_id] = it.reloading_ammo;
604 string s = spot.target;
605 spot.target = string_null;
606 WITH(entity, activator, this, LAMBDA(
607 WITH(entity, self, spot, SUB_UseTargets())
614 MUTATOR_CALLHOOK(PlayerSpawn, spot);
616 if (autocvar_spawn_debug)
618 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
619 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
622 this.switchweapon = w_getbestweapon(this);
623 this.cnt = -1; // W_LastWeapon will not complain
625 this.weaponname = "";
626 this.switchingweapon = 0;
628 if (!warmup_stage && !this.alivetime)
629 this.alivetime = time;
635 .float ebouncefactor, ebouncestop; // electro's values
636 // TODO do we need all these fields, or should we stop autodetecting runtime
637 // changes and just have a console command to update this?
638 bool ClientInit_SendEntity(entity this, entity to, int sf)
640 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
644 int channel = MSG_ONE;
645 WriteHeader(channel, ENT_CLIENT_INIT);
646 WriteByte(channel, g_nexball_meter_period * 32);
647 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
648 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
649 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
650 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
651 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
652 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
653 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
654 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
656 if(sv_foginterval && world.fog != "")
657 WriteString(channel, world.fog);
659 WriteString(channel, "");
660 WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
661 WriteCoord(channel, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
662 WriteCoord(channel, self.bouncestop); // g_balance_mortar_bouncestop
663 WriteCoord(channel, self.ebouncefactor); // g_balance_mortar_bouncefactor
664 WriteCoord(channel, self.ebouncestop); // g_balance_mortar_bouncestop
665 WriteByte(channel, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
666 WriteByte(channel, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
667 WriteByte(channel, serverflags); // client has to know if it should zoom or not
668 WriteByte(channel, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
669 WriteByte(channel, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
670 WriteCoord(channel, autocvar_g_trueaim_minrange);
671 WriteByte(channel, WEP_CVAR(porto, secondary)); // WEAPONTODO
673 MUTATOR_CALLHOOK(Ent_Init);
676 void ClientInit_CheckUpdate()
678 self.nextthink = time;
679 if(self.count != autocvar_g_balance_armor_blockpercent)
681 self.count = autocvar_g_balance_armor_blockpercent;
684 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
686 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
689 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
691 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
694 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
696 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
699 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
701 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
706 void ClientInit_Spawn()
709 entity e = new(clientinit);
711 e.think = ClientInit_CheckUpdate;
712 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
714 WITH(entity, self, e, ClientInit_CheckUpdate());
724 // initialize parms for a new player
725 parm1 = -(86400 * 366);
727 MUTATOR_CALLHOOK(SetNewParms);
735 void SetChangeParms ()
737 // save parms for level change
738 parm1 = self.parm_idlesince - time;
740 MUTATOR_CALLHOOK(SetChangeParms);
748 void DecodeLevelParms ()
751 self.parm_idlesince = parm1;
752 if(self.parm_idlesince == -(86400 * 366))
753 self.parm_idlesince = time;
755 // whatever happens, allow 60 seconds of idling directly after connect for map loading
756 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
758 MUTATOR_CALLHOOK(DecodeLevelParms);
765 Called when a client types 'kill' in the console
769 .float clientkill_nexttime;
770 void ClientKill_Now_TeamChange()
772 if(self.killindicator_teamchange == -1)
774 JoinBestTeam( self, false, true );
776 else if(self.killindicator_teamchange == -2)
779 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
780 PutObserverInServer();
783 SV_ChangeTeam(self.killindicator_teamchange - 1);
784 self.killindicator_teamchange = 0;
787 void ClientKill_Now()
791 vehicles_exit(VHEF_RELEASE);
792 if(!self.killindicator_teamchange)
794 self.vehicle_health = -1;
795 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
799 if(self.killindicator && !wasfreed(self.killindicator))
800 remove(self.killindicator);
802 self.killindicator = world;
804 if(self.killindicator_teamchange)
805 ClientKill_Now_TeamChange();
808 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
810 // now I am sure the player IS dead
812 void KillIndicator_Think()
816 self.owner.killindicator = world;
821 if (self.owner.alpha < 0 && !self.owner.vehicle)
823 self.owner.killindicator = world;
830 WITH(entity, self, self.owner, ClientKill_Now());
833 else if(g_cts && self.health == 1) // health == 1 means that it's silent
835 self.nextthink = time + 1;
841 setmodel(self, MDL_NUM(self.cnt));
842 if(IS_REAL_CLIENT(self.owner))
845 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
847 self.nextthink = time + 1;
852 float clientkilltime;
853 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
862 killtime = autocvar_g_balance_kill_delay;
864 if(g_race_qualifying || g_cts)
867 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
870 self.killindicator_teamchange = targetteam;
872 if(!self.killindicator)
874 if(self.deadflag == DEAD_NO)
876 killtime = max(killtime, self.clientkill_nexttime - time);
877 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
880 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
886 starttime = max(time, clientkilltime);
888 self.killindicator = spawn();
889 self.killindicator.owner = self;
890 self.killindicator.scale = 0.5;
891 setattachment(self.killindicator, self, "");
892 setorigin(self.killindicator, '0 0 52');
893 self.killindicator.think = KillIndicator_Think;
894 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
895 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
896 self.killindicator.cnt = ceil(killtime);
897 self.killindicator.count = bound(0, ceil(killtime), 10);
898 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
900 for(e = world; (e = find(e, classname, "body")) != world; )
904 e.killindicator = spawn();
905 e.killindicator.owner = e;
906 e.killindicator.scale = 0.5;
907 setattachment(e.killindicator, e, "");
908 setorigin(e.killindicator, '0 0 52');
909 e.killindicator.think = KillIndicator_Think;
910 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
911 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
912 e.killindicator.cnt = ceil(killtime);
917 if(self.killindicator)
919 if(targetteam == 0) // just die
921 self.killindicator.colormod = '0 0 0';
922 if(IS_REAL_CLIENT(self))
923 if(self.killindicator.cnt > 0)
924 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
926 else if(targetteam == -1) // auto
928 self.killindicator.colormod = '0 1 0';
929 if(IS_REAL_CLIENT(self))
930 if(self.killindicator.cnt > 0)
931 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
933 else if(targetteam == -2) // spectate
935 self.killindicator.colormod = '0.5 0.5 0.5';
936 if(IS_REAL_CLIENT(self))
937 if(self.killindicator.cnt > 0)
938 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
942 self.killindicator.colormod = Team_ColorRGB(targetteam);
943 if(IS_REAL_CLIENT(self))
944 if(self.killindicator.cnt > 0)
945 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
954 if(self.player_blocked) return;
955 if(self.frozen) return;
957 ClientKill_TeamChange(0);
960 void FixClientCvars(entity e)
962 // send prediction settings to the client
963 stuffcmd(e, "\nin_bindmap 0 0\n");
964 if(autocvar_g_antilag == 3) // client side hitscan
965 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
966 if(autocvar_sv_gentle)
967 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
970 float PlayerInIDList(entity p, string idlist)
975 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
979 // this function allows abbreviated player IDs too!
980 n = tokenize_console(idlist);
981 for(i = 0; i < n; ++i)
984 if(s == substring(p.crypto_idfp, 0, strlen(s)))
991 #ifdef DP_EXT_PRECONNECT
996 Called once (not at each match start) when a client begins a connection to the server
999 void ClientPreConnect ()
1001 if(autocvar_sv_eventlog)
1003 GameLogEcho(sprintf(":connect:%d:%d:%s",
1005 num_for_edict(self),
1006 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1016 Called when a client connects to the server
1019 void DecodeLevelParms ();
1020 void ClientConnect ()
1026 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1030 if(Ban_MaybeEnforceBanOnce(self))
1036 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1039 self.classname = "player_joining";
1041 self.flags = FL_CLIENT;
1042 self.version_nagtime = time + 10 + random() * 10;
1046 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1050 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1052 PlayerScore_Attach(self);
1053 ClientData_Attach();
1054 accuracy_init(self);
1055 Inventory_new(self);
1057 bot_clientconnect();
1063 // identify the right forced team
1064 if(autocvar_g_campaign)
1066 if(IS_REAL_CLIENT(self)) // only players, not bots
1068 switch(autocvar_g_campaign_forceteam)
1070 case 1: self.team_forced = NUM_TEAM_1; break;
1071 case 2: self.team_forced = NUM_TEAM_2; break;
1072 case 3: self.team_forced = NUM_TEAM_3; break;
1073 case 4: self.team_forced = NUM_TEAM_4; break;
1074 default: self.team_forced = 0;
1078 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1079 self.team_forced = NUM_TEAM_1;
1080 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1081 self.team_forced = NUM_TEAM_2;
1082 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1083 self.team_forced = NUM_TEAM_3;
1084 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1085 self.team_forced = NUM_TEAM_4;
1086 else if(autocvar_g_forced_team_otherwise == "red")
1087 self.team_forced = NUM_TEAM_1;
1088 else if(autocvar_g_forced_team_otherwise == "blue")
1089 self.team_forced = NUM_TEAM_2;
1090 else if(autocvar_g_forced_team_otherwise == "yellow")
1091 self.team_forced = NUM_TEAM_3;
1092 else if(autocvar_g_forced_team_otherwise == "pink")
1093 self.team_forced = NUM_TEAM_4;
1094 else if(autocvar_g_forced_team_otherwise == "spectate")
1095 self.team_forced = -1;
1096 else if(autocvar_g_forced_team_otherwise == "spectator")
1097 self.team_forced = -1;
1099 self.team_forced = 0;
1102 if(self.team_forced > 0)
1103 self.team_forced = 0;
1105 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1107 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1108 self.classname = STR_OBSERVER;
1112 if(autocvar_g_balance_teams)
1114 self.classname = STR_PLAYER;
1115 campaign_bots_may_start = 1;
1119 self.classname = STR_OBSERVER; // do it anyway
1124 self.classname = STR_PLAYER;
1125 campaign_bots_may_start = 1;
1129 self.playerid = (playerid_last = playerid_last + 1);
1131 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1133 if(IS_BOT_CLIENT(self))
1134 PlayerStats_GameReport_AddPlayer(self);
1136 if(autocvar_sv_eventlog)
1137 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1139 LogTeamchange(self.playerid, self.team, 1);
1141 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1143 self.netname_previous = strzone(self.netname);
1145 if(IS_PLAYER(self) && teamplay)
1146 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1148 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1150 stuffcmd(self, strcat(clientstuff, "\n"));
1151 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1153 FixClientCvars(self);
1155 // spawnfunc_waypoint sprites
1156 WaypointSprite_InitClient(self);
1158 // Wazat's grappling hook
1159 SetGrappleHookBindings();
1162 stuffcmd(self, "alias +jetpack +button10\n");
1163 stuffcmd(self, "alias -jetpack -button10\n");
1165 // get version info from player
1166 stuffcmd(self, "cmd clientversion $gameversion\n");
1168 // get other cvars from player
1171 // notify about available teams
1174 CheckAllowedTeams(self);
1175 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1176 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1179 stuffcmd(self, "set _teams_available 0\n");
1183 bot_relinkplayerlist();
1185 self.spectatortime = time;
1188 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1191 self.jointime = time;
1192 self.allowed_timeouts = autocvar_sv_timeout_number;
1194 if(IS_REAL_CLIENT(self))
1196 if(!autocvar_g_campaign)
1198 self.motd_actived_time = -1;
1199 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1202 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1203 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1206 if(!sv_foginterval && world.fog != "")
1207 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1209 W_HitPlotOpen(self);
1211 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
1212 send_CSQC_teamnagger();
1216 CSQCMODEL_AUTOINIT(self);
1218 self.model_randomizer = random();
1220 if(IS_REAL_CLIENT(self))
1223 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1224 WITH(entity, self, e, e.init_for_player(this));
1227 MUTATOR_CALLHOOK(ClientConnect, self);
1233 Called when a client disconnects from the server
1236 .entity chatbubbleentity;
1238 void ClientDisconnect ()
1241 vehicles_exit(VHEF_RELEASE);
1243 if (!IS_CLIENT(self))
1245 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1249 PlayerStats_GameReport_FinalizePlayer(self);
1251 if ( self.active_minigame )
1252 part_minigame(self);
1254 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1256 CheatShutdownClient();
1258 W_HitPlotClose(self);
1261 anticheat_shutdown();
1263 playerdemo_shutdown();
1265 bot_clientdisconnect();
1269 if(autocvar_sv_eventlog)
1270 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1272 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1274 MUTATOR_CALLHOOK(ClientDisconnect);
1276 Portal_ClearAll(self);
1280 RemoveGrapplingHook(self);
1282 // Here, everything has been done that requires this player to be a client.
1284 self.flags &= ~FL_CLIENT;
1286 if (self.chatbubbleentity)
1287 remove (self.chatbubbleentity);
1289 if (self.killindicator)
1290 remove (self.killindicator);
1292 WaypointSprite_PlayerGone();
1294 bot_relinkplayerlist();
1296 accuracy_free(self);
1297 Inventory_delete(self);
1298 ClientData_Detach();
1299 PlayerScore_Detach(self);
1301 if(self.netname_previous)
1302 strunzone(self.netname_previous);
1303 if(self.clientstatus)
1304 strunzone(self.clientstatus);
1305 if(self.weaponorder_byimpulse)
1306 strunzone(self.weaponorder_byimpulse);
1309 remove(self.personal);
1319 void ChatBubbleThink()
1321 self.nextthink = time;
1322 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1324 if(self.owner) // but why can that ever be world?
1325 self.owner.chatbubbleentity = world;
1332 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1334 if ( self.owner.active_minigame )
1335 self.mdl = "models/sprites/minigame_busy.iqm";
1336 else if ( self.owner.BUTTON_CHAT )
1337 self.mdl = "models/misc/chatbubble.spr";
1340 if ( self.model != self.mdl )
1341 _setmodel(self, self.mdl);
1345 void UpdateChatBubble()
1349 // spawn a chatbubble entity if needed
1350 if (!self.chatbubbleentity)
1352 self.chatbubbleentity = new(chatbubbleentity);
1353 self.chatbubbleentity.owner = self;
1354 self.chatbubbleentity.exteriormodeltoclient = self;
1355 self.chatbubbleentity.think = ChatBubbleThink;
1356 self.chatbubbleentity.nextthink = time;
1357 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1358 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1359 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1360 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1361 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1362 //self.chatbubbleentity.model = "";
1363 self.chatbubbleentity.effects = EF_LOWPRECISION;
1368 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1369 // added to the model skins
1370 /*void UpdateColorModHack()
1373 c = self.clientcolors & 15;
1374 // LordHavoc: only bothering to support white, green, red, yellow, blue
1375 if (!teamplay) self.colormod = '0 0 0';
1376 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1377 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1378 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1379 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1380 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1381 else self.colormod = '1 1 1';
1386 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1388 self.solid = SOLID_NOT;
1389 self.takedamage = DAMAGE_NO;
1390 self.movetype = MOVETYPE_FLY;
1391 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1392 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1393 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1394 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1395 if(autocvar_g_respawn_ghosts_maxtime)
1396 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1401 self.effects |= EF_NODRAW; // prevent another CopyBody
1402 PutClientInServer();
1405 void play_countdown(float finished, string samp)
1407 if(IS_REAL_CLIENT(self))
1408 if(floor(finished - time - frametime) != floor(finished - time))
1409 if(finished - time < 6)
1410 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1413 void player_powerups ()
1415 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1416 int items_prev = self.items;
1418 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1419 self.modelflags |= MF_ROCKET;
1421 self.modelflags &= ~MF_ROCKET;
1423 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1425 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1428 Fire_ApplyDamage(self);
1429 Fire_ApplyEffect(self);
1433 if (self.items & ITEM_Strength.m_itemid)
1435 play_countdown(self.strength_finished, SND(POWEROFF));
1436 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1437 if (time > self.strength_finished)
1439 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1440 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1441 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1446 if (time < self.strength_finished)
1448 self.items = self.items | ITEM_Strength.m_itemid;
1449 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1450 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1453 if (self.items & ITEM_Shield.m_itemid)
1455 play_countdown(self.invincible_finished, SND(POWEROFF));
1456 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1457 if (time > self.invincible_finished)
1459 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1460 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1461 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1466 if (time < self.invincible_finished)
1468 self.items = self.items | ITEM_Shield.m_itemid;
1469 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1470 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1473 if (self.items & IT_SUPERWEAPON)
1475 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1477 self.superweapons_finished = 0;
1478 self.items = self.items - (self.items & IT_SUPERWEAPON);
1479 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1480 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1482 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1484 // don't let them run out
1488 play_countdown(self.superweapons_finished, SND(POWEROFF));
1489 if (time > self.superweapons_finished)
1491 self.items = self.items - (self.items & IT_SUPERWEAPON);
1492 self.weapons &= ~WEPSET_SUPERWEAPONS;
1493 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1494 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1498 else if(self.weapons & WEPSET_SUPERWEAPONS)
1500 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1502 self.items = self.items | IT_SUPERWEAPON;
1503 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1504 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1508 self.superweapons_finished = 0;
1509 self.weapons &= ~WEPSET_SUPERWEAPONS;
1514 self.superweapons_finished = 0;
1518 if(autocvar_g_nodepthtestplayers)
1519 self.effects = self.effects | EF_NODEPTHTEST;
1521 if(autocvar_g_fullbrightplayers)
1522 self.effects = self.effects | EF_FULLBRIGHT;
1524 if (time >= game_starttime)
1525 if (time < self.spawnshieldtime)
1526 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1528 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1531 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1533 if(current > stable)
1535 else if(current > stable - 0.25) // when close enough, "snap"
1538 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1541 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1543 if(current < stable)
1545 else if(current < stable + 0.25) // when close enough, "snap"
1548 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1551 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1553 if(current > rotstable)
1555 if(rotframetime > 0)
1557 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1558 current = max(rotstable, current - rotlinear * rotframetime);
1561 else if(current < regenstable)
1563 if(regenframetime > 0)
1565 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1566 current = min(regenstable, current + regenlinear * regenframetime);
1576 void player_regen ()
1578 float max_mod, regen_mod, rot_mod, limit_mod;
1579 max_mod = regen_mod = rot_mod = limit_mod = 1;
1580 regen_mod_max = max_mod;
1581 regen_mod_regen = regen_mod;
1582 regen_mod_rot = rot_mod;
1583 regen_mod_limit = limit_mod;
1585 regen_health = autocvar_g_balance_health_regen;
1586 regen_health_linear = autocvar_g_balance_health_regenlinear;
1587 regen_health_rot = autocvar_g_balance_health_rot;
1588 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1589 regen_health_stable = autocvar_g_balance_health_regenstable;
1590 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1591 if(!MUTATOR_CALLHOOK(PlayerRegen))
1594 float mina, maxa, limith, limita;
1595 maxa = autocvar_g_balance_armor_rotstable;
1596 mina = autocvar_g_balance_armor_regenstable;
1597 limith = autocvar_g_balance_health_limit;
1598 limita = autocvar_g_balance_armor_limit;
1600 max_mod = regen_mod_max;
1601 regen_mod = regen_mod_regen;
1602 rot_mod = regen_mod_rot;
1603 limit_mod = regen_mod_limit;
1605 regen_health_rotstable = regen_health_rotstable * max_mod;
1606 regen_health_stable = regen_health_stable * max_mod;
1607 limith = limith * limit_mod;
1608 limita = limita * limit_mod;
1610 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);
1611 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);
1614 // if player rotted to death... die!
1615 // check this outside above checks, as player may still be able to rot to death
1619 vehicles_exit(VHEF_RELEASE);
1620 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1623 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1625 float minf, maxf, limitf;
1627 maxf = autocvar_g_balance_fuel_rotstable;
1628 minf = autocvar_g_balance_fuel_regenstable;
1629 limitf = autocvar_g_balance_fuel_limit;
1631 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);
1635 float zoomstate_set;
1636 void SetZoomState(float z)
1638 if(z != self.zoomstate)
1641 ClientData_Touch(self);
1646 void GetPressedKeys()
1649 MUTATOR_CALLHOOK(GetPressedKeys);
1650 int keys = this.pressedkeys;
1651 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1652 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1653 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1654 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1656 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1657 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1658 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1659 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1660 this.pressedkeys = keys;
1664 ======================
1665 spectate mode routines
1666 ======================
1669 void SpectateCopy(entity spectatee)
1671 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1672 self.armortype = spectatee.armortype;
1673 self.armorvalue = spectatee.armorvalue;
1674 self.ammo_cells = spectatee.ammo_cells;
1675 self.ammo_plasma = spectatee.ammo_plasma;
1676 self.ammo_shells = spectatee.ammo_shells;
1677 self.ammo_nails = spectatee.ammo_nails;
1678 self.ammo_rockets = spectatee.ammo_rockets;
1679 self.ammo_fuel = spectatee.ammo_fuel;
1680 self.clip_load = spectatee.clip_load;
1681 self.clip_size = spectatee.clip_size;
1682 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1683 self.health = spectatee.health;
1685 self.items = spectatee.items;
1686 self.last_pickup = spectatee.last_pickup;
1687 self.hit_time = spectatee.hit_time;
1688 self.strength_finished = spectatee.strength_finished;
1689 self.invincible_finished = spectatee.invincible_finished;
1690 self.pressedkeys = spectatee.pressedkeys;
1691 self.weapons = spectatee.weapons;
1692 self.switchweapon = spectatee.switchweapon;
1693 self.switchingweapon = spectatee.switchingweapon;
1694 self.weapon = spectatee.weapon;
1695 self.vortex_charge = spectatee.vortex_charge;
1696 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1697 self.hagar_load = spectatee.hagar_load;
1698 self.arc_heat_percent = spectatee.arc_heat_percent;
1699 self.minelayer_mines = spectatee.minelayer_mines;
1700 self.punchangle = spectatee.punchangle;
1701 self.view_ofs = spectatee.view_ofs;
1702 self.velocity = spectatee.velocity;
1703 self.dmg_take = spectatee.dmg_take;
1704 self.dmg_save = spectatee.dmg_save;
1705 self.dmg_inflictor = spectatee.dmg_inflictor;
1706 self.v_angle = spectatee.v_angle;
1707 self.angles = spectatee.v_angle;
1708 self.frozen = spectatee.frozen;
1709 self.revive_progress = spectatee.revive_progress;
1710 if(!self.BUTTON_USE)
1711 self.fixangle = true;
1712 setorigin(self, spectatee.origin);
1713 setsize(self, spectatee.mins, spectatee.maxs);
1714 SetZoomState(spectatee.zoomstate);
1716 anticheat_spectatecopy(spectatee);
1717 self.hud = spectatee.hud;
1718 if(spectatee.vehicle)
1720 self.fixangle = false;
1721 //self.velocity = spectatee.vehicle.velocity;
1722 self.vehicle_health = spectatee.vehicle_health;
1723 self.vehicle_shield = spectatee.vehicle_shield;
1724 self.vehicle_energy = spectatee.vehicle_energy;
1725 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1726 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1727 self.vehicle_reload1 = spectatee.vehicle_reload1;
1728 self.vehicle_reload2 = spectatee.vehicle_reload2;
1732 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1733 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1734 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1735 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1737 //WriteByte (MSG_ONE, SVC_SETVIEW);
1738 // WriteEntity(MSG_ONE, self);
1739 //makevectors(spectatee.v_angle);
1740 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1744 bool SpectateUpdate()
1749 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1751 SetSpectatee(self, NULL);
1755 SpectateCopy(self.enemy);
1762 if(!IS_PLAYER(self.enemy))
1766 WriteByte(MSG_ONE, SVC_SETVIEW);
1767 WriteEntity(MSG_ONE, self.enemy);
1768 self.movetype = MOVETYPE_NONE;
1769 accuracy_resend(self);
1771 if(!SpectateUpdate())
1772 PutObserverInServer();
1777 void SetSpectatee(entity player, entity spectatee)
1779 entity old_spectatee = player.enemy;
1781 player.enemy = spectatee;
1784 // these are required to fix the spectator bug with arc
1785 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1786 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1789 bool Spectate(entity pl)
1791 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1795 SetSpectatee(self, pl);
1796 return SpectateSet();
1801 other = find(self.enemy, classname, "player");
1803 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1804 other = spec_player;
1806 other = find(other, classname, "player");
1808 if(other) { SetSpectatee(self, other); }
1810 return SpectateSet();
1815 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1816 other = findchain(classname, "player");
1817 if (!other) // no player
1820 entity first = other;
1821 // skip players until current spectated player
1823 while(other && other != self.enemy)
1824 other = other.chain;
1826 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1828 case MUT_SPECPREV_FOUND:
1829 other = spec_player;
1831 case MUT_SPECPREV_RETURN:
1832 other = spec_player;
1834 case MUT_SPECPREV_CONTINUE:
1838 other = other.chain;
1845 SetSpectatee(self, other);
1846 return SpectateSet();
1851 ShowRespawnCountdown()
1853 Update a respawn countdown display.
1856 void ShowRespawnCountdown()
1859 if(self.deadflag == DEAD_NO) // just respawned?
1863 number = ceil(self.respawn_time - time);
1866 if(number <= self.respawn_countdown)
1868 self.respawn_countdown = number - 1;
1869 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
1870 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1875 void LeaveSpectatorMode()
1879 if(nJoinAllowed(self))
1881 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1883 self.classname = STR_PLAYER;
1885 if(autocvar_g_campaign || autocvar_g_balance_teams)
1886 { JoinBestTeam(self, false, true); }
1888 if(autocvar_g_campaign)
1889 { campaign_bots_may_start = 1; }
1891 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1893 PutClientInServer();
1895 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1898 stuffcmd(self, "menu_showteamselect\n");
1902 // Player may not join because g_maxplayers is set
1903 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1908 * Determines whether the player is allowed to join. This depends on cvar
1909 * g_maxplayers, if it isn't used this function always return true, otherwise
1910 * it checks whether the number of currently playing players exceeds g_maxplayers.
1911 * @return int number of free slots for players, 0 if none
1913 float nJoinAllowed(entity ignore)
1916 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1917 // so report 0 free slots if restricted
1919 if(autocvar_g_forced_team_otherwise == "spectate")
1921 if(autocvar_g_forced_team_otherwise == "spectator")
1925 if(self.team_forced < 0)
1926 return 0; // forced spectators can never join
1928 // TODO simplify this
1930 float totalClients = 0;
1935 if (!autocvar_g_maxplayers)
1936 return maxclients - totalClients;
1938 float currentlyPlaying = 0;
1939 FOR_EACH_REALCLIENT(e)
1940 if(IS_PLAYER(e) || e.caplayer)
1941 currentlyPlaying += 1;
1943 if(currentlyPlaying < autocvar_g_maxplayers)
1944 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1950 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1951 * g_maxplayers_spectator_blocktime seconds
1953 void checkSpectatorBlock()
1955 if(IS_SPEC(self) || IS_OBSERVER(self))
1957 if(IS_REAL_CLIENT(self))
1959 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1960 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1966 void PrintWelcomeMessage()
1968 if(self.motd_actived_time == 0)
1970 if (autocvar_g_campaign) {
1971 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1972 self.motd_actived_time = time;
1973 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1976 if (self.BUTTON_INFO) {
1977 self.motd_actived_time = time;
1978 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1982 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1984 if (autocvar_g_campaign) {
1985 if (self.BUTTON_INFO)
1986 self.motd_actived_time = time;
1987 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1988 self.motd_actived_time = 0;
1989 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1992 if (self.BUTTON_INFO)
1993 self.motd_actived_time = time;
1994 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1995 self.motd_actived_time = 0;
1996 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2000 else //if(self.motd_actived_time < 0) // just connected, motd is active
2002 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2003 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2004 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
2006 // instanctly hide MOTD
2007 self.motd_actived_time = 0;
2008 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2013 void ObserverThink()
2017 MinigameImpulse(self.impulse);
2020 float prefered_movetype;
2021 if (self.flags & FL_JUMPRELEASED) {
2022 if (self.BUTTON_JUMP && !self.version_mismatch) {
2023 self.flags &= ~FL_JUMPRELEASED;
2024 self.flags |= FL_SPAWNING;
2025 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2026 self.flags &= ~FL_JUMPRELEASED;
2027 if(SpectateNext()) {
2028 self.classname = STR_SPECTATOR;
2031 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2032 if (self.movetype != prefered_movetype)
2033 self.movetype = prefered_movetype;
2036 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2037 self.flags |= FL_JUMPRELEASED;
2038 if(self.flags & FL_SPAWNING)
2040 self.flags &= ~FL_SPAWNING;
2041 LeaveSpectatorMode();
2048 void SpectatorThink()
2052 if(MinigameImpulse(self.impulse))
2055 if (self.flags & FL_JUMPRELEASED) {
2056 if (self.BUTTON_JUMP && !self.version_mismatch) {
2057 self.flags &= ~FL_JUMPRELEASED;
2058 self.flags |= FL_SPAWNING;
2059 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2060 self.flags &= ~FL_JUMPRELEASED;
2061 if(SpectateNext()) {
2062 self.classname = STR_SPECTATOR;
2064 self.classname = STR_OBSERVER;
2065 PutClientInServer();
2068 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2069 self.flags &= ~FL_JUMPRELEASED;
2070 if(SpectatePrev()) {
2071 self.classname = STR_SPECTATOR;
2073 self.classname = STR_OBSERVER;
2074 PutClientInServer();
2077 } else if (self.BUTTON_ATCK2) {
2078 self.flags &= ~FL_JUMPRELEASED;
2079 self.classname = STR_OBSERVER;
2080 PutClientInServer();
2082 if(!SpectateUpdate())
2083 PutObserverInServer();
2086 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2087 self.flags |= FL_JUMPRELEASED;
2088 if(self.flags & FL_SPAWNING)
2090 self.flags &= ~FL_SPAWNING;
2091 LeaveSpectatorMode();
2095 if(!SpectateUpdate())
2096 PutObserverInServer();
2099 self.flags |= FL_CLIENT | FL_NOTARGET;
2102 void vehicles_enter (entity pl, entity veh);
2105 if (!IS_PLAYER(self))
2112 vehicles_exit(VHEF_NORMAL);
2116 else if(autocvar_g_vehicles_enter)
2119 if(self.deadflag == DEAD_NO)
2122 entity head, closest_target = world;
2123 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2125 while(head) // find the closest acceptable target to enter
2127 if(head.vehicle_flags & VHF_ISVEHICLE)
2128 if(head.deadflag == DEAD_NO)
2129 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2130 if(head.takedamage != DAMAGE_NO)
2134 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2135 { closest_target = head; }
2137 else { closest_target = head; }
2143 if(closest_target) { vehicles_enter(self, closest_target); return; }
2147 // a use key was pressed; call handlers
2148 MUTATOR_CALLHOOK(PlayerUseKey);
2156 Called every frame for each client before the physics are run
2159 .float usekeypressed;
2160 void() nexball_setstatus;
2161 .float last_vehiclecheck;
2163 void PlayerPreThink ()
2165 WarpZone_PlayerPhysics_FixVAngle();
2167 self.stat_game_starttime = game_starttime;
2168 self.stat_round_starttime = round_starttime;
2169 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2170 self.stat_leadlimit = autocvar_leadlimit;
2172 self.weaponsinmap = weaponsInMap;
2176 // physics frames: update anticheat stuff
2177 anticheat_prethink();
2180 if(blockSpectators && frametime)
2181 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2182 checkSpectatorBlock();
2186 // Savage: Check for nameless players
2187 if (isInvisibleString(self.netname)) {
2188 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2189 if(autocvar_sv_eventlog)
2190 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2191 if(self.netname_previous)
2192 strunzone(self.netname_previous);
2193 self.netname_previous = strzone(new_name);
2194 self.netname = self.netname_previous;
2195 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2196 } else if(self.netname_previous != self.netname) {
2197 if(autocvar_sv_eventlog)
2198 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2199 if(self.netname_previous)
2200 strunzone(self.netname_previous);
2201 self.netname_previous = strzone(self.netname);
2205 if(self.version_nagtime)
2206 if(self.cvar_g_xonoticversion)
2207 if(time > self.version_nagtime)
2209 // don't notify git users
2210 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2212 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2214 // notify release users if connecting to git
2215 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");
2216 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2221 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2224 // give users new version
2225 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");
2226 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2230 // notify users about old server version
2231 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");
2232 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2236 self.version_nagtime = 0;
2240 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2242 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2243 self.max_armorvalue = 0;
2246 if(self.frozen == 2)
2248 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2249 self.health = max(1, self.revive_progress * start_health);
2250 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2252 if(self.revive_progress >= 1)
2255 else if(self.frozen == 3)
2257 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2258 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2263 vehicles_exit(VHEF_RELEASE);
2264 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2266 else if ( self.revive_progress <= 0 )
2270 MUTATOR_CALLHOOK(PlayerPreThink);
2272 if(autocvar_g_vehicles_enter)
2273 if(time > self.last_vehiclecheck)
2278 if(self.deadflag == DEAD_NO)
2281 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2282 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2283 if(veh.deadflag == DEAD_NO)
2284 if(veh.takedamage != DAMAGE_NO)
2285 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2286 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2288 if(!veh.team || SAME_TEAM(self, veh))
2289 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2290 else if(autocvar_g_vehicles_steal)
2291 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2293 self.last_vehiclecheck = time + 1;
2296 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2298 if(self.BUTTON_USE && !self.usekeypressed)
2300 self.usekeypressed = self.BUTTON_USE;
2303 if(IS_REAL_CLIENT(self))
2304 PrintWelcomeMessage();
2309 CheckRules_Player();
2311 if (intermission_running)
2313 IntermissionThink (); // otherwise a button could be missed between
2314 return; // the think tics
2317 //don't allow the player to turn around while game is paused!
2318 if(timeout_status == TIMEOUT_ACTIVE) {
2319 // FIXME turn this into CSQC stuff
2320 self.v_angle = self.lastV_angle;
2321 self.angles = self.lastV_angle;
2322 self.fixangle = true;
2327 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2329 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));
2330 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));
2331 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));
2333 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2335 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));
2336 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));
2337 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));
2341 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2346 if (self.deadflag != DEAD_NO)
2348 if(self.personal && g_race_qualifying)
2350 if(time > self.respawn_time)
2352 self.respawn_time = time + 1; // only retry once a second
2353 self.stat_respawn_time = self.respawn_time;
2360 float button_pressed;
2363 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2365 if (self.deadflag == DEAD_DYING)
2367 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2368 self.deadflag = DEAD_RESPAWNING;
2369 else if(!button_pressed)
2370 self.deadflag = DEAD_DEAD;
2372 else if (self.deadflag == DEAD_DEAD)
2375 self.deadflag = DEAD_RESPAWNABLE;
2376 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2377 self.deadflag = DEAD_RESPAWNING;
2379 else if (self.deadflag == DEAD_RESPAWNABLE)
2382 self.deadflag = DEAD_RESPAWNING;
2384 else if (self.deadflag == DEAD_RESPAWNING)
2386 if(time > self.respawn_time)
2388 self.respawn_time = time + 1; // only retry once a second
2389 self.respawn_time_max = self.respawn_time;
2394 ShowRespawnCountdown();
2396 if(self.respawn_flags & RESPAWN_SILENT)
2397 self.stat_respawn_time = 0;
2398 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2399 self.stat_respawn_time = self.respawn_time_max;
2401 self.stat_respawn_time = self.respawn_time;
2404 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2405 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2406 self.stat_respawn_time *= -1;
2411 self.prevorigin = self.origin;
2413 float do_crouch = self.BUTTON_CROUCH;
2421 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2422 // It cannot be predicted by the engine!
2423 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2424 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2432 self.view_ofs = self.stat_pl_crouch_view_ofs;
2433 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2434 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2441 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2442 if (!trace_startsolid)
2444 self.crouch = false;
2445 self.view_ofs = self.stat_pl_view_ofs;
2446 setsize (self, self.stat_pl_min, self.stat_pl_max);
2451 FixPlayermodel(self);
2453 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2456 self.items &= ~self.items_added;
2458 W_WeaponFrame(self);
2460 self.items_added = 0;
2461 if(self.items & ITEM_Jetpack.m_itemid)
2462 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2463 self.items_added |= IT_FUEL;
2465 self.items |= self.items_added;
2470 // WEAPONTODO: Add a weapon request for this
2471 // rot vortex charge to the charge limit
2472 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2473 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2479 secrets_setstatus();
2482 monsters_setstatus();
2484 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2486 //self.angles_y=self.v_angle_y + 90; // temp
2487 } else if(gameover) {
2488 if (intermission_running)
2489 IntermissionThink (); // otherwise a button could be missed between
2491 } else if(IS_OBSERVER(self)) {
2493 } else if(IS_SPEC(self)) {
2497 // WEAPONTODO: Add weapon request for this
2499 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
2501 float oldspectatee_status;
2502 oldspectatee_status = self.spectatee_status;
2504 self.spectatee_status = num_for_edict(self.enemy);
2505 else if(IS_OBSERVER(self))
2506 self.spectatee_status = num_for_edict(self);
2508 self.spectatee_status = 0;
2509 if(self.spectatee_status != oldspectatee_status)
2511 ClientData_Touch(self);
2514 if(self.teamkill_soundtime)
2515 if(time > self.teamkill_soundtime)
2517 self.teamkill_soundtime = 0;
2519 setself(self.teamkill_soundsource);
2520 entity oldpusher = self.pusher;
2523 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2525 self.pusher = oldpusher;
2529 if(self.taunt_soundtime)
2530 if(time > self.taunt_soundtime)
2532 self.taunt_soundtime = 0;
2533 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2536 target_voicescript_next(self);
2538 // WEAPONTODO: Move into weaponsystem somehow
2539 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2541 self.clip_load = self.clip_size = 0;
2548 Called every frame for each client after the physics are run
2551 .float idlekick_lasttimeleft;
2552 void PlayerPostThink ()
2554 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2555 if(IS_REAL_CLIENT(self))
2556 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2558 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2560 if(self.idlekick_lasttimeleft)
2562 self.idlekick_lasttimeleft = 0;
2563 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2569 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2570 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2572 if(!self.idlekick_lasttimeleft)
2573 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2577 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2581 else if(timeleft <= 10)
2583 if(timeleft != self.idlekick_lasttimeleft)
2584 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2585 self.idlekick_lasttimeleft = timeleft;
2592 //CheckPlayerJump();
2594 if(IS_PLAYER(self)) {
2595 CheckRules_Player();
2599 if (intermission_running)
2600 return; // intermission or finale
2606 for(i = 0; i < 1000; ++i)
2609 end = self.origin + '0 0 1024' + 512 * randomvec();
2610 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2611 if(trace_fraction < 1)
2612 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2614 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2620 if(self.waypointsprite_attachedforcarrier)
2621 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2625 CSQCMODEL_AUTOUPDATE(self);