1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 float ClientData_Send(entity to, float sf)
20 if(to.classname == "spectator")
26 sf |= 1; // forced scoreboard
27 if(to.spectatee_status)
28 sf |= 2; // spectator ent number follows
31 if(e.porto_v_angle_held)
32 sf |= 8; // angles held
34 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35 WriteByte(MSG_ENTITY, sf);
38 WriteByte(MSG_ENTITY, to.spectatee_status);
42 WriteAngle(MSG_ENTITY, e.v_angle_x);
43 WriteAngle(MSG_ENTITY, e.v_angle_y);
49 void ClientData_Attach()
51 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52 self.clientdata.drawonlytoclient = self;
53 self.clientdata.owner = self;
56 void ClientData_Detach()
58 remove(self.clientdata);
59 self.clientdata = world;
62 void ClientData_Touch(entity e)
64 e.clientdata.SendFlags = 1;
66 // make it spectatable
68 FOR_EACH_REALCLIENT(e2)
71 if(e2.classname == "spectator")
73 e2.clientdata.SendFlags = 1;
78 .vector spawnpoint_score;
79 .string netname_previous;
81 void spawnfunc_info_player_survivor (void)
83 spawnfunc_info_player_deathmatch();
86 void spawnfunc_info_player_start (void)
88 spawnfunc_info_player_deathmatch();
91 void spawnfunc_info_player_deathmatch (void)
93 self.classname = "info_player_deathmatch";
94 relocate_spawnpoint();
100 if(have_team_spawns > 0)
102 self.team = activator.team;
103 some_spawn_has_been_used = 1;
108 // _x: prio (-1 if unusable)
110 vector Spawn_Score(entity spot, float mindist, float teamcheck)
112 float shortest, thisdist;
118 // filter out spots for the wrong team
120 if(spot.team != teamcheck)
124 if(spot.target == "")
127 if(clienttype(self) == CLIENTTYPE_REAL)
129 if(spot.restriction == 1)
134 if(spot.restriction == 2)
138 shortest = vlen(world.maxs - world.mins);
139 FOR_EACH_PLAYER(player) if (player != self)
141 thisdist = vlen(player.origin - spot.origin);
142 if (thisdist < shortest)
145 if(shortest > mindist)
146 prio += SPAWN_PRIO_GOOD_DISTANCE;
148 spawn_score = prio * '1 0 0' + shortest * '0 1 0';
151 // filter out spots for assault
152 if(spot.target != "") {
157 for(ent = world; (ent = find(ent, targetname, spot.target)); )
160 if(ent.spawn_evalfunc)
162 entity oldself = self;
164 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
166 if(spawn_score_x < 0)
173 dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
178 MUTATOR_CALLHOOK(Spawn_Score);
182 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
185 for(spot = firstspot; spot; spot = spot.chain)
186 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
189 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
191 entity spot, spotlist, spotlistend;
196 Spawn_ScoreAll(firstspot, mindist, teamcheck);
198 for(spot = firstspot; spot; spot = spot.chain)
200 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
203 spotlistend.chain = spot;
210 spotlistend.chain = world;
215 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
217 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
218 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
221 RandomSelection_Init();
222 for(spot = firstspot; spot; spot = spot.chain)
223 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
225 return RandomSelection_chosen_ent;
232 Finds a point to respawn
235 entity SelectSpawnPoint (float anypoint)
238 entity spot, firstspot;
240 spot = find (world, classname, "testplayerstart");
244 if(anypoint || autocvar_g_spawn_useallspawns)
246 else if(have_team_spawns > 0)
248 if(have_team_spawns_forteam[self.team] == 0)
250 // we request a spawn for a team, and we have team
251 // spawns, but that team has no spawns?
252 if(have_team_spawns_forteam[0])
256 // if not, any spawn has to do
260 teamcheck = self.team; // MUST be team
262 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
263 teamcheck = 0; // MUST be noteam
266 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
269 // get the entire list of spots
270 firstspot = findchain(classname, "info_player_deathmatch");
271 // filter out the bad ones
272 // (note this returns the original list if none survived)
275 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
280 if (arena_roundbased && !g_ca)
284 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
286 // there is 50/50 chance of choosing a random spot or the furthest spot
287 // (this means that roughly every other spawn will be furthest, so you
288 // usually won't get fragged at spawn twice in a row)
289 if (random() > autocvar_g_spawn_furthest)
290 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
292 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
297 if(autocvar_spawn_debug)
301 if(some_spawn_has_been_used)
302 return world; // team can't spawn any more, because of actions of other team
304 error("Cannot find a spawn point - please fix the map!");
315 Checks if the argument string can be a valid playermodel.
316 Returns a valid one in doubt.
319 string FallbackPlayerModel;
320 string CheckPlayerModel(string plyermodel) {
321 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
323 // note: we cannot summon Don Strunzone here, some player may
324 // still have the model string set. In case anyone manages how
325 // to change a cvar default, we'll have a small leak here.
326 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
328 // only in right path
329 if( substring(plyermodel,0,14) != "models/player/")
330 return FallbackPlayerModel;
331 // only good file extensions
332 if(substring(plyermodel,-4,4) != ".zym")
333 if(substring(plyermodel,-4,4) != ".dpm")
334 if(substring(plyermodel,-4,4) != ".iqm")
335 if(substring(plyermodel,-4,4) != ".md3")
336 if(substring(plyermodel,-4,4) != ".psk")
337 return FallbackPlayerModel;
338 // forbid the LOD models
339 if(substring(plyermodel, -9,5) == "_lod1")
340 return FallbackPlayerModel;
341 if(substring(plyermodel, -9,5) == "_lod2")
342 return FallbackPlayerModel;
343 if(plyermodel != strtolower(plyermodel))
344 return FallbackPlayerModel;
345 // also, restrict to server models
346 if(autocvar_sv_servermodelsonly)
348 if(!fexists(plyermodel))
349 return FallbackPlayerModel;
354 void setplayermodel(entity e, string modelname)
356 precache_model(modelname);
357 setmodel(e, modelname);
358 player_setupanimsformodel();
359 UpdatePlayerSounds();
366 putting a client as observer in the server
369 void FixPlayermodel();
370 void PutObserverInServer (void)
373 self.hud = HUD_NORMAL;
374 race_PreSpawnObserver();
376 spot = SelectSpawnPoint (TRUE);
378 error("No spawnpoints for observers?!?\n");
379 RemoveGrapplingHook(self); // Wazat's Grappling Hook
381 if(clienttype(self) == CLIENTTYPE_REAL)
384 WriteByte(MSG_ONE, SVC_SETVIEW);
385 WriteEntity(MSG_ONE, self);
388 MUTATOR_CALLHOOK(MakePlayerObserver);
390 minstagib_stop_countdown(self);
392 Portal_ClearAll(self);
397 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
402 vehicles_exit(VHEF_RELESE);
404 WaypointSprite_PlayerDead();
406 if not(g_ca) // don't reset teams when moving a ca player to the spectators
407 self.team = -1; // move this as it is needed to log the player spectating in eventlog
409 if(self.killcount != -666) {
411 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
412 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
414 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
415 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
417 if(self.just_joined == FALSE) {
418 LogTeamchange(self.playerid, -1, 4);
420 self.just_joined = FALSE;
423 PlayerScore_Clear(self); // clear scores when needed
425 accuracy_resend(self);
427 self.spectatortime = time;
429 self.classname = "observer";
430 self.iscreature = FALSE;
431 self.teleportable = TELEPORT_SIMPLE;
432 self.damagedbycontents = FALSE;
434 self.takedamage = DAMAGE_NO;
435 self.solid = SOLID_NOT;
436 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
437 self.flags = FL_CLIENT | FL_NOTARGET;
438 self.armorvalue = 666;
440 self.armorvalue = autocvar_g_balance_armor_start;
441 self.pauserotarmor_finished = 0;
442 self.pauserothealth_finished = 0;
443 self.pauseregen_finished = 0;
444 self.damageforcescale = 0;
446 self.respawn_time = 0;
451 self.pain_finished = 0;
452 self.strength_finished = 0;
453 self.invincible_finished = 0;
454 self.superweapons_finished = 0;
457 self.think = func_null;
460 self.deadflag = DEAD_NO;
461 self.angles = spot.angles;
463 self.fixangle = TRUE;
466 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
467 self.prevorigin = self.origin;
469 WEPSET_CLEAR_E(self);
472 setmodel(self, "null");
473 self.drawonlytoclient = self;
475 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
476 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
479 self.weaponname = "";
480 self.switchingweapon = 0;
481 self.weaponmodel = "";
482 self.weaponentity = world;
483 self.exteriorweaponentity = world;
484 self.killcount = -666;
485 self.velocity = '0 0 0';
486 self.avelocity = '0 0 0';
487 self.punchangle = '0 0 0';
488 self.punchvector = '0 0 0';
489 self.oldvelocity = self.velocity;
490 self.fire_endtime = -1;
494 if(self.version_mismatch)
496 self.frags = FRAGS_SPECTATOR;
497 Spawnqueue_Unmark(self);
498 Spawnqueue_Remove(self);
502 self.frags = FRAGS_LMS_LOSER;
503 Spawnqueue_Insert(self);
508 // Only if the player cannot play at all
509 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
510 self.frags = FRAGS_SPECTATOR;
512 self.frags = FRAGS_LMS_LOSER;
517 self.frags = FRAGS_LMS_LOSER;
519 self.frags = FRAGS_SPECTATOR;
521 else if((g_race && g_race_qualifying) || g_cts)
523 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
524 self.frags = FRAGS_LMS_LOSER;
526 self.frags = FRAGS_SPECTATOR;
529 self.frags = FRAGS_SPECTATOR;
532 .float model_randomizer;
533 void FixPlayermodel()
536 float defaultskin, chmdl, oldskin, n, i;
543 if(autocvar_sv_defaultcharacter == 1)
548 s = Team_ColorName_Lower(self.team);
551 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
552 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
556 if(defaultmodel == "")
558 defaultmodel = autocvar_sv_defaultplayermodel;
559 defaultskin = autocvar_sv_defaultplayerskin;
562 n = tokenize_console(defaultmodel);
564 defaultmodel = argv(floor(n * self.model_randomizer));
566 i = strstrofs(defaultmodel, ":", 0);
569 defaultskin = stof(substring(defaultmodel, i+1, -1));
570 defaultmodel = substring(defaultmodel, 0, i);
574 if(defaultmodel != "")
576 if (defaultmodel != self.model)
580 setplayermodel (self, defaultmodel);
581 setsize (self, m1, m2);
586 self.skin = defaultskin;
588 if (self.playermodel != self.model || self.playermodel == "")
590 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
593 setplayermodel (self, self.playermodel);
594 setsize (self, m1, m2);
599 self.skin = stof(self.playerskin);
602 if(chmdl || oldskin != self.skin) // model or skin has changed
604 self.species = player_getspecies(); // update species
605 UpdatePlayerSounds(); // update skin sounds
609 if(strlen(autocvar_sv_defaultplayercolors))
610 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
611 setcolor(self, stof(autocvar_sv_defaultplayercolors));
614 void PlayerTouchExplode(entity p1, entity p2)
617 org = (p1.origin + p2.origin) * 0.5;
618 org_z += (p1.mins_z + p2.mins_z) * 0.5;
625 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
633 Called when a client spawns in the server
637 void PutClientInServer (void)
639 if(clienttype(self) == CLIENTTYPE_BOT)
641 self.classname = "player";
645 else if(clienttype(self) == CLIENTTYPE_REAL)
648 WriteByte(MSG_ONE, SVC_SETVIEW);
649 WriteEntity(MSG_ONE, self);
655 // player is dead and becomes observer
656 // FIXME fix LMS scoring for new system
659 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
660 self.classname = "observer";
663 if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
664 self.classname = "observer";
667 self.classname = "observer";
669 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
670 entity spot, oldself;
673 accuracy_resend(self);
676 JoinBestTeam(self, FALSE, TRUE);
680 spot = SelectSpawnPoint (FALSE);
683 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
684 return; // spawn failed
687 RemoveGrapplingHook(self); // Wazat's Grappling Hook
689 self.classname = "player";
690 self.wasplayer = TRUE;
691 self.iscreature = TRUE;
692 self.teleportable = TELEPORT_NORMAL;
693 self.damagedbycontents = TRUE;
694 self.movetype = MOVETYPE_WALK;
695 self.solid = SOLID_SLIDEBOX;
696 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
697 if(autocvar_g_playerclip_collisions)
698 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
699 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
700 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
701 self.frags = FRAGS_PLAYER;
702 if(INDEPENDENT_PLAYERS)
703 MAKE_INDEPENDENT_PLAYER(self);
704 self.flags = FL_CLIENT;
705 if(autocvar__notarget)
706 self.flags |= FL_NOTARGET;
707 self.takedamage = DAMAGE_AIM;
709 self.effects = EF_FULLBRIGHT;
712 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
713 self.air_finished = time + 12;
715 if(autocvar_g_balance_nex_charge)
717 if(autocvar_g_balance_nex_secondary_chargepool)
718 self.nex_chargepool_ammo = 1;
719 self.nex_charge = autocvar_g_balance_nex_charge_start;
724 self.ammo_shells = warmup_start_ammo_shells;
725 self.ammo_nails = warmup_start_ammo_nails;
726 self.ammo_rockets = warmup_start_ammo_rockets;
727 self.ammo_cells = warmup_start_ammo_cells;
728 self.ammo_fuel = warmup_start_ammo_fuel;
729 self.health = warmup_start_health;
730 self.armorvalue = warmup_start_armorvalue;
731 WEPSET_COPY_EA(self, warmup_start_weapons);
735 self.ammo_shells = start_ammo_shells;
736 self.ammo_nails = start_ammo_nails;
737 self.ammo_rockets = start_ammo_rockets;
738 self.ammo_cells = start_ammo_cells;
739 self.ammo_fuel = start_ammo_fuel;
740 self.health = start_health;
741 self.armorvalue = start_armorvalue;
742 WEPSET_COPY_EA(self, start_weapons);
745 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
746 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
748 self.superweapons_finished = 0;
750 if(g_weaponarena_random)
752 if(g_weaponarena_random_with_laser)
753 WEPSET_ANDNOT_EW(self, WEP_LASER);
754 W_RandomWeapons(self, g_weaponarena_random);
755 if(g_weaponarena_random_with_laser)
756 WEPSET_OR_EW(self, WEP_LASER);
759 self.items = start_items;
761 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
762 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
763 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
764 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
765 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
766 //extend the pause of rotting if client was reset at the beginning of the countdown
767 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
768 self.spawnshieldtime += game_starttime - time;
769 self.pauserotarmor_finished += game_starttime - time;
770 self.pauserothealth_finished += game_starttime - time;
771 self.pauseregen_finished += game_starttime - time;
773 self.damageforcescale = 2;
775 self.respawn_time = 0;
779 self.pain_finished = 0;
780 self.strength_finished = 0;
781 self.invincible_finished = 0;
783 // players have no think function
784 self.think = func_null;
788 self.ballistics_density = autocvar_g_ballistics_density_player;
792 self.deadflag = DEAD_NO;
794 self.angles = spot.angles;
796 self.angles_z = 0; // never spawn tilted even if the spot says to
797 self.fixangle = TRUE; // turn this way immediately
798 self.velocity = '0 0 0';
799 self.avelocity = '0 0 0';
800 self.punchangle = '0 0 0';
801 self.punchvector = '0 0 0';
802 self.oldvelocity = self.velocity;
803 self.fire_endtime = -1;
806 WRITESPECTATABLE_MSG_ONE({
807 WriteByte(MSG_ONE, SVC_TEMPENTITY);
808 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
813 self.drawonlytoclient = world;
816 self.view_ofs = PL_VIEW_OFS;
817 setsize (self, PL_MIN, PL_MAX);
818 self.spawnorigin = spot.origin;
819 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
820 // don't reset back to last position, even if new position is stuck in solid
821 self.oldorigin = self.origin;
822 self.prevorigin = self.origin;
823 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
824 self.lastteleporttime = time; // prevent insane speeds due to changing origin
825 self.hud = HUD_NORMAL;
829 Spawnqueue_Remove(self);
830 Spawnqueue_Mark(self);
835 self.event_damage = PlayerDamage;
837 self.bot_attack = TRUE;
839 self.statdraintime = time + 5;
840 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
842 if(self.killcount == -666) {
843 PlayerScore_Clear(self);
847 CL_SpawnWeaponentity();
848 self.alpha = default_player_alpha;
849 self.colormod = '1 1 1' * autocvar_g_player_brightness;
850 self.exteriorweaponentity.alpha = default_weapon_alpha;
852 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
853 self.lms_traveled_distance = 0;
854 self.speedrunning = FALSE;
856 race_PostSpawn(spot);
858 //stuffcmd(self, "chase_active 0");
859 //stuffcmd(self, "set viewsize $tmpviewsize \n");
862 if(self.team == assault_attacker_team)
863 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
865 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
868 target_voicescript_clear(self);
870 // reset fields the weapons may use
871 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
873 weapon_action(j, WR_RESETPLAYER);
875 // all weapons must be fully loaded when we spawn
877 e = get_weaponinfo(j);
878 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
879 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
887 self.target = string_null;
894 MUTATOR_CALLHOOK(PlayerSpawn);
896 if(autocvar_spawn_debug)
898 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
899 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
902 self.switchweapon = w_getbestweapon(self);
903 self.cnt = -1; // W_LastWeapon will not complain
905 self.weaponname = "";
906 self.switchingweapon = 0;
910 self.alivetime = time;
914 if (autocvar_g_spawnsound)
915 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
916 } else if(self.classname == "observer") {
917 PutObserverInServer ();
921 .float ebouncefactor, ebouncestop; // electro's values
922 // TODO do we need all these fields, or should we stop autodetecting runtime
923 // changes and just have a console command to update this?
924 float ClientInit_SendEntity(entity to, float sf)
926 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
927 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
928 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
929 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
930 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
931 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
932 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
933 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
934 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
935 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
936 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
937 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
938 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
939 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
940 if(sv_foginterval && world.fog != "")
941 WriteString(MSG_ENTITY, world.fog);
943 WriteString(MSG_ENTITY, "");
944 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
945 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
946 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
947 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
948 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
949 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
950 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
951 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
952 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
953 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
954 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
955 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
956 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
960 void ClientInit_CheckUpdate()
962 self.nextthink = time;
963 if(self.count != autocvar_g_balance_armor_blockpercent)
965 self.count = autocvar_g_balance_armor_blockpercent;
968 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
970 self.cnt = autocvar_g_balance_weaponswitchdelay;
973 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
975 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
978 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
980 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
983 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
985 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
988 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
990 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
995 void ClientInit_Spawn()
1000 e.classname = "clientinit";
1001 e.think = ClientInit_CheckUpdate;
1002 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1006 ClientInit_CheckUpdate();
1015 void SetNewParms (void)
1017 // initialize parms for a new player
1018 parm1 = -(86400 * 366);
1026 void SetChangeParms (void)
1028 // save parms for level change
1029 parm1 = self.parm_idlesince - time;
1037 void DecodeLevelParms (void)
1040 self.parm_idlesince = parm1;
1041 if(self.parm_idlesince == -(86400 * 366))
1042 self.parm_idlesince = time;
1044 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1045 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1052 Called when a client types 'kill' in the console
1056 .float clientkill_nexttime;
1057 void ClientKill_Now_TeamChange()
1059 if(self.killindicator_teamchange == -1)
1061 JoinBestTeam( self, FALSE, TRUE );
1063 else if(self.killindicator_teamchange == -2)
1068 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1069 PutObserverInServer();
1072 SV_ChangeTeam(self.killindicator_teamchange - 1);
1075 void ClientKill_Now()
1079 vehicles_exit(VHEF_RELESE);
1080 if(!self.killindicator_teamchange)
1082 self.vehicle_health = -1;
1083 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1087 if(self.killindicator && !wasfreed(self.killindicator))
1088 remove(self.killindicator);
1090 self.killindicator = world;
1092 if(self.killindicator_teamchange)
1093 ClientKill_Now_TeamChange();
1096 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1098 // now I am sure the player IS dead
1100 void KillIndicator_Think()
1104 self.owner.killindicator = world;
1109 if (self.owner.alpha < 0 && !self.owner.vehicle)
1111 self.owner.killindicator = world;
1119 ClientKill_Now(); // no oldself needed
1122 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1124 self.nextthink = time + 1;
1130 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1131 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1134 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(self.cnt)); }
1136 self.nextthink = time + 1;
1141 float clientkilltime;
1142 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1151 killtime = autocvar_g_balance_kill_delay;
1153 if(g_race_qualifying || g_cts)
1156 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1158 remove(self.killindicator);
1159 self.killindicator = world;
1161 ClientKill_Now(); // allow instant kill in this case
1165 self.killindicator_teamchange = targetteam;
1167 if(!self.killindicator)
1169 if(self.deadflag == DEAD_NO)
1171 killtime = max(killtime, self.clientkill_nexttime - time);
1172 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1175 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1181 starttime = max(time, clientkilltime);
1183 self.killindicator = spawn();
1184 self.killindicator.owner = self;
1185 self.killindicator.scale = 0.5;
1186 setattachment(self.killindicator, self, "");
1187 setorigin(self.killindicator, '0 0 52');
1188 self.killindicator.think = KillIndicator_Think;
1189 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1190 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1191 self.killindicator.cnt = ceil(killtime);
1192 self.killindicator.count = bound(0, ceil(killtime), 10);
1193 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1195 for(e = world; (e = find(e, classname, "body")) != world; )
1199 e.killindicator = spawn();
1200 e.killindicator.owner = e;
1201 e.killindicator.scale = 0.5;
1202 setattachment(e.killindicator, e, "");
1203 setorigin(e.killindicator, '0 0 52');
1204 e.killindicator.think = KillIndicator_Think;
1205 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1206 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1207 e.killindicator.cnt = ceil(killtime);
1212 if(self.killindicator)
1214 if(targetteam == 0) // just die
1216 self.killindicator.colormod = '0 0 0';
1217 if(clienttype(self) == CLIENTTYPE_REAL)
1218 if(self.killindicator.cnt > 0)
1219 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1221 else if(targetteam == -1) // auto
1223 self.killindicator.colormod = '0 1 0';
1224 if(clienttype(self) == CLIENTTYPE_REAL)
1225 if(self.killindicator.cnt > 0)
1226 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1228 else if(targetteam == -2) // spectate
1230 self.killindicator.colormod = '0.5 0.5 0.5';
1231 if(clienttype(self) == CLIENTTYPE_REAL)
1232 if(self.killindicator.cnt > 0)
1233 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1237 self.killindicator.colormod = Team_ColorRGB(targetteam);
1238 if(clienttype(self) == CLIENTTYPE_REAL)
1239 if(self.killindicator.cnt > 0)
1240 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1246 void ClientKill (void)
1251 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1255 else if(self.freezetag_frozen)
1260 ClientKill_TeamChange(0);
1263 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
1265 e.killindicator = spawn();
1266 e.killindicator.owner = e;
1267 e.killindicator.think = KillIndicator_Think;
1268 e.killindicator.nextthink = time + (e.lip) * 0.05;
1269 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1270 e.killindicator.health = 1; // this is used to indicate that it should be silent
1274 void FixClientCvars(entity e)
1276 // send prediction settings to the client
1277 stuffcmd(e, "\nin_bindmap 0 0\n");
1279 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1280 if(autocvar_g_antilag == 3) // client side hitscan
1281 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1282 if(autocvar_sv_gentle)
1283 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1285 * we no longer need to stuff this. Remove this comment block if you feel
1286 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1287 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1288 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1289 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1290 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1291 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1292 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1293 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1294 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1295 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1296 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1297 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1298 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1299 stuffcmd(e, "cl_movement_edgefriction 1\n");
1303 float PlayerInIDList(entity p, string idlist)
1308 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1309 if not(p.crypto_idfp)
1312 // this function allows abbreviated player IDs too!
1313 n = tokenize_console(idlist);
1314 for(i = 0; i < n; ++i)
1317 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1328 Called when a client connects to the server
1331 void DecodeLevelParms (void);
1332 //void dom_player_join_team(entity pl);
1333 void set_dom_state(entity e);
1334 void ClientConnect (void)
1338 if(self.flags & FL_CLIENT)
1340 print("Warning: ClientConnect, but already connected!\n");
1344 if(Ban_MaybeEnforceBanOnce(self))
1350 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1353 self.classname = "player_joining";
1355 self.flags = FL_CLIENT;
1356 self.version_nagtime = time + 10 + random() * 10;
1360 dprint("BUG player count is lower than zero, this cannot happen!\n");
1364 PlayerScore_Attach(self);
1365 ClientData_Attach();
1366 accuracy_init(self);
1368 bot_clientconnect();
1374 race_PreSpawnObserver();
1376 // identify the right forced team
1377 if(autocvar_g_campaign)
1379 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1381 switch(autocvar_g_campaign_forceteam)
1383 case 1: self.team_forced = NUM_TEAM_1; break;
1384 case 2: self.team_forced = NUM_TEAM_2; break;
1385 case 3: self.team_forced = NUM_TEAM_3; break;
1386 case 4: self.team_forced = NUM_TEAM_4; break;
1387 default: self.team_forced = 0;
1391 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1392 self.team_forced = NUM_TEAM_1;
1393 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1394 self.team_forced = NUM_TEAM_2;
1395 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1396 self.team_forced = NUM_TEAM_3;
1397 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1398 self.team_forced = NUM_TEAM_4;
1399 else if(autocvar_g_forced_team_otherwise == "red")
1400 self.team_forced = NUM_TEAM_1;
1401 else if(autocvar_g_forced_team_otherwise == "blue")
1402 self.team_forced = NUM_TEAM_2;
1403 else if(autocvar_g_forced_team_otherwise == "yellow")
1404 self.team_forced = NUM_TEAM_3;
1405 else if(autocvar_g_forced_team_otherwise == "pink")
1406 self.team_forced = NUM_TEAM_4;
1407 else if(autocvar_g_forced_team_otherwise == "spectate")
1408 self.team_forced = -1;
1409 else if(autocvar_g_forced_team_otherwise == "spectator")
1410 self.team_forced = -1;
1412 self.team_forced = 0;
1415 if(self.team_forced > 0)
1416 self.team_forced = 0;
1418 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1420 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1421 self.classname = "observer";
1425 if(autocvar_g_balance_teams)
1427 self.classname = "player";
1428 campaign_bots_may_start = 1;
1432 self.classname = "observer"; // do it anyway
1437 self.classname = "player";
1438 campaign_bots_may_start = 1;
1442 self.playerid = (playerid_last = playerid_last + 1);
1444 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1446 if(clienttype(self) == CLIENTTYPE_BOT)
1447 PlayerStats_AddPlayer(self);
1449 if(autocvar_sv_eventlog)
1450 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1452 LogTeamchange(self.playerid, self.team, 1);
1454 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1456 self.netname_previous = strzone(self.netname);
1458 if((self.classname == STR_PLAYER && teamplay))
1459 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1461 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1463 stuffcmd(self, strcat(clientstuff, "\n"));
1464 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1466 FixClientCvars(self);
1468 // spawnfunc_waypoint sprites
1469 WaypointSprite_InitClient(self);
1471 // Wazat's grappling hook
1472 SetGrappleHookBindings();
1474 // get version info from player
1475 stuffcmd(self, "cmd clientversion $gameversion\n");
1477 // get other cvars from player
1480 // notify about available teams
1483 CheckAllowedTeams(self);
1484 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1485 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1488 stuffcmd(self, "set _teams_available 0\n");
1492 self.classname = "observer";
1494 Spawnqueue_Insert(self);
1499 bot_relinkplayerlist();
1501 self.spectatortime = time;
1504 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1507 self.jointime = time;
1508 self.allowed_timeouts = autocvar_sv_timeout_number;
1510 if(clienttype(self) == CLIENTTYPE_REAL)
1512 if(!autocvar_g_campaign)
1514 self.motd_actived_time = -1;
1515 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1518 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1519 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1524 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1526 PlayerScore_Add(self, SP_LMS_RANK, 666);
1527 self.frags = FRAGS_SPECTATOR;
1531 if(!sv_foginterval && world.fog != "")
1532 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1534 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1536 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1537 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1540 self.hitplotfh = -1;
1542 if(g_race || g_cts) {
1550 race_send_recordtime(MSG_ONE);
1551 race_send_speedaward(MSG_ONE);
1553 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1554 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1555 race_send_speedaward_alltimebest(MSG_ONE);
1558 for (i = 1; i <= RANKINGS_CNT; ++i) {
1559 race_SendRankings(i, 0, 0, MSG_ONE);
1562 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1563 send_CSQC_teamnagger();
1567 CSQCMODEL_AUTOINIT();
1569 self.model_randomizer = random();
1571 if(clienttype(self) != CLIENTTYPE_REAL)
1576 MUTATOR_CALLHOOK(ClientConnect);
1582 Called when a client disconnects from the server
1585 .entity chatbubbleentity;
1587 void ClientDisconnect (void)
1590 vehicles_exit(VHEF_RELESE);
1592 if not(self.flags & FL_CLIENT)
1594 print("Warning: ClientDisconnect without ClientConnect\n");
1598 PlayerStats_AddGlobalInfo(self);
1600 CheatShutdownClient();
1602 if(self.hitplotfh >= 0)
1604 fclose(self.hitplotfh);
1605 self.hitplotfh = -1;
1609 anticheat_shutdown();
1611 playerdemo_shutdown();
1613 bot_clientdisconnect();
1618 if(autocvar_sv_eventlog)
1619 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1621 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1623 MUTATOR_CALLHOOK(ClientDisconnect);
1625 Portal_ClearAll(self);
1627 RemoveGrapplingHook(self);
1629 // Here, everything has been done that requires this player to be a client.
1631 self.flags &~= FL_CLIENT;
1633 if (self.chatbubbleentity)
1634 remove (self.chatbubbleentity);
1636 if (self.killindicator)
1637 remove (self.killindicator);
1639 WaypointSprite_PlayerGone();
1641 bot_relinkplayerlist();
1645 Spawnqueue_Unmark(self);
1646 Spawnqueue_Remove(self);
1649 accuracy_free(self);
1650 ClientData_Detach();
1651 PlayerScore_Detach(self);
1653 if(self.netname_previous)
1654 strunzone(self.netname_previous);
1655 if(self.clientstatus)
1656 strunzone(self.clientstatus);
1657 if(self.weaponorder_byimpulse)
1658 strunzone(self.weaponorder_byimpulse);
1660 ClearPlayerSounds();
1663 remove(self.personal);
1673 void ChatBubbleThink()
1675 self.nextthink = time;
1676 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1678 if(self.owner) // but why can that ever be world?
1679 self.owner.chatbubbleentity = world;
1683 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1685 || self.owner.tetris_on
1688 self.model = self.mdl;
1693 void UpdateChatBubble()
1697 // spawn a chatbubble entity if needed
1698 if (!self.chatbubbleentity)
1700 self.chatbubbleentity = spawn();
1701 self.chatbubbleentity.owner = self;
1702 self.chatbubbleentity.exteriormodeltoclient = self;
1703 self.chatbubbleentity.think = ChatBubbleThink;
1704 self.chatbubbleentity.nextthink = time;
1705 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1706 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1707 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1708 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1709 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1710 self.chatbubbleentity.model = "";
1711 self.chatbubbleentity.effects = EF_LOWPRECISION;
1716 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1717 // added to the model skins
1718 /*void UpdateColorModHack()
1721 c = self.clientcolors & 15;
1722 // LordHavoc: only bothering to support white, green, red, yellow, blue
1723 if (!teamplay) self.colormod = '0 0 0';
1724 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1725 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1726 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1727 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1728 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1729 else self.colormod = '1 1 1';
1734 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1736 self.solid = SOLID_NOT;
1737 self.takedamage = DAMAGE_NO;
1738 self.movetype = MOVETYPE_FLY;
1739 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1740 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1741 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1742 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1743 if(autocvar_g_respawn_ghosts_maxtime)
1744 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1749 self.effects |= EF_NODRAW; // prevent another CopyBody
1750 PutClientInServer();
1753 void play_countdown(float finished, string samp)
1755 if(clienttype(self) == CLIENTTYPE_REAL)
1756 if(floor(finished - time - frametime) != floor(finished - time))
1757 if(finished - time < 6)
1758 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1761 void player_powerups (void)
1763 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1764 olditems = self.items;
1766 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1767 self.modelflags |= MF_ROCKET;
1769 self.modelflags &~= MF_ROCKET;
1771 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1773 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1776 Fire_ApplyDamage(self);
1777 Fire_ApplyEffect(self);
1781 self.effects |= EF_FULLBRIGHT;
1783 if (self.items & IT_STRENGTH)
1785 play_countdown(self.strength_finished, "misc/poweroff.wav");
1786 if (time > self.strength_finished)
1788 self.alpha = default_player_alpha;
1789 self.exteriorweaponentity.alpha = default_weapon_alpha;
1790 self.items &~= IT_STRENGTH;
1791 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1792 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1797 if (time < self.strength_finished)
1799 self.alpha = g_minstagib_invis_alpha;
1800 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1801 self.items |= IT_STRENGTH;
1802 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1803 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1807 if (self.items & IT_INVINCIBLE)
1809 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1810 if (time > self.invincible_finished)
1812 self.items = self.items - (self.items & IT_INVINCIBLE);
1813 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1814 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1819 if (time < self.invincible_finished)
1821 self.items = self.items | IT_INVINCIBLE;
1822 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1823 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1827 else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
1829 if (self.items & IT_STRENGTH)
1831 play_countdown(self.strength_finished, "misc/poweroff.wav");
1832 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1833 if (time > self.strength_finished)
1835 self.items = self.items - (self.items & IT_STRENGTH);
1836 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1837 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1842 if (time < self.strength_finished)
1844 self.items = self.items | IT_STRENGTH;
1845 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1846 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1849 if (self.items & IT_INVINCIBLE)
1851 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1852 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1853 if (time > self.invincible_finished)
1855 self.items = self.items - (self.items & IT_INVINCIBLE);
1856 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1857 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1862 if (time < self.invincible_finished)
1864 self.items = self.items | IT_INVINCIBLE;
1865 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1866 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1869 if (self.items & IT_SUPERWEAPON)
1871 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1873 self.superweapons_finished = 0;
1874 self.items = self.items - (self.items & IT_SUPERWEAPON);
1875 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1876 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1878 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1880 // don't let them run out
1884 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1885 if (time > self.superweapons_finished)
1887 self.items = self.items - (self.items & IT_SUPERWEAPON);
1888 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1889 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1890 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1894 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1896 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1898 self.items = self.items | IT_SUPERWEAPON;
1899 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1900 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1904 self.superweapons_finished = 0;
1905 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1910 self.superweapons_finished = 0;
1914 if(autocvar_g_nodepthtestplayers)
1915 self.effects = self.effects | EF_NODEPTHTEST;
1917 if(autocvar_g_fullbrightplayers)
1918 self.effects = self.effects | EF_FULLBRIGHT;
1920 // midair gamemode: damage only while in the air
1921 // if in midair mode, being on ground grants temporary invulnerability
1922 // (this is so that multishot weapon don't clear the ground flag on the
1923 // first damage in the frame, leaving the player vulnerable to the
1924 // remaining hits in the same frame)
1925 if (self.flags & FL_ONGROUND)
1927 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1929 if (time >= game_starttime)
1930 if (time < self.spawnshieldtime)
1931 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1933 MUTATOR_CALLHOOK(PlayerPowerups);
1936 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1938 if(current > stable)
1940 else if(current > stable - 0.25) // when close enough, "snap"
1943 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1946 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1948 if(current < stable)
1950 else if(current < stable + 0.25) // when close enough, "snap"
1953 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1956 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1958 if(current > rotstable)
1960 if(rotframetime > 0)
1962 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1963 current = max(rotstable, current - rotlinear * rotframetime);
1966 else if(current < regenstable)
1968 if(regenframetime > 0)
1970 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1971 current = min(regenstable, current + regenlinear * regenframetime);
1981 void player_regen (void)
1983 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1984 maxh = autocvar_g_balance_health_rotstable;
1985 maxa = autocvar_g_balance_armor_rotstable;
1986 maxf = autocvar_g_balance_fuel_rotstable;
1987 minh = autocvar_g_balance_health_regenstable;
1988 mina = autocvar_g_balance_armor_regenstable;
1989 minf = autocvar_g_balance_fuel_regenstable;
1990 limith = autocvar_g_balance_health_limit;
1991 limita = autocvar_g_balance_armor_limit;
1992 limitf = autocvar_g_balance_fuel_limit;
1994 max_mod = regen_mod = rot_mod = limit_mod = 1;
1996 maxh = maxh * max_mod;
1997 //maxa = maxa * max_mod;
1998 //maxf = maxf * max_mod;
1999 minh = minh * max_mod;
2000 //mina = mina * max_mod;
2001 //minf = minf * max_mod;
2002 limith = limith * limit_mod;
2003 limita = limita * limit_mod;
2004 //limitf = limitf * limit_mod;
2009 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2011 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);
2012 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2014 // if player rotted to death... die!
2016 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2019 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2020 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2023 float zoomstate_set;
2024 void SetZoomState(float z)
2026 if(z != self.zoomstate)
2029 ClientData_Touch(self);
2034 void GetPressedKeys(void) {
2035 MUTATOR_CALLHOOK(GetPressedKeys);
2036 if (self.movement_x > 0) // get if movement keys are pressed
2037 { // forward key pressed
2038 self.pressedkeys |= KEY_FORWARD;
2039 self.pressedkeys &~= KEY_BACKWARD;
2041 else if (self.movement_x < 0)
2042 { // backward key pressed
2043 self.pressedkeys |= KEY_BACKWARD;
2044 self.pressedkeys &~= KEY_FORWARD;
2048 self.pressedkeys &~= KEY_FORWARD;
2049 self.pressedkeys &~= KEY_BACKWARD;
2052 if (self.movement_y > 0)
2053 { // right key pressed
2054 self.pressedkeys |= KEY_RIGHT;
2055 self.pressedkeys &~= KEY_LEFT;
2057 else if (self.movement_y < 0)
2058 { // left key pressed
2059 self.pressedkeys |= KEY_LEFT;
2060 self.pressedkeys &~= KEY_RIGHT;
2064 self.pressedkeys &~= KEY_RIGHT;
2065 self.pressedkeys &~= KEY_LEFT;
2068 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2069 self.pressedkeys |= KEY_JUMP;
2071 self.pressedkeys &~= KEY_JUMP;
2072 if (self.BUTTON_CROUCH)
2073 self.pressedkeys |= KEY_CROUCH;
2075 self.pressedkeys &~= KEY_CROUCH;
2077 if (self.BUTTON_ATCK)
2078 self.pressedkeys |= KEY_ATCK;
2080 self.pressedkeys &~= KEY_ATCK;
2081 if (self.BUTTON_ATCK2)
2082 self.pressedkeys |= KEY_ATCK2;
2084 self.pressedkeys &~= KEY_ATCK2;
2088 ======================
2089 spectate mode routines
2090 ======================
2093 void SpectateCopy(entity spectatee) {
2095 MUTATOR_CALLHOOK(SpectateCopy);
2096 self.armortype = spectatee.armortype;
2097 self.armorvalue = spectatee.armorvalue;
2098 self.ammo_cells = spectatee.ammo_cells;
2099 self.ammo_shells = spectatee.ammo_shells;
2100 self.ammo_nails = spectatee.ammo_nails;
2101 self.ammo_rockets = spectatee.ammo_rockets;
2102 self.ammo_fuel = spectatee.ammo_fuel;
2103 self.clip_load = spectatee.clip_load;
2104 self.clip_size = spectatee.clip_size;
2105 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2106 self.health = spectatee.health;
2108 self.items = spectatee.items;
2109 self.last_pickup = spectatee.last_pickup;
2110 self.hit_time = spectatee.hit_time;
2111 self.metertime = spectatee.metertime;
2112 self.strength_finished = spectatee.strength_finished;
2113 self.invincible_finished = spectatee.invincible_finished;
2114 self.pressedkeys = spectatee.pressedkeys;
2115 WEPSET_COPY_EE(self, spectatee);
2116 self.switchweapon = spectatee.switchweapon;
2117 self.switchingweapon = spectatee.switchingweapon;
2118 self.weapon = spectatee.weapon;
2119 self.nex_charge = spectatee.nex_charge;
2120 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2121 self.hagar_load = spectatee.hagar_load;
2122 self.minelayer_mines = spectatee.minelayer_mines;
2123 self.punchangle = spectatee.punchangle;
2124 self.view_ofs = spectatee.view_ofs;
2125 self.velocity = spectatee.velocity;
2126 self.dmg_take = spectatee.dmg_take;
2127 self.dmg_save = spectatee.dmg_save;
2128 self.dmg_inflictor = spectatee.dmg_inflictor;
2129 self.v_angle = spectatee.v_angle;
2130 self.angles = spectatee.v_angle;
2131 self.stat_respawn_time = spectatee.stat_respawn_time;
2132 if(!self.BUTTON_USE)
2133 self.fixangle = TRUE;
2134 setorigin(self, spectatee.origin);
2135 setsize(self, spectatee.mins, spectatee.maxs);
2136 SetZoomState(spectatee.zoomstate);
2138 anticheat_spectatecopy(spectatee);
2139 self.hud = spectatee.hud;
2140 if(spectatee.vehicle)
2142 self.fixangle = FALSE;
2143 //self.velocity = spectatee.vehicle.velocity;
2144 self.vehicle_health = spectatee.vehicle_health;
2145 self.vehicle_shield = spectatee.vehicle_shield;
2146 self.vehicle_energy = spectatee.vehicle_energy;
2147 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2148 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2149 self.vehicle_reload1 = spectatee.vehicle_reload1;
2150 self.vehicle_reload2 = spectatee.vehicle_reload2;
2154 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2155 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2156 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2157 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2159 //WriteByte (MSG_ONE, SVC_SETVIEW);
2160 // WriteEntity(MSG_ONE, self);
2161 //makevectors(spectatee.v_angle);
2162 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2166 float SpectateUpdate() {
2170 if (self == self.enemy)
2173 if(self.enemy.classname != "player")
2176 SpectateCopy(self.enemy);
2182 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2183 entity CA_SpectateNext(entity start) {
2184 if (start.team == self.team) {
2189 // continue from current player
2190 while(other && other.team != self.team) {
2191 other = find(other, classname, "player");
2195 // restart from begining
2196 other = find(other, classname, "player");
2197 while(other && other.team != self.team) {
2198 other = find(other, classname, "player");
2205 float SpectateNext(entity _prefer) {
2210 other = find(self.enemy, classname, "player");
2212 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2213 // CA and ca players when spectating enemies is forbidden
2214 other = CA_SpectateNext(other);
2216 // other modes and ca spectators or spectating enemies is allowed
2218 other = find(other, classname, "player");
2224 if(self.enemy.classname == "player") {
2225 /*if(self.enemy.vehicle)
2229 WriteByte(MSG_ONE, SVC_SETVIEW);
2230 WriteEntity(MSG_ONE, self.enemy);
2231 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2233 self.movetype = MOVETYPE_NONE;
2234 accuracy_resend(self);
2239 WriteByte(MSG_ONE, SVC_SETVIEW);
2240 WriteEntity(MSG_ONE, self.enemy);
2241 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2242 self.movetype = MOVETYPE_NONE;
2243 accuracy_resend(self);
2245 if(!SpectateUpdate())
2246 PutObserverInServer();
2256 ShowRespawnCountdown()
2258 Update a respawn countdown display.
2261 void ShowRespawnCountdown()
2264 if(self.deadflag == DEAD_NO) // just respawned?
2268 number = ceil(self.respawn_time - time);
2271 if(number <= self.respawn_countdown)
2273 self.respawn_countdown = number - 1;
2274 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
2275 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(number));
2280 void LeaveSpectatorMode()
2282 if(nJoinAllowed(self))
2284 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2286 self.classname = "player";
2288 if(autocvar_g_campaign || autocvar_g_balance_teams)
2289 { JoinBestTeam(self, FALSE, TRUE); }
2291 if(autocvar_g_campaign)
2292 { campaign_bots_may_start = 1; }
2294 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2296 PutClientInServer();
2298 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2300 else if not(g_ca && self.caplayer) { stuffcmd(self, "menu_showteamselect\n"); }
2304 // Player may not join because g_maxplayers is set
2305 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2310 * Determines whether the player is allowed to join. This depends on cvar
2311 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2312 * it checks whether the number of currently playing players exceeds g_maxplayers.
2313 * @return int number of free slots for players, 0 if none
2315 float nJoinAllowed(entity ignore) {
2317 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2318 // so report 0 free slots if restricted
2320 if(autocvar_g_forced_team_otherwise == "spectate")
2322 if(autocvar_g_forced_team_otherwise == "spectator")
2326 if(self.team_forced < 0)
2327 return 0; // forced spectators can never join
2329 // TODO simplify this
2331 float totalClients = 0;
2336 if (!autocvar_g_maxplayers)
2337 return maxclients - totalClients;
2339 float currentlyPlaying = 0;
2340 FOR_EACH_REALPLAYER(e)
2341 currentlyPlaying += 1;
2343 if(currentlyPlaying < autocvar_g_maxplayers)
2344 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2350 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2351 * g_maxplayers_spectator_blocktime seconds
2353 void checkSpectatorBlock() {
2354 if(self.classname == "spectator" || self.classname == "observer") {
2355 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2356 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2362 void PrintWelcomeMessage()
2364 if(self.motd_actived_time == 0)
2366 if (autocvar_g_campaign) {
2367 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2368 self.motd_actived_time = time;
2369 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2372 if (self.BUTTON_INFO) {
2373 self.motd_actived_time = time;
2374 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2378 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2380 if (autocvar_g_campaign) {
2381 if (self.BUTTON_INFO)
2382 self.motd_actived_time = time;
2383 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2384 self.motd_actived_time = 0;
2385 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2388 if (self.BUTTON_INFO)
2389 self.motd_actived_time = time;
2390 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2391 self.motd_actived_time = 0;
2392 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2396 else //if(self.motd_actived_time < 0) // just connected, motd is active
2398 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2399 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2400 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || time - self.jointime > autocvar_welcome_message_time)
2402 // instanctly hide MOTD
2403 self.motd_actived_time = 0;
2404 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2409 void ObserverThink()
2411 float prefered_movetype;
2412 if (self.flags & FL_JUMPRELEASED) {
2413 if (self.BUTTON_JUMP && !self.version_mismatch) {
2414 self.flags &~= FL_JUMPRELEASED;
2415 self.flags |= FL_SPAWNING;
2416 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2417 self.flags &~= FL_JUMPRELEASED;
2418 if(SpectateNext(world) == 1) {
2419 self.classname = "spectator";
2422 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2423 if (self.movetype != prefered_movetype)
2424 self.movetype = prefered_movetype;
2427 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2428 self.flags |= FL_JUMPRELEASED;
2429 if(self.flags & FL_SPAWNING)
2431 self.flags &~= FL_SPAWNING;
2432 LeaveSpectatorMode();
2439 void SpectatorThink()
2441 if (self.flags & FL_JUMPRELEASED) {
2442 if (self.BUTTON_JUMP && !self.version_mismatch) {
2443 self.flags &~= FL_JUMPRELEASED;
2444 self.flags |= FL_SPAWNING;
2445 } else if(self.BUTTON_ATCK) {
2446 self.flags &~= FL_JUMPRELEASED;
2447 if(SpectateNext(world) == 1) {
2448 self.classname = "spectator";
2450 self.classname = "observer";
2451 PutClientInServer();
2453 } else if (self.BUTTON_ATCK2) {
2454 self.flags &~= FL_JUMPRELEASED;
2455 self.classname = "observer";
2456 PutClientInServer();
2458 if(!SpectateUpdate())
2459 PutObserverInServer();
2462 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2463 self.flags |= FL_JUMPRELEASED;
2464 if(self.flags & FL_SPAWNING)
2466 self.flags &~= FL_SPAWNING;
2467 LeaveSpectatorMode();
2471 if(!SpectateUpdate())
2472 PutObserverInServer();
2475 self.flags |= FL_CLIENT | FL_NOTARGET;
2480 if(self.classname != "player")
2485 vehicles_exit(VHEF_NORMAL);
2489 // a use key was pressed; call handlers
2490 MUTATOR_CALLHOOK(PlayerUseKey);
2493 .float touchexplode_time;
2499 Called every frame for each client before the physics are run
2502 .float usekeypressed;
2503 void() nexball_setstatus;
2505 void PlayerPreThink (void)
2507 WarpZone_PlayerPhysics_FixVAngle();
2509 self.stat_game_starttime = game_starttime;
2510 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2511 self.stat_leadlimit = autocvar_leadlimit;
2513 if(g_arena || (g_ca && !allowed_to_spawn))
2514 self.stat_respawn_time = 0;
2516 self.stat_respawn_time = self.respawn_time;
2520 // physics frames: update anticheat stuff
2521 anticheat_prethink();
2524 if(blockSpectators && frametime)
2525 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2526 checkSpectatorBlock();
2530 if(self.netname_previous != self.netname)
2532 if(autocvar_sv_eventlog)
2533 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2534 if(self.netname_previous)
2535 strunzone(self.netname_previous);
2536 self.netname_previous = strzone(self.netname);
2540 if(self.version_nagtime)
2541 if(self.cvar_g_xonoticversion)
2542 if(time > self.version_nagtime)
2544 // don't notify git users
2545 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2547 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2549 // notify release users if connecting to git
2550 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2551 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2556 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2559 // give users new version
2560 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2561 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2565 // notify users about old server version
2566 print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2567 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2571 self.version_nagtime = 0;
2575 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2577 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2578 self.max_armorvalue = 0;
2582 if (TetrisPreFrame())
2586 MUTATOR_CALLHOOK(PlayerPreThink);
2588 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2590 if(self.BUTTON_USE && !self.usekeypressed)
2592 self.usekeypressed = self.BUTTON_USE;
2595 if(clienttype(self) == CLIENTTYPE_REAL)
2596 PrintWelcomeMessage();
2598 if(self.classname == "player") {
2600 CheckRules_Player();
2602 if (intermission_running)
2604 IntermissionThink (); // otherwise a button could be missed between
2605 return; // the think tics
2608 //don't allow the player to turn around while game is paused!
2609 if(timeout_status == TIMEOUT_ACTIVE) {
2610 // FIXME turn this into CSQC stuff
2611 self.v_angle = self.lastV_angle;
2612 self.angles = self.lastV_angle;
2613 self.fixangle = TRUE;
2618 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2620 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2621 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2622 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2624 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2626 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2627 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2628 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2632 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2638 minstagib_ammocheck();
2640 if (self.deadflag != DEAD_NO)
2642 float button_pressed, force_respawn;
2643 if(self.personal && g_race_qualifying)
2645 if(time > self.respawn_time)
2647 self.respawn_time = time + 1; // only retry once a second
2656 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2657 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2658 if (self.deadflag == DEAD_DYING)
2661 self.deadflag = DEAD_RESPAWNING;
2662 else if(!button_pressed)
2663 self.deadflag = DEAD_DEAD;
2665 else if (self.deadflag == DEAD_DEAD)
2668 self.deadflag = DEAD_RESPAWNABLE;
2670 else if (self.deadflag == DEAD_RESPAWNABLE)
2673 self.deadflag = DEAD_RESPAWNING;
2675 else if (self.deadflag == DEAD_RESPAWNING)
2677 if(time > self.respawn_time)
2679 self.respawn_time = time + 1; // only retry once a second
2683 ShowRespawnCountdown();
2686 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2687 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2688 self.stat_respawn_time *= -1;
2692 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2693 // so (self.deadflag == DEAD_NO) is always true in the code below
2696 if(time > self.touchexplode_time)
2697 if(self.classname == "player")
2698 if(self.deadflag == DEAD_NO)
2699 if not(IS_INDEPENDENT_PLAYER(self))
2700 FOR_EACH_PLAYER(other) if(self != other)
2702 if(time > other.touchexplode_time)
2703 if(other.deadflag == DEAD_NO)
2704 if not(IS_INDEPENDENT_PLAYER(other))
2705 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2707 PlayerTouchExplode(self, other);
2708 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2712 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2716 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2717 dist = self.prevorigin - self.origin;
2719 self.lms_traveled_distance += fabs(vlen(dist));
2721 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2723 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2724 self.lms_traveled_distance = 0;
2727 if(time > self.lms_nextcheck)
2729 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2730 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2732 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2733 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2734 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2736 Damage(self.vehicle, self, self, autocvar_g_lms_campcheck_damage * 2, DEATH_CAMP, self.vehicle.origin, '0 0 0');
2738 Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2740 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2741 self.lms_traveled_distance = 0;
2745 self.prevorigin = self.origin;
2747 float do_crouch = self.BUTTON_CROUCH;
2750 if(self.health <= g_bloodloss)
2754 if(self.freezetag_frozen)
2756 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2764 self.view_ofs = PL_CROUCH_VIEW_OFS;
2765 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2766 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2773 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2774 if (!trace_startsolid)
2776 self.crouch = FALSE;
2777 self.view_ofs = PL_VIEW_OFS;
2778 setsize (self, PL_MIN, PL_MAX);
2783 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2785 if(self.bloodloss_timer < time)
2787 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2788 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2794 GrapplingHookFrame();
2796 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2799 self.items &~= self.items_added;
2803 self.items_added = 0;
2804 if(self.items & IT_JETPACK)
2805 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2806 self.items_added |= IT_FUEL;
2808 self.items |= self.items_added;
2813 // rot nex charge to the charge limit
2814 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2815 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2821 nexball_setstatus();
2824 secrets_setstatus();
2826 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2828 //self.angles_y=self.v_angle_y + 90; // temp
2829 } else if(gameover) {
2830 if (intermission_running)
2831 IntermissionThink (); // otherwise a button could be missed between
2833 } else if(self.classname == "observer") {
2835 } else if(self.classname == "spectator") {
2840 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2842 float oldspectatee_status;
2843 oldspectatee_status = self.spectatee_status;
2844 if(self.classname == "spectator")
2845 self.spectatee_status = num_for_edict(self.enemy);
2846 else if(self.classname == "observer")
2847 self.spectatee_status = num_for_edict(self);
2849 self.spectatee_status = 0;
2850 if(self.spectatee_status != oldspectatee_status)
2852 ClientData_Touch(self);
2854 race_InitSpectator();
2857 if(self.teamkill_soundtime)
2858 if(time > self.teamkill_soundtime)
2860 self.teamkill_soundtime = 0;
2862 entity oldpusher, oldself;
2864 oldself = self; self = self.teamkill_soundsource;
2865 oldpusher = self.pusher; self.pusher = oldself;
2867 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2869 self.pusher = oldpusher;
2873 if(self.taunt_soundtime)
2874 if(time > self.taunt_soundtime)
2876 self.taunt_soundtime = 0;
2877 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2880 target_voicescript_next(self);
2882 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2884 self.clip_load = self.clip_size = 0;
2887 float isInvisibleString(string s)
2890 s = strdecolorize(s);
2891 for((i = 0), (n = strlen(s)); i < n; ++i)
2899 case 192: // charmap space
2900 if (!autocvar_utf8_enable)
2903 case 160: // space in unicode fonts
2904 case 0xE000 + 192: // utf8 charmap space
2905 if (autocvar_utf8_enable)
2918 Called every frame for each client after the physics are run
2921 .float idlekick_lasttimeleft;
2922 void PlayerPostThink (void)
2924 // Savage: Check for nameless players
2925 if (isInvisibleString(self.netname)) {
2926 self.netname = "Player";
2927 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2930 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2932 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2934 if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2939 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2940 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2942 if(!self.idlekick_lasttimeleft)
2943 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2947 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2951 else if(timeleft <= 10)
2953 if(timeleft != self.idlekick_lasttimeleft)
2954 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(timeleft));
2955 self.idlekick_lasttimeleft = timeleft;
2961 if(self.impulse == 100)
2963 if (!TetrisPostFrame())
2969 //CheckPlayerJump();
2971 if(self.classname == "player") {
2972 CheckRules_Player();
2976 if (intermission_running)
2977 return; // intermission or finale
2987 for(i = 0; i < 1000; ++i)
2990 end = self.origin + '0 0 1024' + 512 * randomvec();
2991 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2992 if(trace_fraction < 1)
2993 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2995 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3001 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3003 if(self.waypointsprite_attachedforcarrier)
3004 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3008 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3010 if not(self.stored_netname)
3011 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3012 if(self.stored_netname != self.netname)
3014 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3015 strunzone(self.stored_netname);
3016 self.stored_netname = strzone(self.netname);
3022 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3025 CSQCMODEL_AUTOUPDATE();