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)
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)
73 e2.clientdata.SendFlags = 1;
77 .string netname_previous;
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
92 // note: we cannot summon Don Strunzone here, some player may
93 // still have the model string set. In case anyone manages how
94 // to change a cvar default, we'll have a small leak here.
95 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
98 if( substring(plyermodel,0,14) != "models/player/")
99 return FallbackPlayerModel;
100 // only good file extensions
101 if(substring(plyermodel,-4,4) != ".zym")
102 if(substring(plyermodel,-4,4) != ".dpm")
103 if(substring(plyermodel,-4,4) != ".iqm")
104 if(substring(plyermodel,-4,4) != ".md3")
105 if(substring(plyermodel,-4,4) != ".psk")
106 return FallbackPlayerModel;
107 // forbid the LOD models
108 if(substring(plyermodel, -9,5) == "_lod1")
109 return FallbackPlayerModel;
110 if(substring(plyermodel, -9,5) == "_lod2")
111 return FallbackPlayerModel;
112 if(plyermodel != strtolower(plyermodel))
113 return FallbackPlayerModel;
114 // also, restrict to server models
115 if(autocvar_sv_servermodelsonly)
117 if(!fexists(plyermodel))
118 return FallbackPlayerModel;
123 void setplayermodel(entity e, string modelname)
125 precache_model(modelname);
126 setmodel(e, modelname);
127 player_setupanimsformodel();
128 UpdatePlayerSounds();
135 putting a client as observer in the server
138 void FixPlayermodel();
139 void PutObserverInServer (void)
142 self.hud = HUD_NORMAL;
143 race_PreSpawnObserver();
145 spot = SelectSpawnPoint (TRUE);
147 error("No spawnpoints for observers?!?\n");
148 RemoveGrapplingHook(self); // Wazat's Grappling Hook
150 if(IS_REAL_CLIENT(self))
153 WriteByte(MSG_ONE, SVC_SETVIEW);
154 WriteEntity(MSG_ONE, self);
157 if((g_race && g_race_qualifying) || g_cts)
159 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160 self.frags = FRAGS_LMS_LOSER;
162 self.frags = FRAGS_SPECTATOR;
165 self.frags = FRAGS_SPECTATOR;
167 MUTATOR_CALLHOOK(MakePlayerObserver);
169 Portal_ClearAll(self);
174 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
179 vehicles_exit(VHEF_RELESE);
181 WaypointSprite_PlayerDead();
183 if (!g_ca) // don't reset teams when moving a ca player to the spectators
184 self.team = -1; // move this as it is needed to log the player spectating in eventlog
186 if(self.killcount != -666)
188 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
190 if(self.just_joined == FALSE) {
191 LogTeamchange(self.playerid, -1, 4);
193 self.just_joined = FALSE;
196 PlayerScore_Clear(self); // clear scores when needed
198 accuracy_resend(self);
200 self.spectatortime = time;
202 self.classname = "observer";
203 self.iscreature = FALSE;
204 self.teleportable = TELEPORT_SIMPLE;
205 self.damagedbycontents = FALSE;
207 self.takedamage = DAMAGE_NO;
208 self.solid = SOLID_NOT;
209 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
210 self.flags = FL_CLIENT | FL_NOTARGET;
211 self.armorvalue = 666;
213 self.armorvalue = autocvar_g_balance_armor_start;
214 self.pauserotarmor_finished = 0;
215 self.pauserothealth_finished = 0;
216 self.pauseregen_finished = 0;
217 self.damageforcescale = 0;
219 self.respawn_flags = 0;
220 self.respawn_time = 0;
221 self.stat_respawn_time = 0;
226 self.pain_finished = 0;
227 self.strength_finished = 0;
228 self.invincible_finished = 0;
229 self.superweapons_finished = 0;
232 self.think = func_null;
235 self.deadflag = DEAD_NO;
236 self.angles = spot.angles;
238 self.fixangle = TRUE;
241 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
242 self.prevorigin = self.origin;
244 self.weapons = '0 0 0';
247 setmodel(self, "null");
248 self.drawonlytoclient = self;
250 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
251 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254 self.weaponname = "";
255 self.switchingweapon = 0;
256 self.weaponmodel = "";
257 self.weaponentity = world;
258 self.exteriorweaponentity = world;
259 self.killcount = -666;
260 self.velocity = '0 0 0';
261 self.avelocity = '0 0 0';
262 self.punchangle = '0 0 0';
263 self.punchvector = '0 0 0';
264 self.oldvelocity = self.velocity;
265 self.fire_endtime = -1;
268 .float model_randomizer;
269 void FixPlayermodel()
272 float defaultskin, chmdl, oldskin, n, i;
279 if(autocvar_sv_defaultcharacter == 1)
284 s = Team_ColorName_Lower(self.team);
287 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
288 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
292 if(defaultmodel == "")
294 defaultmodel = autocvar_sv_defaultplayermodel;
295 defaultskin = autocvar_sv_defaultplayerskin;
298 n = tokenize_console(defaultmodel);
301 defaultmodel = argv(floor(n * self.model_randomizer));
302 // However, do NOT randomize if the player-selected model is in the list.
303 for (i = 0; i < n; ++i)
304 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
305 defaultmodel = argv(i);
308 i = strstrofs(defaultmodel, ":", 0);
311 defaultskin = stof(substring(defaultmodel, i+1, -1));
312 defaultmodel = substring(defaultmodel, 0, i);
316 if(defaultmodel != "")
318 if (defaultmodel != self.model)
322 setplayermodel (self, defaultmodel);
323 setsize (self, m1, m2);
328 self.skin = defaultskin;
330 if (self.playermodel != self.model || self.playermodel == "")
332 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
335 setplayermodel (self, self.playermodel);
336 setsize (self, m1, m2);
341 self.skin = stof(self.playerskin);
344 if(chmdl || oldskin != self.skin) // model or skin has changed
346 self.species = player_getspecies(); // update species
347 UpdatePlayerSounds(); // update skin sounds
351 if(strlen(autocvar_sv_defaultplayercolors))
352 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
353 setcolor(self, stof(autocvar_sv_defaultplayercolors));
360 Called when a client spawns in the server
363 void PutClientInServer (void)
365 if(IS_BOT_CLIENT(self))
366 self.classname = "player";
367 else if(IS_REAL_CLIENT(self))
370 WriteByte(MSG_ONE, SVC_SETVIEW);
371 WriteEntity(MSG_ONE, self);
377 MUTATOR_CALLHOOK(PutClientInServer);
380 self.classname = "observer";
384 entity spot, oldself;
387 accuracy_resend(self);
390 JoinBestTeam(self, FALSE, TRUE);
394 spot = SelectSpawnPoint (FALSE);
397 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
398 return; // spawn failed
401 RemoveGrapplingHook(self); // Wazat's Grappling Hook
403 self.classname = "player";
404 self.wasplayer = TRUE;
405 self.iscreature = TRUE;
406 self.teleportable = TELEPORT_NORMAL;
407 self.damagedbycontents = TRUE;
408 self.movetype = MOVETYPE_WALK;
409 self.solid = SOLID_SLIDEBOX;
410 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
411 if(autocvar_g_playerclip_collisions)
412 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
413 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
414 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
415 self.frags = FRAGS_PLAYER;
416 if(INDEPENDENT_PLAYERS)
417 MAKE_INDEPENDENT_PLAYER(self);
418 self.flags = FL_CLIENT;
419 if(autocvar__notarget)
420 self.flags |= FL_NOTARGET;
421 self.takedamage = DAMAGE_AIM;
423 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
424 self.air_finished = time + 12;
426 if(autocvar_g_balance_nex_charge)
428 if(autocvar_g_balance_nex_secondary_chargepool)
429 self.nex_chargepool_ammo = 1;
430 self.nex_charge = autocvar_g_balance_nex_charge_start;
435 self.ammo_shells = warmup_start_ammo_shells;
436 self.ammo_nails = warmup_start_ammo_nails;
437 self.ammo_rockets = warmup_start_ammo_rockets;
438 self.ammo_cells = warmup_start_ammo_cells;
439 self.ammo_fuel = warmup_start_ammo_fuel;
440 self.health = warmup_start_health;
441 self.armorvalue = warmup_start_armorvalue;
442 self.weapons = WARMUP_START_WEAPONS;
446 self.ammo_shells = start_ammo_shells;
447 self.ammo_nails = start_ammo_nails;
448 self.ammo_rockets = start_ammo_rockets;
449 self.ammo_cells = start_ammo_cells;
450 self.ammo_fuel = start_ammo_fuel;
451 self.health = start_health;
452 self.armorvalue = start_armorvalue;
453 self.weapons = start_weapons;
456 if(self.weapons & WEPSET_SUPERWEAPONS)
457 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
459 self.superweapons_finished = 0;
461 if(g_weaponarena_random)
463 if(g_weaponarena_random_with_laser)
464 self.weapons &= ~WEPSET_LASER;
465 W_RandomWeapons(self, g_weaponarena_random);
466 if(g_weaponarena_random_with_laser)
467 self.weapons |= WEPSET_LASER;
470 self.items = start_items;
472 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
473 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
474 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
475 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
476 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
477 //extend the pause of rotting if client was reset at the beginning of the countdown
478 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
479 self.spawnshieldtime += game_starttime - time;
480 self.pauserotarmor_finished += game_starttime - time;
481 self.pauserothealth_finished += game_starttime - time;
482 self.pauseregen_finished += game_starttime - time;
484 self.damageforcescale = 2;
486 self.respawn_flags = 0;
487 self.respawn_time = 0;
488 self.stat_respawn_time = 0;
492 self.pain_finished = 0;
493 self.strength_finished = 0;
494 self.invincible_finished = 0;
496 // players have no think function
497 self.think = func_null;
501 self.ballistics_density = autocvar_g_ballistics_density_player;
505 self.deadflag = DEAD_NO;
507 self.angles = spot.angles;
509 self.angles_z = 0; // never spawn tilted even if the spot says to
510 self.fixangle = TRUE; // turn this way immediately
511 self.velocity = '0 0 0';
512 self.avelocity = '0 0 0';
513 self.punchangle = '0 0 0';
514 self.punchvector = '0 0 0';
515 self.oldvelocity = self.velocity;
516 self.fire_endtime = -1;
518 entity spawnevent = spawn();
519 spawnevent.owner = self;
520 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
524 self.drawonlytoclient = world;
527 self.view_ofs = PL_VIEW_OFS;
528 setsize (self, PL_MIN, PL_MAX);
529 self.spawnorigin = spot.origin;
530 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
531 // don't reset back to last position, even if new position is stuck in solid
532 self.oldorigin = self.origin;
533 self.prevorigin = self.origin;
534 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
535 self.lastteleporttime = time; // prevent insane speeds due to changing origin
536 self.hud = HUD_NORMAL;
538 self.event_damage = PlayerDamage;
540 self.bot_attack = TRUE;
542 self.statdraintime = time + 5;
543 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
545 if(self.killcount == -666) {
546 PlayerScore_Clear(self);
550 CL_SpawnWeaponentity();
551 self.alpha = default_player_alpha;
552 self.colormod = '1 1 1' * autocvar_g_player_brightness;
553 self.exteriorweaponentity.alpha = default_weapon_alpha;
555 self.speedrunning = FALSE;
557 race_PostSpawn(spot);
559 //stuffcmd(self, "chase_active 0");
560 //stuffcmd(self, "set viewsize $tmpviewsize \n");
562 target_voicescript_clear(self);
564 // reset fields the weapons may use
565 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
567 weapon_action(j, WR_RESETPLAYER);
569 // all weapons must be fully loaded when we spawn
571 e = get_weaponinfo(j);
572 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
573 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
581 self.target = string_null;
588 MUTATOR_CALLHOOK(PlayerSpawn);
590 if(autocvar_spawn_debug)
592 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
593 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
596 self.switchweapon = w_getbestweapon(self);
597 self.cnt = -1; // W_LastWeapon will not complain
599 self.weaponname = "";
600 self.switchingweapon = 0;
604 self.alivetime = time;
608 else if(IS_OBSERVER(self))
610 PutObserverInServer ();
614 .float ebouncefactor, ebouncestop; // electro's values
615 // TODO do we need all these fields, or should we stop autodetecting runtime
616 // changes and just have a console command to update this?
617 float ClientInit_SendEntity(entity to, float sf)
619 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
620 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
621 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
622 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
623 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
624 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
625 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
626 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
627 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
628 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
629 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
630 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
631 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
633 if(sv_foginterval && world.fog != "")
634 WriteString(MSG_ENTITY, world.fog);
636 WriteString(MSG_ENTITY, "");
637 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
638 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
639 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
640 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
641 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
642 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
643 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
644 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
645 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
646 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
647 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
648 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
652 void ClientInit_CheckUpdate()
654 self.nextthink = time;
655 if(self.count != autocvar_g_balance_armor_blockpercent)
657 self.count = autocvar_g_balance_armor_blockpercent;
660 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
662 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
665 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
667 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
670 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
672 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
675 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
677 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
682 void ClientInit_Spawn()
687 e.classname = "clientinit";
688 e.think = ClientInit_CheckUpdate;
689 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
693 ClientInit_CheckUpdate();
702 void SetNewParms (void)
704 // initialize parms for a new player
705 parm1 = -(86400 * 366);
713 void SetChangeParms (void)
715 // save parms for level change
716 parm1 = self.parm_idlesince - time;
724 void DecodeLevelParms (void)
727 self.parm_idlesince = parm1;
728 if(self.parm_idlesince == -(86400 * 366))
729 self.parm_idlesince = time;
731 // whatever happens, allow 60 seconds of idling directly after connect for map loading
732 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
739 Called when a client types 'kill' in the console
743 .float clientkill_nexttime;
744 void ClientKill_Now_TeamChange()
746 if(self.killindicator_teamchange == -1)
748 JoinBestTeam( self, FALSE, TRUE );
750 else if(self.killindicator_teamchange == -2)
753 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
754 PutObserverInServer();
757 SV_ChangeTeam(self.killindicator_teamchange - 1);
758 self.killindicator_teamchange = 0;
761 void ClientKill_Now()
765 vehicles_exit(VHEF_RELESE);
766 if(!self.killindicator_teamchange)
768 self.vehicle_health = -1;
769 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
773 if(self.killindicator && !wasfreed(self.killindicator))
774 remove(self.killindicator);
776 self.killindicator = world;
778 if(self.killindicator_teamchange)
779 ClientKill_Now_TeamChange();
782 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
784 // now I am sure the player IS dead
786 void KillIndicator_Think()
790 self.owner.killindicator = world;
795 if (self.owner.alpha < 0 && !self.owner.vehicle)
797 self.owner.killindicator = world;
805 ClientKill_Now(); // no oldself needed
808 else if(g_cts && self.health == 1) // health == 1 means that it's silent
810 self.nextthink = time + 1;
816 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
817 if(IS_REAL_CLIENT(self.owner))
820 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
822 self.nextthink = time + 1;
827 float clientkilltime;
828 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
837 killtime = autocvar_g_balance_kill_delay;
839 if(g_race_qualifying || g_cts)
842 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
844 remove(self.killindicator);
845 self.killindicator = world;
847 ClientKill_Now(); // allow instant kill in this case
851 self.killindicator_teamchange = targetteam;
853 if(!self.killindicator)
855 if(self.deadflag == DEAD_NO)
857 killtime = max(killtime, self.clientkill_nexttime - time);
858 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
861 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
867 starttime = max(time, clientkilltime);
869 self.killindicator = spawn();
870 self.killindicator.owner = self;
871 self.killindicator.scale = 0.5;
872 setattachment(self.killindicator, self, "");
873 setorigin(self.killindicator, '0 0 52');
874 self.killindicator.think = KillIndicator_Think;
875 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
876 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
877 self.killindicator.cnt = ceil(killtime);
878 self.killindicator.count = bound(0, ceil(killtime), 10);
879 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
881 for(e = world; (e = find(e, classname, "body")) != world; )
885 e.killindicator = spawn();
886 e.killindicator.owner = e;
887 e.killindicator.scale = 0.5;
888 setattachment(e.killindicator, e, "");
889 setorigin(e.killindicator, '0 0 52');
890 e.killindicator.think = KillIndicator_Think;
891 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
892 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
893 e.killindicator.cnt = ceil(killtime);
898 if(self.killindicator)
900 if(targetteam == 0) // just die
902 self.killindicator.colormod = '0 0 0';
903 if(IS_REAL_CLIENT(self))
904 if(self.killindicator.cnt > 0)
905 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
907 else if(targetteam == -1) // auto
909 self.killindicator.colormod = '0 1 0';
910 if(IS_REAL_CLIENT(self))
911 if(self.killindicator.cnt > 0)
912 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
914 else if(targetteam == -2) // spectate
916 self.killindicator.colormod = '0.5 0.5 0.5';
917 if(IS_REAL_CLIENT(self))
918 if(self.killindicator.cnt > 0)
919 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
923 self.killindicator.colormod = Team_ColorRGB(targetteam);
924 if(IS_REAL_CLIENT(self))
925 if(self.killindicator.cnt > 0)
926 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
932 void ClientKill (void)
935 if(self.player_blocked) return;
936 if(self.freezetag_frozen) return;
938 ClientKill_TeamChange(0);
941 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
943 e.killindicator = spawn();
944 e.killindicator.owner = e;
945 e.killindicator.think = KillIndicator_Think;
946 e.killindicator.nextthink = time + (e.lip) * 0.05;
947 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
948 e.killindicator.health = 1; // this is used to indicate that it should be silent
952 void FixClientCvars(entity e)
954 // send prediction settings to the client
955 stuffcmd(e, "\nin_bindmap 0 0\n");
957 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
958 if(autocvar_g_antilag == 3) // client side hitscan
959 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
960 if(autocvar_sv_gentle)
961 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
963 * we no longer need to stuff this. Remove this comment block if you feel
964 * 2.3 and higher (or was it 2.2.3?) don't need these any more
965 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
966 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
967 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
968 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
969 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
970 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
971 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
972 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
973 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
974 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
975 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
976 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
977 stuffcmd(e, "cl_movement_edgefriction 1\n");
981 float PlayerInIDList(entity p, string idlist)
986 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
990 // this function allows abbreviated player IDs too!
991 n = tokenize_console(idlist);
992 for(i = 0; i < n; ++i)
995 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1006 Called when a client connects to the server
1009 void DecodeLevelParms (void);
1010 //void dom_player_join_team(entity pl);
1011 void set_dom_state(entity e);
1012 void ClientConnect (void)
1018 print("Warning: ClientConnect, but already connected!\n");
1022 if(Ban_MaybeEnforceBanOnce(self))
1028 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1031 self.classname = "player_joining";
1033 self.flags = FL_CLIENT;
1034 self.version_nagtime = time + 10 + random() * 10;
1038 dprint("BUG player count is lower than zero, this cannot happen!\n");
1042 //PlayerInfo_Basic(self);
1043 PlayerScore_Attach(self);
1044 ClientData_Attach();
1045 accuracy_init(self);
1047 bot_clientconnect();
1053 race_PreSpawnObserver();
1055 // identify the right forced team
1056 if(autocvar_g_campaign)
1058 if(IS_REAL_CLIENT(self)) // only players, not bots
1060 switch(autocvar_g_campaign_forceteam)
1062 case 1: self.team_forced = NUM_TEAM_1; break;
1063 case 2: self.team_forced = NUM_TEAM_2; break;
1064 case 3: self.team_forced = NUM_TEAM_3; break;
1065 case 4: self.team_forced = NUM_TEAM_4; break;
1066 default: self.team_forced = 0;
1070 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1071 self.team_forced = NUM_TEAM_1;
1072 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1073 self.team_forced = NUM_TEAM_2;
1074 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1075 self.team_forced = NUM_TEAM_3;
1076 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1077 self.team_forced = NUM_TEAM_4;
1078 else if(autocvar_g_forced_team_otherwise == "red")
1079 self.team_forced = NUM_TEAM_1;
1080 else if(autocvar_g_forced_team_otherwise == "blue")
1081 self.team_forced = NUM_TEAM_2;
1082 else if(autocvar_g_forced_team_otherwise == "yellow")
1083 self.team_forced = NUM_TEAM_3;
1084 else if(autocvar_g_forced_team_otherwise == "pink")
1085 self.team_forced = NUM_TEAM_4;
1086 else if(autocvar_g_forced_team_otherwise == "spectate")
1087 self.team_forced = -1;
1088 else if(autocvar_g_forced_team_otherwise == "spectator")
1089 self.team_forced = -1;
1091 self.team_forced = 0;
1094 if(self.team_forced > 0)
1095 self.team_forced = 0;
1097 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1099 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1100 self.classname = "observer";
1104 if(autocvar_g_balance_teams)
1106 self.classname = "player";
1107 campaign_bots_may_start = 1;
1111 self.classname = "observer"; // do it anyway
1116 self.classname = "player";
1117 campaign_bots_may_start = 1;
1121 self.playerid = (playerid_last = playerid_last + 1);
1123 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1125 if(IS_BOT_CLIENT(self))
1126 PlayerStats_GameReport_AddPlayer(self);
1128 if(autocvar_sv_eventlog)
1129 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1131 LogTeamchange(self.playerid, self.team, 1);
1133 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1135 self.netname_previous = strzone(self.netname);
1137 if(IS_PLAYER(self) && teamplay)
1138 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1140 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1142 stuffcmd(self, strcat(clientstuff, "\n"));
1143 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1145 FixClientCvars(self);
1147 // spawnfunc_waypoint sprites
1148 WaypointSprite_InitClient(self);
1150 // Wazat's grappling hook
1151 SetGrappleHookBindings();
1153 // get version info from player
1154 stuffcmd(self, "cmd clientversion $gameversion\n");
1156 // get other cvars from player
1159 // notify about available teams
1162 CheckAllowedTeams(self);
1163 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1164 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1167 stuffcmd(self, "set _teams_available 0\n");
1171 bot_relinkplayerlist();
1173 self.spectatortime = time;
1176 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1179 self.jointime = time;
1180 self.allowed_timeouts = autocvar_sv_timeout_number;
1182 if(IS_REAL_CLIENT(self))
1184 if(!autocvar_g_campaign)
1186 self.motd_actived_time = -1;
1187 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1190 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1191 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1194 if(!sv_foginterval && world.fog != "")
1195 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1197 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1199 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1200 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1203 self.hitplotfh = -1;
1205 if(g_race || g_cts) {
1213 race_send_recordtime(MSG_ONE);
1214 race_send_speedaward(MSG_ONE);
1216 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1217 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1218 race_send_speedaward_alltimebest(MSG_ONE);
1221 for (i = 1; i <= RANKINGS_CNT; ++i) {
1222 race_SendRankings(i, 0, 0, MSG_ONE);
1225 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1226 send_CSQC_teamnagger();
1230 CSQCMODEL_AUTOINIT();
1232 self.model_randomizer = random();
1234 if(IS_REAL_CLIENT(self))
1237 MUTATOR_CALLHOOK(ClientConnect);
1243 Called when a client disconnects from the server
1246 .entity chatbubbleentity;
1248 void ClientDisconnect (void)
1251 vehicles_exit(VHEF_RELESE);
1253 if (!IS_CLIENT(self))
1255 print("Warning: ClientDisconnect without ClientConnect\n");
1259 PlayerStats_GameReport_FinalizePlayer(self);
1261 CheatShutdownClient();
1263 if(self.hitplotfh >= 0)
1265 fclose(self.hitplotfh);
1266 self.hitplotfh = -1;
1270 anticheat_shutdown();
1272 playerdemo_shutdown();
1274 bot_clientdisconnect();
1279 if(autocvar_sv_eventlog)
1280 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1282 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1284 MUTATOR_CALLHOOK(ClientDisconnect);
1286 Portal_ClearAll(self);
1288 RemoveGrapplingHook(self);
1290 // Here, everything has been done that requires this player to be a client.
1292 self.flags &= ~FL_CLIENT;
1294 if (self.chatbubbleentity)
1295 remove (self.chatbubbleentity);
1297 if (self.killindicator)
1298 remove (self.killindicator);
1300 WaypointSprite_PlayerGone();
1302 bot_relinkplayerlist();
1304 accuracy_free(self);
1305 ClientData_Detach();
1306 PlayerScore_Detach(self);
1308 if(self.netname_previous)
1309 strunzone(self.netname_previous);
1310 if(self.clientstatus)
1311 strunzone(self.clientstatus);
1312 if(self.weaponorder_byimpulse)
1313 strunzone(self.weaponorder_byimpulse);
1315 ClearPlayerSounds();
1318 remove(self.personal);
1328 void ChatBubbleThink()
1330 self.nextthink = time;
1331 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1333 if(self.owner) // but why can that ever be world?
1334 self.owner.chatbubbleentity = world;
1338 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1340 || self.owner.tetris_on
1343 self.model = self.mdl;
1348 void UpdateChatBubble()
1352 // spawn a chatbubble entity if needed
1353 if (!self.chatbubbleentity)
1355 self.chatbubbleentity = spawn();
1356 self.chatbubbleentity.owner = self;
1357 self.chatbubbleentity.exteriormodeltoclient = self;
1358 self.chatbubbleentity.think = ChatBubbleThink;
1359 self.chatbubbleentity.nextthink = time;
1360 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1361 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1362 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1363 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1364 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1365 self.chatbubbleentity.model = "";
1366 self.chatbubbleentity.effects = EF_LOWPRECISION;
1371 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1372 // added to the model skins
1373 /*void UpdateColorModHack()
1376 c = self.clientcolors & 15;
1377 // LordHavoc: only bothering to support white, green, red, yellow, blue
1378 if (!teamplay) self.colormod = '0 0 0';
1379 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1380 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1381 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1382 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1383 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1384 else self.colormod = '1 1 1';
1389 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1391 self.solid = SOLID_NOT;
1392 self.takedamage = DAMAGE_NO;
1393 self.movetype = MOVETYPE_FLY;
1394 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1395 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1396 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1397 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1398 if(autocvar_g_respawn_ghosts_maxtime)
1399 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1404 self.effects |= EF_NODRAW; // prevent another CopyBody
1405 PutClientInServer();
1408 void play_countdown(float finished, string samp)
1410 if(IS_REAL_CLIENT(self))
1411 if(floor(finished - time - frametime) != floor(finished - time))
1412 if(finished - time < 6)
1413 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1416 void player_powerups (void)
1418 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1419 olditems = self.items;
1421 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1422 self.modelflags |= MF_ROCKET;
1424 self.modelflags &= ~MF_ROCKET;
1426 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1428 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1431 Fire_ApplyDamage(self);
1432 Fire_ApplyEffect(self);
1436 if (self.items & IT_STRENGTH)
1438 play_countdown(self.strength_finished, "misc/poweroff.wav");
1439 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1440 if (time > self.strength_finished)
1442 self.items = self.items - (self.items & IT_STRENGTH);
1443 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1444 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1449 if (time < self.strength_finished)
1451 self.items = self.items | IT_STRENGTH;
1452 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1453 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1456 if (self.items & IT_INVINCIBLE)
1458 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1459 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1460 if (time > self.invincible_finished)
1462 self.items = self.items - (self.items & IT_INVINCIBLE);
1463 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1464 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1469 if (time < self.invincible_finished)
1471 self.items = self.items | IT_INVINCIBLE;
1472 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1473 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1476 if (self.items & IT_SUPERWEAPON)
1478 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1480 self.superweapons_finished = 0;
1481 self.items = self.items - (self.items & IT_SUPERWEAPON);
1482 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1483 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1485 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1487 // don't let them run out
1491 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1492 if (time > self.superweapons_finished)
1494 self.items = self.items - (self.items & IT_SUPERWEAPON);
1495 self.weapons &= ~WEPSET_SUPERWEAPONS;
1496 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1497 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1501 else if(self.weapons & WEPSET_SUPERWEAPONS)
1503 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1505 self.items = self.items | IT_SUPERWEAPON;
1506 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1507 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1511 self.superweapons_finished = 0;
1512 self.weapons &= ~WEPSET_SUPERWEAPONS;
1517 self.superweapons_finished = 0;
1521 if(autocvar_g_nodepthtestplayers)
1522 self.effects = self.effects | EF_NODEPTHTEST;
1524 if(autocvar_g_fullbrightplayers)
1525 self.effects = self.effects | EF_FULLBRIGHT;
1527 if (time >= game_starttime)
1528 if (time < self.spawnshieldtime)
1529 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1531 MUTATOR_CALLHOOK(PlayerPowerups);
1534 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1536 if(current > stable)
1538 else if(current > stable - 0.25) // when close enough, "snap"
1541 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1544 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1546 if(current < stable)
1548 else if(current < stable + 0.25) // when close enough, "snap"
1551 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1554 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1556 if(current > rotstable)
1558 if(rotframetime > 0)
1560 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1561 current = max(rotstable, current - rotlinear * rotframetime);
1564 else if(current < regenstable)
1566 if(regenframetime > 0)
1568 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1569 current = min(regenstable, current + regenlinear * regenframetime);
1579 void player_regen (void)
1581 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1582 maxh = autocvar_g_balance_health_rotstable;
1583 maxa = autocvar_g_balance_armor_rotstable;
1584 maxf = autocvar_g_balance_fuel_rotstable;
1585 minh = autocvar_g_balance_health_regenstable;
1586 mina = autocvar_g_balance_armor_regenstable;
1587 minf = autocvar_g_balance_fuel_regenstable;
1588 limith = autocvar_g_balance_health_limit;
1589 limita = autocvar_g_balance_armor_limit;
1590 limitf = autocvar_g_balance_fuel_limit;
1592 max_mod = regen_mod = rot_mod = limit_mod = 1;
1594 maxh = maxh * max_mod;
1595 //maxa = maxa * max_mod;
1596 //maxf = maxf * max_mod;
1597 minh = minh * max_mod;
1598 //mina = mina * max_mod;
1599 //minf = minf * max_mod;
1600 limith = limith * limit_mod;
1601 limita = limita * limit_mod;
1602 //limitf = limitf * limit_mod;
1607 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1609 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);
1610 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);
1612 // if player rotted to death... die!
1614 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1617 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1618 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);
1621 float zoomstate_set;
1622 void SetZoomState(float z)
1624 if(z != self.zoomstate)
1627 ClientData_Touch(self);
1632 void GetPressedKeys(void) {
1633 MUTATOR_CALLHOOK(GetPressedKeys);
1634 if (self.movement_x > 0) // get if movement keys are pressed
1635 { // forward key pressed
1636 self.pressedkeys |= KEY_FORWARD;
1637 self.pressedkeys &= ~KEY_BACKWARD;
1639 else if (self.movement_x < 0)
1640 { // backward key pressed
1641 self.pressedkeys |= KEY_BACKWARD;
1642 self.pressedkeys &= ~KEY_FORWARD;
1646 self.pressedkeys &= ~KEY_FORWARD;
1647 self.pressedkeys &= ~KEY_BACKWARD;
1650 if (self.movement_y > 0)
1651 { // right key pressed
1652 self.pressedkeys |= KEY_RIGHT;
1653 self.pressedkeys &= ~KEY_LEFT;
1655 else if (self.movement_y < 0)
1656 { // left key pressed
1657 self.pressedkeys |= KEY_LEFT;
1658 self.pressedkeys &= ~KEY_RIGHT;
1662 self.pressedkeys &= ~KEY_RIGHT;
1663 self.pressedkeys &= ~KEY_LEFT;
1666 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1667 self.pressedkeys |= KEY_JUMP;
1669 self.pressedkeys &= ~KEY_JUMP;
1670 if (self.BUTTON_CROUCH)
1671 self.pressedkeys |= KEY_CROUCH;
1673 self.pressedkeys &= ~KEY_CROUCH;
1675 if (self.BUTTON_ATCK)
1676 self.pressedkeys |= KEY_ATCK;
1678 self.pressedkeys &= ~KEY_ATCK;
1679 if (self.BUTTON_ATCK2)
1680 self.pressedkeys |= KEY_ATCK2;
1682 self.pressedkeys &= ~KEY_ATCK2;
1686 ======================
1687 spectate mode routines
1688 ======================
1691 void SpectateCopy(entity spectatee) {
1693 MUTATOR_CALLHOOK(SpectateCopy);
1694 self.armortype = spectatee.armortype;
1695 self.armorvalue = spectatee.armorvalue;
1696 self.ammo_cells = spectatee.ammo_cells;
1697 self.ammo_shells = spectatee.ammo_shells;
1698 self.ammo_nails = spectatee.ammo_nails;
1699 self.ammo_rockets = spectatee.ammo_rockets;
1700 self.ammo_fuel = spectatee.ammo_fuel;
1701 self.clip_load = spectatee.clip_load;
1702 self.clip_size = spectatee.clip_size;
1703 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1704 self.health = spectatee.health;
1706 self.items = spectatee.items;
1707 self.last_pickup = spectatee.last_pickup;
1708 self.hit_time = spectatee.hit_time;
1709 self.metertime = spectatee.metertime;
1710 self.strength_finished = spectatee.strength_finished;
1711 self.invincible_finished = spectatee.invincible_finished;
1712 self.pressedkeys = spectatee.pressedkeys;
1713 self.weapons = spectatee.weapons;
1714 self.switchweapon = spectatee.switchweapon;
1715 self.switchingweapon = spectatee.switchingweapon;
1716 self.weapon = spectatee.weapon;
1717 self.nex_charge = spectatee.nex_charge;
1718 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1719 self.hagar_load = spectatee.hagar_load;
1720 self.minelayer_mines = spectatee.minelayer_mines;
1721 self.punchangle = spectatee.punchangle;
1722 self.view_ofs = spectatee.view_ofs;
1723 self.velocity = spectatee.velocity;
1724 self.dmg_take = spectatee.dmg_take;
1725 self.dmg_save = spectatee.dmg_save;
1726 self.dmg_inflictor = spectatee.dmg_inflictor;
1727 self.v_angle = spectatee.v_angle;
1728 self.angles = spectatee.v_angle;
1729 if(!self.BUTTON_USE)
1730 self.fixangle = TRUE;
1731 setorigin(self, spectatee.origin);
1732 setsize(self, spectatee.mins, spectatee.maxs);
1733 SetZoomState(spectatee.zoomstate);
1735 anticheat_spectatecopy(spectatee);
1736 self.hud = spectatee.hud;
1737 if(spectatee.vehicle)
1739 self.fixangle = FALSE;
1740 //self.velocity = spectatee.vehicle.velocity;
1741 self.vehicle_health = spectatee.vehicle_health;
1742 self.vehicle_shield = spectatee.vehicle_shield;
1743 self.vehicle_energy = spectatee.vehicle_energy;
1744 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1745 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1746 self.vehicle_reload1 = spectatee.vehicle_reload1;
1747 self.vehicle_reload2 = spectatee.vehicle_reload2;
1751 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1752 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1753 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1754 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1756 //WriteByte (MSG_ONE, SVC_SETVIEW);
1757 // WriteEntity(MSG_ONE, self);
1758 //makevectors(spectatee.v_angle);
1759 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1763 float SpectateUpdate() {
1767 if (self == self.enemy)
1770 if (!IS_PLAYER(self.enemy))
1773 SpectateCopy(self.enemy);
1781 if(self.enemy.classname != "player")
1783 /*if(self.enemy.vehicle)
1787 WriteByte(MSG_ONE, SVC_SETVIEW);
1788 WriteEntity(MSG_ONE, self.enemy);
1789 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1791 self.movetype = MOVETYPE_NONE;
1792 accuracy_resend(self);
1797 WriteByte(MSG_ONE, SVC_SETVIEW);
1798 WriteEntity(MSG_ONE, self.enemy);
1799 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1800 self.movetype = MOVETYPE_NONE;
1801 accuracy_resend(self);
1803 if(!SpectateUpdate())
1804 PutObserverInServer();
1809 float Spectate(entity pl)
1811 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1812 if(pl.team != self.team)
1816 return SpectateSet();
1819 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1820 entity CA_SpectateNext(entity start) {
1821 if (start.team == self.team) {
1826 // continue from current player
1827 while(other && other.team != self.team) {
1828 other = find(other, classname, "player");
1832 // restart from begining
1833 other = find(other, classname, "player");
1834 while(other && other.team != self.team) {
1835 other = find(other, classname, "player");
1842 float SpectateNext()
1844 other = find(self.enemy, classname, "player");
1846 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1847 // CA and ca players when spectating enemies is forbidden
1848 other = CA_SpectateNext(other);
1850 // other modes and ca spectators or spectating enemies is allowed
1852 other = find(other, classname, "player");
1858 return SpectateSet();
1861 float SpectatePrev()
1863 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1864 other = findchain(classname, "player");
1865 if (!other) // no player
1868 entity first = other;
1869 // skip players until current spectated player
1871 while(other && other != self.enemy)
1872 other = other.chain;
1874 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1876 do { other = other.chain; }
1877 while(other && other.team != self.team);
1882 while(other.team != self.team)
1883 other = other.chain;
1884 if(other == self.enemy)
1891 other = other.chain;
1896 return SpectateSet();
1901 ShowRespawnCountdown()
1903 Update a respawn countdown display.
1906 void ShowRespawnCountdown()
1909 if(self.deadflag == DEAD_NO) // just respawned?
1913 number = ceil(self.respawn_time - time);
1916 if(number <= self.respawn_countdown)
1918 self.respawn_countdown = number - 1;
1919 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
1920 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1925 void LeaveSpectatorMode()
1929 if(nJoinAllowed(self))
1931 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1933 self.classname = "player";
1935 if(autocvar_g_campaign || autocvar_g_balance_teams)
1936 { JoinBestTeam(self, FALSE, TRUE); }
1938 if(autocvar_g_campaign)
1939 { campaign_bots_may_start = 1; }
1941 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1943 PutClientInServer();
1945 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1948 stuffcmd(self, "menu_showteamselect\n");
1952 // Player may not join because g_maxplayers is set
1953 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1958 * Determines whether the player is allowed to join. This depends on cvar
1959 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1960 * it checks whether the number of currently playing players exceeds g_maxplayers.
1961 * @return int number of free slots for players, 0 if none
1963 float nJoinAllowed(entity ignore) {
1965 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1966 // so report 0 free slots if restricted
1968 if(autocvar_g_forced_team_otherwise == "spectate")
1970 if(autocvar_g_forced_team_otherwise == "spectator")
1974 if(self.team_forced < 0)
1975 return 0; // forced spectators can never join
1977 // TODO simplify this
1979 float totalClients = 0;
1984 if (!autocvar_g_maxplayers)
1985 return maxclients - totalClients;
1987 float currentlyPlaying = 0;
1988 FOR_EACH_REALCLIENT(e)
1989 if(IS_PLAYER(e) || e.caplayer == 1)
1990 currentlyPlaying += 1;
1992 if(currentlyPlaying < autocvar_g_maxplayers)
1993 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1999 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2000 * g_maxplayers_spectator_blocktime seconds
2002 void checkSpectatorBlock() {
2003 if(IS_SPEC(self) || IS_OBSERVER(self)) {
2004 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2005 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2011 void PrintWelcomeMessage()
2013 if(self.motd_actived_time == 0)
2015 if (autocvar_g_campaign) {
2016 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2017 self.motd_actived_time = time;
2018 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2021 if (self.BUTTON_INFO) {
2022 self.motd_actived_time = time;
2023 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2027 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2029 if (autocvar_g_campaign) {
2030 if (self.BUTTON_INFO)
2031 self.motd_actived_time = time;
2032 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2033 self.motd_actived_time = 0;
2034 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2037 if (self.BUTTON_INFO)
2038 self.motd_actived_time = time;
2039 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2040 self.motd_actived_time = 0;
2041 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2045 else //if(self.motd_actived_time < 0) // just connected, motd is active
2047 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2048 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2049 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2051 // instanctly hide MOTD
2052 self.motd_actived_time = 0;
2053 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2058 void ObserverThink()
2060 float prefered_movetype;
2061 if (self.flags & FL_JUMPRELEASED) {
2062 if (self.BUTTON_JUMP && !self.version_mismatch) {
2063 self.flags &= ~FL_JUMPRELEASED;
2064 self.flags |= FL_SPAWNING;
2065 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2066 self.flags &= ~FL_JUMPRELEASED;
2067 if(SpectateNext()) {
2068 self.classname = "spectator";
2071 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2072 if (self.movetype != prefered_movetype)
2073 self.movetype = prefered_movetype;
2076 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2077 self.flags |= FL_JUMPRELEASED;
2078 if(self.flags & FL_SPAWNING)
2080 self.flags &= ~FL_SPAWNING;
2081 LeaveSpectatorMode();
2088 void SpectatorThink()
2090 if (self.flags & FL_JUMPRELEASED) {
2091 if (self.BUTTON_JUMP && !self.version_mismatch) {
2092 self.flags &= ~FL_JUMPRELEASED;
2093 self.flags |= FL_SPAWNING;
2094 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2095 self.flags &= ~FL_JUMPRELEASED;
2096 if(SpectateNext()) {
2097 self.classname = "spectator";
2099 self.classname = "observer";
2100 PutClientInServer();
2103 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2104 self.flags &= ~FL_JUMPRELEASED;
2105 if(SpectatePrev()) {
2106 self.classname = "spectator";
2108 self.classname = "observer";
2109 PutClientInServer();
2112 } else if (self.BUTTON_ATCK2) {
2113 self.flags &= ~FL_JUMPRELEASED;
2114 self.classname = "observer";
2115 PutClientInServer();
2117 if(!SpectateUpdate())
2118 PutObserverInServer();
2121 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2122 self.flags |= FL_JUMPRELEASED;
2123 if(self.flags & FL_SPAWNING)
2125 self.flags &= ~FL_SPAWNING;
2126 LeaveSpectatorMode();
2130 if(!SpectateUpdate())
2131 PutObserverInServer();
2134 self.flags |= FL_CLIENT | FL_NOTARGET;
2139 if (!IS_PLAYER(self))
2144 vehicles_exit(VHEF_NORMAL);
2148 // a use key was pressed; call handlers
2149 MUTATOR_CALLHOOK(PlayerUseKey);
2156 Called every frame for each client before the physics are run
2159 .float usekeypressed;
2160 void() nexball_setstatus;
2162 void PlayerPreThink (void)
2164 WarpZone_PlayerPhysics_FixVAngle();
2166 self.stat_game_starttime = game_starttime;
2167 self.stat_round_starttime = round_starttime;
2168 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2169 self.stat_leadlimit = autocvar_leadlimit;
2173 // physics frames: update anticheat stuff
2174 anticheat_prethink();
2177 if(blockSpectators && frametime)
2178 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2179 checkSpectatorBlock();
2183 if(self.netname_previous != self.netname)
2185 if(autocvar_sv_eventlog)
2186 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2187 if(self.netname_previous)
2188 strunzone(self.netname_previous);
2189 self.netname_previous = strzone(self.netname);
2193 if(self.version_nagtime)
2194 if(self.cvar_g_xonoticversion)
2195 if(time > self.version_nagtime)
2197 // don't notify git users
2198 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2200 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2202 // notify release users if connecting to git
2203 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");
2204 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2209 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2212 // give users new version
2213 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");
2214 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2218 // notify users about old server version
2219 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");
2220 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2224 self.version_nagtime = 0;
2228 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2230 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2231 self.max_armorvalue = 0;
2235 if (TetrisPreFrame())
2239 MUTATOR_CALLHOOK(PlayerPreThink);
2241 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2243 if(self.BUTTON_USE && !self.usekeypressed)
2245 self.usekeypressed = self.BUTTON_USE;
2248 if(IS_REAL_CLIENT(self))
2249 PrintWelcomeMessage();
2254 CheckRules_Player();
2256 if (intermission_running)
2258 IntermissionThink (); // otherwise a button could be missed between
2259 return; // the think tics
2262 //don't allow the player to turn around while game is paused!
2263 if(timeout_status == TIMEOUT_ACTIVE) {
2264 // FIXME turn this into CSQC stuff
2265 self.v_angle = self.lastV_angle;
2266 self.angles = self.lastV_angle;
2267 self.fixangle = TRUE;
2272 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2274 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);
2275 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);
2276 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);
2278 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2280 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);
2281 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);
2282 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);
2286 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2291 if (self.deadflag != DEAD_NO)
2293 if(self.personal && g_race_qualifying)
2295 if(time > self.respawn_time)
2297 self.respawn_time = time + 1; // only retry once a second
2298 self.stat_respawn_time = self.respawn_time;
2305 float button_pressed;
2308 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2310 if (self.deadflag == DEAD_DYING)
2312 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2313 self.deadflag = DEAD_RESPAWNING;
2314 else if(!button_pressed)
2315 self.deadflag = DEAD_DEAD;
2317 else if (self.deadflag == DEAD_DEAD)
2320 self.deadflag = DEAD_RESPAWNABLE;
2321 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2322 self.deadflag = DEAD_RESPAWNING;
2324 else if (self.deadflag == DEAD_RESPAWNABLE)
2327 self.deadflag = DEAD_RESPAWNING;
2329 else if (self.deadflag == DEAD_RESPAWNING)
2331 if(time > self.respawn_time)
2333 self.respawn_time = time + 1; // only retry once a second
2334 self.respawn_time_max = self.respawn_time;
2339 ShowRespawnCountdown();
2341 if(self.respawn_flags & RESPAWN_SILENT)
2342 self.stat_respawn_time = 0;
2343 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2344 self.stat_respawn_time = self.respawn_time_max;
2346 self.stat_respawn_time = self.respawn_time;
2349 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2350 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2351 self.stat_respawn_time *= -1;
2356 self.prevorigin = self.origin;
2358 float do_crouch = self.BUTTON_CROUCH;
2363 if(self.freezetag_frozen)
2365 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2373 self.view_ofs = PL_CROUCH_VIEW_OFS;
2374 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2375 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2382 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2383 if (!trace_startsolid)
2385 self.crouch = FALSE;
2386 self.view_ofs = PL_VIEW_OFS;
2387 setsize (self, PL_MIN, PL_MAX);
2394 GrapplingHookFrame();
2396 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2399 self.items &= ~self.items_added;
2403 self.items_added = 0;
2404 if(self.items & IT_JETPACK)
2405 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2406 self.items_added |= IT_FUEL;
2408 self.items |= self.items_added;
2413 // rot nex charge to the charge limit
2414 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2415 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2421 secrets_setstatus();
2423 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2425 //self.angles_y=self.v_angle_y + 90; // temp
2426 } else if(gameover) {
2427 if (intermission_running)
2428 IntermissionThink (); // otherwise a button could be missed between
2430 } else if(IS_OBSERVER(self)) {
2432 } else if(IS_SPEC(self)) {
2437 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));
2439 float oldspectatee_status;
2440 oldspectatee_status = self.spectatee_status;
2442 self.spectatee_status = num_for_edict(self.enemy);
2443 else if(IS_OBSERVER(self))
2444 self.spectatee_status = num_for_edict(self);
2446 self.spectatee_status = 0;
2447 if(self.spectatee_status != oldspectatee_status)
2449 ClientData_Touch(self);
2451 race_InitSpectator();
2454 if(self.teamkill_soundtime)
2455 if(time > self.teamkill_soundtime)
2457 self.teamkill_soundtime = 0;
2459 entity oldpusher, oldself;
2461 oldself = self; self = self.teamkill_soundsource;
2462 oldpusher = self.pusher; self.pusher = oldself;
2464 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2466 self.pusher = oldpusher;
2470 if(self.taunt_soundtime)
2471 if(time > self.taunt_soundtime)
2473 self.taunt_soundtime = 0;
2474 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2477 target_voicescript_next(self);
2479 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2481 self.clip_load = self.clip_size = 0;
2484 float isInvisibleString(string s)
2487 s = strdecolorize(s);
2488 for((i = 0), (n = strlen(s)); i < n; ++i)
2496 case 192: // charmap space
2497 if (!autocvar_utf8_enable)
2500 case 160: // space in unicode fonts
2501 case 0xE000 + 192: // utf8 charmap space
2502 if (autocvar_utf8_enable)
2515 Called every frame for each client after the physics are run
2518 .float idlekick_lasttimeleft;
2519 void PlayerPostThink (void)
2521 // Savage: Check for nameless players
2522 if (isInvisibleString(self.netname)) {
2523 self.netname = "Player";
2524 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2527 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2528 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2530 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2532 if(self.idlekick_lasttimeleft)
2534 self.idlekick_lasttimeleft = 0;
2535 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2541 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2542 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2544 if(!self.idlekick_lasttimeleft)
2545 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2549 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2553 else if(timeleft <= 10)
2555 if(timeleft != self.idlekick_lasttimeleft)
2556 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2557 self.idlekick_lasttimeleft = timeleft;
2563 if(self.impulse == 100)
2565 if (!TetrisPostFrame())
2571 //CheckPlayerJump();
2573 if(IS_PLAYER(self)) {
2574 CheckRules_Player();
2578 if (intermission_running)
2579 return; // intermission or finale
2589 for(i = 0; i < 1000; ++i)
2592 end = self.origin + '0 0 1024' + 512 * randomvec();
2593 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2594 if(trace_fraction < 1)
2595 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2597 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2603 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2605 if(self.waypointsprite_attachedforcarrier)
2606 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2610 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2612 if (!self.stored_netname)
2613 self.stored_netname = strzone(uid2name(self.crypto_idfp));
2614 if(self.stored_netname != self.netname)
2616 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2617 strunzone(self.stored_netname);
2618 self.stored_netname = strzone(self.netname);
2624 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2627 CSQCMODEL_AUTOUPDATE();