1 #include "waypointsprites.qh"
3 #include "cl_impulse.qh"
4 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
15 #include "bot/navigation.qh"
17 #include "weapons/hitplot.qh"
18 #include "weapons/weaponsystem.qh"
20 #include "../common/net_notice.qh"
22 #include "../common/monsters/sv_monsters.qh"
24 #include "../warpzonelib/server.qh"
28 void send_CSQC_teamnagger() {
29 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
30 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
33 float ClientData_Send(entity to, int sf)
50 sf |= 1; // forced scoreboard
51 if(to.spectatee_status)
52 sf |= 2; // spectator ent number follows
55 if(e.porto_v_angle_held)
56 sf |= 8; // angles held
58 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
59 WriteByte(MSG_ENTITY, sf);
62 WriteByte(MSG_ENTITY, to.spectatee_status);
66 WriteAngle(MSG_ENTITY, e.v_angle.x);
67 WriteAngle(MSG_ENTITY, e.v_angle.y);
73 void ClientData_Attach()
75 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
76 self.clientdata.drawonlytoclient = self;
77 self.clientdata.owner = self;
80 void ClientData_Detach()
82 remove(self.clientdata);
83 self.clientdata = world;
86 void ClientData_Touch(entity e)
88 e.clientdata.SendFlags = 1;
90 // make it spectatable
92 FOR_EACH_REALCLIENT(e2)
97 e2.clientdata.SendFlags = 1;
101 .string netname_previous;
103 void SetSpectator(entity player, entity spectatee);
110 Checks if the argument string can be a valid playermodel.
111 Returns a valid one in doubt.
114 string FallbackPlayerModel;
115 string CheckPlayerModel(string plyermodel) {
116 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
118 // note: we cannot summon Don Strunzone here, some player may
119 // still have the model string set. In case anyone manages how
120 // to change a cvar default, we'll have a small leak here.
121 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
123 // only in right path
124 if( substring(plyermodel,0,14) != "models/player/")
125 return FallbackPlayerModel;
126 // only good file extensions
127 if(substring(plyermodel,-4,4) != ".zym")
128 if(substring(plyermodel,-4,4) != ".dpm")
129 if(substring(plyermodel,-4,4) != ".iqm")
130 if(substring(plyermodel,-4,4) != ".md3")
131 if(substring(plyermodel,-4,4) != ".psk")
132 return FallbackPlayerModel;
133 // forbid the LOD models
134 if(substring(plyermodel, -9,5) == "_lod1")
135 return FallbackPlayerModel;
136 if(substring(plyermodel, -9,5) == "_lod2")
137 return FallbackPlayerModel;
138 if(plyermodel != strtolower(plyermodel))
139 return FallbackPlayerModel;
140 // also, restrict to server models
141 if(autocvar_sv_servermodelsonly)
143 if(!fexists(plyermodel))
144 return FallbackPlayerModel;
149 void setplayermodel(entity e, string modelname)
151 precache_model(modelname);
152 setmodel(e, modelname);
153 player_setupanimsformodel();
154 UpdatePlayerSounds();
161 putting a client as observer in the server
164 void FixPlayermodel();
165 void PutObserverInServer (void)
168 self.hud = HUD_NORMAL;
170 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
172 spot = SelectSpawnPoint (true);
174 error("No spawnpoints for observers?!?\n");
175 RemoveGrapplingHook(self); // Wazat's Grappling Hook
177 if(IS_REAL_CLIENT(self))
180 WriteByte(MSG_ONE, SVC_SETVIEW);
181 WriteEntity(MSG_ONE, self);
184 self.frags = FRAGS_SPECTATOR;
186 MUTATOR_CALLHOOK(MakePlayerObserver);
188 Portal_ClearAll(self);
195 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
200 vehicles_exit(VHEF_RELESE);
202 WaypointSprite_PlayerDead();
204 if (!g_ca) // don't reset teams when moving a ca player to the spectators
205 self.team = -1; // move this as it is needed to log the player spectating in eventlog
207 if(self.killcount != -666)
209 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
210 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
211 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
213 if(self.just_joined == false) {
214 LogTeamchange(self.playerid, -1, 4);
216 self.just_joined = false;
219 PlayerScore_Clear(self); // clear scores when needed
221 accuracy_resend(self);
223 self.spectatortime = time;
225 self.classname = "observer";
226 self.iscreature = false;
227 self.teleportable = TELEPORT_SIMPLE;
228 self.damagedbycontents = false;
230 self.takedamage = DAMAGE_NO;
231 self.solid = SOLID_NOT;
232 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
233 self.flags = FL_CLIENT | FL_NOTARGET;
234 self.armorvalue = 666;
236 self.armorvalue = autocvar_g_balance_armor_start;
237 self.pauserotarmor_finished = 0;
238 self.pauserothealth_finished = 0;
239 self.pauseregen_finished = 0;
240 self.damageforcescale = 0;
242 self.respawn_flags = 0;
243 self.respawn_time = 0;
244 self.stat_respawn_time = 0;
249 self.pain_finished = 0;
250 self.strength_finished = 0;
251 self.invincible_finished = 0;
252 self.superweapons_finished = 0;
255 self.think = func_null;
258 self.deadflag = DEAD_NO;
259 self.angles = spot.angles;
261 self.fixangle = true;
263 self.revival_time = 0;
265 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
266 self.prevorigin = self.origin;
268 self.weapons = '0 0 0';
271 setmodel(self, "null");
272 self.drawonlytoclient = self;
274 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
275 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
278 self.weaponname = "";
279 self.switchingweapon = 0;
280 self.weaponmodel = "";
281 self.weaponentity = world;
282 self.exteriorweaponentity = world;
283 self.killcount = -666;
284 self.velocity = '0 0 0';
285 self.avelocity = '0 0 0';
286 self.punchangle = '0 0 0';
287 self.punchvector = '0 0 0';
288 self.oldvelocity = self.velocity;
289 self.fire_endtime = -1;
290 self.event_damage = func_null;
293 .float model_randomizer;
294 void FixPlayermodel()
297 float defaultskin, chmdl, oldskin, n, i;
304 if(autocvar_sv_defaultcharacter)
309 s = Static_Team_ColorName_Lower(self.team);
312 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
313 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
317 if(defaultmodel == "")
319 defaultmodel = autocvar_sv_defaultplayermodel;
320 defaultskin = autocvar_sv_defaultplayerskin;
323 n = tokenize_console(defaultmodel);
326 defaultmodel = argv(floor(n * self.model_randomizer));
327 // However, do NOT randomize if the player-selected model is in the list.
328 for (i = 0; i < n; ++i)
329 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
330 defaultmodel = argv(i);
333 i = strstrofs(defaultmodel, ":", 0);
336 defaultskin = stof(substring(defaultmodel, i+1, -1));
337 defaultmodel = substring(defaultmodel, 0, i);
341 if(defaultmodel != "")
343 if (defaultmodel != self.model)
347 setplayermodel (self, defaultmodel);
348 setsize (self, m1, m2);
353 self.skin = defaultskin;
355 if (self.playermodel != self.model || self.playermodel == "")
357 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
360 setplayermodel (self, self.playermodel);
361 setsize (self, m1, m2);
366 self.skin = stof(self.playerskin);
369 if(chmdl || oldskin != self.skin) // model or skin has changed
371 self.species = player_getspecies(); // update species
372 UpdatePlayerSounds(); // update skin sounds
376 if(strlen(autocvar_sv_defaultplayercolors))
377 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
378 setcolor(self, stof(autocvar_sv_defaultplayercolors));
385 Called when a client spawns in the server
388 void PutClientInServer (void)
390 if(IS_BOT_CLIENT(self))
391 self.classname = "player";
392 else if(IS_REAL_CLIENT(self))
395 WriteByte(MSG_ONE, SVC_SETVIEW);
396 WriteEntity(MSG_ONE, self);
399 SetSpectator(self, world);
404 MUTATOR_CALLHOOK(PutClientInServer);
407 self.classname = "observer";
411 entity spot, oldself;
413 accuracy_resend(self);
416 JoinBestTeam(self, false, true);
418 spot = SelectSpawnPoint (false);
421 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
422 return; // spawn failed
425 RemoveGrapplingHook(self); // Wazat's Grappling Hook
428 vehicles_exit(VHEF_RELESE);
430 self.classname = "player";
431 self.wasplayer = true;
432 self.iscreature = true;
433 self.teleportable = TELEPORT_NORMAL;
434 self.damagedbycontents = true;
435 self.movetype = MOVETYPE_WALK;
436 self.solid = SOLID_SLIDEBOX;
437 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
438 if(autocvar_g_playerclip_collisions)
439 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
440 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
441 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
442 self.frags = FRAGS_PLAYER;
443 if(INDEPENDENT_PLAYERS)
444 MAKE_INDEPENDENT_PLAYER(self);
445 self.flags = FL_CLIENT;
446 if(autocvar__notarget)
447 self.flags |= FL_NOTARGET;
448 self.takedamage = DAMAGE_AIM;
450 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
451 self.air_finished = time + 12;
453 if(WEP_CVAR(vortex, charge))
455 if(WEP_CVAR_SEC(vortex, chargepool))
456 self.vortex_chargepool_ammo = 1;
457 self.vortex_charge = WEP_CVAR(vortex, charge_start);
462 self.ammo_shells = warmup_start_ammo_shells;
463 self.ammo_nails = warmup_start_ammo_nails;
464 self.ammo_rockets = warmup_start_ammo_rockets;
465 self.ammo_cells = warmup_start_ammo_cells;
466 self.ammo_plasma = warmup_start_ammo_plasma;
467 self.ammo_fuel = warmup_start_ammo_fuel;
468 self.health = warmup_start_health;
469 self.armorvalue = warmup_start_armorvalue;
470 self.weapons = WARMUP_START_WEAPONS;
474 self.ammo_shells = start_ammo_shells;
475 self.ammo_nails = start_ammo_nails;
476 self.ammo_rockets = start_ammo_rockets;
477 self.ammo_cells = start_ammo_cells;
478 self.ammo_plasma = start_ammo_plasma;
479 self.ammo_fuel = start_ammo_fuel;
480 self.health = start_health;
481 self.armorvalue = start_armorvalue;
482 self.weapons = start_weapons;
485 if(self.weapons & WEPSET_SUPERWEAPONS)
486 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
488 self.superweapons_finished = 0;
490 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
492 if(g_weaponarena_random_with_blaster)
493 self.weapons &= ~WEPSET_BLASTER;
494 W_RandomWeapons(self, g_weaponarena_random);
495 if(g_weaponarena_random_with_blaster)
496 self.weapons |= WEPSET_BLASTER;
499 self.items = start_items;
501 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
502 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
503 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
504 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
505 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
506 //extend the pause of rotting if client was reset at the beginning of the countdown
507 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
508 self.spawnshieldtime += game_starttime - time;
509 self.pauserotarmor_finished += game_starttime - time;
510 self.pauserothealth_finished += game_starttime - time;
511 self.pauseregen_finished += game_starttime - time;
513 self.damageforcescale = 2;
515 self.respawn_flags = 0;
516 self.respawn_time = 0;
517 self.stat_respawn_time = 0;
521 self.pain_finished = 0;
522 self.strength_finished = 0;
523 self.invincible_finished = 0;
525 // players have no think function
526 self.think = func_null;
530 self.ballistics_density = autocvar_g_ballistics_density_player;
534 self.deadflag = DEAD_NO;
536 self.angles = spot.angles;
538 self.angles_z = 0; // never spawn tilted even if the spot says to
539 if(IS_BOT_CLIENT(self))
540 self.v_angle = self.angles;
541 self.fixangle = true; // turn this way immediately
542 self.velocity = '0 0 0';
543 self.avelocity = '0 0 0';
544 self.punchangle = '0 0 0';
545 self.punchvector = '0 0 0';
546 self.oldvelocity = self.velocity;
547 self.fire_endtime = -1;
548 self.revival_time = 0;
550 entity spawnevent = spawn();
551 spawnevent.owner = self;
552 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
554 // Cut off any still running player sounds.
555 stopsound(self, CH_PLAYER_SINGLE);
559 self.drawonlytoclient = world;
562 self.view_ofs = PL_VIEW_OFS;
563 setsize (self, PL_MIN, PL_MAX);
564 self.spawnorigin = spot.origin;
565 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
566 // don't reset back to last position, even if new position is stuck in solid
567 self.oldorigin = self.origin;
568 self.prevorigin = self.origin;
569 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
570 self.lastteleporttime = time; // prevent insane speeds due to changing origin
571 self.hud = HUD_NORMAL;
573 self.event_damage = PlayerDamage;
575 self.bot_attack = true;
576 self.monster_attack = true;
578 self.spider_slowness = 0;
580 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
582 if(self.killcount == -666) {
583 PlayerScore_Clear(self);
587 CL_SpawnWeaponentity();
588 self.alpha = default_player_alpha;
589 self.colormod = '1 1 1' * autocvar_g_player_brightness;
590 self.exteriorweaponentity.alpha = default_weapon_alpha;
592 self.speedrunning = false;
594 //stuffcmd(self, "chase_active 0");
595 //stuffcmd(self, "set viewsize $tmpviewsize \n");
597 target_voicescript_clear(self);
599 // reset fields the weapons may use
600 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
602 WEP_ACTION(j, WR_RESETPLAYER);
604 // all weapons must be fully loaded when we spawn
605 entity e = get_weaponinfo(j);
606 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
607 self.(weapon_load[j]) = e.reloading_ammo;
615 self.target = string_null;
624 MUTATOR_CALLHOOK(PlayerSpawn);
626 if(autocvar_spawn_debug)
628 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
629 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
632 self.switchweapon = w_getbestweapon(self);
633 self.cnt = -1; // W_LastWeapon will not complain
635 self.weaponname = "";
636 self.switchingweapon = 0;
640 self.alivetime = time;
644 else if(IS_OBSERVER(self))
646 PutObserverInServer ();
650 .float ebouncefactor, ebouncestop; // electro's values
651 // TODO do we need all these fields, or should we stop autodetecting runtime
652 // changes and just have a console command to update this?
653 float ClientInit_SendEntity(entity to, int sf)
655 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
656 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
657 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
658 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
659 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
660 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
661 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
662 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
663 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
664 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
666 if(sv_foginterval && world.fog != "")
667 WriteString(MSG_ENTITY, world.fog);
669 WriteString(MSG_ENTITY, "");
670 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
671 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
672 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
673 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
674 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
675 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
676 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
677 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
678 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
679 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
680 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
681 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
685 void ClientInit_CheckUpdate()
687 self.nextthink = time;
688 if(self.count != autocvar_g_balance_armor_blockpercent)
690 self.count = autocvar_g_balance_armor_blockpercent;
693 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
695 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
698 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
700 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
703 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
705 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
708 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
710 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
715 void ClientInit_Spawn()
720 e.classname = "clientinit";
721 e.think = ClientInit_CheckUpdate;
722 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
726 ClientInit_CheckUpdate();
735 void SetNewParms (void)
737 // initialize parms for a new player
738 parm1 = -(86400 * 366);
746 void SetChangeParms (void)
748 // save parms for level change
749 parm1 = self.parm_idlesince - time;
757 void DecodeLevelParms (void)
760 self.parm_idlesince = parm1;
761 if(self.parm_idlesince == -(86400 * 366))
762 self.parm_idlesince = time;
764 // whatever happens, allow 60 seconds of idling directly after connect for map loading
765 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
772 Called when a client types 'kill' in the console
776 .float clientkill_nexttime;
777 void ClientKill_Now_TeamChange()
779 if(self.killindicator_teamchange == -1)
781 JoinBestTeam( self, false, true );
783 else if(self.killindicator_teamchange == -2)
786 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
787 PutObserverInServer();
790 SV_ChangeTeam(self.killindicator_teamchange - 1);
791 self.killindicator_teamchange = 0;
794 void ClientKill_Now()
798 vehicles_exit(VHEF_RELESE);
799 if(!self.killindicator_teamchange)
801 self.vehicle_health = -1;
802 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
806 if(self.killindicator && !wasfreed(self.killindicator))
807 remove(self.killindicator);
809 self.killindicator = world;
811 if(self.killindicator_teamchange)
812 ClientKill_Now_TeamChange();
815 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
817 // now I am sure the player IS dead
819 void KillIndicator_Think()
823 self.owner.killindicator = world;
828 if (self.owner.alpha < 0 && !self.owner.vehicle)
830 self.owner.killindicator = world;
838 ClientKill_Now(); // no oldself needed
841 else if(g_cts && self.health == 1) // health == 1 means that it's silent
843 self.nextthink = time + 1;
849 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
850 if(IS_REAL_CLIENT(self.owner))
853 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
855 self.nextthink = time + 1;
860 float clientkilltime;
861 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
870 killtime = autocvar_g_balance_kill_delay;
872 if(g_race_qualifying || g_cts)
875 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
877 remove(self.killindicator);
878 self.killindicator = world;
880 ClientKill_Now(); // allow instant kill in this case
884 self.killindicator_teamchange = targetteam;
886 if(!self.killindicator)
888 if(self.deadflag == DEAD_NO)
890 killtime = max(killtime, self.clientkill_nexttime - time);
891 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
894 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
900 starttime = max(time, clientkilltime);
902 self.killindicator = spawn();
903 self.killindicator.owner = self;
904 self.killindicator.scale = 0.5;
905 setattachment(self.killindicator, self, "");
906 setorigin(self.killindicator, '0 0 52');
907 self.killindicator.think = KillIndicator_Think;
908 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
909 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
910 self.killindicator.cnt = ceil(killtime);
911 self.killindicator.count = bound(0, ceil(killtime), 10);
912 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
914 for(e = world; (e = find(e, classname, "body")) != world; )
918 e.killindicator = spawn();
919 e.killindicator.owner = e;
920 e.killindicator.scale = 0.5;
921 setattachment(e.killindicator, e, "");
922 setorigin(e.killindicator, '0 0 52');
923 e.killindicator.think = KillIndicator_Think;
924 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
925 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
926 e.killindicator.cnt = ceil(killtime);
931 if(self.killindicator)
933 if(targetteam == 0) // just die
935 self.killindicator.colormod = '0 0 0';
936 if(IS_REAL_CLIENT(self))
937 if(self.killindicator.cnt > 0)
938 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
940 else if(targetteam == -1) // auto
942 self.killindicator.colormod = '0 1 0';
943 if(IS_REAL_CLIENT(self))
944 if(self.killindicator.cnt > 0)
945 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
947 else if(targetteam == -2) // spectate
949 self.killindicator.colormod = '0.5 0.5 0.5';
950 if(IS_REAL_CLIENT(self))
951 if(self.killindicator.cnt > 0)
952 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
956 self.killindicator.colormod = Team_ColorRGB(targetteam);
957 if(IS_REAL_CLIENT(self))
958 if(self.killindicator.cnt > 0)
959 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
965 void ClientKill (void)
968 if(self.player_blocked) return;
969 if(self.frozen) return;
971 ClientKill_TeamChange(0);
974 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
976 e.killindicator = spawn();
977 e.killindicator.owner = e;
978 e.killindicator.think = KillIndicator_Think;
979 e.killindicator.nextthink = time + (e.lip) * 0.05;
980 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
981 e.killindicator.health = 1; // this is used to indicate that it should be silent
985 void FixClientCvars(entity e)
987 // send prediction settings to the client
988 stuffcmd(e, "\nin_bindmap 0 0\n");
990 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
991 if(autocvar_g_antilag == 3) // client side hitscan
992 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
993 if(autocvar_sv_gentle)
994 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
997 float PlayerInIDList(entity p, string idlist)
1002 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1006 // this function allows abbreviated player IDs too!
1007 n = tokenize_console(idlist);
1008 for(i = 0; i < n; ++i)
1011 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1018 #ifdef DP_EXT_PRECONNECT
1023 Called once (not at each match start) when a client begins a connection to the server
1026 void ClientPreConnect (void)
1028 if(autocvar_sv_eventlog)
1030 GameLogEcho(sprintf(":connect:%d:%d:%s",
1032 num_for_edict(self),
1033 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1043 Called when a client connects to the server
1046 void DecodeLevelParms (void);
1047 //void dom_player_join_team(entity pl);
1048 void set_dom_state(entity e);
1049 void ClientConnect (void)
1055 print("Warning: ClientConnect, but already connected!\n");
1059 if(Ban_MaybeEnforceBanOnce(self))
1065 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1068 self.classname = "player_joining";
1070 self.flags = FL_CLIENT;
1071 self.version_nagtime = time + 10 + random() * 10;
1075 dprint("BUG player count is lower than zero, this cannot happen!\n");
1079 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1081 PlayerScore_Attach(self);
1082 ClientData_Attach();
1083 accuracy_init(self);
1085 bot_clientconnect();
1091 // identify the right forced team
1092 if(autocvar_g_campaign)
1094 if(IS_REAL_CLIENT(self)) // only players, not bots
1096 switch(autocvar_g_campaign_forceteam)
1098 case 1: self.team_forced = NUM_TEAM_1; break;
1099 case 2: self.team_forced = NUM_TEAM_2; break;
1100 case 3: self.team_forced = NUM_TEAM_3; break;
1101 case 4: self.team_forced = NUM_TEAM_4; break;
1102 default: self.team_forced = 0;
1106 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1107 self.team_forced = NUM_TEAM_1;
1108 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1109 self.team_forced = NUM_TEAM_2;
1110 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1111 self.team_forced = NUM_TEAM_3;
1112 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1113 self.team_forced = NUM_TEAM_4;
1114 else if(autocvar_g_forced_team_otherwise == "red")
1115 self.team_forced = NUM_TEAM_1;
1116 else if(autocvar_g_forced_team_otherwise == "blue")
1117 self.team_forced = NUM_TEAM_2;
1118 else if(autocvar_g_forced_team_otherwise == "yellow")
1119 self.team_forced = NUM_TEAM_3;
1120 else if(autocvar_g_forced_team_otherwise == "pink")
1121 self.team_forced = NUM_TEAM_4;
1122 else if(autocvar_g_forced_team_otherwise == "spectate")
1123 self.team_forced = -1;
1124 else if(autocvar_g_forced_team_otherwise == "spectator")
1125 self.team_forced = -1;
1127 self.team_forced = 0;
1130 if(self.team_forced > 0)
1131 self.team_forced = 0;
1133 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1135 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1136 self.classname = "observer";
1140 if(autocvar_g_balance_teams)
1142 self.classname = "player";
1143 campaign_bots_may_start = 1;
1147 self.classname = "observer"; // do it anyway
1152 self.classname = "player";
1153 campaign_bots_may_start = 1;
1157 self.playerid = (playerid_last = playerid_last + 1);
1159 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1161 if(IS_BOT_CLIENT(self))
1162 PlayerStats_GameReport_AddPlayer(self);
1164 if(autocvar_sv_eventlog)
1165 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1167 LogTeamchange(self.playerid, self.team, 1);
1169 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1171 self.netname_previous = strzone(self.netname);
1173 if(IS_PLAYER(self) && teamplay)
1174 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1176 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1178 stuffcmd(self, strcat(clientstuff, "\n"));
1179 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1181 FixClientCvars(self);
1183 // spawnfunc_waypoint sprites
1184 WaypointSprite_InitClient(self);
1186 // Wazat's grappling hook
1187 SetGrappleHookBindings();
1190 stuffcmd(self, "alias +jetpack +button10\n");
1191 stuffcmd(self, "alias -jetpack -button10\n");
1193 // get version info from player
1194 stuffcmd(self, "cmd clientversion $gameversion\n");
1196 // get other cvars from player
1199 // notify about available teams
1202 CheckAllowedTeams(self);
1203 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1204 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1207 stuffcmd(self, "set _teams_available 0\n");
1211 bot_relinkplayerlist();
1213 self.spectatortime = time;
1216 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1219 self.jointime = time;
1220 self.allowed_timeouts = autocvar_sv_timeout_number;
1222 if(IS_REAL_CLIENT(self))
1224 if(!autocvar_g_campaign)
1226 self.motd_actived_time = -1;
1227 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1230 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1231 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1234 if(!sv_foginterval && world.fog != "")
1235 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1237 W_HitPlotOpen(self);
1239 if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1240 send_CSQC_teamnagger();
1244 CSQCMODEL_AUTOINIT();
1246 self.model_randomizer = random();
1248 if(IS_REAL_CLIENT(self))
1251 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1252 entity oldself = self;
1254 e.init_for_player(oldself);
1258 MUTATOR_CALLHOOK(ClientConnect);
1264 Called when a client disconnects from the server
1267 .entity chatbubbleentity;
1269 void ClientDisconnect (void)
1272 vehicles_exit(VHEF_RELESE);
1274 if (!IS_CLIENT(self))
1276 print("Warning: ClientDisconnect without ClientConnect\n");
1280 PlayerStats_GameReport_FinalizePlayer(self);
1282 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1284 CheatShutdownClient();
1286 W_HitPlotClose(self);
1289 anticheat_shutdown();
1291 playerdemo_shutdown();
1293 bot_clientdisconnect();
1298 if(autocvar_sv_eventlog)
1299 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1301 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1303 MUTATOR_CALLHOOK(ClientDisconnect);
1305 Portal_ClearAll(self);
1309 RemoveGrapplingHook(self);
1311 // Here, everything has been done that requires this player to be a client.
1313 self.flags &= ~FL_CLIENT;
1315 if (self.chatbubbleentity)
1316 remove (self.chatbubbleentity);
1318 if (self.killindicator)
1319 remove (self.killindicator);
1321 WaypointSprite_PlayerGone();
1323 bot_relinkplayerlist();
1325 accuracy_free(self);
1326 ClientData_Detach();
1327 PlayerScore_Detach(self);
1329 if(self.netname_previous)
1330 strunzone(self.netname_previous);
1331 if(self.clientstatus)
1332 strunzone(self.clientstatus);
1333 if(self.weaponorder_byimpulse)
1334 strunzone(self.weaponorder_byimpulse);
1336 ClearPlayerSounds();
1339 remove(self.personal);
1349 void ChatBubbleThink()
1351 self.nextthink = time;
1352 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1354 if(self.owner) // but why can that ever be world?
1355 self.owner.chatbubbleentity = world;
1359 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1361 || self.owner.tetris_on
1364 self.model = self.mdl;
1369 void UpdateChatBubble()
1373 // spawn a chatbubble entity if needed
1374 if (!self.chatbubbleentity)
1376 self.chatbubbleentity = spawn();
1377 self.chatbubbleentity.owner = self;
1378 self.chatbubbleentity.exteriormodeltoclient = self;
1379 self.chatbubbleentity.think = ChatBubbleThink;
1380 self.chatbubbleentity.nextthink = time;
1381 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1382 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1383 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1384 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1385 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1386 self.chatbubbleentity.model = "";
1387 self.chatbubbleentity.effects = EF_LOWPRECISION;
1392 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1393 // added to the model skins
1394 /*void UpdateColorModHack()
1397 c = self.clientcolors & 15;
1398 // LordHavoc: only bothering to support white, green, red, yellow, blue
1399 if (!teamplay) self.colormod = '0 0 0';
1400 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1401 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1402 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1403 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1404 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1405 else self.colormod = '1 1 1';
1410 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1412 self.solid = SOLID_NOT;
1413 self.takedamage = DAMAGE_NO;
1414 self.movetype = MOVETYPE_FLY;
1415 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1416 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1417 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1418 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1419 if(autocvar_g_respawn_ghosts_maxtime)
1420 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1425 self.effects |= EF_NODRAW; // prevent another CopyBody
1426 PutClientInServer();
1429 void play_countdown(float finished, string samp)
1431 if(IS_REAL_CLIENT(self))
1432 if(floor(finished - time - frametime) != floor(finished - time))
1433 if(finished - time < 6)
1434 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1437 void player_powerups (void)
1439 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1440 olditems = self.items;
1442 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1443 self.modelflags |= MF_ROCKET;
1445 self.modelflags &= ~MF_ROCKET;
1447 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1449 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1452 Fire_ApplyDamage(self);
1453 Fire_ApplyEffect(self);
1457 if (self.items & IT_STRENGTH)
1459 play_countdown(self.strength_finished, "misc/poweroff.wav");
1460 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1461 if (time > self.strength_finished)
1463 self.items = self.items - (self.items & IT_STRENGTH);
1464 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1465 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1470 if (time < self.strength_finished)
1472 self.items = self.items | IT_STRENGTH;
1473 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1474 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1477 if (self.items & IT_INVINCIBLE)
1479 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1480 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1481 if (time > self.invincible_finished)
1483 self.items = self.items - (self.items & IT_INVINCIBLE);
1484 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1485 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1490 if (time < self.invincible_finished)
1492 self.items = self.items | IT_INVINCIBLE;
1493 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1494 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1497 if (self.items & IT_SUPERWEAPON)
1499 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1501 self.superweapons_finished = 0;
1502 self.items = self.items - (self.items & IT_SUPERWEAPON);
1503 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1504 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1506 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1508 // don't let them run out
1512 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1513 if (time > self.superweapons_finished)
1515 self.items = self.items - (self.items & IT_SUPERWEAPON);
1516 self.weapons &= ~WEPSET_SUPERWEAPONS;
1517 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1518 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1522 else if(self.weapons & WEPSET_SUPERWEAPONS)
1524 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1526 self.items = self.items | IT_SUPERWEAPON;
1527 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1528 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1532 self.superweapons_finished = 0;
1533 self.weapons &= ~WEPSET_SUPERWEAPONS;
1538 self.superweapons_finished = 0;
1542 if(autocvar_g_nodepthtestplayers)
1543 self.effects = self.effects | EF_NODEPTHTEST;
1545 if(autocvar_g_fullbrightplayers)
1546 self.effects = self.effects | EF_FULLBRIGHT;
1548 if (time >= game_starttime)
1549 if (time < self.spawnshieldtime)
1550 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1552 MUTATOR_CALLHOOK(PlayerPowerups);
1555 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1557 if(current > stable)
1559 else if(current > stable - 0.25) // when close enough, "snap"
1562 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1565 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1567 if(current < stable)
1569 else if(current < stable + 0.25) // when close enough, "snap"
1572 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1575 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1577 if(current > rotstable)
1579 if(rotframetime > 0)
1581 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1582 current = max(rotstable, current - rotlinear * rotframetime);
1585 else if(current < regenstable)
1587 if(regenframetime > 0)
1589 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1590 current = min(regenstable, current + regenlinear * regenframetime);
1600 void player_regen (void)
1602 float max_mod, regen_mod, rot_mod, limit_mod;
1603 max_mod = regen_mod = rot_mod = limit_mod = 1;
1604 regen_mod_max = max_mod;
1605 regen_mod_regen = regen_mod;
1606 regen_mod_rot = rot_mod;
1607 regen_mod_limit = limit_mod;
1608 if(!MUTATOR_CALLHOOK(PlayerRegen))
1611 float minh, mina, maxh, maxa, limith, limita;
1612 maxh = autocvar_g_balance_health_rotstable;
1613 maxa = autocvar_g_balance_armor_rotstable;
1614 minh = autocvar_g_balance_health_regenstable;
1615 mina = autocvar_g_balance_armor_regenstable;
1616 limith = autocvar_g_balance_health_limit;
1617 limita = autocvar_g_balance_armor_limit;
1619 max_mod = regen_mod_max;
1620 regen_mod = regen_mod_regen;
1621 rot_mod = regen_mod_rot;
1622 limit_mod = regen_mod_limit;
1624 maxh = maxh * max_mod;
1625 minh = minh * max_mod;
1626 limith = limith * limit_mod;
1627 limita = limita * limit_mod;
1629 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);
1630 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);
1633 // if player rotted to death... die!
1634 // check this outside above checks, as player may still be able to rot to death
1636 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1638 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1640 float minf, maxf, limitf;
1642 maxf = autocvar_g_balance_fuel_rotstable;
1643 minf = autocvar_g_balance_fuel_regenstable;
1644 limitf = autocvar_g_balance_fuel_limit;
1646 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1650 float zoomstate_set;
1651 void SetZoomState(float z)
1653 if(z != self.zoomstate)
1656 ClientData_Touch(self);
1661 void GetPressedKeys(void) {
1662 MUTATOR_CALLHOOK(GetPressedKeys);
1663 if (self.movement.x > 0) // get if movement keys are pressed
1664 { // forward key pressed
1665 self.pressedkeys |= KEY_FORWARD;
1666 self.pressedkeys &= ~KEY_BACKWARD;
1668 else if (self.movement.x < 0)
1669 { // backward key pressed
1670 self.pressedkeys |= KEY_BACKWARD;
1671 self.pressedkeys &= ~KEY_FORWARD;
1675 self.pressedkeys &= ~KEY_FORWARD;
1676 self.pressedkeys &= ~KEY_BACKWARD;
1679 if (self.movement.y > 0)
1680 { // right key pressed
1681 self.pressedkeys |= KEY_RIGHT;
1682 self.pressedkeys &= ~KEY_LEFT;
1684 else if (self.movement.y < 0)
1685 { // left key pressed
1686 self.pressedkeys |= KEY_LEFT;
1687 self.pressedkeys &= ~KEY_RIGHT;
1691 self.pressedkeys &= ~KEY_RIGHT;
1692 self.pressedkeys &= ~KEY_LEFT;
1695 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1696 self.pressedkeys |= KEY_JUMP;
1698 self.pressedkeys &= ~KEY_JUMP;
1699 if (self.BUTTON_CROUCH)
1700 self.pressedkeys |= KEY_CROUCH;
1702 self.pressedkeys &= ~KEY_CROUCH;
1704 if (self.BUTTON_ATCK)
1705 self.pressedkeys |= KEY_ATCK;
1707 self.pressedkeys &= ~KEY_ATCK;
1708 if (self.BUTTON_ATCK2)
1709 self.pressedkeys |= KEY_ATCK2;
1711 self.pressedkeys &= ~KEY_ATCK2;
1715 ======================
1716 spectate mode routines
1717 ======================
1720 void SpectateCopy(entity spectatee) {
1722 MUTATOR_CALLHOOK(SpectateCopy);
1723 self.armortype = spectatee.armortype;
1724 self.armorvalue = spectatee.armorvalue;
1725 self.ammo_cells = spectatee.ammo_cells;
1726 self.ammo_plasma = spectatee.ammo_plasma;
1727 self.ammo_shells = spectatee.ammo_shells;
1728 self.ammo_nails = spectatee.ammo_nails;
1729 self.ammo_rockets = spectatee.ammo_rockets;
1730 self.ammo_fuel = spectatee.ammo_fuel;
1731 self.clip_load = spectatee.clip_load;
1732 self.clip_size = spectatee.clip_size;
1733 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1734 self.health = spectatee.health;
1736 self.items = spectatee.items;
1737 self.last_pickup = spectatee.last_pickup;
1738 self.hit_time = spectatee.hit_time;
1739 self.metertime = spectatee.metertime;
1740 self.strength_finished = spectatee.strength_finished;
1741 self.invincible_finished = spectatee.invincible_finished;
1742 self.pressedkeys = spectatee.pressedkeys;
1743 self.weapons = spectatee.weapons;
1744 self.switchweapon = spectatee.switchweapon;
1745 self.switchingweapon = spectatee.switchingweapon;
1746 self.weapon = spectatee.weapon;
1747 self.vortex_charge = spectatee.vortex_charge;
1748 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1749 self.hagar_load = spectatee.hagar_load;
1750 self.arc_heat_percent = spectatee.arc_heat_percent;
1751 self.minelayer_mines = spectatee.minelayer_mines;
1752 self.punchangle = spectatee.punchangle;
1753 self.view_ofs = spectatee.view_ofs;
1754 self.velocity = spectatee.velocity;
1755 self.dmg_take = spectatee.dmg_take;
1756 self.dmg_save = spectatee.dmg_save;
1757 self.dmg_inflictor = spectatee.dmg_inflictor;
1758 self.v_angle = spectatee.v_angle;
1759 self.angles = spectatee.v_angle;
1760 self.frozen = spectatee.frozen;
1761 self.revive_progress = spectatee.revive_progress;
1762 if(!self.BUTTON_USE)
1763 self.fixangle = true;
1764 setorigin(self, spectatee.origin);
1765 setsize(self, spectatee.mins, spectatee.maxs);
1766 SetZoomState(spectatee.zoomstate);
1768 anticheat_spectatecopy(spectatee);
1769 self.hud = spectatee.hud;
1770 if(spectatee.vehicle)
1772 self.fixangle = false;
1773 //self.velocity = spectatee.vehicle.velocity;
1774 self.vehicle_health = spectatee.vehicle_health;
1775 self.vehicle_shield = spectatee.vehicle_shield;
1776 self.vehicle_energy = spectatee.vehicle_energy;
1777 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1778 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1779 self.vehicle_reload1 = spectatee.vehicle_reload1;
1780 self.vehicle_reload2 = spectatee.vehicle_reload2;
1784 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1785 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1786 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1787 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1789 //WriteByte (MSG_ONE, SVC_SETVIEW);
1790 // WriteEntity(MSG_ONE, self);
1791 //makevectors(spectatee.v_angle);
1792 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1796 float SpectateUpdate()
1801 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1803 SetSpectator(self, world);
1807 SpectateCopy(self.enemy);
1814 if(self.enemy.classname != "player")
1816 /*if(self.enemy.vehicle)
1820 WriteByte(MSG_ONE, SVC_SETVIEW);
1821 WriteEntity(MSG_ONE, self.enemy);
1822 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1824 self.movetype = MOVETYPE_NONE;
1825 accuracy_resend(self);
1830 WriteByte(MSG_ONE, SVC_SETVIEW);
1831 WriteEntity(MSG_ONE, self.enemy);
1832 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1833 self.movetype = MOVETYPE_NONE;
1834 accuracy_resend(self);
1836 if(!SpectateUpdate())
1837 PutObserverInServer();
1842 void SetSpectator(entity player, entity spectatee)
1844 entity old_spectatee = player.enemy;
1846 player.enemy = spectatee;
1849 // these are required to fix the spectator bug with arc
1850 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1851 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1854 float Spectate(entity pl)
1856 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1857 if(pl.team != self.team)
1860 SetSpectator(self, pl);
1861 return SpectateSet();
1864 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1865 entity CA_SpectateNext(entity start) {
1866 if (start.team == self.team) {
1871 // continue from current player
1872 while(other && other.team != self.team) {
1873 other = find(other, classname, "player");
1877 // restart from begining
1878 other = find(other, classname, "player");
1879 while(other && other.team != self.team) {
1880 other = find(other, classname, "player");
1887 float SpectateNext()
1889 other = find(self.enemy, classname, "player");
1891 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1892 // CA and ca players when spectating enemies is forbidden
1893 other = CA_SpectateNext(other);
1895 // other modes and ca spectators or spectating enemies is allowed
1897 other = find(other, classname, "player");
1900 if(other) { SetSpectator(self, other); }
1902 return SpectateSet();
1905 float SpectatePrev()
1907 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1908 other = findchain(classname, "player");
1909 if (!other) // no player
1912 entity first = other;
1913 // skip players until current spectated player
1915 while(other && other != self.enemy)
1916 other = other.chain;
1918 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1920 do { other = other.chain; }
1921 while(other && other.team != self.team);
1926 while(other.team != self.team)
1927 other = other.chain;
1928 if(other == self.enemy)
1935 other = other.chain;
1939 SetSpectator(self, other);
1940 return SpectateSet();
1945 ShowRespawnCountdown()
1947 Update a respawn countdown display.
1950 void ShowRespawnCountdown()
1953 if(self.deadflag == DEAD_NO) // just respawned?
1957 number = ceil(self.respawn_time - time);
1960 if(number <= self.respawn_countdown)
1962 self.respawn_countdown = number - 1;
1963 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
1964 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1969 void LeaveSpectatorMode()
1973 if(nJoinAllowed(self))
1975 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1977 self.classname = "player";
1978 nades_RemoveBonus(self);
1980 if(autocvar_g_campaign || autocvar_g_balance_teams)
1981 { JoinBestTeam(self, false, true); }
1983 if(autocvar_g_campaign)
1984 { campaign_bots_may_start = 1; }
1986 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1988 PutClientInServer();
1990 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1993 stuffcmd(self, "menu_showteamselect\n");
1997 // Player may not join because g_maxplayers is set
1998 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2003 * Determines whether the player is allowed to join. This depends on cvar
2004 * g_maxplayers, if it isn't used this function always return true, otherwise
2005 * it checks whether the number of currently playing players exceeds g_maxplayers.
2006 * @return int number of free slots for players, 0 if none
2008 float nJoinAllowed(entity ignore) {
2010 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2011 // so report 0 free slots if restricted
2013 if(autocvar_g_forced_team_otherwise == "spectate")
2015 if(autocvar_g_forced_team_otherwise == "spectator")
2019 if(self.team_forced < 0)
2020 return 0; // forced spectators can never join
2022 // TODO simplify this
2024 float totalClients = 0;
2029 if (!autocvar_g_maxplayers)
2030 return maxclients - totalClients;
2032 float currentlyPlaying = 0;
2033 FOR_EACH_REALCLIENT(e)
2034 if(IS_PLAYER(e) || e.caplayer)
2035 currentlyPlaying += 1;
2037 if(currentlyPlaying < autocvar_g_maxplayers)
2038 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2044 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2045 * g_maxplayers_spectator_blocktime seconds
2047 void checkSpectatorBlock() {
2048 if(IS_SPEC(self) || IS_OBSERVER(self))
2050 if(IS_REAL_CLIENT(self))
2052 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2053 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2059 void PrintWelcomeMessage()
2061 if(self.motd_actived_time == 0)
2063 if (autocvar_g_campaign) {
2064 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2065 self.motd_actived_time = time;
2066 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2069 if (self.BUTTON_INFO) {
2070 self.motd_actived_time = time;
2071 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2075 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2077 if (autocvar_g_campaign) {
2078 if (self.BUTTON_INFO)
2079 self.motd_actived_time = time;
2080 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2081 self.motd_actived_time = 0;
2082 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2085 if (self.BUTTON_INFO)
2086 self.motd_actived_time = time;
2087 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2088 self.motd_actived_time = 0;
2089 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2093 else //if(self.motd_actived_time < 0) // just connected, motd is active
2095 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2096 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2097 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2099 // instanctly hide MOTD
2100 self.motd_actived_time = 0;
2101 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2106 void ObserverThink()
2108 float prefered_movetype;
2109 if (self.flags & FL_JUMPRELEASED) {
2110 if (self.BUTTON_JUMP && !self.version_mismatch) {
2111 self.flags &= ~FL_JUMPRELEASED;
2112 self.flags |= FL_SPAWNING;
2113 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2114 self.flags &= ~FL_JUMPRELEASED;
2115 if(SpectateNext()) {
2116 self.classname = "spectator";
2119 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2120 if (self.movetype != prefered_movetype)
2121 self.movetype = prefered_movetype;
2124 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2125 self.flags |= FL_JUMPRELEASED;
2126 if(self.flags & FL_SPAWNING)
2128 self.flags &= ~FL_SPAWNING;
2129 LeaveSpectatorMode();
2136 void SpectatorThink()
2138 if (self.flags & FL_JUMPRELEASED) {
2139 if (self.BUTTON_JUMP && !self.version_mismatch) {
2140 self.flags &= ~FL_JUMPRELEASED;
2141 self.flags |= FL_SPAWNING;
2142 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2143 self.flags &= ~FL_JUMPRELEASED;
2144 if(SpectateNext()) {
2145 self.classname = "spectator";
2147 self.classname = "observer";
2148 PutClientInServer();
2151 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2152 self.flags &= ~FL_JUMPRELEASED;
2153 if(SpectatePrev()) {
2154 self.classname = "spectator";
2156 self.classname = "observer";
2157 PutClientInServer();
2160 } else if (self.BUTTON_ATCK2) {
2161 self.flags &= ~FL_JUMPRELEASED;
2162 self.classname = "observer";
2163 PutClientInServer();
2165 if(!SpectateUpdate())
2166 PutObserverInServer();
2169 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2170 self.flags |= FL_JUMPRELEASED;
2171 if(self.flags & FL_SPAWNING)
2173 self.flags &= ~FL_SPAWNING;
2174 LeaveSpectatorMode();
2178 if(!SpectateUpdate())
2179 PutObserverInServer();
2182 self.flags |= FL_CLIENT | FL_NOTARGET;
2187 if (!IS_PLAYER(self))
2192 vehicles_exit(VHEF_NORMAL);
2196 // a use key was pressed; call handlers
2197 MUTATOR_CALLHOOK(PlayerUseKey);
2200 float isInvisibleString(string s)
2203 s = strdecolorize(s);
2204 for((i = 0), (n = strlen(s)); i < n; ++i)
2212 case 192: // charmap space
2213 if (!autocvar_utf8_enable)
2216 case 160: // space in unicode fonts
2217 case 0xE000 + 192: // utf8 charmap space
2218 if (autocvar_utf8_enable)
2231 Called every frame for each client before the physics are run
2234 .float usekeypressed;
2235 void() nexball_setstatus;
2237 void PlayerPreThink (void)
2239 WarpZone_PlayerPhysics_FixVAngle();
2241 self.stat_game_starttime = game_starttime;
2242 self.stat_round_starttime = round_starttime;
2243 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2244 self.stat_leadlimit = autocvar_leadlimit;
2248 // physics frames: update anticheat stuff
2249 anticheat_prethink();
2252 if(blockSpectators && frametime)
2253 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2254 checkSpectatorBlock();
2258 // Savage: Check for nameless players
2259 if (isInvisibleString(self.netname)) {
2260 string new_name = strzone(strcat("Player@", self.netaddress));
2261 if(autocvar_sv_eventlog)
2262 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2263 if(self.netname_previous)
2264 strunzone(self.netname_previous);
2265 self.netname_previous = strzone(new_name);
2266 self.netname = self.netname_previous;
2267 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2268 } else if(self.netname_previous != self.netname) {
2269 if(autocvar_sv_eventlog)
2270 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2271 if(self.netname_previous)
2272 strunzone(self.netname_previous);
2273 self.netname_previous = strzone(self.netname);
2277 if(self.version_nagtime)
2278 if(self.cvar_g_xonoticversion)
2279 if(time > self.version_nagtime)
2281 // don't notify git users
2282 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2284 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2286 // notify release users if connecting to git
2287 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");
2288 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2293 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2296 // give users new version
2297 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");
2298 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2302 // notify users about old server version
2303 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");
2304 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2308 self.version_nagtime = 0;
2312 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2314 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2315 self.max_armorvalue = 0;
2319 if (TetrisPreFrame())
2323 if(self.frozen == 2)
2325 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2326 self.health = max(1, self.revive_progress * start_health);
2327 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2329 if(self.revive_progress >= 1)
2332 else if(self.frozen == 3)
2334 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2335 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2340 vehicles_exit(VHEF_RELESE);
2341 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2343 else if ( self.revive_progress <= 0 )
2347 MUTATOR_CALLHOOK(PlayerPreThink);
2349 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2351 if(self.BUTTON_USE && !self.usekeypressed)
2353 self.usekeypressed = self.BUTTON_USE;
2356 if(IS_REAL_CLIENT(self))
2357 PrintWelcomeMessage();
2362 CheckRules_Player();
2364 if (intermission_running)
2366 IntermissionThink (); // otherwise a button could be missed between
2367 return; // the think tics
2370 //don't allow the player to turn around while game is paused!
2371 if(timeout_status == TIMEOUT_ACTIVE) {
2372 // FIXME turn this into CSQC stuff
2373 self.v_angle = self.lastV_angle;
2374 self.angles = self.lastV_angle;
2375 self.fixangle = true;
2380 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2382 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2383 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2384 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2386 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2388 self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2389 self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2390 self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2394 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2399 if (self.deadflag != DEAD_NO)
2401 if(self.personal && g_race_qualifying)
2403 if(time > self.respawn_time)
2405 self.respawn_time = time + 1; // only retry once a second
2406 self.stat_respawn_time = self.respawn_time;
2413 float button_pressed;
2416 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2418 if (self.deadflag == DEAD_DYING)
2420 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2421 self.deadflag = DEAD_RESPAWNING;
2422 else if(!button_pressed)
2423 self.deadflag = DEAD_DEAD;
2425 else if (self.deadflag == DEAD_DEAD)
2428 self.deadflag = DEAD_RESPAWNABLE;
2429 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2430 self.deadflag = DEAD_RESPAWNING;
2432 else if (self.deadflag == DEAD_RESPAWNABLE)
2435 self.deadflag = DEAD_RESPAWNING;
2437 else if (self.deadflag == DEAD_RESPAWNING)
2439 if(time > self.respawn_time)
2441 self.respawn_time = time + 1; // only retry once a second
2442 self.respawn_time_max = self.respawn_time;
2447 ShowRespawnCountdown();
2449 if(self.respawn_flags & RESPAWN_SILENT)
2450 self.stat_respawn_time = 0;
2451 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2452 self.stat_respawn_time = self.respawn_time_max;
2454 self.stat_respawn_time = self.respawn_time;
2457 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2458 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2459 self.stat_respawn_time *= -1;
2464 self.prevorigin = self.origin;
2466 float do_crouch = self.BUTTON_CROUCH;
2474 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2475 // It cannot be predicted by the engine!
2476 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2484 self.view_ofs = PL_CROUCH_VIEW_OFS;
2485 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2486 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2493 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2494 if (!trace_startsolid)
2496 self.crouch = false;
2497 self.view_ofs = PL_VIEW_OFS;
2498 setsize (self, PL_MIN, PL_MAX);
2505 GrapplingHookFrame();
2507 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2510 self.items &= ~self.items_added;
2514 self.items_added = 0;
2515 if(self.items & IT_JETPACK)
2516 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2517 self.items_added |= IT_FUEL;
2519 self.items |= self.items_added;
2524 // WEAPONTODO: Add a weapon request for this
2525 // rot vortex charge to the charge limit
2526 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2527 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2533 secrets_setstatus();
2536 monsters_setstatus();
2538 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2540 //self.angles_y=self.v_angle_y + 90; // temp
2541 } else if(gameover) {
2542 if (intermission_running)
2543 IntermissionThink (); // otherwise a button could be missed between
2545 } else if(IS_OBSERVER(self)) {
2547 } else if(IS_SPEC(self)) {
2551 // WEAPONTODO: Add weapon request for this
2553 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2555 float oldspectatee_status;
2556 oldspectatee_status = self.spectatee_status;
2558 self.spectatee_status = num_for_edict(self.enemy);
2559 else if(IS_OBSERVER(self))
2560 self.spectatee_status = num_for_edict(self);
2562 self.spectatee_status = 0;
2563 if(self.spectatee_status != oldspectatee_status)
2565 ClientData_Touch(self);
2568 if(self.teamkill_soundtime)
2569 if(time > self.teamkill_soundtime)
2571 self.teamkill_soundtime = 0;
2573 entity oldpusher, oldself;
2575 oldself = self; self = self.teamkill_soundsource;
2576 oldpusher = self.pusher; self.pusher = oldself;
2578 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2580 self.pusher = oldpusher;
2584 if(self.taunt_soundtime)
2585 if(time > self.taunt_soundtime)
2587 self.taunt_soundtime = 0;
2588 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2591 target_voicescript_next(self);
2593 // WEAPONTODO: Move into weaponsystem somehow
2594 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2596 self.clip_load = self.clip_size = 0;
2603 Called every frame for each client after the physics are run
2606 .float idlekick_lasttimeleft;
2607 void PlayerPostThink (void)
2609 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2610 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2612 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2614 if(self.idlekick_lasttimeleft)
2616 self.idlekick_lasttimeleft = 0;
2617 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2623 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2624 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2626 if(!self.idlekick_lasttimeleft)
2627 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2631 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2635 else if(timeleft <= 10)
2637 if(timeleft != self.idlekick_lasttimeleft)
2638 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2639 self.idlekick_lasttimeleft = timeleft;
2645 if(self.impulse == 100)
2647 if (!TetrisPostFrame())
2653 //CheckPlayerJump();
2655 if(IS_PLAYER(self)) {
2656 CheckRules_Player();
2660 if (intermission_running)
2661 return; // intermission or finale
2671 for(i = 0; i < 1000; ++i)
2674 end = self.origin + '0 0 1024' + 512 * randomvec();
2675 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2676 if(trace_fraction < 1)
2677 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2679 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2685 if(self.waypointsprite_attachedforcarrier)
2686 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2690 CSQCMODEL_AUTOUPDATE();