1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
23 #include "bot/navigation.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/state.qh"
28 #include "../common/triggers/teleporters.qh"
30 #include "../common/vehicles/all.qh"
32 #include "weapons/hitplot.qh"
33 #include "weapons/weaponsystem.qh"
35 #include "../common/net_notice.qh"
36 #include "../common/physics/player.qh"
38 #include "../common/items/all.qc"
40 #include "../common/mutators/mutator/waypoints/all.qh"
42 #include "../common/triggers/subs.qh"
43 #include "../common/triggers/triggers.qh"
44 #include "../common/triggers/trigger/secret.qh"
46 #include "../common/minigames/sv_minigames.qh"
48 #include "../common/items/inventory.qh"
50 #include "../common/monsters/sv_monsters.qh"
52 #include "../lib/warpzone/server.qh"
55 void send_CSQC_teamnagger() {
56 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
59 bool ClientData_Send(entity this, entity to, int sf)
61 assert(to == this.owner, return false);
64 if (IS_SPEC(e)) e = e.enemy;
67 if (e.race_completed) sf |= 1; // forced scoreboard
68 if (to.spectatee_status) sf |= 2; // spectator ent number follows
69 if (e.zoomstate) sf |= 4; // zoomed
70 if (e.porto_v_angle_held) sf |= 8; // angles held
72 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
73 WriteByte(MSG_ENTITY, sf);
77 WriteByte(MSG_ENTITY, to.spectatee_status);
81 WriteAngle(MSG_ENTITY, e.v_angle.x);
82 WriteAngle(MSG_ENTITY, e.v_angle.y);
87 void ClientData_Attach(entity this)
89 Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
90 make_pure(this.clientdata);
91 self.clientdata.drawonlytoclient = this;
92 self.clientdata.owner = this;
95 void ClientData_Detach(entity this)
97 remove(this.clientdata);
98 self.clientdata = NULL;
101 void ClientData_Touch(entity e)
103 e.clientdata.SendFlags = 1;
105 // make it spectatable
106 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
109 .string netname_previous;
111 void SetSpectatee(entity player, entity spectatee);
118 Checks if the argument string can be a valid playermodel.
119 Returns a valid one in doubt.
122 string FallbackPlayerModel;
123 string CheckPlayerModel(string plyermodel) {
124 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
126 // note: we cannot summon Don Strunzone here, some player may
127 // still have the model string set. In case anyone manages how
128 // to change a cvar default, we'll have a small leak here.
129 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
131 // only in right path
132 if( substring(plyermodel,0,14) != "models/player/")
133 return FallbackPlayerModel;
134 // only good file extensions
135 if(substring(plyermodel,-4,4) != ".zym")
136 if(substring(plyermodel,-4,4) != ".dpm")
137 if(substring(plyermodel,-4,4) != ".iqm")
138 if(substring(plyermodel,-4,4) != ".md3")
139 if(substring(plyermodel,-4,4) != ".psk")
140 return FallbackPlayerModel;
141 // forbid the LOD models
142 if(substring(plyermodel, -9,5) == "_lod1")
143 return FallbackPlayerModel;
144 if(substring(plyermodel, -9,5) == "_lod2")
145 return FallbackPlayerModel;
146 if(plyermodel != strtolower(plyermodel))
147 return FallbackPlayerModel;
148 // also, restrict to server models
149 if(autocvar_sv_servermodelsonly)
151 if(!fexists(plyermodel))
152 return FallbackPlayerModel;
157 void setplayermodel(entity e, string modelname)
159 precache_model(modelname);
160 _setmodel(e, modelname);
161 player_setupanimsformodel();
168 putting a client as observer in the server
171 void FixPlayermodel(entity player);
172 void PutObserverInServer()
175 PlayerState_detach(this);
177 self.hud = HUD_NORMAL;
179 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
181 spot = SelectSpawnPoint (true);
183 error("No spawnpoints for observers?!?\n");
184 RemoveGrapplingHook(self); // Wazat's Grappling Hook
186 if(IS_REAL_CLIENT(self))
189 WriteByte(MSG_ONE, SVC_SETVIEW);
190 WriteEntity(MSG_ONE, self);
193 self.frags = FRAGS_SPECTATOR;
194 self.bot_attack = false;
196 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
198 Portal_ClearAll(self);
205 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
210 vehicles_exit(VHEF_RELEASE);
212 WaypointSprite_PlayerDead(self);
214 if(!mutator_returnvalue) // mutator prevents resetting teams
215 self.team = -1; // move this as it is needed to log the player spectating in eventlog
217 if(self.killcount != FRAGS_SPECTATOR)
219 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
220 if(!intermission_running)
221 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
222 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
224 if(self.just_joined == false) {
225 LogTeamchange(self.playerid, -1, 4);
227 self.just_joined = false;
230 PlayerScore_Clear(self); // clear scores when needed
232 accuracy_resend(self);
234 self.spectatortime = time;
236 self.classname = STR_OBSERVER;
237 self.iscreature = false;
238 self.teleportable = TELEPORT_SIMPLE;
239 self.damagedbycontents = false;
240 self.health = FRAGS_SPECTATOR;
241 self.takedamage = DAMAGE_NO;
242 self.solid = SOLID_NOT;
243 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
244 self.flags = FL_CLIENT | FL_NOTARGET;
245 self.armorvalue = 666;
247 self.armorvalue = autocvar_g_balance_armor_start;
248 self.pauserotarmor_finished = 0;
249 self.pauserothealth_finished = 0;
250 self.pauseregen_finished = 0;
251 self.damageforcescale = 0;
253 self.respawn_flags = 0;
254 self.respawn_time = 0;
255 self.stat_respawn_time = 0;
260 self.pain_finished = 0;
261 self.strength_finished = 0;
262 self.invincible_finished = 0;
263 self.superweapons_finished = 0;
266 self.think = func_null;
269 self.deadflag = DEAD_NO;
270 self.angles = spot.angles;
272 self.fixangle = true;
274 self.revival_time = 0;
276 setorigin (self, (spot.origin + STAT(PL_VIEW_OFS, NULL))); // offset it so that the spectator spawns higher off the ground, looks better this way
277 self.prevorigin = self.origin;
279 self.weapons = '0 0 0';
281 FixPlayermodel(self);
282 setmodel(self, MDL_Null);
283 self.drawonlytoclient = self;
285 setsize (self, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL)); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
286 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
288 PS(self).m_weapon = WEP_Null;
289 self.weaponname = "";
290 PS(self).m_switchingweapon = WEP_Null;
291 self.weaponmodel = "";
292 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
294 self.weaponentities[slot] = NULL;
296 self.exteriorweaponentity = world;
297 self.killcount = FRAGS_SPECTATOR;
298 self.velocity = '0 0 0';
299 self.avelocity = '0 0 0';
300 self.punchangle = '0 0 0';
301 self.punchvector = '0 0 0';
302 self.oldvelocity = self.velocity;
303 self.fire_endtime = -1;
304 self.event_damage = func_null;
307 int player_getspecies(entity this)
309 get_model_parameters(this.model, this.skin);
310 int s = get_model_parameters_species;
311 get_model_parameters(string_null, 0);
312 if (s < 0) return SPECIES_HUMAN;
316 .float model_randomizer;
317 void FixPlayermodel(entity player)
319 string defaultmodel = "";
321 if(autocvar_sv_defaultcharacter)
325 string s = Static_Team_ColorName_Lower(player.team);
328 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
329 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
333 if(defaultmodel == "")
335 defaultmodel = autocvar_sv_defaultplayermodel;
336 defaultskin = autocvar_sv_defaultplayerskin;
339 int n = tokenize_console(defaultmodel);
342 defaultmodel = argv(floor(n * player.model_randomizer));
343 // However, do NOT randomize if the player-selected model is in the list.
344 for (int i = 0; i < n; ++i)
345 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
346 defaultmodel = argv(i);
349 int i = strstrofs(defaultmodel, ":", 0);
352 defaultskin = stof(substring(defaultmodel, i+1, -1));
353 defaultmodel = substring(defaultmodel, 0, i);
356 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
357 defaultmodel = ret_string;
358 defaultskin = ret_int;
362 if(defaultmodel != "")
364 if (defaultmodel != player.model)
366 vector m1 = player.mins;
367 vector m2 = player.maxs;
368 setplayermodel (player, defaultmodel);
369 setsize (player, m1, m2);
373 oldskin = player.skin;
374 player.skin = defaultskin;
376 if (player.playermodel != player.model || player.playermodel == "")
378 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
379 vector m1 = player.mins;
380 vector m2 = player.maxs;
381 setplayermodel (player, player.playermodel);
382 setsize (player, m1, m2);
386 oldskin = player.skin;
387 player.skin = stof(player.playerskin);
390 if(chmdl || oldskin != player.skin) // model or skin has changed
392 player.species = player_getspecies(player); // update species
396 if(strlen(autocvar_sv_defaultplayercolors))
397 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
398 setcolor(player, stof(autocvar_sv_defaultplayercolors));
402 /** Called when a client spawns in the server */
403 void PutClientInServer()
406 if (IS_BOT_CLIENT(this)) {
407 this.classname = STR_PLAYER;
408 } else if (IS_REAL_CLIENT(this)) {
410 WriteByte(MSG_ONE, SVC_SETVIEW);
411 WriteEntity(MSG_ONE, this);
414 this.classname = STR_OBSERVER;
417 SetSpectatee(this, NULL);
422 MUTATOR_CALLHOOK(PutClientInServer, this);
424 if (IS_OBSERVER(this)) {
425 PutObserverInServer();
426 } else if (IS_PLAYER(this)) {
427 PlayerState_attach(this);
428 accuracy_resend(this);
431 JoinBestTeam(this, false, true);
433 entity spot = SelectSpawnPoint(false);
435 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
436 return; // spawn failed
439 this.classname = STR_PLAYER;
440 this.wasplayer = true;
441 this.iscreature = true;
442 this.teleportable = TELEPORT_NORMAL;
443 this.damagedbycontents = true;
444 this.movetype = MOVETYPE_WALK;
445 this.solid = SOLID_SLIDEBOX;
446 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
447 if (autocvar_g_playerclip_collisions)
448 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
449 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
450 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
451 this.frags = FRAGS_PLAYER;
452 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
453 this.flags = FL_CLIENT | FL_PICKUPITEMS;
454 if (autocvar__notarget)
455 this.flags |= FL_NOTARGET;
456 this.takedamage = DAMAGE_AIM;
457 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
461 this.ammo_shells = warmup_start_ammo_shells;
462 this.ammo_nails = warmup_start_ammo_nails;
463 this.ammo_rockets = warmup_start_ammo_rockets;
464 this.ammo_cells = warmup_start_ammo_cells;
465 this.ammo_plasma = warmup_start_ammo_plasma;
466 this.ammo_fuel = warmup_start_ammo_fuel;
467 this.health = warmup_start_health;
468 this.armorvalue = warmup_start_armorvalue;
469 this.weapons = WARMUP_START_WEAPONS;
471 this.ammo_shells = start_ammo_shells;
472 this.ammo_nails = start_ammo_nails;
473 this.ammo_rockets = start_ammo_rockets;
474 this.ammo_cells = start_ammo_cells;
475 this.ammo_plasma = start_ammo_plasma;
476 this.ammo_fuel = start_ammo_fuel;
477 this.health = start_health;
478 this.armorvalue = start_armorvalue;
479 this.weapons = start_weapons;
482 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
484 this.items = start_items;
486 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
487 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
488 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
489 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
490 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
491 // extend the pause of rotting if client was reset at the beginning of the countdown
492 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
493 float f = game_starttime - time;
494 this.spawnshieldtime += f;
495 this.pauserotarmor_finished += f;
496 this.pauserothealth_finished += f;
497 this.pauseregen_finished += f;
499 this.damageforcescale = 2;
501 this.respawn_flags = 0;
502 this.respawn_time = 0;
503 this.stat_respawn_time = 0;
504 this.scale = autocvar_sv_player_scale;
507 this.pain_finished = 0;
509 this.think = func_null; // players have no think function
512 this.ballistics_density = autocvar_g_ballistics_density_player;
514 this.deadflag = DEAD_NO;
516 this.angles = spot.angles;
517 this.angles_z = 0; // never spawn tilted even if the spot says to
518 if (IS_BOT_CLIENT(this))
519 this.v_angle = this.angles;
520 this.fixangle = true; // turn this way immediately
521 this.oldvelocity = this.velocity = '0 0 0';
522 this.avelocity = '0 0 0';
523 this.punchangle = '0 0 0';
524 this.punchvector = '0 0 0';
526 this.strength_finished = 0;
527 this.invincible_finished = 0;
528 this.fire_endtime = -1;
529 this.revival_time = 0;
530 this.air_finished = time + 12;
532 entity spawnevent = new(spawnevent);
533 make_pure(spawnevent);
534 spawnevent.owner = this;
535 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
537 // Cut off any still running player sounds.
538 stopsound(this, CH_PLAYER_SINGLE);
541 FixPlayermodel(this);
542 this.drawonlytoclient = NULL;
545 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
546 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
547 this.spawnorigin = spot.origin;
548 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
549 // don't reset back to last position, even if new position is stuck in solid
550 this.oldorigin = this.origin;
551 this.prevorigin = this.origin;
552 this.lastteleporttime = time; // prevent insane speeds due to changing origin
553 this.hud = HUD_NORMAL;
555 this.event_damage = PlayerDamage;
557 this.bot_attack = true;
558 this.monster_attack = true;
560 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
562 if (this.killcount == FRAGS_SPECTATOR) {
563 PlayerScore_Clear(this);
567 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
569 CL_SpawnWeaponentity(this, weaponentities[slot]);
571 this.alpha = default_player_alpha;
572 this.colormod = '1 1 1' * autocvar_g_player_brightness;
573 this.exteriorweaponentity.alpha = default_weapon_alpha;
575 this.speedrunning = false;
577 target_voicescript_clear(this);
579 // reset fields the weapons may use
580 FOREACH(Weapons, true, LAMBDA(
581 it.wr_resetplayer(it);
582 // reload all reloadable weapons
583 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
584 this.weapon_load[it.m_id] = it.reloading_ammo;
589 string s = spot.target;
590 spot.target = string_null;
591 WITH(entity, activator, this, LAMBDA(
592 WITH(entity, self, spot, SUB_UseTargets())
599 MUTATOR_CALLHOOK(PlayerSpawn, spot);
601 if (autocvar_spawn_debug)
603 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
604 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
607 PS(this).m_switchweapon = w_getbestweapon(this);
608 this.cnt = -1; // W_LastWeapon will not complain
609 PS(this).m_weapon = WEP_Null;
610 this.weaponname = "";
611 PS(this).m_switchingweapon = WEP_Null;
613 if (!warmup_stage && !this.alivetime)
614 this.alivetime = time;
620 void ClientInit_misc();
622 .float ebouncefactor, ebouncestop; // electro's values
623 // TODO do we need all these fields, or should we stop autodetecting runtime
624 // changes and just have a console command to update this?
625 bool ClientInit_SendEntity(entity this, entity to, int sf)
627 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
630 // MSG_INIT replacement
631 // TODO: make easier to use
633 W_PROP_reload(MSG_ONE, to);
635 MUTATOR_CALLHOOK(Ent_Init);
637 void ClientInit_misc()
639 int channel = MSG_ONE;
640 WriteHeader(channel, ENT_CLIENT_INIT);
641 WriteByte(channel, g_nexball_meter_period * 32);
642 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
643 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
644 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
645 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
646 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
647 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
648 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
649 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
651 if(sv_foginterval && world.fog != "")
652 WriteString(channel, world.fog);
654 WriteString(channel, "");
655 WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
656 WriteByte(channel, serverflags); // client has to know if it should zoom or not
657 WriteCoord(channel, autocvar_g_trueaim_minrange);
660 void ClientInit_CheckUpdate()
662 self.nextthink = time;
663 if(self.count != autocvar_g_balance_armor_blockpercent)
665 self.count = autocvar_g_balance_armor_blockpercent;
670 void ClientInit_Spawn()
673 entity e = new(clientinit);
675 e.think = ClientInit_CheckUpdate;
676 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
678 WITH(entity, self, e, ClientInit_CheckUpdate());
688 // initialize parms for a new player
689 parm1 = -(86400 * 366);
691 MUTATOR_CALLHOOK(SetNewParms);
699 void SetChangeParms ()
701 // save parms for level change
702 parm1 = self.parm_idlesince - time;
704 MUTATOR_CALLHOOK(SetChangeParms);
712 void DecodeLevelParms(entity this)
715 this.parm_idlesince = parm1;
716 if (this.parm_idlesince == -(86400 * 366))
717 this.parm_idlesince = time;
719 // whatever happens, allow 60 seconds of idling directly after connect for map loading
720 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
722 MUTATOR_CALLHOOK(DecodeLevelParms);
729 Called when a client types 'kill' in the console
733 .float clientkill_nexttime;
734 void ClientKill_Now_TeamChange(entity this)
736 if(this.killindicator_teamchange == -1)
738 JoinBestTeam( this, false, true );
740 else if(this.killindicator_teamchange == -2)
743 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
744 WITH(entity, self, this, PutObserverInServer());
747 WITH(entity, self, this, SV_ChangeTeam(this.killindicator_teamchange - 1));
748 this.killindicator_teamchange = 0;
751 void ClientKill_Now()
755 vehicles_exit(VHEF_RELEASE);
756 if(!self.killindicator_teamchange)
758 self.vehicle_health = -1;
759 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
763 if(self.killindicator && !wasfreed(self.killindicator))
764 remove(self.killindicator);
766 self.killindicator = world;
768 if(self.killindicator_teamchange)
769 ClientKill_Now_TeamChange(self);
772 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
774 // now I am sure the player IS dead
776 void KillIndicator_Think()
780 self.owner.killindicator = world;
785 if (self.owner.alpha < 0 && !self.owner.vehicle)
787 self.owner.killindicator = world;
794 WITH(entity, self, self.owner, ClientKill_Now());
797 else if(g_cts && self.health == 1) // health == 1 means that it's silent
799 self.nextthink = time + 1;
805 setmodel(self, MDL_NUM(self.cnt));
806 if(IS_REAL_CLIENT(self.owner))
809 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
811 self.nextthink = time + 1;
816 float clientkilltime;
817 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
826 killtime = autocvar_g_balance_kill_delay;
828 if(g_race_qualifying || g_cts)
831 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
834 self.killindicator_teamchange = targetteam;
836 if(!self.killindicator)
840 killtime = max(killtime, self.clientkill_nexttime - time);
841 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
844 if(killtime <= 0 || !IS_PLAYER(self) || IS_DEAD(self))
850 starttime = max(time, clientkilltime);
852 self.killindicator = spawn();
853 self.killindicator.owner = self;
854 self.killindicator.scale = 0.5;
855 setattachment(self.killindicator, self, "");
856 setorigin(self.killindicator, '0 0 52');
857 self.killindicator.think = KillIndicator_Think;
858 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
859 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
860 self.killindicator.cnt = ceil(killtime);
861 self.killindicator.count = bound(0, ceil(killtime), 10);
862 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
864 for(e = world; (e = find(e, classname, "body")) != world; )
868 e.killindicator = spawn();
869 e.killindicator.owner = e;
870 e.killindicator.scale = 0.5;
871 setattachment(e.killindicator, e, "");
872 setorigin(e.killindicator, '0 0 52');
873 e.killindicator.think = KillIndicator_Think;
874 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
875 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
876 e.killindicator.cnt = ceil(killtime);
881 if(self.killindicator)
883 if(targetteam == 0) // just die
885 self.killindicator.colormod = '0 0 0';
886 if(IS_REAL_CLIENT(self))
887 if(self.killindicator.cnt > 0)
888 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
890 else if(targetteam == -1) // auto
892 self.killindicator.colormod = '0 1 0';
893 if(IS_REAL_CLIENT(self))
894 if(self.killindicator.cnt > 0)
895 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
897 else if(targetteam == -2) // spectate
899 self.killindicator.colormod = '0.5 0.5 0.5';
900 if(IS_REAL_CLIENT(self))
901 if(self.killindicator.cnt > 0)
902 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
906 self.killindicator.colormod = Team_ColorRGB(targetteam);
907 if(IS_REAL_CLIENT(self))
908 if(self.killindicator.cnt > 0)
909 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
918 if(self.player_blocked) return;
919 if(STAT(FROZEN, self)) return;
921 ClientKill_TeamChange(0);
924 void FixClientCvars(entity e)
926 // send prediction settings to the client
927 stuffcmd(e, "\nin_bindmap 0 0\n");
928 if(autocvar_g_antilag == 3) // client side hitscan
929 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
930 if(autocvar_sv_gentle)
931 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
933 MUTATOR_CALLHOOK(FixClientCvars, e);
936 float PlayerInIDList(entity p, string idlist)
941 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
945 // this function allows abbreviated player IDs too!
946 n = tokenize_console(idlist);
947 for(i = 0; i < n; ++i)
950 if(s == substring(p.crypto_idfp, 0, strlen(s)))
957 #ifdef DP_EXT_PRECONNECT
962 Called once (not at each match start) when a client begins a connection to the server
965 void ClientPreConnect ()
967 if(autocvar_sv_eventlog)
969 GameLogEcho(sprintf(":connect:%d:%d:%s",
972 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
982 Called when a client connects to the server
988 if (Ban_MaybeEnforceBanOnce(this)) return;
989 assert(!IS_CLIENT(this), return);
990 assert(player_count >= 0, player_count = 0);
991 this.classname = "player_joining";
992 this.flags = FL_CLIENT;
995 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
997 this.version_nagtime = time + 10 + random() * 10;
999 // TODO: xonstat elo.txt support, until then just 404s
1000 if (false && IS_REAL_CLIENT(this)) { PlayerStats_PlayerBasic_CheckUpdate(this); }
1002 ClientState_attach(this);
1003 // TODO: fold all of these into ClientState
1004 DecodeLevelParms(this);
1005 PlayerScore_Attach(this);
1006 ClientData_Attach(this);
1007 accuracy_init(this);
1008 Inventory_new(this);
1009 playerdemo_init(this);
1010 anticheat_init(this);
1012 W_HitPlotOpen(this);
1014 bot_clientconnect(this);
1016 // identify the right forced team
1017 if (autocvar_g_campaign)
1019 if (IS_REAL_CLIENT(this)) // only players, not bots
1021 switch (autocvar_g_campaign_forceteam)
1023 case 1: this.team_forced = NUM_TEAM_1; break;
1024 case 2: this.team_forced = NUM_TEAM_2; break;
1025 case 3: this.team_forced = NUM_TEAM_3; break;
1026 case 4: this.team_forced = NUM_TEAM_4; break;
1027 default: this.team_forced = 0;
1031 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1032 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1033 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1034 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1035 else switch (autocvar_g_forced_team_otherwise)
1037 default: this.team_forced = 0; break;
1038 case "red": this.team_forced = NUM_TEAM_1; break;
1039 case "blue": this.team_forced = NUM_TEAM_2; break;
1040 case "yellow": this.team_forced = NUM_TEAM_3; break;
1041 case "pink": this.team_forced = NUM_TEAM_4; break;
1044 this.team_forced = -1;
1047 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1049 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1051 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1052 this.classname = STR_OBSERVER;
1054 if (!teamplay || autocvar_g_balance_teams)
1056 this.classname = STR_PLAYER;
1057 campaign_bots_may_start = 1;
1061 this.classname = STR_OBSERVER; // do it anyway
1065 this.playerid = ++playerid_last;
1067 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1069 // always track bots, don't ask for cl_allow_uidtracking
1070 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1072 if (autocvar_sv_eventlog)
1073 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1075 LogTeamchange(this.playerid, this.team, 1);
1077 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1079 this.netname_previous = strzone(this.netname);
1081 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, (teamplay ? APP_TEAM_ENT_4(this, INFO_JOIN_CONNECT_TEAM_) : INFO_JOIN_CONNECT), this.netname);
1083 stuffcmd(this, clientstuff, "\n");
1084 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1086 FixClientCvars(this);
1089 stuffcmd(this, "alias +hook +button6\n");
1090 stuffcmd(this, "alias -hook -button6\n");
1093 stuffcmd(this, "alias +jetpack +button10\n");
1094 stuffcmd(this, "alias -jetpack -button10\n");
1096 // get version info from player
1097 stuffcmd(this, "cmd clientversion $gameversion\n");
1099 // get other cvars from player
1102 // notify about available teams
1105 CheckAllowedTeams(this);
1107 if (c1 >= 0) t |= BIT(0);
1108 if (c2 >= 0) t |= BIT(1);
1109 if (c3 >= 0) t |= BIT(2);
1110 if (c4 >= 0) t |= BIT(3);
1111 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1115 stuffcmd(this, "set _teams_available 0\n");
1118 bot_relinkplayerlist();
1120 this.spectatortime = time;
1121 if (blockSpectators)
1123 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1126 this.jointime = time;
1127 this.allowed_timeouts = autocvar_sv_timeout_number;
1129 if (IS_REAL_CLIENT(this))
1131 if (!autocvar_g_campaign)
1133 this.motd_actived_time = -1;
1134 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1137 if (g_weaponarena_weapons == WEPSET(TUBA))
1138 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1141 if (!sv_foginterval && world.fog != "")
1142 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1144 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
1145 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1146 send_CSQC_teamnagger();
1148 CSQCMODEL_AUTOINIT(this);
1150 this.model_randomizer = random();
1152 if (IS_REAL_CLIENT(this))
1153 sv_notice_join(this);
1155 FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1156 WITH(entity, self, it, it.init_for_player(it));
1159 MUTATOR_CALLHOOK(ClientConnect, this);
1165 Called when a client disconnects from the server
1168 .entity chatbubbleentity;
1170 void ClientDisconnect ()
1173 ClientState_detach(this);
1175 vehicles_exit(VHEF_RELEASE);
1177 if (!IS_CLIENT(self))
1179 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1183 PlayerStats_GameReport_FinalizePlayer(self);
1185 if ( self.active_minigame )
1186 part_minigame(self);
1188 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1190 CheatShutdownClient();
1192 W_HitPlotClose(self);
1195 anticheat_shutdown();
1197 playerdemo_shutdown();
1199 bot_clientdisconnect();
1203 if(autocvar_sv_eventlog)
1204 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1206 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1208 MUTATOR_CALLHOOK(ClientDisconnect);
1210 Portal_ClearAll(self);
1214 RemoveGrapplingHook(self);
1216 // Here, everything has been done that requires this player to be a client.
1218 self.flags &= ~FL_CLIENT;
1220 if (self.chatbubbleentity)
1221 remove (self.chatbubbleentity);
1223 if (self.killindicator)
1224 remove (self.killindicator);
1226 WaypointSprite_PlayerGone();
1228 bot_relinkplayerlist();
1230 accuracy_free(self);
1231 Inventory_delete(self);
1232 ClientData_Detach(this);
1233 PlayerScore_Detach(self);
1235 if(self.netname_previous)
1236 strunzone(self.netname_previous);
1237 if(self.clientstatus)
1238 strunzone(self.clientstatus);
1239 if(self.weaponorder_byimpulse)
1240 strunzone(self.weaponorder_byimpulse);
1243 remove(self.personal);
1253 void ChatBubbleThink()
1255 self.nextthink = time;
1256 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1258 if(self.owner) // but why can that ever be world?
1259 self.owner.chatbubbleentity = world;
1266 if ( !IS_DEAD(self.owner) && IS_PLAYER(self.owner) )
1268 if ( self.owner.active_minigame )
1269 self.mdl = "models/sprites/minigame_busy.iqm";
1270 else if ( self.owner.BUTTON_CHAT )
1271 self.mdl = "models/misc/chatbubble.spr";
1274 if ( self.model != self.mdl )
1275 _setmodel(self, self.mdl);
1279 void UpdateChatBubble()
1283 // spawn a chatbubble entity if needed
1284 if (!self.chatbubbleentity)
1286 self.chatbubbleentity = new(chatbubbleentity);
1287 self.chatbubbleentity.owner = self;
1288 self.chatbubbleentity.exteriormodeltoclient = self;
1289 self.chatbubbleentity.think = ChatBubbleThink;
1290 self.chatbubbleentity.nextthink = time;
1291 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1292 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1293 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1294 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1295 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1296 //self.chatbubbleentity.model = "";
1297 self.chatbubbleentity.effects = EF_LOWPRECISION;
1302 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1303 // added to the model skins
1304 /*void UpdateColorModHack()
1307 c = self.clientcolors & 15;
1308 // LordHavoc: only bothering to support white, green, red, yellow, blue
1309 if (!teamplay) self.colormod = '0 0 0';
1310 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1311 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1312 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1313 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1314 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1315 else self.colormod = '1 1 1';
1320 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1322 self.solid = SOLID_NOT;
1323 self.takedamage = DAMAGE_NO;
1324 self.movetype = MOVETYPE_FLY;
1325 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1326 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1327 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1328 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1329 if(autocvar_g_respawn_ghosts_maxtime)
1330 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1335 self.effects |= EF_NODRAW; // prevent another CopyBody
1336 PutClientInServer();
1339 void play_countdown(float finished, string samp)
1341 if(IS_REAL_CLIENT(self))
1342 if(floor(finished - time - frametime) != floor(finished - time))
1343 if(finished - time < 6)
1344 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1347 void player_powerups ()
1349 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1350 int items_prev = self.items;
1352 if((self.items & IT_USING_JETPACK) && !IS_DEAD(self) && !gameover)
1353 self.modelflags |= MF_ROCKET;
1355 self.modelflags &= ~MF_ROCKET;
1357 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1359 if((self.alpha < 0 || IS_DEAD(self)) && !self.vehicle) // don't apply the flags if the player is gibbed
1362 Fire_ApplyDamage(self);
1363 Fire_ApplyEffect(self);
1367 if (self.items & ITEM_Strength.m_itemid)
1369 play_countdown(self.strength_finished, SND(POWEROFF));
1370 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1371 if (time > self.strength_finished)
1373 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1374 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1375 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1380 if (time < self.strength_finished)
1382 self.items = self.items | ITEM_Strength.m_itemid;
1383 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1384 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1387 if (self.items & ITEM_Shield.m_itemid)
1389 play_countdown(self.invincible_finished, SND(POWEROFF));
1390 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1391 if (time > self.invincible_finished)
1393 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1394 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1395 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1400 if (time < self.invincible_finished)
1402 self.items = self.items | ITEM_Shield.m_itemid;
1403 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1404 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1407 if (self.items & IT_SUPERWEAPON)
1409 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1411 self.superweapons_finished = 0;
1412 self.items = self.items - (self.items & IT_SUPERWEAPON);
1413 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1414 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1416 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1418 // don't let them run out
1422 play_countdown(self.superweapons_finished, SND(POWEROFF));
1423 if (time > self.superweapons_finished)
1425 self.items = self.items - (self.items & IT_SUPERWEAPON);
1426 self.weapons &= ~WEPSET_SUPERWEAPONS;
1427 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1428 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1432 else if(self.weapons & WEPSET_SUPERWEAPONS)
1434 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1436 self.items = self.items | IT_SUPERWEAPON;
1437 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1438 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1442 self.superweapons_finished = 0;
1443 self.weapons &= ~WEPSET_SUPERWEAPONS;
1448 self.superweapons_finished = 0;
1452 if(autocvar_g_nodepthtestplayers)
1453 self.effects = self.effects | EF_NODEPTHTEST;
1455 if(autocvar_g_fullbrightplayers)
1456 self.effects = self.effects | EF_FULLBRIGHT;
1458 if (time >= game_starttime)
1459 if (time < self.spawnshieldtime)
1460 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1462 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1465 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1467 if(current > stable)
1469 else if(current > stable - 0.25) // when close enough, "snap"
1472 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1475 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1477 if(current < stable)
1479 else if(current < stable + 0.25) // when close enough, "snap"
1482 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1485 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1487 if(current > rotstable)
1489 if(rotframetime > 0)
1491 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1492 current = max(rotstable, current - rotlinear * rotframetime);
1495 else if(current < regenstable)
1497 if(regenframetime > 0)
1499 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1500 current = min(regenstable, current + regenlinear * regenframetime);
1510 void player_regen ()
1512 float max_mod, regen_mod, rot_mod, limit_mod;
1513 max_mod = regen_mod = rot_mod = limit_mod = 1;
1514 regen_mod_max = max_mod;
1515 regen_mod_regen = regen_mod;
1516 regen_mod_rot = rot_mod;
1517 regen_mod_limit = limit_mod;
1519 regen_health = autocvar_g_balance_health_regen;
1520 regen_health_linear = autocvar_g_balance_health_regenlinear;
1521 regen_health_rot = autocvar_g_balance_health_rot;
1522 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1523 regen_health_stable = autocvar_g_balance_health_regenstable;
1524 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1525 if(!MUTATOR_CALLHOOK(PlayerRegen))
1526 if(!STAT(FROZEN, self))
1528 float mina, maxa, limith, limita;
1529 maxa = autocvar_g_balance_armor_rotstable;
1530 mina = autocvar_g_balance_armor_regenstable;
1531 limith = autocvar_g_balance_health_limit;
1532 limita = autocvar_g_balance_armor_limit;
1534 max_mod = regen_mod_max;
1535 regen_mod = regen_mod_regen;
1536 rot_mod = regen_mod_rot;
1537 limit_mod = regen_mod_limit;
1539 regen_health_rotstable = regen_health_rotstable * max_mod;
1540 regen_health_stable = regen_health_stable * max_mod;
1541 limith = limith * limit_mod;
1542 limita = limita * limit_mod;
1544 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);
1545 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1548 // if player rotted to death... die!
1549 // check this outside above checks, as player may still be able to rot to death
1553 vehicles_exit(VHEF_RELEASE);
1554 if(self.event_damage)
1555 self.event_damage(self, self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1558 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1560 float minf, maxf, limitf;
1562 maxf = autocvar_g_balance_fuel_rotstable;
1563 minf = autocvar_g_balance_fuel_regenstable;
1564 limitf = autocvar_g_balance_fuel_limit;
1566 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1570 float zoomstate_set;
1571 void SetZoomState(float z)
1573 if(z != self.zoomstate)
1576 ClientData_Touch(self);
1581 void GetPressedKeys()
1584 MUTATOR_CALLHOOK(GetPressedKeys);
1585 int keys = this.pressedkeys;
1586 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1587 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1588 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1589 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1591 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1592 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1593 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1594 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1595 this.pressedkeys = keys;
1599 ======================
1600 spectate mode routines
1601 ======================
1604 void SpectateCopy(entity this, entity spectatee)
1606 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1607 self.armortype = spectatee.armortype;
1608 self.armorvalue = spectatee.armorvalue;
1609 self.ammo_cells = spectatee.ammo_cells;
1610 self.ammo_plasma = spectatee.ammo_plasma;
1611 self.ammo_shells = spectatee.ammo_shells;
1612 self.ammo_nails = spectatee.ammo_nails;
1613 self.ammo_rockets = spectatee.ammo_rockets;
1614 self.ammo_fuel = spectatee.ammo_fuel;
1615 self.clip_load = spectatee.clip_load;
1616 self.clip_size = spectatee.clip_size;
1617 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1618 self.health = spectatee.health;
1620 self.items = spectatee.items;
1621 self.last_pickup = spectatee.last_pickup;
1622 self.hit_time = spectatee.hit_time;
1623 self.strength_finished = spectatee.strength_finished;
1624 self.invincible_finished = spectatee.invincible_finished;
1625 self.pressedkeys = spectatee.pressedkeys;
1626 self.weapons = spectatee.weapons;
1627 PS(self).m_switchweapon = PS(spectatee).m_switchweapon;
1628 PS(self).m_switchingweapon = PS(spectatee).m_switchingweapon;
1629 PS(self).m_weapon = PS(spectatee).m_weapon;
1630 self.vortex_charge = spectatee.vortex_charge;
1631 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1632 self.hagar_load = spectatee.hagar_load;
1633 self.arc_heat_percent = spectatee.arc_heat_percent;
1634 self.minelayer_mines = spectatee.minelayer_mines;
1635 self.punchangle = spectatee.punchangle;
1636 self.view_ofs = spectatee.view_ofs;
1637 self.velocity = spectatee.velocity;
1638 self.dmg_take = spectatee.dmg_take;
1639 self.dmg_save = spectatee.dmg_save;
1640 self.dmg_inflictor = spectatee.dmg_inflictor;
1641 self.v_angle = spectatee.v_angle;
1642 self.angles = spectatee.v_angle;
1643 STAT(FROZEN, self) = STAT(FROZEN, spectatee);
1644 self.revive_progress = spectatee.revive_progress;
1645 if(!self.BUTTON_USE)
1646 self.fixangle = true;
1647 setorigin(self, spectatee.origin);
1648 setsize(self, spectatee.mins, spectatee.maxs);
1649 SetZoomState(spectatee.zoomstate);
1651 anticheat_spectatecopy(spectatee);
1652 self.hud = spectatee.hud;
1653 if(spectatee.vehicle)
1655 self.fixangle = false;
1656 //self.velocity = spectatee.vehicle.velocity;
1657 self.vehicle_health = spectatee.vehicle_health;
1658 self.vehicle_shield = spectatee.vehicle_shield;
1659 self.vehicle_energy = spectatee.vehicle_energy;
1660 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1661 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1662 self.vehicle_reload1 = spectatee.vehicle_reload1;
1663 self.vehicle_reload2 = spectatee.vehicle_reload2;
1667 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1668 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1669 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1670 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1672 //WriteByte (MSG_ONE, SVC_SETVIEW);
1673 // WriteEntity(MSG_ONE, self);
1674 //makevectors(spectatee.v_angle);
1675 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1679 bool SpectateUpdate()
1684 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1686 SetSpectatee(self, NULL);
1690 SpectateCopy(this, this.enemy);
1697 if(!IS_PLAYER(self.enemy))
1701 WriteByte(MSG_ONE, SVC_SETVIEW);
1702 WriteEntity(MSG_ONE, self.enemy);
1703 self.movetype = MOVETYPE_NONE;
1704 accuracy_resend(self);
1706 if(!SpectateUpdate())
1707 PutObserverInServer();
1712 void SetSpectatee(entity player, entity spectatee)
1714 entity old_spectatee = player.enemy;
1716 player.enemy = spectatee;
1719 // these are required to fix the spectator bug with arc
1720 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1721 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1724 bool Spectate(entity pl)
1726 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1730 SetSpectatee(self, pl);
1731 return SpectateSet();
1736 other = find(self.enemy, classname, STR_PLAYER);
1738 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1739 other = spec_player;
1741 other = find(other, classname, STR_PLAYER);
1743 if(other) { SetSpectatee(self, other); }
1745 return SpectateSet();
1750 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1751 other = findchain(classname, STR_PLAYER);
1752 if (!other) // no player
1755 entity first = other;
1756 // skip players until current spectated player
1758 while(other && other != self.enemy)
1759 other = other.chain;
1761 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1763 case MUT_SPECPREV_FOUND:
1764 other = spec_player;
1766 case MUT_SPECPREV_RETURN:
1767 other = spec_player;
1769 case MUT_SPECPREV_CONTINUE:
1773 other = other.chain;
1780 SetSpectatee(self, other);
1781 return SpectateSet();
1786 ShowRespawnCountdown()
1788 Update a respawn countdown display.
1791 void ShowRespawnCountdown()
1794 if(!IS_DEAD(self)) // just respawned?
1798 number = ceil(self.respawn_time - time);
1801 if(number <= self.respawn_countdown)
1803 self.respawn_countdown = number - 1;
1804 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
1805 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1810 void LeaveSpectatorMode()
1814 if(nJoinAllowed(self, self))
1816 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1818 self.classname = STR_PLAYER;
1820 if(autocvar_g_campaign || autocvar_g_balance_teams)
1821 { JoinBestTeam(self, false, true); }
1823 if(autocvar_g_campaign)
1824 { campaign_bots_may_start = 1; }
1826 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1828 PutClientInServer();
1830 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1833 stuffcmd(self, "menu_showteamselect\n");
1837 // Player may not join because g_maxplayers is set
1838 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1843 * Determines whether the player is allowed to join. This depends on cvar
1844 * g_maxplayers, if it isn't used this function always return true, otherwise
1845 * it checks whether the number of currently playing players exceeds g_maxplayers.
1846 * @return int number of free slots for players, 0 if none
1848 bool nJoinAllowed(entity this, entity ignore)
1851 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1852 // so report 0 free slots if restricted
1854 if(autocvar_g_forced_team_otherwise == "spectate")
1856 if(autocvar_g_forced_team_otherwise == "spectator")
1860 if(this.team_forced < 0)
1861 return false; // forced spectators can never join
1863 // TODO simplify this
1864 int totalClients = 0;
1865 int currentlyPlaying = 0;
1866 FOREACH_CLIENT(true, LAMBDA(
1869 if(IS_REAL_CLIENT(it))
1870 if(IS_PLAYER(it) || it.caplayer)
1874 if (!autocvar_g_maxplayers)
1875 return maxclients - totalClients;
1877 if(currentlyPlaying < autocvar_g_maxplayers)
1878 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1884 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1885 * g_maxplayers_spectator_blocktime seconds
1887 void checkSpectatorBlock()
1889 if(IS_SPEC(self) || IS_OBSERVER(self))
1891 if(IS_REAL_CLIENT(self))
1893 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1894 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1900 void PrintWelcomeMessage()
1902 if(self.motd_actived_time == 0)
1904 if (autocvar_g_campaign) {
1905 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1906 self.motd_actived_time = time;
1907 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1910 if (self.BUTTON_INFO) {
1911 self.motd_actived_time = time;
1912 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1916 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1918 if (autocvar_g_campaign) {
1919 if (self.BUTTON_INFO)
1920 self.motd_actived_time = time;
1921 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1922 self.motd_actived_time = 0;
1923 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1926 if (self.BUTTON_INFO)
1927 self.motd_actived_time = time;
1928 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1929 self.motd_actived_time = 0;
1930 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1934 else //if(self.motd_actived_time < 0) // just connected, motd is active
1936 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1937 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1938 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1940 // instanctly hide MOTD
1941 self.motd_actived_time = 0;
1942 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1947 void ObserverThink()
1951 MinigameImpulse(self, self.impulse);
1954 float prefered_movetype;
1955 if (self.flags & FL_JUMPRELEASED) {
1956 if (self.BUTTON_JUMP && !self.version_mismatch) {
1957 self.flags &= ~FL_JUMPRELEASED;
1958 self.flags |= FL_SPAWNING;
1959 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1960 self.flags &= ~FL_JUMPRELEASED;
1961 if(SpectateNext()) {
1962 self.classname = STR_SPECTATOR;
1965 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1966 if (self.movetype != prefered_movetype)
1967 self.movetype = prefered_movetype;
1970 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1971 self.flags |= FL_JUMPRELEASED;
1972 if(self.flags & FL_SPAWNING)
1974 self.flags &= ~FL_SPAWNING;
1975 LeaveSpectatorMode();
1982 void SpectatorThink()
1986 if(MinigameImpulse(self, self.impulse))
1989 if (self.flags & FL_JUMPRELEASED) {
1990 if (self.BUTTON_JUMP && !self.version_mismatch) {
1991 self.flags &= ~FL_JUMPRELEASED;
1992 self.flags |= FL_SPAWNING;
1993 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
1994 self.flags &= ~FL_JUMPRELEASED;
1995 if(SpectateNext()) {
1996 self.classname = STR_SPECTATOR;
1998 self.classname = STR_OBSERVER;
1999 PutClientInServer();
2002 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2003 self.flags &= ~FL_JUMPRELEASED;
2004 if(SpectatePrev()) {
2005 self.classname = STR_SPECTATOR;
2007 self.classname = STR_OBSERVER;
2008 PutClientInServer();
2011 } else if (self.BUTTON_ATCK2) {
2012 self.flags &= ~FL_JUMPRELEASED;
2013 self.classname = STR_OBSERVER;
2014 PutClientInServer();
2016 if(!SpectateUpdate())
2017 PutObserverInServer();
2020 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2021 self.flags |= FL_JUMPRELEASED;
2022 if(self.flags & FL_SPAWNING)
2024 self.flags &= ~FL_SPAWNING;
2025 LeaveSpectatorMode();
2029 if(!SpectateUpdate())
2030 PutObserverInServer();
2033 self.flags |= FL_CLIENT | FL_NOTARGET;
2036 void vehicles_enter (entity pl, entity veh);
2039 if (!IS_PLAYER(self))
2046 vehicles_exit(VHEF_NORMAL);
2050 else if(autocvar_g_vehicles_enter)
2052 if(!STAT(FROZEN, self))
2056 entity head, closest_target = world;
2057 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, true);
2059 while(head) // find the closest acceptable target to enter
2061 if(head.vehicle_flags & VHF_ISVEHICLE)
2063 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2064 if(head.takedamage != DAMAGE_NO)
2068 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2069 { closest_target = head; }
2071 else { closest_target = head; }
2077 if(closest_target) { vehicles_enter(self, closest_target); return; }
2081 // a use key was pressed; call handlers
2082 MUTATOR_CALLHOOK(PlayerUseKey);
2090 Called every frame for each client before the physics are run
2093 .float usekeypressed;
2094 void() nexball_setstatus;
2095 .float last_vehiclecheck;
2097 void PlayerPreThink ()
2099 WarpZone_PlayerPhysics_FixVAngle();
2101 self.stat_game_starttime = game_starttime;
2102 self.stat_round_starttime = round_starttime;
2103 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2104 self.stat_leadlimit = autocvar_leadlimit;
2106 self.weaponsinmap = weaponsInMap;
2110 // physics frames: update anticheat stuff
2111 anticheat_prethink();
2114 if(blockSpectators && frametime)
2115 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2116 checkSpectatorBlock();
2120 // Savage: Check for nameless players
2121 if (isInvisibleString(self.netname)) {
2122 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2123 if(autocvar_sv_eventlog)
2124 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2125 if(self.netname_previous)
2126 strunzone(self.netname_previous);
2127 self.netname_previous = strzone(new_name);
2128 self.netname = self.netname_previous;
2129 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2130 } else if(self.netname_previous != self.netname) {
2131 if(autocvar_sv_eventlog)
2132 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2133 if(self.netname_previous)
2134 strunzone(self.netname_previous);
2135 self.netname_previous = strzone(self.netname);
2139 if(self.version_nagtime)
2140 if(self.cvar_g_xonoticversion)
2141 if(time > self.version_nagtime)
2143 // don't notify git users
2144 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2146 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2148 // notify release users if connecting to git
2149 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2150 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2155 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2158 // give users new version
2159 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2160 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2164 // notify users about old server version
2165 LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2166 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2170 self.version_nagtime = 0;
2174 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2176 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2177 self.max_armorvalue = 0;
2180 if(STAT(FROZEN, self) == 2)
2182 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2183 self.health = max(1, self.revive_progress * start_health);
2184 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2186 if(self.revive_progress >= 1)
2189 else if(STAT(FROZEN, self) == 3)
2191 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2192 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2197 vehicles_exit(VHEF_RELEASE);
2198 self.event_damage(self, self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2200 else if ( self.revive_progress <= 0 )
2204 MUTATOR_CALLHOOK(PlayerPreThink);
2206 if(autocvar_g_vehicles_enter)
2207 if(time > self.last_vehiclecheck)
2210 if(!STAT(FROZEN, self))
2215 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2216 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2218 if(veh.takedamage != DAMAGE_NO)
2219 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2220 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2222 if(!veh.team || SAME_TEAM(self, veh))
2223 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2224 else if(autocvar_g_vehicles_steal)
2225 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2227 self.last_vehiclecheck = time + 1;
2230 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2232 if(self.BUTTON_USE && !self.usekeypressed)
2234 self.usekeypressed = self.BUTTON_USE;
2237 if(IS_REAL_CLIENT(self))
2238 PrintWelcomeMessage();
2243 CheckRules_Player();
2245 if (intermission_running)
2247 IntermissionThink (); // otherwise a button could be missed between
2248 return; // the think tics
2251 //don't allow the player to turn around while game is paused!
2252 if(timeout_status == TIMEOUT_ACTIVE) {
2253 // FIXME turn this into CSQC stuff
2254 self.v_angle = self.lastV_angle;
2255 self.angles = self.lastV_angle;
2256 self.fixangle = true;
2266 if(self.personal && g_race_qualifying)
2268 if(time > self.respawn_time)
2270 self.respawn_time = time + 1; // only retry once a second
2271 self.stat_respawn_time = self.respawn_time;
2278 float button_pressed;
2281 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2283 if (self.deadflag == DEAD_DYING)
2285 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2286 self.deadflag = DEAD_RESPAWNING;
2287 else if(!button_pressed)
2288 self.deadflag = DEAD_DEAD;
2290 else if (self.deadflag == DEAD_DEAD)
2293 self.deadflag = DEAD_RESPAWNABLE;
2294 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2295 self.deadflag = DEAD_RESPAWNING;
2297 else if (self.deadflag == DEAD_RESPAWNABLE)
2300 self.deadflag = DEAD_RESPAWNING;
2302 else if (self.deadflag == DEAD_RESPAWNING)
2304 if(time > self.respawn_time)
2306 self.respawn_time = time + 1; // only retry once a second
2307 self.respawn_time_max = self.respawn_time;
2312 ShowRespawnCountdown();
2314 if(self.respawn_flags & RESPAWN_SILENT)
2315 self.stat_respawn_time = 0;
2316 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2317 self.stat_respawn_time = self.respawn_time_max;
2319 self.stat_respawn_time = self.respawn_time;
2322 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2323 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2324 self.stat_respawn_time *= -1;
2329 self.prevorigin = self.origin;
2331 float do_crouch = self.BUTTON_CROUCH;
2336 if(STAT(FROZEN, self))
2339 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2340 // It cannot be predicted by the engine!
2341 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2342 if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2350 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2351 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2352 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2359 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2360 if (!trace_startsolid)
2362 self.crouch = false;
2363 self.view_ofs = STAT(PL_VIEW_OFS, self);
2364 setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2369 FixPlayermodel(self);
2371 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2374 self.items &= ~self.items_added;
2376 W_WeaponFrame(self);
2378 self.items_added = 0;
2379 if(self.items & ITEM_Jetpack.m_itemid)
2380 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2381 self.items_added |= IT_FUEL;
2383 self.items |= self.items_added;
2388 // WEAPONTODO: Add a weapon request for this
2389 // rot vortex charge to the charge limit
2390 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2391 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2397 secrets_setstatus();
2400 monsters_setstatus(self);
2402 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2404 //self.angles_y=self.v_angle_y + 90; // temp
2405 } else if(gameover) {
2406 if (intermission_running)
2407 IntermissionThink (); // otherwise a button could be missed between
2409 } else if(IS_OBSERVER(self)) {
2411 } else if(IS_SPEC(self)) {
2415 // WEAPONTODO: Add weapon request for this
2419 || self.BUTTON_ZOOMSCRIPT
2420 || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_VORTEX)
2421 || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2424 float oldspectatee_status;
2425 oldspectatee_status = self.spectatee_status;
2427 self.spectatee_status = etof(self.enemy);
2428 else if(IS_OBSERVER(self))
2429 self.spectatee_status = etof(self);
2431 self.spectatee_status = 0;
2432 if(self.spectatee_status != oldspectatee_status)
2434 ClientData_Touch(self);
2436 race_InitSpectator();
2439 if(self.teamkill_soundtime)
2440 if(time > self.teamkill_soundtime)
2442 self.teamkill_soundtime = 0;
2444 entity e = self.teamkill_soundsource;
2445 entity oldpusher = e.pusher;
2447 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2448 e.pusher = oldpusher;
2451 if(self.taunt_soundtime)
2452 if(time > self.taunt_soundtime)
2454 self.taunt_soundtime = 0;
2455 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2458 target_voicescript_next(self);
2460 // WEAPONTODO: Move into weaponsystem somehow
2461 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2462 if (PS(self).m_weapon == WEP_Null)
2463 self.clip_load = self.clip_size = 0;
2466 void DrownPlayer(entity this)
2471 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2473 if(this.air_finished < time)
2474 PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2475 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2478 else if (this.air_finished < time)
2480 if (this.pain_finished < time)
2482 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2483 this.pain_finished = time + 0.5;
2492 Called every frame for each client after the physics are run
2495 .float idlekick_lasttimeleft;
2496 void PlayerPostThink ()
2498 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2499 if(IS_REAL_CLIENT(self))
2500 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2502 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2504 if(self.idlekick_lasttimeleft)
2506 self.idlekick_lasttimeleft = 0;
2507 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2513 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2514 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2516 if(!self.idlekick_lasttimeleft)
2517 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2521 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2525 else if(timeleft <= 10)
2527 if(timeleft != self.idlekick_lasttimeleft)
2528 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2529 self.idlekick_lasttimeleft = timeleft;
2536 //CheckPlayerJump();
2538 if(IS_PLAYER(self)) {
2540 CheckRules_Player();
2543 ImpulseCommands(self);
2544 if (intermission_running)
2545 return; // intermission or finale
2551 for(i = 0; i < 1000; ++i)
2554 end = self.origin + '0 0 1024' + 512 * randomvec();
2555 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2556 if(trace_fraction < 1)
2557 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2559 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2565 if(self.waypointsprite_attachedforcarrier)
2566 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2570 CSQCMODEL_AUTOUPDATE(self);