1 void send_CSQC_teamnagger() {
2 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
3 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
6 float ClientData_Send(entity to, float sf)
23 sf |= 1; // forced scoreboard
24 if(to.spectatee_status)
25 sf |= 2; // spectator ent number follows
28 if(e.porto_v_angle_held)
29 sf |= 8; // angles held
31 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32 WriteByte(MSG_ENTITY, sf);
35 WriteByte(MSG_ENTITY, to.spectatee_status);
39 WriteAngle(MSG_ENTITY, e.v_angle_x);
40 WriteAngle(MSG_ENTITY, e.v_angle_y);
46 void ClientData_Attach()
48 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49 self.clientdata.drawonlytoclient = self;
50 self.clientdata.owner = self;
53 void ClientData_Detach()
55 remove(self.clientdata);
56 self.clientdata = world;
59 void ClientData_Touch(entity e)
61 e.clientdata.SendFlags = 1;
63 // make it spectatable
65 FOR_EACH_REALCLIENT(e2)
70 e2.clientdata.SendFlags = 1;
74 .string netname_previous;
81 Checks if the argument string can be a valid playermodel.
82 Returns a valid one in doubt.
85 string FallbackPlayerModel;
86 string CheckPlayerModel(string plyermodel) {
87 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
89 // note: we cannot summon Don Strunzone here, some player may
90 // still have the model string set. In case anyone manages how
91 // to change a cvar default, we'll have a small leak here.
92 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
95 if( substring(plyermodel,0,14) != "models/player/")
96 return FallbackPlayerModel;
97 // only good file extensions
98 if(substring(plyermodel,-4,4) != ".zym")
99 if(substring(plyermodel,-4,4) != ".dpm")
100 if(substring(plyermodel,-4,4) != ".iqm")
101 if(substring(plyermodel,-4,4) != ".md3")
102 if(substring(plyermodel,-4,4) != ".psk")
103 return FallbackPlayerModel;
104 // forbid the LOD models
105 if(substring(plyermodel, -9,5) == "_lod1")
106 return FallbackPlayerModel;
107 if(substring(plyermodel, -9,5) == "_lod2")
108 return FallbackPlayerModel;
109 if(plyermodel != strtolower(plyermodel))
110 return FallbackPlayerModel;
111 // also, restrict to server models
112 if(autocvar_sv_servermodelsonly)
114 if(!fexists(plyermodel))
115 return FallbackPlayerModel;
120 void setplayermodel(entity e, string modelname)
122 precache_model(modelname);
123 setmodel(e, modelname);
124 player_setupanimsformodel();
125 UpdatePlayerSounds();
132 putting a client as observer in the server
135 void FixPlayermodel();
136 void PutObserverInServer (void)
139 self.hud = HUD_NORMAL;
141 spot = SelectSpawnPoint (TRUE);
143 error("No spawnpoints for observers?!?\n");
144 RemoveGrapplingHook(self); // Wazat's Grappling Hook
146 if(IS_REAL_CLIENT(self))
149 WriteByte(MSG_ONE, SVC_SETVIEW);
150 WriteEntity(MSG_ONE, self);
153 self.frags = FRAGS_SPECTATOR;
155 MUTATOR_CALLHOOK(MakePlayerObserver);
157 Portal_ClearAll(self);
164 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
169 vehicles_exit(VHEF_RELESE);
171 WaypointSprite_PlayerDead();
173 if (!g_ca) // don't reset teams when moving a ca player to the spectators
174 self.team = -1; // move this as it is needed to log the player spectating in eventlog
176 if(self.killcount != -666)
178 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
179 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
180 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
182 if(self.just_joined == FALSE) {
183 LogTeamchange(self.playerid, -1, 4);
185 self.just_joined = FALSE;
188 PlayerScore_Clear(self); // clear scores when needed
190 accuracy_resend(self);
192 self.spectatortime = time;
194 self.classname = "observer";
195 self.iscreature = FALSE;
196 self.teleportable = TELEPORT_SIMPLE;
197 self.damagedbycontents = FALSE;
199 self.takedamage = DAMAGE_NO;
200 self.solid = SOLID_NOT;
201 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
202 self.flags = FL_CLIENT | FL_NOTARGET;
203 self.armorvalue = 666;
205 self.armorvalue = autocvar_g_balance_armor_start;
206 self.pauserotarmor_finished = 0;
207 self.pauserothealth_finished = 0;
208 self.pauseregen_finished = 0;
209 self.damageforcescale = 0;
211 self.respawn_flags = 0;
212 self.respawn_time = 0;
213 self.stat_respawn_time = 0;
218 self.pain_finished = 0;
219 self.strength_finished = 0;
220 self.invincible_finished = 0;
221 self.superweapons_finished = 0;
224 self.think = func_null;
227 self.deadflag = DEAD_NO;
228 self.angles = spot.angles;
230 self.fixangle = TRUE;
232 self.revival_time = 0;
234 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
235 self.prevorigin = self.origin;
237 self.weapons = '0 0 0';
240 setmodel(self, "null");
241 self.drawonlytoclient = self;
243 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
244 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
247 self.weaponname = "";
248 self.switchingweapon = 0;
249 self.weaponmodel = "";
250 self.weaponentity = world;
251 self.exteriorweaponentity = world;
252 self.killcount = -666;
253 self.velocity = '0 0 0';
254 self.avelocity = '0 0 0';
255 self.punchangle = '0 0 0';
256 self.punchvector = '0 0 0';
257 self.oldvelocity = self.velocity;
258 self.fire_endtime = -1;
261 .float model_randomizer;
262 void FixPlayermodel()
265 float defaultskin, chmdl, oldskin, n, i;
272 if(autocvar_sv_defaultcharacter == 1)
277 s = Static_Team_ColorName_Lower(self.team);
280 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
281 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
285 if(defaultmodel == "")
287 defaultmodel = autocvar_sv_defaultplayermodel;
288 defaultskin = autocvar_sv_defaultplayerskin;
291 n = tokenize_console(defaultmodel);
294 defaultmodel = argv(floor(n * self.model_randomizer));
295 // However, do NOT randomize if the player-selected model is in the list.
296 for (i = 0; i < n; ++i)
297 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
298 defaultmodel = argv(i);
301 i = strstrofs(defaultmodel, ":", 0);
304 defaultskin = stof(substring(defaultmodel, i+1, -1));
305 defaultmodel = substring(defaultmodel, 0, i);
309 if(defaultmodel != "")
311 if (defaultmodel != self.model)
315 setplayermodel (self, defaultmodel);
316 setsize (self, m1, m2);
321 self.skin = defaultskin;
323 if (self.playermodel != self.model || self.playermodel == "")
325 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
328 setplayermodel (self, self.playermodel);
329 setsize (self, m1, m2);
334 self.skin = stof(self.playerskin);
337 if(chmdl || oldskin != self.skin) // model or skin has changed
339 self.species = player_getspecies(); // update species
340 UpdatePlayerSounds(); // update skin sounds
344 if(strlen(autocvar_sv_defaultplayercolors))
345 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
346 setcolor(self, stof(autocvar_sv_defaultplayercolors));
353 Called when a client spawns in the server
356 void PutClientInServer (void)
358 if(IS_BOT_CLIENT(self))
359 self.classname = "player";
360 else if(IS_REAL_CLIENT(self))
363 WriteByte(MSG_ONE, SVC_SETVIEW);
364 WriteEntity(MSG_ONE, self);
370 MUTATOR_CALLHOOK(PutClientInServer);
373 self.classname = "observer";
377 entity spot, oldself;
380 accuracy_resend(self);
383 JoinBestTeam(self, FALSE, TRUE);
385 spot = SelectSpawnPoint (FALSE);
388 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
389 return; // spawn failed
392 RemoveGrapplingHook(self); // Wazat's Grappling Hook
395 vehicles_exit(VHEF_RELESE);
397 self.classname = "player";
398 self.wasplayer = TRUE;
399 self.iscreature = TRUE;
400 self.teleportable = TELEPORT_NORMAL;
401 self.damagedbycontents = TRUE;
402 self.movetype = MOVETYPE_WALK;
403 self.solid = SOLID_SLIDEBOX;
404 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
405 if(autocvar_g_playerclip_collisions)
406 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
407 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
408 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
409 self.frags = FRAGS_PLAYER;
410 if(INDEPENDENT_PLAYERS)
411 MAKE_INDEPENDENT_PLAYER(self);
412 self.flags = FL_CLIENT;
413 if(autocvar__notarget)
414 self.flags |= FL_NOTARGET;
415 self.takedamage = DAMAGE_AIM;
417 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
418 self.air_finished = time + 12;
420 if(WEP_CVAR(vortex, charge))
422 if(WEP_CVAR_SEC(vortex, chargepool))
423 self.vortex_chargepool_ammo = 1;
424 self.vortex_charge = WEP_CVAR(vortex, charge_start);
429 self.ammo_shells = warmup_start_ammo_shells;
430 self.ammo_nails = warmup_start_ammo_nails;
431 self.ammo_rockets = warmup_start_ammo_rockets;
432 self.ammo_cells = warmup_start_ammo_cells;
433 self.ammo_plasma = warmup_start_ammo_plasma;
434 self.ammo_fuel = warmup_start_ammo_fuel;
435 self.health = warmup_start_health;
436 self.armorvalue = warmup_start_armorvalue;
437 self.weapons = WARMUP_START_WEAPONS;
441 self.ammo_shells = start_ammo_shells;
442 self.ammo_nails = start_ammo_nails;
443 self.ammo_rockets = start_ammo_rockets;
444 self.ammo_cells = start_ammo_cells;
445 self.ammo_plasma = start_ammo_plasma;
446 self.ammo_fuel = start_ammo_fuel;
447 self.health = start_health;
448 self.armorvalue = start_armorvalue;
449 self.weapons = start_weapons;
452 if(self.weapons & WEPSET_SUPERWEAPONS)
453 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
455 self.superweapons_finished = 0;
457 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
459 if(g_weaponarena_random_with_laser)
460 self.weapons &= ~WEPSET_BLASTER;
461 W_RandomWeapons(self, g_weaponarena_random);
462 if(g_weaponarena_random_with_laser)
463 self.weapons |= WEPSET_BLASTER;
466 self.items = start_items;
468 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
469 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
470 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
471 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
472 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
473 //extend the pause of rotting if client was reset at the beginning of the countdown
474 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
475 self.spawnshieldtime += game_starttime - time;
476 self.pauserotarmor_finished += game_starttime - time;
477 self.pauserothealth_finished += game_starttime - time;
478 self.pauseregen_finished += game_starttime - time;
480 self.damageforcescale = 2;
482 self.respawn_flags = 0;
483 self.respawn_time = 0;
484 self.stat_respawn_time = 0;
488 self.pain_finished = 0;
489 self.strength_finished = 0;
490 self.invincible_finished = 0;
492 // players have no think function
493 self.think = func_null;
497 self.ballistics_density = autocvar_g_ballistics_density_player;
501 self.deadflag = DEAD_NO;
503 self.angles = spot.angles;
505 self.angles_z = 0; // never spawn tilted even if the spot says to
506 self.fixangle = TRUE; // turn this way immediately
507 self.velocity = '0 0 0';
508 self.avelocity = '0 0 0';
509 self.punchangle = '0 0 0';
510 self.punchvector = '0 0 0';
511 self.oldvelocity = self.velocity;
512 self.fire_endtime = -1;
513 self.revival_time = 0;
515 entity spawnevent = spawn();
516 spawnevent.owner = self;
517 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
519 // Cut off any still running player sounds.
520 stopsound(self, CH_PLAYER_SINGLE);
524 self.drawonlytoclient = world;
527 self.view_ofs = PL_VIEW_OFS;
528 setsize (self, PL_MIN, PL_MAX);
529 self.spawnorigin = spot.origin;
530 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
531 // don't reset back to last position, even if new position is stuck in solid
532 self.oldorigin = self.origin;
533 self.prevorigin = self.origin;
534 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
535 self.lastteleporttime = time; // prevent insane speeds due to changing origin
536 self.hud = HUD_NORMAL;
538 self.event_damage = PlayerDamage;
540 self.bot_attack = TRUE;
541 self.monster_attack = TRUE;
543 self.spider_slowness = 0;
545 self.statdraintime = time + 5;
546 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
548 if(self.killcount == -666) {
549 PlayerScore_Clear(self);
553 CL_SpawnWeaponentity();
554 self.alpha = default_player_alpha;
555 self.colormod = '1 1 1' * autocvar_g_player_brightness;
556 self.exteriorweaponentity.alpha = default_weapon_alpha;
558 self.speedrunning = FALSE;
560 //stuffcmd(self, "chase_active 0");
561 //stuffcmd(self, "set viewsize $tmpviewsize \n");
563 target_voicescript_clear(self);
565 // reset fields the weapons may use
566 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
568 WEP_ACTION(j, WR_RESETPLAYER);
570 // all weapons must be fully loaded when we spawn
572 e = get_weaponinfo(j);
573 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
574 self.(weapon_load[j]) = e.reloading_ammo;
582 self.target = string_null;
591 MUTATOR_CALLHOOK(PlayerSpawn);
593 if(autocvar_spawn_debug)
595 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
596 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
599 self.switchweapon = w_getbestweapon(self);
600 self.cnt = -1; // W_LastWeapon will not complain
602 self.weaponname = "";
603 self.switchingweapon = 0;
607 self.alivetime = time;
611 else if(IS_OBSERVER(self))
613 PutObserverInServer ();
617 .float ebouncefactor, ebouncestop; // electro's values
618 // TODO do we need all these fields, or should we stop autodetecting runtime
619 // changes and just have a console command to update this?
620 float ClientInit_SendEntity(entity to, float sf)
622 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
623 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
624 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
625 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
626 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
627 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
628 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
629 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
630 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
631 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
633 if(sv_foginterval && world.fog != "")
634 WriteString(MSG_ENTITY, world.fog);
636 WriteString(MSG_ENTITY, "");
637 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
638 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
639 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
640 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
641 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
642 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
643 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
644 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
645 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
646 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
647 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
648 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
652 void ClientInit_CheckUpdate()
654 self.nextthink = time;
655 if(self.count != autocvar_g_balance_armor_blockpercent)
657 self.count = autocvar_g_balance_armor_blockpercent;
660 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
662 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
665 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
667 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
670 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
672 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
675 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
677 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
682 void ClientInit_Spawn()
687 e.classname = "clientinit";
688 e.think = ClientInit_CheckUpdate;
689 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
693 ClientInit_CheckUpdate();
702 void SetNewParms (void)
704 // initialize parms for a new player
705 parm1 = -(86400 * 366);
713 void SetChangeParms (void)
715 // save parms for level change
716 parm1 = self.parm_idlesince - time;
724 void DecodeLevelParms (void)
727 self.parm_idlesince = parm1;
728 if(self.parm_idlesince == -(86400 * 366))
729 self.parm_idlesince = time;
731 // whatever happens, allow 60 seconds of idling directly after connect for map loading
732 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
739 Called when a client types 'kill' in the console
743 .float clientkill_nexttime;
744 void ClientKill_Now_TeamChange()
746 if(self.killindicator_teamchange == -1)
748 JoinBestTeam( self, FALSE, TRUE );
750 else if(self.killindicator_teamchange == -2)
753 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
754 PutObserverInServer();
757 SV_ChangeTeam(self.killindicator_teamchange - 1);
758 self.killindicator_teamchange = 0;
761 void ClientKill_Now()
765 vehicles_exit(VHEF_RELESE);
766 if(!self.killindicator_teamchange)
768 self.vehicle_health = -1;
769 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
773 if(self.killindicator && !wasfreed(self.killindicator))
774 remove(self.killindicator);
776 self.killindicator = world;
778 if(self.killindicator_teamchange)
779 ClientKill_Now_TeamChange();
782 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
784 // now I am sure the player IS dead
786 void KillIndicator_Think()
790 self.owner.killindicator = world;
795 if (self.owner.alpha < 0 && !self.owner.vehicle)
797 self.owner.killindicator = world;
805 ClientKill_Now(); // no oldself needed
808 else if(g_cts && self.health == 1) // health == 1 means that it's silent
810 self.nextthink = time + 1;
816 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
817 if(IS_REAL_CLIENT(self.owner))
820 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
822 self.nextthink = time + 1;
827 float clientkilltime;
828 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
837 killtime = autocvar_g_balance_kill_delay;
839 if(g_race_qualifying || g_cts)
842 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
844 remove(self.killindicator);
845 self.killindicator = world;
847 ClientKill_Now(); // allow instant kill in this case
851 self.killindicator_teamchange = targetteam;
853 if(!self.killindicator)
855 if(self.deadflag == DEAD_NO)
857 killtime = max(killtime, self.clientkill_nexttime - time);
858 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
861 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
867 starttime = max(time, clientkilltime);
869 self.killindicator = spawn();
870 self.killindicator.owner = self;
871 self.killindicator.scale = 0.5;
872 setattachment(self.killindicator, self, "");
873 setorigin(self.killindicator, '0 0 52');
874 self.killindicator.think = KillIndicator_Think;
875 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
876 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
877 self.killindicator.cnt = ceil(killtime);
878 self.killindicator.count = bound(0, ceil(killtime), 10);
879 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
881 for(e = world; (e = find(e, classname, "body")) != world; )
885 e.killindicator = spawn();
886 e.killindicator.owner = e;
887 e.killindicator.scale = 0.5;
888 setattachment(e.killindicator, e, "");
889 setorigin(e.killindicator, '0 0 52');
890 e.killindicator.think = KillIndicator_Think;
891 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
892 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
893 e.killindicator.cnt = ceil(killtime);
898 if(self.killindicator)
900 if(targetteam == 0) // just die
902 self.killindicator.colormod = '0 0 0';
903 if(IS_REAL_CLIENT(self))
904 if(self.killindicator.cnt > 0)
905 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
907 else if(targetteam == -1) // auto
909 self.killindicator.colormod = '0 1 0';
910 if(IS_REAL_CLIENT(self))
911 if(self.killindicator.cnt > 0)
912 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
914 else if(targetteam == -2) // spectate
916 self.killindicator.colormod = '0.5 0.5 0.5';
917 if(IS_REAL_CLIENT(self))
918 if(self.killindicator.cnt > 0)
919 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
923 self.killindicator.colormod = Team_ColorRGB(targetteam);
924 if(IS_REAL_CLIENT(self))
925 if(self.killindicator.cnt > 0)
926 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
932 void ClientKill (void)
935 if(self.player_blocked) return;
936 if(self.frozen) return;
938 ClientKill_TeamChange(0);
941 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
943 e.killindicator = spawn();
944 e.killindicator.owner = e;
945 e.killindicator.think = KillIndicator_Think;
946 e.killindicator.nextthink = time + (e.lip) * 0.05;
947 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
948 e.killindicator.health = 1; // this is used to indicate that it should be silent
952 void FixClientCvars(entity e)
954 // send prediction settings to the client
955 stuffcmd(e, "\nin_bindmap 0 0\n");
957 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
958 if(autocvar_g_antilag == 3) // client side hitscan
959 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
960 if(autocvar_sv_gentle)
961 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
963 * we no longer need to stuff this. Remove this comment block if you feel
964 * 2.3 and higher (or was it 2.2.3?) don't need these any more
965 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
966 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
967 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
968 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
969 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
970 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
971 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
972 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
973 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
974 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
975 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
976 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
977 stuffcmd(e, "cl_movement_edgefriction 1\n");
981 float PlayerInIDList(entity p, string idlist)
986 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
990 // this function allows abbreviated player IDs too!
991 n = tokenize_console(idlist);
992 for(i = 0; i < n; ++i)
995 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1006 Called when a client connects to the server
1009 void DecodeLevelParms (void);
1010 //void dom_player_join_team(entity pl);
1011 void set_dom_state(entity e);
1012 void ClientConnect (void)
1018 print("Warning: ClientConnect, but already connected!\n");
1022 if(Ban_MaybeEnforceBanOnce(self))
1028 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1031 self.classname = "player_joining";
1033 self.flags = FL_CLIENT;
1034 self.version_nagtime = time + 10 + random() * 10;
1038 dprint("BUG player count is lower than zero, this cannot happen!\n");
1042 PlayerScore_Attach(self);
1043 ClientData_Attach();
1044 accuracy_init(self);
1046 bot_clientconnect();
1052 // identify the right forced team
1053 if(autocvar_g_campaign)
1055 if(IS_REAL_CLIENT(self)) // only players, not bots
1057 switch(autocvar_g_campaign_forceteam)
1059 case 1: self.team_forced = NUM_TEAM_1; break;
1060 case 2: self.team_forced = NUM_TEAM_2; break;
1061 case 3: self.team_forced = NUM_TEAM_3; break;
1062 case 4: self.team_forced = NUM_TEAM_4; break;
1063 default: self.team_forced = 0;
1067 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1068 self.team_forced = NUM_TEAM_1;
1069 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1070 self.team_forced = NUM_TEAM_2;
1071 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1072 self.team_forced = NUM_TEAM_3;
1073 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1074 self.team_forced = NUM_TEAM_4;
1075 else if(autocvar_g_forced_team_otherwise == "red")
1076 self.team_forced = NUM_TEAM_1;
1077 else if(autocvar_g_forced_team_otherwise == "blue")
1078 self.team_forced = NUM_TEAM_2;
1079 else if(autocvar_g_forced_team_otherwise == "yellow")
1080 self.team_forced = NUM_TEAM_3;
1081 else if(autocvar_g_forced_team_otherwise == "pink")
1082 self.team_forced = NUM_TEAM_4;
1083 else if(autocvar_g_forced_team_otherwise == "spectate")
1084 self.team_forced = -1;
1085 else if(autocvar_g_forced_team_otherwise == "spectator")
1086 self.team_forced = -1;
1088 self.team_forced = 0;
1091 if(self.team_forced > 0)
1092 self.team_forced = 0;
1094 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1096 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1097 self.classname = "observer";
1101 if(autocvar_g_balance_teams)
1103 self.classname = "player";
1104 campaign_bots_may_start = 1;
1108 self.classname = "observer"; // do it anyway
1113 self.classname = "player";
1114 campaign_bots_may_start = 1;
1118 self.playerid = (playerid_last = playerid_last + 1);
1120 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1122 if(IS_BOT_CLIENT(self))
1123 PlayerStats_AddPlayer(self);
1125 if(autocvar_sv_eventlog)
1126 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1128 LogTeamchange(self.playerid, self.team, 1);
1130 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1132 self.netname_previous = strzone(self.netname);
1134 if(IS_PLAYER(self) && teamplay)
1135 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1137 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1139 stuffcmd(self, strcat(clientstuff, "\n"));
1140 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1142 FixClientCvars(self);
1144 // spawnfunc_waypoint sprites
1145 WaypointSprite_InitClient(self);
1147 // Wazat's grappling hook
1148 SetGrappleHookBindings();
1150 // get version info from player
1151 stuffcmd(self, "cmd clientversion $gameversion\n");
1153 // get other cvars from player
1156 // notify about available teams
1159 CheckAllowedTeams(self);
1160 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1161 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1164 stuffcmd(self, "set _teams_available 0\n");
1168 bot_relinkplayerlist();
1170 self.spectatortime = time;
1173 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1176 self.jointime = time;
1177 self.allowed_timeouts = autocvar_sv_timeout_number;
1179 if(IS_REAL_CLIENT(self))
1181 if(!autocvar_g_campaign)
1183 self.motd_actived_time = -1;
1184 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1187 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1188 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1191 if(!sv_foginterval && world.fog != "")
1192 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1194 W_HitPlotOpen(self);
1196 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
1197 send_CSQC_teamnagger();
1201 CSQCMODEL_AUTOINIT();
1203 self.model_randomizer = random();
1205 if(IS_REAL_CLIENT(self))
1208 MUTATOR_CALLHOOK(ClientConnect);
1214 Called when a client disconnects from the server
1217 .entity chatbubbleentity;
1219 void ClientDisconnect (void)
1222 vehicles_exit(VHEF_RELESE);
1224 if (!IS_CLIENT(self))
1226 print("Warning: ClientDisconnect without ClientConnect\n");
1230 PlayerStats_AddGlobalInfo(self);
1232 CheatShutdownClient();
1234 W_HitPlotClose(self);
1237 anticheat_shutdown();
1239 playerdemo_shutdown();
1241 bot_clientdisconnect();
1246 if(autocvar_sv_eventlog)
1247 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1249 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1251 MUTATOR_CALLHOOK(ClientDisconnect);
1253 Portal_ClearAll(self);
1257 RemoveGrapplingHook(self);
1259 // Here, everything has been done that requires this player to be a client.
1261 self.flags &= ~FL_CLIENT;
1263 if (self.chatbubbleentity)
1264 remove (self.chatbubbleentity);
1266 if (self.killindicator)
1267 remove (self.killindicator);
1269 WaypointSprite_PlayerGone();
1271 bot_relinkplayerlist();
1273 accuracy_free(self);
1274 ClientData_Detach();
1275 PlayerScore_Detach(self);
1277 if(self.netname_previous)
1278 strunzone(self.netname_previous);
1279 if(self.clientstatus)
1280 strunzone(self.clientstatus);
1281 if(self.weaponorder_byimpulse)
1282 strunzone(self.weaponorder_byimpulse);
1284 ClearPlayerSounds();
1287 remove(self.personal);
1297 void ChatBubbleThink()
1299 self.nextthink = time;
1300 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1302 if(self.owner) // but why can that ever be world?
1303 self.owner.chatbubbleentity = world;
1307 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1309 || self.owner.tetris_on
1312 self.model = self.mdl;
1317 void UpdateChatBubble()
1321 // spawn a chatbubble entity if needed
1322 if (!self.chatbubbleentity)
1324 self.chatbubbleentity = spawn();
1325 self.chatbubbleentity.owner = self;
1326 self.chatbubbleentity.exteriormodeltoclient = self;
1327 self.chatbubbleentity.think = ChatBubbleThink;
1328 self.chatbubbleentity.nextthink = time;
1329 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1330 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1331 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1332 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1333 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1334 self.chatbubbleentity.model = "";
1335 self.chatbubbleentity.effects = EF_LOWPRECISION;
1340 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1341 // added to the model skins
1342 /*void UpdateColorModHack()
1345 c = self.clientcolors & 15;
1346 // LordHavoc: only bothering to support white, green, red, yellow, blue
1347 if (!teamplay) self.colormod = '0 0 0';
1348 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1349 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1350 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1351 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1352 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1353 else self.colormod = '1 1 1';
1358 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1360 self.solid = SOLID_NOT;
1361 self.takedamage = DAMAGE_NO;
1362 self.movetype = MOVETYPE_FLY;
1363 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1364 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1365 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1366 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1367 if(autocvar_g_respawn_ghosts_maxtime)
1368 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1373 self.effects |= EF_NODRAW; // prevent another CopyBody
1374 PutClientInServer();
1377 void play_countdown(float finished, string samp)
1379 if(IS_REAL_CLIENT(self))
1380 if(floor(finished - time - frametime) != floor(finished - time))
1381 if(finished - time < 6)
1382 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1385 void player_powerups (void)
1387 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1388 olditems = self.items;
1390 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1391 self.modelflags |= MF_ROCKET;
1393 self.modelflags &= ~MF_ROCKET;
1395 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1397 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1400 Fire_ApplyDamage(self);
1401 Fire_ApplyEffect(self);
1405 if (self.items & IT_STRENGTH)
1407 play_countdown(self.strength_finished, "misc/poweroff.wav");
1408 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1409 if (time > self.strength_finished)
1411 self.items = self.items - (self.items & IT_STRENGTH);
1412 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1413 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1418 if (time < self.strength_finished)
1420 self.items = self.items | IT_STRENGTH;
1421 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1422 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1425 if (self.items & IT_INVINCIBLE)
1427 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1428 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1429 if (time > self.invincible_finished)
1431 self.items = self.items - (self.items & IT_INVINCIBLE);
1432 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1433 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1438 if (time < self.invincible_finished)
1440 self.items = self.items | IT_INVINCIBLE;
1441 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1442 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1445 if (self.items & IT_SUPERWEAPON)
1447 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1449 self.superweapons_finished = 0;
1450 self.items = self.items - (self.items & IT_SUPERWEAPON);
1451 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1452 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1454 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1456 // don't let them run out
1460 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1461 if (time > self.superweapons_finished)
1463 self.items = self.items - (self.items & IT_SUPERWEAPON);
1464 self.weapons &= ~WEPSET_SUPERWEAPONS;
1465 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1466 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1470 else if(self.weapons & WEPSET_SUPERWEAPONS)
1472 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1474 self.items = self.items | IT_SUPERWEAPON;
1475 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1476 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1480 self.superweapons_finished = 0;
1481 self.weapons &= ~WEPSET_SUPERWEAPONS;
1486 self.superweapons_finished = 0;
1490 if(autocvar_g_nodepthtestplayers)
1491 self.effects = self.effects | EF_NODEPTHTEST;
1493 if(autocvar_g_fullbrightplayers)
1494 self.effects = self.effects | EF_FULLBRIGHT;
1496 if (time >= game_starttime)
1497 if (time < self.spawnshieldtime)
1498 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1500 MUTATOR_CALLHOOK(PlayerPowerups);
1503 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1505 if(current > stable)
1507 else if(current > stable - 0.25) // when close enough, "snap"
1510 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1513 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1515 if(current < stable)
1517 else if(current < stable + 0.25) // when close enough, "snap"
1520 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1523 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1525 if(current > rotstable)
1527 if(rotframetime > 0)
1529 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1530 current = max(rotstable, current - rotlinear * rotframetime);
1533 else if(current < regenstable)
1535 if(regenframetime > 0)
1537 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1538 current = min(regenstable, current + regenlinear * regenframetime);
1548 void player_regen (void)
1550 float max_mod, regen_mod, rot_mod, limit_mod;
1551 max_mod = regen_mod = rot_mod = limit_mod = 1;
1552 regen_mod_max = max_mod;
1553 regen_mod_regen = regen_mod;
1554 regen_mod_rot = rot_mod;
1555 regen_mod_limit = limit_mod;
1556 if(!MUTATOR_CALLHOOK(PlayerRegen))
1559 float minh, mina, maxh, maxa, limith, limita;
1560 maxh = autocvar_g_balance_health_rotstable;
1561 maxa = autocvar_g_balance_armor_rotstable;
1562 minh = autocvar_g_balance_health_regenstable;
1563 mina = autocvar_g_balance_armor_regenstable;
1564 limith = autocvar_g_balance_health_limit;
1565 limita = autocvar_g_balance_armor_limit;
1567 max_mod = regen_mod_max;
1568 regen_mod = regen_mod_regen;
1569 rot_mod = regen_mod_rot;
1570 limit_mod = regen_mod_limit;
1572 maxh = maxh * max_mod;
1573 minh = minh * max_mod;
1574 limith = limith * limit_mod;
1575 limita = limita * limit_mod;
1577 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);
1578 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);
1581 // if player rotted to death... die!
1582 // check this outside above checks, as player may still be able to rot to death
1584 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1586 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1588 float minf, maxf, limitf;
1590 maxf = autocvar_g_balance_fuel_rotstable;
1591 minf = autocvar_g_balance_fuel_regenstable;
1592 limitf = autocvar_g_balance_fuel_limit;
1594 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);
1598 float zoomstate_set;
1599 void SetZoomState(float z)
1601 if(z != self.zoomstate)
1604 ClientData_Touch(self);
1609 void GetPressedKeys(void) {
1610 MUTATOR_CALLHOOK(GetPressedKeys);
1611 if (self.movement_x > 0) // get if movement keys are pressed
1612 { // forward key pressed
1613 self.pressedkeys |= KEY_FORWARD;
1614 self.pressedkeys &= ~KEY_BACKWARD;
1616 else if (self.movement_x < 0)
1617 { // backward key pressed
1618 self.pressedkeys |= KEY_BACKWARD;
1619 self.pressedkeys &= ~KEY_FORWARD;
1623 self.pressedkeys &= ~KEY_FORWARD;
1624 self.pressedkeys &= ~KEY_BACKWARD;
1627 if (self.movement_y > 0)
1628 { // right key pressed
1629 self.pressedkeys |= KEY_RIGHT;
1630 self.pressedkeys &= ~KEY_LEFT;
1632 else if (self.movement_y < 0)
1633 { // left key pressed
1634 self.pressedkeys |= KEY_LEFT;
1635 self.pressedkeys &= ~KEY_RIGHT;
1639 self.pressedkeys &= ~KEY_RIGHT;
1640 self.pressedkeys &= ~KEY_LEFT;
1643 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1644 self.pressedkeys |= KEY_JUMP;
1646 self.pressedkeys &= ~KEY_JUMP;
1647 if (self.BUTTON_CROUCH)
1648 self.pressedkeys |= KEY_CROUCH;
1650 self.pressedkeys &= ~KEY_CROUCH;
1652 if (self.BUTTON_ATCK)
1653 self.pressedkeys |= KEY_ATCK;
1655 self.pressedkeys &= ~KEY_ATCK;
1656 if (self.BUTTON_ATCK2)
1657 self.pressedkeys |= KEY_ATCK2;
1659 self.pressedkeys &= ~KEY_ATCK2;
1663 ======================
1664 spectate mode routines
1665 ======================
1668 void SpectateCopy(entity spectatee) {
1670 MUTATOR_CALLHOOK(SpectateCopy);
1671 self.armortype = spectatee.armortype;
1672 self.armorvalue = spectatee.armorvalue;
1673 self.ammo_cells = spectatee.ammo_cells;
1674 self.ammo_plasma = spectatee.ammo_plasma;
1675 self.ammo_shells = spectatee.ammo_shells;
1676 self.ammo_nails = spectatee.ammo_nails;
1677 self.ammo_rockets = spectatee.ammo_rockets;
1678 self.ammo_fuel = spectatee.ammo_fuel;
1679 self.clip_load = spectatee.clip_load;
1680 self.clip_size = spectatee.clip_size;
1681 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1682 self.health = spectatee.health;
1684 self.items = spectatee.items;
1685 self.last_pickup = spectatee.last_pickup;
1686 self.hit_time = spectatee.hit_time;
1687 self.metertime = spectatee.metertime;
1688 self.strength_finished = spectatee.strength_finished;
1689 self.invincible_finished = spectatee.invincible_finished;
1690 self.pressedkeys = spectatee.pressedkeys;
1691 self.weapons = spectatee.weapons;
1692 self.switchweapon = spectatee.switchweapon;
1693 self.switchingweapon = spectatee.switchingweapon;
1694 self.weapon = spectatee.weapon;
1695 self.vortex_charge = spectatee.vortex_charge;
1696 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1697 self.hagar_load = spectatee.hagar_load;
1698 self.minelayer_mines = spectatee.minelayer_mines;
1699 self.punchangle = spectatee.punchangle;
1700 self.view_ofs = spectatee.view_ofs;
1701 self.velocity = spectatee.velocity;
1702 self.dmg_take = spectatee.dmg_take;
1703 self.dmg_save = spectatee.dmg_save;
1704 self.dmg_inflictor = spectatee.dmg_inflictor;
1705 self.v_angle = spectatee.v_angle;
1706 self.angles = spectatee.v_angle;
1707 self.frozen = spectatee.frozen;
1708 self.revive_progress = spectatee.revive_progress;
1709 if(!self.BUTTON_USE)
1710 self.fixangle = TRUE;
1711 setorigin(self, spectatee.origin);
1712 setsize(self, spectatee.mins, spectatee.maxs);
1713 SetZoomState(spectatee.zoomstate);
1715 anticheat_spectatecopy(spectatee);
1716 self.hud = spectatee.hud;
1717 if(spectatee.vehicle)
1719 self.fixangle = FALSE;
1720 //self.velocity = spectatee.vehicle.velocity;
1721 self.vehicle_health = spectatee.vehicle_health;
1722 self.vehicle_shield = spectatee.vehicle_shield;
1723 self.vehicle_energy = spectatee.vehicle_energy;
1724 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1725 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1726 self.vehicle_reload1 = spectatee.vehicle_reload1;
1727 self.vehicle_reload2 = spectatee.vehicle_reload2;
1731 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1732 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1733 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1734 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1736 //WriteByte (MSG_ONE, SVC_SETVIEW);
1737 // WriteEntity(MSG_ONE, self);
1738 //makevectors(spectatee.v_angle);
1739 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1743 float SpectateUpdate() {
1747 if (self == self.enemy)
1750 if (!IS_PLAYER(self.enemy))
1753 SpectateCopy(self.enemy);
1761 if(self.enemy.classname != "player")
1763 /*if(self.enemy.vehicle)
1767 WriteByte(MSG_ONE, SVC_SETVIEW);
1768 WriteEntity(MSG_ONE, self.enemy);
1769 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1771 self.movetype = MOVETYPE_NONE;
1772 accuracy_resend(self);
1777 WriteByte(MSG_ONE, SVC_SETVIEW);
1778 WriteEntity(MSG_ONE, self.enemy);
1779 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1780 self.movetype = MOVETYPE_NONE;
1781 accuracy_resend(self);
1783 if(!SpectateUpdate())
1784 PutObserverInServer();
1789 float Spectate(entity pl)
1791 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1792 if(pl.team != self.team)
1796 return SpectateSet();
1799 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1800 entity CA_SpectateNext(entity start) {
1801 if (start.team == self.team) {
1806 // continue from current player
1807 while(other && other.team != self.team) {
1808 other = find(other, classname, "player");
1812 // restart from begining
1813 other = find(other, classname, "player");
1814 while(other && other.team != self.team) {
1815 other = find(other, classname, "player");
1822 float SpectateNext()
1824 other = find(self.enemy, classname, "player");
1826 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1827 // CA and ca players when spectating enemies is forbidden
1828 other = CA_SpectateNext(other);
1830 // other modes and ca spectators or spectating enemies is allowed
1832 other = find(other, classname, "player");
1838 return SpectateSet();
1841 float SpectatePrev()
1843 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1844 other = findchain(classname, "player");
1845 if (!other) // no player
1848 entity first = other;
1849 // skip players until current spectated player
1851 while(other && other != self.enemy)
1852 other = other.chain;
1854 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1856 do { other = other.chain; }
1857 while(other && other.team != self.team);
1862 while(other.team != self.team)
1863 other = other.chain;
1864 if(other == self.enemy)
1871 other = other.chain;
1876 return SpectateSet();
1881 ShowRespawnCountdown()
1883 Update a respawn countdown display.
1886 void ShowRespawnCountdown()
1889 if(self.deadflag == DEAD_NO) // just respawned?
1893 number = ceil(self.respawn_time - time);
1896 if(number <= self.respawn_countdown)
1898 self.respawn_countdown = number - 1;
1899 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
1900 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1905 void LeaveSpectatorMode()
1909 if(nJoinAllowed(self))
1911 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1913 self.classname = "player";
1914 nades_RemoveBonus(self);
1916 if(autocvar_g_campaign || autocvar_g_balance_teams)
1917 { JoinBestTeam(self, FALSE, TRUE); }
1919 if(autocvar_g_campaign)
1920 { campaign_bots_may_start = 1; }
1922 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1924 PutClientInServer();
1926 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1929 stuffcmd(self, "menu_showteamselect\n");
1933 // Player may not join because g_maxplayers is set
1934 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1939 * Determines whether the player is allowed to join. This depends on cvar
1940 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1941 * it checks whether the number of currently playing players exceeds g_maxplayers.
1942 * @return int number of free slots for players, 0 if none
1944 float nJoinAllowed(entity ignore) {
1946 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1947 // so report 0 free slots if restricted
1949 if(autocvar_g_forced_team_otherwise == "spectate")
1951 if(autocvar_g_forced_team_otherwise == "spectator")
1955 if(self.team_forced < 0)
1956 return 0; // forced spectators can never join
1958 // TODO simplify this
1960 float totalClients = 0;
1965 if (!autocvar_g_maxplayers)
1966 return maxclients - totalClients;
1968 float currentlyPlaying = 0;
1969 FOR_EACH_REALCLIENT(e)
1970 if(IS_PLAYER(e) || e.caplayer == 1)
1971 currentlyPlaying += 1;
1973 if(currentlyPlaying < autocvar_g_maxplayers)
1974 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1980 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1981 * g_maxplayers_spectator_blocktime seconds
1983 void checkSpectatorBlock() {
1984 if(IS_SPEC(self) || IS_OBSERVER(self)) {
1985 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1986 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1992 void PrintWelcomeMessage()
1994 if(self.motd_actived_time == 0)
1996 if (autocvar_g_campaign) {
1997 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1998 self.motd_actived_time = time;
1999 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2002 if (self.BUTTON_INFO) {
2003 self.motd_actived_time = time;
2004 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2008 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2010 if (autocvar_g_campaign) {
2011 if (self.BUTTON_INFO)
2012 self.motd_actived_time = time;
2013 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2014 self.motd_actived_time = 0;
2015 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2018 if (self.BUTTON_INFO)
2019 self.motd_actived_time = time;
2020 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2021 self.motd_actived_time = 0;
2022 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2026 else //if(self.motd_actived_time < 0) // just connected, motd is active
2028 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2029 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2030 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2032 // instanctly hide MOTD
2033 self.motd_actived_time = 0;
2034 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2039 void ObserverThink()
2041 float prefered_movetype;
2042 if (self.flags & FL_JUMPRELEASED) {
2043 if (self.BUTTON_JUMP && !self.version_mismatch) {
2044 self.flags &= ~FL_JUMPRELEASED;
2045 self.flags |= FL_SPAWNING;
2046 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2047 self.flags &= ~FL_JUMPRELEASED;
2048 if(SpectateNext()) {
2049 self.classname = "spectator";
2052 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2053 if (self.movetype != prefered_movetype)
2054 self.movetype = prefered_movetype;
2057 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2058 self.flags |= FL_JUMPRELEASED;
2059 if(self.flags & FL_SPAWNING)
2061 self.flags &= ~FL_SPAWNING;
2062 LeaveSpectatorMode();
2069 void SpectatorThink()
2071 if (self.flags & FL_JUMPRELEASED) {
2072 if (self.BUTTON_JUMP && !self.version_mismatch) {
2073 self.flags &= ~FL_JUMPRELEASED;
2074 self.flags |= FL_SPAWNING;
2075 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2076 self.flags &= ~FL_JUMPRELEASED;
2077 if(SpectateNext()) {
2078 self.classname = "spectator";
2080 self.classname = "observer";
2081 PutClientInServer();
2084 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2085 self.flags &= ~FL_JUMPRELEASED;
2086 if(SpectatePrev()) {
2087 self.classname = "spectator";
2089 self.classname = "observer";
2090 PutClientInServer();
2093 } else if (self.BUTTON_ATCK2) {
2094 self.flags &= ~FL_JUMPRELEASED;
2095 self.classname = "observer";
2096 PutClientInServer();
2098 if(!SpectateUpdate())
2099 PutObserverInServer();
2102 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2103 self.flags |= FL_JUMPRELEASED;
2104 if(self.flags & FL_SPAWNING)
2106 self.flags &= ~FL_SPAWNING;
2107 LeaveSpectatorMode();
2111 if(!SpectateUpdate())
2112 PutObserverInServer();
2115 self.flags |= FL_CLIENT | FL_NOTARGET;
2120 if (!IS_PLAYER(self))
2125 vehicles_exit(VHEF_NORMAL);
2129 // a use key was pressed; call handlers
2130 MUTATOR_CALLHOOK(PlayerUseKey);
2137 Called every frame for each client before the physics are run
2140 .float usekeypressed;
2141 void() nexball_setstatus;
2143 void PlayerPreThink (void)
2145 WarpZone_PlayerPhysics_FixVAngle();
2147 self.stat_game_starttime = game_starttime;
2148 self.stat_round_starttime = round_starttime;
2149 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2150 self.stat_leadlimit = autocvar_leadlimit;
2154 // physics frames: update anticheat stuff
2155 anticheat_prethink();
2158 if(blockSpectators && frametime)
2159 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2160 checkSpectatorBlock();
2164 if(self.netname_previous != self.netname)
2166 if(autocvar_sv_eventlog)
2167 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2168 if(self.netname_previous)
2169 strunzone(self.netname_previous);
2170 self.netname_previous = strzone(self.netname);
2174 if(self.version_nagtime)
2175 if(self.cvar_g_xonoticversion)
2176 if(time > self.version_nagtime)
2178 // don't notify git users
2179 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2181 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2183 // notify release users if connecting to git
2184 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");
2185 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2190 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2193 // give users new version
2194 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");
2195 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2199 // notify users about old server version
2200 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");
2201 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2205 self.version_nagtime = 0;
2209 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2211 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2212 self.max_armorvalue = 0;
2216 if (TetrisPreFrame())
2220 if(self.frozen == 2)
2222 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2223 self.health = max(1, self.revive_progress * start_health);
2224 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2226 if(self.revive_progress >= 1)
2229 else if(self.frozen == 3)
2231 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2232 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2237 vehicles_exit(VHEF_RELESE);
2238 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2240 else if ( self.revive_progress <= 0 )
2244 MUTATOR_CALLHOOK(PlayerPreThink);
2246 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2248 if(self.BUTTON_USE && !self.usekeypressed)
2250 self.usekeypressed = self.BUTTON_USE;
2253 if(IS_REAL_CLIENT(self))
2254 PrintWelcomeMessage();
2259 CheckRules_Player();
2261 if (intermission_running)
2263 IntermissionThink (); // otherwise a button could be missed between
2264 return; // the think tics
2267 //don't allow the player to turn around while game is paused!
2268 if(timeout_status == TIMEOUT_ACTIVE) {
2269 // FIXME turn this into CSQC stuff
2270 self.v_angle = self.lastV_angle;
2271 self.angles = self.lastV_angle;
2272 self.fixangle = TRUE;
2277 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2279 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));
2280 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));
2281 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));
2283 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2285 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));
2286 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));
2287 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));
2291 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2296 if (self.deadflag != DEAD_NO)
2298 if(self.personal && g_race_qualifying)
2300 if(time > self.respawn_time)
2302 self.respawn_time = time + 1; // only retry once a second
2303 self.stat_respawn_time = self.respawn_time;
2310 float button_pressed;
2313 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2315 if (self.deadflag == DEAD_DYING)
2317 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2318 self.deadflag = DEAD_RESPAWNING;
2319 else if(!button_pressed)
2320 self.deadflag = DEAD_DEAD;
2322 else if (self.deadflag == DEAD_DEAD)
2325 self.deadflag = DEAD_RESPAWNABLE;
2326 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2327 self.deadflag = DEAD_RESPAWNING;
2329 else if (self.deadflag == DEAD_RESPAWNABLE)
2332 self.deadflag = DEAD_RESPAWNING;
2334 else if (self.deadflag == DEAD_RESPAWNING)
2336 if(time > self.respawn_time)
2338 self.respawn_time = time + 1; // only retry once a second
2339 self.respawn_time_max = self.respawn_time;
2344 ShowRespawnCountdown();
2346 if(self.respawn_flags & RESPAWN_SILENT)
2347 self.stat_respawn_time = 0;
2348 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2349 self.stat_respawn_time = self.respawn_time_max;
2351 self.stat_respawn_time = self.respawn_time;
2354 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2355 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2356 self.stat_respawn_time *= -1;
2361 self.prevorigin = self.origin;
2363 float do_crouch = self.BUTTON_CROUCH;
2371 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2372 // It cannot be predicted by the engine!
2373 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2381 self.view_ofs = PL_CROUCH_VIEW_OFS;
2382 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2383 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2390 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2391 if (!trace_startsolid)
2393 self.crouch = FALSE;
2394 self.view_ofs = PL_VIEW_OFS;
2395 setsize (self, PL_MIN, PL_MAX);
2402 GrapplingHookFrame();
2404 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2407 self.items &= ~self.items_added;
2411 self.items_added = 0;
2412 if(self.items & IT_JETPACK)
2413 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2414 self.items_added |= IT_FUEL;
2416 self.items |= self.items_added;
2421 // WEAPONTODO: Add a weapon request for this
2422 // rot nex charge to the charge limit
2423 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2424 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2430 secrets_setstatus();
2433 monsters_setstatus();
2435 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2437 //self.angles_y=self.v_angle_y + 90; // temp
2438 } else if(gameover) {
2439 if (intermission_running)
2440 IntermissionThink (); // otherwise a button could be missed between
2442 } else if(IS_OBSERVER(self)) {
2444 } else if(IS_SPEC(self)) {
2448 // WEAPONTODO: Add weapon request for this
2450 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
2452 float oldspectatee_status;
2453 oldspectatee_status = self.spectatee_status;
2455 self.spectatee_status = num_for_edict(self.enemy);
2456 else if(IS_OBSERVER(self))
2457 self.spectatee_status = num_for_edict(self);
2459 self.spectatee_status = 0;
2460 if(self.spectatee_status != oldspectatee_status)
2462 ClientData_Touch(self);
2465 if(self.teamkill_soundtime)
2466 if(time > self.teamkill_soundtime)
2468 self.teamkill_soundtime = 0;
2470 entity oldpusher, oldself;
2472 oldself = self; self = self.teamkill_soundsource;
2473 oldpusher = self.pusher; self.pusher = oldself;
2475 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2477 self.pusher = oldpusher;
2481 if(self.taunt_soundtime)
2482 if(time > self.taunt_soundtime)
2484 self.taunt_soundtime = 0;
2485 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2488 target_voicescript_next(self);
2490 // WEAPONTODO: Move into weaponsystem somehow
2491 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2493 self.clip_load = self.clip_size = 0;
2496 float isInvisibleString(string s)
2499 s = strdecolorize(s);
2500 for((i = 0), (n = strlen(s)); i < n; ++i)
2508 case 192: // charmap space
2509 if (!autocvar_utf8_enable)
2512 case 160: // space in unicode fonts
2513 case 0xE000 + 192: // utf8 charmap space
2514 if (autocvar_utf8_enable)
2527 Called every frame for each client after the physics are run
2530 .float idlekick_lasttimeleft;
2531 void PlayerPostThink (void)
2533 // Savage: Check for nameless players
2534 if (isInvisibleString(self.netname)) {
2535 self.netname = "Player";
2536 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2539 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2540 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2542 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2544 if(self.idlekick_lasttimeleft)
2546 self.idlekick_lasttimeleft = 0;
2547 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2553 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2554 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2556 if(!self.idlekick_lasttimeleft)
2557 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2561 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2565 else if(timeleft <= 10)
2567 if(timeleft != self.idlekick_lasttimeleft)
2568 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2569 self.idlekick_lasttimeleft = timeleft;
2575 if(self.impulse == 100)
2577 if (!TetrisPostFrame())
2583 //CheckPlayerJump();
2585 if(IS_PLAYER(self)) {
2586 CheckRules_Player();
2590 if (intermission_running)
2591 return; // intermission or finale
2601 for(i = 0; i < 1000; ++i)
2604 end = self.origin + '0 0 1024' + 512 * randomvec();
2605 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2606 if(trace_fraction < 1)
2607 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2609 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2615 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2617 if(self.waypointsprite_attachedforcarrier)
2618 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2622 CSQCMODEL_AUTOUPDATE();