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(autocvar_g_balance_nex_charge)
422 if(autocvar_g_balance_nex_secondary_chargepool)
423 self.nex_chargepool_ammo = 1;
424 self.nex_charge = autocvar_g_balance_nex_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_fuel = warmup_start_ammo_fuel;
434 self.health = warmup_start_health;
435 self.armorvalue = warmup_start_armorvalue;
436 self.weapons = WARMUP_START_WEAPONS;
440 self.ammo_shells = start_ammo_shells;
441 self.ammo_nails = start_ammo_nails;
442 self.ammo_rockets = start_ammo_rockets;
443 self.ammo_cells = start_ammo_cells;
444 self.ammo_fuel = start_ammo_fuel;
445 self.health = start_health;
446 self.armorvalue = start_armorvalue;
447 self.weapons = start_weapons;
450 if(self.weapons & WEPSET_SUPERWEAPONS)
451 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
453 self.superweapons_finished = 0;
455 if(g_weaponarena_random)
457 if(g_weaponarena_random_with_laser)
458 self.weapons &= ~WEPSET_LASER;
459 W_RandomWeapons(self, g_weaponarena_random);
460 if(g_weaponarena_random_with_laser)
461 self.weapons |= WEPSET_LASER;
464 self.items = start_items;
466 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
467 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
468 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
469 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
470 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
471 //extend the pause of rotting if client was reset at the beginning of the countdown
472 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
473 self.spawnshieldtime += game_starttime - time;
474 self.pauserotarmor_finished += game_starttime - time;
475 self.pauserothealth_finished += game_starttime - time;
476 self.pauseregen_finished += game_starttime - time;
478 self.damageforcescale = 2;
480 self.respawn_flags = 0;
481 self.respawn_time = 0;
482 self.stat_respawn_time = 0;
486 self.pain_finished = 0;
487 self.strength_finished = 0;
488 self.invincible_finished = 0;
490 // players have no think function
491 self.think = func_null;
495 self.ballistics_density = autocvar_g_ballistics_density_player;
499 self.deadflag = DEAD_NO;
501 self.angles = spot.angles;
503 self.angles_z = 0; // never spawn tilted even if the spot says to
504 self.fixangle = TRUE; // turn this way immediately
505 self.velocity = '0 0 0';
506 self.avelocity = '0 0 0';
507 self.punchangle = '0 0 0';
508 self.punchvector = '0 0 0';
509 self.oldvelocity = self.velocity;
510 self.fire_endtime = -1;
511 self.revival_time = 0;
513 entity spawnevent = spawn();
514 spawnevent.owner = self;
515 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
517 // Cut off any still running player sounds.
518 stopsound(self, CH_PLAYER_SINGLE);
522 self.drawonlytoclient = world;
525 self.view_ofs = PL_VIEW_OFS;
526 setsize (self, PL_MIN, PL_MAX);
527 self.spawnorigin = spot.origin;
528 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
529 // don't reset back to last position, even if new position is stuck in solid
530 self.oldorigin = self.origin;
531 self.prevorigin = self.origin;
532 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
533 self.lastteleporttime = time; // prevent insane speeds due to changing origin
534 self.hud = HUD_NORMAL;
536 self.event_damage = PlayerDamage;
538 self.bot_attack = TRUE;
539 self.monster_attack = TRUE;
541 self.spider_slowness = 0;
543 self.statdraintime = time + 5;
544 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
546 if(self.killcount == -666) {
547 PlayerScore_Clear(self);
551 CL_SpawnWeaponentity();
552 self.alpha = default_player_alpha;
553 self.colormod = '1 1 1' * autocvar_g_player_brightness;
554 self.exteriorweaponentity.alpha = default_weapon_alpha;
556 self.speedrunning = FALSE;
558 //stuffcmd(self, "chase_active 0");
559 //stuffcmd(self, "set viewsize $tmpviewsize \n");
561 target_voicescript_clear(self);
563 // reset fields the weapons may use
564 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
566 weapon_action(j, WR_RESETPLAYER);
568 // all weapons must be fully loaded when we spawn
570 e = get_weaponinfo(j);
571 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
572 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
580 self.target = string_null;
589 MUTATOR_CALLHOOK(PlayerSpawn);
591 if(autocvar_spawn_debug)
593 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
594 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
597 self.switchweapon = w_getbestweapon(self);
598 self.cnt = -1; // W_LastWeapon will not complain
600 self.weaponname = "";
601 self.switchingweapon = 0;
605 self.alivetime = time;
609 else if(IS_OBSERVER(self))
611 PutObserverInServer ();
615 .float ebouncefactor, ebouncestop; // electro's values
616 // TODO do we need all these fields, or should we stop autodetecting runtime
617 // changes and just have a console command to update this?
618 float ClientInit_SendEntity(entity to, float sf)
620 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
621 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
622 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
623 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
624 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
625 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
626 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
627 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
628 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
629 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
630 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
631 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
633 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
634 if(sv_foginterval && world.fog != "")
635 WriteString(MSG_ENTITY, world.fog);
637 WriteString(MSG_ENTITY, "");
638 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
639 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
640 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
641 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
642 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
643 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
644 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
645 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
646 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
647 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
648 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
649 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
653 void ClientInit_CheckUpdate()
655 self.nextthink = time;
656 if(self.count != autocvar_g_balance_armor_blockpercent)
658 self.count = autocvar_g_balance_armor_blockpercent;
661 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
663 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
666 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
668 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
671 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
673 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
676 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
678 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
683 void ClientInit_Spawn()
688 e.classname = "clientinit";
689 e.think = ClientInit_CheckUpdate;
690 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
694 ClientInit_CheckUpdate();
703 void SetNewParms (void)
705 // initialize parms for a new player
706 parm1 = -(86400 * 366);
714 void SetChangeParms (void)
716 // save parms for level change
717 parm1 = self.parm_idlesince - time;
725 void DecodeLevelParms (void)
728 self.parm_idlesince = parm1;
729 if(self.parm_idlesince == -(86400 * 366))
730 self.parm_idlesince = time;
732 // whatever happens, allow 60 seconds of idling directly after connect for map loading
733 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
740 Called when a client types 'kill' in the console
744 .float clientkill_nexttime;
745 void ClientKill_Now_TeamChange()
747 if(self.killindicator_teamchange == -1)
749 JoinBestTeam( self, FALSE, TRUE );
751 else if(self.killindicator_teamchange == -2)
754 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
755 PutObserverInServer();
758 SV_ChangeTeam(self.killindicator_teamchange - 1);
759 self.killindicator_teamchange = 0;
762 void ClientKill_Now()
766 vehicles_exit(VHEF_RELESE);
767 if(!self.killindicator_teamchange)
769 self.vehicle_health = -1;
770 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
774 if(self.killindicator && !wasfreed(self.killindicator))
775 remove(self.killindicator);
777 self.killindicator = world;
779 if(self.killindicator_teamchange)
780 ClientKill_Now_TeamChange();
783 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
785 // now I am sure the player IS dead
787 void KillIndicator_Think()
791 self.owner.killindicator = world;
796 if (self.owner.alpha < 0 && !self.owner.vehicle)
798 self.owner.killindicator = world;
806 ClientKill_Now(); // no oldself needed
809 else if(g_cts && self.health == 1) // health == 1 means that it's silent
811 self.nextthink = time + 1;
817 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
818 if(IS_REAL_CLIENT(self.owner))
821 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
823 self.nextthink = time + 1;
828 float clientkilltime;
829 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
838 killtime = autocvar_g_balance_kill_delay;
840 if(g_race_qualifying || g_cts)
843 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
845 remove(self.killindicator);
846 self.killindicator = world;
848 ClientKill_Now(); // allow instant kill in this case
852 self.killindicator_teamchange = targetteam;
854 if(!self.killindicator)
856 if(self.deadflag == DEAD_NO)
858 killtime = max(killtime, self.clientkill_nexttime - time);
859 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
862 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
868 starttime = max(time, clientkilltime);
870 self.killindicator = spawn();
871 self.killindicator.owner = self;
872 self.killindicator.scale = 0.5;
873 setattachment(self.killindicator, self, "");
874 setorigin(self.killindicator, '0 0 52');
875 self.killindicator.think = KillIndicator_Think;
876 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
877 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
878 self.killindicator.cnt = ceil(killtime);
879 self.killindicator.count = bound(0, ceil(killtime), 10);
880 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
882 for(e = world; (e = find(e, classname, "body")) != world; )
886 e.killindicator = spawn();
887 e.killindicator.owner = e;
888 e.killindicator.scale = 0.5;
889 setattachment(e.killindicator, e, "");
890 setorigin(e.killindicator, '0 0 52');
891 e.killindicator.think = KillIndicator_Think;
892 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
893 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
894 e.killindicator.cnt = ceil(killtime);
899 if(self.killindicator)
901 if(targetteam == 0) // just die
903 self.killindicator.colormod = '0 0 0';
904 if(IS_REAL_CLIENT(self))
905 if(self.killindicator.cnt > 0)
906 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
908 else if(targetteam == -1) // auto
910 self.killindicator.colormod = '0 1 0';
911 if(IS_REAL_CLIENT(self))
912 if(self.killindicator.cnt > 0)
913 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
915 else if(targetteam == -2) // spectate
917 self.killindicator.colormod = '0.5 0.5 0.5';
918 if(IS_REAL_CLIENT(self))
919 if(self.killindicator.cnt > 0)
920 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
924 self.killindicator.colormod = Team_ColorRGB(targetteam);
925 if(IS_REAL_CLIENT(self))
926 if(self.killindicator.cnt > 0)
927 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
933 void ClientKill (void)
936 if(self.player_blocked) return;
937 if(self.frozen) return;
939 ClientKill_TeamChange(0);
942 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
944 e.killindicator = spawn();
945 e.killindicator.owner = e;
946 e.killindicator.think = KillIndicator_Think;
947 e.killindicator.nextthink = time + (e.lip) * 0.05;
948 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
949 e.killindicator.health = 1; // this is used to indicate that it should be silent
953 void FixClientCvars(entity e)
955 // send prediction settings to the client
956 stuffcmd(e, "\nin_bindmap 0 0\n");
958 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
959 if(autocvar_g_antilag == 3) // client side hitscan
960 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
961 if(autocvar_sv_gentle)
962 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
964 * we no longer need to stuff this. Remove this comment block if you feel
965 * 2.3 and higher (or was it 2.2.3?) don't need these any more
966 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
967 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
968 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
969 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
970 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
971 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
972 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
973 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
974 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
975 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
976 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
977 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
978 stuffcmd(e, "cl_movement_edgefriction 1\n");
982 float PlayerInIDList(entity p, string idlist)
987 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
991 // this function allows abbreviated player IDs too!
992 n = tokenize_console(idlist);
993 for(i = 0; i < n; ++i)
996 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1007 Called when a client connects to the server
1010 void DecodeLevelParms (void);
1011 //void dom_player_join_team(entity pl);
1012 void set_dom_state(entity e);
1013 void ClientConnect (void)
1019 print("Warning: ClientConnect, but already connected!\n");
1023 if(Ban_MaybeEnforceBanOnce(self))
1029 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1032 self.classname = "player_joining";
1034 self.flags = FL_CLIENT;
1035 self.version_nagtime = time + 10 + random() * 10;
1039 dprint("BUG player count is lower than zero, this cannot happen!\n");
1043 PlayerScore_Attach(self);
1044 ClientData_Attach();
1045 accuracy_init(self);
1047 bot_clientconnect();
1053 // identify the right forced team
1054 if(autocvar_g_campaign)
1056 if(IS_REAL_CLIENT(self)) // only players, not bots
1058 switch(autocvar_g_campaign_forceteam)
1060 case 1: self.team_forced = NUM_TEAM_1; break;
1061 case 2: self.team_forced = NUM_TEAM_2; break;
1062 case 3: self.team_forced = NUM_TEAM_3; break;
1063 case 4: self.team_forced = NUM_TEAM_4; break;
1064 default: self.team_forced = 0;
1068 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1069 self.team_forced = NUM_TEAM_1;
1070 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1071 self.team_forced = NUM_TEAM_2;
1072 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1073 self.team_forced = NUM_TEAM_3;
1074 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1075 self.team_forced = NUM_TEAM_4;
1076 else if(autocvar_g_forced_team_otherwise == "red")
1077 self.team_forced = NUM_TEAM_1;
1078 else if(autocvar_g_forced_team_otherwise == "blue")
1079 self.team_forced = NUM_TEAM_2;
1080 else if(autocvar_g_forced_team_otherwise == "yellow")
1081 self.team_forced = NUM_TEAM_3;
1082 else if(autocvar_g_forced_team_otherwise == "pink")
1083 self.team_forced = NUM_TEAM_4;
1084 else if(autocvar_g_forced_team_otherwise == "spectate")
1085 self.team_forced = -1;
1086 else if(autocvar_g_forced_team_otherwise == "spectator")
1087 self.team_forced = -1;
1089 self.team_forced = 0;
1092 if(self.team_forced > 0)
1093 self.team_forced = 0;
1095 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1097 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1098 self.classname = "observer";
1102 if(autocvar_g_balance_teams)
1104 self.classname = "player";
1105 campaign_bots_may_start = 1;
1109 self.classname = "observer"; // do it anyway
1114 self.classname = "player";
1115 campaign_bots_may_start = 1;
1119 self.playerid = (playerid_last = playerid_last + 1);
1121 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1123 if(IS_BOT_CLIENT(self))
1124 PlayerStats_AddPlayer(self);
1126 if(autocvar_sv_eventlog)
1127 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1129 LogTeamchange(self.playerid, self.team, 1);
1131 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1133 self.netname_previous = strzone(self.netname);
1135 if(IS_PLAYER(self) && teamplay)
1136 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1138 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1140 stuffcmd(self, strcat(clientstuff, "\n"));
1141 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1143 FixClientCvars(self);
1145 // spawnfunc_waypoint sprites
1146 WaypointSprite_InitClient(self);
1148 // Wazat's grappling hook
1149 SetGrappleHookBindings();
1151 // get version info from player
1152 stuffcmd(self, "cmd clientversion $gameversion\n");
1154 // get other cvars from player
1157 // notify about available teams
1160 CheckAllowedTeams(self);
1161 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1162 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1165 stuffcmd(self, "set _teams_available 0\n");
1169 bot_relinkplayerlist();
1171 self.spectatortime = time;
1174 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1177 self.jointime = time;
1178 self.allowed_timeouts = autocvar_sv_timeout_number;
1180 if(IS_REAL_CLIENT(self))
1182 if(!autocvar_g_campaign)
1184 self.motd_actived_time = -1;
1185 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1188 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1189 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1192 if(!sv_foginterval && world.fog != "")
1193 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1195 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1197 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1198 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1201 self.hitplotfh = -1;
1203 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
1204 send_CSQC_teamnagger();
1208 CSQCMODEL_AUTOINIT();
1210 self.model_randomizer = random();
1212 if(IS_REAL_CLIENT(self))
1215 MUTATOR_CALLHOOK(ClientConnect);
1221 Called when a client disconnects from the server
1224 .entity chatbubbleentity;
1226 void ClientDisconnect (void)
1229 vehicles_exit(VHEF_RELESE);
1231 if (!IS_CLIENT(self))
1233 print("Warning: ClientDisconnect without ClientConnect\n");
1237 PlayerStats_AddGlobalInfo(self);
1239 CheatShutdownClient();
1241 if(self.hitplotfh >= 0)
1243 fclose(self.hitplotfh);
1244 self.hitplotfh = -1;
1248 anticheat_shutdown();
1250 playerdemo_shutdown();
1252 bot_clientdisconnect();
1257 if(autocvar_sv_eventlog)
1258 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1260 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1262 MUTATOR_CALLHOOK(ClientDisconnect);
1264 Portal_ClearAll(self);
1268 RemoveGrapplingHook(self);
1270 // Here, everything has been done that requires this player to be a client.
1272 self.flags &= ~FL_CLIENT;
1274 if (self.chatbubbleentity)
1275 remove (self.chatbubbleentity);
1277 if (self.killindicator)
1278 remove (self.killindicator);
1280 WaypointSprite_PlayerGone();
1282 bot_relinkplayerlist();
1284 accuracy_free(self);
1285 ClientData_Detach();
1286 PlayerScore_Detach(self);
1288 if(self.netname_previous)
1289 strunzone(self.netname_previous);
1290 if(self.clientstatus)
1291 strunzone(self.clientstatus);
1292 if(self.weaponorder_byimpulse)
1293 strunzone(self.weaponorder_byimpulse);
1295 ClearPlayerSounds();
1298 remove(self.personal);
1308 void ChatBubbleThink()
1310 self.nextthink = time;
1311 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1313 if(self.owner) // but why can that ever be world?
1314 self.owner.chatbubbleentity = world;
1318 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1320 || self.owner.tetris_on
1323 self.model = self.mdl;
1328 void UpdateChatBubble()
1332 // spawn a chatbubble entity if needed
1333 if (!self.chatbubbleentity)
1335 self.chatbubbleentity = spawn();
1336 self.chatbubbleentity.owner = self;
1337 self.chatbubbleentity.exteriormodeltoclient = self;
1338 self.chatbubbleentity.think = ChatBubbleThink;
1339 self.chatbubbleentity.nextthink = time;
1340 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1341 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1342 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1343 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1344 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1345 self.chatbubbleentity.model = "";
1346 self.chatbubbleentity.effects = EF_LOWPRECISION;
1351 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1352 // added to the model skins
1353 /*void UpdateColorModHack()
1356 c = self.clientcolors & 15;
1357 // LordHavoc: only bothering to support white, green, red, yellow, blue
1358 if (!teamplay) self.colormod = '0 0 0';
1359 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1360 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1361 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1362 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1363 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1364 else self.colormod = '1 1 1';
1369 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1371 self.solid = SOLID_NOT;
1372 self.takedamage = DAMAGE_NO;
1373 self.movetype = MOVETYPE_FLY;
1374 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1375 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1376 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1377 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1378 if(autocvar_g_respawn_ghosts_maxtime)
1379 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1384 self.effects |= EF_NODRAW; // prevent another CopyBody
1385 PutClientInServer();
1388 void play_countdown(float finished, string samp)
1390 if(IS_REAL_CLIENT(self))
1391 if(floor(finished - time - frametime) != floor(finished - time))
1392 if(finished - time < 6)
1393 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1396 void player_powerups (void)
1398 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1399 olditems = self.items;
1401 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1402 self.modelflags |= MF_ROCKET;
1404 self.modelflags &= ~MF_ROCKET;
1406 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1408 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1411 Fire_ApplyDamage(self);
1412 Fire_ApplyEffect(self);
1416 if (self.items & IT_STRENGTH)
1418 play_countdown(self.strength_finished, "misc/poweroff.wav");
1419 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1420 if (time > self.strength_finished)
1422 self.items = self.items - (self.items & IT_STRENGTH);
1423 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1424 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1429 if (time < self.strength_finished)
1431 self.items = self.items | IT_STRENGTH;
1432 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1433 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1436 if (self.items & IT_INVINCIBLE)
1438 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1439 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1440 if (time > self.invincible_finished)
1442 self.items = self.items - (self.items & IT_INVINCIBLE);
1443 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1444 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1449 if (time < self.invincible_finished)
1451 self.items = self.items | IT_INVINCIBLE;
1452 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1453 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1456 if (self.items & IT_SUPERWEAPON)
1458 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1460 self.superweapons_finished = 0;
1461 self.items = self.items - (self.items & IT_SUPERWEAPON);
1462 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1463 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1465 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1467 // don't let them run out
1471 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1472 if (time > self.superweapons_finished)
1474 self.items = self.items - (self.items & IT_SUPERWEAPON);
1475 self.weapons &= ~WEPSET_SUPERWEAPONS;
1476 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1477 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1481 else if(self.weapons & WEPSET_SUPERWEAPONS)
1483 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1485 self.items = self.items | IT_SUPERWEAPON;
1486 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1487 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1491 self.superweapons_finished = 0;
1492 self.weapons &= ~WEPSET_SUPERWEAPONS;
1497 self.superweapons_finished = 0;
1501 if(autocvar_g_nodepthtestplayers)
1502 self.effects = self.effects | EF_NODEPTHTEST;
1504 if(autocvar_g_fullbrightplayers)
1505 self.effects = self.effects | EF_FULLBRIGHT;
1507 if (time >= game_starttime)
1508 if (time < self.spawnshieldtime)
1509 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1511 MUTATOR_CALLHOOK(PlayerPowerups);
1514 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1516 if(current > stable)
1518 else if(current > stable - 0.25) // when close enough, "snap"
1521 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1524 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1526 if(current < stable)
1528 else if(current < stable + 0.25) // when close enough, "snap"
1531 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1534 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1536 if(current > rotstable)
1538 if(rotframetime > 0)
1540 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1541 current = max(rotstable, current - rotlinear * rotframetime);
1544 else if(current < regenstable)
1546 if(regenframetime > 0)
1548 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1549 current = min(regenstable, current + regenlinear * regenframetime);
1559 void player_regen (void)
1561 float max_mod, regen_mod, rot_mod, limit_mod;
1562 max_mod = regen_mod = rot_mod = limit_mod = 1;
1563 regen_mod_max = max_mod;
1564 regen_mod_regen = regen_mod;
1565 regen_mod_rot = rot_mod;
1566 regen_mod_limit = limit_mod;
1567 if(!MUTATOR_CALLHOOK(PlayerRegen))
1570 float minh, mina, maxh, maxa, limith, limita;
1571 maxh = autocvar_g_balance_health_rotstable;
1572 maxa = autocvar_g_balance_armor_rotstable;
1573 minh = autocvar_g_balance_health_regenstable;
1574 mina = autocvar_g_balance_armor_regenstable;
1575 limith = autocvar_g_balance_health_limit;
1576 limita = autocvar_g_balance_armor_limit;
1578 max_mod = regen_mod_max;
1579 regen_mod = regen_mod_regen;
1580 rot_mod = regen_mod_rot;
1581 limit_mod = regen_mod_limit;
1583 maxh = maxh * max_mod;
1584 minh = minh * max_mod;
1585 limith = limith * limit_mod;
1586 limita = limita * limit_mod;
1588 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);
1589 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);
1592 // if player rotted to death... die!
1593 // check this outside above checks, as player may still be able to rot to death
1595 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1597 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1599 float minf, maxf, limitf;
1601 maxf = autocvar_g_balance_fuel_rotstable;
1602 minf = autocvar_g_balance_fuel_regenstable;
1603 limitf = autocvar_g_balance_fuel_limit;
1605 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);
1609 float zoomstate_set;
1610 void SetZoomState(float z)
1612 if(z != self.zoomstate)
1615 ClientData_Touch(self);
1620 void GetPressedKeys(void) {
1621 MUTATOR_CALLHOOK(GetPressedKeys);
1622 if (self.movement_x > 0) // get if movement keys are pressed
1623 { // forward key pressed
1624 self.pressedkeys |= KEY_FORWARD;
1625 self.pressedkeys &= ~KEY_BACKWARD;
1627 else if (self.movement_x < 0)
1628 { // backward key pressed
1629 self.pressedkeys |= KEY_BACKWARD;
1630 self.pressedkeys &= ~KEY_FORWARD;
1634 self.pressedkeys &= ~KEY_FORWARD;
1635 self.pressedkeys &= ~KEY_BACKWARD;
1638 if (self.movement_y > 0)
1639 { // right key pressed
1640 self.pressedkeys |= KEY_RIGHT;
1641 self.pressedkeys &= ~KEY_LEFT;
1643 else if (self.movement_y < 0)
1644 { // left key pressed
1645 self.pressedkeys |= KEY_LEFT;
1646 self.pressedkeys &= ~KEY_RIGHT;
1650 self.pressedkeys &= ~KEY_RIGHT;
1651 self.pressedkeys &= ~KEY_LEFT;
1654 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1655 self.pressedkeys |= KEY_JUMP;
1657 self.pressedkeys &= ~KEY_JUMP;
1658 if (self.BUTTON_CROUCH)
1659 self.pressedkeys |= KEY_CROUCH;
1661 self.pressedkeys &= ~KEY_CROUCH;
1663 if (self.BUTTON_ATCK)
1664 self.pressedkeys |= KEY_ATCK;
1666 self.pressedkeys &= ~KEY_ATCK;
1667 if (self.BUTTON_ATCK2)
1668 self.pressedkeys |= KEY_ATCK2;
1670 self.pressedkeys &= ~KEY_ATCK2;
1674 ======================
1675 spectate mode routines
1676 ======================
1679 void SpectateCopy(entity spectatee) {
1681 MUTATOR_CALLHOOK(SpectateCopy);
1682 self.armortype = spectatee.armortype;
1683 self.armorvalue = spectatee.armorvalue;
1684 self.ammo_cells = spectatee.ammo_cells;
1685 self.ammo_shells = spectatee.ammo_shells;
1686 self.ammo_nails = spectatee.ammo_nails;
1687 self.ammo_rockets = spectatee.ammo_rockets;
1688 self.ammo_fuel = spectatee.ammo_fuel;
1689 self.clip_load = spectatee.clip_load;
1690 self.clip_size = spectatee.clip_size;
1691 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1692 self.health = spectatee.health;
1694 self.items = spectatee.items;
1695 self.last_pickup = spectatee.last_pickup;
1696 self.hit_time = spectatee.hit_time;
1697 self.metertime = spectatee.metertime;
1698 self.strength_finished = spectatee.strength_finished;
1699 self.invincible_finished = spectatee.invincible_finished;
1700 self.pressedkeys = spectatee.pressedkeys;
1701 self.weapons = spectatee.weapons;
1702 self.switchweapon = spectatee.switchweapon;
1703 self.switchingweapon = spectatee.switchingweapon;
1704 self.weapon = spectatee.weapon;
1705 self.nex_charge = spectatee.nex_charge;
1706 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1707 self.hagar_load = spectatee.hagar_load;
1708 self.minelayer_mines = spectatee.minelayer_mines;
1709 self.punchangle = spectatee.punchangle;
1710 self.view_ofs = spectatee.view_ofs;
1711 self.velocity = spectatee.velocity;
1712 self.dmg_take = spectatee.dmg_take;
1713 self.dmg_save = spectatee.dmg_save;
1714 self.dmg_inflictor = spectatee.dmg_inflictor;
1715 self.v_angle = spectatee.v_angle;
1716 self.angles = spectatee.v_angle;
1717 self.frozen = spectatee.frozen;
1718 self.revive_progress = spectatee.revive_progress;
1719 if(!self.BUTTON_USE)
1720 self.fixangle = TRUE;
1721 setorigin(self, spectatee.origin);
1722 setsize(self, spectatee.mins, spectatee.maxs);
1723 SetZoomState(spectatee.zoomstate);
1725 anticheat_spectatecopy(spectatee);
1726 self.hud = spectatee.hud;
1727 if(spectatee.vehicle)
1729 self.fixangle = FALSE;
1730 //self.velocity = spectatee.vehicle.velocity;
1731 self.vehicle_health = spectatee.vehicle_health;
1732 self.vehicle_shield = spectatee.vehicle_shield;
1733 self.vehicle_energy = spectatee.vehicle_energy;
1734 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1735 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1736 self.vehicle_reload1 = spectatee.vehicle_reload1;
1737 self.vehicle_reload2 = spectatee.vehicle_reload2;
1741 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1742 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1743 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1744 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1746 //WriteByte (MSG_ONE, SVC_SETVIEW);
1747 // WriteEntity(MSG_ONE, self);
1748 //makevectors(spectatee.v_angle);
1749 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1753 float SpectateUpdate() {
1757 if (self == self.enemy)
1760 if (!IS_PLAYER(self.enemy))
1763 SpectateCopy(self.enemy);
1771 if(self.enemy.classname != "player")
1773 /*if(self.enemy.vehicle)
1777 WriteByte(MSG_ONE, SVC_SETVIEW);
1778 WriteEntity(MSG_ONE, self.enemy);
1779 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1781 self.movetype = MOVETYPE_NONE;
1782 accuracy_resend(self);
1787 WriteByte(MSG_ONE, SVC_SETVIEW);
1788 WriteEntity(MSG_ONE, self.enemy);
1789 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1790 self.movetype = MOVETYPE_NONE;
1791 accuracy_resend(self);
1793 if(!SpectateUpdate())
1794 PutObserverInServer();
1799 float Spectate(entity pl)
1801 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1802 if(pl.team != self.team)
1806 return SpectateSet();
1809 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1810 entity CA_SpectateNext(entity start) {
1811 if (start.team == self.team) {
1816 // continue from current player
1817 while(other && other.team != self.team) {
1818 other = find(other, classname, "player");
1822 // restart from begining
1823 other = find(other, classname, "player");
1824 while(other && other.team != self.team) {
1825 other = find(other, classname, "player");
1832 float SpectateNext()
1834 other = find(self.enemy, classname, "player");
1836 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1837 // CA and ca players when spectating enemies is forbidden
1838 other = CA_SpectateNext(other);
1840 // other modes and ca spectators or spectating enemies is allowed
1842 other = find(other, classname, "player");
1848 return SpectateSet();
1851 float SpectatePrev()
1853 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1854 other = findchain(classname, "player");
1855 if (!other) // no player
1858 entity first = other;
1859 // skip players until current spectated player
1861 while(other && other != self.enemy)
1862 other = other.chain;
1864 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1866 do { other = other.chain; }
1867 while(other && other.team != self.team);
1872 while(other.team != self.team)
1873 other = other.chain;
1874 if(other == self.enemy)
1881 other = other.chain;
1886 return SpectateSet();
1891 ShowRespawnCountdown()
1893 Update a respawn countdown display.
1896 void ShowRespawnCountdown()
1899 if(self.deadflag == DEAD_NO) // just respawned?
1903 number = ceil(self.respawn_time - time);
1906 if(number <= self.respawn_countdown)
1908 self.respawn_countdown = number - 1;
1909 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
1910 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1915 void LeaveSpectatorMode()
1919 if(nJoinAllowed(self))
1921 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1923 self.classname = "player";
1924 nades_RemoveBonus(self);
1926 if(autocvar_g_campaign || autocvar_g_balance_teams)
1927 { JoinBestTeam(self, FALSE, TRUE); }
1929 if(autocvar_g_campaign)
1930 { campaign_bots_may_start = 1; }
1932 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1934 PutClientInServer();
1936 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1939 stuffcmd(self, "menu_showteamselect\n");
1943 // Player may not join because g_maxplayers is set
1944 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1949 * Determines whether the player is allowed to join. This depends on cvar
1950 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1951 * it checks whether the number of currently playing players exceeds g_maxplayers.
1952 * @return int number of free slots for players, 0 if none
1954 float nJoinAllowed(entity ignore) {
1956 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1957 // so report 0 free slots if restricted
1959 if(autocvar_g_forced_team_otherwise == "spectate")
1961 if(autocvar_g_forced_team_otherwise == "spectator")
1965 if(self.team_forced < 0)
1966 return 0; // forced spectators can never join
1968 // TODO simplify this
1970 float totalClients = 0;
1975 if (!autocvar_g_maxplayers)
1976 return maxclients - totalClients;
1978 float currentlyPlaying = 0;
1979 FOR_EACH_REALCLIENT(e)
1980 if(IS_PLAYER(e) || e.caplayer == 1)
1981 currentlyPlaying += 1;
1983 if(currentlyPlaying < autocvar_g_maxplayers)
1984 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1990 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1991 * g_maxplayers_spectator_blocktime seconds
1993 void checkSpectatorBlock() {
1994 if(IS_SPEC(self) || IS_OBSERVER(self)) {
1995 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1996 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2002 void PrintWelcomeMessage()
2004 if(self.motd_actived_time == 0)
2006 if (autocvar_g_campaign) {
2007 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2008 self.motd_actived_time = time;
2009 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2012 if (self.BUTTON_INFO) {
2013 self.motd_actived_time = time;
2014 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2018 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2020 if (autocvar_g_campaign) {
2021 if (self.BUTTON_INFO)
2022 self.motd_actived_time = time;
2023 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2024 self.motd_actived_time = 0;
2025 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2028 if (self.BUTTON_INFO)
2029 self.motd_actived_time = time;
2030 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2031 self.motd_actived_time = 0;
2032 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2036 else //if(self.motd_actived_time < 0) // just connected, motd is active
2038 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2039 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2040 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2042 // instanctly hide MOTD
2043 self.motd_actived_time = 0;
2044 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2049 void ObserverThink()
2051 float prefered_movetype;
2052 if (self.flags & FL_JUMPRELEASED) {
2053 if (self.BUTTON_JUMP && !self.version_mismatch) {
2054 self.flags &= ~FL_JUMPRELEASED;
2055 self.flags |= FL_SPAWNING;
2056 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2057 self.flags &= ~FL_JUMPRELEASED;
2058 if(SpectateNext()) {
2059 self.classname = "spectator";
2062 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2063 if (self.movetype != prefered_movetype)
2064 self.movetype = prefered_movetype;
2067 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2068 self.flags |= FL_JUMPRELEASED;
2069 if(self.flags & FL_SPAWNING)
2071 self.flags &= ~FL_SPAWNING;
2072 LeaveSpectatorMode();
2079 void SpectatorThink()
2081 if (self.flags & FL_JUMPRELEASED) {
2082 if (self.BUTTON_JUMP && !self.version_mismatch) {
2083 self.flags &= ~FL_JUMPRELEASED;
2084 self.flags |= FL_SPAWNING;
2085 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2086 self.flags &= ~FL_JUMPRELEASED;
2087 if(SpectateNext()) {
2088 self.classname = "spectator";
2090 self.classname = "observer";
2091 PutClientInServer();
2094 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2095 self.flags &= ~FL_JUMPRELEASED;
2096 if(SpectatePrev()) {
2097 self.classname = "spectator";
2099 self.classname = "observer";
2100 PutClientInServer();
2103 } else if (self.BUTTON_ATCK2) {
2104 self.flags &= ~FL_JUMPRELEASED;
2105 self.classname = "observer";
2106 PutClientInServer();
2108 if(!SpectateUpdate())
2109 PutObserverInServer();
2112 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2113 self.flags |= FL_JUMPRELEASED;
2114 if(self.flags & FL_SPAWNING)
2116 self.flags &= ~FL_SPAWNING;
2117 LeaveSpectatorMode();
2121 if(!SpectateUpdate())
2122 PutObserverInServer();
2125 self.flags |= FL_CLIENT | FL_NOTARGET;
2130 if (!IS_PLAYER(self))
2135 vehicles_exit(VHEF_NORMAL);
2139 // a use key was pressed; call handlers
2140 MUTATOR_CALLHOOK(PlayerUseKey);
2147 Called every frame for each client before the physics are run
2150 .float usekeypressed;
2151 void() nexball_setstatus;
2153 void PlayerPreThink (void)
2155 WarpZone_PlayerPhysics_FixVAngle();
2157 self.stat_game_starttime = game_starttime;
2158 self.stat_round_starttime = round_starttime;
2159 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2160 self.stat_leadlimit = autocvar_leadlimit;
2164 // physics frames: update anticheat stuff
2165 anticheat_prethink();
2168 if(blockSpectators && frametime)
2169 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2170 checkSpectatorBlock();
2174 if(self.netname_previous != self.netname)
2176 if(autocvar_sv_eventlog)
2177 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2178 if(self.netname_previous)
2179 strunzone(self.netname_previous);
2180 self.netname_previous = strzone(self.netname);
2184 if(self.version_nagtime)
2185 if(self.cvar_g_xonoticversion)
2186 if(time > self.version_nagtime)
2188 // don't notify git users
2189 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2191 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2193 // notify release users if connecting to git
2194 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");
2195 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2200 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2203 // give users new version
2204 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");
2205 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2209 // notify users about old server version
2210 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");
2211 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2215 self.version_nagtime = 0;
2219 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2221 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2222 self.max_armorvalue = 0;
2226 if (TetrisPreFrame())
2230 if(self.frozen == 2)
2232 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2233 self.health = max(1, self.revive_progress * start_health);
2234 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2236 if(self.revive_progress >= 1)
2239 else if(self.frozen == 3)
2241 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2242 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2247 vehicles_exit(VHEF_RELESE);
2248 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2250 else if ( self.revive_progress <= 0 )
2254 MUTATOR_CALLHOOK(PlayerPreThink);
2256 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2258 if(self.BUTTON_USE && !self.usekeypressed)
2260 self.usekeypressed = self.BUTTON_USE;
2263 if(IS_REAL_CLIENT(self))
2264 PrintWelcomeMessage();
2269 CheckRules_Player();
2271 if (intermission_running)
2273 IntermissionThink (); // otherwise a button could be missed between
2274 return; // the think tics
2277 //don't allow the player to turn around while game is paused!
2278 if(timeout_status == TIMEOUT_ACTIVE) {
2279 // FIXME turn this into CSQC stuff
2280 self.v_angle = self.lastV_angle;
2281 self.angles = self.lastV_angle;
2282 self.fixangle = TRUE;
2287 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2289 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2290 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2291 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2293 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2295 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2296 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2297 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2301 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2306 if (self.deadflag != DEAD_NO)
2308 if(self.personal && g_race_qualifying)
2310 if(time > self.respawn_time)
2312 self.respawn_time = time + 1; // only retry once a second
2313 self.stat_respawn_time = self.respawn_time;
2320 float button_pressed;
2323 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2325 if (self.deadflag == DEAD_DYING)
2327 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2328 self.deadflag = DEAD_RESPAWNING;
2329 else if(!button_pressed)
2330 self.deadflag = DEAD_DEAD;
2332 else if (self.deadflag == DEAD_DEAD)
2335 self.deadflag = DEAD_RESPAWNABLE;
2336 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2337 self.deadflag = DEAD_RESPAWNING;
2339 else if (self.deadflag == DEAD_RESPAWNABLE)
2342 self.deadflag = DEAD_RESPAWNING;
2344 else if (self.deadflag == DEAD_RESPAWNING)
2346 if(time > self.respawn_time)
2348 self.respawn_time = time + 1; // only retry once a second
2349 self.respawn_time_max = self.respawn_time;
2354 ShowRespawnCountdown();
2356 if(self.respawn_flags & RESPAWN_SILENT)
2357 self.stat_respawn_time = 0;
2358 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2359 self.stat_respawn_time = self.respawn_time_max;
2361 self.stat_respawn_time = self.respawn_time;
2364 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2365 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2366 self.stat_respawn_time *= -1;
2371 self.prevorigin = self.origin;
2373 float do_crouch = self.BUTTON_CROUCH;
2380 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2388 self.view_ofs = PL_CROUCH_VIEW_OFS;
2389 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2390 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2397 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2398 if (!trace_startsolid)
2400 self.crouch = FALSE;
2401 self.view_ofs = PL_VIEW_OFS;
2402 setsize (self, PL_MIN, PL_MAX);
2409 GrapplingHookFrame();
2411 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2414 self.items &= ~self.items_added;
2418 self.items_added = 0;
2419 if(self.items & IT_JETPACK)
2420 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2421 self.items_added |= IT_FUEL;
2423 self.items |= self.items_added;
2428 // rot nex charge to the charge limit
2429 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2430 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2436 secrets_setstatus();
2439 monsters_setstatus();
2441 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2443 //self.angles_y=self.v_angle_y + 90; // temp
2444 } else if(gameover) {
2445 if (intermission_running)
2446 IntermissionThink (); // otherwise a button could be missed between
2448 } else if(IS_OBSERVER(self)) {
2450 } else if(IS_SPEC(self)) {
2455 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2457 float oldspectatee_status;
2458 oldspectatee_status = self.spectatee_status;
2460 self.spectatee_status = num_for_edict(self.enemy);
2461 else if(IS_OBSERVER(self))
2462 self.spectatee_status = num_for_edict(self);
2464 self.spectatee_status = 0;
2465 if(self.spectatee_status != oldspectatee_status)
2467 ClientData_Touch(self);
2470 if(self.teamkill_soundtime)
2471 if(time > self.teamkill_soundtime)
2473 self.teamkill_soundtime = 0;
2475 entity oldpusher, oldself;
2477 oldself = self; self = self.teamkill_soundsource;
2478 oldpusher = self.pusher; self.pusher = oldself;
2480 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2482 self.pusher = oldpusher;
2486 if(self.taunt_soundtime)
2487 if(time > self.taunt_soundtime)
2489 self.taunt_soundtime = 0;
2490 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2493 target_voicescript_next(self);
2495 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2497 self.clip_load = self.clip_size = 0;
2500 float isInvisibleString(string s)
2503 s = strdecolorize(s);
2504 for((i = 0), (n = strlen(s)); i < n; ++i)
2512 case 192: // charmap space
2513 if (!autocvar_utf8_enable)
2516 case 160: // space in unicode fonts
2517 case 0xE000 + 192: // utf8 charmap space
2518 if (autocvar_utf8_enable)
2531 Called every frame for each client after the physics are run
2534 .float idlekick_lasttimeleft;
2535 void PlayerPostThink (void)
2537 // Savage: Check for nameless players
2538 if (isInvisibleString(self.netname)) {
2539 self.netname = "Player";
2540 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2543 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2544 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2546 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2548 if(self.idlekick_lasttimeleft)
2550 self.idlekick_lasttimeleft = 0;
2551 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2557 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2558 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2560 if(!self.idlekick_lasttimeleft)
2561 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2565 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2569 else if(timeleft <= 10)
2571 if(timeleft != self.idlekick_lasttimeleft)
2572 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2573 self.idlekick_lasttimeleft = timeleft;
2579 if(self.impulse == 100)
2581 if (!TetrisPostFrame())
2587 //CheckPlayerJump();
2589 if(IS_PLAYER(self)) {
2590 CheckRules_Player();
2594 if (intermission_running)
2595 return; // intermission or finale
2605 for(i = 0; i < 1000; ++i)
2608 end = self.origin + '0 0 1024' + 512 * randomvec();
2609 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2610 if(trace_fraction < 1)
2611 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2613 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2619 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2621 if(self.waypointsprite_attachedforcarrier)
2622 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2626 CSQCMODEL_AUTOUPDATE();