1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
15 #include "command/common.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
24 #include "bot/navigation.qh"
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
35 #include "../common/items/all.qc"
37 #include "../common/mutators/mutator/waypoints/all.qh"
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
43 #include "../common/minigames/sv_minigames.qh"
45 #include "../common/items/inventory.qh"
47 #include "../common/monsters/sv_monsters.qh"
49 #include "../lib/warpzone/server.qh"
52 void send_CSQC_teamnagger() {
53 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
54 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
57 bool ClientData_Send(entity this, entity to, int sf)
74 sf |= 1; // forced scoreboard
75 if(to.spectatee_status)
76 sf |= 2; // spectator ent number follows
79 if(e.porto_v_angle_held)
80 sf |= 8; // angles held
82 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
83 WriteByte(MSG_ENTITY, sf);
86 WriteByte(MSG_ENTITY, to.spectatee_status);
90 WriteAngle(MSG_ENTITY, e.v_angle.x);
91 WriteAngle(MSG_ENTITY, e.v_angle.y);
97 void ClientData_Attach()
99 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
100 self.clientdata.drawonlytoclient = self;
101 self.clientdata.owner = self;
104 void ClientData_Detach()
106 remove(self.clientdata);
107 self.clientdata = world;
110 void ClientData_Touch(entity e)
112 e.clientdata.SendFlags = 1;
114 // make it spectatable
116 FOR_EACH_REALCLIENT(e2)
121 e2.clientdata.SendFlags = 1;
125 .string netname_previous;
127 void SetSpectator(entity player, entity spectatee);
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
142 // note: we cannot summon Don Strunzone here, some player may
143 // still have the model string set. In case anyone manages how
144 // to change a cvar default, we'll have a small leak here.
145 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
147 // only in right path
148 if( substring(plyermodel,0,14) != "models/player/")
149 return FallbackPlayerModel;
150 // only good file extensions
151 if(substring(plyermodel,-4,4) != ".zym")
152 if(substring(plyermodel,-4,4) != ".dpm")
153 if(substring(plyermodel,-4,4) != ".iqm")
154 if(substring(plyermodel,-4,4) != ".md3")
155 if(substring(plyermodel,-4,4) != ".psk")
156 return FallbackPlayerModel;
157 // forbid the LOD models
158 if(substring(plyermodel, -9,5) == "_lod1")
159 return FallbackPlayerModel;
160 if(substring(plyermodel, -9,5) == "_lod2")
161 return FallbackPlayerModel;
162 if(plyermodel != strtolower(plyermodel))
163 return FallbackPlayerModel;
164 // also, restrict to server models
165 if(autocvar_sv_servermodelsonly)
167 if(!fexists(plyermodel))
168 return FallbackPlayerModel;
173 void setplayermodel(entity e, string modelname)
175 precache_model(modelname);
176 _setmodel(e, modelname);
177 player_setupanimsformodel();
178 UpdatePlayerSounds();
185 putting a client as observer in the server
188 void FixPlayermodel();
189 void PutObserverInServer (void)
192 self.hud = HUD_NORMAL;
194 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
196 spot = SelectSpawnPoint (true);
198 error("No spawnpoints for observers?!?\n");
199 RemoveGrapplingHook(self); // Wazat's Grappling Hook
201 if(IS_REAL_CLIENT(self))
204 WriteByte(MSG_ONE, SVC_SETVIEW);
205 WriteEntity(MSG_ONE, self);
208 self.frags = FRAGS_SPECTATOR;
209 self.bot_attack = false;
211 MUTATOR_CALLHOOK(MakePlayerObserver);
213 Portal_ClearAll(self);
220 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
225 vehicles_exit(VHEF_RELEASE);
227 WaypointSprite_PlayerDead();
229 if (!g_ca) // don't reset teams when moving a ca player to the spectators
230 self.team = -1; // move this as it is needed to log the player spectating in eventlog
232 if(self.killcount != -666)
234 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
235 if(!intermission_running)
236 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
237 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
239 if(self.just_joined == false) {
240 LogTeamchange(self.playerid, -1, 4);
242 self.just_joined = false;
245 PlayerScore_Clear(self); // clear scores when needed
247 accuracy_resend(self);
249 self.spectatortime = time;
251 self.classname = "observer";
252 self.iscreature = false;
253 self.teleportable = TELEPORT_SIMPLE;
254 self.damagedbycontents = false;
256 self.takedamage = DAMAGE_NO;
257 self.solid = SOLID_NOT;
258 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
259 self.flags = FL_CLIENT | FL_NOTARGET;
260 self.armorvalue = 666;
262 self.armorvalue = autocvar_g_balance_armor_start;
263 self.pauserotarmor_finished = 0;
264 self.pauserothealth_finished = 0;
265 self.pauseregen_finished = 0;
266 self.damageforcescale = 0;
268 self.respawn_flags = 0;
269 self.respawn_time = 0;
270 self.stat_respawn_time = 0;
275 self.pain_finished = 0;
276 self.strength_finished = 0;
277 self.invincible_finished = 0;
278 self.superweapons_finished = 0;
281 self.think = func_null;
284 self.deadflag = DEAD_NO;
285 self.angles = spot.angles;
287 self.fixangle = true;
289 self.revival_time = 0;
291 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
292 self.prevorigin = self.origin;
294 self.weapons = '0 0 0';
297 setmodel(self, MDL_Null);
298 self.drawonlytoclient = self;
300 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
301 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
304 self.weaponname = "";
305 self.switchingweapon = 0;
306 self.weaponmodel = "";
307 self.weaponentity = world;
308 self.exteriorweaponentity = world;
309 self.killcount = -666;
310 self.velocity = '0 0 0';
311 self.avelocity = '0 0 0';
312 self.punchangle = '0 0 0';
313 self.punchvector = '0 0 0';
314 self.oldvelocity = self.velocity;
315 self.fire_endtime = -1;
316 self.event_damage = func_null;
319 .float model_randomizer;
320 void FixPlayermodel()
323 float defaultskin, chmdl, oldskin, n, i;
330 if(autocvar_sv_defaultcharacter)
334 string s = Static_Team_ColorName_Lower(self.team);
337 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
338 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
342 if(defaultmodel == "")
344 defaultmodel = autocvar_sv_defaultplayermodel;
345 defaultskin = autocvar_sv_defaultplayerskin;
348 n = tokenize_console(defaultmodel);
351 defaultmodel = argv(floor(n * self.model_randomizer));
352 // However, do NOT randomize if the player-selected model is in the list.
353 for (i = 0; i < n; ++i)
354 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
355 defaultmodel = argv(i);
358 i = strstrofs(defaultmodel, ":", 0);
361 defaultskin = stof(substring(defaultmodel, i+1, -1));
362 defaultmodel = substring(defaultmodel, 0, i);
366 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
367 defaultmodel = ret_string;
368 defaultskin = ret_int;
370 if(defaultmodel != "")
372 if (defaultmodel != self.model)
376 setplayermodel (self, defaultmodel);
377 setsize (self, m1, m2);
382 self.skin = defaultskin;
384 if (self.playermodel != self.model || self.playermodel == "")
386 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
389 setplayermodel (self, self.playermodel);
390 setsize (self, m1, m2);
395 self.skin = stof(self.playerskin);
398 if(chmdl || oldskin != self.skin) // model or skin has changed
400 self.species = player_getspecies(); // update species
401 UpdatePlayerSounds(); // update skin sounds
405 if(strlen(autocvar_sv_defaultplayercolors))
406 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
407 setcolor(self, stof(autocvar_sv_defaultplayercolors));
411 /** Called when a client spawns in the server */
412 void PutClientInServer()
415 if(IS_BOT_CLIENT(self))
416 self.classname = "player";
417 else if(IS_REAL_CLIENT(self))
420 WriteByte(MSG_ONE, SVC_SETVIEW);
421 WriteEntity(MSG_ONE, self);
424 SetSpectator(self, world);
429 MUTATOR_CALLHOOK(PutClientInServer, self);
432 self.classname = "observer";
438 accuracy_resend(self);
441 JoinBestTeam(self, false, true);
443 spot = SelectSpawnPoint (false);
446 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
447 return; // spawn failed
450 RemoveGrapplingHook(self); // Wazat's Grappling Hook
452 self.classname = "player";
453 self.wasplayer = true;
454 self.iscreature = true;
455 self.teleportable = TELEPORT_NORMAL;
456 self.damagedbycontents = true;
457 self.movetype = MOVETYPE_WALK;
458 self.solid = SOLID_SLIDEBOX;
459 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
460 if(autocvar_g_playerclip_collisions)
461 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
462 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
463 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
464 self.frags = FRAGS_PLAYER;
465 if(INDEPENDENT_PLAYERS)
466 MAKE_INDEPENDENT_PLAYER(self);
467 self.flags = FL_CLIENT | FL_PICKUPITEMS;
468 if(autocvar__notarget)
469 self.flags |= FL_NOTARGET;
470 self.takedamage = DAMAGE_AIM;
472 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
473 self.air_finished = time + 12;
475 if(WEP_CVAR(vortex, charge))
477 if(WEP_CVAR_SEC(vortex, chargepool))
478 self.vortex_chargepool_ammo = 1;
479 self.vortex_charge = WEP_CVAR(vortex, charge_start);
484 self.ammo_shells = warmup_start_ammo_shells;
485 self.ammo_nails = warmup_start_ammo_nails;
486 self.ammo_rockets = warmup_start_ammo_rockets;
487 self.ammo_cells = warmup_start_ammo_cells;
488 self.ammo_plasma = warmup_start_ammo_plasma;
489 self.ammo_fuel = warmup_start_ammo_fuel;
490 self.health = warmup_start_health;
491 self.armorvalue = warmup_start_armorvalue;
492 self.weapons = WARMUP_START_WEAPONS;
496 self.ammo_shells = start_ammo_shells;
497 self.ammo_nails = start_ammo_nails;
498 self.ammo_rockets = start_ammo_rockets;
499 self.ammo_cells = start_ammo_cells;
500 self.ammo_plasma = start_ammo_plasma;
501 self.ammo_fuel = start_ammo_fuel;
502 self.health = start_health;
503 self.armorvalue = start_armorvalue;
504 self.weapons = start_weapons;
507 if(self.weapons & WEPSET_SUPERWEAPONS)
508 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
510 self.superweapons_finished = 0;
512 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
514 if(g_weaponarena_random_with_blaster)
515 self.weapons &= ~WEPSET(BLASTER);
516 W_RandomWeapons(self, g_weaponarena_random);
517 if(g_weaponarena_random_with_blaster)
518 self.weapons |= WEPSET(BLASTER);
521 self.items = start_items;
523 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
524 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
525 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
526 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
527 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
528 //extend the pause of rotting if client was reset at the beginning of the countdown
529 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
530 self.spawnshieldtime += game_starttime - time;
531 self.pauserotarmor_finished += game_starttime - time;
532 self.pauserothealth_finished += game_starttime - time;
533 self.pauseregen_finished += game_starttime - time;
535 self.damageforcescale = 2;
537 self.respawn_flags = 0;
538 self.respawn_time = 0;
539 self.stat_respawn_time = 0;
540 self.scale = autocvar_sv_player_scale;
543 self.pain_finished = 0;
544 self.strength_finished = 0;
545 self.invincible_finished = 0;
547 // players have no think function
548 self.think = func_null;
552 self.ballistics_density = autocvar_g_ballistics_density_player;
556 self.deadflag = DEAD_NO;
558 self.angles = spot.angles;
560 self.angles_z = 0; // never spawn tilted even if the spot says to
561 if(IS_BOT_CLIENT(self))
562 self.v_angle = self.angles;
563 self.fixangle = true; // turn this way immediately
564 self.velocity = '0 0 0';
565 self.avelocity = '0 0 0';
566 self.punchangle = '0 0 0';
567 self.punchvector = '0 0 0';
568 self.oldvelocity = self.velocity;
569 self.fire_endtime = -1;
570 self.revival_time = 0;
572 entity spawnevent = spawn();
573 spawnevent.owner = self;
574 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
576 // Cut off any still running player sounds.
577 stopsound(self, CH_PLAYER_SINGLE);
581 self.drawonlytoclient = world;
584 self.view_ofs = PL_VIEW_OFS;
585 setsize (self, PL_MIN, PL_MAX);
586 self.spawnorigin = spot.origin;
587 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
588 // don't reset back to last position, even if new position is stuck in solid
589 self.oldorigin = self.origin;
590 self.prevorigin = self.origin;
591 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
592 self.lastteleporttime = time; // prevent insane speeds due to changing origin
593 self.hud = HUD_NORMAL;
595 self.event_damage = PlayerDamage;
597 self.bot_attack = true;
598 self.monster_attack = true;
600 self.spider_slowness = 0;
602 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
604 if(self.killcount == -666) {
605 PlayerScore_Clear(self);
609 CL_SpawnWeaponentity(self);
610 self.alpha = default_player_alpha;
611 self.colormod = '1 1 1' * autocvar_g_player_brightness;
612 self.exteriorweaponentity.alpha = default_weapon_alpha;
614 self.speedrunning = false;
616 //stuffcmd(self, "chase_active 0");
617 //stuffcmd(self, "set viewsize $tmpviewsize \n");
619 target_voicescript_clear(self);
621 // reset fields the weapons may use
622 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
624 Weapon w = get_weaponinfo(j);
627 // all weapons must be fully loaded when we spawn
628 entity e = get_weaponinfo(j);
629 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
630 self.(weapon_load[j]) = e.reloading_ammo;
633 string s = spot.target;
634 spot.target = string_null;
636 WITH(entity, self, spot, SUB_UseTargets());
642 MUTATOR_CALLHOOK(PlayerSpawn, spot);
644 if(autocvar_spawn_debug)
646 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
647 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
650 self.switchweapon = w_getbestweapon(self);
651 self.cnt = -1; // W_LastWeapon will not complain
653 self.weaponname = "";
654 self.switchingweapon = 0;
658 self.alivetime = time;
662 else if(IS_OBSERVER(self))
664 PutObserverInServer ();
668 .float ebouncefactor, ebouncestop; // electro's values
669 // TODO do we need all these fields, or should we stop autodetecting runtime
670 // changes and just have a console command to update this?
671 bool ClientInit_SendEntity(entity this, entity to, int sf)
673 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
674 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
675 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
676 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
679 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
680 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
681 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
682 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
684 if(sv_foginterval && world.fog != "")
685 WriteString(MSG_ENTITY, world.fog);
687 WriteString(MSG_ENTITY, "");
688 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
689 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
690 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
691 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
692 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
693 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
694 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
695 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
696 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
697 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
698 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
699 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
703 void ClientInit_CheckUpdate()
705 self.nextthink = time;
706 if(self.count != autocvar_g_balance_armor_blockpercent)
708 self.count = autocvar_g_balance_armor_blockpercent;
711 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
713 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
716 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
718 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
721 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
723 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
726 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
728 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
733 void ClientInit_Spawn()
736 e.classname = "clientinit";
737 e.think = ClientInit_CheckUpdate;
738 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
740 WITH(entity, self, e, ClientInit_CheckUpdate());
748 void SetNewParms (void)
750 // initialize parms for a new player
751 parm1 = -(86400 * 366);
753 MUTATOR_CALLHOOK(SetNewParms);
761 void SetChangeParms (void)
763 // save parms for level change
764 parm1 = self.parm_idlesince - time;
766 MUTATOR_CALLHOOK(SetChangeParms);
774 void DecodeLevelParms (void)
777 self.parm_idlesince = parm1;
778 if(self.parm_idlesince == -(86400 * 366))
779 self.parm_idlesince = time;
781 // whatever happens, allow 60 seconds of idling directly after connect for map loading
782 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
784 MUTATOR_CALLHOOK(DecodeLevelParms);
791 Called when a client types 'kill' in the console
795 .float clientkill_nexttime;
796 void ClientKill_Now_TeamChange()
798 if(self.killindicator_teamchange == -1)
800 JoinBestTeam( self, false, true );
802 else if(self.killindicator_teamchange == -2)
805 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
806 PutObserverInServer();
809 SV_ChangeTeam(self.killindicator_teamchange - 1);
810 self.killindicator_teamchange = 0;
813 void ClientKill_Now()
817 vehicles_exit(VHEF_RELEASE);
818 if(!self.killindicator_teamchange)
820 self.vehicle_health = -1;
821 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
825 if(self.killindicator && !wasfreed(self.killindicator))
826 remove(self.killindicator);
828 self.killindicator = world;
830 if(self.killindicator_teamchange)
831 ClientKill_Now_TeamChange();
834 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
836 // now I am sure the player IS dead
838 void KillIndicator_Think()
842 self.owner.killindicator = world;
847 if (self.owner.alpha < 0 && !self.owner.vehicle)
849 self.owner.killindicator = world;
856 WITH(entity, self, self.owner, ClientKill_Now());
859 else if(g_cts && self.health == 1) // health == 1 means that it's silent
861 self.nextthink = time + 1;
867 setmodel(self, MDL_NUM(self.cnt));
868 if(IS_REAL_CLIENT(self.owner))
871 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
873 self.nextthink = time + 1;
878 float clientkilltime;
879 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
888 killtime = autocvar_g_balance_kill_delay;
890 if(g_race_qualifying || g_cts)
893 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
895 remove(self.killindicator);
896 self.killindicator = world;
898 ClientKill_Now(); // allow instant kill in this case
902 self.killindicator_teamchange = targetteam;
904 if(!self.killindicator)
906 if(self.deadflag == DEAD_NO)
908 killtime = max(killtime, self.clientkill_nexttime - time);
909 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
912 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
918 starttime = max(time, clientkilltime);
920 self.killindicator = spawn();
921 self.killindicator.owner = self;
922 self.killindicator.scale = 0.5;
923 setattachment(self.killindicator, self, "");
924 setorigin(self.killindicator, '0 0 52');
925 self.killindicator.think = KillIndicator_Think;
926 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
927 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
928 self.killindicator.cnt = ceil(killtime);
929 self.killindicator.count = bound(0, ceil(killtime), 10);
930 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
932 for(e = world; (e = find(e, classname, "body")) != world; )
936 e.killindicator = spawn();
937 e.killindicator.owner = e;
938 e.killindicator.scale = 0.5;
939 setattachment(e.killindicator, e, "");
940 setorigin(e.killindicator, '0 0 52');
941 e.killindicator.think = KillIndicator_Think;
942 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
943 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
944 e.killindicator.cnt = ceil(killtime);
949 if(self.killindicator)
951 if(targetteam == 0) // just die
953 self.killindicator.colormod = '0 0 0';
954 if(IS_REAL_CLIENT(self))
955 if(self.killindicator.cnt > 0)
956 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
958 else if(targetteam == -1) // auto
960 self.killindicator.colormod = '0 1 0';
961 if(IS_REAL_CLIENT(self))
962 if(self.killindicator.cnt > 0)
963 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
965 else if(targetteam == -2) // spectate
967 self.killindicator.colormod = '0.5 0.5 0.5';
968 if(IS_REAL_CLIENT(self))
969 if(self.killindicator.cnt > 0)
970 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
974 self.killindicator.colormod = Team_ColorRGB(targetteam);
975 if(IS_REAL_CLIENT(self))
976 if(self.killindicator.cnt > 0)
977 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
983 void ClientKill (void)
986 if(self.player_blocked) return;
987 if(self.frozen) return;
989 ClientKill_TeamChange(0);
992 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
994 e.killindicator = spawn();
995 e.killindicator.owner = e;
996 e.killindicator.think = KillIndicator_Think;
997 e.killindicator.nextthink = time + (e.lip) * 0.05;
998 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
999 e.killindicator.health = 1; // this is used to indicate that it should be silent
1003 void FixClientCvars(entity e)
1005 // send prediction settings to the client
1006 stuffcmd(e, "\nin_bindmap 0 0\n");
1008 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1009 if(autocvar_g_antilag == 3) // client side hitscan
1010 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1011 if(autocvar_sv_gentle)
1012 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1015 float PlayerInIDList(entity p, string idlist)
1020 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1024 // this function allows abbreviated player IDs too!
1025 n = tokenize_console(idlist);
1026 for(i = 0; i < n; ++i)
1029 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1036 #ifdef DP_EXT_PRECONNECT
1041 Called once (not at each match start) when a client begins a connection to the server
1044 void ClientPreConnect (void)
1046 if(autocvar_sv_eventlog)
1048 GameLogEcho(sprintf(":connect:%d:%d:%s",
1050 num_for_edict(self),
1051 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1061 Called when a client connects to the server
1064 void DecodeLevelParms (void);
1065 void ClientConnect (void)
1071 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1075 if(Ban_MaybeEnforceBanOnce(self))
1081 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1084 self.classname = "player_joining";
1086 self.flags = FL_CLIENT;
1087 self.version_nagtime = time + 10 + random() * 10;
1091 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1095 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1097 PlayerScore_Attach(self);
1098 ClientData_Attach();
1099 accuracy_init(self);
1100 Inventory_new(self);
1102 bot_clientconnect();
1108 // identify the right forced team
1109 if(autocvar_g_campaign)
1111 if(IS_REAL_CLIENT(self)) // only players, not bots
1113 switch(autocvar_g_campaign_forceteam)
1115 case 1: self.team_forced = NUM_TEAM_1; break;
1116 case 2: self.team_forced = NUM_TEAM_2; break;
1117 case 3: self.team_forced = NUM_TEAM_3; break;
1118 case 4: self.team_forced = NUM_TEAM_4; break;
1119 default: self.team_forced = 0;
1123 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1124 self.team_forced = NUM_TEAM_1;
1125 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1126 self.team_forced = NUM_TEAM_2;
1127 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1128 self.team_forced = NUM_TEAM_3;
1129 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1130 self.team_forced = NUM_TEAM_4;
1131 else if(autocvar_g_forced_team_otherwise == "red")
1132 self.team_forced = NUM_TEAM_1;
1133 else if(autocvar_g_forced_team_otherwise == "blue")
1134 self.team_forced = NUM_TEAM_2;
1135 else if(autocvar_g_forced_team_otherwise == "yellow")
1136 self.team_forced = NUM_TEAM_3;
1137 else if(autocvar_g_forced_team_otherwise == "pink")
1138 self.team_forced = NUM_TEAM_4;
1139 else if(autocvar_g_forced_team_otherwise == "spectate")
1140 self.team_forced = -1;
1141 else if(autocvar_g_forced_team_otherwise == "spectator")
1142 self.team_forced = -1;
1144 self.team_forced = 0;
1147 if(self.team_forced > 0)
1148 self.team_forced = 0;
1150 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1152 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1153 self.classname = "observer";
1157 if(autocvar_g_balance_teams)
1159 self.classname = "player";
1160 campaign_bots_may_start = 1;
1164 self.classname = "observer"; // do it anyway
1169 self.classname = "player";
1170 campaign_bots_may_start = 1;
1174 self.playerid = (playerid_last = playerid_last + 1);
1176 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1178 if(IS_BOT_CLIENT(self))
1179 PlayerStats_GameReport_AddPlayer(self);
1181 if(autocvar_sv_eventlog)
1182 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1184 LogTeamchange(self.playerid, self.team, 1);
1186 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1188 self.netname_previous = strzone(self.netname);
1190 if(IS_PLAYER(self) && teamplay)
1191 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1193 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1195 stuffcmd(self, strcat(clientstuff, "\n"));
1196 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1198 FixClientCvars(self);
1200 // spawnfunc_waypoint sprites
1201 WaypointSprite_InitClient(self);
1203 // Wazat's grappling hook
1204 SetGrappleHookBindings();
1207 stuffcmd(self, "alias +jetpack +button10\n");
1208 stuffcmd(self, "alias -jetpack -button10\n");
1210 // get version info from player
1211 stuffcmd(self, "cmd clientversion $gameversion\n");
1213 // get other cvars from player
1216 // notify about available teams
1219 CheckAllowedTeams(self);
1220 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1221 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1224 stuffcmd(self, "set _teams_available 0\n");
1228 bot_relinkplayerlist();
1230 self.spectatortime = time;
1233 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1236 self.jointime = time;
1237 self.allowed_timeouts = autocvar_sv_timeout_number;
1239 if(IS_REAL_CLIENT(self))
1241 if(!autocvar_g_campaign)
1243 self.motd_actived_time = -1;
1244 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1247 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1248 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1251 if(!sv_foginterval && world.fog != "")
1252 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1254 W_HitPlotOpen(self);
1256 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
1257 send_CSQC_teamnagger();
1261 CSQCMODEL_AUTOINIT(self);
1263 self.model_randomizer = random();
1265 if(IS_REAL_CLIENT(self))
1268 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1269 WITH(entity, self, e, e.init_for_player(this));
1272 MUTATOR_CALLHOOK(ClientConnect, self);
1278 Called when a client disconnects from the server
1281 .entity chatbubbleentity;
1283 void ClientDisconnect (void)
1286 vehicles_exit(VHEF_RELEASE);
1288 if (!IS_CLIENT(self))
1290 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1294 PlayerStats_GameReport_FinalizePlayer(self);
1296 if ( self.active_minigame )
1297 part_minigame(self);
1299 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1301 CheatShutdownClient();
1303 W_HitPlotClose(self);
1306 anticheat_shutdown();
1308 playerdemo_shutdown();
1310 bot_clientdisconnect();
1314 if(autocvar_sv_eventlog)
1315 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1317 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1319 MUTATOR_CALLHOOK(ClientDisconnect);
1321 Portal_ClearAll(self);
1325 RemoveGrapplingHook(self);
1327 // Here, everything has been done that requires this player to be a client.
1329 self.flags &= ~FL_CLIENT;
1331 if (self.chatbubbleentity)
1332 remove (self.chatbubbleentity);
1334 if (self.killindicator)
1335 remove (self.killindicator);
1337 WaypointSprite_PlayerGone();
1339 bot_relinkplayerlist();
1341 accuracy_free(self);
1342 Inventory_delete(self);
1343 ClientData_Detach();
1344 PlayerScore_Detach(self);
1346 if(self.netname_previous)
1347 strunzone(self.netname_previous);
1348 if(self.clientstatus)
1349 strunzone(self.clientstatus);
1350 if(self.weaponorder_byimpulse)
1351 strunzone(self.weaponorder_byimpulse);
1353 ClearPlayerSounds();
1356 remove(self.personal);
1366 void ChatBubbleThink()
1368 self.nextthink = time;
1369 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1371 if(self.owner) // but why can that ever be world?
1372 self.owner.chatbubbleentity = world;
1379 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1381 if ( self.owner.active_minigame )
1382 self.mdl = "models/sprites/minigame_busy.iqm";
1383 else if ( self.owner.BUTTON_CHAT )
1384 self.mdl = "models/misc/chatbubble.spr";
1387 if ( self.model != self.mdl )
1388 _setmodel(self, self.mdl);
1392 void UpdateChatBubble()
1396 // spawn a chatbubble entity if needed
1397 if (!self.chatbubbleentity)
1399 self.chatbubbleentity = spawn();
1400 self.chatbubbleentity.owner = self;
1401 self.chatbubbleentity.exteriormodeltoclient = self;
1402 self.chatbubbleentity.think = ChatBubbleThink;
1403 self.chatbubbleentity.nextthink = time;
1404 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1405 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1406 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1407 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1408 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1409 //self.chatbubbleentity.model = "";
1410 self.chatbubbleentity.effects = EF_LOWPRECISION;
1415 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1416 // added to the model skins
1417 /*void UpdateColorModHack()
1420 c = self.clientcolors & 15;
1421 // LordHavoc: only bothering to support white, green, red, yellow, blue
1422 if (!teamplay) self.colormod = '0 0 0';
1423 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1424 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1425 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1426 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1427 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1428 else self.colormod = '1 1 1';
1433 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1435 self.solid = SOLID_NOT;
1436 self.takedamage = DAMAGE_NO;
1437 self.movetype = MOVETYPE_FLY;
1438 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1439 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1440 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1441 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1442 if(autocvar_g_respawn_ghosts_maxtime)
1443 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1448 self.effects |= EF_NODRAW; // prevent another CopyBody
1449 PutClientInServer();
1452 void play_countdown(float finished, string samp)
1454 if(IS_REAL_CLIENT(self))
1455 if(floor(finished - time - frametime) != floor(finished - time))
1456 if(finished - time < 6)
1457 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1460 void player_powerups (void)
1462 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1463 int items_prev = self.items;
1465 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1466 self.modelflags |= MF_ROCKET;
1468 self.modelflags &= ~MF_ROCKET;
1470 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1472 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1475 Fire_ApplyDamage(self);
1476 Fire_ApplyEffect(self);
1480 if (self.items & ITEM_Strength.m_itemid)
1482 play_countdown(self.strength_finished, SND(POWEROFF));
1483 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1484 if (time > self.strength_finished)
1486 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1487 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1488 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1493 if (time < self.strength_finished)
1495 self.items = self.items | ITEM_Strength.m_itemid;
1496 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1497 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1500 if (self.items & ITEM_Shield.m_itemid)
1502 play_countdown(self.invincible_finished, SND(POWEROFF));
1503 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1504 if (time > self.invincible_finished)
1506 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1507 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1508 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1513 if (time < self.invincible_finished)
1515 self.items = self.items | ITEM_Shield.m_itemid;
1516 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1517 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1520 if (self.items & IT_SUPERWEAPON)
1522 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1524 self.superweapons_finished = 0;
1525 self.items = self.items - (self.items & IT_SUPERWEAPON);
1526 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1527 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1529 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1531 // don't let them run out
1535 play_countdown(self.superweapons_finished, SND(POWEROFF));
1536 if (time > self.superweapons_finished)
1538 self.items = self.items - (self.items & IT_SUPERWEAPON);
1539 self.weapons &= ~WEPSET_SUPERWEAPONS;
1540 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1541 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1545 else if(self.weapons & WEPSET_SUPERWEAPONS)
1547 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1549 self.items = self.items | IT_SUPERWEAPON;
1550 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1551 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1555 self.superweapons_finished = 0;
1556 self.weapons &= ~WEPSET_SUPERWEAPONS;
1561 self.superweapons_finished = 0;
1565 if(autocvar_g_nodepthtestplayers)
1566 self.effects = self.effects | EF_NODEPTHTEST;
1568 if(autocvar_g_fullbrightplayers)
1569 self.effects = self.effects | EF_FULLBRIGHT;
1571 if (time >= game_starttime)
1572 if (time < self.spawnshieldtime)
1573 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1575 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1578 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1580 if(current > stable)
1582 else if(current > stable - 0.25) // when close enough, "snap"
1585 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1588 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1590 if(current < stable)
1592 else if(current < stable + 0.25) // when close enough, "snap"
1595 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1598 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1600 if(current > rotstable)
1602 if(rotframetime > 0)
1604 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1605 current = max(rotstable, current - rotlinear * rotframetime);
1608 else if(current < regenstable)
1610 if(regenframetime > 0)
1612 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1613 current = min(regenstable, current + regenlinear * regenframetime);
1623 void player_regen (void)
1625 float max_mod, regen_mod, rot_mod, limit_mod;
1626 max_mod = regen_mod = rot_mod = limit_mod = 1;
1627 regen_mod_max = max_mod;
1628 regen_mod_regen = regen_mod;
1629 regen_mod_rot = rot_mod;
1630 regen_mod_limit = limit_mod;
1632 regen_health = autocvar_g_balance_health_regen;
1633 regen_health_linear = autocvar_g_balance_health_regenlinear;
1634 regen_health_rot = autocvar_g_balance_health_rot;
1635 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1636 regen_health_stable = autocvar_g_balance_health_regenstable;
1637 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1638 if(!MUTATOR_CALLHOOK(PlayerRegen))
1641 float mina, maxa, limith, limita;
1642 maxa = autocvar_g_balance_armor_rotstable;
1643 mina = autocvar_g_balance_armor_regenstable;
1644 limith = autocvar_g_balance_health_limit;
1645 limita = autocvar_g_balance_armor_limit;
1647 max_mod = regen_mod_max;
1648 regen_mod = regen_mod_regen;
1649 rot_mod = regen_mod_rot;
1650 limit_mod = regen_mod_limit;
1652 regen_health_rotstable = regen_health_rotstable * max_mod;
1653 regen_health_stable = regen_health_stable * max_mod;
1654 limith = limith * limit_mod;
1655 limita = limita * limit_mod;
1657 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);
1658 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1661 // if player rotted to death... die!
1662 // check this outside above checks, as player may still be able to rot to death
1666 vehicles_exit(VHEF_RELEASE);
1667 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1670 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1672 float minf, maxf, limitf;
1674 maxf = autocvar_g_balance_fuel_rotstable;
1675 minf = autocvar_g_balance_fuel_regenstable;
1676 limitf = autocvar_g_balance_fuel_limit;
1678 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1682 float zoomstate_set;
1683 void SetZoomState(float z)
1685 if(z != self.zoomstate)
1688 ClientData_Touch(self);
1693 void GetPressedKeys()
1695 MUTATOR_CALLHOOK(GetPressedKeys);
1696 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1697 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1698 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1699 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1700 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1702 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1703 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1704 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1705 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1710 ======================
1711 spectate mode routines
1712 ======================
1715 void SpectateCopy(entity spectatee)
1717 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1718 self.armortype = spectatee.armortype;
1719 self.armorvalue = spectatee.armorvalue;
1720 self.ammo_cells = spectatee.ammo_cells;
1721 self.ammo_plasma = spectatee.ammo_plasma;
1722 self.ammo_shells = spectatee.ammo_shells;
1723 self.ammo_nails = spectatee.ammo_nails;
1724 self.ammo_rockets = spectatee.ammo_rockets;
1725 self.ammo_fuel = spectatee.ammo_fuel;
1726 self.clip_load = spectatee.clip_load;
1727 self.clip_size = spectatee.clip_size;
1728 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1729 self.health = spectatee.health;
1731 self.items = spectatee.items;
1732 self.last_pickup = spectatee.last_pickup;
1733 self.hit_time = spectatee.hit_time;
1734 self.metertime = spectatee.metertime;
1735 self.strength_finished = spectatee.strength_finished;
1736 self.invincible_finished = spectatee.invincible_finished;
1737 self.pressedkeys = spectatee.pressedkeys;
1738 self.weapons = spectatee.weapons;
1739 self.switchweapon = spectatee.switchweapon;
1740 self.switchingweapon = spectatee.switchingweapon;
1741 self.weapon = spectatee.weapon;
1742 self.vortex_charge = spectatee.vortex_charge;
1743 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1744 self.hagar_load = spectatee.hagar_load;
1745 self.arc_heat_percent = spectatee.arc_heat_percent;
1746 self.minelayer_mines = spectatee.minelayer_mines;
1747 self.punchangle = spectatee.punchangle;
1748 self.view_ofs = spectatee.view_ofs;
1749 self.velocity = spectatee.velocity;
1750 self.dmg_take = spectatee.dmg_take;
1751 self.dmg_save = spectatee.dmg_save;
1752 self.dmg_inflictor = spectatee.dmg_inflictor;
1753 self.v_angle = spectatee.v_angle;
1754 self.angles = spectatee.v_angle;
1755 self.frozen = spectatee.frozen;
1756 self.revive_progress = spectatee.revive_progress;
1757 if(!self.BUTTON_USE)
1758 self.fixangle = true;
1759 setorigin(self, spectatee.origin);
1760 setsize(self, spectatee.mins, spectatee.maxs);
1761 SetZoomState(spectatee.zoomstate);
1763 anticheat_spectatecopy(spectatee);
1764 self.hud = spectatee.hud;
1765 if(spectatee.vehicle)
1767 self.fixangle = false;
1768 //self.velocity = spectatee.vehicle.velocity;
1769 self.vehicle_health = spectatee.vehicle_health;
1770 self.vehicle_shield = spectatee.vehicle_shield;
1771 self.vehicle_energy = spectatee.vehicle_energy;
1772 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1773 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1774 self.vehicle_reload1 = spectatee.vehicle_reload1;
1775 self.vehicle_reload2 = spectatee.vehicle_reload2;
1779 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1780 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1781 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1782 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1784 //WriteByte (MSG_ONE, SVC_SETVIEW);
1785 // WriteEntity(MSG_ONE, self);
1786 //makevectors(spectatee.v_angle);
1787 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1791 bool SpectateUpdate()
1796 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1798 SetSpectator(self, world);
1802 SpectateCopy(self.enemy);
1809 if(!IS_PLAYER(self.enemy))
1813 WriteByte(MSG_ONE, SVC_SETVIEW);
1814 WriteEntity(MSG_ONE, self.enemy);
1815 self.movetype = MOVETYPE_NONE;
1816 accuracy_resend(self);
1818 if(!SpectateUpdate())
1819 PutObserverInServer();
1824 void SetSpectator(entity player, entity spectatee)
1826 entity old_spectatee = player.enemy;
1828 player.enemy = spectatee;
1831 // these are required to fix the spectator bug with arc
1832 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1833 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1836 bool Spectate(entity pl)
1838 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1839 if(DIFF_TEAM(pl, self))
1842 SetSpectator(self, pl);
1843 return SpectateSet();
1846 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1847 entity CA_SpectateNext(entity start)
1849 if(SAME_TEAM(start, self))
1853 // continue from current player
1854 while(other && DIFF_TEAM(other, self))
1855 other = find(other, classname, "player");
1859 // restart from begining
1860 other = find(other, classname, "player");
1861 while(other && DIFF_TEAM(other, self))
1862 other = find(other, classname, "player");
1870 other = find(self.enemy, classname, "player");
1872 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1873 // CA and ca players when spectating enemies is forbidden
1874 other = CA_SpectateNext(other);
1877 // other modes and ca spectators or spectating enemies is allowed
1879 other = find(other, classname, "player");
1882 if(other) { SetSpectator(self, other); }
1884 return SpectateSet();
1889 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1890 other = findchain(classname, "player");
1891 if (!other) // no player
1894 entity first = other;
1895 // skip players until current spectated player
1897 while(other && other != self.enemy)
1898 other = other.chain;
1900 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1902 do { other = other.chain; }
1903 while(other && DIFF_TEAM(other, self));
1908 while(other && DIFF_TEAM(other, self))
1909 other = other.chain;
1910 if(other == self.enemy)
1917 other = other.chain;
1921 SetSpectator(self, other);
1922 return SpectateSet();
1927 ShowRespawnCountdown()
1929 Update a respawn countdown display.
1932 void ShowRespawnCountdown()
1935 if(self.deadflag == DEAD_NO) // just respawned?
1939 number = ceil(self.respawn_time - time);
1942 if(number <= self.respawn_countdown)
1944 self.respawn_countdown = number - 1;
1945 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
1946 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1951 void LeaveSpectatorMode()
1955 if(nJoinAllowed(self))
1957 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1959 self.classname = "player";
1960 nades_RemoveBonus(self);
1962 if(autocvar_g_campaign || autocvar_g_balance_teams)
1963 { JoinBestTeam(self, false, true); }
1965 if(autocvar_g_campaign)
1966 { campaign_bots_may_start = 1; }
1968 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1970 PutClientInServer();
1972 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1975 stuffcmd(self, "menu_showteamselect\n");
1979 // Player may not join because g_maxplayers is set
1980 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1985 * Determines whether the player is allowed to join. This depends on cvar
1986 * g_maxplayers, if it isn't used this function always return true, otherwise
1987 * it checks whether the number of currently playing players exceeds g_maxplayers.
1988 * @return int number of free slots for players, 0 if none
1990 float nJoinAllowed(entity ignore)
1993 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1994 // so report 0 free slots if restricted
1996 if(autocvar_g_forced_team_otherwise == "spectate")
1998 if(autocvar_g_forced_team_otherwise == "spectator")
2002 if(self.team_forced < 0)
2003 return 0; // forced spectators can never join
2005 // TODO simplify this
2007 float totalClients = 0;
2012 if (!autocvar_g_maxplayers)
2013 return maxclients - totalClients;
2015 float currentlyPlaying = 0;
2016 FOR_EACH_REALCLIENT(e)
2017 if(IS_PLAYER(e) || e.caplayer)
2018 currentlyPlaying += 1;
2020 if(currentlyPlaying < autocvar_g_maxplayers)
2021 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2027 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2028 * g_maxplayers_spectator_blocktime seconds
2030 void checkSpectatorBlock()
2032 if(IS_SPEC(self) || IS_OBSERVER(self))
2034 if(IS_REAL_CLIENT(self))
2036 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2037 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2043 void PrintWelcomeMessage()
2045 if(self.motd_actived_time == 0)
2047 if (autocvar_g_campaign) {
2048 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2049 self.motd_actived_time = time;
2050 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2053 if (self.BUTTON_INFO) {
2054 self.motd_actived_time = time;
2055 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2059 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2061 if (autocvar_g_campaign) {
2062 if (self.BUTTON_INFO)
2063 self.motd_actived_time = time;
2064 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2065 self.motd_actived_time = 0;
2066 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2069 if (self.BUTTON_INFO)
2070 self.motd_actived_time = time;
2071 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2072 self.motd_actived_time = 0;
2073 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2077 else //if(self.motd_actived_time < 0) // just connected, motd is active
2079 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2080 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2081 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2083 // instanctly hide MOTD
2084 self.motd_actived_time = 0;
2085 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2090 void ObserverThink()
2094 MinigameImpulse(self.impulse);
2097 float prefered_movetype;
2098 if (self.flags & FL_JUMPRELEASED) {
2099 if (self.BUTTON_JUMP && !self.version_mismatch) {
2100 self.flags &= ~FL_JUMPRELEASED;
2101 self.flags |= FL_SPAWNING;
2102 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2103 self.flags &= ~FL_JUMPRELEASED;
2104 if(SpectateNext()) {
2105 self.classname = "spectator";
2108 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2109 if (self.movetype != prefered_movetype)
2110 self.movetype = prefered_movetype;
2113 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2114 self.flags |= FL_JUMPRELEASED;
2115 if(self.flags & FL_SPAWNING)
2117 self.flags &= ~FL_SPAWNING;
2118 LeaveSpectatorMode();
2125 void SpectatorThink()
2129 if(MinigameImpulse(self.impulse))
2132 if (self.flags & FL_JUMPRELEASED) {
2133 if (self.BUTTON_JUMP && !self.version_mismatch) {
2134 self.flags &= ~FL_JUMPRELEASED;
2135 self.flags |= FL_SPAWNING;
2136 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2137 self.flags &= ~FL_JUMPRELEASED;
2138 if(SpectateNext()) {
2139 self.classname = "spectator";
2141 self.classname = "observer";
2142 PutClientInServer();
2145 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2146 self.flags &= ~FL_JUMPRELEASED;
2147 if(SpectatePrev()) {
2148 self.classname = "spectator";
2150 self.classname = "observer";
2151 PutClientInServer();
2154 } else if (self.BUTTON_ATCK2) {
2155 self.flags &= ~FL_JUMPRELEASED;
2156 self.classname = "observer";
2157 PutClientInServer();
2159 if(!SpectateUpdate())
2160 PutObserverInServer();
2163 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2164 self.flags |= FL_JUMPRELEASED;
2165 if(self.flags & FL_SPAWNING)
2167 self.flags &= ~FL_SPAWNING;
2168 LeaveSpectatorMode();
2172 if(!SpectateUpdate())
2173 PutObserverInServer();
2176 self.flags |= FL_CLIENT | FL_NOTARGET;
2179 void vehicles_enter (entity pl, entity veh);
2182 if (!IS_PLAYER(self))
2189 vehicles_exit(VHEF_NORMAL);
2193 else if(autocvar_g_vehicles_enter)
2196 if(self.deadflag == DEAD_NO)
2199 entity head, closest_target = world;
2200 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2202 while(head) // find the closest acceptable target to enter
2204 if(head.vehicle_flags & VHF_ISVEHICLE)
2205 if(head.deadflag == DEAD_NO)
2206 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2207 if(head.takedamage != DAMAGE_NO)
2211 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2212 { closest_target = head; }
2214 else { closest_target = head; }
2220 if(closest_target) { vehicles_enter(self, closest_target); return; }
2224 // a use key was pressed; call handlers
2225 MUTATOR_CALLHOOK(PlayerUseKey);
2228 float isInvisibleString(string s)
2231 s = strdecolorize(s);
2232 for((i = 0), (n = strlen(s)); i < n; ++i)
2240 case 192: // charmap space
2241 if (!autocvar_utf8_enable)
2244 case 160: // space in unicode fonts
2245 case 0xE000 + 192: // utf8 charmap space
2246 if (autocvar_utf8_enable)
2259 Called every frame for each client before the physics are run
2262 .float usekeypressed;
2263 void() nexball_setstatus;
2264 .float last_vehiclecheck;
2266 void PlayerPreThink (void)
2268 WarpZone_PlayerPhysics_FixVAngle();
2270 self.stat_game_starttime = game_starttime;
2271 self.stat_round_starttime = round_starttime;
2272 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2273 self.stat_leadlimit = autocvar_leadlimit;
2275 self.weaponsinmap = weaponsInMap;
2279 // physics frames: update anticheat stuff
2280 anticheat_prethink();
2283 if(blockSpectators && frametime)
2284 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2285 checkSpectatorBlock();
2289 // Savage: Check for nameless players
2290 if (isInvisibleString(self.netname)) {
2291 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2292 if(autocvar_sv_eventlog)
2293 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2294 if(self.netname_previous)
2295 strunzone(self.netname_previous);
2296 self.netname_previous = strzone(new_name);
2297 self.netname = self.netname_previous;
2298 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2299 } else if(self.netname_previous != self.netname) {
2300 if(autocvar_sv_eventlog)
2301 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2302 if(self.netname_previous)
2303 strunzone(self.netname_previous);
2304 self.netname_previous = strzone(self.netname);
2308 if(self.version_nagtime)
2309 if(self.cvar_g_xonoticversion)
2310 if(time > self.version_nagtime)
2312 // don't notify git users
2313 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2315 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2317 // notify release users if connecting to git
2318 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2319 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2324 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2327 // give users new version
2328 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2329 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2333 // notify users about old server version
2334 LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2335 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2339 self.version_nagtime = 0;
2343 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2345 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2346 self.max_armorvalue = 0;
2349 if(self.frozen == 2)
2351 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2352 self.health = max(1, self.revive_progress * start_health);
2353 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2355 if(self.revive_progress >= 1)
2358 else if(self.frozen == 3)
2360 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2361 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2366 vehicles_exit(VHEF_RELEASE);
2367 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2369 else if ( self.revive_progress <= 0 )
2373 MUTATOR_CALLHOOK(PlayerPreThink);
2375 if(autocvar_g_vehicles_enter)
2376 if(time > self.last_vehiclecheck)
2381 if(self.deadflag == DEAD_NO)
2384 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2385 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2386 if(veh.deadflag == DEAD_NO)
2387 if(veh.takedamage != DAMAGE_NO)
2388 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2389 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2391 if(!veh.team || SAME_TEAM(self, veh))
2392 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2393 else if(autocvar_g_vehicles_steal)
2394 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2396 self.last_vehiclecheck = time + 1;
2399 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2401 if(self.BUTTON_USE && !self.usekeypressed)
2403 self.usekeypressed = self.BUTTON_USE;
2406 if(IS_REAL_CLIENT(self))
2407 PrintWelcomeMessage();
2412 CheckRules_Player();
2414 if (intermission_running)
2416 IntermissionThink (); // otherwise a button could be missed between
2417 return; // the think tics
2420 //don't allow the player to turn around while game is paused!
2421 if(timeout_status == TIMEOUT_ACTIVE) {
2422 // FIXME turn this into CSQC stuff
2423 self.v_angle = self.lastV_angle;
2424 self.angles = self.lastV_angle;
2425 self.fixangle = true;
2430 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2432 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));
2433 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));
2434 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));
2436 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2438 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));
2439 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));
2440 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));
2444 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2449 if (self.deadflag != DEAD_NO)
2451 if(self.personal && g_race_qualifying)
2453 if(time > self.respawn_time)
2455 self.respawn_time = time + 1; // only retry once a second
2456 self.stat_respawn_time = self.respawn_time;
2463 float button_pressed;
2466 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2468 if (self.deadflag == DEAD_DYING)
2470 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2471 self.deadflag = DEAD_RESPAWNING;
2472 else if(!button_pressed)
2473 self.deadflag = DEAD_DEAD;
2475 else if (self.deadflag == DEAD_DEAD)
2478 self.deadflag = DEAD_RESPAWNABLE;
2479 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2480 self.deadflag = DEAD_RESPAWNING;
2482 else if (self.deadflag == DEAD_RESPAWNABLE)
2485 self.deadflag = DEAD_RESPAWNING;
2487 else if (self.deadflag == DEAD_RESPAWNING)
2489 if(time > self.respawn_time)
2491 self.respawn_time = time + 1; // only retry once a second
2492 self.respawn_time_max = self.respawn_time;
2497 ShowRespawnCountdown();
2499 if(self.respawn_flags & RESPAWN_SILENT)
2500 self.stat_respawn_time = 0;
2501 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2502 self.stat_respawn_time = self.respawn_time_max;
2504 self.stat_respawn_time = self.respawn_time;
2507 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2508 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2509 self.stat_respawn_time *= -1;
2514 self.prevorigin = self.origin;
2516 float do_crouch = self.BUTTON_CROUCH;
2524 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2525 // It cannot be predicted by the engine!
2526 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2534 self.view_ofs = self.stat_pl_crouch_view_ofs;
2535 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2536 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2543 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2544 if (!trace_startsolid)
2546 self.crouch = false;
2547 self.view_ofs = self.stat_pl_view_ofs;
2548 setsize (self, self.stat_pl_min, self.stat_pl_max);
2555 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2558 self.items &= ~self.items_added;
2560 W_WeaponFrame(self);
2562 self.items_added = 0;
2563 if(self.items & ITEM_Jetpack.m_itemid)
2564 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2565 self.items_added |= IT_FUEL;
2567 self.items |= self.items_added;
2572 // WEAPONTODO: Add a weapon request for this
2573 // rot vortex charge to the charge limit
2574 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2575 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2581 secrets_setstatus();
2584 monsters_setstatus();
2586 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2588 //self.angles_y=self.v_angle_y + 90; // temp
2589 } else if(gameover) {
2590 if (intermission_running)
2591 IntermissionThink (); // otherwise a button could be missed between
2593 } else if(IS_OBSERVER(self)) {
2595 } else if(IS_SPEC(self)) {
2599 // WEAPONTODO: Add weapon request for this
2601 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2603 float oldspectatee_status;
2604 oldspectatee_status = self.spectatee_status;
2606 self.spectatee_status = num_for_edict(self.enemy);
2607 else if(IS_OBSERVER(self))
2608 self.spectatee_status = num_for_edict(self);
2610 self.spectatee_status = 0;
2611 if(self.spectatee_status != oldspectatee_status)
2613 ClientData_Touch(self);
2616 if(self.teamkill_soundtime)
2617 if(time > self.teamkill_soundtime)
2619 self.teamkill_soundtime = 0;
2621 setself(self.teamkill_soundsource);
2622 entity oldpusher = self.pusher;
2625 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2627 self.pusher = oldpusher;
2631 if(self.taunt_soundtime)
2632 if(time > self.taunt_soundtime)
2634 self.taunt_soundtime = 0;
2635 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2638 target_voicescript_next(self);
2640 // WEAPONTODO: Move into weaponsystem somehow
2641 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2643 self.clip_load = self.clip_size = 0;
2650 Called every frame for each client after the physics are run
2653 .float idlekick_lasttimeleft;
2654 void PlayerPostThink (void)
2656 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2657 if(IS_REAL_CLIENT(self))
2658 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2660 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2662 if(self.idlekick_lasttimeleft)
2664 self.idlekick_lasttimeleft = 0;
2665 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2671 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2672 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2674 if(!self.idlekick_lasttimeleft)
2675 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2679 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2683 else if(timeleft <= 10)
2685 if(timeleft != self.idlekick_lasttimeleft)
2686 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2687 self.idlekick_lasttimeleft = timeleft;
2694 //CheckPlayerJump();
2696 if(IS_PLAYER(self)) {
2697 CheckRules_Player();
2701 if (intermission_running)
2702 return; // intermission or finale
2708 for(i = 0; i < 1000; ++i)
2711 end = self.origin + '0 0 1024' + 512 * randomvec();
2712 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2713 if(trace_fraction < 1)
2714 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2716 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2722 if(self.waypointsprite_attachedforcarrier)
2723 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2727 CSQCMODEL_AUTOUPDATE(self);