4 #include "../dpdefs/progsdefs.qc"
5 #include "../dpdefs/dpextensions.qc"
7 #include "../warpzonelib/server.qh"
8 #include "../common/constants.qh"
9 #include "../common/teams.qh"
10 #include "../common/util.qh"
11 #include "../common/net_notice.qh"
12 #include "../common/monsters/monsters.qh"
13 #include "../common/monsters/sv_monsters.qh"
14 #include "../common/weapons/weapons.qh"
16 #include "autocvars.qh"
17 #include "constants.qh"
19 #include "../common/notifications.qh"
20 #include "../common/deathtypes.qh"
21 #include "mutators/mutators_include.qh"
22 #include "vehicles/vehicles_def.qh"
23 #include "campaign.qh"
24 #include "../common/mapinfo.qh"
25 #include "command/common.qh"
26 #include "command/vote.qh"
27 #include "../csqcmodellib/sv_model.qh"
28 #include "anticheat.qh"
30 #include "../common/playerstats.qh"
34 #include "spawnpoints.qh"
38 #include "playerdemo.qh"
41 void send_CSQC_teamnagger() {
42 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
43 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
46 float ClientData_Send(entity to, float sf)
63 sf |= 1; // forced scoreboard
64 if(to.spectatee_status)
65 sf |= 2; // spectator ent number follows
68 if(e.porto_v_angle_held)
69 sf |= 8; // angles held
71 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
72 WriteByte(MSG_ENTITY, sf);
75 WriteByte(MSG_ENTITY, to.spectatee_status);
79 WriteAngle(MSG_ENTITY, e.v_angle.x);
80 WriteAngle(MSG_ENTITY, e.v_angle.y);
86 void ClientData_Attach()
88 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
89 self.clientdata.drawonlytoclient = self;
90 self.clientdata.owner = self;
93 void ClientData_Detach()
95 remove(self.clientdata);
96 self.clientdata = world;
99 void ClientData_Touch(entity e)
101 e.clientdata.SendFlags = 1;
103 // make it spectatable
105 FOR_EACH_REALCLIENT(e2)
110 e2.clientdata.SendFlags = 1;
114 .string netname_previous;
116 void SetSpectator(entity player, entity spectatee);
123 Checks if the argument string can be a valid playermodel.
124 Returns a valid one in doubt.
127 string FallbackPlayerModel;
128 string CheckPlayerModel(string plyermodel) {
129 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
131 // note: we cannot summon Don Strunzone here, some player may
132 // still have the model string set. In case anyone manages how
133 // to change a cvar default, we'll have a small leak here.
134 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
136 // only in right path
137 if( substring(plyermodel,0,14) != "models/player/")
138 return FallbackPlayerModel;
139 // only good file extensions
140 if(substring(plyermodel,-4,4) != ".zym")
141 if(substring(plyermodel,-4,4) != ".dpm")
142 if(substring(plyermodel,-4,4) != ".iqm")
143 if(substring(plyermodel,-4,4) != ".md3")
144 if(substring(plyermodel,-4,4) != ".psk")
145 return FallbackPlayerModel;
146 // forbid the LOD models
147 if(substring(plyermodel, -9,5) == "_lod1")
148 return FallbackPlayerModel;
149 if(substring(plyermodel, -9,5) == "_lod2")
150 return FallbackPlayerModel;
151 if(plyermodel != strtolower(plyermodel))
152 return FallbackPlayerModel;
153 // also, restrict to server models
154 if(autocvar_sv_servermodelsonly)
156 if(!fexists(plyermodel))
157 return FallbackPlayerModel;
162 void setplayermodel(entity e, string modelname)
164 precache_model(modelname);
165 setmodel(e, modelname);
166 player_setupanimsformodel();
167 UpdatePlayerSounds();
174 putting a client as observer in the server
177 void FixPlayermodel();
178 void PutObserverInServer (void)
181 self.hud = HUD_NORMAL;
183 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
185 spot = SelectSpawnPoint (true);
187 error("No spawnpoints for observers?!?\n");
188 RemoveGrapplingHook(self); // Wazat's Grappling Hook
190 if(IS_REAL_CLIENT(self))
193 WriteByte(MSG_ONE, SVC_SETVIEW);
194 WriteEntity(MSG_ONE, self);
197 self.frags = FRAGS_SPECTATOR;
199 MUTATOR_CALLHOOK(MakePlayerObserver);
201 Portal_ClearAll(self);
208 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
213 vehicles_exit(VHEF_RELESE);
215 WaypointSprite_PlayerDead();
217 if (!g_ca) // don't reset teams when moving a ca player to the spectators
218 self.team = -1; // move this as it is needed to log the player spectating in eventlog
220 if(self.killcount != -666)
222 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
223 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
224 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
226 if(self.just_joined == false) {
227 LogTeamchange(self.playerid, -1, 4);
229 self.just_joined = false;
232 PlayerScore_Clear(self); // clear scores when needed
234 accuracy_resend(self);
236 self.spectatortime = time;
238 self.classname = "observer";
239 self.iscreature = false;
240 self.teleportable = TELEPORT_SIMPLE;
241 self.damagedbycontents = false;
243 self.takedamage = DAMAGE_NO;
244 self.solid = SOLID_NOT;
245 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
246 self.flags = FL_CLIENT | FL_NOTARGET;
247 self.armorvalue = 666;
249 self.armorvalue = autocvar_g_balance_armor_start;
250 self.pauserotarmor_finished = 0;
251 self.pauserothealth_finished = 0;
252 self.pauseregen_finished = 0;
253 self.damageforcescale = 0;
255 self.respawn_flags = 0;
256 self.respawn_time = 0;
257 self.stat_respawn_time = 0;
262 self.pain_finished = 0;
263 self.strength_finished = 0;
264 self.invincible_finished = 0;
265 self.superweapons_finished = 0;
268 self.think = func_null;
271 self.deadflag = DEAD_NO;
272 self.angles = spot.angles;
274 self.fixangle = true;
276 self.revival_time = 0;
278 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
279 self.prevorigin = self.origin;
281 self.weapons = '0 0 0';
284 setmodel(self, "null");
285 self.drawonlytoclient = self;
287 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
288 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
291 self.weaponname = "";
292 self.switchingweapon = 0;
293 self.weaponmodel = "";
294 self.weaponentity = world;
295 self.exteriorweaponentity = world;
296 self.killcount = -666;
297 self.velocity = '0 0 0';
298 self.avelocity = '0 0 0';
299 self.punchangle = '0 0 0';
300 self.punchvector = '0 0 0';
301 self.oldvelocity = self.velocity;
302 self.fire_endtime = -1;
303 self.event_damage = func_null;
306 .float model_randomizer;
307 void FixPlayermodel()
310 float defaultskin, chmdl, oldskin, n, i;
317 if(autocvar_sv_defaultcharacter == 1)
322 s = Static_Team_ColorName_Lower(self.team);
325 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
326 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
330 if(defaultmodel == "")
332 defaultmodel = autocvar_sv_defaultplayermodel;
333 defaultskin = autocvar_sv_defaultplayerskin;
336 n = tokenize_console(defaultmodel);
339 defaultmodel = argv(floor(n * self.model_randomizer));
340 // However, do NOT randomize if the player-selected model is in the list.
341 for (i = 0; i < n; ++i)
342 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
343 defaultmodel = argv(i);
346 i = strstrofs(defaultmodel, ":", 0);
349 defaultskin = stof(substring(defaultmodel, i+1, -1));
350 defaultmodel = substring(defaultmodel, 0, i);
354 if(defaultmodel != "")
356 if (defaultmodel != self.model)
360 setplayermodel (self, defaultmodel);
361 setsize (self, m1, m2);
366 self.skin = defaultskin;
368 if (self.playermodel != self.model || self.playermodel == "")
370 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
373 setplayermodel (self, self.playermodel);
374 setsize (self, m1, m2);
379 self.skin = stof(self.playerskin);
382 if(chmdl || oldskin != self.skin) // model or skin has changed
384 self.species = player_getspecies(); // update species
385 UpdatePlayerSounds(); // update skin sounds
389 if(strlen(autocvar_sv_defaultplayercolors))
390 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
391 setcolor(self, stof(autocvar_sv_defaultplayercolors));
398 Called when a client spawns in the server
401 void PutClientInServer (void)
403 if(IS_BOT_CLIENT(self))
404 self.classname = "player";
405 else if(IS_REAL_CLIENT(self))
408 WriteByte(MSG_ONE, SVC_SETVIEW);
409 WriteEntity(MSG_ONE, self);
412 SetSpectator(self, world);
417 MUTATOR_CALLHOOK(PutClientInServer);
420 self.classname = "observer";
424 entity spot, oldself;
427 accuracy_resend(self);
430 JoinBestTeam(self, false, true);
432 spot = SelectSpawnPoint (false);
435 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
436 return; // spawn failed
439 RemoveGrapplingHook(self); // Wazat's Grappling Hook
442 vehicles_exit(VHEF_RELESE);
444 self.classname = "player";
445 self.wasplayer = true;
446 self.iscreature = true;
447 self.teleportable = TELEPORT_NORMAL;
448 self.damagedbycontents = true;
449 self.movetype = MOVETYPE_WALK;
450 self.solid = SOLID_SLIDEBOX;
451 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
452 if(autocvar_g_playerclip_collisions)
453 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
454 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
455 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
456 self.frags = FRAGS_PLAYER;
457 if(INDEPENDENT_PLAYERS)
458 MAKE_INDEPENDENT_PLAYER(self);
459 self.flags = FL_CLIENT;
460 if(autocvar__notarget)
461 self.flags |= FL_NOTARGET;
462 self.takedamage = DAMAGE_AIM;
464 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
465 self.air_finished = time + 12;
467 if(WEP_CVAR(vortex, charge))
469 if(WEP_CVAR_SEC(vortex, chargepool))
470 self.vortex_chargepool_ammo = 1;
471 self.vortex_charge = WEP_CVAR(vortex, charge_start);
476 self.ammo_shells = warmup_start_ammo_shells;
477 self.ammo_nails = warmup_start_ammo_nails;
478 self.ammo_rockets = warmup_start_ammo_rockets;
479 self.ammo_cells = warmup_start_ammo_cells;
480 self.ammo_plasma = warmup_start_ammo_plasma;
481 self.ammo_fuel = warmup_start_ammo_fuel;
482 self.health = warmup_start_health;
483 self.armorvalue = warmup_start_armorvalue;
484 self.weapons = WARMUP_START_WEAPONS;
488 self.ammo_shells = start_ammo_shells;
489 self.ammo_nails = start_ammo_nails;
490 self.ammo_rockets = start_ammo_rockets;
491 self.ammo_cells = start_ammo_cells;
492 self.ammo_plasma = start_ammo_plasma;
493 self.ammo_fuel = start_ammo_fuel;
494 self.health = start_health;
495 self.armorvalue = start_armorvalue;
496 self.weapons = start_weapons;
499 if(self.weapons & WEPSET_SUPERWEAPONS)
500 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
502 self.superweapons_finished = 0;
504 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
506 if(g_weaponarena_random_with_blaster)
507 self.weapons &= ~WEPSET_BLASTER;
508 W_RandomWeapons(self, g_weaponarena_random);
509 if(g_weaponarena_random_with_blaster)
510 self.weapons |= WEPSET_BLASTER;
513 self.items = start_items;
515 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
516 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
517 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
518 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
519 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
520 //extend the pause of rotting if client was reset at the beginning of the countdown
521 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
522 self.spawnshieldtime += game_starttime - time;
523 self.pauserotarmor_finished += game_starttime - time;
524 self.pauserothealth_finished += game_starttime - time;
525 self.pauseregen_finished += game_starttime - time;
527 self.damageforcescale = 2;
529 self.respawn_flags = 0;
530 self.respawn_time = 0;
531 self.stat_respawn_time = 0;
535 self.pain_finished = 0;
536 self.strength_finished = 0;
537 self.invincible_finished = 0;
539 // players have no think function
540 self.think = func_null;
544 self.ballistics_density = autocvar_g_ballistics_density_player;
548 self.deadflag = DEAD_NO;
550 self.angles = spot.angles;
552 self.angles_z = 0; // never spawn tilted even if the spot says to
553 if(IS_BOT_CLIENT(self))
554 self.v_angle = self.angles;
555 self.fixangle = true; // turn this way immediately
556 self.velocity = '0 0 0';
557 self.avelocity = '0 0 0';
558 self.punchangle = '0 0 0';
559 self.punchvector = '0 0 0';
560 self.oldvelocity = self.velocity;
561 self.fire_endtime = -1;
562 self.revival_time = 0;
564 entity spawnevent = spawn();
565 spawnevent.owner = self;
566 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
568 // Cut off any still running player sounds.
569 stopsound(self, CH_PLAYER_SINGLE);
573 self.drawonlytoclient = world;
576 self.view_ofs = PL_VIEW_OFS;
577 setsize (self, PL_MIN, PL_MAX);
578 self.spawnorigin = spot.origin;
579 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
580 // don't reset back to last position, even if new position is stuck in solid
581 self.oldorigin = self.origin;
582 self.prevorigin = self.origin;
583 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
584 self.lastteleporttime = time; // prevent insane speeds due to changing origin
585 self.hud = HUD_NORMAL;
587 self.event_damage = PlayerDamage;
589 self.bot_attack = true;
590 self.monster_attack = true;
592 self.spider_slowness = 0;
594 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
596 if(self.killcount == -666) {
597 PlayerScore_Clear(self);
601 CL_SpawnWeaponentity();
602 self.alpha = default_player_alpha;
603 self.colormod = '1 1 1' * autocvar_g_player_brightness;
604 self.exteriorweaponentity.alpha = default_weapon_alpha;
606 self.speedrunning = false;
608 //stuffcmd(self, "chase_active 0");
609 //stuffcmd(self, "set viewsize $tmpviewsize \n");
611 target_voicescript_clear(self);
613 // reset fields the weapons may use
614 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
616 WEP_ACTION(j, WR_RESETPLAYER);
618 // all weapons must be fully loaded when we spawn
620 e = get_weaponinfo(j);
621 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
622 self.(weapon_load[j]) = e.reloading_ammo;
630 self.target = string_null;
639 MUTATOR_CALLHOOK(PlayerSpawn);
641 if(autocvar_spawn_debug)
643 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
644 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
647 self.switchweapon = w_getbestweapon(self);
648 self.cnt = -1; // W_LastWeapon will not complain
650 self.weaponname = "";
651 self.switchingweapon = 0;
655 self.alivetime = time;
659 else if(IS_OBSERVER(self))
661 PutObserverInServer ();
665 .float ebouncefactor, ebouncestop; // electro's values
666 // TODO do we need all these fields, or should we stop autodetecting runtime
667 // changes and just have a console command to update this?
668 float ClientInit_SendEntity(entity to, float sf)
670 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
671 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
672 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
673 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
674 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
675 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
676 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
679 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
681 if(sv_foginterval && world.fog != "")
682 WriteString(MSG_ENTITY, world.fog);
684 WriteString(MSG_ENTITY, "");
685 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
686 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
687 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
688 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
689 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
690 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
691 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
692 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
693 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
694 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
695 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
696 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
700 void ClientInit_CheckUpdate()
702 self.nextthink = time;
703 if(self.count != autocvar_g_balance_armor_blockpercent)
705 self.count = autocvar_g_balance_armor_blockpercent;
708 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
710 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
713 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
715 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
718 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
720 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
723 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
725 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
730 void ClientInit_Spawn()
735 e.classname = "clientinit";
736 e.think = ClientInit_CheckUpdate;
737 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
741 ClientInit_CheckUpdate();
750 void SetNewParms (void)
752 // initialize parms for a new player
753 parm1 = -(86400 * 366);
761 void SetChangeParms (void)
763 // save parms for level change
764 parm1 = self.parm_idlesince - time;
772 void DecodeLevelParms (void)
775 self.parm_idlesince = parm1;
776 if(self.parm_idlesince == -(86400 * 366))
777 self.parm_idlesince = time;
779 // whatever happens, allow 60 seconds of idling directly after connect for map loading
780 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
787 Called when a client types 'kill' in the console
791 .float clientkill_nexttime;
792 void ClientKill_Now_TeamChange()
794 if(self.killindicator_teamchange == -1)
796 JoinBestTeam( self, false, true );
798 else if(self.killindicator_teamchange == -2)
801 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
802 PutObserverInServer();
805 SV_ChangeTeam(self.killindicator_teamchange - 1);
806 self.killindicator_teamchange = 0;
809 void ClientKill_Now()
813 vehicles_exit(VHEF_RELESE);
814 if(!self.killindicator_teamchange)
816 self.vehicle_health = -1;
817 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
821 if(self.killindicator && !wasfreed(self.killindicator))
822 remove(self.killindicator);
824 self.killindicator = world;
826 if(self.killindicator_teamchange)
827 ClientKill_Now_TeamChange();
830 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
832 // now I am sure the player IS dead
834 void KillIndicator_Think()
838 self.owner.killindicator = world;
843 if (self.owner.alpha < 0 && !self.owner.vehicle)
845 self.owner.killindicator = world;
853 ClientKill_Now(); // no oldself needed
856 else if(g_cts && self.health == 1) // health == 1 means that it's silent
858 self.nextthink = time + 1;
864 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
865 if(IS_REAL_CLIENT(self.owner))
868 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
870 self.nextthink = time + 1;
875 float clientkilltime;
876 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
885 killtime = autocvar_g_balance_kill_delay;
887 if(g_race_qualifying || g_cts)
890 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
892 remove(self.killindicator);
893 self.killindicator = world;
895 ClientKill_Now(); // allow instant kill in this case
899 self.killindicator_teamchange = targetteam;
901 if(!self.killindicator)
903 if(self.deadflag == DEAD_NO)
905 killtime = max(killtime, self.clientkill_nexttime - time);
906 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
909 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
915 starttime = max(time, clientkilltime);
917 self.killindicator = spawn();
918 self.killindicator.owner = self;
919 self.killindicator.scale = 0.5;
920 setattachment(self.killindicator, self, "");
921 setorigin(self.killindicator, '0 0 52');
922 self.killindicator.think = KillIndicator_Think;
923 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
924 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
925 self.killindicator.cnt = ceil(killtime);
926 self.killindicator.count = bound(0, ceil(killtime), 10);
927 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
929 for(e = world; (e = find(e, classname, "body")) != world; )
933 e.killindicator = spawn();
934 e.killindicator.owner = e;
935 e.killindicator.scale = 0.5;
936 setattachment(e.killindicator, e, "");
937 setorigin(e.killindicator, '0 0 52');
938 e.killindicator.think = KillIndicator_Think;
939 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
940 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
941 e.killindicator.cnt = ceil(killtime);
946 if(self.killindicator)
948 if(targetteam == 0) // just die
950 self.killindicator.colormod = '0 0 0';
951 if(IS_REAL_CLIENT(self))
952 if(self.killindicator.cnt > 0)
953 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
955 else if(targetteam == -1) // auto
957 self.killindicator.colormod = '0 1 0';
958 if(IS_REAL_CLIENT(self))
959 if(self.killindicator.cnt > 0)
960 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
962 else if(targetteam == -2) // spectate
964 self.killindicator.colormod = '0.5 0.5 0.5';
965 if(IS_REAL_CLIENT(self))
966 if(self.killindicator.cnt > 0)
967 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
971 self.killindicator.colormod = Team_ColorRGB(targetteam);
972 if(IS_REAL_CLIENT(self))
973 if(self.killindicator.cnt > 0)
974 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
980 void ClientKill (void)
983 if(self.player_blocked) return;
984 if(self.frozen) return;
986 ClientKill_TeamChange(0);
989 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
991 e.killindicator = spawn();
992 e.killindicator.owner = e;
993 e.killindicator.think = KillIndicator_Think;
994 e.killindicator.nextthink = time + (e.lip) * 0.05;
995 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
996 e.killindicator.health = 1; // this is used to indicate that it should be silent
1000 void FixClientCvars(entity e)
1002 // send prediction settings to the client
1003 stuffcmd(e, "\nin_bindmap 0 0\n");
1005 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1006 if(autocvar_g_antilag == 3) // client side hitscan
1007 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1008 if(autocvar_sv_gentle)
1009 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1012 float PlayerInIDList(entity p, string idlist)
1017 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1021 // this function allows abbreviated player IDs too!
1022 n = tokenize_console(idlist);
1023 for(i = 0; i < n; ++i)
1026 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1037 Called when a client connects to the server
1040 void DecodeLevelParms (void);
1041 //void dom_player_join_team(entity pl);
1042 void set_dom_state(entity e);
1043 void ClientConnect (void)
1049 print("Warning: ClientConnect, but already connected!\n");
1053 if(Ban_MaybeEnforceBanOnce(self))
1059 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1062 self.classname = "player_joining";
1064 self.flags = FL_CLIENT;
1065 self.version_nagtime = time + 10 + random() * 10;
1069 dprint("BUG player count is lower than zero, this cannot happen!\n");
1073 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1075 PlayerScore_Attach(self);
1076 ClientData_Attach();
1077 accuracy_init(self);
1079 bot_clientconnect();
1085 // identify the right forced team
1086 if(autocvar_g_campaign)
1088 if(IS_REAL_CLIENT(self)) // only players, not bots
1090 switch(autocvar_g_campaign_forceteam)
1092 case 1: self.team_forced = NUM_TEAM_1; break;
1093 case 2: self.team_forced = NUM_TEAM_2; break;
1094 case 3: self.team_forced = NUM_TEAM_3; break;
1095 case 4: self.team_forced = NUM_TEAM_4; break;
1096 default: self.team_forced = 0;
1100 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1101 self.team_forced = NUM_TEAM_1;
1102 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1103 self.team_forced = NUM_TEAM_2;
1104 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1105 self.team_forced = NUM_TEAM_3;
1106 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1107 self.team_forced = NUM_TEAM_4;
1108 else if(autocvar_g_forced_team_otherwise == "red")
1109 self.team_forced = NUM_TEAM_1;
1110 else if(autocvar_g_forced_team_otherwise == "blue")
1111 self.team_forced = NUM_TEAM_2;
1112 else if(autocvar_g_forced_team_otherwise == "yellow")
1113 self.team_forced = NUM_TEAM_3;
1114 else if(autocvar_g_forced_team_otherwise == "pink")
1115 self.team_forced = NUM_TEAM_4;
1116 else if(autocvar_g_forced_team_otherwise == "spectate")
1117 self.team_forced = -1;
1118 else if(autocvar_g_forced_team_otherwise == "spectator")
1119 self.team_forced = -1;
1121 self.team_forced = 0;
1124 if(self.team_forced > 0)
1125 self.team_forced = 0;
1127 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1129 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1130 self.classname = "observer";
1134 if(autocvar_g_balance_teams)
1136 self.classname = "player";
1137 campaign_bots_may_start = 1;
1141 self.classname = "observer"; // do it anyway
1146 self.classname = "player";
1147 campaign_bots_may_start = 1;
1151 self.playerid = (playerid_last = playerid_last + 1);
1153 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1155 if(IS_BOT_CLIENT(self))
1156 PlayerStats_GameReport_AddPlayer(self);
1158 if(autocvar_sv_eventlog)
1159 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1161 LogTeamchange(self.playerid, self.team, 1);
1163 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1165 self.netname_previous = strzone(self.netname);
1167 if(IS_PLAYER(self) && teamplay)
1168 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1170 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1172 stuffcmd(self, strcat(clientstuff, "\n"));
1173 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1175 FixClientCvars(self);
1177 // spawnfunc_waypoint sprites
1178 WaypointSprite_InitClient(self);
1180 // Wazat's grappling hook
1181 SetGrappleHookBindings();
1184 stuffcmd(self, "alias +jetpack +button10\n");
1185 stuffcmd(self, "alias -jetpack -button10\n");
1187 // get version info from player
1188 stuffcmd(self, "cmd clientversion $gameversion\n");
1190 // get other cvars from player
1193 // notify about available teams
1196 CheckAllowedTeams(self);
1197 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1198 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1201 stuffcmd(self, "set _teams_available 0\n");
1205 bot_relinkplayerlist();
1207 self.spectatortime = time;
1210 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1213 self.jointime = time;
1214 self.allowed_timeouts = autocvar_sv_timeout_number;
1216 if(IS_REAL_CLIENT(self))
1218 if(!autocvar_g_campaign)
1220 self.motd_actived_time = -1;
1221 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1224 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1225 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1228 if(!sv_foginterval && world.fog != "")
1229 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1231 W_HitPlotOpen(self);
1233 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
1234 send_CSQC_teamnagger();
1238 CSQCMODEL_AUTOINIT();
1240 self.model_randomizer = random();
1242 if(IS_REAL_CLIENT(self))
1245 MUTATOR_CALLHOOK(ClientConnect);
1251 Called when a client disconnects from the server
1254 .entity chatbubbleentity;
1256 void ClientDisconnect (void)
1259 vehicles_exit(VHEF_RELESE);
1261 if (!IS_CLIENT(self))
1263 print("Warning: ClientDisconnect without ClientConnect\n");
1267 PlayerStats_GameReport_FinalizePlayer(self);
1269 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1271 CheatShutdownClient();
1273 W_HitPlotClose(self);
1276 anticheat_shutdown();
1278 playerdemo_shutdown();
1280 bot_clientdisconnect();
1285 if(autocvar_sv_eventlog)
1286 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1288 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1290 MUTATOR_CALLHOOK(ClientDisconnect);
1292 Portal_ClearAll(self);
1296 RemoveGrapplingHook(self);
1298 // Here, everything has been done that requires this player to be a client.
1300 self.flags &= ~FL_CLIENT;
1302 if (self.chatbubbleentity)
1303 remove (self.chatbubbleentity);
1305 if (self.killindicator)
1306 remove (self.killindicator);
1308 WaypointSprite_PlayerGone();
1310 bot_relinkplayerlist();
1312 accuracy_free(self);
1313 ClientData_Detach();
1314 PlayerScore_Detach(self);
1316 if(self.netname_previous)
1317 strunzone(self.netname_previous);
1318 if(self.clientstatus)
1319 strunzone(self.clientstatus);
1320 if(self.weaponorder_byimpulse)
1321 strunzone(self.weaponorder_byimpulse);
1323 ClearPlayerSounds();
1326 remove(self.personal);
1336 void ChatBubbleThink()
1338 self.nextthink = time;
1339 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1341 if(self.owner) // but why can that ever be world?
1342 self.owner.chatbubbleentity = world;
1346 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1348 || self.owner.tetris_on
1351 self.model = self.mdl;
1356 void UpdateChatBubble()
1360 // spawn a chatbubble entity if needed
1361 if (!self.chatbubbleentity)
1363 self.chatbubbleentity = spawn();
1364 self.chatbubbleentity.owner = self;
1365 self.chatbubbleentity.exteriormodeltoclient = self;
1366 self.chatbubbleentity.think = ChatBubbleThink;
1367 self.chatbubbleentity.nextthink = time;
1368 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1369 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1370 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1371 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1372 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1373 self.chatbubbleentity.model = "";
1374 self.chatbubbleentity.effects = EF_LOWPRECISION;
1379 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1380 // added to the model skins
1381 /*void UpdateColorModHack()
1384 c = self.clientcolors & 15;
1385 // LordHavoc: only bothering to support white, green, red, yellow, blue
1386 if (!teamplay) self.colormod = '0 0 0';
1387 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1388 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1389 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1390 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1391 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1392 else self.colormod = '1 1 1';
1397 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1399 self.solid = SOLID_NOT;
1400 self.takedamage = DAMAGE_NO;
1401 self.movetype = MOVETYPE_FLY;
1402 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1403 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1404 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1405 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1406 if(autocvar_g_respawn_ghosts_maxtime)
1407 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1412 self.effects |= EF_NODRAW; // prevent another CopyBody
1413 PutClientInServer();
1416 void play_countdown(float finished, string samp)
1418 if(IS_REAL_CLIENT(self))
1419 if(floor(finished - time - frametime) != floor(finished - time))
1420 if(finished - time < 6)
1421 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1424 void player_powerups (void)
1426 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1427 olditems = self.items;
1429 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1430 self.modelflags |= MF_ROCKET;
1432 self.modelflags &= ~MF_ROCKET;
1434 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1436 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1439 Fire_ApplyDamage(self);
1440 Fire_ApplyEffect(self);
1444 if (self.items & IT_STRENGTH)
1446 play_countdown(self.strength_finished, "misc/poweroff.wav");
1447 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1448 if (time > self.strength_finished)
1450 self.items = self.items - (self.items & IT_STRENGTH);
1451 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1452 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1457 if (time < self.strength_finished)
1459 self.items = self.items | IT_STRENGTH;
1460 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1461 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1464 if (self.items & IT_INVINCIBLE)
1466 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1467 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1468 if (time > self.invincible_finished)
1470 self.items = self.items - (self.items & IT_INVINCIBLE);
1471 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1472 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1477 if (time < self.invincible_finished)
1479 self.items = self.items | IT_INVINCIBLE;
1480 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1481 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1484 if (self.items & IT_SUPERWEAPON)
1486 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1488 self.superweapons_finished = 0;
1489 self.items = self.items - (self.items & IT_SUPERWEAPON);
1490 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1491 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1493 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1495 // don't let them run out
1499 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1500 if (time > self.superweapons_finished)
1502 self.items = self.items - (self.items & IT_SUPERWEAPON);
1503 self.weapons &= ~WEPSET_SUPERWEAPONS;
1504 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1505 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1509 else if(self.weapons & WEPSET_SUPERWEAPONS)
1511 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1513 self.items = self.items | IT_SUPERWEAPON;
1514 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1515 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1519 self.superweapons_finished = 0;
1520 self.weapons &= ~WEPSET_SUPERWEAPONS;
1525 self.superweapons_finished = 0;
1529 if(autocvar_g_nodepthtestplayers)
1530 self.effects = self.effects | EF_NODEPTHTEST;
1532 if(autocvar_g_fullbrightplayers)
1533 self.effects = self.effects | EF_FULLBRIGHT;
1535 if (time >= game_starttime)
1536 if (time < self.spawnshieldtime)
1537 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1539 MUTATOR_CALLHOOK(PlayerPowerups);
1542 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1544 if(current > stable)
1546 else if(current > stable - 0.25) // when close enough, "snap"
1549 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1552 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1554 if(current < stable)
1556 else if(current < stable + 0.25) // when close enough, "snap"
1559 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1562 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1564 if(current > rotstable)
1566 if(rotframetime > 0)
1568 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1569 current = max(rotstable, current - rotlinear * rotframetime);
1572 else if(current < regenstable)
1574 if(regenframetime > 0)
1576 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1577 current = min(regenstable, current + regenlinear * regenframetime);
1587 void player_regen (void)
1589 float max_mod, regen_mod, rot_mod, limit_mod;
1590 max_mod = regen_mod = rot_mod = limit_mod = 1;
1591 regen_mod_max = max_mod;
1592 regen_mod_regen = regen_mod;
1593 regen_mod_rot = rot_mod;
1594 regen_mod_limit = limit_mod;
1595 if(!MUTATOR_CALLHOOK(PlayerRegen))
1598 float minh, mina, maxh, maxa, limith, limita;
1599 maxh = autocvar_g_balance_health_rotstable;
1600 maxa = autocvar_g_balance_armor_rotstable;
1601 minh = autocvar_g_balance_health_regenstable;
1602 mina = autocvar_g_balance_armor_regenstable;
1603 limith = autocvar_g_balance_health_limit;
1604 limita = autocvar_g_balance_armor_limit;
1606 max_mod = regen_mod_max;
1607 regen_mod = regen_mod_regen;
1608 rot_mod = regen_mod_rot;
1609 limit_mod = regen_mod_limit;
1611 maxh = maxh * max_mod;
1612 minh = minh * max_mod;
1613 limith = limith * limit_mod;
1614 limita = limita * limit_mod;
1616 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);
1617 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);
1620 // if player rotted to death... die!
1621 // check this outside above checks, as player may still be able to rot to death
1623 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1625 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1627 float minf, maxf, limitf;
1629 maxf = autocvar_g_balance_fuel_rotstable;
1630 minf = autocvar_g_balance_fuel_regenstable;
1631 limitf = autocvar_g_balance_fuel_limit;
1633 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);
1637 float zoomstate_set;
1638 void SetZoomState(float z)
1640 if(z != self.zoomstate)
1643 ClientData_Touch(self);
1648 void GetPressedKeys(void) {
1649 MUTATOR_CALLHOOK(GetPressedKeys);
1650 if (self.movement.x > 0) // get if movement keys are pressed
1651 { // forward key pressed
1652 self.pressedkeys |= KEY_FORWARD;
1653 self.pressedkeys &= ~KEY_BACKWARD;
1655 else if (self.movement.x < 0)
1656 { // backward key pressed
1657 self.pressedkeys |= KEY_BACKWARD;
1658 self.pressedkeys &= ~KEY_FORWARD;
1662 self.pressedkeys &= ~KEY_FORWARD;
1663 self.pressedkeys &= ~KEY_BACKWARD;
1666 if (self.movement.y > 0)
1667 { // right key pressed
1668 self.pressedkeys |= KEY_RIGHT;
1669 self.pressedkeys &= ~KEY_LEFT;
1671 else if (self.movement.y < 0)
1672 { // left key pressed
1673 self.pressedkeys |= KEY_LEFT;
1674 self.pressedkeys &= ~KEY_RIGHT;
1678 self.pressedkeys &= ~KEY_RIGHT;
1679 self.pressedkeys &= ~KEY_LEFT;
1682 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1683 self.pressedkeys |= KEY_JUMP;
1685 self.pressedkeys &= ~KEY_JUMP;
1686 if (self.BUTTON_CROUCH)
1687 self.pressedkeys |= KEY_CROUCH;
1689 self.pressedkeys &= ~KEY_CROUCH;
1691 if (self.BUTTON_ATCK)
1692 self.pressedkeys |= KEY_ATCK;
1694 self.pressedkeys &= ~KEY_ATCK;
1695 if (self.BUTTON_ATCK2)
1696 self.pressedkeys |= KEY_ATCK2;
1698 self.pressedkeys &= ~KEY_ATCK2;
1702 ======================
1703 spectate mode routines
1704 ======================
1707 void SpectateCopy(entity spectatee) {
1709 MUTATOR_CALLHOOK(SpectateCopy);
1710 self.armortype = spectatee.armortype;
1711 self.armorvalue = spectatee.armorvalue;
1712 self.ammo_cells = spectatee.ammo_cells;
1713 self.ammo_plasma = spectatee.ammo_plasma;
1714 self.ammo_shells = spectatee.ammo_shells;
1715 self.ammo_nails = spectatee.ammo_nails;
1716 self.ammo_rockets = spectatee.ammo_rockets;
1717 self.ammo_fuel = spectatee.ammo_fuel;
1718 self.clip_load = spectatee.clip_load;
1719 self.clip_size = spectatee.clip_size;
1720 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1721 self.health = spectatee.health;
1723 self.items = spectatee.items;
1724 self.last_pickup = spectatee.last_pickup;
1725 self.hit_time = spectatee.hit_time;
1726 self.metertime = spectatee.metertime;
1727 self.strength_finished = spectatee.strength_finished;
1728 self.invincible_finished = spectatee.invincible_finished;
1729 self.pressedkeys = spectatee.pressedkeys;
1730 self.weapons = spectatee.weapons;
1731 self.switchweapon = spectatee.switchweapon;
1732 self.switchingweapon = spectatee.switchingweapon;
1733 self.weapon = spectatee.weapon;
1734 self.vortex_charge = spectatee.vortex_charge;
1735 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1736 self.hagar_load = spectatee.hagar_load;
1737 self.arc_heat_percent = spectatee.arc_heat_percent;
1738 self.minelayer_mines = spectatee.minelayer_mines;
1739 self.punchangle = spectatee.punchangle;
1740 self.view_ofs = spectatee.view_ofs;
1741 self.velocity = spectatee.velocity;
1742 self.dmg_take = spectatee.dmg_take;
1743 self.dmg_save = spectatee.dmg_save;
1744 self.dmg_inflictor = spectatee.dmg_inflictor;
1745 self.v_angle = spectatee.v_angle;
1746 self.angles = spectatee.v_angle;
1747 self.frozen = spectatee.frozen;
1748 self.revive_progress = spectatee.revive_progress;
1749 if(!self.BUTTON_USE)
1750 self.fixangle = true;
1751 setorigin(self, spectatee.origin);
1752 setsize(self, spectatee.mins, spectatee.maxs);
1753 SetZoomState(spectatee.zoomstate);
1755 anticheat_spectatecopy(spectatee);
1756 self.hud = spectatee.hud;
1757 if(spectatee.vehicle)
1759 self.fixangle = false;
1760 //self.velocity = spectatee.vehicle.velocity;
1761 self.vehicle_health = spectatee.vehicle_health;
1762 self.vehicle_shield = spectatee.vehicle_shield;
1763 self.vehicle_energy = spectatee.vehicle_energy;
1764 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1765 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1766 self.vehicle_reload1 = spectatee.vehicle_reload1;
1767 self.vehicle_reload2 = spectatee.vehicle_reload2;
1771 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1772 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1773 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1774 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1776 //WriteByte (MSG_ONE, SVC_SETVIEW);
1777 // WriteEntity(MSG_ONE, self);
1778 //makevectors(spectatee.v_angle);
1779 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1783 float SpectateUpdate()
1788 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1790 SetSpectator(self, world);
1794 SpectateCopy(self.enemy);
1801 if(self.enemy.classname != "player")
1803 /*if(self.enemy.vehicle)
1807 WriteByte(MSG_ONE, SVC_SETVIEW);
1808 WriteEntity(MSG_ONE, self.enemy);
1809 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1811 self.movetype = MOVETYPE_NONE;
1812 accuracy_resend(self);
1817 WriteByte(MSG_ONE, SVC_SETVIEW);
1818 WriteEntity(MSG_ONE, self.enemy);
1819 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1820 self.movetype = MOVETYPE_NONE;
1821 accuracy_resend(self);
1823 if(!SpectateUpdate())
1824 PutObserverInServer();
1829 void SetSpectator(entity player, entity spectatee)
1831 entity old_spectatee = player.enemy;
1833 player.enemy = spectatee;
1836 // these are required to fix the spectator bug with arc
1837 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1838 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1841 float Spectate(entity pl)
1843 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1844 if(pl.team != self.team)
1847 SetSpectator(self, pl);
1848 return SpectateSet();
1851 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1852 entity CA_SpectateNext(entity start) {
1853 if (start.team == self.team) {
1858 // continue from current player
1859 while(other && other.team != self.team) {
1860 other = find(other, classname, "player");
1864 // restart from begining
1865 other = find(other, classname, "player");
1866 while(other && other.team != self.team) {
1867 other = find(other, classname, "player");
1874 float SpectateNext()
1876 other = find(self.enemy, classname, "player");
1878 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1879 // CA and ca players when spectating enemies is forbidden
1880 other = CA_SpectateNext(other);
1882 // other modes and ca spectators or spectating enemies is allowed
1884 other = find(other, classname, "player");
1887 if(other) { SetSpectator(self, other); }
1889 return SpectateSet();
1892 float SpectatePrev()
1894 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1895 other = findchain(classname, "player");
1896 if (!other) // no player
1899 entity first = other;
1900 // skip players until current spectated player
1902 while(other && other != self.enemy)
1903 other = other.chain;
1905 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1907 do { other = other.chain; }
1908 while(other && other.team != self.team);
1913 while(other.team != self.team)
1914 other = other.chain;
1915 if(other == self.enemy)
1922 other = other.chain;
1926 SetSpectator(self, other);
1927 return SpectateSet();
1932 ShowRespawnCountdown()
1934 Update a respawn countdown display.
1937 void ShowRespawnCountdown()
1940 if(self.deadflag == DEAD_NO) // just respawned?
1944 number = ceil(self.respawn_time - time);
1947 if(number <= self.respawn_countdown)
1949 self.respawn_countdown = number - 1;
1950 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
1951 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1956 void LeaveSpectatorMode()
1960 if(nJoinAllowed(self))
1962 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1964 self.classname = "player";
1965 nades_RemoveBonus(self);
1967 if(autocvar_g_campaign || autocvar_g_balance_teams)
1968 { JoinBestTeam(self, false, true); }
1970 if(autocvar_g_campaign)
1971 { campaign_bots_may_start = 1; }
1973 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1975 PutClientInServer();
1977 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1980 stuffcmd(self, "menu_showteamselect\n");
1984 // Player may not join because g_maxplayers is set
1985 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1990 * Determines whether the player is allowed to join. This depends on cvar
1991 * g_maxplayers, if it isn't used this function always return true, otherwise
1992 * it checks whether the number of currently playing players exceeds g_maxplayers.
1993 * @return int number of free slots for players, 0 if none
1995 float nJoinAllowed(entity ignore) {
1997 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1998 // so report 0 free slots if restricted
2000 if(autocvar_g_forced_team_otherwise == "spectate")
2002 if(autocvar_g_forced_team_otherwise == "spectator")
2006 if(self.team_forced < 0)
2007 return 0; // forced spectators can never join
2009 // TODO simplify this
2011 float totalClients = 0;
2016 if (!autocvar_g_maxplayers)
2017 return maxclients - totalClients;
2019 float currentlyPlaying = 0;
2020 FOR_EACH_REALCLIENT(e)
2021 if(IS_PLAYER(e) || e.caplayer)
2022 currentlyPlaying += 1;
2024 if(currentlyPlaying < autocvar_g_maxplayers)
2025 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2031 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2032 * g_maxplayers_spectator_blocktime seconds
2034 void checkSpectatorBlock() {
2035 if(IS_SPEC(self) || IS_OBSERVER(self))
2037 if(IS_REAL_CLIENT(self))
2039 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2040 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2046 void PrintWelcomeMessage()
2048 if(self.motd_actived_time == 0)
2050 if (autocvar_g_campaign) {
2051 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2052 self.motd_actived_time = time;
2053 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2056 if (self.BUTTON_INFO) {
2057 self.motd_actived_time = time;
2058 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2062 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2064 if (autocvar_g_campaign) {
2065 if (self.BUTTON_INFO)
2066 self.motd_actived_time = time;
2067 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2068 self.motd_actived_time = 0;
2069 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2072 if (self.BUTTON_INFO)
2073 self.motd_actived_time = time;
2074 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2075 self.motd_actived_time = 0;
2076 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2080 else //if(self.motd_actived_time < 0) // just connected, motd is active
2082 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2083 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2084 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2086 // instanctly hide MOTD
2087 self.motd_actived_time = 0;
2088 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2093 void ObserverThink()
2095 float prefered_movetype;
2096 if (self.flags & FL_JUMPRELEASED) {
2097 if (self.BUTTON_JUMP && !self.version_mismatch) {
2098 self.flags &= ~FL_JUMPRELEASED;
2099 self.flags |= FL_SPAWNING;
2100 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2101 self.flags &= ~FL_JUMPRELEASED;
2102 if(SpectateNext()) {
2103 self.classname = "spectator";
2106 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2107 if (self.movetype != prefered_movetype)
2108 self.movetype = prefered_movetype;
2111 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2112 self.flags |= FL_JUMPRELEASED;
2113 if(self.flags & FL_SPAWNING)
2115 self.flags &= ~FL_SPAWNING;
2116 LeaveSpectatorMode();
2123 void SpectatorThink()
2125 if (self.flags & FL_JUMPRELEASED) {
2126 if (self.BUTTON_JUMP && !self.version_mismatch) {
2127 self.flags &= ~FL_JUMPRELEASED;
2128 self.flags |= FL_SPAWNING;
2129 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2130 self.flags &= ~FL_JUMPRELEASED;
2131 if(SpectateNext()) {
2132 self.classname = "spectator";
2134 self.classname = "observer";
2135 PutClientInServer();
2138 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2139 self.flags &= ~FL_JUMPRELEASED;
2140 if(SpectatePrev()) {
2141 self.classname = "spectator";
2143 self.classname = "observer";
2144 PutClientInServer();
2147 } else if (self.BUTTON_ATCK2) {
2148 self.flags &= ~FL_JUMPRELEASED;
2149 self.classname = "observer";
2150 PutClientInServer();
2152 if(!SpectateUpdate())
2153 PutObserverInServer();
2156 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2157 self.flags |= FL_JUMPRELEASED;
2158 if(self.flags & FL_SPAWNING)
2160 self.flags &= ~FL_SPAWNING;
2161 LeaveSpectatorMode();
2165 if(!SpectateUpdate())
2166 PutObserverInServer();
2169 self.flags |= FL_CLIENT | FL_NOTARGET;
2174 if (!IS_PLAYER(self))
2179 vehicles_exit(VHEF_NORMAL);
2183 // a use key was pressed; call handlers
2184 MUTATOR_CALLHOOK(PlayerUseKey);
2187 float isInvisibleString(string s)
2190 s = strdecolorize(s);
2191 for((i = 0), (n = strlen(s)); i < n; ++i)
2199 case 192: // charmap space
2200 if (!autocvar_utf8_enable)
2203 case 160: // space in unicode fonts
2204 case 0xE000 + 192: // utf8 charmap space
2205 if (autocvar_utf8_enable)
2218 Called every frame for each client before the physics are run
2221 .float usekeypressed;
2222 void() nexball_setstatus;
2224 void PlayerPreThink (void)
2226 WarpZone_PlayerPhysics_FixVAngle();
2228 self.stat_game_starttime = game_starttime;
2229 self.stat_round_starttime = round_starttime;
2230 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2231 self.stat_leadlimit = autocvar_leadlimit;
2235 // physics frames: update anticheat stuff
2236 anticheat_prethink();
2239 if(blockSpectators && frametime)
2240 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2241 checkSpectatorBlock();
2245 // Savage: Check for nameless players
2246 if (isInvisibleString(self.netname)) {
2247 string new_name = strzone(strcat("Player@", self.netaddress));
2248 if(autocvar_sv_eventlog)
2249 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2250 if(self.netname_previous)
2251 strunzone(self.netname_previous);
2252 self.netname_previous = strzone(new_name);
2253 self.netname = self.netname_previous;
2254 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2255 } else if(self.netname_previous != self.netname) {
2256 if(autocvar_sv_eventlog)
2257 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2258 if(self.netname_previous)
2259 strunzone(self.netname_previous);
2260 self.netname_previous = strzone(self.netname);
2264 if(self.version_nagtime)
2265 if(self.cvar_g_xonoticversion)
2266 if(time > self.version_nagtime)
2268 // don't notify git users
2269 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2271 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2273 // notify release users if connecting to git
2274 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");
2275 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2280 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2283 // give users new version
2284 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");
2285 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2289 // notify users about old server version
2290 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");
2291 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2295 self.version_nagtime = 0;
2299 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2301 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2302 self.max_armorvalue = 0;
2306 if (TetrisPreFrame())
2310 if(self.frozen == 2)
2312 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2313 self.health = max(1, self.revive_progress * start_health);
2314 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2316 if(self.revive_progress >= 1)
2319 else if(self.frozen == 3)
2321 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2322 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2327 vehicles_exit(VHEF_RELESE);
2328 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2330 else if ( self.revive_progress <= 0 )
2334 MUTATOR_CALLHOOK(PlayerPreThink);
2336 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2338 if(self.BUTTON_USE && !self.usekeypressed)
2340 self.usekeypressed = self.BUTTON_USE;
2343 if(IS_REAL_CLIENT(self))
2344 PrintWelcomeMessage();
2349 CheckRules_Player();
2351 if (intermission_running)
2353 IntermissionThink (); // otherwise a button could be missed between
2354 return; // the think tics
2357 //don't allow the player to turn around while game is paused!
2358 if(timeout_status == TIMEOUT_ACTIVE) {
2359 // FIXME turn this into CSQC stuff
2360 self.v_angle = self.lastV_angle;
2361 self.angles = self.lastV_angle;
2362 self.fixangle = true;
2367 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2369 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));
2370 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));
2371 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));
2373 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2375 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));
2376 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));
2377 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));
2381 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2386 if (self.deadflag != DEAD_NO)
2388 if(self.personal && g_race_qualifying)
2390 if(time > self.respawn_time)
2392 self.respawn_time = time + 1; // only retry once a second
2393 self.stat_respawn_time = self.respawn_time;
2400 float button_pressed;
2403 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2405 if (self.deadflag == DEAD_DYING)
2407 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2408 self.deadflag = DEAD_RESPAWNING;
2409 else if(!button_pressed)
2410 self.deadflag = DEAD_DEAD;
2412 else if (self.deadflag == DEAD_DEAD)
2415 self.deadflag = DEAD_RESPAWNABLE;
2416 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2417 self.deadflag = DEAD_RESPAWNING;
2419 else if (self.deadflag == DEAD_RESPAWNABLE)
2422 self.deadflag = DEAD_RESPAWNING;
2424 else if (self.deadflag == DEAD_RESPAWNING)
2426 if(time > self.respawn_time)
2428 self.respawn_time = time + 1; // only retry once a second
2429 self.respawn_time_max = self.respawn_time;
2434 ShowRespawnCountdown();
2436 if(self.respawn_flags & RESPAWN_SILENT)
2437 self.stat_respawn_time = 0;
2438 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2439 self.stat_respawn_time = self.respawn_time_max;
2441 self.stat_respawn_time = self.respawn_time;
2444 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2445 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2446 self.stat_respawn_time *= -1;
2451 self.prevorigin = self.origin;
2453 float do_crouch = self.BUTTON_CROUCH;
2461 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2462 // It cannot be predicted by the engine!
2463 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2471 self.view_ofs = PL_CROUCH_VIEW_OFS;
2472 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2473 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2480 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2481 if (!trace_startsolid)
2483 self.crouch = false;
2484 self.view_ofs = PL_VIEW_OFS;
2485 setsize (self, PL_MIN, PL_MAX);
2492 GrapplingHookFrame();
2494 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2497 self.items &= ~self.items_added;
2501 self.items_added = 0;
2502 if(self.items & IT_JETPACK)
2503 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2504 self.items_added |= IT_FUEL;
2506 self.items |= self.items_added;
2511 // WEAPONTODO: Add a weapon request for this
2512 // rot vortex charge to the charge limit
2513 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2514 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2520 secrets_setstatus();
2523 monsters_setstatus();
2525 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2527 //self.angles_y=self.v_angle_y + 90; // temp
2528 } else if(gameover) {
2529 if (intermission_running)
2530 IntermissionThink (); // otherwise a button could be missed between
2532 } else if(IS_OBSERVER(self)) {
2534 } else if(IS_SPEC(self)) {
2538 // WEAPONTODO: Add weapon request for this
2540 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2542 float oldspectatee_status;
2543 oldspectatee_status = self.spectatee_status;
2545 self.spectatee_status = num_for_edict(self.enemy);
2546 else if(IS_OBSERVER(self))
2547 self.spectatee_status = num_for_edict(self);
2549 self.spectatee_status = 0;
2550 if(self.spectatee_status != oldspectatee_status)
2552 ClientData_Touch(self);
2555 if(self.teamkill_soundtime)
2556 if(time > self.teamkill_soundtime)
2558 self.teamkill_soundtime = 0;
2560 entity oldpusher, oldself;
2562 oldself = self; self = self.teamkill_soundsource;
2563 oldpusher = self.pusher; self.pusher = oldself;
2565 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2567 self.pusher = oldpusher;
2571 if(self.taunt_soundtime)
2572 if(time > self.taunt_soundtime)
2574 self.taunt_soundtime = 0;
2575 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2578 target_voicescript_next(self);
2580 // WEAPONTODO: Move into weaponsystem somehow
2581 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2583 self.clip_load = self.clip_size = 0;
2590 Called every frame for each client after the physics are run
2593 .float idlekick_lasttimeleft;
2594 void PlayerPostThink (void)
2596 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2597 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2599 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2601 if(self.idlekick_lasttimeleft)
2603 self.idlekick_lasttimeleft = 0;
2604 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2610 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2611 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2613 if(!self.idlekick_lasttimeleft)
2614 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2618 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2622 else if(timeleft <= 10)
2624 if(timeleft != self.idlekick_lasttimeleft)
2625 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2626 self.idlekick_lasttimeleft = timeleft;
2632 if(self.impulse == 100)
2634 if (!TetrisPostFrame())
2640 //CheckPlayerJump();
2642 if(IS_PLAYER(self)) {
2643 CheckRules_Player();
2647 if (intermission_running)
2648 return; // intermission or finale
2658 for(i = 0; i < 1000; ++i)
2661 end = self.origin + '0 0 1024' + 512 * randomvec();
2662 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2663 if(trace_fraction < 1)
2664 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2666 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2672 if(self.waypointsprite_attachedforcarrier)
2673 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2677 CSQCMODEL_AUTOUPDATE();