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"
28 #include "weapons/hitplot.qh"
29 #include "weapons/weaponsystem.qh"
31 #include "../common/net_notice.qh"
32 #include "../common/physics.qh"
34 #include "../common/items/all.qc"
36 #include "../common/mutators/mutator/waypoints/all.qh"
38 #include "../common/triggers/subs.qh"
39 #include "../common/triggers/triggers.qh"
40 #include "../common/triggers/trigger/secret.qh"
42 #include "../common/minigames/sv_minigames.qh"
44 #include "../common/items/inventory.qh"
46 #include "../common/monsters/sv_monsters.qh"
48 #include "../warpzonelib/server.qh"
51 void send_CSQC_teamnagger() {
52 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
53 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
56 float ClientData_Send(entity to, int sf)
73 sf |= 1; // forced scoreboard
74 if(to.spectatee_status)
75 sf |= 2; // spectator ent number follows
78 if(e.porto_v_angle_held)
79 sf |= 8; // angles held
81 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82 WriteByte(MSG_ENTITY, sf);
85 WriteByte(MSG_ENTITY, to.spectatee_status);
89 WriteAngle(MSG_ENTITY, e.v_angle.x);
90 WriteAngle(MSG_ENTITY, e.v_angle.y);
96 void ClientData_Attach()
98 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
99 self.clientdata.drawonlytoclient = self;
100 self.clientdata.owner = self;
103 void ClientData_Detach()
105 remove(self.clientdata);
106 self.clientdata = world;
109 void ClientData_Touch(entity e)
111 e.clientdata.SendFlags = 1;
113 // make it spectatable
115 FOR_EACH_REALCLIENT(e2)
120 e2.clientdata.SendFlags = 1;
124 .string netname_previous;
126 void SetSpectator(entity player, entity spectatee);
133 Checks if the argument string can be a valid playermodel.
134 Returns a valid one in doubt.
137 string FallbackPlayerModel;
138 string CheckPlayerModel(string plyermodel) {
139 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
141 // note: we cannot summon Don Strunzone here, some player may
142 // still have the model string set. In case anyone manages how
143 // to change a cvar default, we'll have a small leak here.
144 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
146 // only in right path
147 if( substring(plyermodel,0,14) != "models/player/")
148 return FallbackPlayerModel;
149 // only good file extensions
150 if(substring(plyermodel,-4,4) != ".zym")
151 if(substring(plyermodel,-4,4) != ".dpm")
152 if(substring(plyermodel,-4,4) != ".iqm")
153 if(substring(plyermodel,-4,4) != ".md3")
154 if(substring(plyermodel,-4,4) != ".psk")
155 return FallbackPlayerModel;
156 // forbid the LOD models
157 if(substring(plyermodel, -9,5) == "_lod1")
158 return FallbackPlayerModel;
159 if(substring(plyermodel, -9,5) == "_lod2")
160 return FallbackPlayerModel;
161 if(plyermodel != strtolower(plyermodel))
162 return FallbackPlayerModel;
163 // also, restrict to server models
164 if(autocvar_sv_servermodelsonly)
166 if(!fexists(plyermodel))
167 return FallbackPlayerModel;
172 void setplayermodel(entity e, string modelname)
174 precache_model(modelname);
175 setmodel(e, modelname);
176 player_setupanimsformodel();
177 UpdatePlayerSounds();
184 putting a client as observer in the server
187 void FixPlayermodel();
188 void PutObserverInServer (void)
191 self.hud = HUD_NORMAL;
193 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
195 spot = SelectSpawnPoint (true);
197 error("No spawnpoints for observers?!?\n");
198 RemoveGrapplingHook(self); // Wazat's Grappling Hook
200 if(IS_REAL_CLIENT(self))
203 WriteByte(MSG_ONE, SVC_SETVIEW);
204 WriteEntity(MSG_ONE, self);
207 self.frags = FRAGS_SPECTATOR;
209 MUTATOR_CALLHOOK(MakePlayerObserver);
211 Portal_ClearAll(self);
218 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
223 vehicles_exit(VHEF_RELEASE);
225 WaypointSprite_PlayerDead();
227 if (!g_ca) // don't reset teams when moving a ca player to the spectators
228 self.team = -1; // move this as it is needed to log the player spectating in eventlog
230 if(self.killcount != -666)
232 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
233 if(!intermission_running)
234 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
235 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
237 if(self.just_joined == false) {
238 LogTeamchange(self.playerid, -1, 4);
240 self.just_joined = false;
243 PlayerScore_Clear(self); // clear scores when needed
245 accuracy_resend(self);
247 self.spectatortime = time;
249 self.classname = "observer";
250 self.iscreature = false;
251 self.teleportable = TELEPORT_SIMPLE;
252 self.damagedbycontents = false;
254 self.takedamage = DAMAGE_NO;
255 self.solid = SOLID_NOT;
256 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
257 self.flags = FL_CLIENT | FL_NOTARGET;
258 self.armorvalue = 666;
260 self.armorvalue = autocvar_g_balance_armor_start;
261 self.pauserotarmor_finished = 0;
262 self.pauserothealth_finished = 0;
263 self.pauseregen_finished = 0;
264 self.damageforcescale = 0;
266 self.respawn_flags = 0;
267 self.respawn_time = 0;
268 self.stat_respawn_time = 0;
273 self.pain_finished = 0;
274 self.strength_finished = 0;
275 self.invincible_finished = 0;
276 self.superweapons_finished = 0;
279 self.think = func_null;
282 self.deadflag = DEAD_NO;
283 self.angles = spot.angles;
285 self.fixangle = true;
287 self.revival_time = 0;
289 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
290 self.prevorigin = self.origin;
292 self.weapons = '0 0 0';
295 setmodel(self, "null");
296 self.drawonlytoclient = self;
298 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
299 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
302 self.weaponname = "";
303 self.switchingweapon = 0;
304 self.weaponmodel = "";
305 self.weaponentity = world;
306 self.exteriorweaponentity = world;
307 self.killcount = -666;
308 self.velocity = '0 0 0';
309 self.avelocity = '0 0 0';
310 self.punchangle = '0 0 0';
311 self.punchvector = '0 0 0';
312 self.oldvelocity = self.velocity;
313 self.fire_endtime = -1;
314 self.event_damage = func_null;
317 .float model_randomizer;
318 void FixPlayermodel()
321 float defaultskin, chmdl, oldskin, n, i;
328 if(autocvar_sv_defaultcharacter)
333 s = Static_Team_ColorName_Lower(self.team);
336 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
337 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
341 if(defaultmodel == "")
343 defaultmodel = autocvar_sv_defaultplayermodel;
344 defaultskin = autocvar_sv_defaultplayerskin;
347 n = tokenize_console(defaultmodel);
350 defaultmodel = argv(floor(n * self.model_randomizer));
351 // However, do NOT randomize if the player-selected model is in the list.
352 for (i = 0; i < n; ++i)
353 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
354 defaultmodel = argv(i);
357 i = strstrofs(defaultmodel, ":", 0);
360 defaultskin = stof(substring(defaultmodel, i+1, -1));
361 defaultmodel = substring(defaultmodel, 0, i);
365 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
366 defaultmodel = ret_string;
367 defaultskin = ret_int;
369 if(defaultmodel != "")
371 if (defaultmodel != self.model)
375 setplayermodel (self, defaultmodel);
376 setsize (self, m1, m2);
381 self.skin = defaultskin;
383 if (self.playermodel != self.model || self.playermodel == "")
385 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
388 setplayermodel (self, self.playermodel);
389 setsize (self, m1, m2);
394 self.skin = stof(self.playerskin);
397 if(chmdl || oldskin != self.skin) // model or skin has changed
399 self.species = player_getspecies(); // update species
400 UpdatePlayerSounds(); // update skin sounds
404 if(strlen(autocvar_sv_defaultplayercolors))
405 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
406 setcolor(self, stof(autocvar_sv_defaultplayercolors));
410 /** Called when a client spawns in the server */
411 void PutClientInServer()
414 if(IS_BOT_CLIENT(self))
415 self.classname = "player";
416 else if(IS_REAL_CLIENT(self))
419 WriteByte(MSG_ONE, SVC_SETVIEW);
420 WriteEntity(MSG_ONE, self);
423 SetSpectator(self, world);
428 MUTATOR_CALLHOOK(PutClientInServer, self);
431 self.classname = "observer";
435 entity spot, oldself;
437 accuracy_resend(self);
440 JoinBestTeam(self, false, true);
442 spot = SelectSpawnPoint (false);
445 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
446 return; // spawn failed
449 RemoveGrapplingHook(self); // Wazat's Grappling Hook
451 self.classname = "player";
452 self.wasplayer = true;
453 self.iscreature = true;
454 self.teleportable = TELEPORT_NORMAL;
455 self.damagedbycontents = true;
456 self.movetype = MOVETYPE_WALK;
457 self.solid = SOLID_SLIDEBOX;
458 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
459 if(autocvar_g_playerclip_collisions)
460 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
461 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
462 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
463 self.frags = FRAGS_PLAYER;
464 if(INDEPENDENT_PLAYERS)
465 MAKE_INDEPENDENT_PLAYER(self);
466 self.flags = FL_CLIENT | FL_PICKUPITEMS;
467 if(autocvar__notarget)
468 self.flags |= FL_NOTARGET;
469 self.takedamage = DAMAGE_AIM;
471 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
472 self.air_finished = time + 12;
474 if(WEP_CVAR(vortex, charge))
476 if(WEP_CVAR_SEC(vortex, chargepool))
477 self.vortex_chargepool_ammo = 1;
478 self.vortex_charge = WEP_CVAR(vortex, charge_start);
483 self.ammo_shells = warmup_start_ammo_shells;
484 self.ammo_nails = warmup_start_ammo_nails;
485 self.ammo_rockets = warmup_start_ammo_rockets;
486 self.ammo_cells = warmup_start_ammo_cells;
487 self.ammo_plasma = warmup_start_ammo_plasma;
488 self.ammo_fuel = warmup_start_ammo_fuel;
489 self.health = warmup_start_health;
490 self.armorvalue = warmup_start_armorvalue;
491 self.weapons = WARMUP_START_WEAPONS;
495 self.ammo_shells = start_ammo_shells;
496 self.ammo_nails = start_ammo_nails;
497 self.ammo_rockets = start_ammo_rockets;
498 self.ammo_cells = start_ammo_cells;
499 self.ammo_plasma = start_ammo_plasma;
500 self.ammo_fuel = start_ammo_fuel;
501 self.health = start_health;
502 self.armorvalue = start_armorvalue;
503 self.weapons = start_weapons;
506 if(self.weapons & WEPSET_SUPERWEAPONS)
507 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
509 self.superweapons_finished = 0;
511 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
513 if(g_weaponarena_random_with_blaster)
514 self.weapons &= ~WEPSET_BLASTER;
515 W_RandomWeapons(self, g_weaponarena_random);
516 if(g_weaponarena_random_with_blaster)
517 self.weapons |= WEPSET_BLASTER;
520 self.items = start_items;
522 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
523 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
524 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
525 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
526 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
527 //extend the pause of rotting if client was reset at the beginning of the countdown
528 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
529 self.spawnshieldtime += game_starttime - time;
530 self.pauserotarmor_finished += game_starttime - time;
531 self.pauserothealth_finished += game_starttime - time;
532 self.pauseregen_finished += game_starttime - time;
534 self.damageforcescale = 2;
536 self.respawn_flags = 0;
537 self.respawn_time = 0;
538 self.stat_respawn_time = 0;
539 self.scale = autocvar_sv_player_scale;
542 self.pain_finished = 0;
543 self.strength_finished = 0;
544 self.invincible_finished = 0;
546 // players have no think function
547 self.think = func_null;
551 self.ballistics_density = autocvar_g_ballistics_density_player;
555 self.deadflag = DEAD_NO;
557 self.angles = spot.angles;
559 self.angles_z = 0; // never spawn tilted even if the spot says to
560 if(IS_BOT_CLIENT(self))
561 self.v_angle = self.angles;
562 self.fixangle = true; // turn this way immediately
563 self.velocity = '0 0 0';
564 self.avelocity = '0 0 0';
565 self.punchangle = '0 0 0';
566 self.punchvector = '0 0 0';
567 self.oldvelocity = self.velocity;
568 self.fire_endtime = -1;
569 self.revival_time = 0;
571 entity spawnevent = spawn();
572 spawnevent.owner = self;
573 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
575 // Cut off any still running player sounds.
576 stopsound(self, CH_PLAYER_SINGLE);
580 self.drawonlytoclient = world;
583 self.view_ofs = PL_VIEW_OFS;
584 setsize (self, PL_MIN, PL_MAX);
585 self.spawnorigin = spot.origin;
586 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
587 // don't reset back to last position, even if new position is stuck in solid
588 self.oldorigin = self.origin;
589 self.prevorigin = self.origin;
590 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
591 self.lastteleporttime = time; // prevent insane speeds due to changing origin
592 self.hud = HUD_NORMAL;
594 self.event_damage = PlayerDamage;
596 self.bot_attack = true;
597 self.monster_attack = true;
599 self.spider_slowness = 0;
601 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
603 if(self.killcount == -666) {
604 PlayerScore_Clear(self);
608 CL_SpawnWeaponentity(self);
609 self.alpha = default_player_alpha;
610 self.colormod = '1 1 1' * autocvar_g_player_brightness;
611 self.exteriorweaponentity.alpha = default_weapon_alpha;
613 self.speedrunning = false;
615 //stuffcmd(self, "chase_active 0");
616 //stuffcmd(self, "set viewsize $tmpviewsize \n");
618 target_voicescript_clear(self);
620 // reset fields the weapons may use
621 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
623 WEP_ACTION(j, WR_RESETPLAYER);
625 // all weapons must be fully loaded when we spawn
626 entity e = get_weaponinfo(j);
627 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
628 self.(weapon_load[j]) = e.reloading_ammo;
636 self.target = string_null;
644 MUTATOR_CALLHOOK(PlayerSpawn, spot);
646 if(autocvar_spawn_debug)
648 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
649 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
652 self.switchweapon = w_getbestweapon(self);
653 self.cnt = -1; // W_LastWeapon will not complain
655 self.weaponname = "";
656 self.switchingweapon = 0;
660 self.alivetime = time;
664 else if(IS_OBSERVER(self))
666 PutObserverInServer ();
670 .float ebouncefactor, ebouncestop; // electro's values
671 // TODO do we need all these fields, or should we stop autodetecting runtime
672 // changes and just have a console command to update this?
673 float ClientInit_SendEntity(entity to, int sf)
675 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
676 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
679 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
680 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
681 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
682 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
683 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
684 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
686 if(sv_foginterval && world.fog != "")
687 WriteString(MSG_ENTITY, world.fog);
689 WriteString(MSG_ENTITY, "");
690 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
691 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
692 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
693 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
694 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
695 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
696 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
697 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
698 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
699 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
700 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
701 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
705 void ClientInit_CheckUpdate()
707 self.nextthink = time;
708 if(self.count != autocvar_g_balance_armor_blockpercent)
710 self.count = autocvar_g_balance_armor_blockpercent;
713 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
715 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
718 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
720 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
723 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
725 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
728 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
730 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
735 void ClientInit_Spawn()
740 e.classname = "clientinit";
741 e.think = ClientInit_CheckUpdate;
742 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
746 ClientInit_CheckUpdate();
755 void SetNewParms (void)
757 // initialize parms for a new player
758 parm1 = -(86400 * 366);
766 void SetChangeParms (void)
768 // save parms for level change
769 parm1 = self.parm_idlesince - time;
777 void DecodeLevelParms (void)
780 self.parm_idlesince = parm1;
781 if(self.parm_idlesince == -(86400 * 366))
782 self.parm_idlesince = time;
784 // whatever happens, allow 60 seconds of idling directly after connect for map loading
785 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
792 Called when a client types 'kill' in the console
796 .float clientkill_nexttime;
797 void ClientKill_Now_TeamChange()
799 if(self.killindicator_teamchange == -1)
801 JoinBestTeam( self, false, true );
803 else if(self.killindicator_teamchange == -2)
806 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
807 PutObserverInServer();
810 SV_ChangeTeam(self.killindicator_teamchange - 1);
811 self.killindicator_teamchange = 0;
814 void ClientKill_Now()
818 vehicles_exit(VHEF_RELEASE);
819 if(!self.killindicator_teamchange)
821 self.vehicle_health = -1;
822 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
826 if(self.killindicator && !wasfreed(self.killindicator))
827 remove(self.killindicator);
829 self.killindicator = world;
831 if(self.killindicator_teamchange)
832 ClientKill_Now_TeamChange();
835 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
837 // now I am sure the player IS dead
839 void KillIndicator_Think()
843 self.owner.killindicator = world;
848 if (self.owner.alpha < 0 && !self.owner.vehicle)
850 self.owner.killindicator = world;
858 ClientKill_Now(); // no oldself needed
861 else if(g_cts && self.health == 1) // health == 1 means that it's silent
863 self.nextthink = time + 1;
869 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
870 if(IS_REAL_CLIENT(self.owner))
873 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
875 self.nextthink = time + 1;
880 float clientkilltime;
881 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
890 killtime = autocvar_g_balance_kill_delay;
892 if(g_race_qualifying || g_cts)
895 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
897 remove(self.killindicator);
898 self.killindicator = world;
900 ClientKill_Now(); // allow instant kill in this case
904 self.killindicator_teamchange = targetteam;
906 if(!self.killindicator)
908 if(self.deadflag == DEAD_NO)
910 killtime = max(killtime, self.clientkill_nexttime - time);
911 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
914 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
920 starttime = max(time, clientkilltime);
922 self.killindicator = spawn();
923 self.killindicator.owner = self;
924 self.killindicator.scale = 0.5;
925 setattachment(self.killindicator, self, "");
926 setorigin(self.killindicator, '0 0 52');
927 self.killindicator.think = KillIndicator_Think;
928 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
929 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
930 self.killindicator.cnt = ceil(killtime);
931 self.killindicator.count = bound(0, ceil(killtime), 10);
932 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
934 for(e = world; (e = find(e, classname, "body")) != world; )
938 e.killindicator = spawn();
939 e.killindicator.owner = e;
940 e.killindicator.scale = 0.5;
941 setattachment(e.killindicator, e, "");
942 setorigin(e.killindicator, '0 0 52');
943 e.killindicator.think = KillIndicator_Think;
944 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
945 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
946 e.killindicator.cnt = ceil(killtime);
951 if(self.killindicator)
953 if(targetteam == 0) // just die
955 self.killindicator.colormod = '0 0 0';
956 if(IS_REAL_CLIENT(self))
957 if(self.killindicator.cnt > 0)
958 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
960 else if(targetteam == -1) // auto
962 self.killindicator.colormod = '0 1 0';
963 if(IS_REAL_CLIENT(self))
964 if(self.killindicator.cnt > 0)
965 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
967 else if(targetteam == -2) // spectate
969 self.killindicator.colormod = '0.5 0.5 0.5';
970 if(IS_REAL_CLIENT(self))
971 if(self.killindicator.cnt > 0)
972 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
976 self.killindicator.colormod = Team_ColorRGB(targetteam);
977 if(IS_REAL_CLIENT(self))
978 if(self.killindicator.cnt > 0)
979 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
985 void ClientKill (void)
988 if(self.player_blocked) return;
989 if(self.frozen) return;
991 ClientKill_TeamChange(0);
994 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
996 e.killindicator = spawn();
997 e.killindicator.owner = e;
998 e.killindicator.think = KillIndicator_Think;
999 e.killindicator.nextthink = time + (e.lip) * 0.05;
1000 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1001 e.killindicator.health = 1; // this is used to indicate that it should be silent
1005 void FixClientCvars(entity e)
1007 // send prediction settings to the client
1008 stuffcmd(e, "\nin_bindmap 0 0\n");
1010 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1011 if(autocvar_g_antilag == 3) // client side hitscan
1012 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1013 if(autocvar_sv_gentle)
1014 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1017 float PlayerInIDList(entity p, string idlist)
1022 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1026 // this function allows abbreviated player IDs too!
1027 n = tokenize_console(idlist);
1028 for(i = 0; i < n; ++i)
1031 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1038 #ifdef DP_EXT_PRECONNECT
1043 Called once (not at each match start) when a client begins a connection to the server
1046 void ClientPreConnect (void)
1048 if(autocvar_sv_eventlog)
1050 GameLogEcho(sprintf(":connect:%d:%d:%s",
1052 num_for_edict(self),
1053 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1063 Called when a client connects to the server
1066 void DecodeLevelParms (void);
1067 void ClientConnect (void)
1073 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1077 if(Ban_MaybeEnforceBanOnce(self))
1083 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1086 self.classname = "player_joining";
1088 self.flags = FL_CLIENT;
1089 self.version_nagtime = time + 10 + random() * 10;
1093 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1097 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1099 PlayerScore_Attach(self);
1100 ClientData_Attach();
1101 accuracy_init(self);
1102 Inventory_new(self);
1104 bot_clientconnect();
1110 // identify the right forced team
1111 if(autocvar_g_campaign)
1113 if(IS_REAL_CLIENT(self)) // only players, not bots
1115 switch(autocvar_g_campaign_forceteam)
1117 case 1: self.team_forced = NUM_TEAM_1; break;
1118 case 2: self.team_forced = NUM_TEAM_2; break;
1119 case 3: self.team_forced = NUM_TEAM_3; break;
1120 case 4: self.team_forced = NUM_TEAM_4; break;
1121 default: self.team_forced = 0;
1125 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1126 self.team_forced = NUM_TEAM_1;
1127 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1128 self.team_forced = NUM_TEAM_2;
1129 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1130 self.team_forced = NUM_TEAM_3;
1131 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1132 self.team_forced = NUM_TEAM_4;
1133 else if(autocvar_g_forced_team_otherwise == "red")
1134 self.team_forced = NUM_TEAM_1;
1135 else if(autocvar_g_forced_team_otherwise == "blue")
1136 self.team_forced = NUM_TEAM_2;
1137 else if(autocvar_g_forced_team_otherwise == "yellow")
1138 self.team_forced = NUM_TEAM_3;
1139 else if(autocvar_g_forced_team_otherwise == "pink")
1140 self.team_forced = NUM_TEAM_4;
1141 else if(autocvar_g_forced_team_otherwise == "spectate")
1142 self.team_forced = -1;
1143 else if(autocvar_g_forced_team_otherwise == "spectator")
1144 self.team_forced = -1;
1146 self.team_forced = 0;
1149 if(self.team_forced > 0)
1150 self.team_forced = 0;
1152 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1154 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1155 self.classname = "observer";
1159 if(autocvar_g_balance_teams)
1161 self.classname = "player";
1162 campaign_bots_may_start = 1;
1166 self.classname = "observer"; // do it anyway
1171 self.classname = "player";
1172 campaign_bots_may_start = 1;
1176 self.playerid = (playerid_last = playerid_last + 1);
1178 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1180 if(IS_BOT_CLIENT(self))
1181 PlayerStats_GameReport_AddPlayer(self);
1183 if(autocvar_sv_eventlog)
1184 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1186 LogTeamchange(self.playerid, self.team, 1);
1188 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1190 self.netname_previous = strzone(self.netname);
1192 if(IS_PLAYER(self) && teamplay)
1193 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1195 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1197 stuffcmd(self, strcat(clientstuff, "\n"));
1198 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1200 FixClientCvars(self);
1202 // spawnfunc_waypoint sprites
1203 WaypointSprite_InitClient(self);
1205 // Wazat's grappling hook
1206 SetGrappleHookBindings();
1209 stuffcmd(self, "alias +jetpack +button10\n");
1210 stuffcmd(self, "alias -jetpack -button10\n");
1212 // get version info from player
1213 stuffcmd(self, "cmd clientversion $gameversion\n");
1215 // get other cvars from player
1218 // notify about available teams
1221 CheckAllowedTeams(self);
1222 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1223 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1226 stuffcmd(self, "set _teams_available 0\n");
1230 bot_relinkplayerlist();
1232 self.spectatortime = time;
1235 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1238 self.jointime = time;
1239 self.allowed_timeouts = autocvar_sv_timeout_number;
1241 if(IS_REAL_CLIENT(self))
1243 if(!autocvar_g_campaign)
1245 self.motd_actived_time = -1;
1246 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1249 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1250 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1253 if(!sv_foginterval && world.fog != "")
1254 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1256 W_HitPlotOpen(self);
1258 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
1259 send_CSQC_teamnagger();
1263 CSQCMODEL_AUTOINIT(self);
1265 self.model_randomizer = random();
1267 if(IS_REAL_CLIENT(self))
1270 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1271 entity oldself = self;
1273 e.init_for_player(oldself);
1277 MUTATOR_CALLHOOK(ClientConnect, self);
1283 Called when a client disconnects from the server
1286 .entity chatbubbleentity;
1288 void ClientDisconnect (void)
1291 vehicles_exit(VHEF_RELEASE);
1293 if (!IS_CLIENT(self))
1295 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1299 PlayerStats_GameReport_FinalizePlayer(self);
1301 if ( self.active_minigame )
1302 part_minigame(self);
1304 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1306 CheatShutdownClient();
1308 W_HitPlotClose(self);
1311 anticheat_shutdown();
1313 playerdemo_shutdown();
1315 bot_clientdisconnect();
1320 if(autocvar_sv_eventlog)
1321 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1323 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1325 MUTATOR_CALLHOOK(ClientDisconnect);
1327 Portal_ClearAll(self);
1331 RemoveGrapplingHook(self);
1333 // Here, everything has been done that requires this player to be a client.
1335 self.flags &= ~FL_CLIENT;
1337 if (self.chatbubbleentity)
1338 remove (self.chatbubbleentity);
1340 if (self.killindicator)
1341 remove (self.killindicator);
1343 WaypointSprite_PlayerGone();
1345 bot_relinkplayerlist();
1347 accuracy_free(self);
1348 Inventory_delete(self);
1349 ClientData_Detach();
1350 PlayerScore_Detach(self);
1352 if(self.netname_previous)
1353 strunzone(self.netname_previous);
1354 if(self.clientstatus)
1355 strunzone(self.clientstatus);
1356 if(self.weaponorder_byimpulse)
1357 strunzone(self.weaponorder_byimpulse);
1359 ClearPlayerSounds();
1362 remove(self.personal);
1372 void ChatBubbleThink()
1374 self.nextthink = time;
1375 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1377 if(self.owner) // but why can that ever be world?
1378 self.owner.chatbubbleentity = world;
1385 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1387 if ( self.owner.active_minigame )
1388 self.mdl = "models/sprites/minigame_busy.iqm";
1389 else if ( self.owner.BUTTON_CHAT )
1390 self.mdl = "models/misc/chatbubble.spr";
1393 if ( self.model != self.mdl )
1394 setmodel(self, self.mdl);
1398 void UpdateChatBubble()
1402 // spawn a chatbubble entity if needed
1403 if (!self.chatbubbleentity)
1405 self.chatbubbleentity = spawn();
1406 self.chatbubbleentity.owner = self;
1407 self.chatbubbleentity.exteriormodeltoclient = self;
1408 self.chatbubbleentity.think = ChatBubbleThink;
1409 self.chatbubbleentity.nextthink = time;
1410 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1411 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1412 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1413 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1414 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1415 //self.chatbubbleentity.model = "";
1416 self.chatbubbleentity.effects = EF_LOWPRECISION;
1421 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1422 // added to the model skins
1423 /*void UpdateColorModHack()
1426 c = self.clientcolors & 15;
1427 // LordHavoc: only bothering to support white, green, red, yellow, blue
1428 if (!teamplay) self.colormod = '0 0 0';
1429 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1430 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1431 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1432 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1433 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1434 else self.colormod = '1 1 1';
1439 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1441 self.solid = SOLID_NOT;
1442 self.takedamage = DAMAGE_NO;
1443 self.movetype = MOVETYPE_FLY;
1444 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1445 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1446 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1447 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1448 if(autocvar_g_respawn_ghosts_maxtime)
1449 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1454 self.effects |= EF_NODRAW; // prevent another CopyBody
1455 PutClientInServer();
1458 void play_countdown(float finished, string samp)
1460 if(IS_REAL_CLIENT(self))
1461 if(floor(finished - time - frametime) != floor(finished - time))
1462 if(finished - time < 6)
1463 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1466 void player_powerups (void)
1468 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1469 int items_prev = self.items;
1471 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1472 self.modelflags |= MF_ROCKET;
1474 self.modelflags &= ~MF_ROCKET;
1476 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1478 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1481 Fire_ApplyDamage(self);
1482 Fire_ApplyEffect(self);
1486 if (self.items & ITEM_Strength.m_itemid)
1488 play_countdown(self.strength_finished, "misc/poweroff.wav");
1489 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1490 if (time > self.strength_finished)
1492 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1493 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1494 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1499 if (time < self.strength_finished)
1501 self.items = self.items | ITEM_Strength.m_itemid;
1502 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1503 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1506 if (self.items & ITEM_Shield.m_itemid)
1508 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1509 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1510 if (time > self.invincible_finished)
1512 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1513 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1514 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1519 if (time < self.invincible_finished)
1521 self.items = self.items | ITEM_Shield.m_itemid;
1522 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1523 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1526 if (self.items & IT_SUPERWEAPON)
1528 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1530 self.superweapons_finished = 0;
1531 self.items = self.items - (self.items & IT_SUPERWEAPON);
1532 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1533 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1535 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1537 // don't let them run out
1541 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1542 if (time > self.superweapons_finished)
1544 self.items = self.items - (self.items & IT_SUPERWEAPON);
1545 self.weapons &= ~WEPSET_SUPERWEAPONS;
1546 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1547 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1551 else if(self.weapons & WEPSET_SUPERWEAPONS)
1553 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1555 self.items = self.items | IT_SUPERWEAPON;
1556 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1557 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1561 self.superweapons_finished = 0;
1562 self.weapons &= ~WEPSET_SUPERWEAPONS;
1567 self.superweapons_finished = 0;
1571 if(autocvar_g_nodepthtestplayers)
1572 self.effects = self.effects | EF_NODEPTHTEST;
1574 if(autocvar_g_fullbrightplayers)
1575 self.effects = self.effects | EF_FULLBRIGHT;
1577 if (time >= game_starttime)
1578 if (time < self.spawnshieldtime)
1579 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1581 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1584 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1586 if(current > stable)
1588 else if(current > stable - 0.25) // when close enough, "snap"
1591 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1594 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1596 if(current < stable)
1598 else if(current < stable + 0.25) // when close enough, "snap"
1601 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1604 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1606 if(current > rotstable)
1608 if(rotframetime > 0)
1610 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1611 current = max(rotstable, current - rotlinear * rotframetime);
1614 else if(current < regenstable)
1616 if(regenframetime > 0)
1618 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1619 current = min(regenstable, current + regenlinear * regenframetime);
1629 void player_regen (void)
1631 float max_mod, regen_mod, rot_mod, limit_mod;
1632 max_mod = regen_mod = rot_mod = limit_mod = 1;
1633 regen_mod_max = max_mod;
1634 regen_mod_regen = regen_mod;
1635 regen_mod_rot = rot_mod;
1636 regen_mod_limit = limit_mod;
1638 regen_health = autocvar_g_balance_health_regen;
1639 regen_health_linear = autocvar_g_balance_health_regenlinear;
1640 regen_health_rot = autocvar_g_balance_health_rot;
1641 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1642 regen_health_stable = autocvar_g_balance_health_regenstable;
1643 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1644 if(!MUTATOR_CALLHOOK(PlayerRegen))
1647 float mina, maxa, limith, limita;
1648 maxa = autocvar_g_balance_armor_rotstable;
1649 mina = autocvar_g_balance_armor_regenstable;
1650 limith = autocvar_g_balance_health_limit;
1651 limita = autocvar_g_balance_armor_limit;
1653 max_mod = regen_mod_max;
1654 regen_mod = regen_mod_regen;
1655 rot_mod = regen_mod_rot;
1656 limit_mod = regen_mod_limit;
1658 regen_health_rotstable = regen_health_rotstable * max_mod;
1659 regen_health_stable = regen_health_stable * max_mod;
1660 limith = limith * limit_mod;
1661 limita = limita * limit_mod;
1663 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);
1664 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);
1667 // if player rotted to death... die!
1668 // check this outside above checks, as player may still be able to rot to death
1672 vehicles_exit(VHEF_RELEASE);
1673 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1676 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1678 float minf, maxf, limitf;
1680 maxf = autocvar_g_balance_fuel_rotstable;
1681 minf = autocvar_g_balance_fuel_regenstable;
1682 limitf = autocvar_g_balance_fuel_limit;
1684 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);
1688 float zoomstate_set;
1689 void SetZoomState(float z)
1691 if(z != self.zoomstate)
1694 ClientData_Touch(self);
1699 void GetPressedKeys()
1701 MUTATOR_CALLHOOK(GetPressedKeys);
1702 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1703 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1704 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1705 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1706 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1708 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1709 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1710 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1711 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1716 ======================
1717 spectate mode routines
1718 ======================
1721 void SpectateCopy(entity spectatee)
1723 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1724 self.armortype = spectatee.armortype;
1725 self.armorvalue = spectatee.armorvalue;
1726 self.ammo_cells = spectatee.ammo_cells;
1727 self.ammo_plasma = spectatee.ammo_plasma;
1728 self.ammo_shells = spectatee.ammo_shells;
1729 self.ammo_nails = spectatee.ammo_nails;
1730 self.ammo_rockets = spectatee.ammo_rockets;
1731 self.ammo_fuel = spectatee.ammo_fuel;
1732 self.clip_load = spectatee.clip_load;
1733 self.clip_size = spectatee.clip_size;
1734 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1735 self.health = spectatee.health;
1737 self.items = spectatee.items;
1738 self.last_pickup = spectatee.last_pickup;
1739 self.hit_time = spectatee.hit_time;
1740 self.metertime = spectatee.metertime;
1741 self.strength_finished = spectatee.strength_finished;
1742 self.invincible_finished = spectatee.invincible_finished;
1743 self.pressedkeys = spectatee.pressedkeys;
1744 self.weapons = spectatee.weapons;
1745 self.switchweapon = spectatee.switchweapon;
1746 self.switchingweapon = spectatee.switchingweapon;
1747 self.weapon = spectatee.weapon;
1748 self.vortex_charge = spectatee.vortex_charge;
1749 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1750 self.hagar_load = spectatee.hagar_load;
1751 self.arc_heat_percent = spectatee.arc_heat_percent;
1752 self.minelayer_mines = spectatee.minelayer_mines;
1753 self.punchangle = spectatee.punchangle;
1754 self.view_ofs = spectatee.view_ofs;
1755 self.velocity = spectatee.velocity;
1756 self.dmg_take = spectatee.dmg_take;
1757 self.dmg_save = spectatee.dmg_save;
1758 self.dmg_inflictor = spectatee.dmg_inflictor;
1759 self.v_angle = spectatee.v_angle;
1760 self.angles = spectatee.v_angle;
1761 self.frozen = spectatee.frozen;
1762 self.revive_progress = spectatee.revive_progress;
1763 if(!self.BUTTON_USE)
1764 self.fixangle = true;
1765 setorigin(self, spectatee.origin);
1766 setsize(self, spectatee.mins, spectatee.maxs);
1767 SetZoomState(spectatee.zoomstate);
1769 anticheat_spectatecopy(spectatee);
1770 self.hud = spectatee.hud;
1771 if(spectatee.vehicle)
1773 self.fixangle = false;
1774 //self.velocity = spectatee.vehicle.velocity;
1775 self.vehicle_health = spectatee.vehicle_health;
1776 self.vehicle_shield = spectatee.vehicle_shield;
1777 self.vehicle_energy = spectatee.vehicle_energy;
1778 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1779 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1780 self.vehicle_reload1 = spectatee.vehicle_reload1;
1781 self.vehicle_reload2 = spectatee.vehicle_reload2;
1785 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1786 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1787 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1788 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1790 //WriteByte (MSG_ONE, SVC_SETVIEW);
1791 // WriteEntity(MSG_ONE, self);
1792 //makevectors(spectatee.v_angle);
1793 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1797 bool SpectateUpdate()
1802 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1804 SetSpectator(self, world);
1808 SpectateCopy(self.enemy);
1815 if(!IS_PLAYER(self.enemy))
1819 WriteByte(MSG_ONE, SVC_SETVIEW);
1820 WriteEntity(MSG_ONE, self.enemy);
1821 self.movetype = MOVETYPE_NONE;
1822 accuracy_resend(self);
1824 if(!SpectateUpdate())
1825 PutObserverInServer();
1830 void SetSpectator(entity player, entity spectatee)
1832 entity old_spectatee = player.enemy;
1834 player.enemy = spectatee;
1837 // these are required to fix the spectator bug with arc
1838 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1839 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1842 bool Spectate(entity pl)
1844 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1845 if(DIFF_TEAM(pl, self))
1848 SetSpectator(self, pl);
1849 return SpectateSet();
1852 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1853 entity CA_SpectateNext(entity start)
1855 if(SAME_TEAM(start, self))
1859 // continue from current player
1860 while(other && DIFF_TEAM(other, self))
1861 other = find(other, classname, "player");
1865 // restart from begining
1866 other = find(other, classname, "player");
1867 while(other && DIFF_TEAM(other, self))
1868 other = find(other, classname, "player");
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);
1883 // other modes and ca spectators or spectating enemies is allowed
1885 other = find(other, classname, "player");
1888 if(other) { SetSpectator(self, other); }
1890 return SpectateSet();
1895 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1896 other = findchain(classname, "player");
1897 if (!other) // no player
1900 entity first = other;
1901 // skip players until current spectated player
1903 while(other && other != self.enemy)
1904 other = other.chain;
1906 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1908 do { other = other.chain; }
1909 while(other && DIFF_TEAM(other, self));
1914 while(other && DIFF_TEAM(other, self))
1915 other = other.chain;
1916 if(other == self.enemy)
1923 other = other.chain;
1927 SetSpectator(self, other);
1928 return SpectateSet();
1933 ShowRespawnCountdown()
1935 Update a respawn countdown display.
1938 void ShowRespawnCountdown()
1941 if(self.deadflag == DEAD_NO) // just respawned?
1945 number = ceil(self.respawn_time - time);
1948 if(number <= self.respawn_countdown)
1950 self.respawn_countdown = number - 1;
1951 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
1952 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1957 void LeaveSpectatorMode()
1961 if(nJoinAllowed(self))
1963 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1965 self.classname = "player";
1966 nades_RemoveBonus(self);
1968 if(autocvar_g_campaign || autocvar_g_balance_teams)
1969 { JoinBestTeam(self, false, true); }
1971 if(autocvar_g_campaign)
1972 { campaign_bots_may_start = 1; }
1974 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1976 PutClientInServer();
1978 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1981 stuffcmd(self, "menu_showteamselect\n");
1985 // Player may not join because g_maxplayers is set
1986 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1991 * Determines whether the player is allowed to join. This depends on cvar
1992 * g_maxplayers, if it isn't used this function always return true, otherwise
1993 * it checks whether the number of currently playing players exceeds g_maxplayers.
1994 * @return int number of free slots for players, 0 if none
1996 float nJoinAllowed(entity ignore)
1999 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2000 // so report 0 free slots if restricted
2002 if(autocvar_g_forced_team_otherwise == "spectate")
2004 if(autocvar_g_forced_team_otherwise == "spectator")
2008 if(self.team_forced < 0)
2009 return 0; // forced spectators can never join
2011 // TODO simplify this
2013 float totalClients = 0;
2018 if (!autocvar_g_maxplayers)
2019 return maxclients - totalClients;
2021 float currentlyPlaying = 0;
2022 FOR_EACH_REALCLIENT(e)
2023 if(IS_PLAYER(e) || e.caplayer)
2024 currentlyPlaying += 1;
2026 if(currentlyPlaying < autocvar_g_maxplayers)
2027 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2033 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2034 * g_maxplayers_spectator_blocktime seconds
2036 void checkSpectatorBlock()
2038 if(IS_SPEC(self) || IS_OBSERVER(self))
2040 if(IS_REAL_CLIENT(self))
2042 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2043 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2049 void PrintWelcomeMessage()
2051 if(self.motd_actived_time == 0)
2053 if (autocvar_g_campaign) {
2054 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2055 self.motd_actived_time = time;
2056 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2059 if (self.BUTTON_INFO) {
2060 self.motd_actived_time = time;
2061 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2065 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2067 if (autocvar_g_campaign) {
2068 if (self.BUTTON_INFO)
2069 self.motd_actived_time = time;
2070 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2071 self.motd_actived_time = 0;
2072 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2075 if (self.BUTTON_INFO)
2076 self.motd_actived_time = time;
2077 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2078 self.motd_actived_time = 0;
2079 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2083 else //if(self.motd_actived_time < 0) // just connected, motd is active
2085 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2086 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2087 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2089 // instanctly hide MOTD
2090 self.motd_actived_time = 0;
2091 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2096 void ObserverThink()
2100 MinigameImpulse(self.impulse);
2103 float prefered_movetype;
2104 if (self.flags & FL_JUMPRELEASED) {
2105 if (self.BUTTON_JUMP && !self.version_mismatch) {
2106 self.flags &= ~FL_JUMPRELEASED;
2107 self.flags |= FL_SPAWNING;
2108 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2109 self.flags &= ~FL_JUMPRELEASED;
2110 if(SpectateNext()) {
2111 self.classname = "spectator";
2114 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2115 if (self.movetype != prefered_movetype)
2116 self.movetype = prefered_movetype;
2119 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2120 self.flags |= FL_JUMPRELEASED;
2121 if(self.flags & FL_SPAWNING)
2123 self.flags &= ~FL_SPAWNING;
2124 LeaveSpectatorMode();
2131 void SpectatorThink()
2135 if(MinigameImpulse(self.impulse))
2138 if (self.flags & FL_JUMPRELEASED) {
2139 if (self.BUTTON_JUMP && !self.version_mismatch) {
2140 self.flags &= ~FL_JUMPRELEASED;
2141 self.flags |= FL_SPAWNING;
2142 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2143 self.flags &= ~FL_JUMPRELEASED;
2144 if(SpectateNext()) {
2145 self.classname = "spectator";
2147 self.classname = "observer";
2148 PutClientInServer();
2151 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2152 self.flags &= ~FL_JUMPRELEASED;
2153 if(SpectatePrev()) {
2154 self.classname = "spectator";
2156 self.classname = "observer";
2157 PutClientInServer();
2160 } else if (self.BUTTON_ATCK2) {
2161 self.flags &= ~FL_JUMPRELEASED;
2162 self.classname = "observer";
2163 PutClientInServer();
2165 if(!SpectateUpdate())
2166 PutObserverInServer();
2169 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2170 self.flags |= FL_JUMPRELEASED;
2171 if(self.flags & FL_SPAWNING)
2173 self.flags &= ~FL_SPAWNING;
2174 LeaveSpectatorMode();
2178 if(!SpectateUpdate())
2179 PutObserverInServer();
2182 self.flags |= FL_CLIENT | FL_NOTARGET;
2185 void vehicles_enter (entity pl, entity veh);
2188 if (!IS_PLAYER(self))
2195 vehicles_exit(VHEF_NORMAL);
2199 else if(autocvar_g_vehicles_enter)
2202 if(self.deadflag == DEAD_NO)
2205 entity head, closest_target = world;
2206 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2208 while(head) // find the closest acceptable target to enter
2210 if(head.vehicle_flags & VHF_ISVEHICLE)
2211 if(head.deadflag == DEAD_NO)
2212 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2213 if(head.takedamage != DAMAGE_NO)
2217 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2218 { closest_target = head; }
2220 else { closest_target = head; }
2226 if(closest_target) { vehicles_enter(self, closest_target); return; }
2230 // a use key was pressed; call handlers
2231 MUTATOR_CALLHOOK(PlayerUseKey);
2234 float isInvisibleString(string s)
2237 s = strdecolorize(s);
2238 for((i = 0), (n = strlen(s)); i < n; ++i)
2246 case 192: // charmap space
2247 if (!autocvar_utf8_enable)
2250 case 160: // space in unicode fonts
2251 case 0xE000 + 192: // utf8 charmap space
2252 if (autocvar_utf8_enable)
2265 Called every frame for each client before the physics are run
2268 .float usekeypressed;
2269 void() nexball_setstatus;
2270 .float last_vehiclecheck;
2272 void PlayerPreThink (void)
2274 WarpZone_PlayerPhysics_FixVAngle();
2276 self.stat_game_starttime = game_starttime;
2277 self.stat_round_starttime = round_starttime;
2278 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2279 self.stat_leadlimit = autocvar_leadlimit;
2281 self.weaponsinmap = weaponsInMap;
2285 // physics frames: update anticheat stuff
2286 anticheat_prethink();
2289 if(blockSpectators && frametime)
2290 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2291 checkSpectatorBlock();
2295 // Savage: Check for nameless players
2296 if (isInvisibleString(self.netname)) {
2297 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2298 if(autocvar_sv_eventlog)
2299 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2300 if(self.netname_previous)
2301 strunzone(self.netname_previous);
2302 self.netname_previous = strzone(new_name);
2303 self.netname = self.netname_previous;
2304 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2305 } else if(self.netname_previous != self.netname) {
2306 if(autocvar_sv_eventlog)
2307 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2308 if(self.netname_previous)
2309 strunzone(self.netname_previous);
2310 self.netname_previous = strzone(self.netname);
2314 if(self.version_nagtime)
2315 if(self.cvar_g_xonoticversion)
2316 if(time > self.version_nagtime)
2318 // don't notify git users
2319 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2321 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2323 // notify release users if connecting to git
2324 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");
2325 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2330 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2333 // give users new version
2334 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");
2335 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2339 // notify users about old server version
2340 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");
2341 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2345 self.version_nagtime = 0;
2349 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2351 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2352 self.max_armorvalue = 0;
2355 if(self.frozen == 2)
2357 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2358 self.health = max(1, self.revive_progress * start_health);
2359 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2361 if(self.revive_progress >= 1)
2364 else if(self.frozen == 3)
2366 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2367 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2372 vehicles_exit(VHEF_RELEASE);
2373 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2375 else if ( self.revive_progress <= 0 )
2379 MUTATOR_CALLHOOK(PlayerPreThink);
2381 if(autocvar_g_vehicles_enter)
2382 if(time > self.last_vehiclecheck)
2387 if(self.deadflag == DEAD_NO)
2390 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2391 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2392 if(veh.deadflag == DEAD_NO)
2393 if(veh.takedamage != DAMAGE_NO)
2394 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2395 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2397 if(!veh.team || SAME_TEAM(self, veh))
2398 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2399 else if(autocvar_g_vehicles_steal)
2400 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2402 self.last_vehiclecheck = time + 1;
2405 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2407 if(self.BUTTON_USE && !self.usekeypressed)
2409 self.usekeypressed = self.BUTTON_USE;
2412 if(IS_REAL_CLIENT(self))
2413 PrintWelcomeMessage();
2418 CheckRules_Player();
2420 if (intermission_running)
2422 IntermissionThink (); // otherwise a button could be missed between
2423 return; // the think tics
2426 //don't allow the player to turn around while game is paused!
2427 if(timeout_status == TIMEOUT_ACTIVE) {
2428 // FIXME turn this into CSQC stuff
2429 self.v_angle = self.lastV_angle;
2430 self.angles = self.lastV_angle;
2431 self.fixangle = true;
2436 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2438 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));
2439 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));
2440 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));
2442 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2444 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));
2445 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));
2446 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));
2450 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2455 if (self.deadflag != DEAD_NO)
2457 if(self.personal && g_race_qualifying)
2459 if(time > self.respawn_time)
2461 self.respawn_time = time + 1; // only retry once a second
2462 self.stat_respawn_time = self.respawn_time;
2469 float button_pressed;
2472 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2474 if (self.deadflag == DEAD_DYING)
2476 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2477 self.deadflag = DEAD_RESPAWNING;
2478 else if(!button_pressed)
2479 self.deadflag = DEAD_DEAD;
2481 else if (self.deadflag == DEAD_DEAD)
2484 self.deadflag = DEAD_RESPAWNABLE;
2485 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2486 self.deadflag = DEAD_RESPAWNING;
2488 else if (self.deadflag == DEAD_RESPAWNABLE)
2491 self.deadflag = DEAD_RESPAWNING;
2493 else if (self.deadflag == DEAD_RESPAWNING)
2495 if(time > self.respawn_time)
2497 self.respawn_time = time + 1; // only retry once a second
2498 self.respawn_time_max = self.respawn_time;
2503 ShowRespawnCountdown();
2505 if(self.respawn_flags & RESPAWN_SILENT)
2506 self.stat_respawn_time = 0;
2507 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2508 self.stat_respawn_time = self.respawn_time_max;
2510 self.stat_respawn_time = self.respawn_time;
2513 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2514 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2515 self.stat_respawn_time *= -1;
2520 self.prevorigin = self.origin;
2522 float do_crouch = self.BUTTON_CROUCH;
2530 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2531 // It cannot be predicted by the engine!
2532 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2540 self.view_ofs = self.stat_pl_crouch_view_ofs;
2541 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2542 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2549 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2550 if (!trace_startsolid)
2552 self.crouch = false;
2553 self.view_ofs = self.stat_pl_view_ofs;
2554 setsize (self, self.stat_pl_min, self.stat_pl_max);
2561 GrapplingHookFrame();
2563 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2566 self.items &= ~self.items_added;
2570 self.items_added = 0;
2571 if(self.items & ITEM_Jetpack.m_itemid)
2572 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2573 self.items_added |= IT_FUEL;
2575 self.items |= self.items_added;
2580 // WEAPONTODO: Add a weapon request for this
2581 // rot vortex charge to the charge limit
2582 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2583 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2589 secrets_setstatus();
2592 monsters_setstatus();
2594 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2596 //self.angles_y=self.v_angle_y + 90; // temp
2597 } else if(gameover) {
2598 if (intermission_running)
2599 IntermissionThink (); // otherwise a button could be missed between
2601 } else if(IS_OBSERVER(self)) {
2603 } else if(IS_SPEC(self)) {
2607 // WEAPONTODO: Add weapon request for this
2609 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
2611 float oldspectatee_status;
2612 oldspectatee_status = self.spectatee_status;
2614 self.spectatee_status = num_for_edict(self.enemy);
2615 else if(IS_OBSERVER(self))
2616 self.spectatee_status = num_for_edict(self);
2618 self.spectatee_status = 0;
2619 if(self.spectatee_status != oldspectatee_status)
2621 ClientData_Touch(self);
2624 if(self.teamkill_soundtime)
2625 if(time > self.teamkill_soundtime)
2627 self.teamkill_soundtime = 0;
2629 entity oldpusher, oldself;
2631 oldself = self; self = self.teamkill_soundsource;
2632 oldpusher = self.pusher; self.pusher = oldself;
2634 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2636 self.pusher = oldpusher;
2640 if(self.taunt_soundtime)
2641 if(time > self.taunt_soundtime)
2643 self.taunt_soundtime = 0;
2644 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2647 target_voicescript_next(self);
2649 // WEAPONTODO: Move into weaponsystem somehow
2650 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2652 self.clip_load = self.clip_size = 0;
2659 Called every frame for each client after the physics are run
2662 .float idlekick_lasttimeleft;
2663 void PlayerPostThink (void)
2665 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2666 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2668 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2670 if(self.idlekick_lasttimeleft)
2672 self.idlekick_lasttimeleft = 0;
2673 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2679 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2680 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2682 if(!self.idlekick_lasttimeleft)
2683 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2687 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2691 else if(timeleft <= 10)
2693 if(timeleft != self.idlekick_lasttimeleft)
2694 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2695 self.idlekick_lasttimeleft = timeleft;
2702 //CheckPlayerJump();
2704 if(IS_PLAYER(self)) {
2705 CheckRules_Player();
2709 if (intermission_running)
2710 return; // intermission or finale
2716 for(i = 0; i < 1000; ++i)
2719 end = self.origin + '0 0 1024' + 512 * randomvec();
2720 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2721 if(trace_fraction < 1)
2722 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2724 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2730 if(self.waypointsprite_attachedforcarrier)
2731 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2735 CSQCMODEL_AUTOUPDATE(self);