1 #include "cl_client.qh"
3 #include "waypointsprites.qh"
5 #include "anticheat.qh"
6 #include "cl_impulse.qh"
7 #include "cl_player.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "g_damage.qh"
17 #include "command/common.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
26 #include "bot/navigation.qh"
28 #include "vehicles/vehicle.qh"
30 #include "weapons/hitplot.qh"
31 #include "weapons/weaponsystem.qh"
33 #include "../common/net_notice.qh"
34 #include "../common/physics.qh"
36 #include "../common/triggers/subs.qh"
37 #include "../common/triggers/triggers.qh"
38 #include "../common/triggers/trigger/secret.qh"
40 #include "../common/items/inventory.qh"
42 #include "../common/monsters/sv_monsters.qh"
44 #include "../warpzonelib/server.qh"
47 void send_CSQC_teamnagger() {
48 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
49 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
52 float ClientData_Send(entity to, int sf)
69 sf |= 1; // forced scoreboard
70 if(to.spectatee_status)
71 sf |= 2; // spectator ent number follows
74 if(e.porto_v_angle_held)
75 sf |= 8; // angles held
77 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
78 WriteByte(MSG_ENTITY, sf);
81 WriteByte(MSG_ENTITY, to.spectatee_status);
85 WriteAngle(MSG_ENTITY, e.v_angle.x);
86 WriteAngle(MSG_ENTITY, e.v_angle.y);
92 void ClientData_Attach()
94 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
95 self.clientdata.drawonlytoclient = self;
96 self.clientdata.owner = self;
99 void ClientData_Detach()
101 remove(self.clientdata);
102 self.clientdata = world;
105 void ClientData_Touch(entity e)
107 e.clientdata.SendFlags = 1;
109 // make it spectatable
111 FOR_EACH_REALCLIENT(e2)
116 e2.clientdata.SendFlags = 1;
120 .string netname_previous;
122 void SetSpectator(entity player, entity spectatee);
129 Checks if the argument string can be a valid playermodel.
130 Returns a valid one in doubt.
133 string FallbackPlayerModel;
134 string CheckPlayerModel(string plyermodel) {
135 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
137 // note: we cannot summon Don Strunzone here, some player may
138 // still have the model string set. In case anyone manages how
139 // to change a cvar default, we'll have a small leak here.
140 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
142 // only in right path
143 if( substring(plyermodel,0,14) != "models/player/")
144 return FallbackPlayerModel;
145 // only good file extensions
146 if(substring(plyermodel,-4,4) != ".zym")
147 if(substring(plyermodel,-4,4) != ".dpm")
148 if(substring(plyermodel,-4,4) != ".iqm")
149 if(substring(plyermodel,-4,4) != ".md3")
150 if(substring(plyermodel,-4,4) != ".psk")
151 return FallbackPlayerModel;
152 // forbid the LOD models
153 if(substring(plyermodel, -9,5) == "_lod1")
154 return FallbackPlayerModel;
155 if(substring(plyermodel, -9,5) == "_lod2")
156 return FallbackPlayerModel;
157 if(plyermodel != strtolower(plyermodel))
158 return FallbackPlayerModel;
159 // also, restrict to server models
160 if(autocvar_sv_servermodelsonly)
162 if(!fexists(plyermodel))
163 return FallbackPlayerModel;
168 void setplayermodel(entity e, string modelname)
170 precache_model(modelname);
171 setmodel(e, modelname);
172 player_setupanimsformodel();
173 UpdatePlayerSounds();
180 putting a client as observer in the server
183 void FixPlayermodel();
184 void PutObserverInServer (void)
187 self.hud = HUD_NORMAL;
189 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
191 spot = SelectSpawnPoint (true);
193 error("No spawnpoints for observers?!?\n");
194 RemoveGrapplingHook(self); // Wazat's Grappling Hook
196 if(IS_REAL_CLIENT(self))
198 Item_ItemsTime_SetTimesForPlayer(self);
200 WriteByte(MSG_ONE, SVC_SETVIEW);
201 WriteEntity(MSG_ONE, self);
204 self.frags = FRAGS_SPECTATOR;
205 self.bot_attack = false;
207 MUTATOR_CALLHOOK(MakePlayerObserver);
209 Portal_ClearAll(self);
216 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
221 vehicles_exit(VHEF_RELESE);
223 WaypointSprite_PlayerDead();
225 if (!g_ca) // don't reset teams when moving a ca player to the spectators
226 self.team = -1; // move this as it is needed to log the player spectating in eventlog
228 if(self.killcount != -666)
230 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
231 if(!intermission_running)
232 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
233 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
235 if(self.just_joined == false) {
236 LogTeamchange(self.playerid, -1, 4);
238 self.just_joined = false;
241 PlayerScore_Clear(self); // clear scores when needed
243 accuracy_resend(self);
245 self.spectatortime = time;
247 self.classname = "observer";
248 self.iscreature = false;
249 self.teleportable = TELEPORT_SIMPLE;
250 self.damagedbycontents = false;
252 self.takedamage = DAMAGE_NO;
253 self.solid = SOLID_NOT;
254 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
255 self.flags = FL_CLIENT | FL_NOTARGET;
256 self.armorvalue = 666;
258 self.armorvalue = autocvar_g_balance_armor_start;
259 self.pauserotarmor_finished = 0;
260 self.pauserothealth_finished = 0;
261 self.pauseregen_finished = 0;
262 self.damageforcescale = 0;
264 self.respawn_flags = 0;
265 self.respawn_time = 0;
266 self.stat_respawn_time = 0;
271 self.pain_finished = 0;
272 self.strength_finished = 0;
273 self.invincible_finished = 0;
274 self.superweapons_finished = 0;
277 self.think = func_null;
280 self.deadflag = DEAD_NO;
281 self.angles = spot.angles;
283 self.fixangle = true;
285 self.revival_time = 0;
287 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
288 self.prevorigin = self.origin;
290 self.weapons = '0 0 0';
293 setmodel(self, "null");
294 self.drawonlytoclient = self;
296 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
297 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
300 self.weaponname = "";
301 self.switchingweapon = 0;
302 self.weaponmodel = "";
303 self.weaponentity = world;
304 self.exteriorweaponentity = world;
305 self.killcount = -666;
306 self.velocity = '0 0 0';
307 self.avelocity = '0 0 0';
308 self.punchangle = '0 0 0';
309 self.punchvector = '0 0 0';
310 self.oldvelocity = self.velocity;
311 self.fire_endtime = -1;
312 self.event_damage = func_null;
315 .float model_randomizer;
316 void FixPlayermodel()
319 float defaultskin, chmdl, oldskin, n, i;
326 if(autocvar_sv_defaultcharacter)
331 s = Static_Team_ColorName_Lower(self.team);
334 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
335 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
339 if(defaultmodel == "")
341 defaultmodel = autocvar_sv_defaultplayermodel;
342 defaultskin = autocvar_sv_defaultplayerskin;
345 n = tokenize_console(defaultmodel);
348 defaultmodel = argv(floor(n * self.model_randomizer));
349 // However, do NOT randomize if the player-selected model is in the list.
350 for (i = 0; i < n; ++i)
351 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
352 defaultmodel = argv(i);
355 i = strstrofs(defaultmodel, ":", 0);
358 defaultskin = stof(substring(defaultmodel, i+1, -1));
359 defaultmodel = substring(defaultmodel, 0, i);
363 if(defaultmodel != "")
365 if (defaultmodel != self.model)
369 setplayermodel (self, defaultmodel);
370 setsize (self, m1, m2);
375 self.skin = defaultskin;
377 if (self.playermodel != self.model || self.playermodel == "")
379 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
382 setplayermodel (self, self.playermodel);
383 setsize (self, m1, m2);
388 self.skin = stof(self.playerskin);
391 if(chmdl || oldskin != self.skin) // model or skin has changed
393 self.species = player_getspecies(); // update species
394 UpdatePlayerSounds(); // update skin sounds
398 if(strlen(autocvar_sv_defaultplayercolors))
399 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
400 setcolor(self, stof(autocvar_sv_defaultplayercolors));
407 Called when a client spawns in the server
410 void PutClientInServer (void)
412 if(IS_BOT_CLIENT(self))
413 self.classname = "player";
414 else if(IS_REAL_CLIENT(self))
417 WriteByte(MSG_ONE, SVC_SETVIEW);
418 WriteEntity(MSG_ONE, self);
421 SetSpectator(self, world);
426 MUTATOR_CALLHOOK(PutClientInServer, self);
429 self.classname = "observer";
433 entity spot, oldself;
435 accuracy_resend(self);
438 JoinBestTeam(self, false, true);
440 spot = SelectSpawnPoint (false);
443 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
444 return; // spawn failed
447 RemoveGrapplingHook(self); // Wazat's Grappling Hook
450 vehicles_exit(VHEF_RELESE);
452 self.classname = "player";
453 self.wasplayer = true;
454 self.iscreature = true;
455 self.teleportable = TELEPORT_NORMAL;
456 self.damagedbycontents = true;
457 self.movetype = MOVETYPE_WALK;
458 self.solid = SOLID_SLIDEBOX;
459 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
460 if(autocvar_g_playerclip_collisions)
461 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
462 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
463 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
464 self.frags = FRAGS_PLAYER;
465 if(INDEPENDENT_PLAYERS)
466 MAKE_INDEPENDENT_PLAYER(self);
467 self.flags = FL_CLIENT;
468 if(autocvar__notarget)
469 self.flags |= FL_NOTARGET;
470 self.takedamage = DAMAGE_AIM;
472 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
473 self.air_finished = time + 12;
475 if(WEP_CVAR(vortex, charge))
477 if(WEP_CVAR_SEC(vortex, chargepool))
478 self.vortex_chargepool_ammo = 1;
479 self.vortex_charge = WEP_CVAR(vortex, charge_start);
484 self.ammo_shells = warmup_start_ammo_shells;
485 self.ammo_nails = warmup_start_ammo_nails;
486 self.ammo_rockets = warmup_start_ammo_rockets;
487 self.ammo_cells = warmup_start_ammo_cells;
488 self.ammo_plasma = warmup_start_ammo_plasma;
489 self.ammo_fuel = warmup_start_ammo_fuel;
490 self.health = warmup_start_health;
491 self.armorvalue = warmup_start_armorvalue;
492 self.weapons = WARMUP_START_WEAPONS;
496 self.ammo_shells = start_ammo_shells;
497 self.ammo_nails = start_ammo_nails;
498 self.ammo_rockets = start_ammo_rockets;
499 self.ammo_cells = start_ammo_cells;
500 self.ammo_plasma = start_ammo_plasma;
501 self.ammo_fuel = start_ammo_fuel;
502 self.health = start_health;
503 self.armorvalue = start_armorvalue;
504 self.weapons = start_weapons;
507 if(self.weapons & WEPSET_SUPERWEAPONS)
508 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
510 self.superweapons_finished = 0;
513 Item_ItemsTime_ResetTimesForPlayer(self);
515 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
517 if(g_weaponarena_random_with_blaster)
518 self.weapons &= ~WEPSET_BLASTER;
519 W_RandomWeapons(self, g_weaponarena_random);
520 if(g_weaponarena_random_with_blaster)
521 self.weapons |= WEPSET_BLASTER;
524 self.items = start_items;
526 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
527 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
528 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
529 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
530 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
531 //extend the pause of rotting if client was reset at the beginning of the countdown
532 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
533 self.spawnshieldtime += game_starttime - time;
534 self.pauserotarmor_finished += game_starttime - time;
535 self.pauserothealth_finished += game_starttime - time;
536 self.pauseregen_finished += game_starttime - time;
538 self.damageforcescale = 2;
540 self.respawn_flags = 0;
541 self.respawn_time = 0;
542 self.stat_respawn_time = 0;
543 self.scale = autocvar_sv_player_scale;
546 self.pain_finished = 0;
547 self.strength_finished = 0;
548 self.invincible_finished = 0;
550 // players have no think function
551 self.think = func_null;
555 self.ballistics_density = autocvar_g_ballistics_density_player;
559 self.deadflag = DEAD_NO;
561 self.angles = spot.angles;
563 self.angles_z = 0; // never spawn tilted even if the spot says to
564 if(IS_BOT_CLIENT(self))
565 self.v_angle = self.angles;
566 self.fixangle = true; // turn this way immediately
567 self.velocity = '0 0 0';
568 self.avelocity = '0 0 0';
569 self.punchangle = '0 0 0';
570 self.punchvector = '0 0 0';
571 self.oldvelocity = self.velocity;
572 self.fire_endtime = -1;
573 self.revival_time = 0;
575 entity spawnevent = spawn();
576 spawnevent.owner = self;
577 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
579 // Cut off any still running player sounds.
580 stopsound(self, CH_PLAYER_SINGLE);
584 self.drawonlytoclient = world;
587 self.view_ofs = PL_VIEW_OFS;
588 setsize (self, PL_MIN, PL_MAX);
589 self.spawnorigin = spot.origin;
590 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
591 // don't reset back to last position, even if new position is stuck in solid
592 self.oldorigin = self.origin;
593 self.prevorigin = self.origin;
594 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
595 self.lastteleporttime = time; // prevent insane speeds due to changing origin
596 self.hud = HUD_NORMAL;
598 self.event_damage = PlayerDamage;
600 self.bot_attack = true;
601 self.monster_attack = true;
603 self.spider_slowness = 0;
605 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
607 if(self.killcount == -666) {
608 PlayerScore_Clear(self);
612 CL_SpawnWeaponentity();
613 self.alpha = default_player_alpha;
614 self.colormod = '1 1 1' * autocvar_g_player_brightness;
615 self.exteriorweaponentity.alpha = default_weapon_alpha;
617 self.speedrunning = false;
619 //stuffcmd(self, "chase_active 0");
620 //stuffcmd(self, "set viewsize $tmpviewsize \n");
622 target_voicescript_clear(self);
624 // reset fields the weapons may use
625 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
627 WEP_ACTION(j, WR_RESETPLAYER);
629 // all weapons must be fully loaded when we spawn
630 entity e = get_weaponinfo(j);
631 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
632 self.(weapon_load[j]) = e.reloading_ammo;
640 self.target = string_null;
648 MUTATOR_CALLHOOK(PlayerSpawn, spot);
650 if(autocvar_spawn_debug)
652 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
653 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
656 self.switchweapon = w_getbestweapon(self);
657 self.cnt = -1; // W_LastWeapon will not complain
659 self.weaponname = "";
660 self.switchingweapon = 0;
664 self.alivetime = time;
668 else if(IS_OBSERVER(self))
670 PutObserverInServer ();
674 .float ebouncefactor, ebouncestop; // electro's values
675 // TODO do we need all these fields, or should we stop autodetecting runtime
676 // changes and just have a console command to update this?
677 float ClientInit_SendEntity(entity to, int sf)
679 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
680 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
681 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
682 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
683 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
684 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
685 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
686 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
687 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
688 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
690 if(sv_foginterval && world.fog != "")
691 WriteString(MSG_ENTITY, world.fog);
693 WriteString(MSG_ENTITY, "");
694 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
695 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
696 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
697 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
698 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
699 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
700 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
701 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
702 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
703 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
704 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
705 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
709 void ClientInit_CheckUpdate()
711 self.nextthink = time;
712 if(self.count != autocvar_g_balance_armor_blockpercent)
714 self.count = autocvar_g_balance_armor_blockpercent;
717 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
719 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
722 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
724 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
727 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
729 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
732 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
734 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
739 void ClientInit_Spawn()
744 e.classname = "clientinit";
745 e.think = ClientInit_CheckUpdate;
746 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
750 ClientInit_CheckUpdate();
759 void SetNewParms (void)
761 // initialize parms for a new player
762 parm1 = -(86400 * 366);
770 void SetChangeParms (void)
772 // save parms for level change
773 parm1 = self.parm_idlesince - time;
781 void DecodeLevelParms (void)
784 self.parm_idlesince = parm1;
785 if(self.parm_idlesince == -(86400 * 366))
786 self.parm_idlesince = time;
788 // whatever happens, allow 60 seconds of idling directly after connect for map loading
789 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
796 Called when a client types 'kill' in the console
800 .float clientkill_nexttime;
801 void ClientKill_Now_TeamChange()
803 if(self.killindicator_teamchange == -1)
805 JoinBestTeam( self, false, true );
807 else if(self.killindicator_teamchange == -2)
810 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
811 PutObserverInServer();
814 SV_ChangeTeam(self.killindicator_teamchange - 1);
815 self.killindicator_teamchange = 0;
818 void ClientKill_Now()
822 vehicles_exit(VHEF_RELESE);
823 if(!self.killindicator_teamchange)
825 self.vehicle_health = -1;
826 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
830 if(self.killindicator && !wasfreed(self.killindicator))
831 remove(self.killindicator);
833 self.killindicator = world;
835 if(self.killindicator_teamchange)
836 ClientKill_Now_TeamChange();
839 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
841 // now I am sure the player IS dead
843 void KillIndicator_Think()
847 self.owner.killindicator = world;
852 if (self.owner.alpha < 0 && !self.owner.vehicle)
854 self.owner.killindicator = world;
862 ClientKill_Now(); // no oldself needed
865 else if(g_cts && self.health == 1) // health == 1 means that it's silent
867 self.nextthink = time + 1;
873 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
874 if(IS_REAL_CLIENT(self.owner))
877 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
879 self.nextthink = time + 1;
884 float clientkilltime;
885 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
894 killtime = autocvar_g_balance_kill_delay;
896 if(g_race_qualifying || g_cts)
899 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
901 remove(self.killindicator);
902 self.killindicator = world;
904 ClientKill_Now(); // allow instant kill in this case
908 self.killindicator_teamchange = targetteam;
910 if(!self.killindicator)
912 if(self.deadflag == DEAD_NO)
914 killtime = max(killtime, self.clientkill_nexttime - time);
915 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
918 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
924 starttime = max(time, clientkilltime);
926 self.killindicator = spawn();
927 self.killindicator.owner = self;
928 self.killindicator.scale = 0.5;
929 setattachment(self.killindicator, self, "");
930 setorigin(self.killindicator, '0 0 52');
931 self.killindicator.think = KillIndicator_Think;
932 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
933 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
934 self.killindicator.cnt = ceil(killtime);
935 self.killindicator.count = bound(0, ceil(killtime), 10);
936 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
938 for(e = world; (e = find(e, classname, "body")) != world; )
942 e.killindicator = spawn();
943 e.killindicator.owner = e;
944 e.killindicator.scale = 0.5;
945 setattachment(e.killindicator, e, "");
946 setorigin(e.killindicator, '0 0 52');
947 e.killindicator.think = KillIndicator_Think;
948 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
949 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
950 e.killindicator.cnt = ceil(killtime);
955 if(self.killindicator)
957 if(targetteam == 0) // just die
959 self.killindicator.colormod = '0 0 0';
960 if(IS_REAL_CLIENT(self))
961 if(self.killindicator.cnt > 0)
962 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
964 else if(targetteam == -1) // auto
966 self.killindicator.colormod = '0 1 0';
967 if(IS_REAL_CLIENT(self))
968 if(self.killindicator.cnt > 0)
969 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
971 else if(targetteam == -2) // spectate
973 self.killindicator.colormod = '0.5 0.5 0.5';
974 if(IS_REAL_CLIENT(self))
975 if(self.killindicator.cnt > 0)
976 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
980 self.killindicator.colormod = Team_ColorRGB(targetteam);
981 if(IS_REAL_CLIENT(self))
982 if(self.killindicator.cnt > 0)
983 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
989 void ClientKill (void)
992 if(self.player_blocked) return;
993 if(self.frozen) return;
995 ClientKill_TeamChange(0);
998 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
1000 e.killindicator = spawn();
1001 e.killindicator.owner = e;
1002 e.killindicator.think = KillIndicator_Think;
1003 e.killindicator.nextthink = time + (e.lip) * 0.05;
1004 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1005 e.killindicator.health = 1; // this is used to indicate that it should be silent
1009 void FixClientCvars(entity e)
1011 // send prediction settings to the client
1012 stuffcmd(e, "\nin_bindmap 0 0\n");
1014 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1015 if(autocvar_g_antilag == 3) // client side hitscan
1016 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1017 if(autocvar_sv_gentle)
1018 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1021 float PlayerInIDList(entity p, string idlist)
1026 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1030 // this function allows abbreviated player IDs too!
1031 n = tokenize_console(idlist);
1032 for(i = 0; i < n; ++i)
1035 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1042 #ifdef DP_EXT_PRECONNECT
1047 Called once (not at each match start) when a client begins a connection to the server
1050 void ClientPreConnect (void)
1052 if(autocvar_sv_eventlog)
1054 GameLogEcho(sprintf(":connect:%d:%d:%s",
1056 num_for_edict(self),
1057 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1067 Called when a client connects to the server
1070 void DecodeLevelParms (void);
1071 //void dom_player_join_team(entity pl);
1072 void set_dom_state(entity e);
1073 void ClientConnect (void)
1079 print("Warning: ClientConnect, but already connected!\n");
1083 if(Ban_MaybeEnforceBanOnce(self))
1089 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1092 self.classname = "player_joining";
1094 self.flags = FL_CLIENT;
1095 self.version_nagtime = time + 10 + random() * 10;
1099 dprint("BUG player count is lower than zero, this cannot happen!\n");
1103 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1105 PlayerScore_Attach(self);
1106 ClientData_Attach();
1107 accuracy_init(self);
1108 Inventory_new(self);
1110 bot_clientconnect();
1116 // identify the right forced team
1117 if(autocvar_g_campaign)
1119 if(IS_REAL_CLIENT(self)) // only players, not bots
1121 switch(autocvar_g_campaign_forceteam)
1123 case 1: self.team_forced = NUM_TEAM_1; break;
1124 case 2: self.team_forced = NUM_TEAM_2; break;
1125 case 3: self.team_forced = NUM_TEAM_3; break;
1126 case 4: self.team_forced = NUM_TEAM_4; break;
1127 default: self.team_forced = 0;
1131 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1132 self.team_forced = NUM_TEAM_1;
1133 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1134 self.team_forced = NUM_TEAM_2;
1135 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1136 self.team_forced = NUM_TEAM_3;
1137 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1138 self.team_forced = NUM_TEAM_4;
1139 else if(autocvar_g_forced_team_otherwise == "red")
1140 self.team_forced = NUM_TEAM_1;
1141 else if(autocvar_g_forced_team_otherwise == "blue")
1142 self.team_forced = NUM_TEAM_2;
1143 else if(autocvar_g_forced_team_otherwise == "yellow")
1144 self.team_forced = NUM_TEAM_3;
1145 else if(autocvar_g_forced_team_otherwise == "pink")
1146 self.team_forced = NUM_TEAM_4;
1147 else if(autocvar_g_forced_team_otherwise == "spectate")
1148 self.team_forced = -1;
1149 else if(autocvar_g_forced_team_otherwise == "spectator")
1150 self.team_forced = -1;
1152 self.team_forced = 0;
1155 if(self.team_forced > 0)
1156 self.team_forced = 0;
1158 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1160 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1161 self.classname = "observer";
1165 if(autocvar_g_balance_teams)
1167 self.classname = "player";
1168 campaign_bots_may_start = 1;
1172 self.classname = "observer"; // do it anyway
1177 self.classname = "player";
1178 campaign_bots_may_start = 1;
1182 self.playerid = (playerid_last = playerid_last + 1);
1184 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1186 if(IS_BOT_CLIENT(self))
1187 PlayerStats_GameReport_AddPlayer(self);
1189 if(autocvar_sv_eventlog)
1190 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1192 LogTeamchange(self.playerid, self.team, 1);
1194 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1196 self.netname_previous = strzone(self.netname);
1198 if(IS_PLAYER(self) && teamplay)
1199 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1201 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1203 stuffcmd(self, strcat(clientstuff, "\n"));
1204 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1206 FixClientCvars(self);
1208 // spawnfunc_waypoint sprites
1209 WaypointSprite_InitClient(self);
1211 // Wazat's grappling hook
1212 SetGrappleHookBindings();
1215 stuffcmd(self, "alias +jetpack +button10\n");
1216 stuffcmd(self, "alias -jetpack -button10\n");
1218 // get version info from player
1219 stuffcmd(self, "cmd clientversion $gameversion\n");
1221 // get other cvars from player
1224 // notify about available teams
1227 CheckAllowedTeams(self);
1228 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1229 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1232 stuffcmd(self, "set _teams_available 0\n");
1236 bot_relinkplayerlist();
1238 self.spectatortime = time;
1241 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1244 self.jointime = time;
1245 self.allowed_timeouts = autocvar_sv_timeout_number;
1247 if(IS_REAL_CLIENT(self))
1249 if(!autocvar_g_campaign)
1251 self.motd_actived_time = -1;
1252 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1255 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1256 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1259 if(!sv_foginterval && world.fog != "")
1260 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1262 W_HitPlotOpen(self);
1264 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
1265 send_CSQC_teamnagger();
1269 CSQCMODEL_AUTOINIT();
1271 self.model_randomizer = random();
1273 if(IS_REAL_CLIENT(self))
1276 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1277 entity oldself = self;
1279 e.init_for_player(oldself);
1283 MUTATOR_CALLHOOK(ClientConnect, self);
1289 Called when a client disconnects from the server
1292 .entity chatbubbleentity;
1294 void ClientDisconnect (void)
1297 vehicles_exit(VHEF_RELESE);
1299 if (!IS_CLIENT(self))
1301 print("Warning: ClientDisconnect without ClientConnect\n");
1305 PlayerStats_GameReport_FinalizePlayer(self);
1307 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1309 CheatShutdownClient();
1311 W_HitPlotClose(self);
1314 anticheat_shutdown();
1316 playerdemo_shutdown();
1318 bot_clientdisconnect();
1323 if(autocvar_sv_eventlog)
1324 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1326 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1328 MUTATOR_CALLHOOK(ClientDisconnect);
1330 Portal_ClearAll(self);
1334 RemoveGrapplingHook(self);
1336 // Here, everything has been done that requires this player to be a client.
1338 self.flags &= ~FL_CLIENT;
1340 if (self.chatbubbleentity)
1341 remove (self.chatbubbleentity);
1343 if (self.killindicator)
1344 remove (self.killindicator);
1346 WaypointSprite_PlayerGone();
1348 bot_relinkplayerlist();
1350 accuracy_free(self);
1351 Inventory_delete(self);
1352 ClientData_Detach();
1353 PlayerScore_Detach(self);
1355 if(self.netname_previous)
1356 strunzone(self.netname_previous);
1357 if(self.clientstatus)
1358 strunzone(self.clientstatus);
1359 if(self.weaponorder_byimpulse)
1360 strunzone(self.weaponorder_byimpulse);
1362 ClearPlayerSounds();
1365 remove(self.personal);
1375 void ChatBubbleThink()
1377 self.nextthink = time;
1378 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1380 if(self.owner) // but why can that ever be world?
1381 self.owner.chatbubbleentity = world;
1385 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1387 || self.owner.tetris_on
1390 self.model = self.mdl;
1395 void UpdateChatBubble()
1399 // spawn a chatbubble entity if needed
1400 if (!self.chatbubbleentity)
1402 self.chatbubbleentity = spawn();
1403 self.chatbubbleentity.owner = self;
1404 self.chatbubbleentity.exteriormodeltoclient = self;
1405 self.chatbubbleentity.think = ChatBubbleThink;
1406 self.chatbubbleentity.nextthink = time;
1407 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1408 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1409 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1410 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1411 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1412 self.chatbubbleentity.model = "";
1413 self.chatbubbleentity.effects = EF_LOWPRECISION;
1418 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1419 // added to the model skins
1420 /*void UpdateColorModHack()
1423 c = self.clientcolors & 15;
1424 // LordHavoc: only bothering to support white, green, red, yellow, blue
1425 if (!teamplay) self.colormod = '0 0 0';
1426 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1427 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1428 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1429 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1430 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1431 else self.colormod = '1 1 1';
1436 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1438 self.solid = SOLID_NOT;
1439 self.takedamage = DAMAGE_NO;
1440 self.movetype = MOVETYPE_FLY;
1441 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1442 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1443 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1444 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1445 if(autocvar_g_respawn_ghosts_maxtime)
1446 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1451 self.effects |= EF_NODRAW; // prevent another CopyBody
1452 PutClientInServer();
1455 void play_countdown(float finished, string samp)
1457 if(IS_REAL_CLIENT(self))
1458 if(floor(finished - time - frametime) != floor(finished - time))
1459 if(finished - time < 6)
1460 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1463 void player_powerups (void)
1465 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1466 int items_prev = self.items;
1468 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1469 self.modelflags |= MF_ROCKET;
1471 self.modelflags &= ~MF_ROCKET;
1473 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1475 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1478 Fire_ApplyDamage(self);
1479 Fire_ApplyEffect(self);
1483 if (self.items & IT_STRENGTH)
1485 play_countdown(self.strength_finished, "misc/poweroff.wav");
1486 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1487 if (time > self.strength_finished)
1489 self.items = self.items - (self.items & IT_STRENGTH);
1490 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1491 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1496 if (time < self.strength_finished)
1498 self.items = self.items | IT_STRENGTH;
1499 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1500 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1503 if (self.items & IT_INVINCIBLE)
1505 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1506 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1507 if (time > self.invincible_finished)
1509 self.items = self.items - (self.items & IT_INVINCIBLE);
1510 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1511 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1516 if (time < self.invincible_finished)
1518 self.items = self.items | IT_INVINCIBLE;
1519 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1520 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1523 if (self.items & IT_SUPERWEAPON)
1525 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1527 self.superweapons_finished = 0;
1528 self.items = self.items - (self.items & IT_SUPERWEAPON);
1529 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1530 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1532 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1534 // don't let them run out
1538 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1539 if (time > self.superweapons_finished)
1541 self.items = self.items - (self.items & IT_SUPERWEAPON);
1542 self.weapons &= ~WEPSET_SUPERWEAPONS;
1543 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1544 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1548 else if(self.weapons & WEPSET_SUPERWEAPONS)
1550 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1552 self.items = self.items | IT_SUPERWEAPON;
1553 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1554 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1558 self.superweapons_finished = 0;
1559 self.weapons &= ~WEPSET_SUPERWEAPONS;
1564 self.superweapons_finished = 0;
1568 if(autocvar_g_nodepthtestplayers)
1569 self.effects = self.effects | EF_NODEPTHTEST;
1571 if(autocvar_g_fullbrightplayers)
1572 self.effects = self.effects | EF_FULLBRIGHT;
1574 if (time >= game_starttime)
1575 if (time < self.spawnshieldtime)
1576 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1578 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1581 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1583 if(current > stable)
1585 else if(current > stable - 0.25) // when close enough, "snap"
1588 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1591 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1593 if(current < stable)
1595 else if(current < stable + 0.25) // when close enough, "snap"
1598 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1601 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1603 if(current > rotstable)
1605 if(rotframetime > 0)
1607 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1608 current = max(rotstable, current - rotlinear * rotframetime);
1611 else if(current < regenstable)
1613 if(regenframetime > 0)
1615 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1616 current = min(regenstable, current + regenlinear * regenframetime);
1626 void player_regen (void)
1628 float max_mod, regen_mod, rot_mod, limit_mod;
1629 max_mod = regen_mod = rot_mod = limit_mod = 1;
1630 if(!MUTATOR_CALLHOOK(PlayerRegen, max_mod, regen_mod, rot_mod, limit_mod))
1633 float minh, mina, maxh, maxa, limith, limita;
1634 maxh = autocvar_g_balance_health_rotstable;
1635 maxa = autocvar_g_balance_armor_rotstable;
1636 minh = autocvar_g_balance_health_regenstable;
1637 mina = autocvar_g_balance_armor_regenstable;
1638 limith = autocvar_g_balance_health_limit;
1639 limita = autocvar_g_balance_armor_limit;
1641 max_mod = regen_mod_max;
1642 regen_mod = regen_mod_regen;
1643 rot_mod = regen_mod_rot;
1644 limit_mod = regen_mod_limit;
1646 maxh = maxh * max_mod;
1647 minh = minh * max_mod;
1648 limith = limith * limit_mod;
1649 limita = limita * limit_mod;
1651 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);
1652 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);
1655 // if player rotted to death... die!
1656 // check this outside above checks, as player may still be able to rot to death
1658 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1660 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1662 float minf, maxf, limitf;
1664 maxf = autocvar_g_balance_fuel_rotstable;
1665 minf = autocvar_g_balance_fuel_regenstable;
1666 limitf = autocvar_g_balance_fuel_limit;
1668 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);
1672 float zoomstate_set;
1673 void SetZoomState(float z)
1675 if(z != self.zoomstate)
1678 ClientData_Touch(self);
1683 void GetPressedKeys(void) {
1684 MUTATOR_CALLHOOK(GetPressedKeys);
1685 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1686 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1687 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1688 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1689 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1691 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1692 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1693 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1694 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1699 ======================
1700 spectate mode routines
1701 ======================
1704 void SpectateCopy(entity spectatee) {
1705 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1706 self.armortype = spectatee.armortype;
1707 self.armorvalue = spectatee.armorvalue;
1708 self.ammo_cells = spectatee.ammo_cells;
1709 self.ammo_plasma = spectatee.ammo_plasma;
1710 self.ammo_shells = spectatee.ammo_shells;
1711 self.ammo_nails = spectatee.ammo_nails;
1712 self.ammo_rockets = spectatee.ammo_rockets;
1713 self.ammo_fuel = spectatee.ammo_fuel;
1714 self.clip_load = spectatee.clip_load;
1715 self.clip_size = spectatee.clip_size;
1716 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1717 self.health = spectatee.health;
1719 self.items = spectatee.items;
1720 self.last_pickup = spectatee.last_pickup;
1721 self.hit_time = spectatee.hit_time;
1722 self.metertime = spectatee.metertime;
1723 self.strength_finished = spectatee.strength_finished;
1724 self.invincible_finished = spectatee.invincible_finished;
1725 self.pressedkeys = spectatee.pressedkeys;
1726 self.weapons = spectatee.weapons;
1727 self.switchweapon = spectatee.switchweapon;
1728 self.switchingweapon = spectatee.switchingweapon;
1729 self.weapon = spectatee.weapon;
1730 self.vortex_charge = spectatee.vortex_charge;
1731 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1732 self.hagar_load = spectatee.hagar_load;
1733 self.arc_heat_percent = spectatee.arc_heat_percent;
1734 self.minelayer_mines = spectatee.minelayer_mines;
1735 self.punchangle = spectatee.punchangle;
1736 self.view_ofs = spectatee.view_ofs;
1737 self.velocity = spectatee.velocity;
1738 self.dmg_take = spectatee.dmg_take;
1739 self.dmg_save = spectatee.dmg_save;
1740 self.dmg_inflictor = spectatee.dmg_inflictor;
1741 self.v_angle = spectatee.v_angle;
1742 self.angles = spectatee.v_angle;
1743 self.frozen = spectatee.frozen;
1744 self.revive_progress = spectatee.revive_progress;
1745 if(!self.BUTTON_USE)
1746 self.fixangle = true;
1747 setorigin(self, spectatee.origin);
1748 setsize(self, spectatee.mins, spectatee.maxs);
1749 SetZoomState(spectatee.zoomstate);
1751 anticheat_spectatecopy(spectatee);
1752 self.hud = spectatee.hud;
1753 if(spectatee.vehicle)
1755 self.fixangle = false;
1756 //self.velocity = spectatee.vehicle.velocity;
1757 self.vehicle_health = spectatee.vehicle_health;
1758 self.vehicle_shield = spectatee.vehicle_shield;
1759 self.vehicle_energy = spectatee.vehicle_energy;
1760 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1761 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1762 self.vehicle_reload1 = spectatee.vehicle_reload1;
1763 self.vehicle_reload2 = spectatee.vehicle_reload2;
1767 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1768 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1769 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1770 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1772 //WriteByte (MSG_ONE, SVC_SETVIEW);
1773 // WriteEntity(MSG_ONE, self);
1774 //makevectors(spectatee.v_angle);
1775 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1779 float SpectateUpdate()
1784 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1786 SetSpectator(self, world);
1790 SpectateCopy(self.enemy);
1797 if(self.enemy.classname != "player")
1799 /*if(self.enemy.vehicle)
1803 WriteByte(MSG_ONE, SVC_SETVIEW);
1804 WriteEntity(MSG_ONE, self.enemy);
1805 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1807 self.movetype = MOVETYPE_NONE;
1808 accuracy_resend(self);
1813 WriteByte(MSG_ONE, SVC_SETVIEW);
1814 WriteEntity(MSG_ONE, self.enemy);
1815 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1816 self.movetype = MOVETYPE_NONE;
1817 accuracy_resend(self);
1819 if(!SpectateUpdate())
1820 PutObserverInServer();
1825 void SetSpectator(entity player, entity spectatee)
1827 entity old_spectatee = player.enemy;
1829 player.enemy = spectatee;
1832 // these are required to fix the spectator bug with arc
1833 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1834 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1837 float Spectate(entity pl)
1839 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1840 if(pl.team != self.team)
1843 SetSpectator(self, pl);
1844 return SpectateSet();
1847 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1848 entity CA_SpectateNext(entity start) {
1849 if (start.team == self.team) {
1854 // continue from current player
1855 while(other && other.team != self.team) {
1856 other = find(other, classname, "player");
1860 // restart from begining
1861 other = find(other, classname, "player");
1862 while(other && other.team != self.team) {
1863 other = find(other, classname, "player");
1870 float SpectateNext()
1872 other = find(self.enemy, classname, "player");
1874 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1875 // CA and ca players when spectating enemies is forbidden
1876 other = CA_SpectateNext(other);
1878 // other modes and ca spectators or spectating enemies is allowed
1880 other = find(other, classname, "player");
1883 if(other) { SetSpectator(self, other); }
1885 return SpectateSet();
1888 float SpectatePrev()
1890 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1891 other = findchain(classname, "player");
1892 if (!other) // no player
1895 entity first = other;
1896 // skip players until current spectated player
1898 while(other && other != self.enemy)
1899 other = other.chain;
1901 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1903 do { other = other.chain; }
1904 while(other && other.team != self.team);
1909 while(other.team != self.team)
1910 other = other.chain;
1911 if(other == self.enemy)
1918 other = other.chain;
1922 SetSpectator(self, other);
1923 return SpectateSet();
1928 ShowRespawnCountdown()
1930 Update a respawn countdown display.
1933 void ShowRespawnCountdown()
1936 if(self.deadflag == DEAD_NO) // just respawned?
1940 number = ceil(self.respawn_time - time);
1943 if(number <= self.respawn_countdown)
1945 self.respawn_countdown = number - 1;
1946 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
1947 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1952 void LeaveSpectatorMode()
1956 if(nJoinAllowed(self))
1958 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1960 self.classname = "player";
1961 nades_RemoveBonus(self);
1963 if(autocvar_g_campaign || autocvar_g_balance_teams)
1964 { JoinBestTeam(self, false, true); }
1966 if(autocvar_g_campaign)
1967 { campaign_bots_may_start = 1; }
1969 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1971 PutClientInServer();
1973 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1976 stuffcmd(self, "menu_showteamselect\n");
1980 // Player may not join because g_maxplayers is set
1981 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1986 * Determines whether the player is allowed to join. This depends on cvar
1987 * g_maxplayers, if it isn't used this function always return true, otherwise
1988 * it checks whether the number of currently playing players exceeds g_maxplayers.
1989 * @return int number of free slots for players, 0 if none
1991 float nJoinAllowed(entity ignore) {
1993 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1994 // so report 0 free slots if restricted
1996 if(autocvar_g_forced_team_otherwise == "spectate")
1998 if(autocvar_g_forced_team_otherwise == "spectator")
2002 if(self.team_forced < 0)
2003 return 0; // forced spectators can never join
2005 // TODO simplify this
2007 float totalClients = 0;
2012 if (!autocvar_g_maxplayers)
2013 return maxclients - totalClients;
2015 float currentlyPlaying = 0;
2016 FOR_EACH_REALCLIENT(e)
2017 if(IS_PLAYER(e) || e.caplayer)
2018 currentlyPlaying += 1;
2020 if(currentlyPlaying < autocvar_g_maxplayers)
2021 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2027 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2028 * g_maxplayers_spectator_blocktime seconds
2030 void checkSpectatorBlock() {
2031 if(IS_SPEC(self) || IS_OBSERVER(self))
2033 if(IS_REAL_CLIENT(self))
2035 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2036 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2042 void PrintWelcomeMessage()
2044 if(self.motd_actived_time == 0)
2046 if (autocvar_g_campaign) {
2047 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2048 self.motd_actived_time = time;
2049 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2052 if (self.BUTTON_INFO) {
2053 self.motd_actived_time = time;
2054 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2058 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2060 if (autocvar_g_campaign) {
2061 if (self.BUTTON_INFO)
2062 self.motd_actived_time = time;
2063 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2064 self.motd_actived_time = 0;
2065 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2068 if (self.BUTTON_INFO)
2069 self.motd_actived_time = time;
2070 else if (time - self.motd_actived_time > 2) { // 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);
2076 else //if(self.motd_actived_time < 0) // just connected, motd is active
2078 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2079 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2080 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2082 // instanctly hide MOTD
2083 self.motd_actived_time = 0;
2084 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2089 void ObserverThink()
2091 float prefered_movetype;
2092 if (self.flags & FL_JUMPRELEASED) {
2093 if (self.BUTTON_JUMP && !self.version_mismatch) {
2094 self.flags &= ~FL_JUMPRELEASED;
2095 self.flags |= FL_SPAWNING;
2096 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2097 self.flags &= ~FL_JUMPRELEASED;
2098 if(SpectateNext()) {
2099 self.classname = "spectator";
2102 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2103 if (self.movetype != prefered_movetype)
2104 self.movetype = prefered_movetype;
2107 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2108 self.flags |= FL_JUMPRELEASED;
2109 if(self.flags & FL_SPAWNING)
2111 self.flags &= ~FL_SPAWNING;
2112 LeaveSpectatorMode();
2119 void SpectatorThink()
2121 if (self.flags & FL_JUMPRELEASED) {
2122 if (self.BUTTON_JUMP && !self.version_mismatch) {
2123 self.flags &= ~FL_JUMPRELEASED;
2124 self.flags |= FL_SPAWNING;
2125 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2126 self.flags &= ~FL_JUMPRELEASED;
2127 if(SpectateNext()) {
2128 self.classname = "spectator";
2130 self.classname = "observer";
2131 PutClientInServer();
2134 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2135 self.flags &= ~FL_JUMPRELEASED;
2136 if(SpectatePrev()) {
2137 self.classname = "spectator";
2139 self.classname = "observer";
2140 PutClientInServer();
2143 } else if (self.BUTTON_ATCK2) {
2144 self.flags &= ~FL_JUMPRELEASED;
2145 self.classname = "observer";
2146 PutClientInServer();
2148 if(!SpectateUpdate())
2149 PutObserverInServer();
2152 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2153 self.flags |= FL_JUMPRELEASED;
2154 if(self.flags & FL_SPAWNING)
2156 self.flags &= ~FL_SPAWNING;
2157 LeaveSpectatorMode();
2161 if(!SpectateUpdate())
2162 PutObserverInServer();
2165 self.flags |= FL_CLIENT | FL_NOTARGET;
2170 if (!IS_PLAYER(self))
2175 vehicles_exit(VHEF_NORMAL);
2179 // a use key was pressed; call handlers
2180 MUTATOR_CALLHOOK(PlayerUseKey);
2183 float isInvisibleString(string s)
2186 s = strdecolorize(s);
2187 for((i = 0), (n = strlen(s)); i < n; ++i)
2195 case 192: // charmap space
2196 if (!autocvar_utf8_enable)
2199 case 160: // space in unicode fonts
2200 case 0xE000 + 192: // utf8 charmap space
2201 if (autocvar_utf8_enable)
2214 Called every frame for each client before the physics are run
2217 .float usekeypressed;
2218 void() nexball_setstatus;
2220 void PlayerPreThink (void)
2222 WarpZone_PlayerPhysics_FixVAngle();
2224 self.stat_game_starttime = game_starttime;
2225 self.stat_round_starttime = round_starttime;
2226 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2227 self.stat_leadlimit = autocvar_leadlimit;
2229 self.weaponsinmap = weaponsInMap;
2233 // physics frames: update anticheat stuff
2234 anticheat_prethink();
2237 if(blockSpectators && frametime)
2238 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2239 checkSpectatorBlock();
2243 // Savage: Check for nameless players
2244 if (isInvisibleString(self.netname)) {
2245 string new_name = strzone(strcat("Player@", self.netaddress));
2246 if(autocvar_sv_eventlog)
2247 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2248 if(self.netname_previous)
2249 strunzone(self.netname_previous);
2250 self.netname_previous = strzone(new_name);
2251 self.netname = self.netname_previous;
2252 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2253 } else if(self.netname_previous != self.netname) {
2254 if(autocvar_sv_eventlog)
2255 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2256 if(self.netname_previous)
2257 strunzone(self.netname_previous);
2258 self.netname_previous = strzone(self.netname);
2262 if(self.version_nagtime)
2263 if(self.cvar_g_xonoticversion)
2264 if(time > self.version_nagtime)
2266 // don't notify git users
2267 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2269 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2271 // notify release users if connecting to git
2272 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");
2273 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2278 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2281 // give users new version
2282 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");
2283 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2287 // notify users about old server version
2288 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");
2289 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2293 self.version_nagtime = 0;
2297 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2299 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2300 self.max_armorvalue = 0;
2304 if (TetrisPreFrame())
2308 if(self.frozen == 2)
2310 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2311 self.health = max(1, self.revive_progress * start_health);
2312 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2314 if(self.revive_progress >= 1)
2317 else if(self.frozen == 3)
2319 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2320 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2325 vehicles_exit(VHEF_RELESE);
2326 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2328 else if ( self.revive_progress <= 0 )
2332 MUTATOR_CALLHOOK(PlayerPreThink);
2334 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2336 if(self.BUTTON_USE && !self.usekeypressed)
2338 self.usekeypressed = self.BUTTON_USE;
2341 if(IS_REAL_CLIENT(self))
2342 PrintWelcomeMessage();
2347 CheckRules_Player();
2349 if (intermission_running)
2351 IntermissionThink (); // otherwise a button could be missed between
2352 return; // the think tics
2355 //don't allow the player to turn around while game is paused!
2356 if(timeout_status == TIMEOUT_ACTIVE) {
2357 // FIXME turn this into CSQC stuff
2358 self.v_angle = self.lastV_angle;
2359 self.angles = self.lastV_angle;
2360 self.fixangle = true;
2365 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2367 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));
2368 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));
2369 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));
2371 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2373 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));
2374 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));
2375 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));
2379 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2384 if (self.deadflag != DEAD_NO)
2386 if(self.personal && g_race_qualifying)
2388 if(time > self.respawn_time)
2390 self.respawn_time = time + 1; // only retry once a second
2391 self.stat_respawn_time = self.respawn_time;
2398 float button_pressed;
2401 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2403 if (self.deadflag == DEAD_DYING)
2405 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2406 self.deadflag = DEAD_RESPAWNING;
2407 else if(!button_pressed)
2408 self.deadflag = DEAD_DEAD;
2410 else if (self.deadflag == DEAD_DEAD)
2413 self.deadflag = DEAD_RESPAWNABLE;
2414 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2415 self.deadflag = DEAD_RESPAWNING;
2417 else if (self.deadflag == DEAD_RESPAWNABLE)
2420 self.deadflag = DEAD_RESPAWNING;
2422 else if (self.deadflag == DEAD_RESPAWNING)
2424 if(time > self.respawn_time)
2426 self.respawn_time = time + 1; // only retry once a second
2427 self.respawn_time_max = self.respawn_time;
2432 ShowRespawnCountdown();
2434 if(self.respawn_flags & RESPAWN_SILENT)
2435 self.stat_respawn_time = 0;
2436 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2437 self.stat_respawn_time = self.respawn_time_max;
2439 self.stat_respawn_time = self.respawn_time;
2442 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2443 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2444 self.stat_respawn_time *= -1;
2449 self.prevorigin = self.origin;
2451 float do_crouch = self.BUTTON_CROUCH;
2459 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2460 // It cannot be predicted by the engine!
2461 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2469 self.view_ofs = self.stat_pl_crouch_view_ofs;
2470 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2471 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2478 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2479 if (!trace_startsolid)
2481 self.crouch = false;
2482 self.view_ofs = self.stat_pl_view_ofs;
2483 setsize (self, self.stat_pl_min, self.stat_pl_max);
2490 GrapplingHookFrame();
2492 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2495 self.items &= ~self.items_added;
2499 self.items_added = 0;
2500 if(self.items & IT_JETPACK)
2501 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2502 self.items_added |= IT_FUEL;
2504 self.items |= self.items_added;
2509 // WEAPONTODO: Add a weapon request for this
2510 // rot vortex charge to the charge limit
2511 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2512 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2518 secrets_setstatus();
2521 monsters_setstatus();
2523 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2525 //self.angles_y=self.v_angle_y + 90; // temp
2526 } else if(gameover) {
2527 if (intermission_running)
2528 IntermissionThink (); // otherwise a button could be missed between
2530 } else if(IS_OBSERVER(self)) {
2532 } else if(IS_SPEC(self)) {
2536 // WEAPONTODO: Add weapon request for this
2538 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
2540 float oldspectatee_status;
2541 oldspectatee_status = self.spectatee_status;
2543 self.spectatee_status = num_for_edict(self.enemy);
2544 else if(IS_OBSERVER(self))
2545 self.spectatee_status = num_for_edict(self);
2547 self.spectatee_status = 0;
2548 if(self.spectatee_status != oldspectatee_status)
2550 ClientData_Touch(self);
2553 if(self.teamkill_soundtime)
2554 if(time > self.teamkill_soundtime)
2556 self.teamkill_soundtime = 0;
2558 entity oldpusher, oldself;
2560 oldself = self; self = self.teamkill_soundsource;
2561 oldpusher = self.pusher; self.pusher = oldself;
2563 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2565 self.pusher = oldpusher;
2569 if(self.taunt_soundtime)
2570 if(time > self.taunt_soundtime)
2572 self.taunt_soundtime = 0;
2573 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2576 target_voicescript_next(self);
2578 // WEAPONTODO: Move into weaponsystem somehow
2579 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2581 self.clip_load = self.clip_size = 0;
2588 Called every frame for each client after the physics are run
2591 .float idlekick_lasttimeleft;
2592 void PlayerPostThink (void)
2594 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2595 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2597 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2599 if(self.idlekick_lasttimeleft)
2601 self.idlekick_lasttimeleft = 0;
2602 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2608 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2609 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2611 if(!self.idlekick_lasttimeleft)
2612 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2616 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2620 else if(timeleft <= 10)
2622 if(timeleft != self.idlekick_lasttimeleft)
2623 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2624 self.idlekick_lasttimeleft = timeleft;
2630 if(self.impulse == 100)
2632 if (!TetrisPostFrame())
2638 //CheckPlayerJump();
2640 if(IS_PLAYER(self)) {
2641 CheckRules_Player();
2645 if (intermission_running)
2646 return; // intermission or finale
2656 for(i = 0; i < 1000; ++i)
2659 end = self.origin + '0 0 1024' + 512 * randomvec();
2660 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2661 if(trace_fraction < 1)
2662 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2664 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2670 if(self.waypointsprite_attachedforcarrier)
2671 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2675 CSQCMODEL_AUTOUPDATE();