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Safer implementation for removing consumable items
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1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         if (clienttype(e) == CLIENTTYPE_REAL)\r
17         {\r
18                 msg_entity = e;\r
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
21                 WriteString(MSG_ONE, snd);\r
22         }\r
23 }\r
24 \r
25 float ClientData_Send(entity to, float sf)\r
26 {\r
27         if(to != self.owner)\r
28         {\r
29                 error("wtf");\r
30                 return FALSE;\r
31         }\r
32 \r
33         entity e;\r
34 \r
35         e = to;\r
36         if(to.classname == "spectator")\r
37                 e = to.enemy;\r
38 \r
39         sf = 0;\r
40 \r
41         if(e.race_completed)\r
42                 sf |= 1; // forced scoreboard\r
43         if(to.spectatee_status)\r
44                 sf |= 2; // spectator ent number follows\r
45         if(e.zoomstate)\r
46                 sf |= 4; // zoomed\r
47 \r
48         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
49         WriteByte(MSG_ENTITY, sf);\r
50 \r
51         if(sf & 2)\r
52                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
53 \r
54         if(sf & 8)\r
55         {\r
56                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
57                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
58         }\r
59 \r
60         return TRUE;\r
61 }\r
62 \r
63 void ClientData_Attach()\r
64 {\r
65         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
66         self.clientdata.drawonlytoclient = self;\r
67         self.clientdata.owner = self;\r
68 }\r
69 \r
70 void ClientData_Detach()\r
71 {\r
72         remove(self.clientdata);\r
73         self.clientdata = world;\r
74 }\r
75 \r
76 void ClientData_Touch(entity e)\r
77 {\r
78         e.clientdata.SendFlags = 1;\r
79 \r
80         // make it spectatable\r
81         entity e2;\r
82         FOR_EACH_REALCLIENT(e2)\r
83         {\r
84                 if(e2 != e)\r
85                         if(e2.classname == "spectator")\r
86                                 if(e2.enemy == e)\r
87                                         e2.clientdata.SendFlags = 1;\r
88         }\r
89 }\r
90 \r
91 \r
92 .vector spawnpoint_score;\r
93 .string netname_previous;\r
94 \r
95 void spawnfunc_info_player_survivor (void)\r
96 {\r
97         spawnfunc_info_player_deathmatch();\r
98 }\r
99 \r
100 void spawnfunc_info_player_start (void)\r
101 {\r
102         spawnfunc_info_player_deathmatch();\r
103 }\r
104 \r
105 void spawnfunc_info_player_deathmatch (void)\r
106 {\r
107         self.classname = "info_player_deathmatch";\r
108         relocate_spawnpoint();\r
109 }\r
110 \r
111 void spawnpoint_use()\r
112 {\r
113         if(teams_matter)\r
114         if(have_team_spawns > 0)\r
115         {\r
116                 self.team = activator.team;\r
117                 some_spawn_has_been_used = 1;\r
118         }\r
119 };\r
120 \r
121 // Returns:\r
122 //   _x: prio (-1 if unusable)\r
123 //   _y: weight\r
124 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
125 {\r
126         float shortest, thisdist;\r
127         float prio;\r
128         entity player;\r
129 \r
130         prio = 0;\r
131 \r
132         // filter out spots for the wrong team\r
133         if(teamcheck)\r
134         if(spot.team != teamcheck)\r
135                 return '-1 0 0';\r
136 \r
137         if(race_spawns)\r
138                 if(spot.target == "")\r
139                         return '-1 0 0';\r
140 \r
141         if(clienttype(self) == CLIENTTYPE_REAL)\r
142         {\r
143                 if(spot.restriction == 1)\r
144                         return '-1 0 0';\r
145         }\r
146         else\r
147         {\r
148                 if(spot.restriction == 2)\r
149                         return '-1 0 0';\r
150         }\r
151 \r
152         // filter out spots for assault\r
153         if(spot.target != "") {\r
154                 local entity ent;\r
155                 float good, found;\r
156                 ent = find(world, targetname, spot.target);\r
157 \r
158                 while(ent) {\r
159                         if(ent.classname == "target_objective")\r
160                         {\r
161                                 found = 1;\r
162                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
163                                         return '-1 0 0';\r
164                                 good = 1;\r
165                         }\r
166                         else if(ent.classname == "trigger_race_checkpoint")\r
167                         {\r
168                                 found = 1;\r
169                                 if(!anypoint) // spectators may spawn everywhere\r
170 \r
171                                 {\r
172                                         if(g_race_qualifying)\r
173                                         {\r
174                                                 // spawn at first\r
175                                                 if(ent.race_checkpoint != 0)\r
176                                                         return '-1 0 0';\r
177                                                 if(spot.race_place != race_lowest_place_spawn)\r
178                                                         return '-1 0 0';\r
179                                         }\r
180                                         else\r
181                                         {\r
182                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
183                                                         return '-1 0 0';\r
184                                                 // try reusing the previous spawn\r
185                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
186                                                         prio += 1;\r
187                                                 if(ent.race_checkpoint == 0)\r
188                                                 {\r
189                                                         float pl;\r
190                                                         pl = self.race_place;\r
191                                                         if(pl > race_highest_place_spawn)\r
192                                                                 pl = 0;\r
193                                                         if(pl == 0 && !self.race_started)\r
194                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
195                                                         if(spot.race_place != pl)\r
196                                                                 return '-1 0 0';\r
197                                                 }\r
198                                         }\r
199                                 }\r
200                                 good = 1;\r
201                         }\r
202                         ent = find(ent, targetname, spot.target);\r
203                 }\r
204 \r
205                 if(found && !good)\r
206                         return '-1 0 0';\r
207         }\r
208 \r
209         player = playerlist;\r
210         shortest = vlen(world.maxs - world.mins);\r
211         for(player = playerlist; player; player = player.chain)\r
212                 if (player != self)\r
213                 {\r
214                         thisdist = vlen(player.origin - spot.origin);\r
215                         if (thisdist < shortest)\r
216                                 shortest = thisdist;\r
217                 }\r
218         return prio * '1 0 0' + shortest * '0 1 0';\r
219 }\r
220 \r
221 float spawn_allbad;\r
222 float spawn_allgood;\r
223 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
224 {\r
225         local entity spot, spotlist, spotlistend;\r
226         spawn_allgood = TRUE;\r
227         spawn_allbad = TRUE;\r
228 \r
229         spotlist = world;\r
230         spotlistend = world;\r
231 \r
232         for(spot = firstspot; spot; spot = spot.chain)\r
233         {\r
234                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
235 \r
236                 if(cvar("spawn_debugview"))\r
237                 {\r
238                         setmodel(spot, "models/rune.mdl");\r
239                         if(spot.spawnpoint_score_y < mindist)\r
240                         {\r
241                                 spot.colormod = '1 0 0';\r
242                                 spot.scale = 1;\r
243                         }\r
244                         else\r
245                         {\r
246                                 spot.colormod = '0 1 0';\r
247                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
248                         }\r
249                 }\r
250 \r
251                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
252                 {\r
253                         if(spot.spawnpoint_score_y < mindist)\r
254                         {\r
255                                 // too short distance\r
256                                 spawn_allgood = FALSE;\r
257                         }\r
258                         else\r
259                         {\r
260                                 // perfect\r
261                                 spawn_allbad = FALSE;\r
262 \r
263                                 if(spotlistend)\r
264                                         spotlistend.chain = spot;\r
265                                 spotlistend = spot;\r
266                                 if(!spotlist)\r
267                                         spotlist = spot;\r
268 \r
269                                 /*\r
270                                 if(teamcheck)\r
271                                 if(spot.team != teamcheck)\r
272                                         error("invalid spawn added");\r
273 \r
274                                 print("added ", etos(spot), "\n");\r
275                                 */\r
276                         }\r
277                 }\r
278         }\r
279         if(spotlistend)\r
280                 spotlistend.chain = world;\r
281 \r
282         /*\r
283                 entity e;\r
284                 if(teamcheck)\r
285                         for(e = spotlist; e; e = e.chain)\r
286                         {\r
287                                 print("seen ", etos(e), "\n");\r
288                                 if(e.team != teamcheck)\r
289                                         error("invalid spawn found");\r
290                         }\r
291         */\r
292 \r
293         return spotlist;\r
294 }\r
295 \r
296 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
297 {\r
298         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
299         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
300         local entity spot;\r
301 \r
302         RandomSelection_Init();\r
303         for(spot = firstspot; spot; spot = spot.chain)\r
304                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);\r
305 \r
306         return RandomSelection_chosen_ent;\r
307 }\r
308 \r
309 /*\r
310 =============\r
311 SelectSpawnPoint\r
312 \r
313 Finds a point to respawn\r
314 =============\r
315 */\r
316 entity SelectSpawnPoint (float anypoint)\r
317 {\r
318         local float teamcheck;\r
319         local entity firstspot_new;\r
320         local entity spot, firstspot, playerlist;\r
321 \r
322         spot = find (world, classname, "testplayerstart");\r
323         if (spot)\r
324                 return spot;\r
325 \r
326         teamcheck = 0;\r
327 \r
328         if(!anypoint && have_team_spawns > 0)\r
329                 teamcheck = self.team;\r
330 \r
331         // get the list of players\r
332         playerlist = findchain(classname, "player");\r
333         // get the entire list of spots\r
334         firstspot = findchain(classname, "info_player_deathmatch");\r
335         // filter out the bad ones\r
336         // (note this returns the original list if none survived)\r
337         if(anypoint)\r
338         {\r
339                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
340         }\r
341         else\r
342         {\r
343                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
344                 if(!firstspot_new)\r
345                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
346                 firstspot = firstspot_new;\r
347 \r
348                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
349                 // (this means that roughly every other spawn will be furthest, so you\r
350                 // usually won't get fragged at spawn twice in a row)\r
351                 if (arena_roundbased && !g_ca)\r
352                 {\r
353                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
354                         if(firstspot_new)\r
355                                 firstspot = firstspot_new;\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 }\r
358                 else if (random() > cvar("g_spawn_furthest"))\r
359                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
360                 else\r
361                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
362         }\r
363 \r
364         if(cvar("spawn_debugview"))\r
365         {\r
366                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
367 \r
368                 entity e;\r
369                 if(teamcheck)\r
370                         for(e = firstspot; e; e = e.chain)\r
371                                 if(e.team != teamcheck)\r
372                                         error("invalid spawn found");\r
373         }\r
374 \r
375         if (!spot)\r
376         {\r
377                 if(cvar("spawn_debug"))\r
378                         GotoNextMap();\r
379                 else\r
380                 {\r
381                         if(some_spawn_has_been_used)\r
382                                 return world; // team can't spawn any more, because of actions of other team\r
383                         else\r
384                                 error("Cannot find a spawn point - please fix the map!");\r
385                 }\r
386         }\r
387 \r
388         return spot;\r
389 }\r
390 \r
391 /*\r
392 =============\r
393 CheckPlayerModel\r
394 \r
395 Checks if the argument string can be a valid playermodel.\r
396 Returns a valid one in doubt.\r
397 =============\r
398 */\r
399 string FallbackPlayerModel = "models/player/vixen.iqm";\r
400 string CheckPlayerModel(string plyermodel) {\r
401         if(strlen(plyermodel) < 4)\r
402                 return FallbackPlayerModel;\r
403         if( substring(plyermodel,0,14) != "models/player/")\r
404                 return FallbackPlayerModel;\r
405         else if(cvar("sv_servermodelsonly"))\r
406         {\r
407                 if(substring(plyermodel,-4,4) != ".zym")\r
408                 if(substring(plyermodel,-4,4) != ".dpm")\r
409                 if(substring(plyermodel,-4,4) != ".iqm")\r
410                 if(substring(plyermodel,-4,4) != ".md3")\r
411                 if(substring(plyermodel,-4,4) != ".psk")\r
412                         return FallbackPlayerModel;\r
413                 if(plyermodel != strtolower(plyermodel))\r
414                         return FallbackPlayerModel;\r
415                 if(!fexists(plyermodel))\r
416                         return FallbackPlayerModel;\r
417         }\r
418         return plyermodel;\r
419 }\r
420 \r
421 void setmodel_apply(string modelname, float reset_anims)\r
422 {\r
423         precache_model(modelname);\r
424         setmodel(self, modelname); // players have high precision\r
425         if(reset_anims)\r
426                 player_setupanimsformodel();\r
427 }\r
428 \r
429 string setmodel_state()\r
430 {\r
431         // set the proper belly model depending on how full we are\r
432         string newmodel_name, newmodel_extension, applymodel;\r
433 \r
434         // 4 is the extension length\r
435         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
436         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
437 \r
438         float vore_state;\r
439         if(self.stomach_load > self.stomach_maxload * 0.75)\r
440                 vore_state = 3;\r
441         else if(self.stomach_load > self.stomach_maxload * 0.5)\r
442                 vore_state = 2;\r
443         else if(self.stomach_load > self.stomach_maxload * 0.25)\r
444                 vore_state = 1;\r
445 \r
446         if(vore_state)\r
447                 applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
448         else\r
449                 applymodel = self.playermodel;\r
450 \r
451         return applymodel;\r
452 }\r
453 \r
454 /*\r
455 =============\r
456 Client_customizeentityforclient\r
457 =============\r
458 */\r
459 void Client_setmodel(string applymodel)\r
460 {\r
461         local vector m1, m2;\r
462         if(self.classname != "player") // prevent some bugs\r
463                 return;\r
464         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
465                 return;\r
466 \r
467         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
468         m1 = self.mins;\r
469         m2 = self.maxs;\r
470         setmodel_apply(applymodel, FALSE);\r
471         setsize (self, m1, m2);\r
472 }\r
473 \r
474 void Client_uncustomizeentityforclient()\r
475 {\r
476         self.skin = self.skinindex;\r
477 }\r
478 \r
479 float Client_customizeentityforclient()\r
480 {\r
481         entity modelsource;\r
482         string stomachmodel;\r
483 \r
484         if(self.modelindex == 0)\r
485                 return TRUE;\r
486 \r
487         // forcemodel stuff\r
488 \r
489 #ifdef PROFILING\r
490         float t0;\r
491         t0 = gettime(GETTIME_HIRES); // reference\r
492 #endif\r
493 \r
494         modelsource = self;\r
495 \r
496 #ifdef ALLOW_FORCEMODELS\r
497         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
498                 modelsource = other;\r
499         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
500                 modelsource = other;\r
501 #endif\r
502 \r
503         self.skin = modelsource.skinindex;\r
504 \r
505 #if 0\r
506         if(modelsource == self)\r
507                 self.skin = modelsource.skinindex;\r
508         else\r
509                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
510 #endif\r
511 \r
512         // self: me\r
513         // other: the player viewing me\r
514 \r
515 #ifdef PROFILING\r
516         float t1;\r
517         t1 = gettime(GETTIME_HIRES); // reference\r
518         client_cefc_accumulator += (t1 - t0);\r
519 #endif\r
520 \r
521         // now change the predator's player model into a stomach model for the prey\r
522         // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
523         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
524         stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
525 \r
526         float chase;\r
527         chase = other.cvar_chase_active;\r
528 \r
529         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
530                 other = other.enemy; // also do this for the player we are spectating\r
531 \r
532         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
533         if not(chase || other.classname == "observer") // the observer check prevents a bug\r
534         if(other.predator == self)\r
535         {\r
536                 Client_setmodel(stomachmodel);\r
537                 self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models\r
538                 self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
539                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
540                 return TRUE;\r
541         }\r
542 \r
543         Client_setmodel(setmodel_state());\r
544         self.effects &~= EF_NODEPTHTEST;\r
545         if not(self.stat_eaten)\r
546         {\r
547                 self.alpha = default_player_alpha;\r
548                 if(cvar("g_vore_swallowfade"))\r
549                 if not(other == self && !chase)\r
550                         self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
551         }\r
552         else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
553         {\r
554                 self.alpha = default_player_alpha; // allow seeing neighboring prey\r
555                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
556         }\r
557         else\r
558                 self.alpha = -1; // hide prey\r
559         return TRUE;\r
560 }\r
561 \r
562 /*\r
563 =============\r
564 PutObserverInServer\r
565 \r
566 putting a client as observer in the server\r
567 =============\r
568 */\r
569 void FixPlayermodel();\r
570 void PutObserverInServer (void)\r
571 {\r
572         entity  spot;\r
573 \r
574         race_PreSpawnObserver();\r
575 \r
576         spot = SelectSpawnPoint (TRUE);\r
577         if(!spot)\r
578                 error("No spawnpoints for observers?!?\n");\r
579         RemoveGrabber(self); // Wazat's Grabber\r
580 \r
581         if(clienttype(self) == CLIENTTYPE_REAL)\r
582         {\r
583                 msg_entity = self;\r
584                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
585                 WriteEntity(MSG_ONE, self);\r
586         }\r
587 \r
588         Vore_Disconnect();\r
589 \r
590         kh_Key_DropAll(self, TRUE);\r
591 \r
592         if(self.flagcarried)\r
593                 DropFlag(self.flagcarried, world, world);\r
594 \r
595         WaypointSprite_PlayerDead();\r
596 \r
597         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
598                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
599 \r
600         if(self.killcount != -666) {\r
601                 if(g_lms) {\r
602                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
603                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
604                         else\r
605                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
606                 } else\r
607                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
608 \r
609                 if(self.just_joined == FALSE) {\r
610                         LogTeamchange(self.playerid, -1, 4);\r
611                 } else\r
612                         self.just_joined = FALSE;\r
613         }\r
614 \r
615         PlayerScore_Clear(self); // clear scores when needed\r
616 \r
617         self.spectatortime = time;\r
618 \r
619         self.classname = "observer";\r
620         self.iscreature = FALSE;\r
621         self.health = -666;\r
622         self.takedamage = DAMAGE_NO;\r
623         self.solid = SOLID_NOT;\r
624         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
625         self.flags = FL_CLIENT | FL_NOTARGET;\r
626         self.armorvalue = 666;\r
627         self.effects = 0;\r
628         self.armorvalue = cvar("g_balance_armor_start");\r
629         self.pauserotarmor_finished = 0;\r
630         self.pauserothealth_finished = 0;\r
631         self.pauseregenhealth_finished = 0;\r
632         self.pauseregenarmor_finished = 0;\r
633         self.damageforcescale = 0;\r
634         self.death_time = 0;\r
635         self.dead_frame = 0;\r
636         self.alpha = 0;\r
637         self.scale = 0;\r
638         self.fade_time = 0;\r
639         self.pain_frame = 0;\r
640         self.pain_finished = 0;\r
641         self.strength_finished = 0;\r
642         self.invincible_finished = 0;\r
643         self.pushltime = 0;\r
644         self.think = SUB_Null;\r
645         self.nextthink = 0;\r
646         self.grabber_time = 0;\r
647         self.deadflag = DEAD_NO;\r
648         self.angles = spot.angles;\r
649         self.angles_z = 0;\r
650         self.fixangle = TRUE;\r
651         self.crouch = FALSE;\r
652 \r
653         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
654         setorigin (self, spot.origin);\r
655         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
656         self.prevorigin = self.origin;\r
657         self.items = 0;\r
658         self.weapons = 0;\r
659         self.model = "";\r
660         FixPlayermodel();\r
661         self.model = "";\r
662         self.modelindex = 0;\r
663         self.weapon = 0;\r
664         self.weaponmodel = "";\r
665         self.weaponentity = world;\r
666         self.exteriorweaponentity = world;\r
667         self.killcount = -666;\r
668         self.velocity = '0 0 0';\r
669         self.avelocity = '0 0 0';\r
670         self.punchangle = '0 0 0';\r
671         self.punchvector = '0 0 0';\r
672         self.oldvelocity = self.velocity;\r
673         self.fire_endtime = -1;\r
674 \r
675         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
676 \r
677         if(g_arena)\r
678         {\r
679                 if(self.version_mismatch)\r
680                 {\r
681                         Spawnqueue_Unmark(self);\r
682                         Spawnqueue_Remove(self);\r
683                 }\r
684                 else\r
685                 {\r
686                         Spawnqueue_Insert(self);\r
687                 }\r
688         }\r
689         else if(g_lms)\r
690         {\r
691                 // Only if the player cannot play at all\r
692                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
693                         self.frags = FRAGS_SPECTATOR;\r
694                 else\r
695                         self.frags = FRAGS_LMS_LOSER;\r
696         }\r
697         else\r
698                 self.frags = FRAGS_SPECTATOR;\r
699 }\r
700 \r
701 float RestrictSkin(float s)\r
702 {\r
703         if(!teams_matter)\r
704                 return s;\r
705         if(s == 6)\r
706                 return 6;\r
707         return mod(s, 3);\r
708 }\r
709 \r
710 void FixPlayermodel()\r
711 {\r
712         local string defaultmodel;\r
713         local float defaultskin, chmdl, oldskin;\r
714         local vector m1, m2;\r
715 \r
716         defaultmodel = "";\r
717 \r
718         if(cvar("sv_defaultcharacter") == 1) {\r
719                 defaultskin = 0;\r
720 \r
721                 if(teams_matter)\r
722                 {\r
723                         string s;\r
724                         s = Team_ColorNameLowerCase(self.team);\r
725                         if(s != "neutral")\r
726                         {\r
727                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
728                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
729                         }\r
730                 }\r
731 \r
732                 if(defaultmodel == "")\r
733                 {\r
734                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
735                         defaultskin = cvar("sv_defaultplayerskin");\r
736                 }\r
737         }\r
738 \r
739         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
740         {\r
741                 if(self.model != "")\r
742                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
743                 self.model = ""; // force the != checks to return true\r
744         }\r
745 \r
746         if(defaultmodel != "")\r
747         {\r
748                 if (defaultmodel != self.model)\r
749                 {\r
750                         m1 = self.mins;\r
751                         m2 = self.maxs;\r
752                         setmodel_apply (defaultmodel, TRUE);\r
753                         setsize (self, m1, m2);\r
754                         chmdl = TRUE;\r
755                 }\r
756 \r
757                 oldskin = self.skinindex;\r
758                 self.skinindex = defaultskin;\r
759         } else {\r
760                 if (self.model == "")\r
761                 {\r
762                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
763                         m1 = self.mins;\r
764                         m2 = self.maxs;\r
765                         setmodel_apply (self.playermodel, TRUE);\r
766                         setsize (self, m1, m2);\r
767                         chmdl = TRUE;\r
768                 }\r
769                 // update player sounds if we changed model\r
770                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
771                         UpdatePlayerSounds();\r
772 \r
773                 oldskin = self.skinindex;\r
774                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
775         }\r
776 \r
777         if(chmdl || oldskin != self.skinindex)\r
778                 self.species = player_getspecies(); // model or skin has changed\r
779 \r
780         if(!teams_matter)\r
781                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
782                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
783                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
784 }\r
785 \r
786 void PlayerTouchExplode(entity p1, entity p2)\r
787 {\r
788         vector org;\r
789         org = (p1.origin + p2.origin) * 0.5;\r
790         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
791 \r
792         te_explosion(org);\r
793 \r
794         entity e;\r
795         e = spawn();\r
796         setorigin(e, org);\r
797         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
798         remove(e);\r
799 }\r
800 \r
801 /*\r
802 =============\r
803 PutClientInServer\r
804 \r
805 Called when a client spawns in the server\r
806 =============\r
807 */\r
808 //void() ctf_playerchanged;\r
809 void PutClientInServer (void)\r
810 {\r
811         entity e;\r
812 \r
813         if(clienttype(self) == CLIENTTYPE_BOT)\r
814         {\r
815                 self.classname = "player";\r
816         }\r
817         else if(clienttype(self) == CLIENTTYPE_REAL)\r
818         {\r
819                 msg_entity = self;\r
820                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
821                 WriteEntity(MSG_ONE, self);\r
822         }\r
823 \r
824         // player is dead and becomes observer\r
825         // FIXME fix LMS scoring for new system\r
826         if(g_lms)\r
827         {\r
828                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
829                         self.classname = "observer";\r
830         }\r
831 \r
832         if(g_arena || (g_ca && !allowed_to_spawn))\r
833         if(!self.spawned)\r
834                 self.classname = "observer";\r
835 \r
836         if(gameover)\r
837                 self.classname = "observer";\r
838 \r
839         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
840                 entity spot, oldself;\r
841                 float j;\r
842 \r
843                 if(self.team < 0)\r
844                         JoinBestTeam(self, FALSE, TRUE);\r
845 \r
846                 race_PreSpawn();\r
847 \r
848                 spot = SelectSpawnPoint (FALSE);\r
849                 if(!spot)\r
850                 {\r
851                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
852                         return; // spawn failed\r
853                 }\r
854 \r
855                 RemoveGrabber(self); // Wazat's Grabber\r
856 \r
857                 Vore_Disconnect();\r
858                 self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
859 \r
860                 self.classname = "player";\r
861                 self.wasplayer = TRUE;\r
862                 self.iscreature = TRUE;\r
863                 self.movetype = MOVETYPE_WALK;\r
864                 if(cvar("g_player_colisions"))\r
865                         self.solid = SOLID_SLIDEBOX;\r
866                 else\r
867                         self.solid = SOLID_CORPSE;\r
868                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
869                 if(cvar("g_playerclip_collisions"))\r
870                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
871                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
872                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
873                 self.frags = FRAGS_PLAYER;\r
874                 if(independent_players)\r
875                         MAKE_INDEPENDENT_PLAYER(self);\r
876                 self.flags = FL_CLIENT;\r
877                 self.takedamage = DAMAGE_AIM;\r
878                 self.effects = 0;\r
879                 self.air_finished = time + 12;\r
880                 self.dmg = 2;\r
881 \r
882                 if(inWarmupStage)\r
883                 {\r
884                         self.ammo_fuel = warmup_start_ammo_fuel;\r
885                         self.health = warmup_start_health;\r
886                         self.armorvalue = warmup_start_armorvalue;\r
887                         self.weapons = warmup_start_weapons;\r
888                 }\r
889                 else\r
890                 {\r
891                         self.ammo_fuel = start_ammo_fuel;\r
892                         self.health = start_health;\r
893                         self.armorvalue = start_armorvalue;\r
894                         self.weapons = start_weapons;\r
895                 }\r
896 \r
897                 self.items = start_items;\r
898                 self.switchweapon = w_getbestweapon(self);\r
899                 self.cnt = self.switchweapon;\r
900                 self.weapon = 0;\r
901 \r
902                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
903                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
904                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
905                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
906                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
907                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
908                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
909                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
910                         self.spawnshieldtime += game_starttime - time;\r
911                         self.pauserotarmor_finished += game_starttime - time;\r
912                         self.pauserothealth_finished += game_starttime - time;\r
913                         self.pauseregenhealth_finished += game_starttime - time;\r
914                         self.pauseregenarmor_finished += game_starttime - time;\r
915                 }\r
916                 self.damageforcescale = 2;\r
917                 self.death_time = 0;\r
918                 self.dead_frame = 0;\r
919                 self.alpha = 0;\r
920                 self.scale = 0;\r
921                 self.fade_time = 0;\r
922                 self.pain_frame = 0;\r
923                 self.pain_finished = 0;\r
924                 self.strength_finished = 0;\r
925                 self.invincible_finished = 0;\r
926                 self.pushltime = 0;\r
927                 // players have no think function\r
928                 self.think = SUB_Null;\r
929                 self.nextthink = 0;\r
930                 self.grabber_time = 0;\r
931                 self.dmg_team = 0;\r
932 \r
933                 self.deadflag = DEAD_NO;\r
934                 self.stomach_load = 0;\r
935                 self.angles = spot.angles;\r
936 \r
937                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
938                 self.fixangle = TRUE; // turn this way immediately\r
939                 self.leanangle_damage_force = '0 0 0';\r
940                 self.velocity = '0 0 0';\r
941                 self.avelocity = '0 0 0';\r
942                 self.punchangle = '0 0 0';\r
943                 self.punchvector = '0 0 0';\r
944                 self.oldvelocity = self.velocity;\r
945                 self.fire_endtime = -1;\r
946 \r
947                 msg_entity = self;\r
948                 WRITESPECTATABLE_MSG_ONE({\r
949                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
950                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
951                 });\r
952 \r
953                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
954 \r
955                 self.model = "";\r
956                 FixPlayermodel();\r
957 \r
958                 self.crouch = FALSE;\r
959                 self.view_ofs = PL_VIEW_OFS;\r
960                 setsize (self, PL_MIN, PL_MAX);\r
961                 self.spawnorigin = spot.origin;\r
962                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
963                 // don't reset back to last position, even if new position is stuck in solid\r
964                 self.oldorigin = self.origin;\r
965                 self.prevorigin = self.origin;\r
966                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
967 \r
968                 if(g_arena)\r
969                 {\r
970                         Spawnqueue_Remove(self);\r
971                         Spawnqueue_Mark(self);\r
972                 }\r
973 \r
974                 else if(g_ca)\r
975                         self.caplayer = 1;\r
976 \r
977                 self.event_damage = PlayerDamage;\r
978 \r
979                 self.bot_attack = TRUE;\r
980 \r
981                 self.statdraintime = time + 5;\r
982                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
983 \r
984                 if(self.killcount == -666) {\r
985                         PlayerScore_Clear(self);\r
986                         self.killcount = 0;\r
987                 }\r
988 \r
989                 CL_SpawnWeaponentity();\r
990                 self.alpha = default_player_alpha;\r
991                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
992                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
993 \r
994                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
995                 self.lms_traveled_distance = 0;\r
996                 self.speedrunning = FALSE;\r
997 \r
998                 race_PostSpawn(spot);\r
999 \r
1000                 if(cvar("spawn_debug"))\r
1001                 {\r
1002                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
1003                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
1004                 }\r
1005 \r
1006                 //stuffcmd(self, "chase_active 0");\r
1007                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
1008 \r
1009                 if (cvar("g_spawnsound"))\r
1010                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
1011                 pointparticles(particleeffectnum("player_respawn"), self.origin, '0 0 0', 1);\r
1012 \r
1013                 if(g_assault) {\r
1014                         if(self.team == assault_attacker_team)\r
1015                                 centerprint(self, "You are attacking!");\r
1016                         else\r
1017                                 centerprint(self, "You are defending!");\r
1018                 }\r
1019 \r
1020                 target_voicescript_clear(self);\r
1021 \r
1022                 // reset fields the weapons may use\r
1023         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1024                 {\r
1025             weapon_action(j, WR_RESETPLAYER);\r
1026 \r
1027                         // all weapons must be fully loaded when we spawn\r
1028                         e = get_weaponinfo(j);\r
1029                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1030                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1031                 }\r
1032 \r
1033                 oldself = self;\r
1034                 self = spot;\r
1035                         activator = oldself;\r
1036                                 SUB_UseTargets();\r
1037                         activator = world;\r
1038                 self = oldself;\r
1039         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1040                 PutObserverInServer ();\r
1041         }\r
1042 \r
1043         //if(g_ctf)\r
1044         //      ctf_playerchanged();\r
1045 }\r
1046 \r
1047 float ClientInit_SendEntity(entity to, float sf)\r
1048 {\r
1049         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1050         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1051         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1052         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1053 \r
1054         if(sv_foginterval && world.fog != "")\r
1055                 WriteString(MSG_ENTITY, world.fog);\r
1056         else\r
1057                 WriteString(MSG_ENTITY, "");\r
1058         WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
1059         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1060         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1061 \r
1062         WriteShort(MSG_ENTITY, cvar("g_vore"));\r
1063         if(cvar("g_healthsize"))\r
1064                 WriteShort(MSG_ENTITY, cvar("g_healthsize_center"));\r
1065         else\r
1066                 WriteShort(MSG_ENTITY, -1); // healthsize is disabled\r
1067         WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
1068         WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
1069 \r
1070         // tell the client if this server uses armor\r
1071         float armor_max;\r
1072         if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
1073                 armor_max = cvar("g_balance_armor_limit");\r
1074         WriteCoord(MSG_ENTITY, armor_max);\r
1075 \r
1076         float teamheal_max;\r
1077         if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
1078                 teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
1079         WriteCoord(MSG_ENTITY, teamheal_max);\r
1080 \r
1081         WriteShort(MSG_ENTITY, cvar("g_power"));\r
1082         WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
1083         WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn"));\r
1084 \r
1085         return TRUE;\r
1086 }\r
1087 \r
1088 void ClientInit_Spawn()\r
1089 {\r
1090         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1091 }\r
1092 \r
1093 /*\r
1094 =============\r
1095 SetNewParms\r
1096 =============\r
1097 */\r
1098 void SetNewParms (void)\r
1099 {\r
1100         // initialize parms for a new player\r
1101         parm1 = -(86400 * 366);\r
1102 }\r
1103 \r
1104 /*\r
1105 =============\r
1106 SetChangeParms\r
1107 =============\r
1108 */\r
1109 void SetChangeParms (void)\r
1110 {\r
1111         // save parms for level change\r
1112         parm1 = self.parm_idlesince - time;\r
1113 }\r
1114 \r
1115 /*\r
1116 =============\r
1117 DecodeLevelParms\r
1118 =============\r
1119 */\r
1120 void DecodeLevelParms (void)\r
1121 {\r
1122         // load parms\r
1123         self.parm_idlesince = parm1;\r
1124         if(self.parm_idlesince == -(86400 * 366))\r
1125                 self.parm_idlesince = time;\r
1126 \r
1127         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1128         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1129 }\r
1130 \r
1131 /*\r
1132 =============\r
1133 ClientKill\r
1134 \r
1135 Called when a client types 'kill' in the console\r
1136 =============\r
1137 */\r
1138 \r
1139 .float clientkill_nexttime;\r
1140 void ClientKill_Now_TeamChange()\r
1141 {\r
1142         if(self.killindicator_teamchange == -1)\r
1143         {\r
1144                 self.team = -1;\r
1145                 JoinBestTeam( self, FALSE, FALSE );\r
1146         }\r
1147         else if(self.killindicator_teamchange == -2)\r
1148         {\r
1149                 if(g_ca)\r
1150                         self.caplayer = 0;\r
1151                 if(blockSpectators)\r
1152                         sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));\r
1153                 PutObserverInServer();\r
1154         }\r
1155         else\r
1156                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1157 }\r
1158 \r
1159 void ClientKill_Now()\r
1160 {       \r
1161         if(self.killindicator && !wasfreed(self.killindicator))\r
1162         remove(self.killindicator);\r
1163         \r
1164         self.killindicator = world;\r
1165 \r
1166         if(self.killindicator_teamchange)\r
1167                 ClientKill_Now_TeamChange();\r
1168 \r
1169         // in any case:\r
1170         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1171 \r
1172         // now I am sure the player IS dead\r
1173 }\r
1174 void KillIndicator_Think()\r
1175 {\r
1176         if (!self.owner.modelindex)\r
1177         {\r
1178                 self.owner.killindicator = world;\r
1179                 remove(self);\r
1180                 return;\r
1181         }\r
1182 \r
1183         if(self.cnt <= 0)\r
1184         {\r
1185                 self = self.owner;\r
1186                 ClientKill_Now(); // no oldself needed\r
1187                 return;\r
1188         }\r
1189     else if(g_cts && self.health == 1) // health == 1 means that it's silent\r
1190     {\r
1191         self.nextthink = time + 1;\r
1192         self.cnt -= 1;\r
1193     }\r
1194         else\r
1195         {\r
1196                 if(self.cnt <= 10)\r
1197                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1198                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1199                 {\r
1200                         if(self.cnt <= 10)\r
1201                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1202                         if(self.owner.killindicator_teamchange)\r
1203                         {\r
1204                                 if(self.owner.killindicator_teamchange == -1)\r
1205                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1206                                 else if(self.owner.killindicator_teamchange == -2)\r
1207                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));\r
1208                                 else\r
1209                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1210                         }\r
1211                         else\r
1212                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1213                 }\r
1214                 self.nextthink = time + 1;\r
1215                 self.cnt -= 1;\r
1216         }\r
1217 }\r
1218 \r
1219 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec\r
1220 {\r
1221         float killtime;\r
1222         entity e;\r
1223         killtime = cvar("g_balance_kill_delay");\r
1224 \r
1225         if(g_race_qualifying || g_cts)\r
1226                 killtime = 0;\r
1227 \r
1228     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill\r
1229     {\r
1230                 remove(self.killindicator);\r
1231                 self.killindicator = world;\r
1232 \r
1233         ClientKill_Now(); // allow instant kill in this case\r
1234         return;\r
1235     }\r
1236 \r
1237         self.killindicator_teamchange = targetteam;\r
1238 \r
1239     if(!self.killindicator)\r
1240         {\r
1241                 if(self.modelindex && self.deadflag == DEAD_NO)\r
1242                 {\r
1243                         killtime = max(killtime, self.clientkill_nexttime - time);\r
1244                         self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam");\r
1245                 }\r
1246 \r
1247                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1248                 {\r
1249                         ClientKill_Now();\r
1250                 }\r
1251                 else\r
1252                 {\r
1253                         self.killindicator = spawn();\r
1254                         self.killindicator.owner = self;\r
1255                         self.killindicator.scale = 0.5;\r
1256                         setattachment(self.killindicator, self, "");\r
1257                         setorigin(self.killindicator, '0 0 52');\r
1258                         self.killindicator.think = KillIndicator_Think;\r
1259                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1260                         self.killindicator.cnt = ceil(killtime);\r
1261                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1262                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1263 \r
1264                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1265                         {\r
1266                                 if(e.enemy != self)\r
1267                                         continue;\r
1268                                 e.killindicator = spawn();\r
1269                                 e.killindicator.owner = e;\r
1270                                 e.killindicator.scale = 0.5;\r
1271                                 setattachment(e.killindicator, e, "");\r
1272                                 setorigin(e.killindicator, '0 0 52');\r
1273                                 e.killindicator.think = KillIndicator_Think;\r
1274                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1275                                 e.killindicator.cnt = ceil(killtime);\r
1276                         }\r
1277                         self.lip = 0;\r
1278                 }\r
1279         }\r
1280         if(self.killindicator)\r
1281         {\r
1282                 if(targetteam == 0) // just die\r
1283                         self.killindicator.colormod = '0 0 0';\r
1284                 else if(targetteam == -1) // auto\r
1285                         self.killindicator.colormod = '0 1 0';\r
1286                 else if(targetteam == -2) // spectate\r
1287                         self.killindicator.colormod = '0.5 0.5 0.5';\r
1288                 else\r
1289                         self.killindicator.colormod = TeamColor(targetteam);\r
1290         }\r
1291 }\r
1292 \r
1293 void ClientKill (void)\r
1294 {\r
1295         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either\r
1296         {\r
1297                 // do nothing\r
1298         }\r
1299         else\r
1300                 ClientKill_TeamChange(0);\r
1301 }\r
1302 \r
1303 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\r
1304 {\r
1305     e.killindicator = spawn();\r
1306     e.killindicator.owner = e;\r
1307     e.killindicator.think = KillIndicator_Think;\r
1308     e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1309     e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay"));\r
1310     e.killindicator.health = 1; // this is used to indicate that it should be silent\r
1311     e.lip = 0;\r
1312 }\r
1313 \r
1314 void DoTeamChange(float destteam)\r
1315 {\r
1316         float t, c0;\r
1317         if(!teamplay)\r
1318         {\r
1319                 if(destteam >= 0)\r
1320                         SetPlayerColors(self, destteam);\r
1321                 return;\r
1322         }\r
1323         if(self.classname == "player")\r
1324         if(destteam == -1)\r
1325         {\r
1326                 CheckAllowedTeams(self);\r
1327                 t = FindSmallestTeam(self, TRUE);\r
1328                 switch(self.team)\r
1329                 {\r
1330                         case COLOR_TEAM1: c0 = c1; break;\r
1331                         case COLOR_TEAM2: c0 = c2; break;\r
1332                         case COLOR_TEAM3: c0 = c3; break;\r
1333                         case COLOR_TEAM4: c0 = c4; break;\r
1334                         default:          c0 = 999;\r
1335                 }\r
1336                 switch(t)\r
1337                 {\r
1338                         case 1:\r
1339                                 if(c0 > c1)\r
1340                                         destteam = COLOR_TEAM1;\r
1341                                 break;\r
1342                         case 2:\r
1343                                 if(c0 > c2)\r
1344                                         destteam = COLOR_TEAM2;\r
1345                                 break;\r
1346                         case 3:\r
1347                                 if(c0 > c3)\r
1348                                         destteam = COLOR_TEAM3;\r
1349                                 break;\r
1350                         case 4:\r
1351                                 if(c0 > c4)\r
1352                                         destteam = COLOR_TEAM4;\r
1353                                 break;\r
1354                 }\r
1355                 if(destteam == -1)\r
1356                         return;\r
1357         }\r
1358         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1359                 return;\r
1360         ClientKill_TeamChange(destteam);\r
1361 }\r
1362 \r
1363 void FixClientCvars(entity e)\r
1364 {\r
1365         // send prediction settings to the client\r
1366         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1367         if(g_race || g_cts)\r
1368                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1369         if(cvar("g_antilag") == 3) // client side hitscan\r
1370                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1371                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1372         /*\r
1373          * we no longer need to stuff this. Remove this comment block if you feel\r
1374          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1375         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1376         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1377         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1378         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1379         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1380         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1381         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1382         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1383         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1384         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1385         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1386         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1387         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1388          */\r
1389 }\r
1390 \r
1391 /*\r
1392 =============\r
1393 ClientConnect\r
1394 \r
1395 Called when a client connects to the server\r
1396 =============\r
1397 */\r
1398 //void ctf_clientconnect();\r
1399 string ColoredTeamName(float t);\r
1400 void DecodeLevelParms (void);\r
1401 //void dom_player_join_team(entity pl);\r
1402 #ifdef UID\r
1403 .float uid_kicktime;\r
1404 .string uid;\r
1405 #endif\r
1406 void ClientConnect (void)\r
1407 {\r
1408         float t;\r
1409 \r
1410         if(self.flags & FL_CLIENT)\r
1411         {\r
1412                 print("Warning: ClientConnect, but already connected!\n");\r
1413                 return;\r
1414         }\r
1415 \r
1416         if(Ban_MaybeEnforceBan(self))\r
1417                 return;\r
1418 \r
1419         DecodeLevelParms();\r
1420 \r
1421         self.classname = "player_joining";\r
1422 \r
1423         self.flags = FL_CLIENT;\r
1424         self.version_nagtime = time + 10 + random() * 10;\r
1425 \r
1426         if(player_count<0)\r
1427         {\r
1428                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1429                 player_count = 0;\r
1430         }\r
1431 \r
1432         PlayerScore_Attach(self);\r
1433         ClientData_Attach();\r
1434 \r
1435         bot_clientconnect();\r
1436 \r
1437         playerdemo_init();\r
1438 \r
1439         anticheat_init();\r
1440         \r
1441         race_PreSpawnObserver();\r
1442 \r
1443         //if(g_domination)\r
1444         //      dom_player_join_team(self);\r
1445 \r
1446         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1447 \r
1448         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1449                 self.classname = "observer";\r
1450         } else {\r
1451                 if(teams_matter)\r
1452                 {\r
1453                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1454                         {\r
1455                                 self.classname = "player";\r
1456                                 campaign_bots_may_start = 1;\r
1457                         }\r
1458                         else\r
1459                         {\r
1460                                 self.classname = "observer"; // do it anyway\r
1461                         }\r
1462                 }\r
1463                 else\r
1464                 {\r
1465                         self.classname = "player";\r
1466                         campaign_bots_may_start = 1;\r
1467                 }\r
1468         }\r
1469 \r
1470         self.playerid = (playerid_last = playerid_last + 1);\r
1471 \r
1472         if(cvar("sv_eventlog"))\r
1473                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1474 \r
1475         LogTeamchange(self.playerid, self.team, 1);\r
1476 \r
1477         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1478 \r
1479         self.netname_previous = strzone(self.netname);\r
1480 \r
1481         bprint("^4", self.netname, "^4 connected");\r
1482 \r
1483         if(self.classname != "observer" && (g_domination || g_ctf))\r
1484                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1485 \r
1486         bprint("\n");\r
1487 \r
1488         self.welcomemessage_time = 0;\r
1489 \r
1490         stuffcmd(self, strcat(clientstuff, "\n"));\r
1491         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1492         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1493 \r
1494         FixClientCvars(self);\r
1495 \r
1496         // spawnfunc_waypoint sprites\r
1497         WaypointSprite_InitClient(self);\r
1498 \r
1499         // Wazat's grabber\r
1500         SetGrabberBindings();\r
1501 \r
1502         // get autoswitch state from player when he toggles it\r
1503         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1504 \r
1505         // get version info from player\r
1506         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1507 \r
1508         // get other cvars from player\r
1509         GetCvars(0);\r
1510 \r
1511         // set cvar for team scoreboard\r
1512         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1513 \r
1514         // notify about available teams\r
1515         if(teams_matter)\r
1516         {\r
1517                 CheckAllowedTeams(self);\r
1518                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1519                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1520         }\r
1521         else\r
1522                 stuffcmd(self, "set _teams_available 0\n");\r
1523 \r
1524         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1525 \r
1526         if(g_arena || g_ca)\r
1527         {\r
1528                 self.classname = "observer";\r
1529                 if(g_arena)\r
1530                         Spawnqueue_Insert(self);\r
1531         }\r
1532         /*else if(g_ctf)\r
1533         {\r
1534                 ctf_clientconnect();\r
1535         }*/\r
1536 \r
1537         attach_entcs();\r
1538 \r
1539         bot_relinkplayerlist();\r
1540 \r
1541         self.spectatortime = time;\r
1542         if(blockSpectators)\r
1543         {\r
1544                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));\r
1545         }\r
1546 \r
1547         self.jointime = time;\r
1548         self.allowedTimeouts = cvar("sv_timeout_number");\r
1549 \r
1550         if(clienttype(self) == CLIENTTYPE_REAL)\r
1551         {\r
1552                 if(cvar("g_bugrigs"))\r
1553                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1554         }\r
1555 \r
1556         if(g_lms)\r
1557         {\r
1558                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1559                 {\r
1560                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1561                         self.frags = FRAGS_SPECTATOR;\r
1562                 }\r
1563         }\r
1564 \r
1565         if(!sv_foginterval && world.fog != "")\r
1566                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1567 \r
1568         SoundEntity_Attach(self);\r
1569 \r
1570         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1571         {\r
1572                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1573                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1574         }\r
1575         else\r
1576                 self.hitplotfh = -1;\r
1577 \r
1578 #ifdef UID\r
1579         if(clienttype(self) == CLIENTTYPE_REAL)\r
1580         if not(self.uid)\r
1581                 self.uid_kicktime = time + 60;\r
1582 #endif\r
1583 \r
1584         if(g_race || g_cts) {\r
1585                 string rr;\r
1586                 if(g_cts)\r
1587                         rr = CTS_RECORD;\r
1588                 else\r
1589                         rr = RACE_RECORD;\r
1590                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1591 \r
1592                 race_send_recordtime(MSG_ONE);\r
1593                 race_send_speedaward(MSG_ONE);\r
1594 \r
1595                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1596                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1597                 race_send_speedaward_alltimebest(MSG_ONE);\r
1598 \r
1599                 float i;\r
1600                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1601                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1602                 }\r
1603         }\r
1604         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1605                 send_CSQC_teamnagger();\r
1606 \r
1607         CheatInitClient();\r
1608 }\r
1609 \r
1610 /*\r
1611 =============\r
1612 ClientDisconnect\r
1613 \r
1614 Called when a client disconnects from the server\r
1615 =============\r
1616 */\r
1617 .entity chatbubbleentity;\r
1618 void ReadyCount();\r
1619 void ClientDisconnect (void)\r
1620 {\r
1621         if not(self.flags & FL_CLIENT)\r
1622         {\r
1623                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1624                 return;\r
1625         }\r
1626 \r
1627         Vore_Disconnect();\r
1628 \r
1629         CheatShutdownClient();\r
1630 \r
1631         if(self.hitplotfh >= 0)\r
1632         {\r
1633                 fclose(self.hitplotfh);\r
1634                 self.hitplotfh = -1;\r
1635         }\r
1636 \r
1637         anticheat_report();\r
1638         anticheat_shutdown();\r
1639 \r
1640         playerdemo_shutdown();\r
1641 \r
1642         bot_clientdisconnect();\r
1643 \r
1644         if(self.entcs)\r
1645                 detach_entcs();\r
1646 \r
1647         if(cvar("sv_eventlog"))\r
1648                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1649         bprint ("^4",self.netname);\r
1650         bprint ("^4 disconnected\n");\r
1651 \r
1652         SoundEntity_Detach(self);\r
1653 \r
1654         kh_Key_DropAll(self, TRUE);\r
1655 \r
1656         if(self.flagcarried)\r
1657                 DropFlag(self.flagcarried, world, world);\r
1658         // Here, everything has been done that requires this player to be a client.\r
1659 \r
1660         self.flags &~= FL_CLIENT;\r
1661 \r
1662         if (self.chatbubbleentity)\r
1663                 remove (self.chatbubbleentity);\r
1664 \r
1665         if (self.killindicator)\r
1666                 remove (self.killindicator);\r
1667 \r
1668         WaypointSprite_PlayerGone();\r
1669 \r
1670         bot_relinkplayerlist();\r
1671 \r
1672         if(g_arena)\r
1673         {\r
1674                 Spawnqueue_Unmark(self);\r
1675                 Spawnqueue_Remove(self);\r
1676         }\r
1677 \r
1678         ClientData_Detach();\r
1679         PlayerScore_Detach(self);\r
1680 \r
1681         if(self.netname_previous)\r
1682                 strunzone(self.netname_previous);\r
1683         if(self.clientstatus)\r
1684                 strunzone(self.clientstatus);\r
1685 \r
1686         ClearPlayerSounds();\r
1687 \r
1688         if(self.personal)\r
1689                 remove(self.personal);\r
1690 \r
1691         self.playerid = 0;\r
1692         ReadyCount();\r
1693 \r
1694         // free cvars\r
1695         GetCvars(-1);\r
1696 }\r
1697 \r
1698 .float BUTTON_CHAT;\r
1699 void ChatBubbleThink()\r
1700 {\r
1701         self.nextthink = time;\r
1702         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1703         {\r
1704                 if(self.owner) // but why can that ever be world?\r
1705                         self.owner.chatbubbleentity = world;\r
1706                 remove(self);\r
1707                 return;\r
1708         }\r
1709         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten)\r
1710 #ifdef TETRIS\r
1711                 || self.owner.tetris_on\r
1712 #endif\r
1713         )\r
1714                 self.model = self.mdl;\r
1715         else\r
1716                 self.model = "";\r
1717 };\r
1718 \r
1719 void UpdateChatBubble()\r
1720 {\r
1721         if (!self.modelindex)\r
1722                 return;\r
1723         // spawn a chatbubble entity if needed\r
1724         if (!self.chatbubbleentity)\r
1725         {\r
1726                 self.chatbubbleentity = spawn();\r
1727                 self.chatbubbleentity.owner = self;\r
1728                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1729                 self.chatbubbleentity.think = ChatBubbleThink;\r
1730                 self.chatbubbleentity.nextthink = time;\r
1731                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1732                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1733                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1734                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1735                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1736                 self.chatbubbleentity.model = "";\r
1737                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1738         }\r
1739 }\r
1740 \r
1741 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1742 // added to the model skins\r
1743 /*void UpdateColorModHack()\r
1744 {\r
1745         local float c;\r
1746         c = self.clientcolors & 15;\r
1747         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1748              if (!teams_matter) self.colormod = '0 0 0';\r
1749         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1750         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1751         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1752         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1753         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1754         else self.colormod = '1 1 1';\r
1755 };*/\r
1756 \r
1757 .float oldcolormap;\r
1758 void respawn(void)\r
1759 {\r
1760         // don't allow respawing if the prey is still digesting\r
1761         if(cvar("g_balance_vore_digestion_limit_blockrespawn"))\r
1762         if(self.predator.digesting && self.health > cvar("g_balance_vore_digestion_limit"))\r
1763                 return;\r
1764 \r
1765         setmodel(self, self.playermodel); // prevents an issue with dead predators\r
1766         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1767         {\r
1768                 self.solid = SOLID_NOT;\r
1769                 self.takedamage = DAMAGE_NO;\r
1770                 self.movetype = MOVETYPE_FLY;\r
1771                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1772                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1773                 self.effects |= EF_ADDITIVE;\r
1774                 self.oldcolormap = self.colormap;\r
1775                 self.colormap = 512;\r
1776                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1777                 if(cvar("g_respawn_ghosts_maxtime"))\r
1778                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
1779         }\r
1780 \r
1781         CopyBody(1);\r
1782         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1783         if(self.oldcolormap)\r
1784         {\r
1785                 self.colormap = self.oldcolormap;\r
1786                 self.oldcolormap = 0;\r
1787         }\r
1788         PutClientInServer();\r
1789 }\r
1790 \r
1791 void play_countdown(float finished, string samp)\r
1792 {\r
1793         if(clienttype(self) == CLIENTTYPE_REAL)\r
1794                 if(floor(finished - time - frametime) != floor(finished - time))\r
1795                         if(finished - time < 6)\r
1796                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1797 }\r
1798 \r
1799 /**\r
1800  * When sv_timeout is used this function returs strings like\r
1801  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1802  * Called by centerprint functions\r
1803  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1804  */\r
1805 string getTimeoutText(float addOneSecond) {\r
1806         if (!cvar("sv_timeout") || !timeoutStatus)\r
1807                 return "";\r
1808 \r
1809         local string retStr;\r
1810         if (timeoutStatus == 1) {\r
1811                 if (addOneSecond == 1) {\r
1812                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1813                 }\r
1814                 else {\r
1815                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1816                 }\r
1817                 return retStr;\r
1818         }\r
1819         else if (timeoutStatus == 2) {\r
1820                 if (addOneSecond) {\r
1821                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1822                         //don't show messages like "Timeout ends in 0 seconds"...\r
1823                         if ((remainingTimeoutTime + 1) > 0)\r
1824                                 return retStr;\r
1825                         else\r
1826                                 return "";\r
1827                 }\r
1828                 else {\r
1829                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1830                         //don't show messages like "Timeout ends in 0 seconds"...\r
1831                         if (remainingTimeoutTime > 0)\r
1832                                 return retStr;\r
1833                         else\r
1834                                 return "";\r
1835                 }\r
1836         }\r
1837         else return "";\r
1838 }\r
1839 \r
1840 void player_powerups (void)\r
1841 {\r
1842         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1843         {\r
1844                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1845                 self.modelflags |= MF_ROCKET;\r
1846         }\r
1847         else\r
1848         {\r
1849                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1850                 self.modelflags &~= MF_ROCKET;\r
1851         }\r
1852 \r
1853         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1854 \r
1855         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1856                 return;\r
1857         \r
1858         Fire_ApplyDamage(self);\r
1859         Fire_ApplyEffect(self);\r
1860 \r
1861         if (self.items & IT_STRENGTH)\r
1862         {\r
1863                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1864                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1865                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1866                 {\r
1867                         self.items = self.items - (self.items & IT_STRENGTH);\r
1868                         sprint(self, "^3Strength has worn off\n");\r
1869                 }\r
1870         }\r
1871         else\r
1872         {\r
1873                 if (time < self.strength_finished)\r
1874                 {\r
1875                         self.items = self.items | IT_STRENGTH;\r
1876                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1877                 }\r
1878         }\r
1879         if (self.items & IT_INVINCIBLE)\r
1880         {\r
1881                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1882                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1883                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1884                 {\r
1885                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1886                         sprint(self, "^3Shield has worn off\n");\r
1887                 }\r
1888         }\r
1889         else\r
1890         {\r
1891                 if (time < self.invincible_finished)\r
1892                 {\r
1893                         self.items = self.items | IT_INVINCIBLE;\r
1894                         sprint(self, "^3Shield surrounds you\n");\r
1895                 }\r
1896         }\r
1897 \r
1898         if(cvar("g_nodepthtestplayers"))\r
1899                 self.effects = self.effects | EF_NODEPTHTEST;\r
1900 \r
1901         if(cvar("g_fullbrightplayers"))\r
1902                 self.effects = self.effects | EF_FULLBRIGHT;\r
1903 \r
1904         // midair gamemode: damage only while in the air\r
1905         // if in midair mode, being on ground grants temporary invulnerability\r
1906         // (this is so that multishot weapon don't clear the ground flag on the\r
1907         // first damage in the frame, leaving the player vulnerable to the\r
1908         // remaining hits in the same frame)\r
1909         if (self.flags & FL_ONGROUND)\r
1910         if (g_midair)\r
1911                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1912 \r
1913         if (time >= game_starttime)\r
1914         if (time < self.spawnshieldtime)\r
1915                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1916 }\r
1917 \r
1918 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1919 {\r
1920         if(current > stable)\r
1921                 return current;\r
1922         else if(current > stable - 0.25) // when close enough, "snap"\r
1923                 return stable;\r
1924         else\r
1925                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1926 }\r
1927 \r
1928 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1929 {\r
1930         if(current < stable)\r
1931                 return current;\r
1932         else if(current < stable + 0.25) // when close enough, "snap"\r
1933                 return stable;\r
1934         else\r
1935                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1936 }\r
1937 \r
1938 .float regen_soundtime;\r
1939 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
1940 {\r
1941         if(current > rotstable)\r
1942         {\r
1943                 if(rotframetime > 0)\r
1944                 {\r
1945                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1946                         current = max(rotstable, current - rotlinear * rotframetime);\r
1947                 }\r
1948         }\r
1949         else if(current < regenstable)\r
1950         {\r
1951                 if(regenframetime > 0)\r
1952                 {\r
1953                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1954                         current = min(regenstable, current + regenlinear * regenframetime);\r
1955 \r
1956                         if(regensound != "")\r
1957                         if(regenfactor || regenlinear)\r
1958                         {\r
1959                                 if(self.regen_soundtime < time)\r
1960                                 {\r
1961                                         msg_entity = self;\r
1962                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1963                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1964                                 }\r
1965                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1966                         }\r
1967                 }\r
1968         }\r
1969 \r
1970         if(current > limit)\r
1971                 current = limit;\r
1972 \r
1973         return current;\r
1974 }\r
1975 \r
1976 void player_regen (void)\r
1977 {\r
1978         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1979         maxh = cvar("g_balance_health_rotstable");\r
1980         maxa = cvar("g_balance_armor_rotstable");\r
1981         maxf = cvar("g_balance_fuel_rotstable");\r
1982         minh = cvar("g_balance_health_regenstable");\r
1983         mina = cvar("g_balance_armor_regenstable");\r
1984         minf = cvar("g_balance_fuel_regenstable");\r
1985         limith = cvar("g_balance_health_limit");\r
1986         limita = cvar("g_balance_armor_limit");\r
1987         limitf = cvar("g_balance_fuel_limit");\r
1988 \r
1989         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1990 \r
1991         maxh = maxh * max_mod;\r
1992         //maxa = maxa * max_mod;\r
1993         //maxf = maxf * max_mod;\r
1994         minh = minh * max_mod;\r
1995         //mina = mina * max_mod;\r
1996         //minf = minf * max_mod;\r
1997         limith = limith * limit_mod;\r
1998         limita = limita * limit_mod;\r
1999         //limitf = limitf * limit_mod;\r
2000 \r
2001         if(g_lms && g_ca)\r
2002                 rot_mod = 0;\r
2003 \r
2004         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
2005         {\r
2006                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
2007                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
2008 \r
2009                 // if player rotted to death...  die!\r
2010                 if(self.health < 1)\r
2011                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2012         }\r
2013 \r
2014         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
2015                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, "");\r
2016 }\r
2017 \r
2018 float zoomstate_set;\r
2019 void SetZoomState(float z)\r
2020 {\r
2021         if(z != self.zoomstate)\r
2022         {\r
2023                 self.zoomstate = z;\r
2024                 ClientData_Touch(self);\r
2025         }\r
2026         zoomstate_set = 1;\r
2027 }\r
2028 \r
2029 void GetPressedKeys(void) {\r
2030         if (self.movement_x > 0) // get if movement keys are pressed\r
2031         {       // forward key pressed\r
2032                 self.pressedkeys |= KEY_FORWARD;\r
2033                 self.pressedkeys &~= KEY_BACKWARD;\r
2034         }\r
2035         else if (self.movement_x < 0)\r
2036         {       // backward key pressed\r
2037                 self.pressedkeys |= KEY_BACKWARD;\r
2038                 self.pressedkeys &~= KEY_FORWARD;\r
2039         }\r
2040         else\r
2041         {       // no x input\r
2042                 self.pressedkeys &~= KEY_FORWARD;\r
2043                 self.pressedkeys &~= KEY_BACKWARD;\r
2044         }\r
2045 \r
2046         if (self.movement_y > 0)\r
2047         {       // right key pressed\r
2048                 self.pressedkeys |= KEY_RIGHT;\r
2049                 self.pressedkeys &~= KEY_LEFT;\r
2050         }\r
2051         else if (self.movement_y < 0)\r
2052         {       // left key pressed\r
2053                 self.pressedkeys |= KEY_LEFT;\r
2054                 self.pressedkeys &~= KEY_RIGHT;\r
2055         }\r
2056         else\r
2057         {       // no y input\r
2058                 self.pressedkeys &~= KEY_RIGHT;\r
2059                 self.pressedkeys &~= KEY_LEFT;\r
2060         }\r
2061 \r
2062         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
2063                 self.pressedkeys |= KEY_JUMP;\r
2064         else\r
2065                 self.pressedkeys &~= KEY_JUMP;\r
2066         if (self.BUTTON_CROUCH)\r
2067                 self.pressedkeys |= KEY_CROUCH;\r
2068         else\r
2069                 self.pressedkeys &~= KEY_CROUCH;\r
2070 }\r
2071 \r
2072 void update_stats (float number, float hit, float fired) {\r
2073 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2074 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2075 \r
2076         if(number) {\r
2077                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2078                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2079         } else {\r
2080                 self.stat_hit = hit * sv_accuracy_data_share;\r
2081                 self.stat_fired = fired * sv_accuracy_data_share;\r
2082         }\r
2083 }\r
2084 \r
2085 /*\r
2086 ======================\r
2087 spectate mode routines\r
2088 ======================\r
2089 */\r
2090 \r
2091 .float weapon_count;\r
2092 void SpectateCopy(entity spectatee) {\r
2093         if(spectatee.weapon_count < WEP_LAST) {\r
2094                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));\r
2095                 spectatee.weapon_count ++;\r
2096         } else\r
2097                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2098 \r
2099         self.kh_state = spectatee.kh_state;\r
2100         self.armortype = spectatee.armortype;\r
2101         self.armorvalue = spectatee.armorvalue;\r
2102         self.ammo_fuel = spectatee.ammo_fuel;\r
2103         self.clip_load = spectatee.clip_load;\r
2104         self.clip_size = spectatee.clip_size;\r
2105         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2106         self.health = spectatee.health;\r
2107         self.impulse = 0;\r
2108         self.items = spectatee.items;\r
2109         self.last_pickup = spectatee.last_pickup;\r
2110         self.strength_finished = spectatee.strength_finished;\r
2111         self.invincible_finished = spectatee.invincible_finished;\r
2112         self.pressedkeys = spectatee.pressedkeys;\r
2113         self.weapons = spectatee.weapons;\r
2114         self.switchweapon = spectatee.switchweapon;\r
2115         self.weapon = spectatee.weapon;\r
2116         self.punchangle = spectatee.punchangle;\r
2117         self.view_ofs = spectatee.view_ofs;\r
2118         self.v_angle = spectatee.v_angle;\r
2119         self.velocity = spectatee.velocity;\r
2120         self.dmg_take = spectatee.dmg_take;\r
2121         self.dmg_save = spectatee.dmg_save;\r
2122         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2123         self.angles = spectatee.v_angle;\r
2124         self.scale = spectatee.scale;\r
2125         self.fixangle = TRUE;\r
2126         self.stomach_load = spectatee.stomach_load;\r
2127         self.stat_eaten = spectatee.stat_eaten;\r
2128         self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
2129         self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
2130         self.stat_stomachload = spectatee.stat_stomachload;\r
2131         self.stat_stomachmaxload = spectatee.stomach_maxload;\r
2132         self.stat_digesting = spectatee.stat_digesting;\r
2133         self.stat_canleave = spectatee.stat_canleave;\r
2134         self.stat_canswallow = spectatee.stat_canswallow;\r
2135         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2136         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2137         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2138         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2139         setorigin(self, spectatee.origin);\r
2140         setsize(self, spectatee.mins, spectatee.maxs);\r
2141         SetZoomState(spectatee.zoomstate);\r
2142 \r
2143         anticheat_spectatecopy(spectatee);\r
2144 }\r
2145 \r
2146 float SpectateUpdate() {\r
2147         if(!self.enemy)\r
2148                 return 0;\r
2149 \r
2150         if (self == self.enemy)\r
2151                 return 0;\r
2152 \r
2153         if(self.enemy.classname != "player")\r
2154                 return 0;\r
2155 \r
2156         SpectateCopy(self.enemy);\r
2157 \r
2158         return 1;\r
2159 }\r
2160 \r
2161 float SpectateNext() {\r
2162         other = find(self.enemy, classname, "player");\r
2163 \r
2164         if (!other)\r
2165                 other = find(other, classname, "player");\r
2166 \r
2167         if (other)\r
2168                 self.enemy = other;\r
2169 \r
2170         if(self.enemy.classname == "player") {\r
2171                 msg_entity = self;\r
2172                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2173                 WriteEntity(MSG_ONE, self.enemy);\r
2174                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2175                 self.movetype = MOVETYPE_NONE;\r
2176 \r
2177                 self.enemy.weapon_count = 0;\r
2178 \r
2179                 if(!SpectateUpdate())\r
2180                         PutObserverInServer();\r
2181 \r
2182                 return 1;\r
2183         } else {\r
2184                 return 0;\r
2185         }\r
2186 }\r
2187 \r
2188 /*\r
2189 =============\r
2190 ShowRespawnCountdown()\r
2191 \r
2192 Update a respawn countdown display.\r
2193 =============\r
2194 */\r
2195 void ShowRespawnCountdown()\r
2196 {\r
2197         float number;\r
2198         if(self.deadflag == DEAD_NO) // just respawned?\r
2199                 return;\r
2200         else\r
2201         {\r
2202                 number = ceil(self.death_time - time);\r
2203                 if(number <= 0)\r
2204                         return;\r
2205                 if(number <= self.respawn_countdown)\r
2206                 {\r
2207                         self.respawn_countdown = number - 1;\r
2208                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds\r
2209                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2210                 }\r
2211         }\r
2212 }\r
2213 \r
2214 void LeaveSpectatorMode()\r
2215 {\r
2216         if(isJoinAllowed()) {\r
2217                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2218                         self.classname = "player";\r
2219 \r
2220                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2221                                 JoinBestTeam(self, FALSE, TRUE);\r
2222 \r
2223                         if(cvar("g_campaign"))\r
2224                                 campaign_bots_may_start = 1;\r
2225 \r
2226                         self.stat_count = WEP_LAST;\r
2227 \r
2228                         PutClientInServer();\r
2229 \r
2230                         if(self.classname == "player")\r
2231                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2232 \r
2233                         if(!cvar("g_campaign"))\r
2234                                 centerprint(self,""); // clear MOTD\r
2235 \r
2236                         return;\r
2237                 } else {\r
2238                         if (g_ca && self.caplayer) {\r
2239                         }       // do nothing\r
2240                         else\r
2241                                 stuffcmd(self,"menu_showteamselect\n");\r
2242                         return;\r
2243                 }\r
2244         }\r
2245         else {\r
2246                 //player may not join because of g_maxplayers is set\r
2247                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2248         }\r
2249 }\r
2250 \r
2251 /**\r
2252  * Determines whether the player is allowed to join. This depends on cvar\r
2253  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2254  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2255  * @return bool TRUE if the player is allowed to join, false otherwise\r
2256  */\r
2257 float isJoinAllowed() {\r
2258         if (!cvar("g_maxplayers"))\r
2259                 return TRUE;\r
2260 \r
2261         local entity e;\r
2262         local float currentlyPlaying;\r
2263         FOR_EACH_REALPLAYER(e) {\r
2264                 if(e.classname == "player")\r
2265                         currentlyPlaying += 1;\r
2266         }\r
2267         if(currentlyPlaying < cvar("g_maxplayers"))\r
2268                 return TRUE;\r
2269 \r
2270         return FALSE;\r
2271 }\r
2272 \r
2273 /**\r
2274  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2275  * g_maxplayers_spectator_blocktime seconds\r
2276  */\r
2277 void checkSpectatorBlock() {\r
2278         if(self.classname == "spectator" || self.classname == "observer") {\r
2279                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2280                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2281                         dropclient(self);\r
2282                 }\r
2283         }\r
2284 }\r
2285 \r
2286 float vercmp_recursive(string v1, string v2)\r
2287 {\r
2288         float dot1, dot2;\r
2289         string s1, s2;\r
2290         float r;\r
2291 \r
2292         dot1 = strstrofs(v1, ".", 0);\r
2293         dot2 = strstrofs(v2, ".", 0);\r
2294         if(dot1 == -1)\r
2295                 s1 = v1;\r
2296         else\r
2297                 s1 = substring(v1, 0, dot1);\r
2298         if(dot2 == -1)\r
2299                 s2 = v2;\r
2300         else\r
2301                 s2 = substring(v2, 0, dot2);\r
2302 \r
2303         r = stof(s1) - stof(s2);\r
2304         if(r != 0)\r
2305                 return r;\r
2306 \r
2307         r = strcasecmp(s1, s2);\r
2308         if(r != 0)\r
2309                 return r;\r
2310 \r
2311         if(dot1 == -1)\r
2312                 if(dot2 == -1)\r
2313                         return 0;\r
2314                 else\r
2315                         return -1;\r
2316         else\r
2317                 if(dot2 == -1)\r
2318                         return 1;\r
2319                 else\r
2320                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2321 }\r
2322 \r
2323 float vercmp(string v1, string v2)\r
2324 {\r
2325         if(strcasecmp(v1, v2) == 0) // early out check\r
2326                 return 0;\r
2327         return vercmp_recursive(v1, v2);\r
2328 }\r
2329 \r
2330 .float last_alive_scale;\r
2331 void SetPlayerSize()\r
2332 {\r
2333         if(!cvar("g_healthsize"))\r
2334                 return;\r
2335 \r
2336         if(self.deadflag == DEAD_NO)\r
2337         {\r
2338                 // change player scale based on the amount of health we have\r
2339                 self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
2340 \r
2341                 // The following code sets the bounding box to match the player's size.\r
2342                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2343                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2344                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2345                 if(self.crouch)\r
2346                 {\r
2347                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2348                         if(!self.stat_eaten)\r
2349                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2350                 }\r
2351                 else\r
2352                 {\r
2353                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2354                         if(!self.stat_eaten)\r
2355                                 self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
2356                 }\r
2357 \r
2358                 self.last_alive_scale = self.scale;\r
2359         }\r
2360         else if(self.last_alive_scale)\r
2361         {\r
2362                 // if the player is dead, use the last scale he had when he was alive\r
2363                 self.scale = self.last_alive_scale;\r
2364         }\r
2365 \r
2366         if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
2367         {\r
2368                 // dead players shrink to zero as they head toward the health limit\r
2369                 self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
2370         }\r
2371 \r
2372         if(self.scale < 0.1)\r
2373                 self.scale = 0.1; // stuff breaks if scale is smaller than this\r
2374 }\r
2375 \r
2376 void ObserverThink()\r
2377 {\r
2378         float prefered_movetype;\r
2379         if (self.flags & FL_JUMPRELEASED) {\r
2380                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2381                         self.flags &~= FL_JUMPRELEASED;\r
2382                         self.flags |= FL_SPAWNING;\r
2383                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2384                         self.flags &~= FL_JUMPRELEASED;\r
2385                         if(SpectateNext() == 1) {\r
2386                                 self.classname = "spectator";\r
2387                         }\r
2388                 } else {\r
2389                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
2390                         if (self.movetype != prefered_movetype)\r
2391                                 self.movetype = prefered_movetype;\r
2392                 }\r
2393         } else {\r
2394                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2395                         self.flags |= FL_JUMPRELEASED;\r
2396                         if(self.flags & FL_SPAWNING)\r
2397                         {\r
2398                                 self.flags &~= FL_SPAWNING;\r
2399                                 LeaveSpectatorMode();\r
2400                                 return;\r
2401                         }\r
2402                 }\r
2403         }\r
2404 \r
2405         PrintWelcomeMessage(self);\r
2406 }\r
2407 \r
2408 void SpectatorThink()\r
2409 {\r
2410         if (self.flags & FL_JUMPRELEASED) {\r
2411                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2412                         self.welcomemessage_time = 0;\r
2413                         self.flags &~= FL_JUMPRELEASED;\r
2414                         self.flags |= FL_SPAWNING;\r
2415                 } else if(self.BUTTON_ATCK) {\r
2416                         self.welcomemessage_time = 0;\r
2417                         self.flags &~= FL_JUMPRELEASED;\r
2418                         if(SpectateNext() == 1) {\r
2419                                 self.classname = "spectator";\r
2420                         } else {\r
2421                                 self.classname = "observer";\r
2422                                 self.stat_count = WEP_LAST;\r
2423                                 PutClientInServer();\r
2424                         }\r
2425                 } else if (self.BUTTON_ATCK2) {\r
2426                         self.welcomemessage_time = 0;\r
2427                         self.flags &~= FL_JUMPRELEASED;\r
2428                         self.classname = "observer";\r
2429                         self.stat_count = WEP_LAST;\r
2430                         PutClientInServer();\r
2431                 } else {\r
2432                         if(!SpectateUpdate())\r
2433                                 PutObserverInServer();\r
2434                 }\r
2435         } else {\r
2436                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2437                         self.flags |= FL_JUMPRELEASED;\r
2438                         if(self.flags & FL_SPAWNING)\r
2439                         {\r
2440                                 self.flags &~= FL_SPAWNING;\r
2441                                 LeaveSpectatorMode();\r
2442                                 return;\r
2443                         }\r
2444                 }\r
2445         }\r
2446 \r
2447         PrintWelcomeMessage(self);\r
2448         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2449 }\r
2450 \r
2451 .float touchexplode_time;\r
2452 \r
2453 /*\r
2454 =============\r
2455 PlayerPreThink\r
2456 \r
2457 Called every frame for each client before the physics are run\r
2458 =============\r
2459 */\r
2460 void() ctf_setstatus;\r
2461 .float items_added;\r
2462 .vector avg_vel;\r
2463 .float power_sounded;\r
2464 void PlayerPreThink (void)\r
2465 {\r
2466         self.stat_game_starttime = game_starttime;\r
2467         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2468         self.stat_leadlimit = cvar("leadlimit");\r
2469 \r
2470         if(frametime)\r
2471         {\r
2472                 // physics frames: update anticheat stuff\r
2473                 anticheat_prethink();\r
2474         }\r
2475 \r
2476         if(blockSpectators && frametime)\r
2477                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2478                 checkSpectatorBlock();\r
2479 \r
2480         zoomstate_set = 0;\r
2481 \r
2482         if(self.netname_previous != self.netname)\r
2483         {\r
2484                 if(cvar("sv_eventlog"))\r
2485                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2486                 if(self.netname_previous)\r
2487                         strunzone(self.netname_previous);\r
2488                 self.netname_previous = strzone(self.netname);\r
2489         }\r
2490 \r
2491         // core code for the vore system\r
2492         Vore();\r
2493 \r
2494         // play power fail sound\r
2495         if(self.armorvalue < cvar("g_power"))\r
2496         {\r
2497                 if(!self.power_sounded)\r
2498                 {\r
2499                         sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM);\r
2500                         self.power_sounded = TRUE;\r
2501                 }\r
2502         }\r
2503         else\r
2504                 self.power_sounded = FALSE;\r
2505 \r
2506         // version nagging\r
2507         if(self.version_nagtime)\r
2508                 if(self.cvar_g_voretournamentversion)\r
2509                         if(time > self.version_nagtime)\r
2510                         {\r
2511                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2512                                 {\r
2513                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2514                                         {\r
2515                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2516                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2517                                         }\r
2518                                         else\r
2519                                         {\r
2520                                                 float r;\r
2521                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2522                                                 if(r < 0)\r
2523                                                 {\r
2524                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n");\r
2525                                                         sprint(self, strcat("\{1}^1NOTE: ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n"));\r
2526                                                 }\r
2527                                                 else if(r > 0)\r
2528                                                 {\r
2529                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2530                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2531                                                 }\r
2532                                         }\r
2533                                 }\r
2534                                 self.version_nagtime = 0;\r
2535                         }\r
2536 \r
2537         // GOD MODE info\r
2538         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2539         {\r
2540                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2541                 self.max_armorvalue = 0;\r
2542         }\r
2543 \r
2544 #ifdef TETRIS\r
2545         if (TetrisPreFrame())\r
2546                 return;\r
2547 #endif\r
2548 \r
2549         if(self.classname == "player") {\r
2550 //              if(self.netname == "Wazat")\r
2551 //                      bprint(self.classname, "\n");\r
2552 \r
2553                 CheckRules_Player();\r
2554 \r
2555                 PrintWelcomeMessage(self);\r
2556 \r
2557                 if (intermission_running)\r
2558                 {\r
2559                         IntermissionThink ();   // otherwise a button could be missed between\r
2560                         return;                                 // the think tics\r
2561                 }\r
2562 \r
2563                 if(self.teleport_time)\r
2564                 if(time > self.teleport_time)\r
2565                 {\r
2566                         self.teleport_time = 0;\r
2567                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2568                 }\r
2569 \r
2570                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2571                         UpdateSelectedPlayer();\r
2572 \r
2573                 //don't allow the player to turn around while game is paused!\r
2574                 if(timeoutStatus == 2) {\r
2575                         self.v_angle = self.lastV_angle;\r
2576                         self.angles = self.lastV_angle;\r
2577                         self.fixangle = TRUE;\r
2578                 }\r
2579 \r
2580                 if(self.deadflag == DEAD_NO && !self.stat_eaten)  // prevents bugs\r
2581                 {\r
2582                         // lean the player with damage and acceleration\r
2583                         // credits go to divVerent for these maths :)\r
2584                         vector L0, L1, LF, LA;\r
2585 \r
2586                         LA = AnglesTransform_FromAngles(self.angles);\r
2587 \r
2588                         // acceleration leaning\r
2589                         if(cvar("g_leanplayer_acceleration"))\r
2590                         {\r
2591                                 // average velocity to obtain a smooth acceleration\r
2592                                 float f;\r
2593                                 f = frametime * cvar("g_leanplayer_acceleration_fade");\r
2594                                 self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
2595                         }\r
2596 \r
2597                         vector accel;\r
2598                         accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
2599 \r
2600                         // bound angles to the specified limit\r
2601                         accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
2602                         accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
2603                         accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
2604 \r
2605                         L0_x = vlen(accel) * -1;\r
2606                         L0_y = L1_y = vectoyaw(accel);\r
2607 \r
2608                         L0 = AnglesTransform_FromAngles(L0);\r
2609                         L1 = AnglesTransform_FromAngles(L1);\r
2610                         LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
2611                         LA = AnglesTransform_Multiply(LA, LF);\r
2612                         // end of acceleration leaning\r
2613 \r
2614                         // damage leaning\r
2615                         L0 = vectoangles(self.leanangle_damage_loc);\r
2616                         L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
2617 \r
2618                         L0 = AnglesTransform_FromAngles(L0);\r
2619                         L1 = AnglesTransform_FromAngles(L1);\r
2620                         LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
2621 \r
2622                         LA = AnglesTransform_Multiply(LA, LF);\r
2623 \r
2624                         // fade the player back to normal rotation each frame\r
2625                         self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
2626                         // end of damage leaning\r
2627 \r
2628                         self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
2629                 }\r
2630 \r
2631                 SetPlayerSize();\r
2632 \r
2633                 if(frametime)\r
2634                 {\r
2635                         if(self.health <= 0 && cvar("g_deathglow"))\r
2636                         {\r
2637                                 if(self.glowmod_x > 0)\r
2638                                         self.glowmod_x -= cvar("g_deathglow") * frametime;\r
2639                                 else\r
2640                                         self.glowmod_x = -1;\r
2641                                 if(self.glowmod_y > 0)\r
2642                                         self.glowmod_y -= cvar("g_deathglow") * frametime;\r
2643                                 else\r
2644                                         self.glowmod_y = -1;\r
2645                                 if(self.glowmod_z > 0)\r
2646                                         self.glowmod_z -= cvar("g_deathglow") * frametime;\r
2647                                 else\r
2648                                         self.glowmod_z = -1;\r
2649                         }\r
2650                         else\r
2651                         {\r
2652                                 // set weapon and player glowmod\r
2653                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
2654                                 if(self.armorvalue < cvar("g_power"))\r
2655                                         self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
2656                                 self.weaponentity_glowmod = self.glowmod;\r
2657                         }\r
2658 \r
2659                         player_powerups();\r
2660                 }\r
2661 \r
2662                 if (self.deadflag != DEAD_NO)\r
2663                 {\r
2664                         float button_pressed, force_respawn;\r
2665                         if(self.personal && g_race_qualifying)\r
2666                         {\r
2667                                 if(time > self.death_time)\r
2668                                 {\r
2669                                         self.death_time = time + 1; // only retry once a second\r
2670                                         respawn();\r
2671                                         self.impulse = 141;\r
2672                                 }\r
2673                         }\r
2674                         else\r
2675                         {\r
2676                                 if(frametime)\r
2677                                         player_anim();\r
2678                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2679                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2680                                 if (self.deadflag == DEAD_DYING)\r
2681                                 {\r
2682                                         if(force_respawn)\r
2683                                                 self.deadflag = DEAD_RESPAWNING;\r
2684                                         else if(!button_pressed)\r
2685                                                 self.deadflag = DEAD_DEAD;\r
2686                                 }\r
2687                                 else if (self.deadflag == DEAD_DEAD)\r
2688                                 {\r
2689                                         if(button_pressed)\r
2690                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2691                                 }\r
2692                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2693                                 {\r
2694                                         if(!button_pressed)\r
2695                                                 self.deadflag = DEAD_RESPAWNING;\r
2696                                 }\r
2697                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2698                                 {\r
2699                                         if(time > self.death_time)\r
2700                                         {\r
2701                                                 self.death_time = time + 1; // only retry once a second\r
2702                                                 respawn();\r
2703                                         }\r
2704                                 }\r
2705                                 ShowRespawnCountdown();\r
2706                         }\r
2707                         return;\r
2708                 }\r
2709 \r
2710                 if(g_touchexplode)\r
2711                 if(time > self.touchexplode_time)\r
2712                 if(self.classname == "player")\r
2713                 if(self.deadflag == DEAD_NO)\r
2714                 if not(IS_INDEPENDENT_PLAYER(self))\r
2715                 FOR_EACH_PLAYER(other) if(self != other)\r
2716                 {\r
2717                         if(time > other.touchexplode_time)\r
2718                         if(other.classname == "player")\r
2719                         if(other.deadflag == DEAD_NO)\r
2720                         if not(IS_INDEPENDENT_PLAYER(other))\r
2721                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2722                         {\r
2723                                 PlayerTouchExplode(self, other);\r
2724                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2725                         }\r
2726                 }\r
2727 \r
2728                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2729                 {\r
2730                         vector dist;\r
2731 \r
2732                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2733                         dist = self.prevorigin - self.origin;\r
2734                         dist_z = 0;\r
2735                         self.lms_traveled_distance += fabs(vlen(dist));\r
2736 \r
2737                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2738                         {\r
2739                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2740                                 self.lms_traveled_distance = 0;\r
2741                         }\r
2742 \r
2743                         if(time > self.lms_nextcheck)\r
2744                         {\r
2745                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2746                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2747                                 {\r
2748                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2749                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2750                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(\r
2751                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');\r
2752                                 }\r
2753                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2754                                 self.lms_traveled_distance = 0;\r
2755                         }\r
2756                 }\r
2757 \r
2758                 self.prevorigin = self.origin;\r
2759 \r
2760                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2761                 {\r
2762                         if (!self.crouch)\r
2763                         {\r
2764                                 self.crouch = TRUE;\r
2765                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2766                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2767                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2768                         }\r
2769                 }\r
2770                 else\r
2771                 {\r
2772                         if (self.crouch)\r
2773                         {\r
2774                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2775                                 if (!trace_startsolid)\r
2776                                 {\r
2777                                         self.crouch = FALSE;\r
2778                                         self.view_ofs = PL_VIEW_OFS;\r
2779                                         setsize (self, PL_MIN, PL_MAX);\r
2780                                 }\r
2781                         }\r
2782                 }\r
2783 \r
2784                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2785                 {\r
2786                         if(self.bloodloss_timer < time)\r
2787                         {\r
2788                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2789                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2790                         }\r
2791                 }\r
2792 \r
2793                 FixPlayermodel();\r
2794 \r
2795                 GrabberFrame();\r
2796 \r
2797                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2798                 //if(frametime)\r
2799                 {\r
2800                         self.items &~= self.items_added;\r
2801 \r
2802                         W_WeaponFrame();\r
2803 \r
2804                         self.items_added = 0;\r
2805                         if(self.items & IT_JETPACK)\r
2806                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2807                                         self.items_added |= IT_FUEL;\r
2808 \r
2809                         self.items |= self.items_added;\r
2810                 }\r
2811 \r
2812                 player_regen();\r
2813                 if(frametime)\r
2814                         player_anim();\r
2815 \r
2816                 ctf_setstatus();\r
2817 \r
2818                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2819 \r
2820                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2821         } else if(gameover) {\r
2822                 if (intermission_running)\r
2823                         IntermissionThink ();   // otherwise a button could be missed between\r
2824                 return;\r
2825         } else if(self.classname == "observer") {\r
2826                 ObserverThink();\r
2827         } else if(self.classname == "spectator") {\r
2828                 SpectatorThink();\r
2829         }\r
2830 \r
2831         if(!zoomstate_set)\r
2832                 SetZoomState(self.BUTTON_ZOOM);\r
2833 \r
2834         float oldspectatee_status;\r
2835         oldspectatee_status = self.spectatee_status;\r
2836         if(self.classname == "spectator")\r
2837                 self.spectatee_status = num_for_edict(self.enemy);\r
2838         else if(self.classname == "observer")\r
2839                 self.spectatee_status = num_for_edict(self);\r
2840         else\r
2841                 self.spectatee_status = 0;\r
2842         if(self.spectatee_status != oldspectatee_status)\r
2843         {\r
2844                 ClientData_Touch(self);\r
2845                 if(g_race || g_cts)\r
2846                         race_InitSpectator();\r
2847         }\r
2848 \r
2849         if(self.teamkill_soundtime)\r
2850         if(time > self.teamkill_soundtime)\r
2851         {\r
2852                 self.teamkill_soundtime = 0;\r
2853 \r
2854                 entity oldpusher, oldself;\r
2855 \r
2856                 oldself = self; self = self.teamkill_soundsource;\r
2857                 oldpusher = self.pusher; self.pusher = oldself;\r
2858 \r
2859                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2860 \r
2861                 self.pusher = oldpusher;\r
2862                 self = oldself;\r
2863         }\r
2864 \r
2865         if(self.taunt_soundtime)\r
2866         if(time > self.taunt_soundtime)\r
2867         {\r
2868                 switch(self.taunt_soundtype)\r
2869                 {\r
2870                         case TAUNTTYPE_DEATH:\r
2871                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2872                                 break;\r
2873                         case TAUNTTYPE_VOREPRED:\r
2874                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2875                                 break;\r
2876                         case TAUNTTYPE_VOREPREY:\r
2877                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2878                                 break;\r
2879                         default:\r
2880                                 dprint("Incorrect autotaunt type\n");\r
2881                                 break;\r
2882                 }\r
2883 \r
2884                 self.taunt_soundtime = 0;\r
2885                 self.taunt_soundtype = 0;\r
2886         }\r
2887 \r
2888         target_voicescript_next(self);\r
2889 \r
2890         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2891         if(!self.weapon)\r
2892                 self.clip_load = self.clip_size = 0;\r
2893 }\r
2894 \r
2895 float isInvisibleString(string s)\r
2896 {\r
2897         float i, n, c;\r
2898         s = strdecolorize(s);\r
2899         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2900         {\r
2901                 c = str2chr(s, i);\r
2902                 switch(c)\r
2903                 {\r
2904                         case 0:\r
2905                         case 32: // space\r
2906                                 break;\r
2907                         case 192: // charmap space\r
2908                                 if (!cvar("utf8_enable"))\r
2909                                         break;\r
2910                                 return FALSE;\r
2911                         case 160: // space in unicode fonts\r
2912                         case 0xE000 + 192: // utf8 charmap space\r
2913                                 if (cvar("utf8_enable"))\r
2914                                         break;\r
2915                         default:\r
2916                                 return FALSE;\r
2917                 }\r
2918         }\r
2919         return TRUE;\r
2920 }\r
2921 \r
2922 /*\r
2923 =============\r
2924 PlayerPostThink\r
2925 \r
2926 Called every frame for each client after the physics are run\r
2927 =============\r
2928 */\r
2929 .float idlekick_lasttimeleft;\r
2930 void PlayerPostThink (void)\r
2931 {\r
2932         // Savage: Check for nameless players\r
2933         if (isInvisibleString(self.netname)) {\r
2934                 self.netname = "Player";\r
2935                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2936         }\r
2937 \r
2938         // send the clients accuracy stats to the client\r
2939         if(self.stat_count > 0)\r
2940         if(frametime)\r
2941         {\r
2942                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2943                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2944                 self.stat_count -= 1;\r
2945         }\r
2946 \r
2947 #ifdef UID\r
2948         if(self.uid_kicktime)\r
2949         if(time > self.uid_kicktime)\r
2950         {\r
2951                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2952                 dropclient(self);\r
2953                 return;\r
2954         }\r
2955 #endif\r
2956 \r
2957         if(sv_maxidle && frametime)\r
2958         {\r
2959                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2960                 float timeleft;\r
2961                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2962                 if(timeleft <= 0)\r
2963                 {\r
2964                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2965                         AnnounceTo(self, "terminated");\r
2966                         dropclient(self);\r
2967                         return;\r
2968                 }\r
2969                 else if(timeleft <= 10)\r
2970                 {\r
2971                         if(timeleft != self.idlekick_lasttimeleft)\r
2972                         {\r
2973                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2974                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2975                         }\r
2976                 }\r
2977                 else\r
2978                 {\r
2979                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2980                 }\r
2981                 self.idlekick_lasttimeleft = timeleft;\r
2982         }\r
2983 \r
2984 #ifdef TETRIS\r
2985         if(self.impulse == 100)\r
2986                 ImpulseCommands();\r
2987         if (TetrisPostFrame())\r
2988                 return;\r
2989 #endif\r
2990 \r
2991         CheatFrame();\r
2992 \r
2993         if(self.classname == "player") {\r
2994                 CheckRules_Player();\r
2995                 UpdateChatBubble();\r
2996                 if (self.impulse)\r
2997                         ImpulseCommands();\r
2998                 if (intermission_running)\r
2999                         return;         // intermission or finale\r
3000 \r
3001                 GetPressedKeys();\r
3002         } else if (self.classname == "observer") {\r
3003                 //do nothing\r
3004         } else if (self.classname == "spectator") {\r
3005                 //do nothing\r
3006         }\r
3007 \r
3008         /*\r
3009         float i;\r
3010         for(i = 0; i < 1000; ++i)\r
3011         {\r
3012                 vector end;\r
3013                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
3014                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
3015                 if(trace_fraction < 1)\r
3016                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
3017                 {\r
3018                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
3019                         break;\r
3020                 }\r
3021         }\r
3022         */\r
3023 \r
3024         Arena_Warmup();\r
3025 \r
3026         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
3027 \r
3028         if(self.waypointsprite_attachedforcarrier)\r
3029                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
3030         \r
3031         playerdemo_write();\r
3032 \r
3033         /*\r
3034         if(g_race)\r
3035                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
3036         */\r
3037 }\r