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