1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(0, SVC_TEMPENTITY);
6 WriteByte(0, TE_CSQC_TEAMNAGGER);
9 void send_CSQC_cr_maxbullets(entity e) {
11 WriteByte(MSG_ONE, SVC_TEMPENTITY);
12 WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
13 WriteByte(MSG_ONE, cvar("g_balance_campingrifle_magazinecapacity"));
16 void Announce(string snd) {
17 WriteByte(MSG_ALL, SVC_TEMPENTITY);
18 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
19 WriteString(MSG_ALL, snd);
22 void AnnounceTo(entity e, string snd) {
23 if (clienttype(e) == CLIENTTYPE_REAL)
26 WriteByte(MSG_ONE, SVC_TEMPENTITY);
27 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
28 WriteString(MSG_ONE, snd);
32 float ClientData_Send(entity to, float sf)
43 if(to.classname == "spectator")
49 sf |= 1; // forced scoreboard
50 if(to.spectatee_status)
51 sf |= 2; // spectator ent number follows
54 if(e.porto_v_angle_held)
55 sf |= 8; // angles held
57 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
58 WriteByte(MSG_ENTITY, sf);
61 WriteByte(MSG_ENTITY, to.spectatee_status);
65 WriteAngle(MSG_ENTITY, e.v_angle_x);
66 WriteAngle(MSG_ENTITY, e.v_angle_y);
72 void ClientData_Attach()
74 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
75 self.clientdata.drawonlytoclient = self;
76 self.clientdata.owner = self;
79 void ClientData_Detach()
81 remove(self.clientdata);
82 self.clientdata = world;
85 void ClientData_Touch(entity e)
87 e.clientdata.SendFlags = 1;
89 // make it spectatable
91 FOR_EACH_REALCLIENT(e2)
94 if(e2.classname == "spectator")
96 e2.clientdata.SendFlags = 1;
101 .vector spawnpoint_score;
102 .string netname_previous;
104 void spawnfunc_info_player_survivor (void)
106 spawnfunc_info_player_deathmatch();
109 void spawnfunc_info_player_start (void)
111 spawnfunc_info_player_deathmatch();
114 void spawnfunc_info_player_deathmatch (void)
116 self.classname = "info_player_deathmatch";
117 relocate_spawnpoint();
120 void spawnpoint_use()
123 if(have_team_spawns > 0)
125 self.team = activator.team;
126 some_spawn_has_been_used = 1;
131 // _x: prio (-1 if unusable)
133 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
135 float shortest, thisdist;
141 // filter out spots for the wrong team
143 if(spot.team != teamcheck)
147 if(spot.target == "")
150 if(clienttype(self) == CLIENTTYPE_REAL)
152 if(spot.restriction == 1)
157 if(spot.restriction == 2)
161 // filter out spots for assault
162 if(spot.target != "") {
165 ent = find(world, targetname, spot.target);
168 if(ent.classname == "target_objective")
171 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
175 else if(ent.classname == "trigger_race_checkpoint")
178 if(!anypoint) // spectators may spawn everywhere
181 if(g_race_qualifying)
184 if(ent.race_checkpoint != 0)
186 if(spot.race_place != race_lowest_place_spawn)
191 if(ent.race_checkpoint != self.race_respawn_checkpoint)
193 // try reusing the previous spawn
194 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
196 if(ent.race_checkpoint == 0)
199 pl = self.race_place;
200 if(pl > race_highest_place_spawn)
202 if(pl == 0 && !self.race_started)
203 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
204 if(spot.race_place != pl)
211 ent = find(ent, targetname, spot.target);
219 shortest = vlen(world.maxs - world.mins);
220 for(player = playerlist; player; player = player.chain)
223 thisdist = vlen(player.origin - spot.origin);
224 if (thisdist < shortest)
227 return prio * '1 0 0' + shortest * '0 1 0';
232 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
234 local entity spot, spotlist, spotlistend;
235 spawn_allgood = TRUE;
241 for(spot = firstspot; spot; spot = spot.chain)
243 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
245 if(cvar("spawn_debugview"))
247 setmodel(spot, "models/runematch/rune.mdl");
248 if(spot.spawnpoint_score_y < mindist)
250 spot.colormod = '1 0 0';
255 spot.colormod = '0 1 0';
256 spot.scale = spot.spawnpoint_score_y / mindist;
260 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
262 if(spot.spawnpoint_score_y < mindist)
264 // too short distance
265 spawn_allgood = FALSE;
270 spawn_allbad = FALSE;
273 spotlistend.chain = spot;
280 if(spot.team != teamcheck)
281 error("invalid spawn added");
283 print("added ", etos(spot), "\n");
289 spotlistend.chain = world;
294 for(e = spotlist; e; e = e.chain)
296 print("seen ", etos(e), "\n");
297 if(e.team != teamcheck)
298 error("invalid spawn found");
305 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
307 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
308 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
311 RandomSelection_Init();
312 for(spot = firstspot; spot; spot = spot.chain)
313 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);
315 return RandomSelection_chosen_ent;
322 Finds a point to respawn
325 entity SelectSpawnPoint (float anypoint)
327 local float teamcheck;
328 local entity firstspot_new;
329 local entity spot, firstspot, playerlist;
331 spot = find (world, classname, "testplayerstart");
337 if(!anypoint && have_team_spawns > 0)
338 teamcheck = self.team;
340 // get the list of players
341 playerlist = findchain(classname, "player");
342 // get the entire list of spots
343 firstspot = findchain(classname, "info_player_deathmatch");
344 // filter out the bad ones
345 // (note this returns the original list if none survived)
348 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
352 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
354 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
355 firstspot = firstspot_new;
357 // there is 50/50 chance of choosing a random spot or the furthest spot
358 // (this means that roughly every other spawn will be furthest, so you
359 // usually won't get fragged at spawn twice in a row)
360 if (arena_roundbased && !g_ca)
362 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
364 firstspot = firstspot_new;
365 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
367 else if (random() > cvar("g_spawn_furthest"))
368 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
370 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
373 if(cvar("spawn_debugview"))
375 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
379 for(e = firstspot; e; e = e.chain)
380 if(e.team != teamcheck)
381 error("invalid spawn found");
386 if(cvar("spawn_debug"))
390 if(some_spawn_has_been_used)
391 return world; // team can't spawn any more, because of actions of other team
393 error("Cannot find a spawn point - please fix the map!");
404 Checks if the argument string can be a valid playermodel.
405 Returns a valid one in doubt.
408 string FallbackPlayerModel;
409 string CheckPlayerModel(string plyermodel) {
410 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
412 // note: we cannot summon Don Strunzone here, some player may
413 // still have the model string set. In case anyone manages how
414 // to change a cvar default, we'll have a small leak here.
415 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
417 if(strlen(plyermodel) < 4)
418 return FallbackPlayerModel;
419 if( substring(plyermodel,0,14) != "models/player/")
420 return FallbackPlayerModel;
421 else if(cvar("sv_servermodelsonly"))
423 if(substring(plyermodel,-4,4) != ".zym")
424 if(substring(plyermodel,-4,4) != ".dpm")
425 if(substring(plyermodel,-4,4) != ".iqm")
426 if(substring(plyermodel,-4,4) != ".md3")
427 if(substring(plyermodel,-4,4) != ".psk")
428 return FallbackPlayerModel;
429 // forbid the LOD models
430 if(substring(plyermodel, -9,5) == "_lod1")
431 return FallbackPlayerModel;
432 if(substring(plyermodel, -9,5) == "_lod2")
433 return FallbackPlayerModel;
434 if(plyermodel != strtolower(plyermodel))
435 return FallbackPlayerModel;
436 if(!fexists(plyermodel))
437 return FallbackPlayerModel;
444 Client_customizeentityforclient
449 void Client_uncustomizeentityforclient()
451 if(self.modelindex == 0) // no need to uncustomize then
453 self.modelindex = self.modelindex_lod0;
454 self.skin = self.skinindex;
457 float Client_customizeentityforclient()
461 if(self.modelindex == 0)
468 t0 = gettime(GETTIME_HIRES); // reference
473 #ifdef ALLOW_FORCEMODELS
474 if(other.cvar_cl_forceplayermodelsfromxonotic)
475 if not(self.modelindex_lod0_from_xonotic)
477 if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
481 self.skin = modelsource.skinindex;
484 if(modelsource == self)
485 self.skin = modelsource.skinindex;
487 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
491 // other: the player viewing me
495 if(other.cvar_cl_playerdetailreduction <= 0)
497 if(other.cvar_cl_playerdetailreduction <= -2)
498 self.modelindex = modelsource.modelindex_lod2;
499 else if(other.cvar_cl_playerdetailreduction <= -1)
500 self.modelindex = modelsource.modelindex_lod1;
502 self.modelindex = modelsource.modelindex_lod0;
506 distance = vlen(self.origin - other.origin);
507 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
508 if(f > sv_loddistance2)
509 self.modelindex = modelsource.modelindex_lod2;
510 else if(f > sv_loddistance1)
511 self.modelindex = modelsource.modelindex_lod1;
513 self.modelindex = modelsource.modelindex_lod0;
518 t1 = gettime(GETTIME_HIRES); // reference
519 client_cefc_accumulator += (t1 - t0);
525 void setmodel_lod(entity e, string modelname)
531 // FIXME: this only supports 3-letter extensions
532 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
535 setmodel(e, s); // players have high precision
536 self.modelindex_lod1 = self.modelindex;
539 self.modelindex_lod1 = -1;
541 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
544 setmodel(e, s); // players have high precision
545 self.modelindex_lod2 = self.modelindex;
548 self.modelindex_lod2 = -1;
550 precache_model(modelname);
551 setmodel(e, modelname); // players have high precision
552 self.modelindex_lod0 = self.modelindex;
554 if(self.modelindex_lod1 < 0)
555 self.modelindex_lod1 = self.modelindex;
557 if(self.modelindex_lod2 < 0)
558 self.modelindex_lod2 = self.modelindex;
562 precache_model(modelname);
563 setmodel(e, modelname); // players have high precision
564 self.modelindex_lod0 = self.modelindex;
565 // save it for possible player model forcing
568 s = whichpack(self.model);
569 self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
571 player_setupanimsformodel();
572 UpdatePlayerSounds();
579 putting a client as observer in the server
582 void FixPlayermodel();
583 void PutObserverInServer (void)
587 race_PreSpawnObserver();
589 spot = SelectSpawnPoint (TRUE);
591 error("No spawnpoints for observers?!?\n");
592 RemoveGrapplingHook(self); // Wazat's Grappling Hook
594 if(clienttype(self) == CLIENTTYPE_REAL)
597 WriteByte(MSG_ONE, SVC_SETVIEW);
598 WriteEntity(MSG_ONE, self);
602 MUTATOR_CALLHOOK(MakePlayerObserver);
604 Portal_ClearAll(self);
608 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
613 DropFlag(self.flagcarried, world, world);
615 if(self.ballcarried && g_nexball)
616 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
618 WaypointSprite_PlayerDead();
620 if not(g_ca) // don't reset teams when moving a ca player to the spectators
621 self.team = -1; // move this as it is needed to log the player spectating in eventlog
623 if(self.killcount != -666) {
625 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
626 bprint ("^4", self.netname, "^4 has no more lives left\n");
628 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
630 bprint ("^4", self.netname, "^4 is spectating now\n");
632 if(self.just_joined == FALSE) {
633 LogTeamchange(self.playerid, -1, 4);
635 self.just_joined = FALSE;
638 PlayerScore_Clear(self); // clear scores when needed
640 accuracy_resend(self);
642 self.spectatortime = time;
644 self.classname = "observer";
645 self.iscreature = FALSE;
647 self.takedamage = DAMAGE_NO;
648 self.solid = SOLID_NOT;
649 self.movetype = MOVETYPE_NOCLIP;
650 self.flags = FL_CLIENT | FL_NOTARGET;
651 self.armorvalue = 666;
653 self.armorvalue = cvar("g_balance_armor_start");
654 self.pauserotarmor_finished = 0;
655 self.pauserothealth_finished = 0;
656 self.pauseregen_finished = 0;
657 self.damageforcescale = 0;
664 self.pain_finished = 0;
665 self.strength_finished = 0;
666 self.invincible_finished = 0;
668 self.think = SUB_Null;
672 self.deadflag = DEAD_NO;
673 self.angles = spot.angles;
675 self.fixangle = TRUE;
678 self.view_ofs = PL_VIEW_OFS;
679 setorigin (self, spot.origin);
680 setsize (self, '0 0 0', '0 0 0');
681 self.prevorigin = self.origin;
689 self.weaponmodel = "";
690 self.weaponentity = world;
691 self.exteriorweaponentity = world;
692 self.killcount = -666;
693 self.velocity = '0 0 0';
694 self.avelocity = '0 0 0';
695 self.punchangle = '0 0 0';
696 self.punchvector = '0 0 0';
697 self.oldvelocity = self.velocity;
698 self.fire_endtime = -1;
701 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
705 if(self.version_mismatch)
707 Spawnqueue_Unmark(self);
708 Spawnqueue_Remove(self);
712 Spawnqueue_Insert(self);
717 // Only if the player cannot play at all
718 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
719 self.frags = FRAGS_SPECTATOR;
721 self.frags = FRAGS_LMS_LOSER;
724 self.frags = FRAGS_SPECTATOR;
727 float RestrictSkin(float s)
736 void FixPlayermodel()
738 local string defaultmodel;
739 local float defaultskin, chmdl, oldskin;
744 if(cvar("sv_defaultcharacter") == 1) {
750 s = Team_ColorNameLowerCase(self.team);
753 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
754 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
758 if(defaultmodel == "")
760 defaultmodel = cvar_string("sv_defaultplayermodel");
761 defaultskin = cvar("sv_defaultplayerskin");
765 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
768 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
769 self.model = ""; // force the != checks to return true
772 if(defaultmodel != "")
774 if (defaultmodel != self.model)
778 setmodel_lod (self, defaultmodel);
779 setsize (self, m1, m2);
783 oldskin = self.skinindex;
784 self.skinindex = defaultskin;
786 if (self.playermodel != self.model || self.playermodel == "")
788 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
791 setmodel_lod (self, self.playermodel);
792 setsize (self, m1, m2);
796 oldskin = self.skinindex;
797 self.skinindex = RestrictSkin(stof(self.playerskin));
800 if(chmdl || oldskin != self.skinindex)
801 self.species = player_getspecies(); // model or skin has changed
804 if(strlen(cvar_string("sv_defaultplayercolors")))
805 if(self.clientcolors != stof(cvar_string("sv_defaultplayercolors")))
806 setcolor(self, stof(cvar_string("sv_defaultplayercolors")));
809 void PlayerTouchExplode(entity p1, entity p2)
812 org = (p1.origin + p2.origin) * 0.5;
813 org_z += (p1.mins_z + p2.mins_z) * 0.5;
820 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
828 Called when a client spawns in the server
831 //void() ctf_playerchanged;
832 void PutClientInServer (void)
834 if(clienttype(self) == CLIENTTYPE_BOT)
836 self.classname = "player";
838 else if(clienttype(self) == CLIENTTYPE_REAL)
841 WriteByte(MSG_ONE, SVC_SETVIEW);
842 WriteEntity(MSG_ONE, self);
845 // player is dead and becomes observer
846 // FIXME fix LMS scoring for new system
849 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
850 self.classname = "observer";
853 if(g_arena || (g_ca && !allowed_to_spawn))
855 self.classname = "observer";
858 self.classname = "observer";
860 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
861 entity spot, oldself;
864 accuracy_resend(self);
867 JoinBestTeam(self, FALSE, TRUE);
871 spot = SelectSpawnPoint (FALSE);
874 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
875 return; // spawn failed
878 RemoveGrapplingHook(self); // Wazat's Grappling Hook
880 self.classname = "player";
881 self.wasplayer = TRUE;
882 self.iscreature = TRUE;
883 self.movetype = MOVETYPE_WALK;
884 self.solid = SOLID_SLIDEBOX;
885 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
886 if(cvar("g_playerclip_collisions"))
887 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
888 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
889 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
890 self.frags = FRAGS_PLAYER;
891 if(independent_players)
892 MAKE_INDEPENDENT_PLAYER(self);
893 self.flags = FL_CLIENT;
894 self.takedamage = DAMAGE_AIM;
896 self.effects = EF_FULLBRIGHT;
899 self.air_finished = time + 12;
901 if(cvar("g_balance_nex_charge"))
903 if(cvar("g_balance_nex_secondary_charge_pool"))
904 self.nex_charge_pool_ammo = 1;
905 self.nex_charge = cvar("g_balance_nex_charge_start");
910 self.ammo_shells = warmup_start_ammo_shells;
911 self.ammo_nails = warmup_start_ammo_nails;
912 self.ammo_rockets = warmup_start_ammo_rockets;
913 self.ammo_cells = warmup_start_ammo_cells;
914 self.ammo_fuel = warmup_start_ammo_fuel;
915 self.health = warmup_start_health;
916 self.armorvalue = warmup_start_armorvalue;
917 self.weapons = warmup_start_weapons;
921 self.ammo_shells = start_ammo_shells;
922 self.ammo_nails = start_ammo_nails;
923 self.ammo_rockets = start_ammo_rockets;
924 self.ammo_cells = start_ammo_cells;
925 self.ammo_fuel = start_ammo_fuel;
926 self.health = start_health;
927 self.armorvalue = start_armorvalue;
928 self.weapons = start_weapons;
931 if(g_weaponarena_random)
933 if(g_weaponarena_random_with_laser)
934 self.weapons &~= WEPBIT_LASER;
935 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
936 if(g_weaponarena_random_with_laser)
937 self.weapons |= WEPBIT_LASER;
940 self.items = start_items;
941 self.jump_interval = time;
943 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
944 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
945 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
946 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
947 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
948 //extend the pause of rotting if client was reset at the beginning of the countdown
949 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
950 self.spawnshieldtime += game_starttime - time;
951 self.pauserotarmor_finished += game_starttime - time;
952 self.pauserothealth_finished += game_starttime - time;
953 self.pauseregen_finished += game_starttime - time;
955 self.damageforcescale = 2;
962 self.pain_finished = 0;
963 self.strength_finished = 0;
964 self.invincible_finished = 0;
966 // players have no think function
967 self.think = SUB_Null;
971 self.ballistics_density = cvar("g_ballistics_density_player");
977 self.deadflag = DEAD_NO;
979 self.angles = spot.angles;
981 self.angles_z = 0; // never spawn tilted even if the spot says to
982 self.fixangle = TRUE; // turn this way immediately
983 self.velocity = '0 0 0';
984 self.avelocity = '0 0 0';
985 self.punchangle = '0 0 0';
986 self.punchvector = '0 0 0';
987 self.oldvelocity = self.velocity;
988 self.fire_endtime = -1;
991 WRITESPECTATABLE_MSG_ONE({
992 WriteByte(MSG_ONE, SVC_TEMPENTITY);
993 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
997 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1002 self.crouch = FALSE;
1003 self.view_ofs = PL_VIEW_OFS;
1004 setsize (self, PL_MIN, PL_MAX);
1005 self.spawnorigin = spot.origin;
1006 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1007 // don't reset back to last position, even if new position is stuck in solid
1008 self.oldorigin = self.origin;
1009 self.prevorigin = self.origin;
1010 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1014 Spawnqueue_Remove(self);
1015 Spawnqueue_Mark(self);
1021 self.event_damage = PlayerDamage;
1023 self.bot_attack = TRUE;
1025 self.statdraintime = time + 5;
1026 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1028 if(self.killcount == -666) {
1029 PlayerScore_Clear(self);
1033 self.cnt = WEP_LASER;
1035 CL_SpawnWeaponentity();
1036 self.alpha = default_player_alpha;
1037 self.colormod = '1 1 1' * cvar("g_player_brightness");
1038 self.exteriorweaponentity.alpha = default_weapon_alpha;
1040 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1041 self.lms_traveled_distance = 0;
1042 self.speedrunning = FALSE;
1044 race_PostSpawn(spot);
1046 if(cvar("spawn_debug"))
1048 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
1049 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
1052 //stuffcmd(self, "chase_active 0");
1053 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1055 if (cvar("g_spawnsound"))
1056 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1059 if(self.team == assault_attacker_team)
1060 centerprint(self, "You are attacking!");
1062 centerprint(self, "You are defending!");
1065 target_voicescript_clear(self);
1067 // reset fields the weapons may use
1068 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1069 weapon_action(j, WR_RESETPLAYER);
1073 activator = oldself;
1078 MUTATOR_CALLHOOK(PlayerSpawn);
1080 self.switchweapon = w_getbestweapon(self);
1081 self.cnt = self.switchweapon;
1085 self.alivetime = time;
1086 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1087 PutObserverInServer ();
1091 // ctf_playerchanged();
1094 .float ebouncefactor, ebouncestop; // electro's values
1095 // TODO do we need all these fields, or should we stop autodetecting runtime
1096 // changes and just have a console command to update this?
1097 float ClientInit_SendEntity(entity to, float sf)
1099 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1100 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1101 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1102 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1103 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1104 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1105 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1106 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1107 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1108 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1109 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1110 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1111 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1112 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1113 if(sv_foginterval && world.fog != "")
1114 WriteString(MSG_ENTITY, world.fog);
1116 WriteString(MSG_ENTITY, "");
1117 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1118 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1119 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1120 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1121 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1122 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1123 WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1124 WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1125 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1129 void ClientInit_CheckUpdate()
1131 self.nextthink = time;
1132 if(self.count != cvar("g_balance_armor_blockpercent"))
1134 self.count = cvar("g_balance_armor_blockpercent");
1135 self.SendFlags |= 1;
1137 if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1139 self.cnt = cvar("g_balance_weaponswitchdelay");
1140 self.SendFlags |= 1;
1142 if(self.bouncefactor != cvar("g_balance_grenadelauncher_bouncefactor"))
1144 self.bouncefactor = cvar("g_balance_grenadelauncher_bouncefactor");
1145 self.SendFlags |= 1;
1147 if(self.bouncestop != cvar("g_balance_grenadelauncher_bouncestop"))
1149 self.bouncestop = cvar("g_balance_grenadelauncher_bouncestop");
1150 self.SendFlags |= 1;
1152 if(self.ebouncefactor != cvar("g_balance_electro_secondary_bouncefactor"))
1154 self.ebouncefactor = cvar("g_balance_electro_secondary_bouncefactor");
1155 self.SendFlags |= 1;
1157 if(self.ebouncestop != cvar("g_balance_electro_secondary_bouncestop"))
1159 self.ebouncestop = cvar("g_balance_electro_secondary_bouncestop");
1160 self.SendFlags |= 1;
1164 void ClientInit_Spawn()
1169 e.classname = "clientinit";
1170 e.think = ClientInit_CheckUpdate;
1171 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1175 ClientInit_CheckUpdate();
1184 void SetNewParms (void)
1186 // initialize parms for a new player
1187 parm1 = -(86400 * 366);
1195 void SetChangeParms (void)
1197 // save parms for level change
1198 parm1 = self.parm_idlesince - time;
1206 void DecodeLevelParms (void)
1209 self.parm_idlesince = parm1;
1210 if(self.parm_idlesince == -(86400 * 366))
1211 self.parm_idlesince = time;
1213 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1214 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1221 Called when a client types 'kill' in the console
1225 void ClientKill_Now_TeamChange()
1227 if(self.killindicator_teamchange == -1)
1230 JoinBestTeam( self, FALSE, FALSE );
1233 SV_ChangeTeam(self.killindicator_teamchange - 1);
1236 void ClientKill_Now()
1238 if(self.killindicator_teamchange)
1239 ClientKill_Now_TeamChange();
1242 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1244 if(self.killindicator)
1246 dprint("Cleaned up after a leaked kill indicator.\n");
1247 remove(self.killindicator);
1248 self.killindicator = world;
1251 void KillIndicator_Think()
1253 if (!self.owner.modelindex)
1255 self.owner.killindicator = world;
1263 ClientKill_Now(); // no oldself needed
1269 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1270 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1273 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1274 if(self.owner.killindicator_teamchange)
1276 if(self.owner.killindicator_teamchange == -1)
1277 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1279 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1282 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1284 self.nextthink = time + 1;
1289 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1293 killtime = cvar("g_balance_kill_delay");
1295 if(g_race_qualifying)
1298 self.killindicator_teamchange = targetteam;
1300 if(!self.killindicator)
1302 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1308 self.killindicator = spawn();
1309 self.killindicator.owner = self;
1310 self.killindicator.scale = 0.5;
1311 setattachment(self.killindicator, self, "");
1312 setorigin(self.killindicator, '0 0 52');
1313 self.killindicator.think = KillIndicator_Think;
1314 self.killindicator.nextthink = time + (self.lip) * 0.05;
1315 self.killindicator.cnt = ceil(killtime);
1316 self.killindicator.count = bound(0, ceil(killtime), 10);
1317 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1319 for(e = world; (e = find(e, classname, "body")) != world; )
1323 e.killindicator = spawn();
1324 e.killindicator.owner = e;
1325 e.killindicator.scale = 0.5;
1326 setattachment(e.killindicator, e, "");
1327 setorigin(e.killindicator, '0 0 52');
1328 e.killindicator.think = KillIndicator_Think;
1329 e.killindicator.nextthink = time + (e.lip) * 0.05;
1330 e.killindicator.cnt = ceil(killtime);
1335 if(self.killindicator)
1338 self.killindicator.colormod = TeamColor(targetteam);
1340 self.killindicator.colormod = '0 0 0';
1344 void ClientKill (void)
1346 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1350 else if(g_freezetag && self.freezetag_frozen == 1)
1355 ClientKill_TeamChange(0);
1358 void CTS_ClientKill_Think (void)
1360 self = self.owner; // set self to the player to be killed
1361 sprint(self, "^1You were killed in order to prevent cheating!");
1365 void CTS_ClientKill (float t) // silent version of ClientKill
1370 e.think = CTS_ClientKill_Think;
1374 void DoTeamChange(float destteam)
1380 SetPlayerColors(self, destteam);
1383 if(self.classname == "player")
1386 CheckAllowedTeams(self);
1387 t = FindSmallestTeam(self, TRUE);
1390 case COLOR_TEAM1: c0 = c1; break;
1391 case COLOR_TEAM2: c0 = c2; break;
1392 case COLOR_TEAM3: c0 = c3; break;
1393 case COLOR_TEAM4: c0 = c4; break;
1400 destteam = COLOR_TEAM1;
1404 destteam = COLOR_TEAM2;
1408 destteam = COLOR_TEAM3;
1412 destteam = COLOR_TEAM4;
1418 if(destteam == self.team && destteam >= 0 && !self.killindicator)
1420 ClientKill_TeamChange(destteam);
1423 void FixClientCvars(entity e)
1425 // send prediction settings to the client
1426 stuffcmd(e, "\nin_bindmap 0 0\n");
1428 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1429 if(cvar("g_antilag") == 3) // client side hitscan
1430 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1432 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1434 * we no longer need to stuff this. Remove this comment block if you feel
1435 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1436 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1437 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1438 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1439 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1440 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1441 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1442 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1443 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1444 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1445 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1446 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1447 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1448 stuffcmd(e, "cl_movement_edgefriction 1\n");
1452 float PlayerInIDList(entity p, string idlist)
1457 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1458 if not(p.crypto_idfp)
1461 // this function allows abbreviated player IDs too!
1462 n = tokenize_console(idlist);
1463 for(i = 0; i < n; ++i)
1466 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1477 Called when a client connects to the server
1480 //void ctf_clientconnect();
1481 string ColoredTeamName(float t);
1482 void DecodeLevelParms (void);
1483 //void dom_player_join_team(entity pl);
1484 void ClientConnect (void)
1488 if(self.flags & FL_CLIENT)
1490 print("Warning: ClientConnect, but already connected!\n");
1494 if(Ban_MaybeEnforceBan(self))
1500 sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1503 self.classname = "player_joining";
1505 self.flags = FL_CLIENT;
1506 self.version_nagtime = time + 10 + random() * 10;
1510 dprint("BUG player count is lower than zero, this cannot happen!\n");
1514 PlayerScore_Attach(self);
1515 ClientData_Attach();
1516 accuracy_init(self);
1518 bot_clientconnect();
1524 race_PreSpawnObserver();
1527 // dom_player_join_team(self);
1529 // identify the right forced team
1530 if(PlayerInIDList(self, cvar_string("g_forced_team_red")))
1531 self.team_forced = COLOR_TEAM1;
1532 else if(PlayerInIDList(self, cvar_string("g_forced_team_blue")))
1533 self.team_forced = COLOR_TEAM2;
1534 else if(PlayerInIDList(self, cvar_string("g_forced_team_yellow")))
1535 self.team_forced = COLOR_TEAM3;
1536 else if(PlayerInIDList(self, cvar_string("g_forced_team_pink")))
1537 self.team_forced = COLOR_TEAM4;
1538 else if(cvar_string("g_forced_team_otherwise") == "red")
1539 self.team_forced = COLOR_TEAM1;
1540 else if(cvar_string("g_forced_team_otherwise") == "blue")
1541 self.team_forced = COLOR_TEAM2;
1542 else if(cvar_string("g_forced_team_otherwise") == "yellow")
1543 self.team_forced = COLOR_TEAM3;
1544 else if(cvar_string("g_forced_team_otherwise") == "pink")
1545 self.team_forced = COLOR_TEAM4;
1546 else if(cvar_string("g_forced_team_otherwise") == "spectate")
1547 self.team_forced = -1;
1548 else if(cvar_string("g_forced_team_otherwise") == "spectator")
1549 self.team_forced = -1;
1551 self.team_forced = 0;
1554 if(self.team_forced > 0)
1555 self.team_forced = 0;
1557 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1559 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign") || self.team_forced < 0) {
1560 self.classname = "observer";
1564 if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1566 self.classname = "player";
1567 campaign_bots_may_start = 1;
1571 self.classname = "observer"; // do it anyway
1576 self.classname = "player";
1577 campaign_bots_may_start = 1;
1581 self.playerid = (playerid_last = playerid_last + 1);
1583 if(cvar("sv_eventlog"))
1584 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1586 LogTeamchange(self.playerid, self.team, 1);
1588 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1590 self.netname_previous = strzone(self.netname);
1592 bprint("^4", self.netname, "^4 connected");
1594 if(self.classname != "observer" && (g_domination || g_ctf))
1595 bprint(" and joined the ", ColoredTeamName(self.team));
1599 self.welcomemessage_time = 0;
1601 stuffcmd(self, strcat(clientstuff, "\n"));
1602 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1603 stuffcmd(self, "cl_particles_reloadeffects\n");
1605 FixClientCvars(self);
1607 // spawnfunc_waypoint sprites
1608 WaypointSprite_InitClient(self);
1610 // Wazat's grappling hook
1611 SetGrappleHookBindings();
1613 // get autoswitch state from player when he toggles it
1614 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1616 // get version info from player
1617 stuffcmd(self, "cmd clientversion $gameversion\n");
1619 // get other cvars from player
1622 // set cvar for team scoreboard
1623 stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1625 // notify about available teams
1628 CheckAllowedTeams(self);
1629 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1630 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1633 stuffcmd(self, "set _teams_available 0\n");
1635 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1639 self.classname = "observer";
1641 Spawnqueue_Insert(self);
1645 ctf_clientconnect();
1648 if(teams_matter || radar_showennemies)
1651 bot_relinkplayerlist();
1653 self.spectatortime = time;
1656 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"));
1659 self.jointime = time;
1660 self.allowedTimeouts = cvar("sv_timeout_number");
1662 if(clienttype(self) == CLIENTTYPE_REAL)
1664 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1665 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1670 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1672 PlayerScore_Add(self, SP_LMS_RANK, 666);
1673 self.frags = FRAGS_SPECTATOR;
1677 if(!sv_foginterval && world.fog != "")
1678 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1680 SoundEntity_Attach(self);
1682 if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1684 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1685 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1688 self.hitplotfh = -1;
1690 if(g_race || g_cts) {
1696 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1699 race_send_recordtime(MSG_ONE);
1700 race_send_speedaward(MSG_ONE);
1702 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1703 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1704 race_send_speedaward_alltimebest(MSG_ONE);
1707 for (i = 1; i <= RANKINGS_CNT; ++i) {
1708 race_SendRankings(i, 0, 0, MSG_ONE);
1711 else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1712 send_CSQC_teamnagger();
1714 send_CSQC_cr_maxbullets(self);
1718 PlayerStats_AddPlayer(self);
1725 Called when a client disconnects from the server
1728 .entity chatbubbleentity;
1729 .entity teambubbleentity;
1731 void ClientDisconnect (void)
1733 if not(self.flags & FL_CLIENT)
1735 print("Warning: ClientDisconnect without ClientConnect\n");
1739 PlayerStats_AddGlobalInfo(self);
1741 CheatShutdownClient();
1743 if(self.hitplotfh >= 0)
1745 fclose(self.hitplotfh);
1746 self.hitplotfh = -1;
1750 anticheat_shutdown();
1752 playerdemo_shutdown();
1754 bot_clientdisconnect();
1759 if(cvar("sv_eventlog"))
1760 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1761 bprint ("^4",self.netname);
1762 bprint ("^4 disconnected\n");
1764 SoundEntity_Detach(self);
1767 MUTATOR_CALLHOOK(ClientDisconnect);
1769 Portal_ClearAll(self);
1771 if(self.flagcarried)
1772 DropFlag(self.flagcarried, world, world);
1773 if(self.ballcarried && g_nexball)
1774 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1776 // Here, everything has been done that requires this player to be a client.
1778 self.flags &~= FL_CLIENT;
1780 if (self.chatbubbleentity)
1781 remove (self.chatbubbleentity);
1783 if (self.teambubbleentity)
1784 remove (self.teambubbleentity);
1786 if (self.killindicator)
1787 remove (self.killindicator);
1789 WaypointSprite_PlayerGone();
1791 bot_relinkplayerlist();
1795 Spawnqueue_Unmark(self);
1796 Spawnqueue_Remove(self);
1799 accuracy_free(self);
1800 ClientData_Detach();
1801 PlayerScore_Detach(self);
1803 if(self.netname_previous)
1804 strunzone(self.netname_previous);
1805 if(self.clientstatus)
1806 strunzone(self.clientstatus);
1807 if(self.weaponorder_byimpulse)
1808 strunzone(self.weaponorder_byimpulse);
1810 ClearPlayerSounds();
1813 remove(self.personal);
1823 void ChatBubbleThink()
1825 self.nextthink = time;
1826 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1828 if(self.owner) // but why can that ever be world?
1829 self.owner.chatbubbleentity = world;
1833 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1835 || self.owner.tetris_on
1838 self.model = self.mdl;
1843 void UpdateChatBubble()
1845 if (!self.modelindex)
1847 // spawn a chatbubble entity if needed
1848 if (!self.chatbubbleentity)
1850 self.chatbubbleentity = spawn();
1851 self.chatbubbleentity.owner = self;
1852 self.chatbubbleentity.exteriormodeltoclient = self;
1853 self.chatbubbleentity.think = ChatBubbleThink;
1854 self.chatbubbleentity.nextthink = time;
1855 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1856 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1857 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1858 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1859 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1860 self.chatbubbleentity.model = "";
1861 self.chatbubbleentity.effects = EF_LOWPRECISION;
1866 void TeamBubbleThink()
1868 self.nextthink = time;
1869 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1871 if(self.owner) // but why can that ever be world?
1872 self.owner.teambubbleentity = world;
1876 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1877 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1880 self.model = self.mdl;
1884 float TeamBubble_customizeentityforclient()
1886 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1889 void UpdateTeamBubble()
1891 if (!self.modelindex || !teams_matter)
1893 // spawn a teambubble entity if needed
1894 if (!self.teambubbleentity && teams_matter)
1896 self.teambubbleentity = spawn();
1897 self.teambubbleentity.owner = self;
1898 self.teambubbleentity.exteriormodeltoclient = self;
1899 self.teambubbleentity.think = TeamBubbleThink;
1900 self.teambubbleentity.nextthink = time;
1901 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1902 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1903 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1904 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1905 self.teambubbleentity.mdl = self.teambubbleentity.model;
1906 self.teambubbleentity.model = self.teambubbleentity.mdl;
1907 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1908 self.teambubbleentity.effects = EF_LOWPRECISION;
1912 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1913 // added to the model skins
1914 /*void UpdateColorModHack()
1917 c = self.clientcolors & 15;
1918 // LordHavoc: only bothering to support white, green, red, yellow, blue
1919 if (!teams_matter) self.colormod = '0 0 0';
1920 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1921 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1922 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1923 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1924 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1925 else self.colormod = '1 1 1';
1931 if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1933 self.solid = SOLID_NOT;
1934 self.takedamage = DAMAGE_NO;
1935 self.movetype = MOVETYPE_FLY;
1936 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1937 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1938 self.effects |= EF_ADDITIVE;
1939 self.oldcolormap = self.colormap;
1940 self.colormap = 512;
1941 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1942 if(cvar("g_respawn_ghosts_maxtime"))
1943 SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1947 self.effects |= EF_NODRAW; // prevent another CopyBody
1948 if(self.oldcolormap)
1950 self.colormap = self.oldcolormap;
1951 self.oldcolormap = 0;
1953 PutClientInServer();
1956 void play_countdown(float finished, string samp)
1958 if(clienttype(self) == CLIENTTYPE_REAL)
1959 if(floor(finished - time - frametime) != floor(finished - time))
1960 if(finished - time < 6)
1961 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1965 * When sv_timeout is used this function returs strings like
1966 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1967 * Called by centerprint functions
1968 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1970 string getTimeoutText(float addOneSecond) {
1971 if (!cvar("sv_timeout") || !timeoutStatus)
1974 local string retStr;
1975 if (timeoutStatus == 1) {
1976 if (addOneSecond == 1) {
1977 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1980 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1984 else if (timeoutStatus == 2) {
1986 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1987 //don't show messages like "Timeout ends in 0 seconds"...
1988 if ((remainingTimeoutTime + 1) > 0)
1994 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1995 //don't show messages like "Timeout ends in 0 seconds"...
1996 if (remainingTimeoutTime > 0)
2005 void player_powerups (void)
2007 // add a way to see what the items were BEFORE all of these checks for the mutator hook
2008 olditems = self.items;
2010 if((self.items & IT_USING_JETPACK) && !self.deadflag)
2012 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
2013 self.modelflags |= MF_ROCKET;
2017 SoundEntity_StopSound(self, CHAN_PLAYER);
2018 self.modelflags &~= MF_ROCKET;
2021 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2023 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2026 Fire_ApplyDamage(self);
2027 Fire_ApplyEffect(self);
2031 self.effects |= EF_FULLBRIGHT;
2033 if (self.items & IT_STRENGTH)
2035 play_countdown(self.strength_finished, "misc/poweroff.wav");
2036 if (time > self.strength_finished)
2038 self.alpha = default_player_alpha;
2039 self.exteriorweaponentity.alpha = default_weapon_alpha;
2040 self.items &~= IT_STRENGTH;
2041 sprint(self, "^3Invisibility has worn off\n");
2046 if (time < self.strength_finished)
2048 self.alpha = g_minstagib_invis_alpha;
2049 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2050 self.items |= IT_STRENGTH;
2051 sprint(self, "^3You are invisible\n");
2055 if (self.items & IT_INVINCIBLE)
2057 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2058 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2060 self.items = self.items - (self.items & IT_INVINCIBLE);
2061 sprint(self, "^3Speed has worn off\n");
2066 if (time < self.invincible_finished)
2068 self.items = self.items | IT_INVINCIBLE;
2069 sprint(self, "^3You are on speed\n");
2073 else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
2075 if (self.items & IT_STRENGTH)
2077 play_countdown(self.strength_finished, "misc/poweroff.wav");
2078 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2079 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
2081 self.items = self.items - (self.items & IT_STRENGTH);
2082 sprint(self, "^3Strength has worn off\n");
2087 if (time < self.strength_finished)
2089 self.items = self.items | IT_STRENGTH;
2090 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2093 if (self.items & IT_INVINCIBLE)
2095 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2096 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2097 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2099 self.items = self.items - (self.items & IT_INVINCIBLE);
2100 sprint(self, "^3Shield has worn off\n");
2105 if (time < self.invincible_finished)
2107 self.items = self.items | IT_INVINCIBLE;
2108 sprint(self, "^3Shield surrounds you\n");
2112 if(cvar("g_nodepthtestplayers"))
2113 self.effects = self.effects | EF_NODEPTHTEST;
2115 if(cvar("g_fullbrightplayers"))
2116 self.effects = self.effects | EF_FULLBRIGHT;
2118 // midair gamemode: damage only while in the air
2119 // if in midair mode, being on ground grants temporary invulnerability
2120 // (this is so that multishot weapon don't clear the ground flag on the
2121 // first damage in the frame, leaving the player vulnerable to the
2122 // remaining hits in the same frame)
2123 if (self.flags & FL_ONGROUND)
2125 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
2127 if (time >= game_starttime)
2128 if (time < self.spawnshieldtime)
2129 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2132 MUTATOR_CALLHOOK(PlayerPowerups);
2135 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2137 if(current > stable)
2139 else if(current > stable - 0.25) // when close enough, "snap"
2142 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2145 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2147 if(current < stable)
2149 else if(current < stable + 0.25) // when close enough, "snap"
2152 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2155 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2157 if(current > rotstable)
2159 if(rotframetime > 0)
2161 current = CalcRot(current, rotstable, rotfactor, rotframetime);
2162 current = max(rotstable, current - rotlinear * rotframetime);
2165 else if(current < regenstable)
2167 if(regenframetime > 0)
2169 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2170 current = min(regenstable, current + regenlinear * regenframetime);
2180 void player_regen (void)
2182 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2183 maxh = cvar("g_balance_health_rotstable");
2184 maxa = cvar("g_balance_armor_rotstable");
2185 maxf = cvar("g_balance_fuel_rotstable");
2186 minh = cvar("g_balance_health_regenstable");
2187 mina = cvar("g_balance_armor_regenstable");
2188 minf = cvar("g_balance_fuel_regenstable");
2189 limith = cvar("g_balance_health_limit");
2190 limita = cvar("g_balance_armor_limit");
2191 limitf = cvar("g_balance_fuel_limit");
2193 max_mod = regen_mod = rot_mod = limit_mod = 1;
2195 if (self.runes & RUNE_REGEN)
2197 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2199 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2200 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2201 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2205 regen_mod = cvar("g_balance_rune_regen_regenrate");
2206 max_mod = cvar("g_balance_rune_regen_hpmod");
2207 limit_mod = cvar("g_balance_rune_regen_limitmod");
2210 else if (self.runes & CURSE_VENOM)
2212 max_mod = cvar("g_balance_curse_venom_hpmod");
2213 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2214 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2216 rot_mod = cvar("g_balance_curse_venom_rotrate");
2217 limit_mod = cvar("g_balance_curse_venom_limitmod");
2218 //if (!self.runes & RUNE_REGEN)
2219 // rot_mod = cvar("g_balance_curse_venom_rotrate");
2221 maxh = maxh * max_mod;
2222 //maxa = maxa * max_mod;
2223 //maxf = maxf * max_mod;
2224 minh = minh * max_mod;
2225 //mina = mina * max_mod;
2226 //minf = minf * max_mod;
2227 limith = limith * limit_mod;
2228 limita = limita * limit_mod;
2229 //limitf = limitf * limit_mod;
2234 if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2236 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2237 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2239 // if player rotted to death... die!
2241 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2244 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2245 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_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);
2248 float zoomstate_set;
2249 void SetZoomState(float z)
2251 if(z != self.zoomstate)
2254 ClientData_Touch(self);
2259 void GetPressedKeys(void) {
2260 MUTATOR_CALLHOOK(GetPressedKeys);
2261 if (self.movement_x > 0) // get if movement keys are pressed
2262 { // forward key pressed
2263 self.pressedkeys |= KEY_FORWARD;
2264 self.pressedkeys &~= KEY_BACKWARD;
2266 else if (self.movement_x < 0)
2267 { // backward key pressed
2268 self.pressedkeys |= KEY_BACKWARD;
2269 self.pressedkeys &~= KEY_FORWARD;
2273 self.pressedkeys &~= KEY_FORWARD;
2274 self.pressedkeys &~= KEY_BACKWARD;
2277 if (self.movement_y > 0)
2278 { // right key pressed
2279 self.pressedkeys |= KEY_RIGHT;
2280 self.pressedkeys &~= KEY_LEFT;
2282 else if (self.movement_y < 0)
2283 { // left key pressed
2284 self.pressedkeys |= KEY_LEFT;
2285 self.pressedkeys &~= KEY_RIGHT;
2289 self.pressedkeys &~= KEY_RIGHT;
2290 self.pressedkeys &~= KEY_LEFT;
2293 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2294 self.pressedkeys |= KEY_JUMP;
2296 self.pressedkeys &~= KEY_JUMP;
2297 if (self.BUTTON_CROUCH)
2298 self.pressedkeys |= KEY_CROUCH;
2300 self.pressedkeys &~= KEY_CROUCH;
2304 ======================
2305 spectate mode routines
2306 ======================
2309 void SpectateCopy(entity spectatee) {
2311 MUTATOR_CALLHOOK(SpectateCopy);
2312 self.armortype = spectatee.armortype;
2313 self.armorvalue = spectatee.armorvalue;
2314 self.ammo_cells = spectatee.ammo_cells;
2315 self.ammo_shells = spectatee.ammo_shells;
2316 self.ammo_nails = spectatee.ammo_nails;
2317 self.ammo_rockets = spectatee.ammo_rockets;
2318 self.ammo_fuel = spectatee.ammo_fuel;
2319 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2320 self.health = spectatee.health;
2322 self.items = spectatee.items;
2323 self.last_pickup = spectatee.last_pickup;
2324 self.metertime = spectatee.metertime;
2325 self.strength_finished = spectatee.strength_finished;
2326 self.invincible_finished = spectatee.invincible_finished;
2327 self.pressedkeys = spectatee.pressedkeys;
2328 self.weapons = spectatee.weapons;
2329 self.switchweapon = spectatee.switchweapon;
2330 self.weapon = spectatee.weapon;
2331 self.punchangle = spectatee.punchangle;
2332 self.view_ofs = spectatee.view_ofs;
2333 self.v_angle = spectatee.v_angle;
2334 self.velocity = spectatee.velocity;
2335 self.dmg_take = spectatee.dmg_take;
2336 self.dmg_save = spectatee.dmg_save;
2337 self.dmg_inflictor = spectatee.dmg_inflictor;
2338 self.angles = spectatee.v_angle;
2339 self.fixangle = TRUE;
2340 setorigin(self, spectatee.origin);
2341 setsize(self, spectatee.mins, spectatee.maxs);
2342 SetZoomState(spectatee.zoomstate);
2344 anticheat_spectatecopy(spectatee);
2347 float SpectateUpdate() {
2351 if (self == self.enemy)
2354 if(self.enemy.classname != "player")
2357 SpectateCopy(self.enemy);
2362 float SpectateNext() {
2363 other = find(self.enemy, classname, "player");
2366 other = find(other, classname, "player");
2371 if(self.enemy.classname == "player") {
2373 WriteByte(MSG_ONE, SVC_SETVIEW);
2374 WriteEntity(MSG_ONE, self.enemy);
2375 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2376 self.movetype = MOVETYPE_NONE;
2377 accuracy_resend(self);
2379 if(!SpectateUpdate())
2380 PutObserverInServer();
2390 ShowRespawnCountdown()
2392 Update a respawn countdown display.
2395 void ShowRespawnCountdown()
2398 if(self.deadflag == DEAD_NO) // just respawned?
2402 number = ceil(self.death_time - time);
2405 if(number <= self.respawn_countdown)
2407 self.respawn_countdown = number - 1;
2408 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
2409 AnnounceTo(self, strcat(ftos(number), ""));
2414 void LeaveSpectatorMode()
2416 if(isJoinAllowed()) {
2417 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned")) || self.team_forced > 0) {
2418 self.classname = "player";
2420 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2421 JoinBestTeam(self, FALSE, TRUE);
2423 if(cvar("g_campaign"))
2424 campaign_bots_may_start = 1;
2426 PutClientInServer();
2428 if(self.classname == "player")
2429 bprint ("^4", self.netname, "^4 is playing now\n");
2431 if(!cvar("g_campaign"))
2432 centerprint(self,""); // clear MOTD
2436 if (g_ca && self.caplayer) {
2439 stuffcmd(self,"menu_showteamselect\n");
2444 //player may not join because of g_maxplayers is set
2445 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2450 * Determines whether the player is allowed to join. This depends on cvar
2451 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2452 * it checks whether the number of currently playing players exceeds g_maxplayers.
2453 * @return bool TRUE if the player is allowed to join, false otherwise
2455 float isJoinAllowed() {
2456 if(self.team_forced < 0)
2457 return FALSE; // forced spectators can never join
2459 if (!cvar("g_maxplayers"))
2463 local float currentlyPlaying;
2464 FOR_EACH_REALPLAYER(e) {
2465 if(e.classname == "player")
2466 currentlyPlaying += 1;
2468 if(currentlyPlaying < cvar("g_maxplayers"))
2475 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2476 * g_maxplayers_spectator_blocktime seconds
2478 void checkSpectatorBlock() {
2479 if(self.classname == "spectator" || self.classname == "observer") {
2480 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2481 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2487 void ObserverThink()
2489 if (self.flags & FL_JUMPRELEASED) {
2490 if (self.BUTTON_JUMP && !self.version_mismatch) {
2491 self.welcomemessage_time = 0;
2492 self.flags &~= FL_JUMPRELEASED;
2493 self.flags |= FL_SPAWNING;
2494 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2495 self.welcomemessage_time = 0;
2496 self.flags &~= FL_JUMPRELEASED;
2497 if(SpectateNext() == 1) {
2498 self.classname = "spectator";
2502 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2503 self.flags |= FL_JUMPRELEASED;
2504 if(self.flags & FL_SPAWNING)
2506 self.flags &~= FL_SPAWNING;
2507 LeaveSpectatorMode();
2512 PrintWelcomeMessage(self);
2515 void SpectatorThink()
2517 if (self.flags & FL_JUMPRELEASED) {
2518 if (self.BUTTON_JUMP && !self.version_mismatch) {
2519 self.welcomemessage_time = 0;
2520 self.flags &~= FL_JUMPRELEASED;
2521 self.flags |= FL_SPAWNING;
2522 } else if(self.BUTTON_ATCK) {
2523 self.welcomemessage_time = 0;
2524 self.flags &~= FL_JUMPRELEASED;
2525 if(SpectateNext() == 1) {
2526 self.classname = "spectator";
2528 self.classname = "observer";
2529 PutClientInServer();
2531 } else if (self.BUTTON_ATCK2) {
2532 self.welcomemessage_time = 0;
2533 self.flags &~= FL_JUMPRELEASED;
2534 self.classname = "observer";
2535 PutClientInServer();
2537 if(!SpectateUpdate())
2538 PutObserverInServer();
2541 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2542 self.flags |= FL_JUMPRELEASED;
2543 if(self.flags & FL_SPAWNING)
2545 self.flags &~= FL_SPAWNING;
2546 LeaveSpectatorMode();
2552 PrintWelcomeMessage(self);
2553 self.flags |= FL_CLIENT | FL_NOTARGET;
2556 .float touchexplode_time;
2562 Called every frame for each client before the physics are run
2565 void() ctf_setstatus;
2566 void() nexball_setstatus;
2568 void PlayerPreThink (void)
2570 self.stat_game_starttime = game_starttime;
2571 self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2572 self.stat_leadlimit = cvar("leadlimit");
2576 // physics frames: update anticheat stuff
2577 anticheat_prethink();
2580 if(blockSpectators && frametime)
2581 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2582 checkSpectatorBlock();
2586 if(self.netname_previous != self.netname)
2588 if(cvar("sv_eventlog"))
2589 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2590 if(self.netname_previous)
2591 strunzone(self.netname_previous);
2592 self.netname_previous = strzone(self.netname);
2596 if(self.version_nagtime)
2597 if(self.cvar_g_xonoticversion)
2598 if(time > self.version_nagtime)
2600 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2602 if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2604 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2605 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2610 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2613 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2614 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2618 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2619 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2623 self.version_nagtime = 0;
2627 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2629 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2630 self.max_armorvalue = 0;
2634 if (TetrisPreFrame())
2638 MUTATOR_CALLHOOK(PlayerPreThink);
2640 if(self.classname == "player") {
2641 // if(self.netname == "Wazat")
2642 // bprint(self.classname, "\n");
2644 CheckRules_Player();
2646 PrintWelcomeMessage(self);
2648 if (intermission_running)
2650 IntermissionThink (); // otherwise a button could be missed between
2651 return; // the think tics
2654 if(self.teleport_time)
2655 if(time > self.teleport_time)
2657 self.teleport_time = 0;
2658 self.effects = self.effects - (self.effects & EF_NODRAW);
2661 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2662 UpdateSelectedPlayer();
2664 //don't allow the player to turn around while game is paused!
2665 if(timeoutStatus == 2) {
2666 self.v_angle = self.lastV_angle;
2667 self.angles = self.lastV_angle;
2668 self.fixangle = TRUE;
2673 if(self.health <= 0 && cvar("g_deathglow"))
2675 if(self.glowmod_x > 0)
2676 self.glowmod_x -= cvar("g_deathglow") * frametime;
2678 self.glowmod_x = -1;
2679 if(self.glowmod_y > 0)
2680 self.glowmod_y -= cvar("g_deathglow") * frametime;
2682 self.glowmod_y = -1;
2683 if(self.glowmod_z > 0)
2684 self.glowmod_z -= cvar("g_deathglow") * frametime;
2686 self.glowmod_z = -1;
2689 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2693 if (self.deadflag != DEAD_NO)
2695 float button_pressed, force_respawn;
2696 if(self.personal && g_race_qualifying)
2698 if(time > self.death_time)
2700 self.death_time = time + 1; // only retry once a second
2709 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2710 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2711 if (self.deadflag == DEAD_DYING)
2714 self.deadflag = DEAD_RESPAWNING;
2715 else if(!button_pressed)
2716 self.deadflag = DEAD_DEAD;
2718 else if (self.deadflag == DEAD_DEAD)
2721 self.deadflag = DEAD_RESPAWNABLE;
2723 else if (self.deadflag == DEAD_RESPAWNABLE)
2726 self.deadflag = DEAD_RESPAWNING;
2728 else if (self.deadflag == DEAD_RESPAWNING)
2730 if(time > self.death_time)
2732 self.death_time = time + 1; // only retry once a second
2736 ShowRespawnCountdown();
2742 if(time > self.touchexplode_time)
2743 if(self.classname == "player")
2744 if(self.deadflag == DEAD_NO)
2745 if not(IS_INDEPENDENT_PLAYER(self))
2746 FOR_EACH_PLAYER(other) if(self != other)
2748 if(time > other.touchexplode_time)
2749 if(other.deadflag == DEAD_NO)
2750 if not(IS_INDEPENDENT_PLAYER(other))
2751 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2753 PlayerTouchExplode(self, other);
2754 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2758 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2762 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2763 dist = self.prevorigin - self.origin;
2765 self.lms_traveled_distance += fabs(vlen(dist));
2767 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2769 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2770 self.lms_traveled_distance = 0;
2773 if(time > self.lms_nextcheck)
2775 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2776 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2778 centerprint(self, cvar_string("g_lms_campcheck_message"));
2779 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2780 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2781 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');
2783 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2784 self.lms_traveled_distance = 0;
2788 self.prevorigin = self.origin;
2790 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2795 self.view_ofs = PL_CROUCH_VIEW_OFS;
2796 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2797 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2804 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2805 if (!trace_startsolid)
2807 self.crouch = FALSE;
2808 self.view_ofs = PL_VIEW_OFS;
2809 setsize (self, PL_MIN, PL_MAX);
2814 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2816 if(self.bloodloss_timer < time)
2818 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2819 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2825 GrapplingHookFrame();
2827 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2830 self.items &~= self.items_added;
2834 self.items_added = 0;
2835 if(self.items & IT_JETPACK)
2836 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2837 self.items_added |= IT_FUEL;
2839 self.items |= self.items_added;
2844 // rot nex charge to the charge limit
2845 if(cvar("g_balance_nex_charge_rot_rate") && self.nex_charge > cvar("g_balance_nex_charge_limit") && self.nex_charge_rottime < time)
2846 self.nex_charge = bound(cvar("g_balance_nex_charge_limit"), self.nex_charge - cvar("g_balance_nex_charge_rot_rate") * frametime / W_TICSPERFRAME, 1);
2852 minstagib_ammocheck();
2858 nexball_setstatus();
2860 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2862 //self.angles_y=self.v_angle_y + 90; // temp
2863 } else if(gameover) {
2864 if (intermission_running)
2865 IntermissionThink (); // otherwise a button could be missed between
2867 } else if(self.classname == "observer") {
2869 } else if(self.classname == "spectator") {
2874 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2876 float oldspectatee_status;
2877 oldspectatee_status = self.spectatee_status;
2878 if(self.classname == "spectator")
2879 self.spectatee_status = num_for_edict(self.enemy);
2880 else if(self.classname == "observer")
2881 self.spectatee_status = num_for_edict(self);
2883 self.spectatee_status = 0;
2884 if(self.spectatee_status != oldspectatee_status)
2886 ClientData_Touch(self);
2888 race_InitSpectator();
2891 if(self.teamkill_soundtime)
2892 if(time > self.teamkill_soundtime)
2894 self.teamkill_soundtime = 0;
2896 entity oldpusher, oldself;
2898 oldself = self; self = self.teamkill_soundsource;
2899 oldpusher = self.pusher; self.pusher = oldself;
2901 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2903 self.pusher = oldpusher;
2907 if(self.taunt_soundtime)
2908 if(time > self.taunt_soundtime)
2910 self.taunt_soundtime = 0;
2911 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2914 target_voicescript_next(self);
2917 float isInvisibleString(string s)
2920 s = strdecolorize(s);
2921 for((i = 0), (n = strlen(s)); i < n; ++i)
2929 case 192: // charmap space
2930 if (!cvar("utf8_enable"))
2933 case 160: // space in unicode fonts
2934 case 0xE000 + 192: // utf8 charmap space
2935 if (cvar("utf8_enable"))
2948 Called every frame for each client after the physics are run
2951 .float idlekick_lasttimeleft;
2952 .entity showheadshotbbox;
2953 void showheadshotbbox_think()
2955 if(self.owner.showheadshotbbox != self)
2960 self.nextthink = time;
2961 setorigin(self, self.owner.origin);
2962 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2964 void PlayerPostThink (void)
2966 // Savage: Check for nameless players
2967 if (isInvisibleString(self.netname)) {
2968 self.netname = "Player";
2969 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2972 if(sv_maxidle && frametime)
2974 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2976 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2979 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2980 AnnounceTo(self, "terminated");
2984 else if(timeleft <= 10)
2986 if(timeleft != self.idlekick_lasttimeleft)
2988 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2989 AnnounceTo(self, strcat(ftos(timeleft), ""));
2994 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2996 self.idlekick_lasttimeleft = timeleft;
3000 if(self.impulse == 100)
3002 if (TetrisPostFrame())
3008 if(self.classname == "player") {
3009 CheckRules_Player();
3014 if (intermission_running)
3015 return; // intermission or finale
3017 } else if (self.classname == "observer") {
3019 } else if (self.classname == "spectator") {
3025 for(i = 0; i < 1000; ++i)
3028 end = self.origin + '0 0 1024' + 512 * randomvec();
3029 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3030 if(trace_fraction < 1)
3031 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3033 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3041 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3043 if(self.waypointsprite_attachedforcarrier)
3044 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
3046 if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
3048 if(!self.showheadshotbbox)
3050 self.showheadshotbbox = spawn();
3051 self.showheadshotbbox.classname = "headshotbbox";
3052 self.showheadshotbbox.owner = self;
3053 self.showheadshotbbox.think = showheadshotbbox_think;
3054 self.showheadshotbbox.nextthink = time;
3055 self = self.showheadshotbbox;
3062 if(self.showheadshotbbox)
3063 remove(self.showheadshotbbox);
3068 if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
3070 if(!self.stored_netname)
3071 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3072 if(self.stored_netname != self.netname)
3074 db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3075 strunzone(self.stored_netname);
3076 self.stored_netname = strzone(self.netname);
3082 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));