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(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 void Announce(string snd) {
10 WriteByte(MSG_ALL, SVC_TEMPENTITY);
11 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_ALL, snd);
15 void AnnounceTo(entity e, string snd) {
16 if (clienttype(e) == CLIENTTYPE_REAL)
19 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21 WriteString(MSG_ONE, snd);
25 float ClientData_Send(entity to, float sf)
36 if(to.classname == "spectator")
42 sf |= 1; // forced scoreboard
43 if(to.spectatee_status)
44 sf |= 2; // spectator ent number follows
47 if(e.porto_v_angle_held)
48 sf |= 8; // angles held
50 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51 WriteByte(MSG_ENTITY, sf);
54 WriteByte(MSG_ENTITY, to.spectatee_status);
58 WriteAngle(MSG_ENTITY, e.v_angle_x);
59 WriteAngle(MSG_ENTITY, e.v_angle_y);
65 void ClientData_Attach()
67 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68 self.clientdata.drawonlytoclient = self;
69 self.clientdata.owner = self;
72 void ClientData_Detach()
74 remove(self.clientdata);
75 self.clientdata = world;
78 void ClientData_Touch(entity e)
80 e.clientdata.SendFlags = 1;
82 // make it spectatable
84 FOR_EACH_REALCLIENT(e2)
87 if(e2.classname == "spectator")
89 e2.clientdata.SendFlags = 1;
94 .vector spawnpoint_score;
95 .string netname_previous;
97 void spawnfunc_info_player_survivor (void)
99 spawnfunc_info_player_deathmatch();
102 void spawnfunc_info_player_start (void)
104 spawnfunc_info_player_deathmatch();
107 void spawnfunc_info_player_deathmatch (void)
109 self.classname = "info_player_deathmatch";
110 relocate_spawnpoint();
113 void spawnpoint_use()
116 if(have_team_spawns > 0)
118 self.team = activator.team;
119 some_spawn_has_been_used = 1;
124 // _x: prio (-1 if unusable)
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
128 float shortest, thisdist;
134 // filter out spots for the wrong team
136 if(spot.team != teamcheck)
140 if(spot.target == "")
143 if(clienttype(self) == CLIENTTYPE_REAL)
145 if(spot.restriction == 1)
150 if(spot.restriction == 2)
154 shortest = vlen(world.maxs - world.mins);
155 FOR_EACH_PLAYER(player) if (player != self)
157 thisdist = vlen(player.origin - spot.origin);
158 if (thisdist < shortest)
161 if(shortest > mindist)
162 prio += SPAWN_PRIO_GOOD_DISTANCE;
164 spawn_score = prio * '1 0 0' + shortest * '0 1 0';
167 // filter out spots for assault
168 if(spot.target != "") {
173 for(ent = world; (ent = find(ent, targetname, spot.target)); )
176 if(ent.spawn_evalfunc)
178 entity oldself = self;
180 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
182 if(spawn_score_x < 0)
189 dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
194 MUTATOR_CALLHOOK(Spawn_Score);
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
201 for(spot = firstspot; spot; spot = spot.chain)
202 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
207 entity spot, spotlist, spotlistend;
212 Spawn_ScoreAll(firstspot, mindist, teamcheck);
214 for(spot = firstspot; spot; spot = spot.chain)
216 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
219 spotlistend.chain = spot;
226 spotlistend.chain = world;
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
233 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
237 RandomSelection_Init();
238 for(spot = firstspot; spot; spot = spot.chain)
239 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);
241 return RandomSelection_chosen_ent;
248 Finds a point to respawn
251 entity SelectSpawnPoint (float anypoint)
254 entity spot, firstspot;
256 spot = find (world, classname, "testplayerstart");
260 if(anypoint || autocvar_g_spawn_useallspawns)
262 else if(have_team_spawns > 0)
264 if(have_team_spawns_forteam[self.team] == 0)
266 // we request a spawn for a team, and we have team
267 // spawns, but that team has no spawns?
268 if(have_team_spawns_forteam[0])
272 // if not, any spawn has to do
276 teamcheck = self.team; // MUST be team
278 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279 teamcheck = 0; // MUST be noteam
282 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
285 // get the entire list of spots
286 firstspot = findchain(classname, "info_player_deathmatch");
287 // filter out the bad ones
288 // (note this returns the original list if none survived)
291 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
296 if (arena_roundbased && !g_ca)
300 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
302 // there is 50/50 chance of choosing a random spot or the furthest spot
303 // (this means that roughly every other spawn will be furthest, so you
304 // usually won't get fragged at spawn twice in a row)
305 if (random() > autocvar_g_spawn_furthest)
306 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
308 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
313 if(autocvar_spawn_debug)
317 if(some_spawn_has_been_used)
318 return world; // team can't spawn any more, because of actions of other team
320 error("Cannot find a spawn point - please fix the map!");
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
339 // note: we cannot summon Don Strunzone here, some player may
340 // still have the model string set. In case anyone manages how
341 // to change a cvar default, we'll have a small leak here.
342 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
344 // only in right path
345 if( substring(plyermodel,0,14) != "models/player/")
346 return FallbackPlayerModel;
347 // only good file extensions
348 if(substring(plyermodel,-4,4) != ".zym")
349 if(substring(plyermodel,-4,4) != ".dpm")
350 if(substring(plyermodel,-4,4) != ".iqm")
351 if(substring(plyermodel,-4,4) != ".md3")
352 if(substring(plyermodel,-4,4) != ".psk")
353 return FallbackPlayerModel;
354 // forbid the LOD models
355 if(substring(plyermodel, -9,5) == "_lod1")
356 return FallbackPlayerModel;
357 if(substring(plyermodel, -9,5) == "_lod2")
358 return FallbackPlayerModel;
359 if(plyermodel != strtolower(plyermodel))
360 return FallbackPlayerModel;
361 // also, restrict to server models
362 if(autocvar_sv_servermodelsonly)
364 if(!fexists(plyermodel))
365 return FallbackPlayerModel;
370 void setplayermodel(entity e, string modelname)
372 precache_model(modelname);
373 setmodel(e, modelname);
374 player_setupanimsformodel();
375 UpdatePlayerSounds();
382 putting a client as observer in the server
385 void FixPlayermodel();
386 void PutObserverInServer (void)
389 self.hud = HUD_NORMAL;
390 race_PreSpawnObserver();
392 spot = SelectSpawnPoint (TRUE);
394 error("No spawnpoints for observers?!?\n");
395 RemoveGrapplingHook(self); // Wazat's Grappling Hook
397 if(clienttype(self) == CLIENTTYPE_REAL)
400 WriteByte(MSG_ONE, SVC_SETVIEW);
401 WriteEntity(MSG_ONE, self);
405 MUTATOR_CALLHOOK(MakePlayerObserver);
408 minstagib_stop_countdown();
410 Portal_ClearAll(self);
414 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
419 vehicles_exit(VHEF_RELESE);
422 DropFlag(self.flagcarried, world, world);
424 if(self.ballcarried && g_nexball)
425 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
427 WaypointSprite_PlayerDead();
429 if not(g_ca) // don't reset teams when moving a ca player to the spectators
430 self.team = -1; // move this as it is needed to log the player spectating in eventlog
432 if(self.killcount != -666) {
434 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
435 bprint ("^4", self.netname, "^4 has no more lives left\n");
437 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
439 bprint ("^4", self.netname, "^4 is spectating now\n");
441 if(self.just_joined == FALSE) {
442 LogTeamchange(self.playerid, -1, 4);
444 self.just_joined = FALSE;
447 PlayerScore_Clear(self); // clear scores when needed
449 accuracy_resend(self);
451 self.spectatortime = time;
453 self.classname = "observer";
454 self.iscreature = FALSE;
455 self.damagedbycontents = FALSE;
457 self.takedamage = DAMAGE_NO;
458 self.solid = SOLID_NOT;
459 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
460 self.flags = FL_CLIENT | FL_NOTARGET;
461 self.armorvalue = 666;
463 self.armorvalue = autocvar_g_balance_armor_start;
464 self.pauserotarmor_finished = 0;
465 self.pauserothealth_finished = 0;
466 self.pauseregen_finished = 0;
467 self.damageforcescale = 0;
473 self.pain_finished = 0;
474 self.strength_finished = 0;
475 self.invincible_finished = 0;
477 self.think = SUB_Null;
481 self.deadflag = DEAD_NO;
482 self.angles = spot.angles;
484 self.fixangle = TRUE;
487 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
488 self.prevorigin = self.origin;
493 setmodel(self, "null");
494 self.drawonlytoclient = self;
496 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
497 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
500 self.weaponname = "";
501 self.switchingweapon = 0;
502 self.weaponmodel = "";
503 self.weaponentity = world;
504 self.exteriorweaponentity = world;
505 self.killcount = -666;
506 self.velocity = '0 0 0';
507 self.avelocity = '0 0 0';
508 self.punchangle = '0 0 0';
509 self.punchvector = '0 0 0';
510 self.oldvelocity = self.velocity;
511 self.fire_endtime = -1;
515 if(self.version_mismatch)
517 Spawnqueue_Unmark(self);
518 Spawnqueue_Remove(self);
522 Spawnqueue_Insert(self);
527 // Only if the player cannot play at all
528 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
529 self.frags = FRAGS_SPECTATOR;
531 self.frags = FRAGS_LMS_LOSER;
536 self.frags = FRAGS_LMS_LOSER;
538 self.frags = FRAGS_SPECTATOR;
541 self.frags = FRAGS_SPECTATOR;
544 .float model_randomizer;
545 void FixPlayermodel()
548 float defaultskin, chmdl, oldskin, n, i;
553 if(autocvar_sv_defaultcharacter == 1)
560 s = Team_ColorNameLowerCase(self.team);
563 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
564 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
568 if(defaultmodel == "")
570 defaultmodel = autocvar_sv_defaultplayermodel;
571 defaultskin = autocvar_sv_defaultplayerskin;
574 n = tokenize_console(defaultmodel);
576 defaultmodel = argv(floor(n * self.model_randomizer));
578 i = strstrofs(defaultmodel, ":", 0);
581 defaultskin = stof(substring(defaultmodel, i+1, -1));
582 defaultmodel = substring(defaultmodel, 0, i);
586 if(defaultmodel != "")
588 if (defaultmodel != self.model)
592 setplayermodel (self, defaultmodel);
593 setsize (self, m1, m2);
598 self.skin = defaultskin;
600 if (self.playermodel != self.model || self.playermodel == "")
602 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
605 setplayermodel (self, self.playermodel);
606 setsize (self, m1, m2);
611 self.skin = stof(self.playerskin);
614 if(chmdl || oldskin != self.skin)
615 self.species = player_getspecies(); // model or skin has changed
618 if(strlen(autocvar_sv_defaultplayercolors))
619 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
620 setcolor(self, stof(autocvar_sv_defaultplayercolors));
623 void PlayerTouchExplode(entity p1, entity p2)
626 org = (p1.origin + p2.origin) * 0.5;
627 org_z += (p1.mins_z + p2.mins_z) * 0.5;
634 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
642 Called when a client spawns in the server
645 //void() ctf_playerchanged;
646 void PutClientInServer (void)
648 if(clienttype(self) == CLIENTTYPE_BOT)
650 self.classname = "player";
652 else if(clienttype(self) == CLIENTTYPE_REAL)
655 WriteByte(MSG_ONE, SVC_SETVIEW);
656 WriteEntity(MSG_ONE, self);
662 // player is dead and becomes observer
663 // FIXME fix LMS scoring for new system
666 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
667 self.classname = "observer";
670 if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
671 self.classname = "observer";
674 self.classname = "observer";
676 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
677 entity spot, oldself;
680 accuracy_resend(self);
683 JoinBestTeam(self, FALSE, TRUE);
687 spot = SelectSpawnPoint (FALSE);
690 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
691 return; // spawn failed
694 RemoveGrapplingHook(self); // Wazat's Grappling Hook
696 self.classname = "player";
697 self.wasplayer = TRUE;
698 self.iscreature = TRUE;
699 self.damagedbycontents = TRUE;
700 self.movetype = MOVETYPE_WALK;
701 self.solid = SOLID_SLIDEBOX;
702 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
703 if(autocvar_g_playerclip_collisions)
704 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
705 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
706 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
707 self.frags = FRAGS_PLAYER;
708 if(INDEPENDENT_PLAYERS)
709 MAKE_INDEPENDENT_PLAYER(self);
710 self.flags = FL_CLIENT;
711 if(autocvar__notarget)
712 self.flags |= FL_NOTARGET;
713 self.takedamage = DAMAGE_AIM;
715 self.effects = EF_FULLBRIGHT;
718 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
719 self.air_finished = time + 12;
721 if(autocvar_g_balance_nex_charge)
723 if(autocvar_g_balance_nex_secondary_chargepool)
724 self.nex_chargepool_ammo = 1;
725 self.nex_charge = autocvar_g_balance_nex_charge_start;
730 self.ammo_shells = warmup_start_ammo_shells;
731 self.ammo_nails = warmup_start_ammo_nails;
732 self.ammo_rockets = warmup_start_ammo_rockets;
733 self.ammo_cells = warmup_start_ammo_cells;
734 self.ammo_fuel = warmup_start_ammo_fuel;
735 self.health = warmup_start_health;
736 self.armorvalue = warmup_start_armorvalue;
737 self.weapons = warmup_start_weapons;
741 self.ammo_shells = start_ammo_shells;
742 self.ammo_nails = start_ammo_nails;
743 self.ammo_rockets = start_ammo_rockets;
744 self.ammo_cells = start_ammo_cells;
745 self.ammo_fuel = start_ammo_fuel;
746 self.health = start_health;
747 self.armorvalue = start_armorvalue;
748 self.weapons = start_weapons;
751 if(g_weaponarena_random)
753 if(g_weaponarena_random_with_laser)
754 self.weapons &~= WEPBIT_LASER;
755 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
756 if(g_weaponarena_random_with_laser)
757 self.weapons |= WEPBIT_LASER;
760 self.items = start_items;
762 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
763 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
764 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
765 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
766 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
767 //extend the pause of rotting if client was reset at the beginning of the countdown
768 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
769 self.spawnshieldtime += game_starttime - time;
770 self.pauserotarmor_finished += game_starttime - time;
771 self.pauserothealth_finished += game_starttime - time;
772 self.pauseregen_finished += game_starttime - time;
774 self.damageforcescale = 2;
779 self.pain_finished = 0;
780 self.strength_finished = 0;
781 self.invincible_finished = 0;
783 // players have no think function
784 self.think = SUB_Null;
788 self.ballistics_density = autocvar_g_ballistics_density_player;
794 self.deadflag = DEAD_NO;
796 self.angles = spot.angles;
798 self.angles_z = 0; // never spawn tilted even if the spot says to
799 self.fixangle = TRUE; // turn this way immediately
800 self.velocity = '0 0 0';
801 self.avelocity = '0 0 0';
802 self.punchangle = '0 0 0';
803 self.punchvector = '0 0 0';
804 self.oldvelocity = self.velocity;
805 self.fire_endtime = -1;
808 WRITESPECTATABLE_MSG_ONE({
809 WriteByte(MSG_ONE, SVC_TEMPENTITY);
810 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
815 self.drawonlytoclient = world;
818 self.view_ofs = PL_VIEW_OFS;
819 setsize (self, PL_MIN, PL_MAX);
820 self.spawnorigin = spot.origin;
821 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
822 // don't reset back to last position, even if new position is stuck in solid
823 self.oldorigin = self.origin;
824 self.prevorigin = self.origin;
825 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
826 self.lastteleporttime = time; // prevent insane speeds due to changing origin
827 self.hud = HUD_NORMAL;
831 Spawnqueue_Remove(self);
832 Spawnqueue_Mark(self);
837 self.event_damage = PlayerDamage;
839 self.bot_attack = TRUE;
841 self.statdraintime = time + 5;
842 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
844 if(self.killcount == -666) {
845 PlayerScore_Clear(self);
849 CL_SpawnWeaponentity();
850 self.alpha = default_player_alpha;
851 self.colormod = '1 1 1' * autocvar_g_player_brightness;
852 self.exteriorweaponentity.alpha = default_weapon_alpha;
854 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
855 self.lms_traveled_distance = 0;
856 self.speedrunning = FALSE;
858 race_PostSpawn(spot);
860 //stuffcmd(self, "chase_active 0");
861 //stuffcmd(self, "set viewsize $tmpviewsize \n");
863 if (autocvar_g_spawnsound)
864 sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
867 if(self.team == assault_attacker_team)
868 centerprint(self, "You are attacking!");
870 centerprint(self, "You are defending!");
873 target_voicescript_clear(self);
875 // reset fields the weapons may use
876 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
878 weapon_action(j, WR_RESETPLAYER);
880 // all weapons must be fully loaded when we spawn
882 e = get_weaponinfo(j);
883 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
884 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
892 self.target = string_null;
899 MUTATOR_CALLHOOK(PlayerSpawn);
901 if(autocvar_spawn_debug)
903 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
904 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
907 self.switchweapon = w_getbestweapon(self);
908 self.cnt = -1; // W_LastWeapon will not complain
910 self.weaponname = "";
911 self.switchingweapon = 0;
914 self.alivetime = time;
917 } else if(self.classname == "observer") {
918 PutObserverInServer ();
922 // ctf_playerchanged();
925 .float ebouncefactor, ebouncestop; // electro's values
926 // TODO do we need all these fields, or should we stop autodetecting runtime
927 // changes and just have a console command to update this?
928 float ClientInit_SendEntity(entity to, float sf)
930 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
931 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
932 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
933 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
934 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
935 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
936 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
937 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
938 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
939 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
940 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
941 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
942 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
943 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
944 if(sv_foginterval && world.fog != "")
945 WriteString(MSG_ENTITY, world.fog);
947 WriteString(MSG_ENTITY, "");
948 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
949 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
950 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
951 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
952 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
953 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
954 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
955 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
956 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
957 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
958 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
959 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
963 void ClientInit_CheckUpdate()
965 self.nextthink = time;
966 if(self.count != autocvar_g_balance_armor_blockpercent)
968 self.count = autocvar_g_balance_armor_blockpercent;
971 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
973 self.cnt = autocvar_g_balance_weaponswitchdelay;
976 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
978 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
981 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
983 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
986 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
988 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
991 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
993 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
998 void ClientInit_Spawn()
1003 e.classname = "clientinit";
1004 e.think = ClientInit_CheckUpdate;
1005 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1009 ClientInit_CheckUpdate();
1018 void SetNewParms (void)
1020 // initialize parms for a new player
1021 parm1 = -(86400 * 366);
1029 void SetChangeParms (void)
1031 // save parms for level change
1032 parm1 = self.parm_idlesince - time;
1040 void DecodeLevelParms (void)
1043 self.parm_idlesince = parm1;
1044 if(self.parm_idlesince == -(86400 * 366))
1045 self.parm_idlesince = time;
1047 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1048 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1055 Called when a client types 'kill' in the console
1059 .float clientkill_nexttime;
1060 void ClientKill_Now_TeamChange()
1062 if(self.killindicator_teamchange == -1)
1065 JoinBestTeam( self, FALSE, FALSE );
1067 else if(self.killindicator_teamchange == -2)
1072 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1073 PutObserverInServer();
1076 SV_ChangeTeam(self.killindicator_teamchange - 1);
1079 void ClientKill_Now()
1083 vehicles_exit(VHEF_RELESE);
1084 if(!self.killindicator_teamchange)
1086 self.vehicle_health = -1;
1087 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1091 if(self.killindicator && !wasfreed(self.killindicator))
1092 remove(self.killindicator);
1094 self.killindicator = world;
1096 if(self.killindicator_teamchange)
1097 ClientKill_Now_TeamChange();
1100 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1102 // now I am sure the player IS dead
1104 void KillIndicator_Think()
1108 self.owner.killindicator = world;
1113 if (self.owner.alpha < 0)
1115 self.owner.killindicator = world;
1123 ClientKill_Now(); // no oldself needed
1126 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1128 self.nextthink = time + 1;
1134 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1135 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1138 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1140 self.nextthink = time + 1;
1145 float clientkilltime;
1146 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1155 killtime = autocvar_g_balance_kill_delay;
1157 if(g_race_qualifying || g_cts)
1160 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1162 remove(self.killindicator);
1163 self.killindicator = world;
1165 ClientKill_Now(); // allow instant kill in this case
1169 self.killindicator_teamchange = targetteam;
1171 if(!self.killindicator)
1173 if(self.deadflag == DEAD_NO)
1175 killtime = max(killtime, self.clientkill_nexttime - time);
1176 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1179 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1185 starttime = max(time, clientkilltime);
1187 self.killindicator = spawn();
1188 self.killindicator.owner = self;
1189 self.killindicator.scale = 0.5;
1190 setattachment(self.killindicator, self, "");
1191 setorigin(self.killindicator, '0 0 52');
1192 self.killindicator.think = KillIndicator_Think;
1193 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1194 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1195 self.killindicator.cnt = ceil(killtime);
1196 self.killindicator.count = bound(0, ceil(killtime), 10);
1197 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1199 for(e = world; (e = find(e, classname, "body")) != world; )
1203 e.killindicator = spawn();
1204 e.killindicator.owner = e;
1205 e.killindicator.scale = 0.5;
1206 setattachment(e.killindicator, e, "");
1207 setorigin(e.killindicator, '0 0 52');
1208 e.killindicator.think = KillIndicator_Think;
1209 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1210 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1211 e.killindicator.cnt = ceil(killtime);
1216 if(self.killindicator)
1218 if(targetteam == 0) // just die
1220 self.killindicator.colormod = '0 0 0';
1221 if(clienttype(self) == CLIENTTYPE_REAL)
1222 if(self.killindicator.cnt > 0)
1223 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1225 else if(targetteam == -1) // auto
1227 self.killindicator.colormod = '0 1 0';
1228 if(clienttype(self) == CLIENTTYPE_REAL)
1229 if(self.killindicator.cnt > 0)
1230 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1232 else if(targetteam == -2) // spectate
1234 self.killindicator.colormod = '0.5 0.5 0.5';
1235 if(clienttype(self) == CLIENTTYPE_REAL)
1236 if(self.killindicator.cnt > 0)
1237 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1241 self.killindicator.colormod = TeamColor(targetteam);
1242 if(clienttype(self) == CLIENTTYPE_REAL)
1243 if(self.killindicator.cnt > 0)
1244 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1250 void ClientKill (void)
1255 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1259 else if(self.freezetag_frozen)
1264 ClientKill_TeamChange(0);
1267 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
1269 e.killindicator = spawn();
1270 e.killindicator.owner = e;
1271 e.killindicator.think = KillIndicator_Think;
1272 e.killindicator.nextthink = time + (e.lip) * 0.05;
1273 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1274 e.killindicator.health = 1; // this is used to indicate that it should be silent
1278 void FixClientCvars(entity e)
1280 // send prediction settings to the client
1281 stuffcmd(e, "\nin_bindmap 0 0\n");
1283 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1284 if(autocvar_g_antilag == 3) // client side hitscan
1285 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1287 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1289 * we no longer need to stuff this. Remove this comment block if you feel
1290 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1291 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1292 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1293 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1294 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1295 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1296 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1297 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1298 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1299 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1300 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1301 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1302 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1303 stuffcmd(e, "cl_movement_edgefriction 1\n");
1307 float PlayerInIDList(entity p, string idlist)
1312 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1313 if not(p.crypto_idfp)
1316 // this function allows abbreviated player IDs too!
1317 n = tokenize_console(idlist);
1318 for(i = 0; i < n; ++i)
1321 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1332 Called when a client connects to the server
1335 //void ctf_clientconnect();
1336 string ColoredTeamName(float t);
1337 void DecodeLevelParms (void);
1338 //void dom_player_join_team(entity pl);
1339 void set_dom_state(entity e);
1340 void ClientConnect (void)
1344 if(self.flags & FL_CLIENT)
1346 print("Warning: ClientConnect, but already connected!\n");
1350 if(Ban_MaybeEnforceBan(self))
1356 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1359 self.classname = "player_joining";
1361 self.flags = FL_CLIENT;
1362 self.version_nagtime = time + 10 + random() * 10;
1366 dprint("BUG player count is lower than zero, this cannot happen!\n");
1370 PlayerScore_Attach(self);
1371 ClientData_Attach();
1372 accuracy_init(self);
1374 bot_clientconnect();
1380 race_PreSpawnObserver();
1383 // dom_player_join_team(self);
1385 // identify the right forced team
1386 if(autocvar_g_campaign)
1388 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1390 switch(autocvar_g_campaign_forceteam)
1392 case 1: self.team_forced = COLOR_TEAM1; break;
1393 case 2: self.team_forced = COLOR_TEAM2; break;
1394 case 3: self.team_forced = COLOR_TEAM3; break;
1395 case 4: self.team_forced = COLOR_TEAM4; break;
1396 default: self.team_forced = 0;
1400 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1401 self.team_forced = COLOR_TEAM1;
1402 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1403 self.team_forced = COLOR_TEAM2;
1404 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1405 self.team_forced = COLOR_TEAM3;
1406 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1407 self.team_forced = COLOR_TEAM4;
1408 else if(autocvar_g_forced_team_otherwise == "red")
1409 self.team_forced = COLOR_TEAM1;
1410 else if(autocvar_g_forced_team_otherwise == "blue")
1411 self.team_forced = COLOR_TEAM2;
1412 else if(autocvar_g_forced_team_otherwise == "yellow")
1413 self.team_forced = COLOR_TEAM3;
1414 else if(autocvar_g_forced_team_otherwise == "pink")
1415 self.team_forced = COLOR_TEAM4;
1416 else if(autocvar_g_forced_team_otherwise == "spectate")
1417 self.team_forced = -1;
1418 else if(autocvar_g_forced_team_otherwise == "spectator")
1419 self.team_forced = -1;
1421 self.team_forced = 0;
1424 if(self.team_forced > 0)
1425 self.team_forced = 0;
1427 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1429 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1430 self.classname = "observer";
1434 if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1436 self.classname = "player";
1437 campaign_bots_may_start = 1;
1441 self.classname = "observer"; // do it anyway
1446 self.classname = "player";
1447 campaign_bots_may_start = 1;
1451 self.playerid = (playerid_last = playerid_last + 1);
1453 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1455 if(clienttype(self) == CLIENTTYPE_BOT)
1456 PlayerStats_AddPlayer(self);
1458 if(autocvar_sv_eventlog)
1459 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1461 LogTeamchange(self.playerid, self.team, 1);
1463 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1465 self.netname_previous = strzone(self.netname);
1467 bprint("^4", self.netname, "^4 connected");
1469 if(self.classname != "observer" && (g_domination || g_ctf))
1470 bprint(" and joined the ", ColoredTeamName(self.team));
1474 stuffcmd(self, strcat(clientstuff, "\n"));
1475 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1477 FixClientCvars(self);
1479 // spawnfunc_waypoint sprites
1480 WaypointSprite_InitClient(self);
1482 // Wazat's grappling hook
1483 SetGrappleHookBindings();
1485 // get version info from player
1486 stuffcmd(self, "cmd clientversion $gameversion\n");
1488 // get other cvars from player
1491 // notify about available teams
1494 CheckAllowedTeams(self);
1495 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1496 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1499 stuffcmd(self, "set _teams_available 0\n");
1503 self.classname = "observer";
1505 Spawnqueue_Insert(self);
1509 ctf_clientconnect();
1514 bot_relinkplayerlist();
1516 self.spectatortime = time;
1519 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1522 self.jointime = time;
1523 self.allowed_timeouts = autocvar_sv_timeout_number;
1525 if(clienttype(self) == CLIENTTYPE_REAL)
1527 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1528 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1533 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1535 PlayerScore_Add(self, SP_LMS_RANK, 666);
1536 self.frags = FRAGS_SPECTATOR;
1540 if(!sv_foginterval && world.fog != "")
1541 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1543 SoundEntity_Attach(self);
1545 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1547 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1548 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1551 self.hitplotfh = -1;
1553 if(g_race || g_cts) {
1559 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1562 race_send_recordtime(MSG_ONE);
1563 race_send_speedaward(MSG_ONE);
1565 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1566 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1567 race_send_speedaward_alltimebest(MSG_ONE);
1570 for (i = 1; i <= RANKINGS_CNT; ++i) {
1571 race_SendRankings(i, 0, 0, MSG_ONE);
1574 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1575 send_CSQC_teamnagger();
1578 set_dom_state(self);
1582 if(!autocvar_g_campaign)
1583 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1585 CSQCMODEL_AUTOINIT();
1587 self.model_randomizer = random();
1594 Called when a client disconnects from the server
1597 .entity chatbubbleentity;
1599 void ClientDisconnect (void)
1602 vehicles_exit(VHEF_RELESE);
1604 if not(self.flags & FL_CLIENT)
1606 print("Warning: ClientDisconnect without ClientConnect\n");
1610 PlayerStats_AddGlobalInfo(self);
1612 CheatShutdownClient();
1614 if(self.hitplotfh >= 0)
1616 fclose(self.hitplotfh);
1617 self.hitplotfh = -1;
1621 anticheat_shutdown();
1623 playerdemo_shutdown();
1625 bot_clientdisconnect();
1630 if(autocvar_sv_eventlog)
1631 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1632 bprint ("^4",self.netname);
1633 bprint ("^4 disconnected\n");
1635 SoundEntity_Detach(self);
1638 MUTATOR_CALLHOOK(ClientDisconnect);
1640 Portal_ClearAll(self);
1642 RemoveGrapplingHook(self);
1643 if(self.flagcarried)
1644 DropFlag(self.flagcarried, world, world);
1645 if(self.ballcarried && g_nexball)
1646 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1648 // Here, everything has been done that requires this player to be a client.
1650 self.flags &~= FL_CLIENT;
1652 if (self.chatbubbleentity)
1653 remove (self.chatbubbleentity);
1655 if (self.killindicator)
1656 remove (self.killindicator);
1658 WaypointSprite_PlayerGone();
1660 bot_relinkplayerlist();
1664 Spawnqueue_Unmark(self);
1665 Spawnqueue_Remove(self);
1668 accuracy_free(self);
1669 ClientData_Detach();
1670 PlayerScore_Detach(self);
1672 if(self.netname_previous)
1673 strunzone(self.netname_previous);
1674 if(self.clientstatus)
1675 strunzone(self.clientstatus);
1676 if(self.weaponorder_byimpulse)
1677 strunzone(self.weaponorder_byimpulse);
1679 ClearPlayerSounds();
1682 remove(self.personal);
1692 void ChatBubbleThink()
1694 self.nextthink = time;
1695 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1697 if(self.owner) // but why can that ever be world?
1698 self.owner.chatbubbleentity = world;
1702 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1704 || self.owner.tetris_on
1707 self.model = self.mdl;
1712 void UpdateChatBubble()
1716 // spawn a chatbubble entity if needed
1717 if (!self.chatbubbleentity)
1719 self.chatbubbleentity = spawn();
1720 self.chatbubbleentity.owner = self;
1721 self.chatbubbleentity.exteriormodeltoclient = self;
1722 self.chatbubbleentity.think = ChatBubbleThink;
1723 self.chatbubbleentity.nextthink = time;
1724 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1725 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1726 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1727 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1728 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1729 self.chatbubbleentity.model = "";
1730 self.chatbubbleentity.effects = EF_LOWPRECISION;
1735 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1736 // added to the model skins
1737 /*void UpdateColorModHack()
1740 c = self.clientcolors & 15;
1741 // LordHavoc: only bothering to support white, green, red, yellow, blue
1742 if (!teamplay) self.colormod = '0 0 0';
1743 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1744 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1745 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1746 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1747 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1748 else self.colormod = '1 1 1';
1754 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1756 self.solid = SOLID_NOT;
1757 self.takedamage = DAMAGE_NO;
1758 self.movetype = MOVETYPE_FLY;
1759 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1760 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1761 self.effects |= EF_ADDITIVE;
1762 self.oldcolormap = self.colormap;
1763 self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
1764 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1765 if(autocvar_g_respawn_ghosts_maxtime)
1766 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1770 self.effects |= EF_NODRAW; // prevent another CopyBody
1771 if(self.oldcolormap)
1773 self.colormap = self.oldcolormap;
1774 self.oldcolormap = 0;
1776 PutClientInServer();
1779 void play_countdown(float finished, string samp)
1781 if(clienttype(self) == CLIENTTYPE_REAL)
1782 if(floor(finished - time - frametime) != floor(finished - time))
1783 if(finished - time < 6)
1784 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1787 void player_powerups (void)
1789 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1790 olditems = self.items;
1792 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1794 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1795 self.modelflags |= MF_ROCKET;
1799 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1800 self.modelflags &~= MF_ROCKET;
1803 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1805 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1808 Fire_ApplyDamage(self);
1809 Fire_ApplyEffect(self);
1813 self.effects |= EF_FULLBRIGHT;
1815 if (self.items & IT_STRENGTH)
1817 play_countdown(self.strength_finished, "misc/poweroff.wav");
1818 if (time > self.strength_finished)
1820 self.alpha = default_player_alpha;
1821 self.exteriorweaponentity.alpha = default_weapon_alpha;
1822 self.items &~= IT_STRENGTH;
1823 sprint(self, "^3Invisibility has worn off\n");
1828 if (time < self.strength_finished)
1830 self.alpha = g_minstagib_invis_alpha;
1831 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1832 self.items |= IT_STRENGTH;
1833 sprint(self, "^3You are invisible\n");
1837 if (self.items & IT_INVINCIBLE)
1839 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1840 if (time > self.invincible_finished)
1842 self.items = self.items - (self.items & IT_INVINCIBLE);
1843 sprint(self, "^3Speed has worn off\n");
1848 if (time < self.invincible_finished)
1850 self.items = self.items | IT_INVINCIBLE;
1851 sprint(self, "^3You are on speed\n");
1855 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.
1857 if (self.items & IT_STRENGTH)
1859 play_countdown(self.strength_finished, "misc/poweroff.wav");
1860 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1861 if (time > self.strength_finished)
1863 self.items = self.items - (self.items & IT_STRENGTH);
1864 sprint(self, "^3Strength has worn off\n");
1869 if (time < self.strength_finished)
1871 self.items = self.items | IT_STRENGTH;
1872 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1875 if (self.items & IT_INVINCIBLE)
1877 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1878 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1879 if (time > self.invincible_finished)
1881 self.items = self.items - (self.items & IT_INVINCIBLE);
1882 sprint(self, "^3Shield has worn off\n");
1887 if (time < self.invincible_finished)
1889 self.items = self.items | IT_INVINCIBLE;
1890 sprint(self, "^3Shield surrounds you\n");
1895 if(autocvar_g_nodepthtestplayers)
1896 self.effects = self.effects | EF_NODEPTHTEST;
1898 if(autocvar_g_fullbrightplayers)
1899 self.effects = self.effects | EF_FULLBRIGHT;
1901 // midair gamemode: damage only while in the air
1902 // if in midair mode, being on ground grants temporary invulnerability
1903 // (this is so that multishot weapon don't clear the ground flag on the
1904 // first damage in the frame, leaving the player vulnerable to the
1905 // remaining hits in the same frame)
1906 if (self.flags & FL_ONGROUND)
1908 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1910 if (time >= game_starttime)
1911 if (time < self.spawnshieldtime)
1912 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1914 MUTATOR_CALLHOOK(PlayerPowerups);
1917 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1919 if(current > stable)
1921 else if(current > stable - 0.25) // when close enough, "snap"
1924 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1927 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1929 if(current < stable)
1931 else if(current < stable + 0.25) // when close enough, "snap"
1934 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1937 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1939 if(current > rotstable)
1941 if(rotframetime > 0)
1943 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1944 current = max(rotstable, current - rotlinear * rotframetime);
1947 else if(current < regenstable)
1949 if(regenframetime > 0)
1951 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1952 current = min(regenstable, current + regenlinear * regenframetime);
1962 void player_regen (void)
1964 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1965 maxh = autocvar_g_balance_health_rotstable;
1966 maxa = autocvar_g_balance_armor_rotstable;
1967 maxf = autocvar_g_balance_fuel_rotstable;
1968 minh = autocvar_g_balance_health_regenstable;
1969 mina = autocvar_g_balance_armor_regenstable;
1970 minf = autocvar_g_balance_fuel_regenstable;
1971 limith = autocvar_g_balance_health_limit;
1972 limita = autocvar_g_balance_armor_limit;
1973 limitf = autocvar_g_balance_fuel_limit;
1975 max_mod = regen_mod = rot_mod = limit_mod = 1;
1977 if (self.runes & RUNE_REGEN)
1979 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1981 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1982 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1983 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1987 regen_mod = autocvar_g_balance_rune_regen_regenrate;
1988 max_mod = autocvar_g_balance_rune_regen_hpmod;
1989 limit_mod = autocvar_g_balance_rune_regen_limitmod;
1992 else if (self.runes & CURSE_VENOM)
1994 max_mod = autocvar_g_balance_curse_venom_hpmod;
1995 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1996 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1998 rot_mod = autocvar_g_balance_curse_venom_rotrate;
1999 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2000 //if (!self.runes & RUNE_REGEN)
2001 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2003 maxh = maxh * max_mod;
2004 //maxa = maxa * max_mod;
2005 //maxf = maxf * max_mod;
2006 minh = minh * max_mod;
2007 //mina = mina * max_mod;
2008 //minf = minf * max_mod;
2009 limith = limith * limit_mod;
2010 limita = limita * limit_mod;
2011 //limitf = limitf * limit_mod;
2016 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2018 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2019 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2021 // if player rotted to death... die!
2023 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2026 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2027 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2030 float zoomstate_set;
2031 void SetZoomState(float z)
2033 if(z != self.zoomstate)
2036 ClientData_Touch(self);
2041 void GetPressedKeys(void) {
2042 MUTATOR_CALLHOOK(GetPressedKeys);
2043 if (self.movement_x > 0) // get if movement keys are pressed
2044 { // forward key pressed
2045 self.pressedkeys |= KEY_FORWARD;
2046 self.pressedkeys &~= KEY_BACKWARD;
2048 else if (self.movement_x < 0)
2049 { // backward key pressed
2050 self.pressedkeys |= KEY_BACKWARD;
2051 self.pressedkeys &~= KEY_FORWARD;
2055 self.pressedkeys &~= KEY_FORWARD;
2056 self.pressedkeys &~= KEY_BACKWARD;
2059 if (self.movement_y > 0)
2060 { // right key pressed
2061 self.pressedkeys |= KEY_RIGHT;
2062 self.pressedkeys &~= KEY_LEFT;
2064 else if (self.movement_y < 0)
2065 { // left key pressed
2066 self.pressedkeys |= KEY_LEFT;
2067 self.pressedkeys &~= KEY_RIGHT;
2071 self.pressedkeys &~= KEY_RIGHT;
2072 self.pressedkeys &~= KEY_LEFT;
2075 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2076 self.pressedkeys |= KEY_JUMP;
2078 self.pressedkeys &~= KEY_JUMP;
2079 if (self.BUTTON_CROUCH)
2080 self.pressedkeys |= KEY_CROUCH;
2082 self.pressedkeys &~= KEY_CROUCH;
2086 ======================
2087 spectate mode routines
2088 ======================
2091 void SpectateCopy(entity spectatee) {
2093 MUTATOR_CALLHOOK(SpectateCopy);
2094 self.armortype = spectatee.armortype;
2095 self.armorvalue = spectatee.armorvalue;
2096 self.ammo_cells = spectatee.ammo_cells;
2097 self.ammo_shells = spectatee.ammo_shells;
2098 self.ammo_nails = spectatee.ammo_nails;
2099 self.ammo_rockets = spectatee.ammo_rockets;
2100 self.ammo_fuel = spectatee.ammo_fuel;
2101 self.clip_load = spectatee.clip_load;
2102 self.clip_size = spectatee.clip_size;
2103 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2104 self.health = spectatee.health;
2106 self.items = spectatee.items;
2107 self.last_pickup = spectatee.last_pickup;
2108 self.hit_time = spectatee.hit_time;
2109 self.metertime = spectatee.metertime;
2110 self.strength_finished = spectatee.strength_finished;
2111 self.invincible_finished = spectatee.invincible_finished;
2112 self.pressedkeys = spectatee.pressedkeys;
2113 self.weapons = spectatee.weapons;
2114 self.switchweapon = spectatee.switchweapon;
2115 self.switchingweapon = spectatee.switchingweapon;
2116 self.weapon = spectatee.weapon;
2117 self.nex_charge = spectatee.nex_charge;
2118 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2119 self.hagar_load = spectatee.hagar_load;
2120 self.minelayer_mines = spectatee.minelayer_mines;
2121 self.punchangle = spectatee.punchangle;
2122 self.view_ofs = spectatee.view_ofs;
2123 self.v_angle = spectatee.v_angle;
2124 self.velocity = spectatee.velocity;
2125 self.dmg_take = spectatee.dmg_take;
2126 self.dmg_save = spectatee.dmg_save;
2127 self.dmg_inflictor = spectatee.dmg_inflictor;
2128 self.angles = spectatee.v_angle;
2129 if(!self.BUTTON_USE)
2130 self.fixangle = TRUE;
2131 setorigin(self, spectatee.origin);
2132 setsize(self, spectatee.mins, spectatee.maxs);
2133 SetZoomState(spectatee.zoomstate);
2135 anticheat_spectatecopy(spectatee);
2137 //self.vehicle = spectatee.vehicle;
2139 self.hud = spectatee.hud;
2140 if(spectatee.vehicle)
2142 setorigin(self, spectatee.origin);
2143 self.velocity = spectatee.vehicle.velocity;
2144 self.v_angle += spectatee.vehicle.angles;
2145 //self.v_angle_x *= -1;
2146 self.vehicle_health = spectatee.vehicle_health;
2147 self.vehicle_shield = spectatee.vehicle_shield;
2148 self.vehicle_energy = spectatee.vehicle_energy;
2149 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2150 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2151 self.vehicle_reload1 = spectatee.vehicle_reload1;
2152 self.vehicle_reload2 = spectatee.vehicle_reload2;
2155 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2156 WriteEntity(MSG_ONE, spectatee);
2157 //self.tur_head = spectatee.vehicle.vehicle_viewport;
2161 float SpectateUpdate() {
2165 if (self == self.enemy)
2168 if(self.enemy.classname != "player")
2171 SpectateCopy(self.enemy);
2177 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2178 entity CA_SpectateNext(entity start) {
2179 if (start.team == self.team) {
2184 // continue from current player
2185 while(other && other.team != self.team) {
2186 other = find(other, classname, "player");
2190 // restart from begining
2191 other = find(other, classname, "player");
2192 while(other && other.team != self.team) {
2193 other = find(other, classname, "player");
2200 float SpectateNext() {
2201 other = find(self.enemy, classname, "player");
2202 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2203 // CA and ca players when spectating enemies is forbidden
2204 other = CA_SpectateNext(other);
2206 // other modes and ca spectators or spectating enemies is allowed
2208 other = find(other, classname, "player");
2214 if(self.enemy.classname == "player") {
2215 if(self.enemy.vehicle)
2218 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2219 WriteEntity(MSG_ONE, self.enemy);
2220 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2221 self.movetype = MOVETYPE_NONE;
2222 accuracy_resend(self);
2227 WriteByte(MSG_ONE, SVC_SETVIEW);
2228 WriteEntity(MSG_ONE, self.enemy);
2229 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2230 self.movetype = MOVETYPE_NONE;
2231 accuracy_resend(self);
2233 if(!SpectateUpdate())
2234 PutObserverInServer();
2244 ShowRespawnCountdown()
2246 Update a respawn countdown display.
2249 void ShowRespawnCountdown()
2252 if(self.deadflag == DEAD_NO) // just respawned?
2256 number = ceil(self.death_time - time);
2259 if(number <= self.respawn_countdown)
2261 self.respawn_countdown = number - 1;
2262 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
2263 AnnounceTo(self, strcat(ftos(number), ""));
2268 .float prevent_join_msgtime;
2269 void LeaveSpectatorMode()
2271 if(nJoinAllowed(1)) {
2272 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2273 self.classname = "player";
2275 if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2276 JoinBestTeam(self, FALSE, TRUE);
2278 if(autocvar_g_campaign)
2279 campaign_bots_may_start = 1;
2281 PutClientInServer();
2283 if(self.classname == "player")
2284 bprint ("^4", self.netname, "^4 is playing now\n");
2286 if(!autocvar_g_campaign)
2287 if (time < self.jointime + autocvar_welcome_message_time)
2288 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2290 if (self.prevent_join_msgtime)
2292 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2293 self.prevent_join_msgtime = 0;
2298 if (g_ca && self.caplayer) {
2301 stuffcmd(self,"menu_showteamselect\n");
2306 //player may not join because of g_maxplayers is set
2307 if (time - self.prevent_join_msgtime > 2)
2309 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2310 self.prevent_join_msgtime = time;
2316 * Determines whether the player is allowed to join. This depends on cvar
2317 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2318 * it checks whether the number of currently playing players exceeds g_maxplayers.
2319 * @return int number of free slots for players, 0 if none
2321 float nJoinAllowed(float includeMe) {
2322 if(self.team_forced < 0)
2323 return FALSE; // forced spectators can never join
2325 // TODO simplify this
2332 if (!autocvar_g_maxplayers)
2333 return maxclients - totalClients + includeMe;
2335 float currentlyPlaying;
2336 FOR_EACH_REALPLAYER(e)
2337 currentlyPlaying += 1;
2339 if(currentlyPlaying < autocvar_g_maxplayers)
2340 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2346 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2347 * g_maxplayers_spectator_blocktime seconds
2349 void checkSpectatorBlock() {
2350 if(self.classname == "spectator" || self.classname == "observer") {
2351 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2352 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2358 .float motd_actived_time; // used for both motd and campaign_message
2359 void PrintWelcomeMessage()
2361 if (self.motd_actived_time == 0) { // is there already a message showing?
2362 if (autocvar_g_campaign) {
2363 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2364 self.motd_actived_time = time;
2365 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2368 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2369 self.motd_actived_time = time;
2370 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2373 } else { // showing MOTD or campaign message
2374 if (autocvar_g_campaign) {
2375 if (self.BUTTON_INFO)
2376 self.motd_actived_time = time;
2377 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2378 self.motd_actived_time = 0;
2379 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2382 if ((time - self.jointime) > autocvar_welcome_message_time) {
2383 if (self.BUTTON_INFO)
2384 self.motd_actived_time = time;
2385 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2386 self.motd_actived_time = 0;
2387 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2394 void ObserverThink()
2396 float prefered_movetype;
2397 if (self.flags & FL_JUMPRELEASED) {
2398 if (self.BUTTON_JUMP && !self.version_mismatch) {
2399 self.flags &~= FL_JUMPRELEASED;
2400 self.flags |= FL_SPAWNING;
2401 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2402 self.flags &~= FL_JUMPRELEASED;
2403 if(SpectateNext() == 1) {
2404 self.classname = "spectator";
2407 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2408 if (self.movetype != prefered_movetype)
2409 self.movetype = prefered_movetype;
2412 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2413 self.flags |= FL_JUMPRELEASED;
2414 if(self.flags & FL_SPAWNING)
2416 self.flags &~= FL_SPAWNING;
2417 LeaveSpectatorMode();
2423 PrintWelcomeMessage();
2426 void SpectatorThink()
2428 if (self.flags & FL_JUMPRELEASED) {
2429 if (self.BUTTON_JUMP && !self.version_mismatch) {
2430 self.flags &~= FL_JUMPRELEASED;
2431 self.flags |= FL_SPAWNING;
2432 } else if(self.BUTTON_ATCK) {
2433 self.flags &~= FL_JUMPRELEASED;
2434 if(SpectateNext() == 1) {
2435 self.classname = "spectator";
2437 self.classname = "observer";
2438 PutClientInServer();
2440 } else if (self.BUTTON_ATCK2) {
2441 self.flags &~= FL_JUMPRELEASED;
2442 self.classname = "observer";
2443 PutClientInServer();
2445 if(!SpectateUpdate())
2446 PutObserverInServer();
2449 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2450 self.flags |= FL_JUMPRELEASED;
2451 if(self.flags & FL_SPAWNING)
2453 self.flags &~= FL_SPAWNING;
2454 LeaveSpectatorMode();
2458 if(!SpectateUpdate())
2459 PutObserverInServer();
2462 PrintWelcomeMessage();
2463 self.flags |= FL_CLIENT | FL_NOTARGET;
2469 if(self.classname != "player")
2474 vehicles_exit(VHEF_NORMAL);
2478 // a use key was pressed; call handlers
2482 MUTATOR_CALLHOOK(PlayerUseKey);
2485 .float touchexplode_time;
2491 Called every frame for each client before the physics are run
2494 .float usekeypressed;
2495 void() ctf_setstatus;
2496 void() nexball_setstatus;
2498 void PlayerPreThink (void)
2500 WarpZone_PlayerPhysics_FixVAngle();
2502 self.stat_game_starttime = game_starttime;
2503 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2504 self.stat_leadlimit = autocvar_leadlimit;
2508 // physics frames: update anticheat stuff
2509 anticheat_prethink();
2512 if(blockSpectators && frametime)
2513 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2514 checkSpectatorBlock();
2518 if(self.netname_previous != self.netname)
2520 if(autocvar_sv_eventlog)
2521 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2522 if(self.netname_previous)
2523 strunzone(self.netname_previous);
2524 self.netname_previous = strzone(self.netname);
2528 if(self.version_nagtime)
2529 if(self.cvar_g_xonoticversion)
2530 if(time > self.version_nagtime)
2532 // don't notify git users
2533 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2535 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2537 // notify release users if connecting to git
2538 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2539 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2544 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2547 // give users new version
2548 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2549 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n"));
2553 // notify users about old server version
2554 print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2555 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2559 self.version_nagtime = 0;
2563 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2565 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2566 self.max_armorvalue = 0;
2570 if (TetrisPreFrame())
2574 MUTATOR_CALLHOOK(PlayerPreThink);
2576 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2578 if(self.BUTTON_USE && !self.usekeypressed)
2580 self.usekeypressed = self.BUTTON_USE;
2583 PrintWelcomeMessage();
2585 if(self.classname == "player") {
2586 // if(self.netname == "Wazat")
2587 // bprint(self.classname, "\n");
2589 CheckRules_Player();
2591 if (intermission_running)
2593 IntermissionThink (); // otherwise a button could be missed between
2594 return; // the think tics
2597 //don't allow the player to turn around while game is paused!
2598 if(timeout_status == TIMEOUT_ACTIVE) {
2599 // FIXME turn this into CSQC stuff
2600 self.v_angle = self.lastV_angle;
2601 self.angles = self.lastV_angle;
2602 self.fixangle = TRUE;
2607 #ifndef NO_LEGACY_NETWORKING
2608 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2611 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2613 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2614 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2615 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2617 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2619 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2620 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2621 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2625 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2631 minstagib_ammocheck();
2633 if (self.deadflag != DEAD_NO)
2635 float button_pressed, force_respawn;
2636 if(self.personal && g_race_qualifying)
2638 if(time > self.death_time)
2640 self.death_time = time + 1; // only retry once a second
2649 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2650 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2651 if (self.deadflag == DEAD_DYING)
2654 self.deadflag = DEAD_RESPAWNING;
2655 else if(!button_pressed)
2656 self.deadflag = DEAD_DEAD;
2658 else if (self.deadflag == DEAD_DEAD)
2661 self.deadflag = DEAD_RESPAWNABLE;
2663 else if (self.deadflag == DEAD_RESPAWNABLE)
2666 self.deadflag = DEAD_RESPAWNING;
2668 else if (self.deadflag == DEAD_RESPAWNING)
2670 if(time > self.death_time)
2672 self.death_time = time + 1; // only retry once a second
2676 ShowRespawnCountdown();
2680 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2681 // so (self.deadflag == DEAD_NO) is always true in the code below
2684 if(time > self.touchexplode_time)
2685 if(self.classname == "player")
2686 if(self.deadflag == DEAD_NO)
2687 if not(IS_INDEPENDENT_PLAYER(self))
2688 FOR_EACH_PLAYER(other) if(self != other)
2690 if(time > other.touchexplode_time)
2691 if(other.deadflag == DEAD_NO)
2692 if not(IS_INDEPENDENT_PLAYER(other))
2693 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2695 PlayerTouchExplode(self, other);
2696 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2700 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2704 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2705 dist = self.prevorigin - self.origin;
2707 self.lms_traveled_distance += fabs(vlen(dist));
2709 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2711 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2712 self.lms_traveled_distance = 0;
2715 if(time > self.lms_nextcheck)
2717 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2718 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2720 centerprint(self, autocvar_g_lms_campcheck_message);
2721 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2722 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2723 Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2725 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2726 self.lms_traveled_distance = 0;
2730 self.prevorigin = self.origin;
2732 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2737 self.view_ofs = PL_CROUCH_VIEW_OFS;
2738 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2739 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2746 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2747 if (!trace_startsolid)
2749 self.crouch = FALSE;
2750 self.view_ofs = PL_VIEW_OFS;
2751 setsize (self, PL_MIN, PL_MAX);
2756 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2758 if(self.bloodloss_timer < time)
2760 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2761 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2767 GrapplingHookFrame();
2769 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2772 self.items &~= self.items_added;
2776 self.items_added = 0;
2777 if(self.items & IT_JETPACK)
2778 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2779 self.items_added |= IT_FUEL;
2781 self.items |= self.items_added;
2786 // rot nex charge to the charge limit
2787 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2788 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2797 nexball_setstatus();
2800 secrets_setstatus();
2802 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2804 //self.angles_y=self.v_angle_y + 90; // temp
2805 } else if(gameover) {
2806 if (intermission_running)
2807 IntermissionThink (); // otherwise a button could be missed between
2809 } else if(self.classname == "observer") {
2811 } else if(self.classname == "spectator") {
2816 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2818 float oldspectatee_status;
2819 oldspectatee_status = self.spectatee_status;
2820 if(self.classname == "spectator")
2821 self.spectatee_status = num_for_edict(self.enemy);
2822 else if(self.classname == "observer")
2823 self.spectatee_status = num_for_edict(self);
2825 self.spectatee_status = 0;
2826 if(self.spectatee_status != oldspectatee_status)
2828 ClientData_Touch(self);
2830 race_InitSpectator();
2833 if(self.teamkill_soundtime)
2834 if(time > self.teamkill_soundtime)
2836 self.teamkill_soundtime = 0;
2838 entity oldpusher, oldself;
2840 oldself = self; self = self.teamkill_soundsource;
2841 oldpusher = self.pusher; self.pusher = oldself;
2843 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2845 self.pusher = oldpusher;
2849 if(self.taunt_soundtime)
2850 if(time > self.taunt_soundtime)
2852 self.taunt_soundtime = 0;
2853 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2856 target_voicescript_next(self);
2858 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2860 self.clip_load = self.clip_size = 0;
2863 float isInvisibleString(string s)
2866 s = strdecolorize(s);
2867 for((i = 0), (n = strlen(s)); i < n; ++i)
2875 case 192: // charmap space
2876 if (!autocvar_utf8_enable)
2879 case 160: // space in unicode fonts
2880 case 0xE000 + 192: // utf8 charmap space
2881 if (autocvar_utf8_enable)
2894 Called every frame for each client after the physics are run
2897 .float idlekick_lasttimeleft;
2898 .entity showheadshotbbox;
2899 void showheadshotbbox_think()
2901 if(self.owner.showheadshotbbox != self)
2906 self.nextthink = time;
2907 setorigin(self, self.owner.origin);
2908 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2910 void PlayerPostThink (void)
2912 // Savage: Check for nameless players
2913 if (isInvisibleString(self.netname)) {
2914 self.netname = "Player";
2915 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2918 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2920 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2922 if(self.idlekick_lasttimeleft)
2924 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2925 self.idlekick_lasttimeleft = 0;
2931 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2932 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2934 if(!self.idlekick_lasttimeleft)
2935 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2939 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2940 AnnounceTo(self, "terminated");
2944 else if(timeleft <= 10)
2946 if(timeleft != self.idlekick_lasttimeleft)
2947 AnnounceTo(self, ftos(timeleft));
2948 self.idlekick_lasttimeleft = timeleft;
2954 if(self.impulse == 100)
2956 if (!TetrisPostFrame())
2962 //CheckPlayerJump();
2964 if(self.classname == "player") {
2965 CheckRules_Player();
2969 if (intermission_running)
2970 return; // intermission or finale
2972 } else if (self.classname == "observer") {
2974 } else if (self.classname == "spectator") {
2984 for(i = 0; i < 1000; ++i)
2987 end = self.origin + '0 0 1024' + 512 * randomvec();
2988 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2989 if(trace_fraction < 1)
2990 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2992 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2998 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3000 if(self.waypointsprite_attachedforcarrier)
3001 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3003 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3005 if(!self.showheadshotbbox)
3007 self.showheadshotbbox = spawn();
3008 self.showheadshotbbox.classname = "headshotbbox";
3009 self.showheadshotbbox.owner = self;
3010 self.showheadshotbbox.think = showheadshotbbox_think;
3011 self.showheadshotbbox.nextthink = time;
3012 self = self.showheadshotbbox;
3019 if(self.showheadshotbbox)
3020 if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3021 remove(self.showheadshotbbox);
3026 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3028 if(!self.stored_netname)
3029 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3030 if(self.stored_netname != self.netname)
3032 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3033 strunzone(self.stored_netname);
3034 self.stored_netname = strzone(self.netname);
3040 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3043 CSQCMODEL_AUTOUPDATE();