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;
469 self.respawn_time = 0;
474 self.pain_finished = 0;
475 self.strength_finished = 0;
476 self.invincible_finished = 0;
477 self.superweapons_finished = 0;
479 self.think = SUB_Null;
483 self.deadflag = DEAD_NO;
484 self.angles = spot.angles;
486 self.fixangle = TRUE;
489 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
490 self.prevorigin = self.origin;
495 setmodel(self, "null");
496 self.drawonlytoclient = self;
498 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
499 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
502 self.weaponname = "";
503 self.switchingweapon = 0;
504 self.weaponmodel = "";
505 self.weaponentity = world;
506 self.exteriorweaponentity = world;
507 self.killcount = -666;
508 self.velocity = '0 0 0';
509 self.avelocity = '0 0 0';
510 self.punchangle = '0 0 0';
511 self.punchvector = '0 0 0';
512 self.oldvelocity = self.velocity;
513 self.fire_endtime = -1;
517 if(self.version_mismatch)
519 Spawnqueue_Unmark(self);
520 Spawnqueue_Remove(self);
524 Spawnqueue_Insert(self);
529 // Only if the player cannot play at all
530 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
531 self.frags = FRAGS_SPECTATOR;
533 self.frags = FRAGS_LMS_LOSER;
538 self.frags = FRAGS_LMS_LOSER;
540 self.frags = FRAGS_SPECTATOR;
543 self.frags = FRAGS_SPECTATOR;
546 .float model_randomizer;
547 void FixPlayermodel()
550 float defaultskin, chmdl, oldskin, n, i;
555 if(autocvar_sv_defaultcharacter == 1)
562 s = Team_ColorNameLowerCase(self.team);
565 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
566 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
570 if(defaultmodel == "")
572 defaultmodel = autocvar_sv_defaultplayermodel;
573 defaultskin = autocvar_sv_defaultplayerskin;
576 n = tokenize_console(defaultmodel);
578 defaultmodel = argv(floor(n * self.model_randomizer));
580 i = strstrofs(defaultmodel, ":", 0);
583 defaultskin = stof(substring(defaultmodel, i+1, -1));
584 defaultmodel = substring(defaultmodel, 0, i);
588 if(defaultmodel != "")
590 if (defaultmodel != self.model)
594 setplayermodel (self, defaultmodel);
595 setsize (self, m1, m2);
600 self.skin = defaultskin;
602 if (self.playermodel != self.model || self.playermodel == "")
604 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
607 setplayermodel (self, self.playermodel);
608 setsize (self, m1, m2);
613 self.skin = stof(self.playerskin);
616 if(chmdl || oldskin != self.skin)
617 self.species = player_getspecies(); // model or skin has changed
620 if(strlen(autocvar_sv_defaultplayercolors))
621 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
622 setcolor(self, stof(autocvar_sv_defaultplayercolors));
625 void PlayerTouchExplode(entity p1, entity p2)
628 org = (p1.origin + p2.origin) * 0.5;
629 org_z += (p1.mins_z + p2.mins_z) * 0.5;
636 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
644 Called when a client spawns in the server
647 //void() ctf_playerchanged;
649 void PutClientInServer (void)
651 if(clienttype(self) == CLIENTTYPE_BOT)
653 self.classname = "player";
655 else if(clienttype(self) == CLIENTTYPE_REAL)
658 WriteByte(MSG_ONE, SVC_SETVIEW);
659 WriteEntity(MSG_ONE, self);
665 // player is dead and becomes observer
666 // FIXME fix LMS scoring for new system
669 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
670 self.classname = "observer";
673 if(g_arena || (g_ca && !allowed_to_spawn))
675 self.classname = "observer";
678 self.classname = "observer";
680 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
681 entity spot, oldself;
684 accuracy_resend(self);
687 JoinBestTeam(self, FALSE, TRUE);
691 spot = SelectSpawnPoint (FALSE);
694 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
695 return; // spawn failed
698 RemoveGrapplingHook(self); // Wazat's Grappling Hook
700 self.classname = "player";
701 self.wasplayer = TRUE;
702 self.iscreature = TRUE;
703 self.damagedbycontents = TRUE;
704 self.movetype = MOVETYPE_WALK;
705 self.solid = SOLID_SLIDEBOX;
706 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
707 if(autocvar_g_playerclip_collisions)
708 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
709 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
710 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
711 self.frags = FRAGS_PLAYER;
712 if(INDEPENDENT_PLAYERS)
713 MAKE_INDEPENDENT_PLAYER(self);
714 self.flags = FL_CLIENT;
715 if(autocvar__notarget)
716 self.flags |= FL_NOTARGET;
717 self.takedamage = DAMAGE_AIM;
719 self.effects = EF_FULLBRIGHT;
722 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
723 self.air_finished = time + 12;
725 if(autocvar_g_balance_nex_charge)
727 if(autocvar_g_balance_nex_secondary_chargepool)
728 self.nex_chargepool_ammo = 1;
729 self.nex_charge = autocvar_g_balance_nex_charge_start;
734 self.ammo_shells = warmup_start_ammo_shells;
735 self.ammo_nails = warmup_start_ammo_nails;
736 self.ammo_rockets = warmup_start_ammo_rockets;
737 self.ammo_cells = warmup_start_ammo_cells;
738 self.ammo_fuel = warmup_start_ammo_fuel;
739 self.health = warmup_start_health;
740 self.armorvalue = warmup_start_armorvalue;
741 self.weapons = warmup_start_weapons;
745 self.ammo_shells = start_ammo_shells;
746 self.ammo_nails = start_ammo_nails;
747 self.ammo_rockets = start_ammo_rockets;
748 self.ammo_cells = start_ammo_cells;
749 self.ammo_fuel = start_ammo_fuel;
750 self.health = start_health;
751 self.armorvalue = start_armorvalue;
752 self.weapons = start_weapons;
755 if(self.weapons & WEPBIT_SUPERWEAPONS) // exception for minstagib, as minstanex is a superweapon
756 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
758 self.superweapons_finished = 0;
760 if(g_weaponarena_random)
762 if(g_weaponarena_random_with_laser)
763 self.weapons &~= WEPBIT_LASER;
764 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
765 if(g_weaponarena_random_with_laser)
766 self.weapons |= WEPBIT_LASER;
769 self.items = start_items;
771 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
772 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
773 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
774 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
775 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
776 //extend the pause of rotting if client was reset at the beginning of the countdown
777 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
778 self.spawnshieldtime += game_starttime - time;
779 self.pauserotarmor_finished += game_starttime - time;
780 self.pauserothealth_finished += game_starttime - time;
781 self.pauseregen_finished += game_starttime - time;
783 self.damageforcescale = 2;
785 self.respawn_time = 0;
789 self.pain_finished = 0;
790 self.strength_finished = 0;
791 self.invincible_finished = 0;
793 // players have no think function
794 self.think = SUB_Null;
798 self.ballistics_density = autocvar_g_ballistics_density_player;
804 self.deadflag = DEAD_NO;
806 self.angles = spot.angles;
808 self.angles_z = 0; // never spawn tilted even if the spot says to
809 self.fixangle = TRUE; // turn this way immediately
810 self.velocity = '0 0 0';
811 self.avelocity = '0 0 0';
812 self.punchangle = '0 0 0';
813 self.punchvector = '0 0 0';
814 self.oldvelocity = self.velocity;
815 self.fire_endtime = -1;
818 WRITESPECTATABLE_MSG_ONE({
819 WriteByte(MSG_ONE, SVC_TEMPENTITY);
820 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
825 self.drawonlytoclient = world;
828 self.view_ofs = PL_VIEW_OFS;
829 setsize (self, PL_MIN, PL_MAX);
830 self.spawnorigin = spot.origin;
831 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
832 // don't reset back to last position, even if new position is stuck in solid
833 self.oldorigin = self.origin;
834 self.prevorigin = self.origin;
835 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
836 self.lastteleporttime = time; // prevent insane speeds due to changing origin
837 self.hud = HUD_NORMAL;
841 Spawnqueue_Remove(self);
842 Spawnqueue_Mark(self);
848 self.event_damage = PlayerDamage;
850 self.bot_attack = TRUE;
852 self.statdraintime = time + 5;
853 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
855 if(self.killcount == -666) {
856 PlayerScore_Clear(self);
860 CL_SpawnWeaponentity();
861 self.alpha = default_player_alpha;
862 self.colormod = '1 1 1' * autocvar_g_player_brightness;
863 self.exteriorweaponentity.alpha = default_weapon_alpha;
865 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
866 self.lms_traveled_distance = 0;
867 self.speedrunning = FALSE;
869 race_PostSpawn(spot);
871 //stuffcmd(self, "chase_active 0");
872 //stuffcmd(self, "set viewsize $tmpviewsize \n");
874 if (autocvar_g_spawnsound)
875 sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
878 if(self.team == assault_attacker_team)
879 centerprint(self, "You are attacking!");
881 centerprint(self, "You are defending!");
884 target_voicescript_clear(self);
886 // reset fields the weapons may use
887 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
889 weapon_action(j, WR_RESETPLAYER);
891 // all weapons must be fully loaded when we spawn
893 e = get_weaponinfo(j);
894 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
895 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
903 self.target = string_null;
910 MUTATOR_CALLHOOK(PlayerSpawn);
912 if(autocvar_spawn_debug)
914 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
915 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
918 self.switchweapon = w_getbestweapon(self);
919 self.cnt = -1; // W_LastWeapon will not complain
921 self.weaponname = "";
922 self.switchingweapon = 0;
925 self.alivetime = time;
928 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
929 PutObserverInServer ();
933 // ctf_playerchanged();
936 .float ebouncefactor, ebouncestop; // electro's values
937 // TODO do we need all these fields, or should we stop autodetecting runtime
938 // changes and just have a console command to update this?
939 float ClientInit_SendEntity(entity to, float sf)
941 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
942 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
943 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
944 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
945 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
946 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
947 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
948 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
949 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
950 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
951 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
952 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
953 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
954 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
955 if(sv_foginterval && world.fog != "")
956 WriteString(MSG_ENTITY, world.fog);
958 WriteString(MSG_ENTITY, "");
959 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
960 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
961 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
962 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
963 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
964 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
965 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
966 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
967 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
968 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
969 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
970 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
971 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
975 void ClientInit_CheckUpdate()
977 self.nextthink = time;
978 if(self.count != autocvar_g_balance_armor_blockpercent)
980 self.count = autocvar_g_balance_armor_blockpercent;
983 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
985 self.cnt = autocvar_g_balance_weaponswitchdelay;
988 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
990 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
993 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
995 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
998 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1000 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1001 self.SendFlags |= 1;
1003 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1005 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1006 self.SendFlags |= 1;
1010 void ClientInit_Spawn()
1015 e.classname = "clientinit";
1016 e.think = ClientInit_CheckUpdate;
1017 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1021 ClientInit_CheckUpdate();
1030 void SetNewParms (void)
1032 // initialize parms for a new player
1033 parm1 = -(86400 * 366);
1041 void SetChangeParms (void)
1043 // save parms for level change
1044 parm1 = self.parm_idlesince - time;
1052 void DecodeLevelParms (void)
1055 self.parm_idlesince = parm1;
1056 if(self.parm_idlesince == -(86400 * 366))
1057 self.parm_idlesince = time;
1059 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1060 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1067 Called when a client types 'kill' in the console
1071 .float clientkill_nexttime;
1072 void ClientKill_Now_TeamChange()
1074 if(self.killindicator_teamchange == -1)
1077 JoinBestTeam( self, FALSE, FALSE );
1079 else if(self.killindicator_teamchange == -2)
1084 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"));
1085 PutObserverInServer();
1088 SV_ChangeTeam(self.killindicator_teamchange - 1);
1091 void ClientKill_Now()
1095 vehicles_exit(VHEF_RELESE);
1096 if(!self.killindicator_teamchange)
1098 self.vehicle_health = -1;
1099 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1103 if(self.killindicator && !wasfreed(self.killindicator))
1104 remove(self.killindicator);
1106 self.killindicator = world;
1108 if(self.killindicator_teamchange)
1109 ClientKill_Now_TeamChange();
1112 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1114 // now I am sure the player IS dead
1116 void KillIndicator_Think()
1120 self.owner.killindicator = world;
1125 if (self.owner.alpha < 0)
1127 self.owner.killindicator = world;
1135 ClientKill_Now(); // no oldself needed
1138 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1140 self.nextthink = time + 1;
1146 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1147 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1150 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1152 self.nextthink = time + 1;
1157 float clientkilltime;
1158 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1167 killtime = autocvar_g_balance_kill_delay;
1169 if(g_race_qualifying || g_cts)
1172 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1174 remove(self.killindicator);
1175 self.killindicator = world;
1177 ClientKill_Now(); // allow instant kill in this case
1181 self.killindicator_teamchange = targetteam;
1183 if(!self.killindicator)
1185 if(self.deadflag == DEAD_NO)
1187 killtime = max(killtime, self.clientkill_nexttime - time);
1188 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1191 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1197 starttime = max(time, clientkilltime);
1199 self.killindicator = spawn();
1200 self.killindicator.owner = self;
1201 self.killindicator.scale = 0.5;
1202 setattachment(self.killindicator, self, "");
1203 setorigin(self.killindicator, '0 0 52');
1204 self.killindicator.think = KillIndicator_Think;
1205 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1206 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1207 self.killindicator.cnt = ceil(killtime);
1208 self.killindicator.count = bound(0, ceil(killtime), 10);
1209 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1211 for(e = world; (e = find(e, classname, "body")) != world; )
1215 e.killindicator = spawn();
1216 e.killindicator.owner = e;
1217 e.killindicator.scale = 0.5;
1218 setattachment(e.killindicator, e, "");
1219 setorigin(e.killindicator, '0 0 52');
1220 e.killindicator.think = KillIndicator_Think;
1221 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1222 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1223 e.killindicator.cnt = ceil(killtime);
1228 if(self.killindicator)
1230 if(targetteam == 0) // just die
1232 self.killindicator.colormod = '0 0 0';
1233 if(clienttype(self) == CLIENTTYPE_REAL)
1234 if(self.killindicator.cnt > 0)
1235 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1237 else if(targetteam == -1) // auto
1239 self.killindicator.colormod = '0 1 0';
1240 if(clienttype(self) == CLIENTTYPE_REAL)
1241 if(self.killindicator.cnt > 0)
1242 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1244 else if(targetteam == -2) // spectate
1246 self.killindicator.colormod = '0.5 0.5 0.5';
1247 if(clienttype(self) == CLIENTTYPE_REAL)
1248 if(self.killindicator.cnt > 0)
1249 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1253 self.killindicator.colormod = TeamColor(targetteam);
1254 if(clienttype(self) == CLIENTTYPE_REAL)
1255 if(self.killindicator.cnt > 0)
1256 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1262 void ClientKill (void)
1267 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1271 else if(self.freezetag_frozen)
1276 ClientKill_TeamChange(0);
1279 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
1281 e.killindicator = spawn();
1282 e.killindicator.owner = e;
1283 e.killindicator.think = KillIndicator_Think;
1284 e.killindicator.nextthink = time + (e.lip) * 0.05;
1285 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1286 e.killindicator.health = 1; // this is used to indicate that it should be silent
1290 void FixClientCvars(entity e)
1292 // send prediction settings to the client
1293 stuffcmd(e, "\nin_bindmap 0 0\n");
1295 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1296 if(autocvar_g_antilag == 3) // client side hitscan
1297 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1299 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1301 * we no longer need to stuff this. Remove this comment block if you feel
1302 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1303 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1304 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1305 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1306 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1307 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1308 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1309 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1310 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1311 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1312 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1313 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1314 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1315 stuffcmd(e, "cl_movement_edgefriction 1\n");
1319 float PlayerInIDList(entity p, string idlist)
1324 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1325 if not(p.crypto_idfp)
1328 // this function allows abbreviated player IDs too!
1329 n = tokenize_console(idlist);
1330 for(i = 0; i < n; ++i)
1333 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1344 Called when a client connects to the server
1347 //void ctf_clientconnect();
1348 string ColoredTeamName(float t);
1349 void DecodeLevelParms (void);
1350 //void dom_player_join_team(entity pl);
1351 void set_dom_state(entity e);
1352 void ClientConnect (void)
1356 if(self.flags & FL_CLIENT)
1358 print("Warning: ClientConnect, but already connected!\n");
1362 if(Ban_MaybeEnforceBan(self))
1368 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1371 self.classname = "player_joining";
1373 self.flags = FL_CLIENT;
1374 self.version_nagtime = time + 10 + random() * 10;
1378 dprint("BUG player count is lower than zero, this cannot happen!\n");
1382 PlayerScore_Attach(self);
1383 ClientData_Attach();
1384 accuracy_init(self);
1386 bot_clientconnect();
1392 race_PreSpawnObserver();
1395 // dom_player_join_team(self);
1397 // identify the right forced team
1398 if(autocvar_g_campaign)
1400 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1402 switch(autocvar_g_campaign_forceteam)
1404 case 1: self.team_forced = COLOR_TEAM1; break;
1405 case 2: self.team_forced = COLOR_TEAM2; break;
1406 case 3: self.team_forced = COLOR_TEAM3; break;
1407 case 4: self.team_forced = COLOR_TEAM4; break;
1408 default: self.team_forced = 0;
1412 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1413 self.team_forced = COLOR_TEAM1;
1414 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1415 self.team_forced = COLOR_TEAM2;
1416 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1417 self.team_forced = COLOR_TEAM3;
1418 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1419 self.team_forced = COLOR_TEAM4;
1420 else if(autocvar_g_forced_team_otherwise == "red")
1421 self.team_forced = COLOR_TEAM1;
1422 else if(autocvar_g_forced_team_otherwise == "blue")
1423 self.team_forced = COLOR_TEAM2;
1424 else if(autocvar_g_forced_team_otherwise == "yellow")
1425 self.team_forced = COLOR_TEAM3;
1426 else if(autocvar_g_forced_team_otherwise == "pink")
1427 self.team_forced = COLOR_TEAM4;
1428 else if(autocvar_g_forced_team_otherwise == "spectate")
1429 self.team_forced = -1;
1430 else if(autocvar_g_forced_team_otherwise == "spectator")
1431 self.team_forced = -1;
1433 self.team_forced = 0;
1436 if(self.team_forced > 0)
1437 self.team_forced = 0;
1439 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1441 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1442 self.classname = "observer";
1446 if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1448 self.classname = "player";
1449 campaign_bots_may_start = 1;
1453 self.classname = "observer"; // do it anyway
1458 self.classname = "player";
1459 campaign_bots_may_start = 1;
1463 self.playerid = (playerid_last = playerid_last + 1);
1465 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1467 if(clienttype(self) == CLIENTTYPE_BOT)
1468 PlayerStats_AddPlayer(self);
1470 if(autocvar_sv_eventlog)
1471 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1473 LogTeamchange(self.playerid, self.team, 1);
1475 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1477 self.netname_previous = strzone(self.netname);
1479 bprint("^4", self.netname, "^4 connected");
1481 if(self.classname != "observer" && (g_domination || g_ctf))
1482 bprint(" and joined the ", ColoredTeamName(self.team));
1486 stuffcmd(self, strcat(clientstuff, "\n"));
1487 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1489 FixClientCvars(self);
1491 // spawnfunc_waypoint sprites
1492 WaypointSprite_InitClient(self);
1494 // Wazat's grappling hook
1495 SetGrappleHookBindings();
1497 // get version info from player
1498 stuffcmd(self, "cmd clientversion $gameversion\n");
1500 // get other cvars from player
1503 // notify about available teams
1506 CheckAllowedTeams(self);
1507 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1508 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1511 stuffcmd(self, "set _teams_available 0\n");
1515 self.classname = "observer";
1517 Spawnqueue_Insert(self);
1521 ctf_clientconnect();
1526 bot_relinkplayerlist();
1528 self.spectatortime = time;
1531 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"));
1534 self.jointime = time;
1535 self.allowed_timeouts = autocvar_sv_timeout_number;
1537 if(clienttype(self) == CLIENTTYPE_REAL)
1539 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1540 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1545 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1547 PlayerScore_Add(self, SP_LMS_RANK, 666);
1548 self.frags = FRAGS_SPECTATOR;
1552 if(!sv_foginterval && world.fog != "")
1553 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1555 SoundEntity_Attach(self);
1557 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1559 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1560 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1563 self.hitplotfh = -1;
1565 if(g_race || g_cts) {
1571 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1574 race_send_recordtime(MSG_ONE);
1575 race_send_speedaward(MSG_ONE);
1577 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1578 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1579 race_send_speedaward_alltimebest(MSG_ONE);
1582 for (i = 1; i <= RANKINGS_CNT; ++i) {
1583 race_SendRankings(i, 0, 0, MSG_ONE);
1586 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1587 send_CSQC_teamnagger();
1590 set_dom_state(self);
1594 if(!autocvar_g_campaign)
1595 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1597 CSQCMODEL_AUTOINIT();
1599 self.model_randomizer = random();
1601 if(clienttype(self) != CLIENTTYPE_REAL)
1610 Called when a client disconnects from the server
1613 .entity chatbubbleentity;
1615 void ClientDisconnect (void)
1618 vehicles_exit(VHEF_RELESE);
1620 if not(self.flags & FL_CLIENT)
1622 print("Warning: ClientDisconnect without ClientConnect\n");
1626 PlayerStats_AddGlobalInfo(self);
1628 CheatShutdownClient();
1630 if(self.hitplotfh >= 0)
1632 fclose(self.hitplotfh);
1633 self.hitplotfh = -1;
1637 anticheat_shutdown();
1639 playerdemo_shutdown();
1641 bot_clientdisconnect();
1646 if(autocvar_sv_eventlog)
1647 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1648 bprint ("^4",self.netname);
1649 bprint ("^4 disconnected\n");
1651 SoundEntity_Detach(self);
1654 MUTATOR_CALLHOOK(ClientDisconnect);
1656 Portal_ClearAll(self);
1658 RemoveGrapplingHook(self);
1659 if(self.flagcarried)
1660 DropFlag(self.flagcarried, world, world);
1661 if(self.ballcarried && g_nexball)
1662 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1664 // Here, everything has been done that requires this player to be a client.
1666 self.flags &~= FL_CLIENT;
1668 if (self.chatbubbleentity)
1669 remove (self.chatbubbleentity);
1671 if (self.killindicator)
1672 remove (self.killindicator);
1674 WaypointSprite_PlayerGone();
1676 bot_relinkplayerlist();
1680 Spawnqueue_Unmark(self);
1681 Spawnqueue_Remove(self);
1684 accuracy_free(self);
1685 ClientData_Detach();
1686 PlayerScore_Detach(self);
1688 if(self.netname_previous)
1689 strunzone(self.netname_previous);
1690 if(self.clientstatus)
1691 strunzone(self.clientstatus);
1692 if(self.weaponorder_byimpulse)
1693 strunzone(self.weaponorder_byimpulse);
1695 ClearPlayerSounds();
1698 remove(self.personal);
1708 void ChatBubbleThink()
1710 self.nextthink = time;
1711 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1713 if(self.owner) // but why can that ever be world?
1714 self.owner.chatbubbleentity = world;
1718 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1720 || self.owner.tetris_on
1723 self.model = self.mdl;
1728 void UpdateChatBubble()
1732 // spawn a chatbubble entity if needed
1733 if (!self.chatbubbleentity)
1735 self.chatbubbleentity = spawn();
1736 self.chatbubbleentity.owner = self;
1737 self.chatbubbleentity.exteriormodeltoclient = self;
1738 self.chatbubbleentity.think = ChatBubbleThink;
1739 self.chatbubbleentity.nextthink = time;
1740 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1741 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1742 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1743 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1744 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1745 self.chatbubbleentity.model = "";
1746 self.chatbubbleentity.effects = EF_LOWPRECISION;
1751 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1752 // added to the model skins
1753 /*void UpdateColorModHack()
1756 c = self.clientcolors & 15;
1757 // LordHavoc: only bothering to support white, green, red, yellow, blue
1758 if (!teamplay) self.colormod = '0 0 0';
1759 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1760 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1761 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1762 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1763 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1764 else self.colormod = '1 1 1';
1769 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1771 self.solid = SOLID_NOT;
1772 self.takedamage = DAMAGE_NO;
1773 self.movetype = MOVETYPE_FLY;
1774 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1775 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1776 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1777 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1778 if(autocvar_g_respawn_ghosts_maxtime)
1779 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1784 self.effects |= EF_NODRAW; // prevent another CopyBody
1785 PutClientInServer();
1788 void play_countdown(float finished, string samp)
1790 if(clienttype(self) == CLIENTTYPE_REAL)
1791 if(floor(finished - time - frametime) != floor(finished - time))
1792 if(finished - time < 6)
1793 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1796 void player_powerups (void)
1798 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1799 olditems = self.items;
1801 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1803 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1804 self.modelflags |= MF_ROCKET;
1808 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1809 self.modelflags &~= MF_ROCKET;
1812 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1814 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1817 Fire_ApplyDamage(self);
1818 Fire_ApplyEffect(self);
1822 self.effects |= EF_FULLBRIGHT;
1824 if (self.items & IT_STRENGTH)
1826 play_countdown(self.strength_finished, "misc/poweroff.wav");
1827 if (time > self.strength_finished)
1829 self.alpha = default_player_alpha;
1830 self.exteriorweaponentity.alpha = default_weapon_alpha;
1831 self.items &~= IT_STRENGTH;
1832 sprint(self, "^3Invisibility has worn off\n");
1837 if (time < self.strength_finished)
1839 self.alpha = g_minstagib_invis_alpha;
1840 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1841 self.items |= IT_STRENGTH;
1842 sprint(self, "^3You are invisible\n");
1846 if (self.items & IT_INVINCIBLE)
1848 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1849 if (time > self.invincible_finished)
1851 self.items = self.items - (self.items & IT_INVINCIBLE);
1852 sprint(self, "^3Speed has worn off\n");
1857 if (time < self.invincible_finished)
1859 self.items = self.items | IT_INVINCIBLE;
1860 sprint(self, "^3You are on speed\n");
1864 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.
1866 if (self.items & IT_STRENGTH)
1868 play_countdown(self.strength_finished, "misc/poweroff.wav");
1869 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1870 if (time > self.strength_finished)
1872 self.items = self.items - (self.items & IT_STRENGTH);
1873 sprint(self, "^3Strength has worn off\n");
1878 if (time < self.strength_finished)
1880 self.items = self.items | IT_STRENGTH;
1881 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1884 if (self.items & IT_INVINCIBLE)
1886 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1887 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1888 if (time > self.invincible_finished)
1890 self.items = self.items - (self.items & IT_INVINCIBLE);
1891 sprint(self, "^3Shield has worn off\n");
1896 if (time < self.invincible_finished)
1898 self.items = self.items | IT_INVINCIBLE;
1899 sprint(self, "^3Shield surrounds you\n");
1902 if (self.items & IT_SUPERWEAPON)
1904 //if(W_WeaponBit(self.weapon) & WEPBIT_SUPERWEAPONS)
1905 // self.effects = self.effects | EF_RED;
1906 if (!(self.weapons & WEPBIT_SUPERWEAPONS))
1908 self.superweapons_finished = 0;
1909 self.items = self.items - (self.items & IT_SUPERWEAPON);
1910 sprint(self, "^3Superweapons have been lost\n");
1912 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1914 // don't let them run out
1918 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1919 if (time > self.superweapons_finished)
1921 self.items = self.items - (self.items & IT_SUPERWEAPON);
1922 self.weapons &~= WEPBIT_SUPERWEAPONS;
1923 sprint(self, "^3Superweapons have broken down\n");
1927 else if(self.weapons & WEPBIT_SUPERWEAPONS)
1929 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1931 self.items = self.items | IT_SUPERWEAPON;
1932 sprint(self, "^3You now have a superweapon\n");
1936 self.superweapons_finished = 0;
1937 self.weapons &~= WEPBIT_SUPERWEAPONS; // just in case
1942 self.superweapons_finished = 0;
1946 if(autocvar_g_nodepthtestplayers)
1947 self.effects = self.effects | EF_NODEPTHTEST;
1949 if(autocvar_g_fullbrightplayers)
1950 self.effects = self.effects | EF_FULLBRIGHT;
1952 // midair gamemode: damage only while in the air
1953 // if in midair mode, being on ground grants temporary invulnerability
1954 // (this is so that multishot weapon don't clear the ground flag on the
1955 // first damage in the frame, leaving the player vulnerable to the
1956 // remaining hits in the same frame)
1957 if (self.flags & FL_ONGROUND)
1959 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1961 if (time >= game_starttime)
1962 if (time < self.spawnshieldtime)
1963 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1965 MUTATOR_CALLHOOK(PlayerPowerups);
1968 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1970 if(current > stable)
1972 else if(current > stable - 0.25) // when close enough, "snap"
1975 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1978 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1980 if(current < stable)
1982 else if(current < stable + 0.25) // when close enough, "snap"
1985 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1988 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1990 if(current > rotstable)
1992 if(rotframetime > 0)
1994 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1995 current = max(rotstable, current - rotlinear * rotframetime);
1998 else if(current < regenstable)
2000 if(regenframetime > 0)
2002 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2003 current = min(regenstable, current + regenlinear * regenframetime);
2013 void player_regen (void)
2015 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2016 maxh = autocvar_g_balance_health_rotstable;
2017 maxa = autocvar_g_balance_armor_rotstable;
2018 maxf = autocvar_g_balance_fuel_rotstable;
2019 minh = autocvar_g_balance_health_regenstable;
2020 mina = autocvar_g_balance_armor_regenstable;
2021 minf = autocvar_g_balance_fuel_regenstable;
2022 limith = autocvar_g_balance_health_limit;
2023 limita = autocvar_g_balance_armor_limit;
2024 limitf = autocvar_g_balance_fuel_limit;
2026 max_mod = regen_mod = rot_mod = limit_mod = 1;
2028 if (self.runes & RUNE_REGEN)
2030 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2032 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2033 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2034 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2038 regen_mod = autocvar_g_balance_rune_regen_regenrate;
2039 max_mod = autocvar_g_balance_rune_regen_hpmod;
2040 limit_mod = autocvar_g_balance_rune_regen_limitmod;
2043 else if (self.runes & CURSE_VENOM)
2045 max_mod = autocvar_g_balance_curse_venom_hpmod;
2046 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2047 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2049 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2050 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2051 //if (!self.runes & RUNE_REGEN)
2052 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2054 maxh = maxh * max_mod;
2055 //maxa = maxa * max_mod;
2056 //maxf = maxf * max_mod;
2057 minh = minh * max_mod;
2058 //mina = mina * max_mod;
2059 //minf = minf * max_mod;
2060 limith = limith * limit_mod;
2061 limita = limita * limit_mod;
2062 //limitf = limitf * limit_mod;
2067 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2069 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);
2070 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);
2072 // if player rotted to death... die!
2074 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2077 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2078 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);
2081 float zoomstate_set;
2082 void SetZoomState(float z)
2084 if(z != self.zoomstate)
2087 ClientData_Touch(self);
2092 void GetPressedKeys(void) {
2093 MUTATOR_CALLHOOK(GetPressedKeys);
2094 if (self.movement_x > 0) // get if movement keys are pressed
2095 { // forward key pressed
2096 self.pressedkeys |= KEY_FORWARD;
2097 self.pressedkeys &~= KEY_BACKWARD;
2099 else if (self.movement_x < 0)
2100 { // backward key pressed
2101 self.pressedkeys |= KEY_BACKWARD;
2102 self.pressedkeys &~= KEY_FORWARD;
2106 self.pressedkeys &~= KEY_FORWARD;
2107 self.pressedkeys &~= KEY_BACKWARD;
2110 if (self.movement_y > 0)
2111 { // right key pressed
2112 self.pressedkeys |= KEY_RIGHT;
2113 self.pressedkeys &~= KEY_LEFT;
2115 else if (self.movement_y < 0)
2116 { // left key pressed
2117 self.pressedkeys |= KEY_LEFT;
2118 self.pressedkeys &~= KEY_RIGHT;
2122 self.pressedkeys &~= KEY_RIGHT;
2123 self.pressedkeys &~= KEY_LEFT;
2126 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2127 self.pressedkeys |= KEY_JUMP;
2129 self.pressedkeys &~= KEY_JUMP;
2130 if (self.BUTTON_CROUCH)
2131 self.pressedkeys |= KEY_CROUCH;
2133 self.pressedkeys &~= KEY_CROUCH;
2137 ======================
2138 spectate mode routines
2139 ======================
2142 void SpectateCopy(entity spectatee) {
2144 MUTATOR_CALLHOOK(SpectateCopy);
2145 self.armortype = spectatee.armortype;
2146 self.armorvalue = spectatee.armorvalue;
2147 self.ammo_cells = spectatee.ammo_cells;
2148 self.ammo_shells = spectatee.ammo_shells;
2149 self.ammo_nails = spectatee.ammo_nails;
2150 self.ammo_rockets = spectatee.ammo_rockets;
2151 self.ammo_fuel = spectatee.ammo_fuel;
2152 self.clip_load = spectatee.clip_load;
2153 self.clip_size = spectatee.clip_size;
2154 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2155 self.health = spectatee.health;
2157 self.items = spectatee.items;
2158 self.last_pickup = spectatee.last_pickup;
2159 self.hit_time = spectatee.hit_time;
2160 self.metertime = spectatee.metertime;
2161 self.strength_finished = spectatee.strength_finished;
2162 self.invincible_finished = spectatee.invincible_finished;
2163 self.pressedkeys = spectatee.pressedkeys;
2164 self.weapons = spectatee.weapons;
2165 self.switchweapon = spectatee.switchweapon;
2166 self.switchingweapon = spectatee.switchingweapon;
2167 self.weapon = spectatee.weapon;
2168 self.nex_charge = spectatee.nex_charge;
2169 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2170 self.hagar_load = spectatee.hagar_load;
2171 self.minelayer_mines = spectatee.minelayer_mines;
2172 self.punchangle = spectatee.punchangle;
2173 self.view_ofs = spectatee.view_ofs;
2174 self.v_angle = spectatee.v_angle;
2175 self.velocity = spectatee.velocity;
2176 self.dmg_take = spectatee.dmg_take;
2177 self.dmg_save = spectatee.dmg_save;
2178 self.dmg_inflictor = spectatee.dmg_inflictor;
2179 self.angles = spectatee.v_angle;
2180 if(!self.BUTTON_USE)
2181 self.fixangle = TRUE;
2182 setorigin(self, spectatee.origin);
2183 setsize(self, spectatee.mins, spectatee.maxs);
2184 SetZoomState(spectatee.zoomstate);
2186 anticheat_spectatecopy(spectatee);
2188 //self.vehicle = spectatee.vehicle;
2190 self.hud = spectatee.hud;
2191 if(spectatee.vehicle)
2193 setorigin(self, spectatee.origin);
2194 self.velocity = spectatee.vehicle.velocity;
2195 self.v_angle += spectatee.vehicle.angles;
2196 //self.v_angle_x *= -1;
2197 self.vehicle_health = spectatee.vehicle_health;
2198 self.vehicle_shield = spectatee.vehicle_shield;
2199 self.vehicle_energy = spectatee.vehicle_energy;
2200 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2201 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2202 self.vehicle_reload1 = spectatee.vehicle_reload1;
2203 self.vehicle_reload2 = spectatee.vehicle_reload2;
2206 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2207 WriteEntity(MSG_ONE, spectatee);
2208 //self.tur_head = spectatee.vehicle.vehicle_viewport;
2212 float SpectateUpdate() {
2216 if (self == self.enemy)
2219 if(self.enemy.classname != "player")
2222 SpectateCopy(self.enemy);
2228 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2229 entity CA_SpectateNext(entity start) {
2230 if (start.team == self.team) {
2235 // continue from current player
2236 while(other && other.team != self.team) {
2237 other = find(other, classname, "player");
2241 // restart from begining
2242 other = find(other, classname, "player");
2243 while(other && other.team != self.team) {
2244 other = find(other, classname, "player");
2251 float SpectateNext() {
2252 other = find(self.enemy, classname, "player");
2253 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2254 // CA and ca players when spectating enemies is forbidden
2255 other = CA_SpectateNext(other);
2257 // other modes and ca spectators or spectating enemies is allowed
2259 other = find(other, classname, "player");
2265 if(self.enemy.classname == "player") {
2266 if(self.enemy.vehicle)
2269 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2270 WriteEntity(MSG_ONE, self.enemy);
2271 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2272 self.movetype = MOVETYPE_NONE;
2273 accuracy_resend(self);
2278 WriteByte(MSG_ONE, SVC_SETVIEW);
2279 WriteEntity(MSG_ONE, self.enemy);
2280 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2281 self.movetype = MOVETYPE_NONE;
2282 accuracy_resend(self);
2284 if(!SpectateUpdate())
2285 PutObserverInServer();
2295 ShowRespawnCountdown()
2297 Update a respawn countdown display.
2300 void ShowRespawnCountdown()
2303 if(self.deadflag == DEAD_NO) // just respawned?
2307 number = ceil(self.respawn_time - time);
2310 if(number <= self.respawn_countdown)
2312 self.respawn_countdown = number - 1;
2313 if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2314 AnnounceTo(self, strcat(ftos(number), ""));
2319 .float prevent_join_msgtime;
2320 void LeaveSpectatorMode()
2322 if(nJoinAllowed(self)) {
2323 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2324 self.classname = "player";
2326 if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2327 JoinBestTeam(self, FALSE, TRUE);
2329 if(autocvar_g_campaign)
2330 campaign_bots_may_start = 1;
2332 PutClientInServer();
2334 if(self.classname == "player")
2335 bprint ("^4", self.netname, "^4 is playing now\n");
2337 if(!autocvar_g_campaign)
2338 if (time < self.jointime + autocvar_welcome_message_time)
2339 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2341 if (self.prevent_join_msgtime)
2343 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2344 self.prevent_join_msgtime = 0;
2349 if (g_ca && self.caplayer) {
2352 stuffcmd(self,"menu_showteamselect\n");
2357 //player may not join because of g_maxplayers is set
2358 if (time - self.prevent_join_msgtime > 2)
2360 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2361 self.prevent_join_msgtime = time;
2367 * Determines whether the player is allowed to join. This depends on cvar
2368 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2369 * it checks whether the number of currently playing players exceeds g_maxplayers.
2370 * @return int number of free slots for players, 0 if none
2372 float nJoinAllowed(entity ignore) {
2374 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2375 // so report 0 free slots if restricted
2377 if(autocvar_g_forced_team_otherwise == "spectate")
2379 if(autocvar_g_forced_team_otherwise == "spectator")
2383 if(self.team_forced < 0)
2384 return 0; // forced spectators can never join
2386 // TODO simplify this
2393 if (!autocvar_g_maxplayers)
2394 return maxclients - totalClients;
2396 float currentlyPlaying;
2397 FOR_EACH_REALPLAYER(e)
2398 currentlyPlaying += 1;
2400 if(currentlyPlaying < autocvar_g_maxplayers)
2401 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2407 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2408 * g_maxplayers_spectator_blocktime seconds
2410 void checkSpectatorBlock() {
2411 if(self.classname == "spectator" || self.classname == "observer") {
2412 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2413 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2419 .float motd_actived_time; // used for both motd and campaign_message
2420 void PrintWelcomeMessage()
2422 if (self.motd_actived_time == 0) { // is there already a message showing?
2423 if (autocvar_g_campaign) {
2424 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2425 self.motd_actived_time = time;
2426 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2429 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2430 self.motd_actived_time = time;
2431 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2434 } else { // showing MOTD or campaign message
2435 if (autocvar_g_campaign) {
2436 if (self.BUTTON_INFO)
2437 self.motd_actived_time = time;
2438 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2439 self.motd_actived_time = 0;
2440 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2443 if ((time - self.jointime) > autocvar_welcome_message_time) {
2444 if (self.BUTTON_INFO)
2445 self.motd_actived_time = time;
2446 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2447 self.motd_actived_time = 0;
2448 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2455 void ObserverThink()
2457 float prefered_movetype;
2458 if (self.flags & FL_JUMPRELEASED) {
2459 if (self.BUTTON_JUMP && !self.version_mismatch) {
2460 self.flags &~= FL_JUMPRELEASED;
2461 self.flags |= FL_SPAWNING;
2462 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2463 self.flags &~= FL_JUMPRELEASED;
2464 if(SpectateNext() == 1) {
2465 self.classname = "spectator";
2468 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2469 if (self.movetype != prefered_movetype)
2470 self.movetype = prefered_movetype;
2473 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2474 self.flags |= FL_JUMPRELEASED;
2475 if(self.flags & FL_SPAWNING)
2477 self.flags &~= FL_SPAWNING;
2478 LeaveSpectatorMode();
2484 PrintWelcomeMessage();
2487 void SpectatorThink()
2489 if (self.flags & FL_JUMPRELEASED) {
2490 if (self.BUTTON_JUMP && !self.version_mismatch) {
2491 self.flags &~= FL_JUMPRELEASED;
2492 self.flags |= FL_SPAWNING;
2493 } else if(self.BUTTON_ATCK) {
2494 self.flags &~= FL_JUMPRELEASED;
2495 if(SpectateNext() == 1) {
2496 self.classname = "spectator";
2498 self.classname = "observer";
2499 PutClientInServer();
2501 } else if (self.BUTTON_ATCK2) {
2502 self.flags &~= FL_JUMPRELEASED;
2503 self.classname = "observer";
2504 PutClientInServer();
2506 if(!SpectateUpdate())
2507 PutObserverInServer();
2510 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2511 self.flags |= FL_JUMPRELEASED;
2512 if(self.flags & FL_SPAWNING)
2514 self.flags &~= FL_SPAWNING;
2515 LeaveSpectatorMode();
2519 if(!SpectateUpdate())
2520 PutObserverInServer();
2523 PrintWelcomeMessage();
2524 self.flags |= FL_CLIENT | FL_NOTARGET;
2530 if(self.classname != "player")
2535 vehicles_exit(VHEF_NORMAL);
2539 // a use key was pressed; call handlers
2543 MUTATOR_CALLHOOK(PlayerUseKey);
2546 .float touchexplode_time;
2552 Called every frame for each client before the physics are run
2555 .float usekeypressed;
2556 void() ctf_setstatus;
2557 void() nexball_setstatus;
2559 void PlayerPreThink (void)
2561 WarpZone_PlayerPhysics_FixVAngle();
2563 self.stat_game_starttime = game_starttime;
2564 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2565 self.stat_leadlimit = autocvar_leadlimit;
2569 // physics frames: update anticheat stuff
2570 anticheat_prethink();
2573 if(blockSpectators && frametime)
2574 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2575 checkSpectatorBlock();
2579 if(self.netname_previous != self.netname)
2581 if(autocvar_sv_eventlog)
2582 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2583 if(self.netname_previous)
2584 strunzone(self.netname_previous);
2585 self.netname_previous = strzone(self.netname);
2589 if(self.version_nagtime)
2590 if(self.cvar_g_xonoticversion)
2591 if(time > self.version_nagtime)
2593 // don't notify git users
2594 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2596 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2598 // notify release users if connecting to git
2599 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");
2600 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2605 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2608 // give users new version
2609 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");
2610 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"));
2614 // notify users about old server version
2615 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");
2616 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2620 self.version_nagtime = 0;
2624 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2626 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2627 self.max_armorvalue = 0;
2631 if (TetrisPreFrame())
2635 MUTATOR_CALLHOOK(PlayerPreThink);
2637 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2639 if(self.BUTTON_USE && !self.usekeypressed)
2641 self.usekeypressed = self.BUTTON_USE;
2644 PrintWelcomeMessage();
2646 if(self.classname == "player") {
2647 // if(self.netname == "Wazat")
2648 // bprint(self.classname, "\n");
2650 CheckRules_Player();
2652 if (intermission_running)
2654 IntermissionThink (); // otherwise a button could be missed between
2655 return; // the think tics
2658 //don't allow the player to turn around while game is paused!
2659 if(timeout_status == TIMEOUT_ACTIVE) {
2660 // FIXME turn this into CSQC stuff
2661 self.v_angle = self.lastV_angle;
2662 self.angles = self.lastV_angle;
2663 self.fixangle = TRUE;
2668 #ifndef NO_LEGACY_NETWORKING
2669 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2672 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2674 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);
2675 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);
2676 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);
2678 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2680 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);
2681 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);
2682 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);
2686 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2692 minstagib_ammocheck();
2694 if (self.deadflag != DEAD_NO)
2696 float button_pressed, force_respawn;
2697 if(self.personal && g_race_qualifying)
2699 if(time > self.respawn_time)
2701 self.respawn_time = time + 1; // only retry once a second
2710 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2711 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2712 if (self.deadflag == DEAD_DYING)
2715 self.deadflag = DEAD_RESPAWNING;
2716 else if(!button_pressed)
2717 self.deadflag = DEAD_DEAD;
2719 else if (self.deadflag == DEAD_DEAD)
2722 self.deadflag = DEAD_RESPAWNABLE;
2724 else if (self.deadflag == DEAD_RESPAWNABLE)
2727 self.deadflag = DEAD_RESPAWNING;
2729 else if (self.deadflag == DEAD_RESPAWNING)
2731 if(time > self.respawn_time)
2733 self.respawn_time = time + 1; // only retry once a second
2737 ShowRespawnCountdown();
2741 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2742 // so (self.deadflag == DEAD_NO) is always true in the code below
2745 if(time > self.touchexplode_time)
2746 if(self.classname == "player")
2747 if(self.deadflag == DEAD_NO)
2748 if not(IS_INDEPENDENT_PLAYER(self))
2749 FOR_EACH_PLAYER(other) if(self != other)
2751 if(time > other.touchexplode_time)
2752 if(other.deadflag == DEAD_NO)
2753 if not(IS_INDEPENDENT_PLAYER(other))
2754 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2756 PlayerTouchExplode(self, other);
2757 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2761 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2765 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2766 dist = self.prevorigin - self.origin;
2768 self.lms_traveled_distance += fabs(vlen(dist));
2770 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2772 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2773 self.lms_traveled_distance = 0;
2776 if(time > self.lms_nextcheck)
2778 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2779 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2781 centerprint(self, autocvar_g_lms_campcheck_message);
2782 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2783 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2784 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');
2786 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2787 self.lms_traveled_distance = 0;
2791 self.prevorigin = self.origin;
2793 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2798 self.view_ofs = PL_CROUCH_VIEW_OFS;
2799 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2800 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2807 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2808 if (!trace_startsolid)
2810 self.crouch = FALSE;
2811 self.view_ofs = PL_VIEW_OFS;
2812 setsize (self, PL_MIN, PL_MAX);
2817 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2819 if(self.bloodloss_timer < time)
2821 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2822 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2828 GrapplingHookFrame();
2830 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2833 self.items &~= self.items_added;
2837 self.items_added = 0;
2838 if(self.items & IT_JETPACK)
2839 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2840 self.items_added |= IT_FUEL;
2842 self.items |= self.items_added;
2847 // rot nex charge to the charge limit
2848 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2849 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2858 nexball_setstatus();
2861 secrets_setstatus();
2863 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2865 //self.angles_y=self.v_angle_y + 90; // temp
2866 } else if(gameover) {
2867 if (intermission_running)
2868 IntermissionThink (); // otherwise a button could be missed between
2870 } else if(self.classname == "observer") {
2872 } else if(self.classname == "spectator") {
2877 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));
2879 float oldspectatee_status;
2880 oldspectatee_status = self.spectatee_status;
2881 if(self.classname == "spectator")
2882 self.spectatee_status = num_for_edict(self.enemy);
2883 else if(self.classname == "observer")
2884 self.spectatee_status = num_for_edict(self);
2886 self.spectatee_status = 0;
2887 if(self.spectatee_status != oldspectatee_status)
2889 ClientData_Touch(self);
2891 race_InitSpectator();
2894 if(self.teamkill_soundtime)
2895 if(time > self.teamkill_soundtime)
2897 self.teamkill_soundtime = 0;
2899 entity oldpusher, oldself;
2901 oldself = self; self = self.teamkill_soundsource;
2902 oldpusher = self.pusher; self.pusher = oldself;
2904 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2906 self.pusher = oldpusher;
2910 if(self.taunt_soundtime)
2911 if(time > self.taunt_soundtime)
2913 self.taunt_soundtime = 0;
2914 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2917 target_voicescript_next(self);
2919 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2921 self.clip_load = self.clip_size = 0;
2924 float isInvisibleString(string s)
2927 s = strdecolorize(s);
2928 for((i = 0), (n = strlen(s)); i < n; ++i)
2936 case 192: // charmap space
2937 if (!autocvar_utf8_enable)
2940 case 160: // space in unicode fonts
2941 case 0xE000 + 192: // utf8 charmap space
2942 if (autocvar_utf8_enable)
2955 Called every frame for each client after the physics are run
2958 .float idlekick_lasttimeleft;
2959 .entity showheadshotbbox;
2960 void showheadshotbbox_think()
2962 if(self.owner.showheadshotbbox != self)
2967 self.nextthink = time;
2968 setorigin(self, self.owner.origin);
2969 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2971 void PlayerPostThink (void)
2973 // Savage: Check for nameless players
2974 if (isInvisibleString(self.netname)) {
2975 self.netname = "Player";
2976 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2979 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2981 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2983 if(self.idlekick_lasttimeleft)
2985 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2986 self.idlekick_lasttimeleft = 0;
2992 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2993 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2995 if(!self.idlekick_lasttimeleft)
2996 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3000 bprint("^3", self.netname, "^3 was kicked for idling.\n");
3001 AnnounceTo(self, "terminated");
3005 else if(timeleft <= 10)
3007 if(timeleft != self.idlekick_lasttimeleft)
3008 AnnounceTo(self, ftos(timeleft));
3009 self.idlekick_lasttimeleft = timeleft;
3015 if(self.impulse == 100)
3017 if (!TetrisPostFrame())
3023 //CheckPlayerJump();
3025 if(self.classname == "player") {
3026 CheckRules_Player();
3030 if (intermission_running)
3031 return; // intermission or finale
3033 } else if (self.classname == "observer") {
3035 } else if (self.classname == "spectator") {
3045 for(i = 0; i < 1000; ++i)
3048 end = self.origin + '0 0 1024' + 512 * randomvec();
3049 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3050 if(trace_fraction < 1)
3051 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3053 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3061 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3063 if(self.waypointsprite_attachedforcarrier)
3064 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3066 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3068 if(!self.showheadshotbbox)
3070 self.showheadshotbbox = spawn();
3071 self.showheadshotbbox.classname = "headshotbbox";
3072 self.showheadshotbbox.owner = self;
3073 self.showheadshotbbox.think = showheadshotbbox_think;
3074 self.showheadshotbbox.nextthink = time;
3075 self = self.showheadshotbbox;
3082 if(self.showheadshotbbox)
3083 if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3084 remove(self.showheadshotbbox);
3089 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3091 if(!self.stored_netname)
3092 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3093 if(self.stored_netname != self.netname)
3095 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3096 strunzone(self.stored_netname);
3097 self.stored_netname = strzone(self.netname);
3103 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3106 CSQCMODEL_AUTOUPDATE();