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_BROADCAST, SVC_TEMPENTITY);
11 WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_BROADCAST, 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);
404 MUTATOR_CALLHOOK(MakePlayerObserver);
406 minstagib_stop_countdown(self);
408 Portal_ClearAll(self);
413 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
418 vehicles_exit(VHEF_RELESE);
420 WaypointSprite_PlayerDead();
422 if not(g_ca) // don't reset teams when moving a ca player to the spectators
423 self.team = -1; // move this as it is needed to log the player spectating in eventlog
425 if(self.killcount != -666) {
427 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
428 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
430 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
431 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
433 if(self.just_joined == FALSE) {
434 LogTeamchange(self.playerid, -1, 4);
436 self.just_joined = FALSE;
439 PlayerScore_Clear(self); // clear scores when needed
441 accuracy_resend(self);
443 self.spectatortime = time;
445 self.classname = "observer";
446 self.iscreature = FALSE;
447 self.teleportable = TELEPORT_SIMPLE;
448 self.damagedbycontents = FALSE;
450 self.takedamage = DAMAGE_NO;
451 self.solid = SOLID_NOT;
452 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
453 self.flags = FL_CLIENT | FL_NOTARGET;
454 self.armorvalue = 666;
456 self.armorvalue = autocvar_g_balance_armor_start;
457 self.pauserotarmor_finished = 0;
458 self.pauserothealth_finished = 0;
459 self.pauseregen_finished = 0;
460 self.damageforcescale = 0;
462 self.respawn_time = 0;
467 self.pain_finished = 0;
468 self.strength_finished = 0;
469 self.invincible_finished = 0;
470 self.superweapons_finished = 0;
473 self.think = func_null;
476 self.deadflag = DEAD_NO;
477 self.angles = spot.angles;
479 self.fixangle = TRUE;
482 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
483 self.prevorigin = self.origin;
485 WEPSET_CLEAR_E(self);
488 setmodel(self, "null");
489 self.drawonlytoclient = self;
491 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
492 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
495 self.weaponname = "";
496 self.switchingweapon = 0;
497 self.weaponmodel = "";
498 self.weaponentity = world;
499 self.exteriorweaponentity = world;
500 self.killcount = -666;
501 self.velocity = '0 0 0';
502 self.avelocity = '0 0 0';
503 self.punchangle = '0 0 0';
504 self.punchvector = '0 0 0';
505 self.oldvelocity = self.velocity;
506 self.fire_endtime = -1;
510 if(self.version_mismatch)
512 self.frags = FRAGS_SPECTATOR;
513 Spawnqueue_Unmark(self);
514 Spawnqueue_Remove(self);
518 self.frags = FRAGS_LMS_LOSER;
519 Spawnqueue_Insert(self);
524 // Only if the player cannot play at all
525 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
526 self.frags = FRAGS_SPECTATOR;
528 self.frags = FRAGS_LMS_LOSER;
533 self.frags = FRAGS_LMS_LOSER;
535 self.frags = FRAGS_SPECTATOR;
537 else if((g_race && g_race_qualifying) || g_cts)
539 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
540 self.frags = FRAGS_LMS_LOSER;
542 self.frags = FRAGS_SPECTATOR;
545 self.frags = FRAGS_SPECTATOR;
548 .float model_randomizer;
549 void FixPlayermodel()
552 float defaultskin, chmdl, oldskin, n, i;
559 if(autocvar_sv_defaultcharacter == 1)
564 s = Team_ColorName_Lower(self.team);
567 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
568 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
572 if(defaultmodel == "")
574 defaultmodel = autocvar_sv_defaultplayermodel;
575 defaultskin = autocvar_sv_defaultplayerskin;
578 n = tokenize_console(defaultmodel);
580 defaultmodel = argv(floor(n * self.model_randomizer));
582 i = strstrofs(defaultmodel, ":", 0);
585 defaultskin = stof(substring(defaultmodel, i+1, -1));
586 defaultmodel = substring(defaultmodel, 0, i);
590 if(defaultmodel != "")
592 if (defaultmodel != self.model)
596 setplayermodel (self, defaultmodel);
597 setsize (self, m1, m2);
602 self.skin = defaultskin;
604 if (self.playermodel != self.model || self.playermodel == "")
606 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
609 setplayermodel (self, self.playermodel);
610 setsize (self, m1, m2);
615 self.skin = stof(self.playerskin);
618 if(chmdl || oldskin != self.skin) // model or skin has changed
620 self.species = player_getspecies(); // update species
621 UpdatePlayerSounds(); // update skin sounds
625 if(strlen(autocvar_sv_defaultplayercolors))
626 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
627 setcolor(self, stof(autocvar_sv_defaultplayercolors));
630 void PlayerTouchExplode(entity p1, entity p2)
633 org = (p1.origin + p2.origin) * 0.5;
634 org_z += (p1.mins_z + p2.mins_z) * 0.5;
641 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
649 Called when a client spawns in the server
653 void PutClientInServer (void)
655 if(clienttype(self) == CLIENTTYPE_BOT)
657 self.classname = "player";
661 else if(clienttype(self) == CLIENTTYPE_REAL)
664 WriteByte(MSG_ONE, SVC_SETVIEW);
665 WriteEntity(MSG_ONE, self);
671 // player is dead and becomes observer
672 // FIXME fix LMS scoring for new system
675 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
676 self.classname = "observer";
679 if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
680 self.classname = "observer";
683 self.classname = "observer";
685 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
686 entity spot, oldself;
689 accuracy_resend(self);
692 JoinBestTeam(self, FALSE, TRUE);
696 spot = SelectSpawnPoint (FALSE);
699 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
700 return; // spawn failed
703 RemoveGrapplingHook(self); // Wazat's Grappling Hook
705 self.classname = "player";
706 self.wasplayer = TRUE;
707 self.iscreature = TRUE;
708 self.teleportable = TELEPORT_NORMAL;
709 self.damagedbycontents = TRUE;
710 self.movetype = MOVETYPE_WALK;
711 self.solid = SOLID_SLIDEBOX;
712 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
713 if(autocvar_g_playerclip_collisions)
714 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
715 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
716 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
717 self.frags = FRAGS_PLAYER;
718 if(INDEPENDENT_PLAYERS)
719 MAKE_INDEPENDENT_PLAYER(self);
720 self.flags = FL_CLIENT;
721 if(autocvar__notarget)
722 self.flags |= FL_NOTARGET;
723 self.takedamage = DAMAGE_AIM;
725 self.effects = EF_FULLBRIGHT;
728 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
729 self.air_finished = time + 12;
731 if(autocvar_g_balance_nex_charge)
733 if(autocvar_g_balance_nex_secondary_chargepool)
734 self.nex_chargepool_ammo = 1;
735 self.nex_charge = autocvar_g_balance_nex_charge_start;
740 self.ammo_shells = warmup_start_ammo_shells;
741 self.ammo_nails = warmup_start_ammo_nails;
742 self.ammo_rockets = warmup_start_ammo_rockets;
743 self.ammo_cells = warmup_start_ammo_cells;
744 self.ammo_fuel = warmup_start_ammo_fuel;
745 self.health = warmup_start_health;
746 self.armorvalue = warmup_start_armorvalue;
747 WEPSET_COPY_EA(self, warmup_start_weapons);
751 self.ammo_shells = start_ammo_shells;
752 self.ammo_nails = start_ammo_nails;
753 self.ammo_rockets = start_ammo_rockets;
754 self.ammo_cells = start_ammo_cells;
755 self.ammo_fuel = start_ammo_fuel;
756 self.health = start_health;
757 self.armorvalue = start_armorvalue;
758 WEPSET_COPY_EA(self, start_weapons);
761 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
762 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
764 self.superweapons_finished = 0;
766 if(g_weaponarena_random)
768 if(g_weaponarena_random_with_laser)
769 WEPSET_ANDNOT_EW(self, WEP_LASER);
770 W_RandomWeapons(self, g_weaponarena_random);
771 if(g_weaponarena_random_with_laser)
772 WEPSET_OR_EW(self, WEP_LASER);
775 self.items = start_items;
777 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
778 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
779 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
780 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
781 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
782 //extend the pause of rotting if client was reset at the beginning of the countdown
783 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
784 self.spawnshieldtime += game_starttime - time;
785 self.pauserotarmor_finished += game_starttime - time;
786 self.pauserothealth_finished += game_starttime - time;
787 self.pauseregen_finished += game_starttime - time;
789 self.damageforcescale = 2;
791 self.respawn_time = 0;
795 self.pain_finished = 0;
796 self.strength_finished = 0;
797 self.invincible_finished = 0;
799 // players have no think function
800 self.think = func_null;
804 self.ballistics_density = autocvar_g_ballistics_density_player;
808 self.deadflag = DEAD_NO;
810 self.angles = spot.angles;
812 self.angles_z = 0; // never spawn tilted even if the spot says to
813 self.fixangle = TRUE; // turn this way immediately
814 self.velocity = '0 0 0';
815 self.avelocity = '0 0 0';
816 self.punchangle = '0 0 0';
817 self.punchvector = '0 0 0';
818 self.oldvelocity = self.velocity;
819 self.fire_endtime = -1;
822 WRITESPECTATABLE_MSG_ONE({
823 WriteByte(MSG_ONE, SVC_TEMPENTITY);
824 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
829 self.drawonlytoclient = world;
832 self.view_ofs = PL_VIEW_OFS;
833 setsize (self, PL_MIN, PL_MAX);
834 self.spawnorigin = spot.origin;
835 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
836 // don't reset back to last position, even if new position is stuck in solid
837 self.oldorigin = self.origin;
838 self.prevorigin = self.origin;
839 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
840 self.lastteleporttime = time; // prevent insane speeds due to changing origin
841 self.hud = HUD_NORMAL;
845 Spawnqueue_Remove(self);
846 Spawnqueue_Mark(self);
851 self.event_damage = PlayerDamage;
853 self.bot_attack = TRUE;
855 self.statdraintime = time + 5;
856 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
858 if(self.killcount == -666) {
859 PlayerScore_Clear(self);
863 CL_SpawnWeaponentity();
864 self.alpha = default_player_alpha;
865 self.colormod = '1 1 1' * autocvar_g_player_brightness;
866 self.exteriorweaponentity.alpha = default_weapon_alpha;
868 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
869 self.lms_traveled_distance = 0;
870 self.speedrunning = FALSE;
872 race_PostSpawn(spot);
874 //stuffcmd(self, "chase_active 0");
875 //stuffcmd(self, "set viewsize $tmpviewsize \n");
878 if(self.team == assault_attacker_team)
879 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
881 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_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;
926 self.alivetime = time;
930 if (autocvar_g_spawnsound)
931 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
932 } else if(self.classname == "observer") {
933 PutObserverInServer ();
937 .float ebouncefactor, ebouncestop; // electro's values
938 // TODO do we need all these fields, or should we stop autodetecting runtime
939 // changes and just have a console command to update this?
940 float ClientInit_SendEntity(entity to, float sf)
942 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
943 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
944 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
945 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
946 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
947 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
948 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
949 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
950 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
951 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
952 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
953 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
954 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
955 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
956 if(sv_foginterval && world.fog != "")
957 WriteString(MSG_ENTITY, world.fog);
959 WriteString(MSG_ENTITY, "");
960 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
961 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
962 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
963 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
964 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
965 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
966 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
967 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
968 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
969 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
970 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
971 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
972 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
976 void ClientInit_CheckUpdate()
978 self.nextthink = time;
979 if(self.count != autocvar_g_balance_armor_blockpercent)
981 self.count = autocvar_g_balance_armor_blockpercent;
984 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
986 self.cnt = autocvar_g_balance_weaponswitchdelay;
989 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
991 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
994 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
996 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
999 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1001 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1002 self.SendFlags |= 1;
1004 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1006 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1007 self.SendFlags |= 1;
1011 void ClientInit_Spawn()
1016 e.classname = "clientinit";
1017 e.think = ClientInit_CheckUpdate;
1018 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1022 ClientInit_CheckUpdate();
1031 void SetNewParms (void)
1033 // initialize parms for a new player
1034 parm1 = -(86400 * 366);
1042 void SetChangeParms (void)
1044 // save parms for level change
1045 parm1 = self.parm_idlesince - time;
1053 void DecodeLevelParms (void)
1056 self.parm_idlesince = parm1;
1057 if(self.parm_idlesince == -(86400 * 366))
1058 self.parm_idlesince = time;
1060 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1061 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1068 Called when a client types 'kill' in the console
1072 .float clientkill_nexttime;
1073 void ClientKill_Now_TeamChange()
1075 if(self.killindicator_teamchange == -1)
1077 JoinBestTeam( self, FALSE, TRUE );
1079 else if(self.killindicator_teamchange == -2)
1084 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
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 && !self.owner.vehicle)
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_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, 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_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, 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_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1253 self.killindicator.colormod = Team_ColorRGB(targetteam);
1254 if(clienttype(self) == CLIENTTYPE_REAL)
1255 if(self.killindicator.cnt > 0)
1256 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), 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");
1298 if(autocvar_sv_gentle)
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 DecodeLevelParms (void);
1348 //void dom_player_join_team(entity pl);
1349 void set_dom_state(entity e);
1350 void ClientConnect (void)
1354 if(self.flags & FL_CLIENT)
1356 print("Warning: ClientConnect, but already connected!\n");
1360 if(Ban_MaybeEnforceBanOnce(self))
1366 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1369 self.classname = "player_joining";
1371 self.flags = FL_CLIENT;
1372 self.version_nagtime = time + 10 + random() * 10;
1376 dprint("BUG player count is lower than zero, this cannot happen!\n");
1380 PlayerScore_Attach(self);
1381 ClientData_Attach();
1382 accuracy_init(self);
1384 bot_clientconnect();
1390 race_PreSpawnObserver();
1392 // identify the right forced team
1393 if(autocvar_g_campaign)
1395 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1397 switch(autocvar_g_campaign_forceteam)
1399 case 1: self.team_forced = NUM_TEAM_1; break;
1400 case 2: self.team_forced = NUM_TEAM_2; break;
1401 case 3: self.team_forced = NUM_TEAM_3; break;
1402 case 4: self.team_forced = NUM_TEAM_4; break;
1403 default: self.team_forced = 0;
1407 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1408 self.team_forced = NUM_TEAM_1;
1409 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1410 self.team_forced = NUM_TEAM_2;
1411 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1412 self.team_forced = NUM_TEAM_3;
1413 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1414 self.team_forced = NUM_TEAM_4;
1415 else if(autocvar_g_forced_team_otherwise == "red")
1416 self.team_forced = NUM_TEAM_1;
1417 else if(autocvar_g_forced_team_otherwise == "blue")
1418 self.team_forced = NUM_TEAM_2;
1419 else if(autocvar_g_forced_team_otherwise == "yellow")
1420 self.team_forced = NUM_TEAM_3;
1421 else if(autocvar_g_forced_team_otherwise == "pink")
1422 self.team_forced = NUM_TEAM_4;
1423 else if(autocvar_g_forced_team_otherwise == "spectate")
1424 self.team_forced = -1;
1425 else if(autocvar_g_forced_team_otherwise == "spectator")
1426 self.team_forced = -1;
1428 self.team_forced = 0;
1431 if(self.team_forced > 0)
1432 self.team_forced = 0;
1434 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1436 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1437 self.classname = "observer";
1441 if(autocvar_g_balance_teams)
1443 self.classname = "player";
1444 campaign_bots_may_start = 1;
1448 self.classname = "observer"; // do it anyway
1453 self.classname = "player";
1454 campaign_bots_may_start = 1;
1458 self.playerid = (playerid_last = playerid_last + 1);
1460 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1462 if(clienttype(self) == CLIENTTYPE_BOT)
1463 PlayerStats_AddPlayer(self);
1465 if(autocvar_sv_eventlog)
1466 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1468 LogTeamchange(self.playerid, self.team, 1);
1470 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1472 self.netname_previous = strzone(self.netname);
1474 if((self.classname == STR_PLAYER && teamplay))
1475 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1477 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1479 stuffcmd(self, strcat(clientstuff, "\n"));
1480 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1482 FixClientCvars(self);
1484 // spawnfunc_waypoint sprites
1485 WaypointSprite_InitClient(self);
1487 // Wazat's grappling hook
1488 SetGrappleHookBindings();
1490 // get version info from player
1491 stuffcmd(self, "cmd clientversion $gameversion\n");
1493 // get other cvars from player
1496 // notify about available teams
1499 CheckAllowedTeams(self);
1500 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1501 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1504 stuffcmd(self, "set _teams_available 0\n");
1508 self.classname = "observer";
1510 Spawnqueue_Insert(self);
1515 bot_relinkplayerlist();
1517 self.spectatortime = time;
1520 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1523 self.jointime = time;
1524 self.allowed_timeouts = autocvar_sv_timeout_number;
1526 if(clienttype(self) == CLIENTTYPE_REAL)
1528 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1529 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1534 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1536 PlayerScore_Add(self, SP_LMS_RANK, 666);
1537 self.frags = FRAGS_SPECTATOR;
1541 if(!sv_foginterval && world.fog != "")
1542 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1544 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1546 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1547 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1550 self.hitplotfh = -1;
1552 if(g_race || g_cts) {
1560 race_send_recordtime(MSG_ONE);
1561 race_send_speedaward(MSG_ONE);
1563 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1564 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1565 race_send_speedaward_alltimebest(MSG_ONE);
1568 for (i = 1; i <= RANKINGS_CNT; ++i) {
1569 race_SendRankings(i, 0, 0, MSG_ONE);
1572 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1573 send_CSQC_teamnagger();
1577 if(!autocvar_g_campaign)
1578 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1580 CSQCMODEL_AUTOINIT();
1582 self.model_randomizer = random();
1584 if(clienttype(self) != CLIENTTYPE_REAL)
1589 MUTATOR_CALLHOOK(ClientConnect);
1595 Called when a client disconnects from the server
1598 .entity chatbubbleentity;
1600 void ClientDisconnect (void)
1603 vehicles_exit(VHEF_RELESE);
1605 if not(self.flags & FL_CLIENT)
1607 print("Warning: ClientDisconnect without ClientConnect\n");
1611 PlayerStats_AddGlobalInfo(self);
1613 CheatShutdownClient();
1615 if(self.hitplotfh >= 0)
1617 fclose(self.hitplotfh);
1618 self.hitplotfh = -1;
1622 anticheat_shutdown();
1624 playerdemo_shutdown();
1626 bot_clientdisconnect();
1631 if(autocvar_sv_eventlog)
1632 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1634 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1636 MUTATOR_CALLHOOK(ClientDisconnect);
1638 Portal_ClearAll(self);
1640 RemoveGrapplingHook(self);
1642 // Here, everything has been done that requires this player to be a client.
1644 self.flags &~= FL_CLIENT;
1646 if (self.chatbubbleentity)
1647 remove (self.chatbubbleentity);
1649 if (self.killindicator)
1650 remove (self.killindicator);
1652 WaypointSprite_PlayerGone();
1654 bot_relinkplayerlist();
1658 Spawnqueue_Unmark(self);
1659 Spawnqueue_Remove(self);
1662 accuracy_free(self);
1663 ClientData_Detach();
1664 PlayerScore_Detach(self);
1666 if(self.netname_previous)
1667 strunzone(self.netname_previous);
1668 if(self.clientstatus)
1669 strunzone(self.clientstatus);
1670 if(self.weaponorder_byimpulse)
1671 strunzone(self.weaponorder_byimpulse);
1673 ClearPlayerSounds();
1676 remove(self.personal);
1686 void ChatBubbleThink()
1688 self.nextthink = time;
1689 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1691 if(self.owner) // but why can that ever be world?
1692 self.owner.chatbubbleentity = world;
1696 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1698 || self.owner.tetris_on
1701 self.model = self.mdl;
1706 void UpdateChatBubble()
1710 // spawn a chatbubble entity if needed
1711 if (!self.chatbubbleentity)
1713 self.chatbubbleentity = spawn();
1714 self.chatbubbleentity.owner = self;
1715 self.chatbubbleentity.exteriormodeltoclient = self;
1716 self.chatbubbleentity.think = ChatBubbleThink;
1717 self.chatbubbleentity.nextthink = time;
1718 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1719 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1720 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1721 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1722 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1723 self.chatbubbleentity.model = "";
1724 self.chatbubbleentity.effects = EF_LOWPRECISION;
1729 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1730 // added to the model skins
1731 /*void UpdateColorModHack()
1734 c = self.clientcolors & 15;
1735 // LordHavoc: only bothering to support white, green, red, yellow, blue
1736 if (!teamplay) self.colormod = '0 0 0';
1737 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1738 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1739 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1740 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1741 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1742 else self.colormod = '1 1 1';
1747 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1749 self.solid = SOLID_NOT;
1750 self.takedamage = DAMAGE_NO;
1751 self.movetype = MOVETYPE_FLY;
1752 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1753 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1754 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1755 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1756 if(autocvar_g_respawn_ghosts_maxtime)
1757 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1762 self.effects |= EF_NODRAW; // prevent another CopyBody
1763 PutClientInServer();
1766 void play_countdown(float finished, string samp)
1768 if(clienttype(self) == CLIENTTYPE_REAL)
1769 if(floor(finished - time - frametime) != floor(finished - time))
1770 if(finished - time < 6)
1771 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1774 void player_powerups (void)
1776 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1777 olditems = self.items;
1779 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1780 self.modelflags |= MF_ROCKET;
1782 self.modelflags &~= MF_ROCKET;
1784 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1786 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1789 Fire_ApplyDamage(self);
1790 Fire_ApplyEffect(self);
1794 self.effects |= EF_FULLBRIGHT;
1796 if (self.items & IT_STRENGTH)
1798 play_countdown(self.strength_finished, "misc/poweroff.wav");
1799 if (time > self.strength_finished)
1801 self.alpha = default_player_alpha;
1802 self.exteriorweaponentity.alpha = default_weapon_alpha;
1803 self.items &~= IT_STRENGTH;
1804 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1805 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1810 if (time < self.strength_finished)
1812 self.alpha = g_minstagib_invis_alpha;
1813 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1814 self.items |= IT_STRENGTH;
1815 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1816 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1820 if (self.items & IT_INVINCIBLE)
1822 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1823 if (time > self.invincible_finished)
1825 self.items = self.items - (self.items & IT_INVINCIBLE);
1826 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1827 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1832 if (time < self.invincible_finished)
1834 self.items = self.items | IT_INVINCIBLE;
1835 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1836 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1840 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.
1842 if (self.items & IT_STRENGTH)
1844 play_countdown(self.strength_finished, "misc/poweroff.wav");
1845 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1846 if (time > self.strength_finished)
1848 self.items = self.items - (self.items & IT_STRENGTH);
1849 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1850 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1855 if (time < self.strength_finished)
1857 self.items = self.items | IT_STRENGTH;
1858 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1859 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1862 if (self.items & IT_INVINCIBLE)
1864 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1865 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1866 if (time > self.invincible_finished)
1868 self.items = self.items - (self.items & IT_INVINCIBLE);
1869 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1870 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1875 if (time < self.invincible_finished)
1877 self.items = self.items | IT_INVINCIBLE;
1878 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1879 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1882 if (self.items & IT_SUPERWEAPON)
1884 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1886 self.superweapons_finished = 0;
1887 self.items = self.items - (self.items & IT_SUPERWEAPON);
1888 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1889 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1891 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1893 // don't let them run out
1897 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1898 if (time > self.superweapons_finished)
1900 self.items = self.items - (self.items & IT_SUPERWEAPON);
1901 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1902 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1903 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1907 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1909 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1911 self.items = self.items | IT_SUPERWEAPON;
1912 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1913 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1917 self.superweapons_finished = 0;
1918 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1923 self.superweapons_finished = 0;
1927 if(autocvar_g_nodepthtestplayers)
1928 self.effects = self.effects | EF_NODEPTHTEST;
1930 if(autocvar_g_fullbrightplayers)
1931 self.effects = self.effects | EF_FULLBRIGHT;
1933 // midair gamemode: damage only while in the air
1934 // if in midair mode, being on ground grants temporary invulnerability
1935 // (this is so that multishot weapon don't clear the ground flag on the
1936 // first damage in the frame, leaving the player vulnerable to the
1937 // remaining hits in the same frame)
1938 if (self.flags & FL_ONGROUND)
1940 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1942 if (time >= game_starttime)
1943 if (time < self.spawnshieldtime)
1944 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1946 MUTATOR_CALLHOOK(PlayerPowerups);
1949 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1951 if(current > stable)
1953 else if(current > stable - 0.25) // when close enough, "snap"
1956 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1959 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1961 if(current < stable)
1963 else if(current < stable + 0.25) // when close enough, "snap"
1966 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1969 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1971 if(current > rotstable)
1973 if(rotframetime > 0)
1975 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1976 current = max(rotstable, current - rotlinear * rotframetime);
1979 else if(current < regenstable)
1981 if(regenframetime > 0)
1983 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1984 current = min(regenstable, current + regenlinear * regenframetime);
1994 void player_regen (void)
1996 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1997 maxh = autocvar_g_balance_health_rotstable;
1998 maxa = autocvar_g_balance_armor_rotstable;
1999 maxf = autocvar_g_balance_fuel_rotstable;
2000 minh = autocvar_g_balance_health_regenstable;
2001 mina = autocvar_g_balance_armor_regenstable;
2002 minf = autocvar_g_balance_fuel_regenstable;
2003 limith = autocvar_g_balance_health_limit;
2004 limita = autocvar_g_balance_armor_limit;
2005 limitf = autocvar_g_balance_fuel_limit;
2007 max_mod = regen_mod = rot_mod = limit_mod = 1;
2009 maxh = maxh * max_mod;
2010 //maxa = maxa * max_mod;
2011 //maxf = maxf * max_mod;
2012 minh = minh * max_mod;
2013 //mina = mina * max_mod;
2014 //minf = minf * max_mod;
2015 limith = limith * limit_mod;
2016 limita = limita * limit_mod;
2017 //limitf = limitf * limit_mod;
2022 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2024 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);
2025 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);
2027 // if player rotted to death... die!
2029 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2032 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2033 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);
2036 float zoomstate_set;
2037 void SetZoomState(float z)
2039 if(z != self.zoomstate)
2042 ClientData_Touch(self);
2047 void GetPressedKeys(void) {
2048 MUTATOR_CALLHOOK(GetPressedKeys);
2049 if (self.movement_x > 0) // get if movement keys are pressed
2050 { // forward key pressed
2051 self.pressedkeys |= KEY_FORWARD;
2052 self.pressedkeys &~= KEY_BACKWARD;
2054 else if (self.movement_x < 0)
2055 { // backward key pressed
2056 self.pressedkeys |= KEY_BACKWARD;
2057 self.pressedkeys &~= KEY_FORWARD;
2061 self.pressedkeys &~= KEY_FORWARD;
2062 self.pressedkeys &~= KEY_BACKWARD;
2065 if (self.movement_y > 0)
2066 { // right key pressed
2067 self.pressedkeys |= KEY_RIGHT;
2068 self.pressedkeys &~= KEY_LEFT;
2070 else if (self.movement_y < 0)
2071 { // left key pressed
2072 self.pressedkeys |= KEY_LEFT;
2073 self.pressedkeys &~= KEY_RIGHT;
2077 self.pressedkeys &~= KEY_RIGHT;
2078 self.pressedkeys &~= KEY_LEFT;
2081 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2082 self.pressedkeys |= KEY_JUMP;
2084 self.pressedkeys &~= KEY_JUMP;
2085 if (self.BUTTON_CROUCH)
2086 self.pressedkeys |= KEY_CROUCH;
2088 self.pressedkeys &~= KEY_CROUCH;
2090 if (self.BUTTON_ATCK)
2091 self.pressedkeys |= KEY_ATCK;
2093 self.pressedkeys &~= KEY_ATCK;
2094 if (self.BUTTON_ATCK2)
2095 self.pressedkeys |= KEY_ATCK2;
2097 self.pressedkeys &~= KEY_ATCK2;
2101 ======================
2102 spectate mode routines
2103 ======================
2106 void SpectateCopy(entity spectatee) {
2108 MUTATOR_CALLHOOK(SpectateCopy);
2109 self.armortype = spectatee.armortype;
2110 self.armorvalue = spectatee.armorvalue;
2111 self.ammo_cells = spectatee.ammo_cells;
2112 self.ammo_shells = spectatee.ammo_shells;
2113 self.ammo_nails = spectatee.ammo_nails;
2114 self.ammo_rockets = spectatee.ammo_rockets;
2115 self.ammo_fuel = spectatee.ammo_fuel;
2116 self.clip_load = spectatee.clip_load;
2117 self.clip_size = spectatee.clip_size;
2118 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2119 self.health = spectatee.health;
2121 self.items = spectatee.items;
2122 self.last_pickup = spectatee.last_pickup;
2123 self.hit_time = spectatee.hit_time;
2124 self.metertime = spectatee.metertime;
2125 self.strength_finished = spectatee.strength_finished;
2126 self.invincible_finished = spectatee.invincible_finished;
2127 self.pressedkeys = spectatee.pressedkeys;
2128 WEPSET_COPY_EE(self, spectatee);
2129 self.switchweapon = spectatee.switchweapon;
2130 self.switchingweapon = spectatee.switchingweapon;
2131 self.weapon = spectatee.weapon;
2132 self.nex_charge = spectatee.nex_charge;
2133 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2134 self.hagar_load = spectatee.hagar_load;
2135 self.minelayer_mines = spectatee.minelayer_mines;
2136 self.punchangle = spectatee.punchangle;
2137 self.view_ofs = spectatee.view_ofs;
2138 self.velocity = spectatee.velocity;
2139 self.dmg_take = spectatee.dmg_take;
2140 self.dmg_save = spectatee.dmg_save;
2141 self.dmg_inflictor = spectatee.dmg_inflictor;
2142 self.v_angle = spectatee.v_angle;
2143 self.angles = spectatee.v_angle;
2144 self.stat_respawn_time = spectatee.stat_respawn_time;
2145 if(!self.BUTTON_USE)
2146 self.fixangle = TRUE;
2147 setorigin(self, spectatee.origin);
2148 setsize(self, spectatee.mins, spectatee.maxs);
2149 SetZoomState(spectatee.zoomstate);
2151 anticheat_spectatecopy(spectatee);
2152 self.hud = spectatee.hud;
2153 if(spectatee.vehicle)
2155 self.fixangle = FALSE;
2156 //self.velocity = spectatee.vehicle.velocity;
2157 self.vehicle_health = spectatee.vehicle_health;
2158 self.vehicle_shield = spectatee.vehicle_shield;
2159 self.vehicle_energy = spectatee.vehicle_energy;
2160 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2161 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2162 self.vehicle_reload1 = spectatee.vehicle_reload1;
2163 self.vehicle_reload2 = spectatee.vehicle_reload2;
2167 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2168 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2169 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2170 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2172 //WriteByte (MSG_ONE, SVC_SETVIEW);
2173 // WriteEntity(MSG_ONE, self);
2174 //makevectors(spectatee.v_angle);
2175 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2179 float SpectateUpdate() {
2183 if (self == self.enemy)
2186 if(self.enemy.classname != "player")
2189 SpectateCopy(self.enemy);
2195 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2196 entity CA_SpectateNext(entity start) {
2197 if (start.team == self.team) {
2202 // continue from current player
2203 while(other && other.team != self.team) {
2204 other = find(other, classname, "player");
2208 // restart from begining
2209 other = find(other, classname, "player");
2210 while(other && other.team != self.team) {
2211 other = find(other, classname, "player");
2218 float SpectateNext(entity _prefer) {
2223 other = find(self.enemy, classname, "player");
2225 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2226 // CA and ca players when spectating enemies is forbidden
2227 other = CA_SpectateNext(other);
2229 // other modes and ca spectators or spectating enemies is allowed
2231 other = find(other, classname, "player");
2237 if(self.enemy.classname == "player") {
2238 /*if(self.enemy.vehicle)
2242 WriteByte(MSG_ONE, SVC_SETVIEW);
2243 WriteEntity(MSG_ONE, self.enemy);
2244 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2246 self.movetype = MOVETYPE_NONE;
2247 accuracy_resend(self);
2252 WriteByte(MSG_ONE, SVC_SETVIEW);
2253 WriteEntity(MSG_ONE, self.enemy);
2254 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2255 self.movetype = MOVETYPE_NONE;
2256 accuracy_resend(self);
2258 if(!SpectateUpdate())
2259 PutObserverInServer();
2269 ShowRespawnCountdown()
2271 Update a respawn countdown display.
2274 void ShowRespawnCountdown()
2277 if(self.deadflag == DEAD_NO) // just respawned?
2281 number = ceil(self.respawn_time - time);
2284 if(number <= self.respawn_countdown)
2286 self.respawn_countdown = number - 1;
2287 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
2288 AnnounceTo(self, strcat(ftos(number), ""));
2293 void LeaveSpectatorMode()
2295 if(nJoinAllowed(self))
2297 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2299 self.classname = "player";
2301 if(autocvar_g_campaign || autocvar_g_balance_teams)
2302 { JoinBestTeam(self, FALSE, TRUE); }
2304 if(autocvar_g_campaign)
2305 { campaign_bots_may_start = 1; }
2307 { Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); }
2309 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2311 PutClientInServer();
2313 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2315 else if not(g_ca && self.caplayer) { stuffcmd(self, "menu_showteamselect\n"); }
2319 // Player may not join because g_maxplayers is set
2320 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2325 * Determines whether the player is allowed to join. This depends on cvar
2326 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2327 * it checks whether the number of currently playing players exceeds g_maxplayers.
2328 * @return int number of free slots for players, 0 if none
2330 float nJoinAllowed(entity ignore) {
2332 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2333 // so report 0 free slots if restricted
2335 if(autocvar_g_forced_team_otherwise == "spectate")
2337 if(autocvar_g_forced_team_otherwise == "spectator")
2341 if(self.team_forced < 0)
2342 return 0; // forced spectators can never join
2344 // TODO simplify this
2346 float totalClients = 0;
2351 if (!autocvar_g_maxplayers)
2352 return maxclients - totalClients;
2354 float currentlyPlaying = 0;
2355 FOR_EACH_REALPLAYER(e)
2356 currentlyPlaying += 1;
2358 if(currentlyPlaying < autocvar_g_maxplayers)
2359 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2365 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2366 * g_maxplayers_spectator_blocktime seconds
2368 void checkSpectatorBlock() {
2369 if(self.classname == "spectator" || self.classname == "observer") {
2370 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2371 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2377 .float motd_actived_time; // used for both motd and campaign_message
2378 void PrintWelcomeMessage()
2380 if (self.motd_actived_time == 0) { // is there already a message showing?
2381 if (autocvar_g_campaign) {
2382 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2383 self.motd_actived_time = time;
2384 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2387 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2388 self.motd_actived_time = time;
2389 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2392 } else { // showing MOTD or campaign message
2393 if (autocvar_g_campaign) {
2394 if (self.BUTTON_INFO)
2395 self.motd_actived_time = time;
2396 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2397 self.motd_actived_time = 0;
2398 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2401 if ((time - self.jointime) > autocvar_welcome_message_time) {
2402 if (self.BUTTON_INFO)
2403 self.motd_actived_time = time;
2404 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2405 self.motd_actived_time = 0;
2406 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2413 void ObserverThink()
2415 float prefered_movetype;
2416 if (self.flags & FL_JUMPRELEASED) {
2417 if (self.BUTTON_JUMP && !self.version_mismatch) {
2418 self.flags &~= FL_JUMPRELEASED;
2419 self.flags |= FL_SPAWNING;
2420 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2421 self.flags &~= FL_JUMPRELEASED;
2422 if(SpectateNext(world) == 1) {
2423 self.classname = "spectator";
2426 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2427 if (self.movetype != prefered_movetype)
2428 self.movetype = prefered_movetype;
2431 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2432 self.flags |= FL_JUMPRELEASED;
2433 if(self.flags & FL_SPAWNING)
2435 self.flags &~= FL_SPAWNING;
2436 LeaveSpectatorMode();
2442 PrintWelcomeMessage();
2445 void SpectatorThink()
2447 if (self.flags & FL_JUMPRELEASED) {
2448 if (self.BUTTON_JUMP && !self.version_mismatch) {
2449 self.flags &~= FL_JUMPRELEASED;
2450 self.flags |= FL_SPAWNING;
2451 } else if(self.BUTTON_ATCK) {
2452 self.flags &~= FL_JUMPRELEASED;
2453 if(SpectateNext(world) == 1) {
2454 self.classname = "spectator";
2456 self.classname = "observer";
2457 PutClientInServer();
2459 } else if (self.BUTTON_ATCK2) {
2460 self.flags &~= FL_JUMPRELEASED;
2461 self.classname = "observer";
2462 PutClientInServer();
2464 if(!SpectateUpdate())
2465 PutObserverInServer();
2468 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2469 self.flags |= FL_JUMPRELEASED;
2470 if(self.flags & FL_SPAWNING)
2472 self.flags &~= FL_SPAWNING;
2473 LeaveSpectatorMode();
2477 if(!SpectateUpdate())
2478 PutObserverInServer();
2481 PrintWelcomeMessage();
2482 self.flags |= FL_CLIENT | FL_NOTARGET;
2487 if(self.classname != "player")
2492 vehicles_exit(VHEF_NORMAL);
2496 // a use key was pressed; call handlers
2497 MUTATOR_CALLHOOK(PlayerUseKey);
2500 .float touchexplode_time;
2506 Called every frame for each client before the physics are run
2509 .float usekeypressed;
2510 void() nexball_setstatus;
2512 void PlayerPreThink (void)
2514 WarpZone_PlayerPhysics_FixVAngle();
2516 self.stat_game_starttime = game_starttime;
2517 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2518 self.stat_leadlimit = autocvar_leadlimit;
2520 if(g_arena || (g_ca && !allowed_to_spawn))
2521 self.stat_respawn_time = 0;
2523 self.stat_respawn_time = self.respawn_time;
2527 // physics frames: update anticheat stuff
2528 anticheat_prethink();
2531 if(blockSpectators && frametime)
2532 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2533 checkSpectatorBlock();
2537 if(self.netname_previous != self.netname)
2539 if(autocvar_sv_eventlog)
2540 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2541 if(self.netname_previous)
2542 strunzone(self.netname_previous);
2543 self.netname_previous = strzone(self.netname);
2547 if(self.version_nagtime)
2548 if(self.cvar_g_xonoticversion)
2549 if(time > self.version_nagtime)
2551 // don't notify git users
2552 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2554 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2556 // notify release users if connecting to git
2557 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");
2558 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2563 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2566 // give users new version
2567 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");
2568 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2572 // notify users about old server version
2573 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");
2574 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2578 self.version_nagtime = 0;
2582 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2584 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2585 self.max_armorvalue = 0;
2589 if (TetrisPreFrame())
2593 MUTATOR_CALLHOOK(PlayerPreThink);
2595 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2597 if(self.BUTTON_USE && !self.usekeypressed)
2599 self.usekeypressed = self.BUTTON_USE;
2602 PrintWelcomeMessage();
2604 if(self.classname == "player") {
2605 // if(self.netname == "Wazat")
2606 // bprint(self.classname, "\n");
2608 CheckRules_Player();
2610 if (intermission_running)
2612 IntermissionThink (); // otherwise a button could be missed between
2613 return; // the think tics
2616 //don't allow the player to turn around while game is paused!
2617 if(timeout_status == TIMEOUT_ACTIVE) {
2618 // FIXME turn this into CSQC stuff
2619 self.v_angle = self.lastV_angle;
2620 self.angles = self.lastV_angle;
2621 self.fixangle = TRUE;
2626 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2628 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);
2629 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);
2630 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);
2632 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2634 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);
2635 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);
2636 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);
2640 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2646 minstagib_ammocheck();
2648 if (self.deadflag != DEAD_NO)
2650 float button_pressed, force_respawn;
2651 if(self.personal && g_race_qualifying)
2653 if(time > self.respawn_time)
2655 self.respawn_time = time + 1; // only retry once a second
2664 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2665 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2666 if (self.deadflag == DEAD_DYING)
2669 self.deadflag = DEAD_RESPAWNING;
2670 else if(!button_pressed)
2671 self.deadflag = DEAD_DEAD;
2673 else if (self.deadflag == DEAD_DEAD)
2676 self.deadflag = DEAD_RESPAWNABLE;
2678 else if (self.deadflag == DEAD_RESPAWNABLE)
2681 self.deadflag = DEAD_RESPAWNING;
2683 else if (self.deadflag == DEAD_RESPAWNING)
2685 if(time > self.respawn_time)
2687 self.respawn_time = time + 1; // only retry once a second
2691 ShowRespawnCountdown();
2694 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2695 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2696 self.stat_respawn_time *= -1;
2700 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2701 // so (self.deadflag == DEAD_NO) is always true in the code below
2704 if(time > self.touchexplode_time)
2705 if(self.classname == "player")
2706 if(self.deadflag == DEAD_NO)
2707 if not(IS_INDEPENDENT_PLAYER(self))
2708 FOR_EACH_PLAYER(other) if(self != other)
2710 if(time > other.touchexplode_time)
2711 if(other.deadflag == DEAD_NO)
2712 if not(IS_INDEPENDENT_PLAYER(other))
2713 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2715 PlayerTouchExplode(self, other);
2716 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2720 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2724 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2725 dist = self.prevorigin - self.origin;
2727 self.lms_traveled_distance += fabs(vlen(dist));
2729 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2731 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2732 self.lms_traveled_distance = 0;
2735 if(time > self.lms_nextcheck)
2737 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2738 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2740 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2741 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2742 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2743 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');
2745 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2746 self.lms_traveled_distance = 0;
2750 self.prevorigin = self.origin;
2752 float do_crouch = self.BUTTON_CROUCH;
2755 if(self.health <= g_bloodloss)
2759 if(self.freezetag_frozen)
2761 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2769 self.view_ofs = PL_CROUCH_VIEW_OFS;
2770 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2771 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2778 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2779 if (!trace_startsolid)
2781 self.crouch = FALSE;
2782 self.view_ofs = PL_VIEW_OFS;
2783 setsize (self, PL_MIN, PL_MAX);
2788 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2790 if(self.bloodloss_timer < time)
2792 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2793 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2799 GrapplingHookFrame();
2801 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2804 self.items &~= self.items_added;
2808 self.items_added = 0;
2809 if(self.items & IT_JETPACK)
2810 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2811 self.items_added |= IT_FUEL;
2813 self.items |= self.items_added;
2818 // rot nex charge to the charge limit
2819 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2820 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2826 nexball_setstatus();
2829 secrets_setstatus();
2831 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2833 //self.angles_y=self.v_angle_y + 90; // temp
2834 } else if(gameover) {
2835 if (intermission_running)
2836 IntermissionThink (); // otherwise a button could be missed between
2838 } else if(self.classname == "observer") {
2840 } else if(self.classname == "spectator") {
2845 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));
2847 float oldspectatee_status;
2848 oldspectatee_status = self.spectatee_status;
2849 if(self.classname == "spectator")
2850 self.spectatee_status = num_for_edict(self.enemy);
2851 else if(self.classname == "observer")
2852 self.spectatee_status = num_for_edict(self);
2854 self.spectatee_status = 0;
2855 if(self.spectatee_status != oldspectatee_status)
2857 ClientData_Touch(self);
2859 race_InitSpectator();
2862 if(self.teamkill_soundtime)
2863 if(time > self.teamkill_soundtime)
2865 self.teamkill_soundtime = 0;
2867 entity oldpusher, oldself;
2869 oldself = self; self = self.teamkill_soundsource;
2870 oldpusher = self.pusher; self.pusher = oldself;
2872 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2874 self.pusher = oldpusher;
2878 if(self.taunt_soundtime)
2879 if(time > self.taunt_soundtime)
2881 self.taunt_soundtime = 0;
2882 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2885 target_voicescript_next(self);
2887 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2889 self.clip_load = self.clip_size = 0;
2892 float isInvisibleString(string s)
2895 s = strdecolorize(s);
2896 for((i = 0), (n = strlen(s)); i < n; ++i)
2904 case 192: // charmap space
2905 if (!autocvar_utf8_enable)
2908 case 160: // space in unicode fonts
2909 case 0xE000 + 192: // utf8 charmap space
2910 if (autocvar_utf8_enable)
2923 Called every frame for each client after the physics are run
2926 .float idlekick_lasttimeleft;
2927 void PlayerPostThink (void)
2929 // Savage: Check for nameless players
2930 if (isInvisibleString(self.netname)) {
2931 self.netname = "Player";
2932 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2935 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2937 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2939 if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2944 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2945 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2947 if(!self.idlekick_lasttimeleft)
2948 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2952 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2956 else if(timeleft <= 10)
2958 if(timeleft != self.idlekick_lasttimeleft)
2959 AnnounceTo(self, ftos(timeleft));
2960 self.idlekick_lasttimeleft = timeleft;
2966 if(self.impulse == 100)
2968 if (!TetrisPostFrame())
2974 //CheckPlayerJump();
2976 if(self.classname == "player") {
2977 CheckRules_Player();
2981 if (intermission_running)
2982 return; // intermission or finale
2992 for(i = 0; i < 1000; ++i)
2995 end = self.origin + '0 0 1024' + 512 * randomvec();
2996 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2997 if(trace_fraction < 1)
2998 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3000 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3006 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3008 if(self.waypointsprite_attachedforcarrier)
3009 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3013 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3015 if not(self.stored_netname)
3016 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3017 if(self.stored_netname != self.netname)
3019 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3020 strunzone(self.stored_netname);
3021 self.stored_netname = strzone(self.netname);
3027 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3030 CSQCMODEL_AUTOUPDATE();