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 (g_arena && arena_roundbased)
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);
406 // Only if the player cannot play at all
407 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
408 self.frags = FRAGS_SPECTATOR;
410 self.frags = FRAGS_LMS_LOSER;
412 else if((g_race && g_race_qualifying) || g_cts)
414 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
415 self.frags = FRAGS_LMS_LOSER;
417 self.frags = FRAGS_SPECTATOR;
420 self.frags = FRAGS_SPECTATOR;
422 MUTATOR_CALLHOOK(MakePlayerObserver);
424 minstagib_stop_countdown(self);
426 Portal_ClearAll(self);
431 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
436 vehicles_exit(VHEF_RELESE);
438 WaypointSprite_PlayerDead();
440 if not(g_ca) // don't reset teams when moving a ca player to the spectators
441 self.team = -1; // move this as it is needed to log the player spectating in eventlog
443 if(self.killcount != -666) {
445 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
446 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
448 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
449 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
451 if(self.just_joined == FALSE) {
452 LogTeamchange(self.playerid, -1, 4);
454 self.just_joined = FALSE;
457 PlayerScore_Clear(self); // clear scores when needed
459 accuracy_resend(self);
461 self.spectatortime = time;
463 self.classname = "observer";
464 self.iscreature = FALSE;
465 self.teleportable = TELEPORT_SIMPLE;
466 self.damagedbycontents = FALSE;
468 self.takedamage = DAMAGE_NO;
469 self.solid = SOLID_NOT;
470 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
471 self.flags = FL_CLIENT | FL_NOTARGET;
472 self.armorvalue = 666;
474 self.armorvalue = autocvar_g_balance_armor_start;
475 self.pauserotarmor_finished = 0;
476 self.pauserothealth_finished = 0;
477 self.pauseregen_finished = 0;
478 self.damageforcescale = 0;
480 self.respawn_flags = 0;
481 self.respawn_time = 0;
482 self.stat_respawn_time = 0;
487 self.pain_finished = 0;
488 self.strength_finished = 0;
489 self.invincible_finished = 0;
490 self.superweapons_finished = 0;
493 self.think = func_null;
496 self.deadflag = DEAD_NO;
497 self.angles = spot.angles;
499 self.fixangle = TRUE;
502 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
503 self.prevorigin = self.origin;
505 WEPSET_CLEAR_E(self);
508 setmodel(self, "null");
509 self.drawonlytoclient = self;
511 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
512 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
515 self.weaponname = "";
516 self.switchingweapon = 0;
517 self.weaponmodel = "";
518 self.weaponentity = world;
519 self.exteriorweaponentity = world;
520 self.killcount = -666;
521 self.velocity = '0 0 0';
522 self.avelocity = '0 0 0';
523 self.punchangle = '0 0 0';
524 self.punchvector = '0 0 0';
525 self.oldvelocity = self.velocity;
526 self.fire_endtime = -1;
529 .float model_randomizer;
530 void FixPlayermodel()
533 float defaultskin, chmdl, oldskin, n, i;
540 if(autocvar_sv_defaultcharacter == 1)
545 s = Team_ColorName_Lower(self.team);
548 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
549 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
553 if(defaultmodel == "")
555 defaultmodel = autocvar_sv_defaultplayermodel;
556 defaultskin = autocvar_sv_defaultplayerskin;
559 n = tokenize_console(defaultmodel);
561 defaultmodel = argv(floor(n * self.model_randomizer));
563 i = strstrofs(defaultmodel, ":", 0);
566 defaultskin = stof(substring(defaultmodel, i+1, -1));
567 defaultmodel = substring(defaultmodel, 0, i);
571 if(defaultmodel != "")
573 if (defaultmodel != self.model)
577 setplayermodel (self, defaultmodel);
578 setsize (self, m1, m2);
583 self.skin = defaultskin;
585 if (self.playermodel != self.model || self.playermodel == "")
587 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
590 setplayermodel (self, self.playermodel);
591 setsize (self, m1, m2);
596 self.skin = stof(self.playerskin);
599 if(chmdl || oldskin != self.skin) // model or skin has changed
601 self.species = player_getspecies(); // update species
602 UpdatePlayerSounds(); // update skin sounds
606 if(strlen(autocvar_sv_defaultplayercolors))
607 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
608 setcolor(self, stof(autocvar_sv_defaultplayercolors));
611 void PlayerTouchExplode(entity p1, entity p2)
614 org = (p1.origin + p2.origin) * 0.5;
615 org_z += (p1.mins_z + p2.mins_z) * 0.5;
622 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
630 Called when a client spawns in the server
634 void PutClientInServer (void)
636 if(clienttype(self) == CLIENTTYPE_BOT)
637 self.classname = "player";
638 else if(clienttype(self) == CLIENTTYPE_REAL)
641 WriteByte(MSG_ONE, SVC_SETVIEW);
642 WriteEntity(MSG_ONE, self);
648 // player is dead and becomes observer
649 // FIXME fix LMS scoring for new system
652 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
653 self.classname = "observer";
656 MUTATOR_CALLHOOK(PutClientInServer);
659 self.classname = "observer";
661 if(self.classname == "player") {
662 entity spot, oldself;
665 accuracy_resend(self);
668 JoinBestTeam(self, FALSE, TRUE);
672 spot = SelectSpawnPoint (FALSE);
675 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
676 return; // spawn failed
679 RemoveGrapplingHook(self); // Wazat's Grappling Hook
681 self.classname = "player";
682 self.wasplayer = TRUE;
683 self.iscreature = TRUE;
684 self.teleportable = TELEPORT_NORMAL;
685 self.damagedbycontents = TRUE;
686 self.movetype = MOVETYPE_WALK;
687 self.solid = SOLID_SLIDEBOX;
688 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
689 if(autocvar_g_playerclip_collisions)
690 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
691 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
692 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
693 self.frags = FRAGS_PLAYER;
694 if(INDEPENDENT_PLAYERS)
695 MAKE_INDEPENDENT_PLAYER(self);
696 self.flags = FL_CLIENT;
697 if(autocvar__notarget)
698 self.flags |= FL_NOTARGET;
699 self.takedamage = DAMAGE_AIM;
701 self.effects = EF_FULLBRIGHT;
704 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
705 self.air_finished = time + 12;
707 if(autocvar_g_balance_nex_charge)
709 if(autocvar_g_balance_nex_secondary_chargepool)
710 self.nex_chargepool_ammo = 1;
711 self.nex_charge = autocvar_g_balance_nex_charge_start;
716 self.ammo_shells = warmup_start_ammo_shells;
717 self.ammo_nails = warmup_start_ammo_nails;
718 self.ammo_rockets = warmup_start_ammo_rockets;
719 self.ammo_cells = warmup_start_ammo_cells;
720 self.ammo_fuel = warmup_start_ammo_fuel;
721 self.health = warmup_start_health;
722 self.armorvalue = warmup_start_armorvalue;
723 WEPSET_COPY_EA(self, warmup_start_weapons);
727 self.ammo_shells = start_ammo_shells;
728 self.ammo_nails = start_ammo_nails;
729 self.ammo_rockets = start_ammo_rockets;
730 self.ammo_cells = start_ammo_cells;
731 self.ammo_fuel = start_ammo_fuel;
732 self.health = start_health;
733 self.armorvalue = start_armorvalue;
734 WEPSET_COPY_EA(self, start_weapons);
737 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
738 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
740 self.superweapons_finished = 0;
742 if(g_weaponarena_random)
744 if(g_weaponarena_random_with_laser)
745 WEPSET_ANDNOT_EW(self, WEP_LASER);
746 W_RandomWeapons(self, g_weaponarena_random);
747 if(g_weaponarena_random_with_laser)
748 WEPSET_OR_EW(self, WEP_LASER);
751 self.items = start_items;
753 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
754 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
755 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
756 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
757 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
758 //extend the pause of rotting if client was reset at the beginning of the countdown
759 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
760 self.spawnshieldtime += game_starttime - time;
761 self.pauserotarmor_finished += game_starttime - time;
762 self.pauserothealth_finished += game_starttime - time;
763 self.pauseregen_finished += game_starttime - time;
765 self.damageforcescale = 2;
767 self.respawn_flags = 0;
768 self.respawn_time = 0;
769 self.stat_respawn_time = 0;
773 self.pain_finished = 0;
774 self.strength_finished = 0;
775 self.invincible_finished = 0;
777 // players have no think function
778 self.think = func_null;
782 self.ballistics_density = autocvar_g_ballistics_density_player;
786 self.deadflag = DEAD_NO;
788 self.angles = spot.angles;
790 self.angles_z = 0; // never spawn tilted even if the spot says to
791 self.fixangle = TRUE; // turn this way immediately
792 self.velocity = '0 0 0';
793 self.avelocity = '0 0 0';
794 self.punchangle = '0 0 0';
795 self.punchvector = '0 0 0';
796 self.oldvelocity = self.velocity;
797 self.fire_endtime = -1;
800 WRITESPECTATABLE_MSG_ONE({
801 WriteByte(MSG_ONE, SVC_TEMPENTITY);
802 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
807 self.drawonlytoclient = world;
810 self.view_ofs = PL_VIEW_OFS;
811 setsize (self, PL_MIN, PL_MAX);
812 self.spawnorigin = spot.origin;
813 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
814 // don't reset back to last position, even if new position is stuck in solid
815 self.oldorigin = self.origin;
816 self.prevorigin = self.origin;
817 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
818 self.lastteleporttime = time; // prevent insane speeds due to changing origin
819 self.hud = HUD_NORMAL;
821 self.event_damage = PlayerDamage;
823 self.bot_attack = TRUE;
825 self.statdraintime = time + 5;
826 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
828 if(self.killcount == -666) {
829 PlayerScore_Clear(self);
833 CL_SpawnWeaponentity();
834 self.alpha = default_player_alpha;
835 self.colormod = '1 1 1' * autocvar_g_player_brightness;
836 self.exteriorweaponentity.alpha = default_weapon_alpha;
838 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
839 self.lms_traveled_distance = 0;
840 self.speedrunning = FALSE;
842 race_PostSpawn(spot);
844 //stuffcmd(self, "chase_active 0");
845 //stuffcmd(self, "set viewsize $tmpviewsize \n");
848 if(self.team == assault_attacker_team)
849 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
851 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
854 target_voicescript_clear(self);
856 // reset fields the weapons may use
857 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
859 weapon_action(j, WR_RESETPLAYER);
861 // all weapons must be fully loaded when we spawn
863 e = get_weaponinfo(j);
864 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
865 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
873 self.target = string_null;
880 MUTATOR_CALLHOOK(PlayerSpawn);
882 if(autocvar_spawn_debug)
884 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
885 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
888 self.switchweapon = w_getbestweapon(self);
889 self.cnt = -1; // W_LastWeapon will not complain
891 self.weaponname = "";
892 self.switchingweapon = 0;
896 self.alivetime = time;
900 if (autocvar_g_spawnsound)
901 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
902 } else if(self.classname == "observer") {
903 PutObserverInServer ();
907 .float ebouncefactor, ebouncestop; // electro's values
908 // TODO do we need all these fields, or should we stop autodetecting runtime
909 // changes and just have a console command to update this?
910 float ClientInit_SendEntity(entity to, float sf)
912 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
913 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
914 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
915 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
916 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
917 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
918 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
919 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
920 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
921 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
922 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
923 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
924 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
925 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
926 if(sv_foginterval && world.fog != "")
927 WriteString(MSG_ENTITY, world.fog);
929 WriteString(MSG_ENTITY, "");
930 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
931 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
932 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
933 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
934 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
935 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
936 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
937 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
938 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
939 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
940 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
941 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
942 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
946 void ClientInit_CheckUpdate()
948 self.nextthink = time;
949 if(self.count != autocvar_g_balance_armor_blockpercent)
951 self.count = autocvar_g_balance_armor_blockpercent;
954 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
956 self.cnt = autocvar_g_balance_weaponswitchdelay;
959 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
961 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
964 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
966 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
969 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
971 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
974 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
976 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
981 void ClientInit_Spawn()
986 e.classname = "clientinit";
987 e.think = ClientInit_CheckUpdate;
988 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
992 ClientInit_CheckUpdate();
1001 void SetNewParms (void)
1003 // initialize parms for a new player
1004 parm1 = -(86400 * 366);
1012 void SetChangeParms (void)
1014 // save parms for level change
1015 parm1 = self.parm_idlesince - time;
1023 void DecodeLevelParms (void)
1026 self.parm_idlesince = parm1;
1027 if(self.parm_idlesince == -(86400 * 366))
1028 self.parm_idlesince = time;
1030 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1031 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1038 Called when a client types 'kill' in the console
1042 .float clientkill_nexttime;
1043 void ClientKill_Now_TeamChange()
1045 if(self.killindicator_teamchange == -1)
1047 JoinBestTeam( self, FALSE, TRUE );
1049 else if(self.killindicator_teamchange == -2)
1052 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1053 PutObserverInServer();
1056 SV_ChangeTeam(self.killindicator_teamchange - 1);
1057 self.killindicator_teamchange = 0;
1060 void ClientKill_Now()
1064 vehicles_exit(VHEF_RELESE);
1065 if(!self.killindicator_teamchange)
1067 self.vehicle_health = -1;
1068 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1072 if(self.killindicator && !wasfreed(self.killindicator))
1073 remove(self.killindicator);
1075 self.killindicator = world;
1077 if(self.killindicator_teamchange)
1078 ClientKill_Now_TeamChange();
1081 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1083 // now I am sure the player IS dead
1085 void KillIndicator_Think()
1089 self.owner.killindicator = world;
1094 if (self.owner.alpha < 0 && !self.owner.vehicle)
1096 self.owner.killindicator = world;
1104 ClientKill_Now(); // no oldself needed
1107 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1109 self.nextthink = time + 1;
1115 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1116 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1119 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1121 self.nextthink = time + 1;
1126 float clientkilltime;
1127 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1136 killtime = autocvar_g_balance_kill_delay;
1138 if(g_race_qualifying || g_cts)
1141 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1143 remove(self.killindicator);
1144 self.killindicator = world;
1146 ClientKill_Now(); // allow instant kill in this case
1150 self.killindicator_teamchange = targetteam;
1152 if(!self.killindicator)
1154 if(self.deadflag == DEAD_NO)
1156 killtime = max(killtime, self.clientkill_nexttime - time);
1157 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1160 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1166 starttime = max(time, clientkilltime);
1168 self.killindicator = spawn();
1169 self.killindicator.owner = self;
1170 self.killindicator.scale = 0.5;
1171 setattachment(self.killindicator, self, "");
1172 setorigin(self.killindicator, '0 0 52');
1173 self.killindicator.think = KillIndicator_Think;
1174 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1175 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1176 self.killindicator.cnt = ceil(killtime);
1177 self.killindicator.count = bound(0, ceil(killtime), 10);
1178 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1180 for(e = world; (e = find(e, classname, "body")) != world; )
1184 e.killindicator = spawn();
1185 e.killindicator.owner = e;
1186 e.killindicator.scale = 0.5;
1187 setattachment(e.killindicator, e, "");
1188 setorigin(e.killindicator, '0 0 52');
1189 e.killindicator.think = KillIndicator_Think;
1190 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1191 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1192 e.killindicator.cnt = ceil(killtime);
1197 if(self.killindicator)
1199 if(targetteam == 0) // just die
1201 self.killindicator.colormod = '0 0 0';
1202 if(clienttype(self) == CLIENTTYPE_REAL)
1203 if(self.killindicator.cnt > 0)
1204 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1206 else if(targetteam == -1) // auto
1208 self.killindicator.colormod = '0 1 0';
1209 if(clienttype(self) == CLIENTTYPE_REAL)
1210 if(self.killindicator.cnt > 0)
1211 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1213 else if(targetteam == -2) // spectate
1215 self.killindicator.colormod = '0.5 0.5 0.5';
1216 if(clienttype(self) == CLIENTTYPE_REAL)
1217 if(self.killindicator.cnt > 0)
1218 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1222 self.killindicator.colormod = Team_ColorRGB(targetteam);
1223 if(clienttype(self) == CLIENTTYPE_REAL)
1224 if(self.killindicator.cnt > 0)
1225 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1231 void ClientKill (void)
1233 if(gameover) return;
1234 if(self.player_blocked) return;
1235 if(self.freezetag_frozen) return;
1237 ClientKill_TeamChange(0);
1240 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
1242 e.killindicator = spawn();
1243 e.killindicator.owner = e;
1244 e.killindicator.think = KillIndicator_Think;
1245 e.killindicator.nextthink = time + (e.lip) * 0.05;
1246 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1247 e.killindicator.health = 1; // this is used to indicate that it should be silent
1251 void FixClientCvars(entity e)
1253 // send prediction settings to the client
1254 stuffcmd(e, "\nin_bindmap 0 0\n");
1256 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1257 if(autocvar_g_antilag == 3) // client side hitscan
1258 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1259 if(autocvar_sv_gentle)
1260 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1262 * we no longer need to stuff this. Remove this comment block if you feel
1263 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1264 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1265 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1266 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1267 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1268 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1269 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1270 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1271 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1272 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1273 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1274 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1275 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1276 stuffcmd(e, "cl_movement_edgefriction 1\n");
1280 float PlayerInIDList(entity p, string idlist)
1285 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1286 if not(p.crypto_idfp)
1289 // this function allows abbreviated player IDs too!
1290 n = tokenize_console(idlist);
1291 for(i = 0; i < n; ++i)
1294 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1305 Called when a client connects to the server
1308 void DecodeLevelParms (void);
1309 //void dom_player_join_team(entity pl);
1310 void set_dom_state(entity e);
1311 void ClientConnect (void)
1315 if(self.flags & FL_CLIENT)
1317 print("Warning: ClientConnect, but already connected!\n");
1321 if(Ban_MaybeEnforceBanOnce(self))
1327 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1330 self.classname = "player_joining";
1332 self.flags = FL_CLIENT;
1333 self.version_nagtime = time + 10 + random() * 10;
1337 dprint("BUG player count is lower than zero, this cannot happen!\n");
1341 PlayerScore_Attach(self);
1342 ClientData_Attach();
1343 accuracy_init(self);
1345 bot_clientconnect();
1351 race_PreSpawnObserver();
1353 // identify the right forced team
1354 if(autocvar_g_campaign)
1356 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1358 switch(autocvar_g_campaign_forceteam)
1360 case 1: self.team_forced = NUM_TEAM_1; break;
1361 case 2: self.team_forced = NUM_TEAM_2; break;
1362 case 3: self.team_forced = NUM_TEAM_3; break;
1363 case 4: self.team_forced = NUM_TEAM_4; break;
1364 default: self.team_forced = 0;
1368 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1369 self.team_forced = NUM_TEAM_1;
1370 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1371 self.team_forced = NUM_TEAM_2;
1372 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1373 self.team_forced = NUM_TEAM_3;
1374 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1375 self.team_forced = NUM_TEAM_4;
1376 else if(autocvar_g_forced_team_otherwise == "red")
1377 self.team_forced = NUM_TEAM_1;
1378 else if(autocvar_g_forced_team_otherwise == "blue")
1379 self.team_forced = NUM_TEAM_2;
1380 else if(autocvar_g_forced_team_otherwise == "yellow")
1381 self.team_forced = NUM_TEAM_3;
1382 else if(autocvar_g_forced_team_otherwise == "pink")
1383 self.team_forced = NUM_TEAM_4;
1384 else if(autocvar_g_forced_team_otherwise == "spectate")
1385 self.team_forced = -1;
1386 else if(autocvar_g_forced_team_otherwise == "spectator")
1387 self.team_forced = -1;
1389 self.team_forced = 0;
1392 if(self.team_forced > 0)
1393 self.team_forced = 0;
1395 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1397 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1398 self.classname = "observer";
1402 if(autocvar_g_balance_teams)
1404 self.classname = "player";
1405 campaign_bots_may_start = 1;
1409 self.classname = "observer"; // do it anyway
1414 self.classname = "player";
1415 campaign_bots_may_start = 1;
1419 self.playerid = (playerid_last = playerid_last + 1);
1421 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1423 if(clienttype(self) == CLIENTTYPE_BOT)
1424 PlayerStats_AddPlayer(self);
1426 if(autocvar_sv_eventlog)
1427 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1429 LogTeamchange(self.playerid, self.team, 1);
1431 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1433 self.netname_previous = strzone(self.netname);
1435 if((self.classname == STR_PLAYER && teamplay))
1436 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1438 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1440 stuffcmd(self, strcat(clientstuff, "\n"));
1441 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1443 FixClientCvars(self);
1445 // spawnfunc_waypoint sprites
1446 WaypointSprite_InitClient(self);
1448 // Wazat's grappling hook
1449 SetGrappleHookBindings();
1451 // get version info from player
1452 stuffcmd(self, "cmd clientversion $gameversion\n");
1454 // get other cvars from player
1457 // notify about available teams
1460 CheckAllowedTeams(self);
1461 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1462 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1465 stuffcmd(self, "set _teams_available 0\n");
1469 bot_relinkplayerlist();
1471 self.spectatortime = time;
1474 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1477 self.jointime = time;
1478 self.allowed_timeouts = autocvar_sv_timeout_number;
1480 if(clienttype(self) == CLIENTTYPE_REAL)
1482 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1483 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1488 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1490 PlayerScore_Add(self, SP_LMS_RANK, 666);
1491 self.frags = FRAGS_SPECTATOR;
1495 if(!sv_foginterval && world.fog != "")
1496 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1498 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1500 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1501 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1504 self.hitplotfh = -1;
1506 if(g_race || g_cts) {
1514 race_send_recordtime(MSG_ONE);
1515 race_send_speedaward(MSG_ONE);
1517 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1518 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1519 race_send_speedaward_alltimebest(MSG_ONE);
1522 for (i = 1; i <= RANKINGS_CNT; ++i) {
1523 race_SendRankings(i, 0, 0, MSG_ONE);
1526 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1527 send_CSQC_teamnagger();
1531 if(!autocvar_g_campaign)
1532 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1534 CSQCMODEL_AUTOINIT();
1536 self.model_randomizer = random();
1538 if(clienttype(self) == CLIENTTYPE_REAL)
1541 MUTATOR_CALLHOOK(ClientConnect);
1547 Called when a client disconnects from the server
1550 .entity chatbubbleentity;
1552 void ClientDisconnect (void)
1555 vehicles_exit(VHEF_RELESE);
1557 if not(self.flags & FL_CLIENT)
1559 print("Warning: ClientDisconnect without ClientConnect\n");
1563 PlayerStats_AddGlobalInfo(self);
1565 CheatShutdownClient();
1567 if(self.hitplotfh >= 0)
1569 fclose(self.hitplotfh);
1570 self.hitplotfh = -1;
1574 anticheat_shutdown();
1576 playerdemo_shutdown();
1578 bot_clientdisconnect();
1583 if(autocvar_sv_eventlog)
1584 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1586 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1588 MUTATOR_CALLHOOK(ClientDisconnect);
1590 Portal_ClearAll(self);
1592 RemoveGrapplingHook(self);
1594 // Here, everything has been done that requires this player to be a client.
1596 self.flags &~= FL_CLIENT;
1598 if (self.chatbubbleentity)
1599 remove (self.chatbubbleentity);
1601 if (self.killindicator)
1602 remove (self.killindicator);
1604 WaypointSprite_PlayerGone();
1606 bot_relinkplayerlist();
1608 accuracy_free(self);
1609 ClientData_Detach();
1610 PlayerScore_Detach(self);
1612 if(self.netname_previous)
1613 strunzone(self.netname_previous);
1614 if(self.clientstatus)
1615 strunzone(self.clientstatus);
1616 if(self.weaponorder_byimpulse)
1617 strunzone(self.weaponorder_byimpulse);
1619 ClearPlayerSounds();
1622 remove(self.personal);
1632 void ChatBubbleThink()
1634 self.nextthink = time;
1635 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1637 if(self.owner) // but why can that ever be world?
1638 self.owner.chatbubbleentity = world;
1642 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1644 || self.owner.tetris_on
1647 self.model = self.mdl;
1652 void UpdateChatBubble()
1656 // spawn a chatbubble entity if needed
1657 if (!self.chatbubbleentity)
1659 self.chatbubbleentity = spawn();
1660 self.chatbubbleentity.owner = self;
1661 self.chatbubbleentity.exteriormodeltoclient = self;
1662 self.chatbubbleentity.think = ChatBubbleThink;
1663 self.chatbubbleentity.nextthink = time;
1664 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1665 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1666 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1667 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1668 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1669 self.chatbubbleentity.model = "";
1670 self.chatbubbleentity.effects = EF_LOWPRECISION;
1675 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1676 // added to the model skins
1677 /*void UpdateColorModHack()
1680 c = self.clientcolors & 15;
1681 // LordHavoc: only bothering to support white, green, red, yellow, blue
1682 if (!teamplay) self.colormod = '0 0 0';
1683 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1684 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1685 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1686 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1687 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1688 else self.colormod = '1 1 1';
1693 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1695 self.solid = SOLID_NOT;
1696 self.takedamage = DAMAGE_NO;
1697 self.movetype = MOVETYPE_FLY;
1698 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1699 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1700 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1701 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1702 if(autocvar_g_respawn_ghosts_maxtime)
1703 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1708 self.effects |= EF_NODRAW; // prevent another CopyBody
1709 PutClientInServer();
1712 void play_countdown(float finished, string samp)
1714 if(clienttype(self) == CLIENTTYPE_REAL)
1715 if(floor(finished - time - frametime) != floor(finished - time))
1716 if(finished - time < 6)
1717 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1720 void player_powerups (void)
1722 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1723 olditems = self.items;
1725 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1726 self.modelflags |= MF_ROCKET;
1728 self.modelflags &~= MF_ROCKET;
1730 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1732 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1735 Fire_ApplyDamage(self);
1736 Fire_ApplyEffect(self);
1740 self.effects |= EF_FULLBRIGHT;
1742 if (self.items & IT_STRENGTH)
1744 play_countdown(self.strength_finished, "misc/poweroff.wav");
1745 if (time > self.strength_finished)
1747 self.alpha = default_player_alpha;
1748 self.exteriorweaponentity.alpha = default_weapon_alpha;
1749 self.items &~= IT_STRENGTH;
1750 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1751 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1756 if (time < self.strength_finished)
1758 self.alpha = g_minstagib_invis_alpha;
1759 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1760 self.items |= IT_STRENGTH;
1761 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1762 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1766 if (self.items & IT_INVINCIBLE)
1768 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1769 if (time > self.invincible_finished)
1771 self.items = self.items - (self.items & IT_INVINCIBLE);
1772 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1773 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1778 if (time < self.invincible_finished)
1780 self.items = self.items | IT_INVINCIBLE;
1781 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1782 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1786 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.
1788 if (self.items & IT_STRENGTH)
1790 play_countdown(self.strength_finished, "misc/poweroff.wav");
1791 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1792 if (time > self.strength_finished)
1794 self.items = self.items - (self.items & IT_STRENGTH);
1795 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1796 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1801 if (time < self.strength_finished)
1803 self.items = self.items | IT_STRENGTH;
1804 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1805 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1808 if (self.items & IT_INVINCIBLE)
1810 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1811 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1812 if (time > self.invincible_finished)
1814 self.items = self.items - (self.items & IT_INVINCIBLE);
1815 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1816 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1821 if (time < self.invincible_finished)
1823 self.items = self.items | IT_INVINCIBLE;
1824 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1825 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1828 if (self.items & IT_SUPERWEAPON)
1830 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1832 self.superweapons_finished = 0;
1833 self.items = self.items - (self.items & IT_SUPERWEAPON);
1834 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1835 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1837 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1839 // don't let them run out
1843 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1844 if (time > self.superweapons_finished)
1846 self.items = self.items - (self.items & IT_SUPERWEAPON);
1847 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1848 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1849 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1853 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1855 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1857 self.items = self.items | IT_SUPERWEAPON;
1858 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1859 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1863 self.superweapons_finished = 0;
1864 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1869 self.superweapons_finished = 0;
1873 if(autocvar_g_nodepthtestplayers)
1874 self.effects = self.effects | EF_NODEPTHTEST;
1876 if(autocvar_g_fullbrightplayers)
1877 self.effects = self.effects | EF_FULLBRIGHT;
1879 // midair gamemode: damage only while in the air
1880 // if in midair mode, being on ground grants temporary invulnerability
1881 // (this is so that multishot weapon don't clear the ground flag on the
1882 // first damage in the frame, leaving the player vulnerable to the
1883 // remaining hits in the same frame)
1884 if (self.flags & FL_ONGROUND)
1886 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1888 if (time >= game_starttime)
1889 if (time < self.spawnshieldtime)
1890 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1892 MUTATOR_CALLHOOK(PlayerPowerups);
1895 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1897 if(current > stable)
1899 else if(current > stable - 0.25) // when close enough, "snap"
1902 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1905 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1907 if(current < stable)
1909 else if(current < stable + 0.25) // when close enough, "snap"
1912 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1915 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1917 if(current > rotstable)
1919 if(rotframetime > 0)
1921 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1922 current = max(rotstable, current - rotlinear * rotframetime);
1925 else if(current < regenstable)
1927 if(regenframetime > 0)
1929 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1930 current = min(regenstable, current + regenlinear * regenframetime);
1940 void player_regen (void)
1942 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1943 maxh = autocvar_g_balance_health_rotstable;
1944 maxa = autocvar_g_balance_armor_rotstable;
1945 maxf = autocvar_g_balance_fuel_rotstable;
1946 minh = autocvar_g_balance_health_regenstable;
1947 mina = autocvar_g_balance_armor_regenstable;
1948 minf = autocvar_g_balance_fuel_regenstable;
1949 limith = autocvar_g_balance_health_limit;
1950 limita = autocvar_g_balance_armor_limit;
1951 limitf = autocvar_g_balance_fuel_limit;
1953 max_mod = regen_mod = rot_mod = limit_mod = 1;
1955 maxh = maxh * max_mod;
1956 //maxa = maxa * max_mod;
1957 //maxf = maxf * max_mod;
1958 minh = minh * max_mod;
1959 //mina = mina * max_mod;
1960 //minf = minf * max_mod;
1961 limith = limith * limit_mod;
1962 limita = limita * limit_mod;
1963 //limitf = limitf * limit_mod;
1968 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1970 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);
1971 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);
1973 // if player rotted to death... die!
1975 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1978 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1979 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);
1982 float zoomstate_set;
1983 void SetZoomState(float z)
1985 if(z != self.zoomstate)
1988 ClientData_Touch(self);
1993 void GetPressedKeys(void) {
1994 MUTATOR_CALLHOOK(GetPressedKeys);
1995 if (self.movement_x > 0) // get if movement keys are pressed
1996 { // forward key pressed
1997 self.pressedkeys |= KEY_FORWARD;
1998 self.pressedkeys &~= KEY_BACKWARD;
2000 else if (self.movement_x < 0)
2001 { // backward key pressed
2002 self.pressedkeys |= KEY_BACKWARD;
2003 self.pressedkeys &~= KEY_FORWARD;
2007 self.pressedkeys &~= KEY_FORWARD;
2008 self.pressedkeys &~= KEY_BACKWARD;
2011 if (self.movement_y > 0)
2012 { // right key pressed
2013 self.pressedkeys |= KEY_RIGHT;
2014 self.pressedkeys &~= KEY_LEFT;
2016 else if (self.movement_y < 0)
2017 { // left key pressed
2018 self.pressedkeys |= KEY_LEFT;
2019 self.pressedkeys &~= KEY_RIGHT;
2023 self.pressedkeys &~= KEY_RIGHT;
2024 self.pressedkeys &~= KEY_LEFT;
2027 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2028 self.pressedkeys |= KEY_JUMP;
2030 self.pressedkeys &~= KEY_JUMP;
2031 if (self.BUTTON_CROUCH)
2032 self.pressedkeys |= KEY_CROUCH;
2034 self.pressedkeys &~= KEY_CROUCH;
2036 if (self.BUTTON_ATCK)
2037 self.pressedkeys |= KEY_ATCK;
2039 self.pressedkeys &~= KEY_ATCK;
2040 if (self.BUTTON_ATCK2)
2041 self.pressedkeys |= KEY_ATCK2;
2043 self.pressedkeys &~= KEY_ATCK2;
2047 ======================
2048 spectate mode routines
2049 ======================
2052 void SpectateCopy(entity spectatee) {
2054 MUTATOR_CALLHOOK(SpectateCopy);
2055 self.armortype = spectatee.armortype;
2056 self.armorvalue = spectatee.armorvalue;
2057 self.ammo_cells = spectatee.ammo_cells;
2058 self.ammo_shells = spectatee.ammo_shells;
2059 self.ammo_nails = spectatee.ammo_nails;
2060 self.ammo_rockets = spectatee.ammo_rockets;
2061 self.ammo_fuel = spectatee.ammo_fuel;
2062 self.clip_load = spectatee.clip_load;
2063 self.clip_size = spectatee.clip_size;
2064 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2065 self.health = spectatee.health;
2067 self.items = spectatee.items;
2068 self.last_pickup = spectatee.last_pickup;
2069 self.hit_time = spectatee.hit_time;
2070 self.metertime = spectatee.metertime;
2071 self.strength_finished = spectatee.strength_finished;
2072 self.invincible_finished = spectatee.invincible_finished;
2073 self.pressedkeys = spectatee.pressedkeys;
2074 WEPSET_COPY_EE(self, spectatee);
2075 self.switchweapon = spectatee.switchweapon;
2076 self.switchingweapon = spectatee.switchingweapon;
2077 self.weapon = spectatee.weapon;
2078 self.nex_charge = spectatee.nex_charge;
2079 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2080 self.hagar_load = spectatee.hagar_load;
2081 self.minelayer_mines = spectatee.minelayer_mines;
2082 self.punchangle = spectatee.punchangle;
2083 self.view_ofs = spectatee.view_ofs;
2084 self.velocity = spectatee.velocity;
2085 self.dmg_take = spectatee.dmg_take;
2086 self.dmg_save = spectatee.dmg_save;
2087 self.dmg_inflictor = spectatee.dmg_inflictor;
2088 self.v_angle = spectatee.v_angle;
2089 self.angles = spectatee.v_angle;
2090 if(!self.BUTTON_USE)
2091 self.fixangle = TRUE;
2092 setorigin(self, spectatee.origin);
2093 setsize(self, spectatee.mins, spectatee.maxs);
2094 SetZoomState(spectatee.zoomstate);
2096 anticheat_spectatecopy(spectatee);
2097 self.hud = spectatee.hud;
2098 if(spectatee.vehicle)
2100 self.fixangle = FALSE;
2101 //self.velocity = spectatee.vehicle.velocity;
2102 self.vehicle_health = spectatee.vehicle_health;
2103 self.vehicle_shield = spectatee.vehicle_shield;
2104 self.vehicle_energy = spectatee.vehicle_energy;
2105 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2106 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2107 self.vehicle_reload1 = spectatee.vehicle_reload1;
2108 self.vehicle_reload2 = spectatee.vehicle_reload2;
2112 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2113 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2114 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2115 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2117 //WriteByte (MSG_ONE, SVC_SETVIEW);
2118 // WriteEntity(MSG_ONE, self);
2119 //makevectors(spectatee.v_angle);
2120 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2124 float SpectateUpdate() {
2128 if (self == self.enemy)
2131 if(self.enemy.classname != "player")
2134 SpectateCopy(self.enemy);
2140 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2141 entity CA_SpectateNext(entity start) {
2142 if (start.team == self.team) {
2147 // continue from current player
2148 while(other && other.team != self.team) {
2149 other = find(other, classname, "player");
2153 // restart from begining
2154 other = find(other, classname, "player");
2155 while(other && other.team != self.team) {
2156 other = find(other, classname, "player");
2163 float SpectateNext(entity _prefer) {
2168 other = find(self.enemy, classname, "player");
2170 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2171 // CA and ca players when spectating enemies is forbidden
2172 other = CA_SpectateNext(other);
2174 // other modes and ca spectators or spectating enemies is allowed
2176 other = find(other, classname, "player");
2182 if(self.enemy.classname == "player") {
2183 /*if(self.enemy.vehicle)
2187 WriteByte(MSG_ONE, SVC_SETVIEW);
2188 WriteEntity(MSG_ONE, self.enemy);
2189 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2191 self.movetype = MOVETYPE_NONE;
2192 accuracy_resend(self);
2197 WriteByte(MSG_ONE, SVC_SETVIEW);
2198 WriteEntity(MSG_ONE, self.enemy);
2199 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2200 self.movetype = MOVETYPE_NONE;
2201 accuracy_resend(self);
2203 if(!SpectateUpdate())
2204 PutObserverInServer();
2214 ShowRespawnCountdown()
2216 Update a respawn countdown display.
2219 void ShowRespawnCountdown()
2222 if(self.deadflag == DEAD_NO) // just respawned?
2226 number = ceil(self.respawn_time - time);
2229 if(number <= self.respawn_countdown)
2231 self.respawn_countdown = number - 1;
2232 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
2233 AnnounceTo(self, strcat(ftos(number), ""));
2238 void LeaveSpectatorMode()
2242 if(nJoinAllowed(self))
2244 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2246 self.classname = "player";
2248 if(autocvar_g_campaign || autocvar_g_balance_teams)
2249 { JoinBestTeam(self, FALSE, TRUE); }
2251 if(autocvar_g_campaign)
2252 { campaign_bots_may_start = 1; }
2254 { Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); }
2256 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2258 PutClientInServer();
2260 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2263 stuffcmd(self, "menu_showteamselect\n");
2267 // Player may not join because g_maxplayers is set
2268 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2273 * Determines whether the player is allowed to join. This depends on cvar
2274 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2275 * it checks whether the number of currently playing players exceeds g_maxplayers.
2276 * @return int number of free slots for players, 0 if none
2278 float nJoinAllowed(entity ignore) {
2280 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2281 // so report 0 free slots if restricted
2283 if(autocvar_g_forced_team_otherwise == "spectate")
2285 if(autocvar_g_forced_team_otherwise == "spectator")
2289 if(self.team_forced < 0)
2290 return 0; // forced spectators can never join
2292 // TODO simplify this
2294 float totalClients = 0;
2299 if (!autocvar_g_maxplayers)
2300 return maxclients - totalClients;
2302 float currentlyPlaying = 0;
2303 FOR_EACH_REALCLIENT(e)
2304 if(e.classname == "player" || e.caplayer == 1)
2305 currentlyPlaying += 1;
2307 if(currentlyPlaying < autocvar_g_maxplayers)
2308 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2314 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2315 * g_maxplayers_spectator_blocktime seconds
2317 void checkSpectatorBlock() {
2318 if(self.classname == "spectator" || self.classname == "observer") {
2319 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2320 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2326 .float motd_actived_time; // used for both motd and campaign_message
2327 void PrintWelcomeMessage()
2329 if (self.motd_actived_time == 0) { // is there already a message showing?
2330 if (autocvar_g_campaign) {
2331 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2332 self.motd_actived_time = time;
2333 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2336 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2337 self.motd_actived_time = time;
2338 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2341 } else { // showing MOTD or campaign message
2342 if (autocvar_g_campaign) {
2343 if (self.BUTTON_INFO)
2344 self.motd_actived_time = time;
2345 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2346 self.motd_actived_time = 0;
2347 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2350 if ((time - self.jointime) > autocvar_welcome_message_time) {
2351 if (self.BUTTON_INFO)
2352 self.motd_actived_time = time;
2353 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2354 self.motd_actived_time = 0;
2355 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2362 void ObserverThink()
2364 float prefered_movetype;
2365 if (self.flags & FL_JUMPRELEASED) {
2366 if (self.BUTTON_JUMP && !self.version_mismatch) {
2367 self.flags &~= FL_JUMPRELEASED;
2368 self.flags |= FL_SPAWNING;
2369 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2370 self.flags &~= FL_JUMPRELEASED;
2371 if(SpectateNext(world) == 1) {
2372 self.classname = "spectator";
2375 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2376 if (self.movetype != prefered_movetype)
2377 self.movetype = prefered_movetype;
2380 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2381 self.flags |= FL_JUMPRELEASED;
2382 if(self.flags & FL_SPAWNING)
2384 self.flags &~= FL_SPAWNING;
2385 LeaveSpectatorMode();
2391 PrintWelcomeMessage();
2394 void SpectatorThink()
2396 if (self.flags & FL_JUMPRELEASED) {
2397 if (self.BUTTON_JUMP && !self.version_mismatch) {
2398 self.flags &~= FL_JUMPRELEASED;
2399 self.flags |= FL_SPAWNING;
2400 } else if(self.BUTTON_ATCK) {
2401 self.flags &~= FL_JUMPRELEASED;
2402 if(SpectateNext(world) == 1) {
2403 self.classname = "spectator";
2405 self.classname = "observer";
2406 PutClientInServer();
2408 } else if (self.BUTTON_ATCK2) {
2409 self.flags &~= FL_JUMPRELEASED;
2410 self.classname = "observer";
2411 PutClientInServer();
2413 if(!SpectateUpdate())
2414 PutObserverInServer();
2417 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2418 self.flags |= FL_JUMPRELEASED;
2419 if(self.flags & FL_SPAWNING)
2421 self.flags &~= FL_SPAWNING;
2422 LeaveSpectatorMode();
2426 if(!SpectateUpdate())
2427 PutObserverInServer();
2430 PrintWelcomeMessage();
2431 self.flags |= FL_CLIENT | FL_NOTARGET;
2436 if(self.classname != "player")
2441 vehicles_exit(VHEF_NORMAL);
2445 // a use key was pressed; call handlers
2446 MUTATOR_CALLHOOK(PlayerUseKey);
2449 .float touchexplode_time;
2455 Called every frame for each client before the physics are run
2458 .float usekeypressed;
2459 void() nexball_setstatus;
2461 void PlayerPreThink (void)
2463 WarpZone_PlayerPhysics_FixVAngle();
2465 self.stat_game_starttime = game_starttime;
2466 self.stat_round_starttime = round_starttime;
2467 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2468 self.stat_leadlimit = autocvar_leadlimit;
2472 // physics frames: update anticheat stuff
2473 anticheat_prethink();
2476 if(blockSpectators && frametime)
2477 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2478 checkSpectatorBlock();
2482 if(self.netname_previous != self.netname)
2484 if(autocvar_sv_eventlog)
2485 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2486 if(self.netname_previous)
2487 strunzone(self.netname_previous);
2488 self.netname_previous = strzone(self.netname);
2492 if(self.version_nagtime)
2493 if(self.cvar_g_xonoticversion)
2494 if(time > self.version_nagtime)
2496 // don't notify git users
2497 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2499 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2501 // notify release users if connecting to git
2502 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");
2503 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2508 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2511 // give users new version
2512 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");
2513 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2517 // notify users about old server version
2518 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");
2519 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2523 self.version_nagtime = 0;
2527 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2529 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2530 self.max_armorvalue = 0;
2534 if (TetrisPreFrame())
2538 MUTATOR_CALLHOOK(PlayerPreThink);
2540 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2542 if(self.BUTTON_USE && !self.usekeypressed)
2544 self.usekeypressed = self.BUTTON_USE;
2547 PrintWelcomeMessage();
2549 if(self.classname == "player") {
2550 // if(self.netname == "Wazat")
2551 // bprint(self.classname, "\n");
2553 CheckRules_Player();
2555 if (intermission_running)
2557 IntermissionThink (); // otherwise a button could be missed between
2558 return; // the think tics
2561 //don't allow the player to turn around while game is paused!
2562 if(timeout_status == TIMEOUT_ACTIVE) {
2563 // FIXME turn this into CSQC stuff
2564 self.v_angle = self.lastV_angle;
2565 self.angles = self.lastV_angle;
2566 self.fixangle = TRUE;
2571 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2573 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);
2574 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);
2575 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);
2577 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2579 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);
2580 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);
2581 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);
2585 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2591 minstagib_ammocheck();
2593 if (self.deadflag != DEAD_NO)
2595 if(self.personal && g_race_qualifying)
2597 if(time > self.respawn_time)
2599 self.respawn_time = time + 1; // only retry once a second
2600 self.stat_respawn_time = self.respawn_time;
2607 float button_pressed;
2610 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2612 if (self.deadflag == DEAD_DYING)
2614 if(self.respawn_flags & RESPAWN_FORCE)
2615 self.deadflag = DEAD_RESPAWNING;
2616 else if(!button_pressed)
2617 self.deadflag = DEAD_DEAD;
2619 else if (self.deadflag == DEAD_DEAD)
2622 self.deadflag = DEAD_RESPAWNABLE;
2624 else if (self.deadflag == DEAD_RESPAWNABLE)
2627 self.deadflag = DEAD_RESPAWNING;
2629 else if (self.deadflag == DEAD_RESPAWNING)
2631 if(time > self.respawn_time)
2633 self.respawn_time = time + 1; // only retry once a second
2638 ShowRespawnCountdown();
2640 if(self.respawn_flags & RESPAWN_SILENT)
2641 self.stat_respawn_time = 0;
2643 self.stat_respawn_time = self.respawn_time;
2646 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2647 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2648 self.stat_respawn_time *= -1;
2652 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2653 // so (self.deadflag == DEAD_NO) is always true in the code below
2656 if(time > self.touchexplode_time)
2657 if(self.classname == "player")
2658 if(self.deadflag == DEAD_NO)
2659 if not(IS_INDEPENDENT_PLAYER(self))
2660 FOR_EACH_PLAYER(other) if(self != other)
2662 if(time > other.touchexplode_time)
2663 if(other.deadflag == DEAD_NO)
2664 if not(IS_INDEPENDENT_PLAYER(other))
2665 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2667 PlayerTouchExplode(self, other);
2668 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2672 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2676 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2677 dist = self.prevorigin - self.origin;
2679 self.lms_traveled_distance += fabs(vlen(dist));
2681 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2683 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2684 self.lms_traveled_distance = 0;
2687 if(time > self.lms_nextcheck)
2689 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2690 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2692 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2693 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2694 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2695 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');
2697 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2698 self.lms_traveled_distance = 0;
2702 self.prevorigin = self.origin;
2704 float do_crouch = self.BUTTON_CROUCH;
2707 if(self.health <= g_bloodloss)
2711 if(self.freezetag_frozen)
2713 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2721 self.view_ofs = PL_CROUCH_VIEW_OFS;
2722 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2723 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2730 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2731 if (!trace_startsolid)
2733 self.crouch = FALSE;
2734 self.view_ofs = PL_VIEW_OFS;
2735 setsize (self, PL_MIN, PL_MAX);
2740 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2742 if(self.bloodloss_timer < time)
2744 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2745 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2751 GrapplingHookFrame();
2753 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2756 self.items &~= self.items_added;
2760 self.items_added = 0;
2761 if(self.items & IT_JETPACK)
2762 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2763 self.items_added |= IT_FUEL;
2765 self.items |= self.items_added;
2770 // rot nex charge to the charge limit
2771 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2772 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2778 nexball_setstatus();
2781 secrets_setstatus();
2783 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2785 //self.angles_y=self.v_angle_y + 90; // temp
2786 } else if(gameover) {
2787 if (intermission_running)
2788 IntermissionThink (); // otherwise a button could be missed between
2790 } else if(self.classname == "observer") {
2792 } else if(self.classname == "spectator") {
2797 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));
2799 float oldspectatee_status;
2800 oldspectatee_status = self.spectatee_status;
2801 if(self.classname == "spectator")
2802 self.spectatee_status = num_for_edict(self.enemy);
2803 else if(self.classname == "observer")
2804 self.spectatee_status = num_for_edict(self);
2806 self.spectatee_status = 0;
2807 if(self.spectatee_status != oldspectatee_status)
2809 ClientData_Touch(self);
2811 race_InitSpectator();
2814 if(self.teamkill_soundtime)
2815 if(time > self.teamkill_soundtime)
2817 self.teamkill_soundtime = 0;
2819 entity oldpusher, oldself;
2821 oldself = self; self = self.teamkill_soundsource;
2822 oldpusher = self.pusher; self.pusher = oldself;
2824 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2826 self.pusher = oldpusher;
2830 if(self.taunt_soundtime)
2831 if(time > self.taunt_soundtime)
2833 self.taunt_soundtime = 0;
2834 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2837 target_voicescript_next(self);
2839 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2841 self.clip_load = self.clip_size = 0;
2844 float isInvisibleString(string s)
2847 s = strdecolorize(s);
2848 for((i = 0), (n = strlen(s)); i < n; ++i)
2856 case 192: // charmap space
2857 if (!autocvar_utf8_enable)
2860 case 160: // space in unicode fonts
2861 case 0xE000 + 192: // utf8 charmap space
2862 if (autocvar_utf8_enable)
2875 Called every frame for each client after the physics are run
2878 .float idlekick_lasttimeleft;
2879 void PlayerPostThink (void)
2881 // Savage: Check for nameless players
2882 if (isInvisibleString(self.netname)) {
2883 self.netname = "Player";
2884 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2887 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2889 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2891 if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2896 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2897 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2899 if(!self.idlekick_lasttimeleft)
2900 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2904 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2908 else if(timeleft <= 10)
2910 if(timeleft != self.idlekick_lasttimeleft)
2911 AnnounceTo(self, ftos(timeleft));
2912 self.idlekick_lasttimeleft = timeleft;
2918 if(self.impulse == 100)
2920 if (!TetrisPostFrame())
2926 //CheckPlayerJump();
2928 if(self.classname == "player") {
2929 CheckRules_Player();
2933 if (intermission_running)
2934 return; // intermission or finale
2944 for(i = 0; i < 1000; ++i)
2947 end = self.origin + '0 0 1024' + 512 * randomvec();
2948 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2949 if(trace_fraction < 1)
2950 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2952 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2958 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2960 if(self.waypointsprite_attachedforcarrier)
2961 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2965 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2967 if not(self.stored_netname)
2968 self.stored_netname = strzone(uid2name(self.crypto_idfp));
2969 if(self.stored_netname != self.netname)
2971 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2972 strunzone(self.stored_netname);
2973 self.stored_netname = strzone(self.netname);
2979 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2982 CSQCMODEL_AUTOUPDATE();