1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 void Announce(string snd) {
10 WriteByte(MSG_ALL, SVC_TEMPENTITY);
11 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_ALL, snd);
15 void AnnounceTo(entity e, string snd) {
16 if (clienttype(e) == CLIENTTYPE_REAL)
19 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21 WriteString(MSG_ONE, snd);
25 float ClientData_Send(entity to, float sf)
36 if(to.classname == "spectator")
42 sf |= 1; // forced scoreboard
43 if(to.spectatee_status)
44 sf |= 2; // spectator ent number follows
47 if(e.porto_v_angle_held)
48 sf |= 8; // angles held
50 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51 WriteByte(MSG_ENTITY, sf);
54 WriteByte(MSG_ENTITY, to.spectatee_status);
58 WriteAngle(MSG_ENTITY, e.v_angle_x);
59 WriteAngle(MSG_ENTITY, e.v_angle_y);
65 void ClientData_Attach()
67 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68 self.clientdata.drawonlytoclient = self;
69 self.clientdata.owner = self;
72 void ClientData_Detach()
74 remove(self.clientdata);
75 self.clientdata = world;
78 void ClientData_Touch(entity e)
80 e.clientdata.SendFlags = 1;
82 // make it spectatable
84 FOR_EACH_REALCLIENT(e2)
87 if(e2.classname == "spectator")
89 e2.clientdata.SendFlags = 1;
94 .vector spawnpoint_score;
95 .string netname_previous;
97 void spawnfunc_info_player_survivor (void)
99 spawnfunc_info_player_deathmatch();
102 void spawnfunc_info_player_start (void)
104 spawnfunc_info_player_deathmatch();
107 void spawnfunc_info_player_deathmatch (void)
109 self.classname = "info_player_deathmatch";
110 relocate_spawnpoint();
113 void spawnpoint_use()
116 if(have_team_spawns > 0)
118 self.team = activator.team;
119 some_spawn_has_been_used = 1;
124 // _x: prio (-1 if unusable)
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
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 // filter out spots for assault
155 if(spot.target != "") {
158 ent = find(world, targetname, spot.target);
161 if(ent.classname == "target_objective")
164 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
168 else if(ent.classname == "trigger_race_checkpoint")
171 if(!anypoint) // spectators may spawn everywhere
174 if(g_race_qualifying)
177 if(ent.race_checkpoint != 0)
179 if(spot.race_place != race_lowest_place_spawn)
184 if(ent.race_checkpoint != self.race_respawn_checkpoint)
186 // try reusing the previous spawn
187 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
189 if(ent.race_checkpoint == 0)
192 pl = self.race_place;
193 if(pl > race_highest_place_spawn)
195 if(pl == 0 && !self.race_started)
196 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197 if(spot.race_place != pl)
204 ent = find(ent, targetname, spot.target);
212 shortest = vlen(world.maxs - world.mins);
213 for(player = playerlist; player; player = player.chain)
216 thisdist = vlen(player.origin - spot.origin);
217 if (thisdist < shortest)
220 return prio * '1 0 0' + shortest * '0 1 0';
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
227 local entity spot, spotlist, spotlistend;
228 spawn_allgood = TRUE;
234 for(spot = firstspot; spot; spot = spot.chain)
236 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
238 if(autocvar_spawn_debugview)
240 setmodel(spot, "models/runematch/rune.mdl");
241 if(spot.spawnpoint_score_y < mindist)
243 spot.colormod = '1 0 0';
248 spot.colormod = '0 1 0';
249 spot.scale = spot.spawnpoint_score_y / mindist;
253 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
255 if(spot.spawnpoint_score_y < mindist)
257 // too short distance
258 spawn_allgood = FALSE;
263 spawn_allbad = FALSE;
266 spotlistend.chain = spot;
273 if(spot.team != teamcheck)
274 error("invalid spawn added");
276 print("added ", etos(spot), "\n");
282 spotlistend.chain = world;
287 for(e = spotlist; e; e = e.chain)
289 print("seen ", etos(e), "\n");
290 if(e.team != teamcheck)
291 error("invalid spawn found");
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
300 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
304 RandomSelection_Init();
305 for(spot = firstspot; spot; spot = spot.chain)
306 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);
308 return RandomSelection_chosen_ent;
315 Finds a point to respawn
318 entity SelectSpawnPoint (float anypoint)
320 local float teamcheck;
321 local entity firstspot_new;
322 local entity spot, firstspot, playerlist;
324 spot = find (world, classname, "testplayerstart");
330 else if(have_team_spawns > 0)
332 if(have_team_spawns_forteam[self.team] == 0)
334 // we request a spawn for a team, and we have team
335 // spawns, but that team has no spawns?
336 if(have_team_spawns_forteam[0])
340 // if not, any spawn has to do
344 teamcheck = self.team; // MUST be team
346 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
347 teamcheck = 0; // MUST be noteam
350 // 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
353 // get the list of players
354 playerlist = findchain(classname, "player");
355 // get the entire list of spots
356 firstspot = findchain(classname, "info_player_deathmatch");
357 // filter out the bad ones
358 // (note this returns the original list if none survived)
361 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
365 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
367 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
368 firstspot = firstspot_new;
370 // there is 50/50 chance of choosing a random spot or the furthest spot
371 // (this means that roughly every other spawn will be furthest, so you
372 // usually won't get fragged at spawn twice in a row)
373 if (arena_roundbased && !g_ca)
375 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
377 firstspot = firstspot_new;
378 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
380 else if (random() > autocvar_g_spawn_furthest)
381 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
383 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
386 if(autocvar_spawn_debugview)
388 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
392 for(e = firstspot; e; e = e.chain)
393 if(e.team != teamcheck)
394 error("invalid spawn found");
399 if(autocvar_spawn_debug)
403 if(some_spawn_has_been_used)
404 return world; // team can't spawn any more, because of actions of other team
406 error("Cannot find a spawn point - please fix the map!");
417 Checks if the argument string can be a valid playermodel.
418 Returns a valid one in doubt.
421 string FallbackPlayerModel;
422 string CheckPlayerModel(string plyermodel) {
423 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
425 // note: we cannot summon Don Strunzone here, some player may
426 // still have the model string set. In case anyone manages how
427 // to change a cvar default, we'll have a small leak here.
428 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
430 if(strlen(plyermodel) < 4)
431 return FallbackPlayerModel;
432 if( substring(plyermodel,0,14) != "models/player/")
433 return FallbackPlayerModel;
434 else if(autocvar_sv_servermodelsonly)
436 if(substring(plyermodel,-4,4) != ".zym")
437 if(substring(plyermodel,-4,4) != ".dpm")
438 if(substring(plyermodel,-4,4) != ".iqm")
439 if(substring(plyermodel,-4,4) != ".md3")
440 if(substring(plyermodel,-4,4) != ".psk")
441 return FallbackPlayerModel;
442 // forbid the LOD models
443 if(substring(plyermodel, -9,5) == "_lod1")
444 return FallbackPlayerModel;
445 if(substring(plyermodel, -9,5) == "_lod2")
446 return FallbackPlayerModel;
447 if(plyermodel != strtolower(plyermodel))
448 return FallbackPlayerModel;
449 if(!fexists(plyermodel))
450 return FallbackPlayerModel;
457 Client_customizeentityforclient
462 void Client_uncustomizeentityforclient()
464 if(self.modelindex == 0) // no need to uncustomize then
466 self.modelindex = self.modelindex_lod0;
467 self.skin = self.skinindex;
470 float Client_customizeentityforclient()
474 if(self.modelindex == 0)
481 t0 = gettime(GETTIME_HIRES); // reference
486 #ifdef ALLOW_FORCEMODELS
487 if(other.cvar_cl_forceplayermodelsfromxonotic)
488 if not(self.modelindex_lod0_from_xonotic)
490 if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
494 self.skin = modelsource.skinindex;
497 if(modelsource == self)
498 self.skin = modelsource.skinindex;
500 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
504 // other: the player viewing me
508 if(other.cvar_cl_playerdetailreduction <= 0)
510 if(other.cvar_cl_playerdetailreduction <= -2)
511 self.modelindex = modelsource.modelindex_lod2;
512 else if(other.cvar_cl_playerdetailreduction <= -1)
513 self.modelindex = modelsource.modelindex_lod1;
515 self.modelindex = modelsource.modelindex_lod0;
519 distance = vlen(self.origin - other.origin);
520 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
521 if(f > sv_loddistance2)
522 self.modelindex = modelsource.modelindex_lod2;
523 else if(f > sv_loddistance1)
524 self.modelindex = modelsource.modelindex_lod1;
526 self.modelindex = modelsource.modelindex_lod0;
531 t1 = gettime(GETTIME_HIRES); // reference
532 client_cefc_accumulator += (t1 - t0);
538 void setmodel_lod(entity e, string modelname)
544 // FIXME: this only supports 3-letter extensions
545 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
548 setmodel(e, s); // players have high precision
549 self.modelindex_lod1 = self.modelindex;
552 self.modelindex_lod1 = -1;
554 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
557 setmodel(e, s); // players have high precision
558 self.modelindex_lod2 = self.modelindex;
561 self.modelindex_lod2 = -1;
563 precache_model(modelname);
564 setmodel(e, modelname); // players have high precision
565 self.modelindex_lod0 = self.modelindex;
567 if(self.modelindex_lod1 < 0)
568 self.modelindex_lod1 = self.modelindex;
570 if(self.modelindex_lod2 < 0)
571 self.modelindex_lod2 = self.modelindex;
575 precache_model(modelname);
576 setmodel(e, modelname); // players have high precision
577 self.modelindex_lod0 = self.modelindex;
578 // save it for possible player model forcing
581 s = whichpack(self.model);
582 self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
584 player_setupanimsformodel();
585 UpdatePlayerSounds();
592 putting a client as observer in the server
595 void FixPlayermodel();
596 void PutObserverInServer (void)
599 self.hud = HUD_NORMAL;
600 race_PreSpawnObserver();
602 spot = SelectSpawnPoint (TRUE);
604 error("No spawnpoints for observers?!?\n");
605 RemoveGrapplingHook(self); // Wazat's Grappling Hook
607 if(clienttype(self) == CLIENTTYPE_REAL)
610 WriteByte(MSG_ONE, SVC_SETVIEW);
611 WriteEntity(MSG_ONE, self);
615 MUTATOR_CALLHOOK(MakePlayerObserver);
618 minstagib_stop_countdown();
620 Portal_ClearAll(self);
624 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
629 vehicles_exit(VHEF_RELESE);
632 DropFlag(self.flagcarried, world, world);
634 if(self.ballcarried && g_nexball)
635 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
637 WaypointSprite_PlayerDead();
639 if not(g_ca) // don't reset teams when moving a ca player to the spectators
640 self.team = -1; // move this as it is needed to log the player spectating in eventlog
642 if(self.killcount != -666) {
644 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
645 bprint ("^4", self.netname, "^4 has no more lives left\n");
647 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
649 bprint ("^4", self.netname, "^4 is spectating now\n");
651 if(self.just_joined == FALSE) {
652 LogTeamchange(self.playerid, -1, 4);
654 self.just_joined = FALSE;
657 PlayerScore_Clear(self); // clear scores when needed
659 accuracy_resend(self);
661 self.spectatortime = time;
663 self.classname = "observer";
664 self.iscreature = FALSE;
666 self.takedamage = DAMAGE_NO;
667 self.solid = SOLID_NOT;
668 self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
669 self.flags = FL_CLIENT | FL_NOTARGET;
670 self.armorvalue = 666;
672 self.armorvalue = autocvar_g_balance_armor_start;
673 self.pauserotarmor_finished = 0;
674 self.pauserothealth_finished = 0;
675 self.pauseregen_finished = 0;
676 self.damageforcescale = 0;
683 self.pain_finished = 0;
684 self.strength_finished = 0;
685 self.invincible_finished = 0;
687 self.think = SUB_Null;
691 self.deadflag = DEAD_NO;
692 self.angles = spot.angles;
694 self.fixangle = TRUE;
697 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
698 setorigin (self, spot.origin);
699 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
700 self.prevorigin = self.origin;
708 self.weaponmodel = "";
709 self.weaponentity = world;
710 self.exteriorweaponentity = world;
711 self.killcount = -666;
712 self.velocity = '0 0 0';
713 self.avelocity = '0 0 0';
714 self.punchangle = '0 0 0';
715 self.punchvector = '0 0 0';
716 self.oldvelocity = self.velocity;
717 self.fire_endtime = -1;
720 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
724 if(self.version_mismatch)
726 Spawnqueue_Unmark(self);
727 Spawnqueue_Remove(self);
731 Spawnqueue_Insert(self);
736 // Only if the player cannot play at all
737 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
738 self.frags = FRAGS_SPECTATOR;
740 self.frags = FRAGS_LMS_LOSER;
743 self.frags = FRAGS_SPECTATOR;
746 void FixPlayermodel()
748 local string defaultmodel;
749 local float defaultskin, chmdl, oldskin;
754 if(autocvar_sv_defaultcharacter == 1) {
760 s = Team_ColorNameLowerCase(self.team);
763 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
764 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
768 if(defaultmodel == "")
770 defaultmodel = autocvar_sv_defaultplayermodel;
771 defaultskin = autocvar_sv_defaultplayerskin;
775 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
778 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
779 self.model = ""; // force the != checks to return true
782 if(defaultmodel != "")
784 if (defaultmodel != self.model)
788 setmodel_lod (self, defaultmodel);
789 setsize (self, m1, m2);
793 oldskin = self.skinindex;
794 self.skinindex = defaultskin;
796 if (self.playermodel != self.model || self.playermodel == "")
798 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
801 setmodel_lod (self, self.playermodel);
802 setsize (self, m1, m2);
806 oldskin = self.skinindex;
807 self.skinindex = stof(self.playerskin);
810 if(chmdl || oldskin != self.skinindex)
811 self.species = player_getspecies(); // model or skin has changed
814 if(strlen(autocvar_sv_defaultplayercolors))
815 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
816 setcolor(self, stof(autocvar_sv_defaultplayercolors));
819 void PlayerTouchExplode(entity p1, entity p2)
822 org = (p1.origin + p2.origin) * 0.5;
823 org_z += (p1.mins_z + p2.mins_z) * 0.5;
830 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
838 Called when a client spawns in the server
841 //void() ctf_playerchanged;
842 void PutClientInServer (void)
844 if(clienttype(self) == CLIENTTYPE_BOT)
846 self.classname = "player";
848 else if(clienttype(self) == CLIENTTYPE_REAL)
851 WriteByte(MSG_ONE, SVC_SETVIEW);
852 WriteEntity(MSG_ONE, self);
855 // player is dead and becomes observer
856 // FIXME fix LMS scoring for new system
859 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
860 self.classname = "observer";
863 if(g_arena || (g_ca && !allowed_to_spawn))
865 self.classname = "observer";
868 self.classname = "observer";
870 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
871 entity spot, oldself;
874 accuracy_resend(self);
877 JoinBestTeam(self, FALSE, TRUE);
881 spot = SelectSpawnPoint (FALSE);
884 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
885 return; // spawn failed
888 RemoveGrapplingHook(self); // Wazat's Grappling Hook
890 Violence_DamageEffect_Remove(self);
892 self.classname = "player";
893 self.wasplayer = TRUE;
894 self.iscreature = TRUE;
895 self.movetype = MOVETYPE_WALK;
896 self.solid = SOLID_SLIDEBOX;
897 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
898 if(autocvar_g_playerclip_collisions)
899 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
900 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
901 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
902 self.frags = FRAGS_PLAYER;
903 if(independent_players)
904 MAKE_INDEPENDENT_PLAYER(self);
905 self.flags = FL_CLIENT;
906 self.takedamage = DAMAGE_AIM;
908 self.effects = EF_FULLBRIGHT;
911 self.air_finished = time + 12;
913 if(autocvar_g_balance_nex_charge)
915 if(autocvar_g_balance_nex_secondary_chargepool)
916 self.nex_chargepool_ammo = 1;
917 self.nex_charge = autocvar_g_balance_nex_charge_start;
922 self.ammo_shells = warmup_start_ammo_shells;
923 self.ammo_nails = warmup_start_ammo_nails;
924 self.ammo_rockets = warmup_start_ammo_rockets;
925 self.ammo_cells = warmup_start_ammo_cells;
926 self.ammo_fuel = warmup_start_ammo_fuel;
927 self.health = warmup_start_health;
928 self.armorvalue = warmup_start_armorvalue;
929 self.weapons = warmup_start_weapons;
933 self.ammo_shells = start_ammo_shells;
934 self.ammo_nails = start_ammo_nails;
935 self.ammo_rockets = start_ammo_rockets;
936 self.ammo_cells = start_ammo_cells;
937 self.ammo_fuel = start_ammo_fuel;
938 self.health = start_health;
939 self.armorvalue = start_armorvalue;
940 self.weapons = start_weapons;
943 if(g_weaponarena_random)
945 if(g_weaponarena_random_with_laser)
946 self.weapons &~= WEPBIT_LASER;
947 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
948 if(g_weaponarena_random_with_laser)
949 self.weapons |= WEPBIT_LASER;
952 self.items = start_items;
953 self.jump_interval = time;
955 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
956 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
957 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
958 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
959 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
960 //extend the pause of rotting if client was reset at the beginning of the countdown
961 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
962 self.spawnshieldtime += game_starttime - time;
963 self.pauserotarmor_finished += game_starttime - time;
964 self.pauserothealth_finished += game_starttime - time;
965 self.pauseregen_finished += game_starttime - time;
967 self.damageforcescale = 2;
974 self.pain_finished = 0;
975 self.strength_finished = 0;
976 self.invincible_finished = 0;
978 // players have no think function
979 self.think = SUB_Null;
983 self.ballistics_density = autocvar_g_ballistics_density_player;
989 self.deadflag = DEAD_NO;
991 self.angles = spot.angles;
993 self.angles_z = 0; // never spawn tilted even if the spot says to
994 self.fixangle = TRUE; // turn this way immediately
995 self.velocity = '0 0 0';
996 self.avelocity = '0 0 0';
997 self.punchangle = '0 0 0';
998 self.punchvector = '0 0 0';
999 self.oldvelocity = self.velocity;
1000 self.fire_endtime = -1;
1003 WRITESPECTATABLE_MSG_ONE({
1004 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1005 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
1009 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1014 self.crouch = FALSE;
1015 self.view_ofs = PL_VIEW_OFS;
1016 setsize (self, PL_MIN, PL_MAX);
1017 self.spawnorigin = spot.origin;
1018 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1019 // don't reset back to last position, even if new position is stuck in solid
1020 self.oldorigin = self.origin;
1021 self.prevorigin = self.origin;
1022 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1023 self.lastteleporttime = time; // prevent insane speeds due to changing origin
1027 Spawnqueue_Remove(self);
1028 Spawnqueue_Mark(self);
1034 self.event_damage = PlayerDamage;
1036 self.bot_attack = TRUE;
1038 self.statdraintime = time + 5;
1039 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1041 if(self.killcount == -666) {
1042 PlayerScore_Clear(self);
1046 self.cnt = WEP_LASER;
1048 CL_SpawnWeaponentity();
1049 self.alpha = default_player_alpha;
1050 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1051 self.exteriorweaponentity.alpha = default_weapon_alpha;
1053 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1054 self.lms_traveled_distance = 0;
1055 self.speedrunning = FALSE;
1057 race_PostSpawn(spot);
1059 if(autocvar_spawn_debug)
1061 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
1062 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
1065 //stuffcmd(self, "chase_active 0");
1066 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1068 if (autocvar_g_spawnsound)
1069 sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1072 if(self.team == assault_attacker_team)
1073 centerprint(self, "You are attacking!");
1075 centerprint(self, "You are defending!");
1078 target_voicescript_clear(self);
1080 // reset fields the weapons may use
1081 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1083 weapon_action(j, WR_RESETPLAYER);
1085 // all weapons must be fully loaded when we spawn
1087 e = get_weaponinfo(j);
1088 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
1089 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
1094 activator = oldself;
1097 self.target = string_null;
1103 MUTATOR_CALLHOOK(PlayerSpawn);
1105 self.switchweapon = w_getbestweapon(self);
1106 self.cnt = self.switchweapon;
1110 self.alivetime = time;
1111 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1112 PutObserverInServer ();
1116 // ctf_playerchanged();
1119 .float ebouncefactor, ebouncestop; // electro's values
1120 // TODO do we need all these fields, or should we stop autodetecting runtime
1121 // changes and just have a console command to update this?
1122 float ClientInit_SendEntity(entity to, float sf)
1124 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1125 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1126 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1127 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1128 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1129 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1130 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1131 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1132 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1133 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1134 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1135 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1136 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1137 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1138 if(sv_foginterval && world.fog != "")
1139 WriteString(MSG_ENTITY, world.fog);
1141 WriteString(MSG_ENTITY, "");
1142 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1143 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1144 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1145 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1146 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1147 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1148 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1149 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
1150 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1151 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
1152 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
1153 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1157 void ClientInit_CheckUpdate()
1159 self.nextthink = time;
1160 if(self.count != autocvar_g_balance_armor_blockpercent)
1162 self.count = autocvar_g_balance_armor_blockpercent;
1163 self.SendFlags |= 1;
1165 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1167 self.cnt = autocvar_g_balance_weaponswitchdelay;
1168 self.SendFlags |= 1;
1170 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1172 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1173 self.SendFlags |= 1;
1175 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1177 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1178 self.SendFlags |= 1;
1180 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1182 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1183 self.SendFlags |= 1;
1185 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1187 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1188 self.SendFlags |= 1;
1192 void ClientInit_Spawn()
1197 e.classname = "clientinit";
1198 e.think = ClientInit_CheckUpdate;
1199 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1203 ClientInit_CheckUpdate();
1212 void SetNewParms (void)
1214 // initialize parms for a new player
1215 parm1 = -(86400 * 366);
1223 void SetChangeParms (void)
1225 // save parms for level change
1226 parm1 = self.parm_idlesince - time;
1234 void DecodeLevelParms (void)
1237 self.parm_idlesince = parm1;
1238 if(self.parm_idlesince == -(86400 * 366))
1239 self.parm_idlesince = time;
1241 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1242 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1249 Called when a client types 'kill' in the console
1253 .float clientkill_nexttime;
1254 void ClientKill_Now_TeamChange()
1256 if(self.killindicator_teamchange == -1)
1259 JoinBestTeam( self, FALSE, FALSE );
1261 else if(self.killindicator_teamchange == -2)
1266 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1267 PutObserverInServer();
1270 SV_ChangeTeam(self.killindicator_teamchange - 1);
1273 void ClientKill_Now()
1277 vehicles_exit(VHEF_RELESE);
1278 if(!self.killindicator_teamchange)
1280 self.vehicle_health = -1;
1281 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1285 if(self.killindicator && !wasfreed(self.killindicator))
1286 remove(self.killindicator);
1288 self.killindicator = world;
1290 if(self.killindicator_teamchange)
1291 ClientKill_Now_TeamChange();
1294 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1296 // now I am sure the player IS dead
1298 void KillIndicator_Think()
1302 self.owner.killindicator = world;
1307 if (!self.owner.modelindex)
1309 self.owner.killindicator = world;
1317 ClientKill_Now(); // no oldself needed
1320 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1322 self.nextthink = time + 1;
1328 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1329 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1332 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1334 self.nextthink = time + 1;
1339 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1347 killtime = autocvar_g_balance_kill_delay;
1349 if(g_race_qualifying || g_cts)
1352 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1354 remove(self.killindicator);
1355 self.killindicator = world;
1357 ClientKill_Now(); // allow instant kill in this case
1361 self.killindicator_teamchange = targetteam;
1363 if(!self.killindicator)
1365 if(self.modelindex && self.deadflag == DEAD_NO)
1367 killtime = max(killtime, self.clientkill_nexttime - time);
1368 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1371 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1377 self.killindicator = spawn();
1378 self.killindicator.owner = self;
1379 self.killindicator.scale = 0.5;
1380 setattachment(self.killindicator, self, "");
1381 setorigin(self.killindicator, '0 0 52');
1382 self.killindicator.think = KillIndicator_Think;
1383 self.killindicator.nextthink = time + (self.lip) * 0.05;
1384 self.killindicator.cnt = ceil(killtime);
1385 self.killindicator.count = bound(0, ceil(killtime), 10);
1386 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1388 for(e = world; (e = find(e, classname, "body")) != world; )
1392 e.killindicator = spawn();
1393 e.killindicator.owner = e;
1394 e.killindicator.scale = 0.5;
1395 setattachment(e.killindicator, e, "");
1396 setorigin(e.killindicator, '0 0 52');
1397 e.killindicator.think = KillIndicator_Think;
1398 e.killindicator.nextthink = time + (e.lip) * 0.05;
1399 e.killindicator.cnt = ceil(killtime);
1404 if(self.killindicator)
1406 if(targetteam == 0) // just die
1408 self.killindicator.colormod = '0 0 0';
1409 if(clienttype(self) == CLIENTTYPE_REAL)
1410 if(self.killindicator.cnt > 0)
1411 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1413 else if(targetteam == -1) // auto
1415 self.killindicator.colormod = '0 1 0';
1416 if(clienttype(self) == CLIENTTYPE_REAL)
1417 if(self.killindicator.cnt > 0)
1418 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1420 else if(targetteam == -2) // spectate
1422 self.killindicator.colormod = '0.5 0.5 0.5';
1423 if(clienttype(self) == CLIENTTYPE_REAL)
1424 if(self.killindicator.cnt > 0)
1425 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1429 self.killindicator.colormod = TeamColor(targetteam);
1430 if(clienttype(self) == CLIENTTYPE_REAL)
1431 if(self.killindicator.cnt > 0)
1432 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1438 void ClientKill (void)
1443 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1447 else if(self.freezetag_frozen)
1452 ClientKill_TeamChange(0);
1455 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
1457 e.killindicator = spawn();
1458 e.killindicator.owner = e;
1459 e.killindicator.think = KillIndicator_Think;
1460 e.killindicator.nextthink = time + (e.lip) * 0.05;
1461 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1462 e.killindicator.health = 1; // this is used to indicate that it should be silent
1466 void FixClientCvars(entity e)
1468 // send prediction settings to the client
1469 stuffcmd(e, "\nin_bindmap 0 0\n");
1471 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1472 if(autocvar_g_antilag == 3) // client side hitscan
1473 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1475 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1477 * we no longer need to stuff this. Remove this comment block if you feel
1478 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1479 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1480 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1481 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1482 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1483 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1484 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1485 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1486 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1487 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1488 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1489 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1490 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1491 stuffcmd(e, "cl_movement_edgefriction 1\n");
1495 float PlayerInIDList(entity p, string idlist)
1500 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1501 if not(p.crypto_idfp)
1504 // this function allows abbreviated player IDs too!
1505 n = tokenize_console(idlist);
1506 for(i = 0; i < n; ++i)
1509 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1520 Called when a client connects to the server
1523 //void ctf_clientconnect();
1524 string ColoredTeamName(float t);
1525 void DecodeLevelParms (void);
1526 //void dom_player_join_team(entity pl);
1527 void set_dom_state(entity e);
1528 void ClientConnect (void)
1532 if(self.flags & FL_CLIENT)
1534 print("Warning: ClientConnect, but already connected!\n");
1538 if(Ban_MaybeEnforceBan(self))
1544 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1547 self.classname = "player_joining";
1549 self.flags = FL_CLIENT;
1550 self.version_nagtime = time + 10 + random() * 10;
1554 dprint("BUG player count is lower than zero, this cannot happen!\n");
1558 PlayerScore_Attach(self);
1559 ClientData_Attach();
1560 accuracy_init(self);
1562 bot_clientconnect();
1568 race_PreSpawnObserver();
1571 // dom_player_join_team(self);
1573 // identify the right forced team
1574 if(autocvar_g_campaign)
1576 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1578 switch(autocvar_g_campaign_forceteam)
1580 case 1: self.team_forced = COLOR_TEAM1; break;
1581 case 2: self.team_forced = COLOR_TEAM2; break;
1582 case 3: self.team_forced = COLOR_TEAM3; break;
1583 case 4: self.team_forced = COLOR_TEAM4; break;
1584 default: self.team_forced = 0;
1588 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1589 self.team_forced = COLOR_TEAM1;
1590 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1591 self.team_forced = COLOR_TEAM2;
1592 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1593 self.team_forced = COLOR_TEAM3;
1594 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1595 self.team_forced = COLOR_TEAM4;
1596 else if(autocvar_g_forced_team_otherwise == "red")
1597 self.team_forced = COLOR_TEAM1;
1598 else if(autocvar_g_forced_team_otherwise == "blue")
1599 self.team_forced = COLOR_TEAM2;
1600 else if(autocvar_g_forced_team_otherwise == "yellow")
1601 self.team_forced = COLOR_TEAM3;
1602 else if(autocvar_g_forced_team_otherwise == "pink")
1603 self.team_forced = COLOR_TEAM4;
1604 else if(autocvar_g_forced_team_otherwise == "spectate")
1605 self.team_forced = -1;
1606 else if(autocvar_g_forced_team_otherwise == "spectator")
1607 self.team_forced = -1;
1609 self.team_forced = 0;
1612 if(self.team_forced > 0)
1613 self.team_forced = 0;
1615 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1617 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1618 self.classname = "observer";
1622 if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1624 self.classname = "player";
1625 campaign_bots_may_start = 1;
1629 self.classname = "observer"; // do it anyway
1634 self.classname = "player";
1635 campaign_bots_may_start = 1;
1639 self.playerid = (playerid_last = playerid_last + 1);
1641 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1643 if(clienttype(self) == CLIENTTYPE_BOT)
1644 PlayerStats_AddPlayer(self);
1646 if(autocvar_sv_eventlog)
1647 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1649 LogTeamchange(self.playerid, self.team, 1);
1651 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1653 self.netname_previous = strzone(self.netname);
1655 bprint("^4", self.netname, "^4 connected");
1657 if(self.classname != "observer" && (g_domination || g_ctf))
1658 bprint(" and joined the ", ColoredTeamName(self.team));
1662 stuffcmd(self, strcat(clientstuff, "\n"));
1663 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1664 stuffcmd(self, "cl_particles_reloadeffects\n");
1666 FixClientCvars(self);
1668 // spawnfunc_waypoint sprites
1669 WaypointSprite_InitClient(self);
1671 // Wazat's grappling hook
1672 SetGrappleHookBindings();
1674 // get autoswitch state from player when he toggles it
1675 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1677 // get version info from player
1678 stuffcmd(self, "cmd clientversion $gameversion\n");
1680 // get other cvars from player
1683 // notify about available teams
1686 CheckAllowedTeams(self);
1687 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1688 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1691 stuffcmd(self, "set _teams_available 0\n");
1693 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1697 self.classname = "observer";
1699 Spawnqueue_Insert(self);
1703 ctf_clientconnect();
1708 bot_relinkplayerlist();
1710 self.spectatortime = time;
1713 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1716 self.jointime = time;
1717 self.allowedTimeouts = autocvar_sv_timeout_number;
1719 if(clienttype(self) == CLIENTTYPE_REAL)
1721 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1722 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1727 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1729 PlayerScore_Add(self, SP_LMS_RANK, 666);
1730 self.frags = FRAGS_SPECTATOR;
1734 if(!sv_foginterval && world.fog != "")
1735 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1737 SoundEntity_Attach(self);
1739 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1741 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1742 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1745 self.hitplotfh = -1;
1747 if(g_race || g_cts) {
1753 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1756 race_send_recordtime(MSG_ONE);
1757 race_send_speedaward(MSG_ONE);
1759 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1760 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1761 race_send_speedaward_alltimebest(MSG_ONE);
1764 for (i = 1; i <= RANKINGS_CNT; ++i) {
1765 race_SendRankings(i, 0, 0, MSG_ONE);
1768 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1769 send_CSQC_teamnagger();
1772 set_dom_state(self);
1776 if(!autocvar_g_campaign)
1777 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1784 Called when a client disconnects from the server
1787 .entity chatbubbleentity;
1789 void ClientDisconnect (void)
1792 vehicles_exit(VHEF_RELESE);
1794 if not(self.flags & FL_CLIENT)
1796 print("Warning: ClientDisconnect without ClientConnect\n");
1800 PlayerStats_AddGlobalInfo(self);
1802 CheatShutdownClient();
1804 if(self.hitplotfh >= 0)
1806 fclose(self.hitplotfh);
1807 self.hitplotfh = -1;
1811 anticheat_shutdown();
1813 playerdemo_shutdown();
1815 bot_clientdisconnect();
1820 if(autocvar_sv_eventlog)
1821 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1822 bprint ("^4",self.netname);
1823 bprint ("^4 disconnected\n");
1825 SoundEntity_Detach(self);
1828 MUTATOR_CALLHOOK(ClientDisconnect);
1830 Portal_ClearAll(self);
1832 if(self.flagcarried)
1833 DropFlag(self.flagcarried, world, world);
1834 if(self.ballcarried && g_nexball)
1835 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1837 // Here, everything has been done that requires this player to be a client.
1839 self.flags &~= FL_CLIENT;
1841 if (self.chatbubbleentity)
1842 remove (self.chatbubbleentity);
1844 if (self.killindicator)
1845 remove (self.killindicator);
1847 WaypointSprite_PlayerGone();
1849 bot_relinkplayerlist();
1853 Spawnqueue_Unmark(self);
1854 Spawnqueue_Remove(self);
1857 accuracy_free(self);
1858 ClientData_Detach();
1859 PlayerScore_Detach(self);
1861 if(self.netname_previous)
1862 strunzone(self.netname_previous);
1863 if(self.clientstatus)
1864 strunzone(self.clientstatus);
1865 if(self.weaponorder_byimpulse)
1866 strunzone(self.weaponorder_byimpulse);
1868 ClearPlayerSounds();
1871 remove(self.personal);
1881 void ChatBubbleThink()
1883 self.nextthink = time;
1884 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1886 if(self.owner) // but why can that ever be world?
1887 self.owner.chatbubbleentity = world;
1891 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1893 || self.owner.tetris_on
1896 self.model = self.mdl;
1901 void UpdateChatBubble()
1903 if (!self.modelindex)
1905 // spawn a chatbubble entity if needed
1906 if (!self.chatbubbleentity)
1908 self.chatbubbleentity = spawn();
1909 self.chatbubbleentity.owner = self;
1910 self.chatbubbleentity.exteriormodeltoclient = self;
1911 self.chatbubbleentity.think = ChatBubbleThink;
1912 self.chatbubbleentity.nextthink = time;
1913 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1914 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1915 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1916 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1917 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1918 self.chatbubbleentity.model = "";
1919 self.chatbubbleentity.effects = EF_LOWPRECISION;
1924 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1925 // added to the model skins
1926 /*void UpdateColorModHack()
1929 c = self.clientcolors & 15;
1930 // LordHavoc: only bothering to support white, green, red, yellow, blue
1931 if (!teamplay) self.colormod = '0 0 0';
1932 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1933 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1934 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1935 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1936 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1937 else self.colormod = '1 1 1';
1943 if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1945 self.solid = SOLID_NOT;
1946 self.takedamage = DAMAGE_NO;
1947 self.movetype = MOVETYPE_FLY;
1948 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1949 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1950 self.effects |= EF_ADDITIVE;
1951 self.oldcolormap = self.colormap;
1952 self.colormap = 512;
1953 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1954 if(autocvar_g_respawn_ghosts_maxtime)
1955 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1956 Violence_DamageEffect_Remove(self);
1960 self.effects |= EF_NODRAW; // prevent another CopyBody
1961 if(self.oldcolormap)
1963 self.colormap = self.oldcolormap;
1964 self.oldcolormap = 0;
1966 PutClientInServer();
1969 void play_countdown(float finished, string samp)
1971 if(clienttype(self) == CLIENTTYPE_REAL)
1972 if(floor(finished - time - frametime) != floor(finished - time))
1973 if(finished - time < 6)
1974 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1977 void player_powerups (void)
1979 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1980 olditems = self.items;
1982 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1984 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1985 self.modelflags |= MF_ROCKET;
1989 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1990 self.modelflags &~= MF_ROCKET;
1993 self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1995 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1998 Fire_ApplyDamage(self);
1999 Fire_ApplyEffect(self);
2003 self.effects |= EF_FULLBRIGHT;
2005 if (self.items & IT_STRENGTH)
2007 play_countdown(self.strength_finished, "misc/poweroff.wav");
2008 if (time > self.strength_finished)
2010 self.alpha = default_player_alpha;
2011 self.exteriorweaponentity.alpha = default_weapon_alpha;
2012 self.items &~= IT_STRENGTH;
2013 sprint(self, "^3Invisibility has worn off\n");
2018 if (time < self.strength_finished)
2020 self.alpha = g_minstagib_invis_alpha;
2021 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2022 self.items |= IT_STRENGTH;
2023 sprint(self, "^3You are invisible\n");
2027 if (self.items & IT_INVINCIBLE)
2029 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2030 if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2032 self.items = self.items - (self.items & IT_INVINCIBLE);
2033 sprint(self, "^3Speed has worn off\n");
2038 if (time < self.invincible_finished)
2040 self.items = self.items | IT_INVINCIBLE;
2041 sprint(self, "^3You are on speed\n");
2045 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.
2047 if (self.items & IT_STRENGTH)
2049 play_countdown(self.strength_finished, "misc/poweroff.wav");
2050 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2051 if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2053 self.items = self.items - (self.items & IT_STRENGTH);
2054 sprint(self, "^3Strength has worn off\n");
2059 if (time < self.strength_finished)
2061 self.items = self.items | IT_STRENGTH;
2062 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2065 if (self.items & IT_INVINCIBLE)
2067 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2068 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2069 if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2071 self.items = self.items - (self.items & IT_INVINCIBLE);
2072 sprint(self, "^3Shield has worn off\n");
2077 if (time < self.invincible_finished)
2079 self.items = self.items | IT_INVINCIBLE;
2080 sprint(self, "^3Shield surrounds you\n");
2084 if(autocvar_g_nodepthtestplayers)
2085 self.effects = self.effects | EF_NODEPTHTEST;
2087 if(autocvar_g_fullbrightplayers)
2088 self.effects = self.effects | EF_FULLBRIGHT;
2090 // midair gamemode: damage only while in the air
2091 // if in midair mode, being on ground grants temporary invulnerability
2092 // (this is so that multishot weapon don't clear the ground flag on the
2093 // first damage in the frame, leaving the player vulnerable to the
2094 // remaining hits in the same frame)
2095 if (self.flags & FL_ONGROUND)
2097 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2099 if (time >= game_starttime)
2100 if (time < self.spawnshieldtime)
2101 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2104 MUTATOR_CALLHOOK(PlayerPowerups);
2107 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2109 if(current > stable)
2111 else if(current > stable - 0.25) // when close enough, "snap"
2114 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2117 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2119 if(current < stable)
2121 else if(current < stable + 0.25) // when close enough, "snap"
2124 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2127 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2129 if(current > rotstable)
2131 if(rotframetime > 0)
2133 current = CalcRot(current, rotstable, rotfactor, rotframetime);
2134 current = max(rotstable, current - rotlinear * rotframetime);
2137 else if(current < regenstable)
2139 if(regenframetime > 0)
2141 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2142 current = min(regenstable, current + regenlinear * regenframetime);
2152 void player_regen (void)
2154 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2155 maxh = autocvar_g_balance_health_rotstable;
2156 maxa = autocvar_g_balance_armor_rotstable;
2157 maxf = autocvar_g_balance_fuel_rotstable;
2158 minh = autocvar_g_balance_health_regenstable;
2159 mina = autocvar_g_balance_armor_regenstable;
2160 minf = autocvar_g_balance_fuel_regenstable;
2161 limith = autocvar_g_balance_health_limit;
2162 limita = autocvar_g_balance_armor_limit;
2163 limitf = autocvar_g_balance_fuel_limit;
2165 max_mod = regen_mod = rot_mod = limit_mod = 1;
2167 if (self.runes & RUNE_REGEN)
2169 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2171 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2172 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2173 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2177 regen_mod = autocvar_g_balance_rune_regen_regenrate;
2178 max_mod = autocvar_g_balance_rune_regen_hpmod;
2179 limit_mod = autocvar_g_balance_rune_regen_limitmod;
2182 else if (self.runes & CURSE_VENOM)
2184 max_mod = autocvar_g_balance_curse_venom_hpmod;
2185 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2186 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2188 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2189 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2190 //if (!self.runes & RUNE_REGEN)
2191 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2193 maxh = maxh * max_mod;
2194 //maxa = maxa * max_mod;
2195 //maxf = maxf * max_mod;
2196 minh = minh * max_mod;
2197 //mina = mina * max_mod;
2198 //minf = minf * max_mod;
2199 limith = limith * limit_mod;
2200 limita = limita * limit_mod;
2201 //limitf = limitf * limit_mod;
2206 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2208 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);
2209 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);
2211 // if player rotted to death... die!
2213 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2216 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2217 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);
2220 float zoomstate_set;
2221 void SetZoomState(float z)
2223 if(z != self.zoomstate)
2226 ClientData_Touch(self);
2231 void GetPressedKeys(void) {
2232 MUTATOR_CALLHOOK(GetPressedKeys);
2233 if (self.movement_x > 0) // get if movement keys are pressed
2234 { // forward key pressed
2235 self.pressedkeys |= KEY_FORWARD;
2236 self.pressedkeys &~= KEY_BACKWARD;
2238 else if (self.movement_x < 0)
2239 { // backward key pressed
2240 self.pressedkeys |= KEY_BACKWARD;
2241 self.pressedkeys &~= KEY_FORWARD;
2245 self.pressedkeys &~= KEY_FORWARD;
2246 self.pressedkeys &~= KEY_BACKWARD;
2249 if (self.movement_y > 0)
2250 { // right key pressed
2251 self.pressedkeys |= KEY_RIGHT;
2252 self.pressedkeys &~= KEY_LEFT;
2254 else if (self.movement_y < 0)
2255 { // left key pressed
2256 self.pressedkeys |= KEY_LEFT;
2257 self.pressedkeys &~= KEY_RIGHT;
2261 self.pressedkeys &~= KEY_RIGHT;
2262 self.pressedkeys &~= KEY_LEFT;
2265 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2266 self.pressedkeys |= KEY_JUMP;
2268 self.pressedkeys &~= KEY_JUMP;
2269 if (self.BUTTON_CROUCH)
2270 self.pressedkeys |= KEY_CROUCH;
2272 self.pressedkeys &~= KEY_CROUCH;
2276 ======================
2277 spectate mode routines
2278 ======================
2281 void SpectateCopy(entity spectatee) {
2283 MUTATOR_CALLHOOK(SpectateCopy);
2284 self.armortype = spectatee.armortype;
2285 self.armorvalue = spectatee.armorvalue;
2286 self.ammo_cells = spectatee.ammo_cells;
2287 self.ammo_shells = spectatee.ammo_shells;
2288 self.ammo_nails = spectatee.ammo_nails;
2289 self.ammo_rockets = spectatee.ammo_rockets;
2290 self.ammo_fuel = spectatee.ammo_fuel;
2291 self.clip_load = spectatee.clip_load;
2292 self.clip_size = spectatee.clip_size;
2293 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2294 self.health = spectatee.health;
2296 self.items = spectatee.items;
2297 self.last_pickup = spectatee.last_pickup;
2298 self.hit_time = spectatee.hit_time;
2299 self.metertime = spectatee.metertime;
2300 self.strength_finished = spectatee.strength_finished;
2301 self.invincible_finished = spectatee.invincible_finished;
2302 self.pressedkeys = spectatee.pressedkeys;
2303 self.weapons = spectatee.weapons;
2304 self.switchweapon = spectatee.switchweapon;
2305 self.weapon = spectatee.weapon;
2306 self.nex_charge = spectatee.nex_charge;
2307 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2308 self.hagar_load = spectatee.hagar_load;
2309 self.minelayer_mines = spectatee.minelayer_mines;
2310 self.punchangle = spectatee.punchangle;
2311 self.view_ofs = spectatee.view_ofs;
2312 self.v_angle = spectatee.v_angle;
2313 self.velocity = spectatee.velocity;
2314 self.dmg_take = spectatee.dmg_take;
2315 self.dmg_save = spectatee.dmg_save;
2316 self.dmg_inflictor = spectatee.dmg_inflictor;
2317 self.angles = spectatee.v_angle;
2318 if(!self.BUTTON_USE)
2319 self.fixangle = TRUE;
2320 setorigin(self, spectatee.origin);
2321 setsize(self, spectatee.mins, spectatee.maxs);
2322 SetZoomState(spectatee.zoomstate);
2324 anticheat_spectatecopy(spectatee);
2326 //self.vehicle = spectatee.vehicle;
2328 self.hud = spectatee.hud;
2329 if(spectatee.vehicle)
2331 setorigin(self, spectatee.origin);
2332 self.velocity = spectatee.vehicle.velocity;
2333 self.v_angle += spectatee.vehicle.angles;
2334 //self.v_angle_x *= -1;
2335 self.vehicle_health = spectatee.vehicle_health;
2336 self.vehicle_shield = spectatee.vehicle_shield;
2337 self.vehicle_energy = spectatee.vehicle_energy;
2338 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2339 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2340 self.vehicle_reload1 = spectatee.vehicle_reload1;
2341 self.vehicle_reload2 = spectatee.vehicle_reload2;
2344 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2345 WriteEntity(MSG_ONE, spectatee);
2346 //self.tur_head = spectatee.vehicle.vehicle_viewport;
2350 float SpectateUpdate() {
2354 if (self == self.enemy)
2357 if(self.enemy.classname != "player")
2360 SpectateCopy(self.enemy);
2365 float SpectateNext() {
2366 other = find(self.enemy, classname, "player");
2369 other = find(other, classname, "player");
2374 if(self.enemy.classname == "player") {
2375 if(self.enemy.vehicle)
2378 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2379 WriteEntity(MSG_ONE, self.enemy);
2380 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2381 self.movetype = MOVETYPE_NONE;
2382 accuracy_resend(self);
2387 WriteByte(MSG_ONE, SVC_SETVIEW);
2388 WriteEntity(MSG_ONE, self.enemy);
2389 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2390 self.movetype = MOVETYPE_NONE;
2391 accuracy_resend(self);
2393 if(!SpectateUpdate())
2394 PutObserverInServer();
2404 ShowRespawnCountdown()
2406 Update a respawn countdown display.
2409 void ShowRespawnCountdown()
2412 if(self.deadflag == DEAD_NO) // just respawned?
2416 number = ceil(self.death_time - time);
2419 if(number <= self.respawn_countdown)
2421 self.respawn_countdown = number - 1;
2422 if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2423 AnnounceTo(self, strcat(ftos(number), ""));
2428 void LeaveSpectatorMode()
2430 if(nJoinAllowed(1)) {
2431 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2432 self.classname = "player";
2434 if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2435 JoinBestTeam(self, FALSE, TRUE);
2437 if(autocvar_g_campaign)
2438 campaign_bots_may_start = 1;
2440 PutClientInServer();
2442 if(self.classname == "player")
2443 bprint ("^4", self.netname, "^4 is playing now\n");
2445 if(!autocvar_g_campaign)
2446 if (time < self.jointime + autocvar_welcome_message_time)
2447 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2451 if (g_ca && self.caplayer) {
2454 stuffcmd(self,"menu_showteamselect\n");
2459 //player may not join because of g_maxplayers is set
2460 centerprint(self, PREVENT_JOIN_TEXT);
2465 * Determines whether the player is allowed to join. This depends on cvar
2466 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2467 * it checks whether the number of currently playing players exceeds g_maxplayers.
2468 * @return int number of free slots for players, 0 if none
2470 float nJoinAllowed(float includeMe) {
2471 if(self.team_forced < 0)
2472 return FALSE; // forced spectators can never join
2474 // TODO simplify this
2477 local float totalClients;
2481 if (!autocvar_g_maxplayers)
2482 return maxclients - totalClients + includeMe;
2484 local float currentlyPlaying;
2485 FOR_EACH_REALPLAYER(e)
2486 currentlyPlaying += 1;
2488 if(currentlyPlaying < autocvar_g_maxplayers)
2489 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2495 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2496 * g_maxplayers_spectator_blocktime seconds
2498 void checkSpectatorBlock() {
2499 if(self.classname == "spectator" || self.classname == "observer") {
2500 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2501 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2507 void ObserverThink()
2509 float prefered_movetype;
2510 if (self.flags & FL_JUMPRELEASED) {
2511 if (self.BUTTON_JUMP && !self.version_mismatch) {
2512 self.flags &~= FL_JUMPRELEASED;
2513 self.flags |= FL_SPAWNING;
2514 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2515 self.flags &~= FL_JUMPRELEASED;
2516 if(SpectateNext() == 1) {
2517 self.classname = "spectator";
2520 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2521 if (self.movetype != prefered_movetype)
2522 self.movetype = prefered_movetype;
2525 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2526 self.flags |= FL_JUMPRELEASED;
2527 if(self.flags & FL_SPAWNING)
2529 self.flags &~= FL_SPAWNING;
2530 LeaveSpectatorMode();
2537 void SpectatorThink()
2539 if (self.flags & FL_JUMPRELEASED) {
2540 if (self.BUTTON_JUMP && !self.version_mismatch) {
2541 self.flags &~= FL_JUMPRELEASED;
2542 self.flags |= FL_SPAWNING;
2543 } else if(self.BUTTON_ATCK) {
2544 self.flags &~= FL_JUMPRELEASED;
2545 if(SpectateNext() == 1) {
2546 self.classname = "spectator";
2548 self.classname = "observer";
2549 PutClientInServer();
2551 } else if (self.BUTTON_ATCK2) {
2552 self.flags &~= FL_JUMPRELEASED;
2553 self.classname = "observer";
2554 PutClientInServer();
2556 if(!SpectateUpdate())
2557 PutObserverInServer();
2560 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2561 self.flags |= FL_JUMPRELEASED;
2562 if(self.flags & FL_SPAWNING)
2564 self.flags &~= FL_SPAWNING;
2565 LeaveSpectatorMode();
2569 if(!SpectateUpdate())
2570 PutObserverInServer();
2573 self.flags |= FL_CLIENT | FL_NOTARGET;
2579 if(self.classname != "player")
2584 vehicles_exit(VHEF_NORMAL);
2588 // a use key was pressed; call handlers
2592 MUTATOR_CALLHOOK(PlayerUseKey);
2595 .float touchexplode_time;
2601 Called every frame for each client before the physics are run
2604 .float usekeypressed;
2605 void() ctf_setstatus;
2606 void() nexball_setstatus;
2608 .float motd_actived_time; // used for both motd and campaign_message
2609 void PlayerPreThink (void)
2611 WarpZone_PlayerPhysics_FixVAngle();
2613 self.stat_game_starttime = game_starttime;
2614 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2615 self.stat_leadlimit = autocvar_leadlimit;
2619 // physics frames: update anticheat stuff
2620 anticheat_prethink();
2623 if(blockSpectators && frametime)
2624 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2625 checkSpectatorBlock();
2629 if(self.netname_previous != self.netname)
2631 if(autocvar_sv_eventlog)
2632 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2633 if(self.netname_previous)
2634 strunzone(self.netname_previous);
2635 self.netname_previous = strzone(self.netname);
2639 if(self.version_nagtime)
2640 if(self.cvar_g_xonoticversion)
2641 if(time > self.version_nagtime)
2643 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2645 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2647 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");
2648 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2653 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2656 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.com/^1!\n");
2657 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2661 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2662 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2666 self.version_nagtime = 0;
2670 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2672 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2673 self.max_armorvalue = 0;
2677 if (TetrisPreFrame())
2681 MUTATOR_CALLHOOK(PlayerPreThink);
2683 if(self.BUTTON_USE && !self.usekeypressed)
2685 self.usekeypressed = self.BUTTON_USE;
2687 if (self.motd_actived_time == 0) {
2688 if (autocvar_g_campaign) {
2689 if (self.classname == "player" && self.BUTTON_INFO) {
2690 self.motd_actived_time = time;
2691 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2694 if ((self.classname == "player" || time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2695 self.motd_actived_time = time;
2696 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2699 } else { // showing MOTD or campaign message
2700 if (autocvar_g_campaign) {
2701 if (self.classname == "player") {
2702 if (self.BUTTON_INFO)
2703 self.motd_actived_time = time;
2704 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2705 self.motd_actived_time = 0;
2706 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2710 if (self.classname == "player" || (time - self.jointime) > autocvar_welcome_message_time) {
2711 if (self.BUTTON_INFO)
2712 self.motd_actived_time = time;
2713 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2714 self.motd_actived_time = 0;
2715 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2721 if(self.classname == "player") {
2722 // if(self.netname == "Wazat")
2723 // bprint(self.classname, "\n");
2725 CheckRules_Player();
2727 if (intermission_running)
2729 IntermissionThink (); // otherwise a button could be missed between
2730 return; // the think tics
2733 //don't allow the player to turn around while game is paused!
2734 if(timeoutStatus == 2) {
2735 // FIXME turn this into CSQC stuff
2736 self.v_angle = self.lastV_angle;
2737 self.angles = self.lastV_angle;
2738 self.fixangle = TRUE;
2743 if(self.health <= 0 && autocvar_g_deathglow)
2745 if(self.glowmod_x > 0)
2746 self.glowmod_x -= autocvar_g_deathglow * frametime;
2748 self.glowmod_x = -1;
2749 if(self.glowmod_y > 0)
2750 self.glowmod_y -= autocvar_g_deathglow * frametime;
2752 self.glowmod_y = -1;
2753 if(self.glowmod_z > 0)
2754 self.glowmod_z -= autocvar_g_deathglow * frametime;
2756 self.glowmod_z = -1;
2760 // set weapon and player glowmod
2761 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2763 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2765 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);
2766 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);
2767 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);
2769 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2771 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);
2772 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);
2773 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);
2777 self.weaponentity_glowmod = self.glowmod;
2783 minstagib_ammocheck();
2785 if (self.deadflag != DEAD_NO)
2787 float button_pressed, force_respawn;
2788 if(self.personal && g_race_qualifying)
2790 if(time > self.death_time)
2792 self.death_time = time + 1; // only retry once a second
2801 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2802 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2803 if (self.deadflag == DEAD_DYING)
2806 self.deadflag = DEAD_RESPAWNING;
2807 else if(!button_pressed)
2808 self.deadflag = DEAD_DEAD;
2810 else if (self.deadflag == DEAD_DEAD)
2813 self.deadflag = DEAD_RESPAWNABLE;
2815 else if (self.deadflag == DEAD_RESPAWNABLE)
2818 self.deadflag = DEAD_RESPAWNING;
2820 else if (self.deadflag == DEAD_RESPAWNING)
2822 if(time > self.death_time)
2824 self.death_time = time + 1; // only retry once a second
2828 ShowRespawnCountdown();
2832 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2833 // so (self.deadflag == DEAD_NO) is always true in the code below
2836 if(time > self.touchexplode_time)
2837 if(self.classname == "player")
2838 if(self.deadflag == DEAD_NO)
2839 if not(IS_INDEPENDENT_PLAYER(self))
2840 FOR_EACH_PLAYER(other) if(self != other)
2842 if(time > other.touchexplode_time)
2843 if(other.deadflag == DEAD_NO)
2844 if not(IS_INDEPENDENT_PLAYER(other))
2845 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2847 PlayerTouchExplode(self, other);
2848 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2852 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2856 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2857 dist = self.prevorigin - self.origin;
2859 self.lms_traveled_distance += fabs(vlen(dist));
2861 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2863 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2864 self.lms_traveled_distance = 0;
2867 if(time > self.lms_nextcheck)
2869 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2870 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2872 centerprint(self, autocvar_g_lms_campcheck_message);
2873 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2874 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2875 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');
2877 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2878 self.lms_traveled_distance = 0;
2882 self.prevorigin = self.origin;
2884 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2889 self.view_ofs = PL_CROUCH_VIEW_OFS;
2890 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2891 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2898 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2899 if (!trace_startsolid)
2901 self.crouch = FALSE;
2902 self.view_ofs = PL_VIEW_OFS;
2903 setsize (self, PL_MIN, PL_MAX);
2908 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2910 if(self.bloodloss_timer < time)
2912 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2913 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2919 GrapplingHookFrame();
2921 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2924 self.items &~= self.items_added;
2928 self.items_added = 0;
2929 if(self.items & IT_JETPACK)
2930 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2931 self.items_added |= IT_FUEL;
2933 self.items |= self.items_added;
2938 // rot nex charge to the charge limit
2939 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2940 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2949 nexball_setstatus();
2951 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2953 //self.angles_y=self.v_angle_y + 90; // temp
2954 } else if(gameover) {
2955 if (intermission_running)
2956 IntermissionThink (); // otherwise a button could be missed between
2958 } else if(self.classname == "observer") {
2960 } else if(self.classname == "spectator") {
2965 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));
2967 float oldspectatee_status;
2968 oldspectatee_status = self.spectatee_status;
2969 if(self.classname == "spectator")
2970 self.spectatee_status = num_for_edict(self.enemy);
2971 else if(self.classname == "observer")
2972 self.spectatee_status = num_for_edict(self);
2974 self.spectatee_status = 0;
2975 if(self.spectatee_status != oldspectatee_status)
2977 ClientData_Touch(self);
2979 race_InitSpectator();
2982 if(self.teamkill_soundtime)
2983 if(time > self.teamkill_soundtime)
2985 self.teamkill_soundtime = 0;
2987 entity oldpusher, oldself;
2989 oldself = self; self = self.teamkill_soundsource;
2990 oldpusher = self.pusher; self.pusher = oldself;
2992 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2994 self.pusher = oldpusher;
2998 if(self.taunt_soundtime)
2999 if(time > self.taunt_soundtime)
3001 self.taunt_soundtime = 0;
3002 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
3005 target_voicescript_next(self);
3007 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
3009 self.clip_load = self.clip_size = 0;
3012 float isInvisibleString(string s)
3015 s = strdecolorize(s);
3016 for((i = 0), (n = strlen(s)); i < n; ++i)
3024 case 192: // charmap space
3025 if (!autocvar_utf8_enable)
3028 case 160: // space in unicode fonts
3029 case 0xE000 + 192: // utf8 charmap space
3030 if (autocvar_utf8_enable)
3043 Called every frame for each client after the physics are run
3046 .float idlekick_lasttimeleft;
3047 .entity showheadshotbbox;
3048 void showheadshotbbox_think()
3050 if(self.owner.showheadshotbbox != self)
3055 self.nextthink = time;
3056 setorigin(self, self.owner.origin);
3057 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
3059 void PlayerPostThink (void)
3061 // Savage: Check for nameless players
3062 if (isInvisibleString(self.netname)) {
3063 self.netname = "Player";
3064 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3067 if(sv_maxidle && frametime)
3069 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3071 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
3073 if(self.idlekick_lasttimeleft)
3075 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
3076 self.idlekick_lasttimeleft = 0;
3080 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3081 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
3083 if(!self.idlekick_lasttimeleft)
3084 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3088 bprint("^3", self.netname, "^3 was kicked for idling.\n");
3089 AnnounceTo(self, "terminated");
3093 else if(timeleft <= 10)
3095 if(timeleft != self.idlekick_lasttimeleft)
3096 AnnounceTo(self, ftos(timeleft));
3097 self.idlekick_lasttimeleft = timeleft;
3102 if(self.impulse == 100)
3104 if (TetrisPostFrame())
3110 if(self.classname == "player") {
3111 CheckRules_Player();
3115 if (intermission_running)
3116 return; // intermission or finale
3118 } else if (self.classname == "observer") {
3120 } else if (self.classname == "spectator") {
3126 for(i = 0; i < 1000; ++i)
3129 end = self.origin + '0 0 1024' + 512 * randomvec();
3130 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3131 if(trace_fraction < 1)
3132 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3134 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3142 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3144 if(self.waypointsprite_attachedforcarrier)
3145 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3147 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3149 if(!self.showheadshotbbox)
3151 self.showheadshotbbox = spawn();
3152 self.showheadshotbbox.classname = "headshotbbox";
3153 self.showheadshotbbox.owner = self;
3154 self.showheadshotbbox.think = showheadshotbbox_think;
3155 self.showheadshotbbox.nextthink = time;
3156 self = self.showheadshotbbox;
3163 if(self.showheadshotbbox)
3164 if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3165 remove(self.showheadshotbbox);
3170 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3172 if(!self.stored_netname)
3173 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3174 if(self.stored_netname != self.netname)
3176 db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3177 strunzone(self.stored_netname);
3178 self.stored_netname = strzone(self.netname);
3184 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));