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;
423 MUTATOR_CALLHOOK(MakePlayerObserver);
425 minstagib_stop_countdown(self);
427 Portal_ClearAll(self);
432 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
437 vehicles_exit(VHEF_RELESE);
439 WaypointSprite_PlayerDead();
441 if not(g_ca) // don't reset teams when moving a ca player to the spectators
442 self.team = -1; // move this as it is needed to log the player spectating in eventlog
444 if(self.killcount != -666) {
446 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
447 bprint ("^4", self.netname, "^4 has no more lives left\n");
449 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
451 bprint ("^4", self.netname, "^4 is spectating now\n");
453 if(self.just_joined == FALSE) {
454 LogTeamchange(self.playerid, -1, 4);
456 self.just_joined = FALSE;
459 PlayerScore_Clear(self); // clear scores when needed
461 accuracy_resend(self);
463 self.spectatortime = time;
465 self.classname = "observer";
466 self.iscreature = FALSE;
467 self.teleportable = TELEPORT_SIMPLE;
468 self.damagedbycontents = FALSE;
470 self.takedamage = DAMAGE_NO;
471 self.solid = SOLID_NOT;
472 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
473 self.flags = FL_CLIENT | FL_NOTARGET;
474 self.armorvalue = 666;
476 self.armorvalue = autocvar_g_balance_armor_start;
477 self.pauserotarmor_finished = 0;
478 self.pauserothealth_finished = 0;
479 self.pauseregen_finished = 0;
480 self.damageforcescale = 0;
482 self.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;
497 self.deadflag = DEAD_NO;
498 self.angles = spot.angles;
500 self.fixangle = TRUE;
503 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
504 self.prevorigin = self.origin;
506 WEPSET_CLEAR_E(self);
509 setmodel(self, "null");
510 self.drawonlytoclient = self;
512 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
513 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
516 self.weaponname = "";
517 self.switchingweapon = 0;
518 self.weaponmodel = "";
519 self.weaponentity = world;
520 self.exteriorweaponentity = world;
521 self.killcount = -666;
522 self.velocity = '0 0 0';
523 self.avelocity = '0 0 0';
524 self.punchangle = '0 0 0';
525 self.punchvector = '0 0 0';
526 self.oldvelocity = self.velocity;
527 self.fire_endtime = -1;
530 .float model_randomizer;
531 void FixPlayermodel()
534 float defaultskin, chmdl, oldskin, n, i;
541 if(autocvar_sv_defaultcharacter == 1)
546 s = Team_ColorNameLowerCase(self.team);
549 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
550 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
554 if(defaultmodel == "")
556 defaultmodel = autocvar_sv_defaultplayermodel;
557 defaultskin = autocvar_sv_defaultplayerskin;
560 n = tokenize_console(defaultmodel);
562 defaultmodel = argv(floor(n * self.model_randomizer));
564 i = strstrofs(defaultmodel, ":", 0);
567 defaultskin = stof(substring(defaultmodel, i+1, -1));
568 defaultmodel = substring(defaultmodel, 0, i);
572 if(defaultmodel != "")
574 if (defaultmodel != self.model)
578 setplayermodel (self, defaultmodel);
579 setsize (self, m1, m2);
584 self.skin = defaultskin;
586 if (self.playermodel != self.model || self.playermodel == "")
588 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
591 setplayermodel (self, self.playermodel);
592 setsize (self, m1, m2);
597 self.skin = stof(self.playerskin);
600 if(chmdl || oldskin != self.skin)
601 self.species = player_getspecies(); // model or skin has changed
604 if(strlen(autocvar_sv_defaultplayercolors))
605 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
606 setcolor(self, stof(autocvar_sv_defaultplayercolors));
609 void PlayerTouchExplode(entity p1, entity p2)
612 org = (p1.origin + p2.origin) * 0.5;
613 org_z += (p1.mins_z + p2.mins_z) * 0.5;
620 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
628 Called when a client spawns in the server
632 void PutClientInServer (void)
634 if(clienttype(self) == CLIENTTYPE_BOT)
635 self.classname = "player";
636 else if(clienttype(self) == CLIENTTYPE_REAL)
639 WriteByte(MSG_ONE, SVC_SETVIEW);
640 WriteEntity(MSG_ONE, self);
646 // player is dead and becomes observer
647 // FIXME fix LMS scoring for new system
650 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
651 self.classname = "observer";
654 MUTATOR_CALLHOOK(PutClientInServer);
657 self.classname = "observer";
659 if(self.classname == "player") {
660 entity spot, oldself;
663 accuracy_resend(self);
666 JoinBestTeam(self, FALSE, TRUE);
670 spot = SelectSpawnPoint (FALSE);
673 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
674 return; // spawn failed
677 RemoveGrapplingHook(self); // Wazat's Grappling Hook
679 self.classname = "player";
680 self.wasplayer = TRUE;
681 self.iscreature = TRUE;
682 self.teleportable = TELEPORT_NORMAL;
683 self.damagedbycontents = TRUE;
684 self.movetype = MOVETYPE_WALK;
685 self.solid = SOLID_SLIDEBOX;
686 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
687 if(autocvar_g_playerclip_collisions)
688 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
689 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
690 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
691 self.frags = FRAGS_PLAYER;
692 if(INDEPENDENT_PLAYERS)
693 MAKE_INDEPENDENT_PLAYER(self);
694 self.flags = FL_CLIENT;
695 if(autocvar__notarget)
696 self.flags |= FL_NOTARGET;
697 self.takedamage = DAMAGE_AIM;
699 self.effects = EF_FULLBRIGHT;
702 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
703 self.air_finished = time + 12;
705 if(autocvar_g_balance_nex_charge)
707 if(autocvar_g_balance_nex_secondary_chargepool)
708 self.nex_chargepool_ammo = 1;
709 self.nex_charge = autocvar_g_balance_nex_charge_start;
714 self.ammo_shells = warmup_start_ammo_shells;
715 self.ammo_nails = warmup_start_ammo_nails;
716 self.ammo_rockets = warmup_start_ammo_rockets;
717 self.ammo_cells = warmup_start_ammo_cells;
718 self.ammo_fuel = warmup_start_ammo_fuel;
719 self.health = warmup_start_health;
720 self.armorvalue = warmup_start_armorvalue;
721 WEPSET_COPY_EA(self, warmup_start_weapons);
725 self.ammo_shells = start_ammo_shells;
726 self.ammo_nails = start_ammo_nails;
727 self.ammo_rockets = start_ammo_rockets;
728 self.ammo_cells = start_ammo_cells;
729 self.ammo_fuel = start_ammo_fuel;
730 self.health = start_health;
731 self.armorvalue = start_armorvalue;
732 WEPSET_COPY_EA(self, start_weapons);
735 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
736 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
738 self.superweapons_finished = 0;
740 if(g_weaponarena_random)
742 if(g_weaponarena_random_with_laser)
743 WEPSET_ANDNOT_EW(self, WEP_LASER);
744 W_RandomWeapons(self, g_weaponarena_random);
745 if(g_weaponarena_random_with_laser)
746 WEPSET_OR_EW(self, WEP_LASER);
749 self.items = start_items;
751 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
752 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
753 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
754 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
755 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
756 //extend the pause of rotting if client was reset at the beginning of the countdown
757 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
758 self.spawnshieldtime += game_starttime - time;
759 self.pauserotarmor_finished += game_starttime - time;
760 self.pauserothealth_finished += game_starttime - time;
761 self.pauseregen_finished += game_starttime - time;
763 self.damageforcescale = 2;
765 self.respawn_time = 0;
769 self.pain_finished = 0;
770 self.strength_finished = 0;
771 self.invincible_finished = 0;
773 // players have no think function
774 self.think = func_null;
778 self.ballistics_density = autocvar_g_ballistics_density_player;
784 self.deadflag = DEAD_NO;
786 self.angles = spot.angles;
788 self.angles_z = 0; // never spawn tilted even if the spot says to
789 self.fixangle = TRUE; // turn this way immediately
790 self.velocity = '0 0 0';
791 self.avelocity = '0 0 0';
792 self.punchangle = '0 0 0';
793 self.punchvector = '0 0 0';
794 self.oldvelocity = self.velocity;
795 self.fire_endtime = -1;
798 WRITESPECTATABLE_MSG_ONE({
799 WriteByte(MSG_ONE, SVC_TEMPENTITY);
800 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
805 self.drawonlytoclient = world;
808 self.view_ofs = PL_VIEW_OFS;
809 setsize (self, PL_MIN, PL_MAX);
810 self.spawnorigin = spot.origin;
811 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
812 // don't reset back to last position, even if new position is stuck in solid
813 self.oldorigin = self.origin;
814 self.prevorigin = self.origin;
815 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
816 self.lastteleporttime = time; // prevent insane speeds due to changing origin
817 self.hud = HUD_NORMAL;
819 self.event_damage = PlayerDamage;
821 self.bot_attack = TRUE;
823 self.statdraintime = time + 5;
824 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
826 if(self.killcount == -666) {
827 PlayerScore_Clear(self);
831 CL_SpawnWeaponentity();
832 self.alpha = default_player_alpha;
833 self.colormod = '1 1 1' * autocvar_g_player_brightness;
834 self.exteriorweaponentity.alpha = default_weapon_alpha;
836 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
837 self.lms_traveled_distance = 0;
838 self.speedrunning = FALSE;
840 race_PostSpawn(spot);
842 //stuffcmd(self, "chase_active 0");
843 //stuffcmd(self, "set viewsize $tmpviewsize \n");
846 if(self.team == assault_attacker_team)
847 centerprint(self, "You are attacking!");
849 centerprint(self, "You are defending!");
852 target_voicescript_clear(self);
854 // reset fields the weapons may use
855 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
857 weapon_action(j, WR_RESETPLAYER);
859 // all weapons must be fully loaded when we spawn
861 e = get_weaponinfo(j);
862 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
863 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
871 self.target = string_null;
878 MUTATOR_CALLHOOK(PlayerSpawn);
880 if(autocvar_spawn_debug)
882 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
883 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
886 self.switchweapon = w_getbestweapon(self);
887 self.cnt = -1; // W_LastWeapon will not complain
889 self.weaponname = "";
890 self.switchingweapon = 0;
894 self.alivetime = time;
898 if (autocvar_g_spawnsound)
899 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
900 } else if(self.classname == "observer") {
901 PutObserverInServer ();
905 .float ebouncefactor, ebouncestop; // electro's values
906 // TODO do we need all these fields, or should we stop autodetecting runtime
907 // changes and just have a console command to update this?
908 float ClientInit_SendEntity(entity to, float sf)
910 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
911 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
912 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
913 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
914 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
915 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
916 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
917 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
918 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
919 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
920 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
921 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
922 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
923 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
924 if(sv_foginterval && world.fog != "")
925 WriteString(MSG_ENTITY, world.fog);
927 WriteString(MSG_ENTITY, "");
928 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
929 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
930 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
931 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
932 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
933 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
934 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
935 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
936 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
937 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
938 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
939 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
940 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
944 void ClientInit_CheckUpdate()
946 self.nextthink = time;
947 if(self.count != autocvar_g_balance_armor_blockpercent)
949 self.count = autocvar_g_balance_armor_blockpercent;
952 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
954 self.cnt = autocvar_g_balance_weaponswitchdelay;
957 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
959 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
962 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
964 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
967 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
969 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
972 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
974 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
979 void ClientInit_Spawn()
984 e.classname = "clientinit";
985 e.think = ClientInit_CheckUpdate;
986 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
990 ClientInit_CheckUpdate();
999 void SetNewParms (void)
1001 // initialize parms for a new player
1002 parm1 = -(86400 * 366);
1010 void SetChangeParms (void)
1012 // save parms for level change
1013 parm1 = self.parm_idlesince - time;
1021 void DecodeLevelParms (void)
1024 self.parm_idlesince = parm1;
1025 if(self.parm_idlesince == -(86400 * 366))
1026 self.parm_idlesince = time;
1028 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1029 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1036 Called when a client types 'kill' in the console
1040 .float clientkill_nexttime;
1041 void ClientKill_Now_TeamChange()
1043 if(self.killindicator_teamchange == -1)
1045 JoinBestTeam( self, FALSE, TRUE );
1047 else if(self.killindicator_teamchange == -2)
1052 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"));
1053 PutObserverInServer();
1056 SV_ChangeTeam(self.killindicator_teamchange - 1);
1059 void ClientKill_Now()
1063 vehicles_exit(VHEF_RELESE);
1064 if(!self.killindicator_teamchange)
1066 self.vehicle_health = -1;
1067 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1071 if(self.killindicator && !wasfreed(self.killindicator))
1072 remove(self.killindicator);
1074 self.killindicator = world;
1076 if(self.killindicator_teamchange)
1077 ClientKill_Now_TeamChange();
1080 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1082 // now I am sure the player IS dead
1084 void KillIndicator_Think()
1088 self.owner.killindicator = world;
1093 if (self.owner.alpha < 0 && !self.owner.vehicle)
1095 self.owner.killindicator = world;
1103 ClientKill_Now(); // no oldself needed
1106 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1108 self.nextthink = time + 1;
1114 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1115 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1118 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1120 self.nextthink = time + 1;
1125 float clientkilltime;
1126 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1135 killtime = autocvar_g_balance_kill_delay;
1137 if(g_race_qualifying || g_cts)
1140 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1142 remove(self.killindicator);
1143 self.killindicator = world;
1145 ClientKill_Now(); // allow instant kill in this case
1149 self.killindicator_teamchange = targetteam;
1151 if(!self.killindicator)
1153 if(self.deadflag == DEAD_NO)
1155 killtime = max(killtime, self.clientkill_nexttime - time);
1156 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1159 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1165 starttime = max(time, clientkilltime);
1167 self.killindicator = spawn();
1168 self.killindicator.owner = self;
1169 self.killindicator.scale = 0.5;
1170 setattachment(self.killindicator, self, "");
1171 setorigin(self.killindicator, '0 0 52');
1172 self.killindicator.think = KillIndicator_Think;
1173 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1174 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1175 self.killindicator.cnt = ceil(killtime);
1176 self.killindicator.count = bound(0, ceil(killtime), 10);
1177 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1179 for(e = world; (e = find(e, classname, "body")) != world; )
1183 e.killindicator = spawn();
1184 e.killindicator.owner = e;
1185 e.killindicator.scale = 0.5;
1186 setattachment(e.killindicator, e, "");
1187 setorigin(e.killindicator, '0 0 52');
1188 e.killindicator.think = KillIndicator_Think;
1189 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1190 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1191 e.killindicator.cnt = ceil(killtime);
1196 if(self.killindicator)
1198 if(targetteam == 0) // just die
1200 self.killindicator.colormod = '0 0 0';
1201 if(clienttype(self) == CLIENTTYPE_REAL)
1202 if(self.killindicator.cnt > 0)
1203 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1205 else if(targetteam == -1) // auto
1207 self.killindicator.colormod = '0 1 0';
1208 if(clienttype(self) == CLIENTTYPE_REAL)
1209 if(self.killindicator.cnt > 0)
1210 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1212 else if(targetteam == -2) // spectate
1214 self.killindicator.colormod = '0.5 0.5 0.5';
1215 if(clienttype(self) == CLIENTTYPE_REAL)
1216 if(self.killindicator.cnt > 0)
1217 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1221 self.killindicator.colormod = TeamColor(targetteam);
1222 if(clienttype(self) == CLIENTTYPE_REAL)
1223 if(self.killindicator.cnt > 0)
1224 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1230 void ClientKill (void)
1232 if(gameover) return;
1233 if(g_ca && player_count == 1) 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");
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 string ColoredTeamName(float t);
1309 void DecodeLevelParms (void);
1310 //void dom_player_join_team(entity pl);
1311 void set_dom_state(entity e);
1312 void ClientConnect (void)
1316 if(self.flags & FL_CLIENT)
1318 print("Warning: ClientConnect, but already connected!\n");
1322 if(Ban_MaybeEnforceBanOnce(self))
1328 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK, "\n"));
1331 self.classname = "player_joining";
1333 self.flags = FL_CLIENT;
1334 self.version_nagtime = time + 10 + random() * 10;
1338 dprint("BUG player count is lower than zero, this cannot happen!\n");
1342 PlayerScore_Attach(self);
1343 ClientData_Attach();
1344 accuracy_init(self);
1346 bot_clientconnect();
1352 race_PreSpawnObserver();
1355 // dom_player_join_team(self);
1357 // identify the right forced team
1358 if(autocvar_g_campaign)
1360 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1362 switch(autocvar_g_campaign_forceteam)
1364 case 1: self.team_forced = COLOR_TEAM1; break;
1365 case 2: self.team_forced = COLOR_TEAM2; break;
1366 case 3: self.team_forced = COLOR_TEAM3; break;
1367 case 4: self.team_forced = COLOR_TEAM4; break;
1368 default: self.team_forced = 0;
1372 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1373 self.team_forced = COLOR_TEAM1;
1374 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1375 self.team_forced = COLOR_TEAM2;
1376 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1377 self.team_forced = COLOR_TEAM3;
1378 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1379 self.team_forced = COLOR_TEAM4;
1380 else if(autocvar_g_forced_team_otherwise == "red")
1381 self.team_forced = COLOR_TEAM1;
1382 else if(autocvar_g_forced_team_otherwise == "blue")
1383 self.team_forced = COLOR_TEAM2;
1384 else if(autocvar_g_forced_team_otherwise == "yellow")
1385 self.team_forced = COLOR_TEAM3;
1386 else if(autocvar_g_forced_team_otherwise == "pink")
1387 self.team_forced = COLOR_TEAM4;
1388 else if(autocvar_g_forced_team_otherwise == "spectate")
1389 self.team_forced = -1;
1390 else if(autocvar_g_forced_team_otherwise == "spectator")
1391 self.team_forced = -1;
1393 self.team_forced = 0;
1396 if(self.team_forced > 0)
1397 self.team_forced = 0;
1399 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1401 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1402 self.classname = "observer";
1406 if(autocvar_g_balance_teams)
1408 self.classname = "player";
1409 campaign_bots_may_start = 1;
1413 self.classname = "observer"; // do it anyway
1418 self.classname = "player";
1419 campaign_bots_may_start = 1;
1423 self.playerid = (playerid_last = playerid_last + 1);
1425 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1427 if(clienttype(self) == CLIENTTYPE_BOT)
1428 PlayerStats_AddPlayer(self);
1430 if(autocvar_sv_eventlog)
1431 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1433 LogTeamchange(self.playerid, self.team, 1);
1435 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1437 self.netname_previous = strzone(self.netname);
1439 bprint("^4", self.netname, "^4 connected");
1441 if(self.classname != "observer" && (g_domination || g_ctf))
1442 bprint(" and joined the ", ColoredTeamName(self.team));
1446 stuffcmd(self, strcat(clientstuff, "\n"));
1447 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1449 FixClientCvars(self);
1451 // spawnfunc_waypoint sprites
1452 WaypointSprite_InitClient(self);
1454 // Wazat's grappling hook
1455 SetGrappleHookBindings();
1457 // get version info from player
1458 stuffcmd(self, "cmd clientversion $gameversion\n");
1460 // get other cvars from player
1463 // notify about available teams
1466 CheckAllowedTeams(self);
1467 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1468 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1471 stuffcmd(self, "set _teams_available 0\n");
1475 bot_relinkplayerlist();
1477 self.spectatortime = time;
1480 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"));
1483 self.jointime = time;
1484 self.allowed_timeouts = autocvar_sv_timeout_number;
1486 if(clienttype(self) == CLIENTTYPE_REAL)
1488 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1489 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1494 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1496 PlayerScore_Add(self, SP_LMS_RANK, 666);
1497 self.frags = FRAGS_SPECTATOR;
1501 if(!sv_foginterval && world.fog != "")
1502 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1504 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1506 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1507 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1510 self.hitplotfh = -1;
1512 if(g_race || g_cts) {
1520 race_send_recordtime(MSG_ONE);
1521 race_send_speedaward(MSG_ONE);
1523 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1524 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1525 race_send_speedaward_alltimebest(MSG_ONE);
1528 for (i = 1; i <= RANKINGS_CNT; ++i) {
1529 race_SendRankings(i, 0, 0, MSG_ONE);
1532 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1533 send_CSQC_teamnagger();
1536 set_dom_state(self);
1540 if(!autocvar_g_campaign)
1541 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1543 CSQCMODEL_AUTOINIT();
1545 self.model_randomizer = random();
1547 if(clienttype(self) == CLIENTTYPE_REAL)
1550 MUTATOR_CALLHOOK(ClientConnect);
1556 Called when a client disconnects from the server
1559 .entity chatbubbleentity;
1561 void ClientDisconnect (void)
1564 vehicles_exit(VHEF_RELESE);
1566 if not(self.flags & FL_CLIENT)
1568 print("Warning: ClientDisconnect without ClientConnect\n");
1572 PlayerStats_AddGlobalInfo(self);
1574 CheatShutdownClient();
1576 if(self.hitplotfh >= 0)
1578 fclose(self.hitplotfh);
1579 self.hitplotfh = -1;
1583 anticheat_shutdown();
1585 playerdemo_shutdown();
1587 bot_clientdisconnect();
1592 if(autocvar_sv_eventlog)
1593 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1594 bprint ("^4",self.netname);
1595 bprint ("^4 disconnected\n");
1598 MUTATOR_CALLHOOK(ClientDisconnect);
1600 Portal_ClearAll(self);
1602 RemoveGrapplingHook(self);
1604 // Here, everything has been done that requires this player to be a client.
1606 self.flags &~= FL_CLIENT;
1608 if (self.chatbubbleentity)
1609 remove (self.chatbubbleentity);
1611 if (self.killindicator)
1612 remove (self.killindicator);
1614 WaypointSprite_PlayerGone();
1616 bot_relinkplayerlist();
1618 accuracy_free(self);
1619 ClientData_Detach();
1620 PlayerScore_Detach(self);
1622 if(self.netname_previous)
1623 strunzone(self.netname_previous);
1624 if(self.clientstatus)
1625 strunzone(self.clientstatus);
1626 if(self.weaponorder_byimpulse)
1627 strunzone(self.weaponorder_byimpulse);
1629 ClearPlayerSounds();
1632 remove(self.personal);
1642 void ChatBubbleThink()
1644 self.nextthink = time;
1645 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1647 if(self.owner) // but why can that ever be world?
1648 self.owner.chatbubbleentity = world;
1652 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1654 || self.owner.tetris_on
1657 self.model = self.mdl;
1662 void UpdateChatBubble()
1666 // spawn a chatbubble entity if needed
1667 if (!self.chatbubbleentity)
1669 self.chatbubbleentity = spawn();
1670 self.chatbubbleentity.owner = self;
1671 self.chatbubbleentity.exteriormodeltoclient = self;
1672 self.chatbubbleentity.think = ChatBubbleThink;
1673 self.chatbubbleentity.nextthink = time;
1674 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1675 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1676 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1677 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1678 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1679 self.chatbubbleentity.model = "";
1680 self.chatbubbleentity.effects = EF_LOWPRECISION;
1685 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1686 // added to the model skins
1687 /*void UpdateColorModHack()
1690 c = self.clientcolors & 15;
1691 // LordHavoc: only bothering to support white, green, red, yellow, blue
1692 if (!teamplay) self.colormod = '0 0 0';
1693 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1694 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1695 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1696 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1697 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1698 else self.colormod = '1 1 1';
1703 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1705 self.solid = SOLID_NOT;
1706 self.takedamage = DAMAGE_NO;
1707 self.movetype = MOVETYPE_FLY;
1708 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1709 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1710 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1711 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1712 if(autocvar_g_respawn_ghosts_maxtime)
1713 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1718 self.effects |= EF_NODRAW; // prevent another CopyBody
1719 PutClientInServer();
1722 void play_countdown(float finished, string samp)
1724 if(clienttype(self) == CLIENTTYPE_REAL)
1725 if(floor(finished - time - frametime) != floor(finished - time))
1726 if(finished - time < 6)
1727 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1730 void player_powerups (void)
1732 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1733 olditems = self.items;
1735 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1736 self.modelflags |= MF_ROCKET;
1738 self.modelflags &~= MF_ROCKET;
1740 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1742 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1745 Fire_ApplyDamage(self);
1746 Fire_ApplyEffect(self);
1750 self.effects |= EF_FULLBRIGHT;
1752 if (self.items & IT_STRENGTH)
1754 play_countdown(self.strength_finished, "misc/poweroff.wav");
1755 if (time > self.strength_finished)
1757 self.alpha = default_player_alpha;
1758 self.exteriorweaponentity.alpha = default_weapon_alpha;
1759 self.items &~= IT_STRENGTH;
1760 sprint(self, "^3Invisibility has worn off\n");
1765 if (time < self.strength_finished)
1767 self.alpha = g_minstagib_invis_alpha;
1768 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1769 self.items |= IT_STRENGTH;
1770 sprint(self, "^3You are invisible\n");
1774 if (self.items & IT_INVINCIBLE)
1776 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1777 if (time > self.invincible_finished)
1779 self.items = self.items - (self.items & IT_INVINCIBLE);
1780 sprint(self, "^3Speed has worn off\n");
1785 if (time < self.invincible_finished)
1787 self.items = self.items | IT_INVINCIBLE;
1788 sprint(self, "^3You are on speed\n");
1792 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.
1794 if (self.items & IT_STRENGTH)
1796 play_countdown(self.strength_finished, "misc/poweroff.wav");
1797 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1798 if (time > self.strength_finished)
1800 self.items = self.items - (self.items & IT_STRENGTH);
1801 sprint(self, "^3Strength has worn off\n");
1806 if (time < self.strength_finished)
1808 self.items = self.items | IT_STRENGTH;
1809 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1812 if (self.items & IT_INVINCIBLE)
1814 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1815 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1816 if (time > self.invincible_finished)
1818 self.items = self.items - (self.items & IT_INVINCIBLE);
1819 sprint(self, "^3Shield has worn off\n");
1824 if (time < self.invincible_finished)
1826 self.items = self.items | IT_INVINCIBLE;
1827 sprint(self, "^3Shield surrounds you\n");
1830 if (self.items & IT_SUPERWEAPON)
1832 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1834 self.superweapons_finished = 0;
1835 self.items = self.items - (self.items & IT_SUPERWEAPON);
1836 sprint(self, "^3Superweapons have been lost\n");
1838 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1840 // don't let them run out
1844 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1845 if (time > self.superweapons_finished)
1847 self.items = self.items - (self.items & IT_SUPERWEAPON);
1848 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1849 sprint(self, "^3Superweapons have broken down\n");
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 sprint(self, "^3You now have a superweapon\n");
1862 self.superweapons_finished = 0;
1863 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1868 self.superweapons_finished = 0;
1872 if(autocvar_g_nodepthtestplayers)
1873 self.effects = self.effects | EF_NODEPTHTEST;
1875 if(autocvar_g_fullbrightplayers)
1876 self.effects = self.effects | EF_FULLBRIGHT;
1878 // midair gamemode: damage only while in the air
1879 // if in midair mode, being on ground grants temporary invulnerability
1880 // (this is so that multishot weapon don't clear the ground flag on the
1881 // first damage in the frame, leaving the player vulnerable to the
1882 // remaining hits in the same frame)
1883 if (self.flags & FL_ONGROUND)
1885 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1887 if (time >= game_starttime)
1888 if (time < self.spawnshieldtime)
1889 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1891 MUTATOR_CALLHOOK(PlayerPowerups);
1894 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1896 if(current > stable)
1898 else if(current > stable - 0.25) // when close enough, "snap"
1901 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1904 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1906 if(current < stable)
1908 else if(current < stable + 0.25) // when close enough, "snap"
1911 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1914 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1916 if(current > rotstable)
1918 if(rotframetime > 0)
1920 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1921 current = max(rotstable, current - rotlinear * rotframetime);
1924 else if(current < regenstable)
1926 if(regenframetime > 0)
1928 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1929 current = min(regenstable, current + regenlinear * regenframetime);
1939 void player_regen (void)
1941 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1942 maxh = autocvar_g_balance_health_rotstable;
1943 maxa = autocvar_g_balance_armor_rotstable;
1944 maxf = autocvar_g_balance_fuel_rotstable;
1945 minh = autocvar_g_balance_health_regenstable;
1946 mina = autocvar_g_balance_armor_regenstable;
1947 minf = autocvar_g_balance_fuel_regenstable;
1948 limith = autocvar_g_balance_health_limit;
1949 limita = autocvar_g_balance_armor_limit;
1950 limitf = autocvar_g_balance_fuel_limit;
1952 max_mod = regen_mod = rot_mod = limit_mod = 1;
1954 if (self.runes & RUNE_REGEN)
1956 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1958 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1959 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1960 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1964 regen_mod = autocvar_g_balance_rune_regen_regenrate;
1965 max_mod = autocvar_g_balance_rune_regen_hpmod;
1966 limit_mod = autocvar_g_balance_rune_regen_limitmod;
1969 else if (self.runes & CURSE_VENOM)
1971 max_mod = autocvar_g_balance_curse_venom_hpmod;
1972 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1973 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1975 rot_mod = autocvar_g_balance_curse_venom_rotrate;
1976 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1977 //if (!self.runes & RUNE_REGEN)
1978 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
1980 maxh = maxh * max_mod;
1981 //maxa = maxa * max_mod;
1982 //maxf = maxf * max_mod;
1983 minh = minh * max_mod;
1984 //mina = mina * max_mod;
1985 //minf = minf * max_mod;
1986 limith = limith * limit_mod;
1987 limita = limita * limit_mod;
1988 //limitf = limitf * limit_mod;
1993 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1995 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);
1996 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);
1998 // if player rotted to death... die!
2000 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2003 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2004 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);
2007 float zoomstate_set;
2008 void SetZoomState(float z)
2010 if(z != self.zoomstate)
2013 ClientData_Touch(self);
2018 void GetPressedKeys(void) {
2019 MUTATOR_CALLHOOK(GetPressedKeys);
2020 if (self.movement_x > 0) // get if movement keys are pressed
2021 { // forward key pressed
2022 self.pressedkeys |= KEY_FORWARD;
2023 self.pressedkeys &~= KEY_BACKWARD;
2025 else if (self.movement_x < 0)
2026 { // backward key pressed
2027 self.pressedkeys |= KEY_BACKWARD;
2028 self.pressedkeys &~= KEY_FORWARD;
2032 self.pressedkeys &~= KEY_FORWARD;
2033 self.pressedkeys &~= KEY_BACKWARD;
2036 if (self.movement_y > 0)
2037 { // right key pressed
2038 self.pressedkeys |= KEY_RIGHT;
2039 self.pressedkeys &~= KEY_LEFT;
2041 else if (self.movement_y < 0)
2042 { // left key pressed
2043 self.pressedkeys |= KEY_LEFT;
2044 self.pressedkeys &~= KEY_RIGHT;
2048 self.pressedkeys &~= KEY_RIGHT;
2049 self.pressedkeys &~= KEY_LEFT;
2052 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2053 self.pressedkeys |= KEY_JUMP;
2055 self.pressedkeys &~= KEY_JUMP;
2056 if (self.BUTTON_CROUCH)
2057 self.pressedkeys |= KEY_CROUCH;
2059 self.pressedkeys &~= KEY_CROUCH;
2061 if (self.BUTTON_ATCK)
2062 self.pressedkeys |= KEY_ATCK;
2064 self.pressedkeys &~= KEY_ATCK;
2065 if (self.BUTTON_ATCK2)
2066 self.pressedkeys |= KEY_ATCK2;
2068 self.pressedkeys &~= KEY_ATCK2;
2072 ======================
2073 spectate mode routines
2074 ======================
2077 void SpectateCopy(entity spectatee) {
2079 MUTATOR_CALLHOOK(SpectateCopy);
2080 self.armortype = spectatee.armortype;
2081 self.armorvalue = spectatee.armorvalue;
2082 self.ammo_cells = spectatee.ammo_cells;
2083 self.ammo_shells = spectatee.ammo_shells;
2084 self.ammo_nails = spectatee.ammo_nails;
2085 self.ammo_rockets = spectatee.ammo_rockets;
2086 self.ammo_fuel = spectatee.ammo_fuel;
2087 self.clip_load = spectatee.clip_load;
2088 self.clip_size = spectatee.clip_size;
2089 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2090 self.health = spectatee.health;
2092 self.items = spectatee.items;
2093 self.last_pickup = spectatee.last_pickup;
2094 self.hit_time = spectatee.hit_time;
2095 self.metertime = spectatee.metertime;
2096 self.strength_finished = spectatee.strength_finished;
2097 self.invincible_finished = spectatee.invincible_finished;
2098 self.pressedkeys = spectatee.pressedkeys;
2099 WEPSET_COPY_EE(self, spectatee);
2100 self.switchweapon = spectatee.switchweapon;
2101 self.switchingweapon = spectatee.switchingweapon;
2102 self.weapon = spectatee.weapon;
2103 self.nex_charge = spectatee.nex_charge;
2104 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2105 self.hagar_load = spectatee.hagar_load;
2106 self.minelayer_mines = spectatee.minelayer_mines;
2107 self.punchangle = spectatee.punchangle;
2108 self.view_ofs = spectatee.view_ofs;
2109 self.velocity = spectatee.velocity;
2110 self.dmg_take = spectatee.dmg_take;
2111 self.dmg_save = spectatee.dmg_save;
2112 self.dmg_inflictor = spectatee.dmg_inflictor;
2113 self.v_angle = spectatee.v_angle;
2114 self.angles = spectatee.v_angle;
2115 self.stat_respawn_time = spectatee.stat_respawn_time;
2116 if(!self.BUTTON_USE)
2117 self.fixangle = TRUE;
2118 setorigin(self, spectatee.origin);
2119 setsize(self, spectatee.mins, spectatee.maxs);
2120 SetZoomState(spectatee.zoomstate);
2122 anticheat_spectatecopy(spectatee);
2123 self.hud = spectatee.hud;
2124 if(spectatee.vehicle)
2126 self.fixangle = FALSE;
2127 //self.velocity = spectatee.vehicle.velocity;
2128 self.vehicle_health = spectatee.vehicle_health;
2129 self.vehicle_shield = spectatee.vehicle_shield;
2130 self.vehicle_energy = spectatee.vehicle_energy;
2131 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2132 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2133 self.vehicle_reload1 = spectatee.vehicle_reload1;
2134 self.vehicle_reload2 = spectatee.vehicle_reload2;
2138 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2139 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2140 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2141 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2143 //WriteByte (MSG_ONE, SVC_SETVIEW);
2144 // WriteEntity(MSG_ONE, self);
2145 //makevectors(spectatee.v_angle);
2146 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2150 float SpectateUpdate() {
2154 if (self == self.enemy)
2157 if(self.enemy.classname != "player")
2160 SpectateCopy(self.enemy);
2166 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2167 entity CA_SpectateNext(entity start) {
2168 if (start.team == self.team) {
2173 // continue from current player
2174 while(other && other.team != self.team) {
2175 other = find(other, classname, "player");
2179 // restart from begining
2180 other = find(other, classname, "player");
2181 while(other && other.team != self.team) {
2182 other = find(other, classname, "player");
2189 float SpectateNext(entity _prefer) {
2194 other = find(self.enemy, classname, "player");
2196 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2197 // CA and ca players when spectating enemies is forbidden
2198 other = CA_SpectateNext(other);
2200 // other modes and ca spectators or spectating enemies is allowed
2202 other = find(other, classname, "player");
2208 if(self.enemy.classname == "player") {
2209 /*if(self.enemy.vehicle)
2213 WriteByte(MSG_ONE, SVC_SETVIEW);
2214 WriteEntity(MSG_ONE, self.enemy);
2215 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2217 self.movetype = MOVETYPE_NONE;
2218 accuracy_resend(self);
2223 WriteByte(MSG_ONE, SVC_SETVIEW);
2224 WriteEntity(MSG_ONE, self.enemy);
2225 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2226 self.movetype = MOVETYPE_NONE;
2227 accuracy_resend(self);
2229 if(!SpectateUpdate())
2230 PutObserverInServer();
2240 ShowRespawnCountdown()
2242 Update a respawn countdown display.
2245 void ShowRespawnCountdown()
2248 if(self.deadflag == DEAD_NO) // just respawned?
2252 number = ceil(self.respawn_time - time);
2255 if(number <= self.respawn_countdown)
2257 self.respawn_countdown = number - 1;
2258 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
2259 AnnounceTo(self, strcat(ftos(number), ""));
2264 .float prevent_join_msgtime;
2265 void LeaveSpectatorMode()
2267 if(nJoinAllowed(self)) {
2268 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2269 self.classname = "player";
2271 if(autocvar_g_campaign || autocvar_g_balance_teams)
2272 JoinBestTeam(self, FALSE, TRUE);
2274 if(autocvar_g_campaign)
2275 campaign_bots_may_start = 1;
2277 PutClientInServer();
2279 if(self.classname == "player")
2280 bprint ("^4", self.netname, "^4 is playing now\n");
2282 if(!autocvar_g_campaign)
2283 if (time < self.jointime + autocvar_welcome_message_time)
2284 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2286 if (self.prevent_join_msgtime)
2288 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2289 self.prevent_join_msgtime = 0;
2294 if (g_ca && self.caplayer) {
2297 stuffcmd(self,"menu_showteamselect\n");
2302 //player may not join because of g_maxplayers is set
2303 if (time - self.prevent_join_msgtime > 2)
2305 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2306 self.prevent_join_msgtime = time;
2312 * Determines whether the player is allowed to join. This depends on cvar
2313 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2314 * it checks whether the number of currently playing players exceeds g_maxplayers.
2315 * @return int number of free slots for players, 0 if none
2317 float nJoinAllowed(entity ignore) {
2319 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2320 // so report 0 free slots if restricted
2322 if(autocvar_g_forced_team_otherwise == "spectate")
2324 if(autocvar_g_forced_team_otherwise == "spectator")
2328 if(self.team_forced < 0)
2329 return 0; // forced spectators can never join
2331 // TODO simplify this
2333 float totalClients = 0;
2338 if (!autocvar_g_maxplayers)
2339 return maxclients - totalClients;
2341 float currentlyPlaying = 0;
2342 FOR_EACH_REALPLAYER(e)
2343 currentlyPlaying += 1;
2345 if(currentlyPlaying < autocvar_g_maxplayers)
2346 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2352 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2353 * g_maxplayers_spectator_blocktime seconds
2355 void checkSpectatorBlock() {
2356 if(self.classname == "spectator" || self.classname == "observer") {
2357 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2358 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2364 .float motd_actived_time; // used for both motd and campaign_message
2365 void PrintWelcomeMessage()
2367 if (self.motd_actived_time == 0) { // is there already a message showing?
2368 if (autocvar_g_campaign) {
2369 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2370 self.motd_actived_time = time;
2371 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2374 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2375 self.motd_actived_time = time;
2376 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2379 } else { // showing MOTD or campaign message
2380 if (autocvar_g_campaign) {
2381 if (self.BUTTON_INFO)
2382 self.motd_actived_time = time;
2383 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2384 self.motd_actived_time = 0;
2385 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2388 if ((time - self.jointime) > autocvar_welcome_message_time) {
2389 if (self.BUTTON_INFO)
2390 self.motd_actived_time = time;
2391 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2392 self.motd_actived_time = 0;
2393 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2400 void ObserverThink()
2402 float prefered_movetype;
2403 if (self.flags & FL_JUMPRELEASED) {
2404 if (self.BUTTON_JUMP && !self.version_mismatch) {
2405 self.flags &~= FL_JUMPRELEASED;
2406 self.flags |= FL_SPAWNING;
2407 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2408 self.flags &~= FL_JUMPRELEASED;
2409 if(SpectateNext(world) == 1) {
2410 self.classname = "spectator";
2413 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2414 if (self.movetype != prefered_movetype)
2415 self.movetype = prefered_movetype;
2418 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2419 self.flags |= FL_JUMPRELEASED;
2420 if(self.flags & FL_SPAWNING)
2422 self.flags &~= FL_SPAWNING;
2423 LeaveSpectatorMode();
2429 PrintWelcomeMessage();
2432 void SpectatorThink()
2434 if (self.flags & FL_JUMPRELEASED) {
2435 if (self.BUTTON_JUMP && !self.version_mismatch) {
2436 self.flags &~= FL_JUMPRELEASED;
2437 self.flags |= FL_SPAWNING;
2438 } else if(self.BUTTON_ATCK) {
2439 self.flags &~= FL_JUMPRELEASED;
2440 if(SpectateNext(world) == 1) {
2441 self.classname = "spectator";
2443 self.classname = "observer";
2444 PutClientInServer();
2446 } else if (self.BUTTON_ATCK2) {
2447 self.flags &~= FL_JUMPRELEASED;
2448 self.classname = "observer";
2449 PutClientInServer();
2451 if(!SpectateUpdate())
2452 PutObserverInServer();
2455 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2456 self.flags |= FL_JUMPRELEASED;
2457 if(self.flags & FL_SPAWNING)
2459 self.flags &~= FL_SPAWNING;
2460 LeaveSpectatorMode();
2464 if(!SpectateUpdate())
2465 PutObserverInServer();
2468 PrintWelcomeMessage();
2469 self.flags |= FL_CLIENT | FL_NOTARGET;
2474 if(self.classname != "player")
2479 vehicles_exit(VHEF_NORMAL);
2483 // a use key was pressed; call handlers
2484 MUTATOR_CALLHOOK(PlayerUseKey);
2487 .float touchexplode_time;
2493 Called every frame for each client before the physics are run
2496 .float usekeypressed;
2497 void() nexball_setstatus;
2499 void PlayerPreThink (void)
2501 WarpZone_PlayerPhysics_FixVAngle();
2503 self.stat_game_starttime = game_starttime;
2504 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2505 self.stat_leadlimit = autocvar_leadlimit;
2507 self.stat_respawn_time = self.respawn_time;
2511 // physics frames: update anticheat stuff
2512 anticheat_prethink();
2515 if(blockSpectators && frametime)
2516 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2517 checkSpectatorBlock();
2521 if(self.netname_previous != self.netname)
2523 if(autocvar_sv_eventlog)
2524 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2525 if(self.netname_previous)
2526 strunzone(self.netname_previous);
2527 self.netname_previous = strzone(self.netname);
2531 if(self.version_nagtime)
2532 if(self.cvar_g_xonoticversion)
2533 if(time > self.version_nagtime)
2535 // don't notify git users
2536 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2538 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2540 // notify release users if connecting to git
2541 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");
2542 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2547 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2550 // give users new version
2551 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");
2552 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n"));
2556 // notify users about old server version
2557 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");
2558 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2562 self.version_nagtime = 0;
2566 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2568 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2569 self.max_armorvalue = 0;
2573 if (TetrisPreFrame())
2577 MUTATOR_CALLHOOK(PlayerPreThink);
2579 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2581 if(self.BUTTON_USE && !self.usekeypressed)
2583 self.usekeypressed = self.BUTTON_USE;
2586 PrintWelcomeMessage();
2588 if(self.classname == "player") {
2589 // if(self.netname == "Wazat")
2590 // bprint(self.classname, "\n");
2592 CheckRules_Player();
2594 if (intermission_running)
2596 IntermissionThink (); // otherwise a button could be missed between
2597 return; // the think tics
2600 //don't allow the player to turn around while game is paused!
2601 if(timeout_status == TIMEOUT_ACTIVE) {
2602 // FIXME turn this into CSQC stuff
2603 self.v_angle = self.lastV_angle;
2604 self.angles = self.lastV_angle;
2605 self.fixangle = TRUE;
2610 #ifndef NO_LEGACY_NETWORKING
2611 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2614 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2616 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);
2617 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);
2618 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);
2620 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2622 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);
2623 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);
2624 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);
2628 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2634 minstagib_ammocheck();
2636 if (self.deadflag != DEAD_NO)
2638 float button_pressed, force_respawn;
2639 if(self.personal && g_race_qualifying)
2641 if(time > self.respawn_time)
2643 self.respawn_time = time + 1; // only retry once a second
2652 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2653 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2654 if (self.deadflag == DEAD_DYING)
2657 self.deadflag = DEAD_RESPAWNING;
2658 else if(!button_pressed)
2659 self.deadflag = DEAD_DEAD;
2661 else if (self.deadflag == DEAD_DEAD)
2664 self.deadflag = DEAD_RESPAWNABLE;
2666 else if (self.deadflag == DEAD_RESPAWNABLE)
2669 self.deadflag = DEAD_RESPAWNING;
2671 else if (self.deadflag == DEAD_RESPAWNING)
2673 if(time > self.respawn_time)
2675 self.respawn_time = time + 1; // only retry once a second
2679 ShowRespawnCountdown();
2682 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2683 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2684 self.stat_respawn_time *= -1;
2688 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2689 // so (self.deadflag == DEAD_NO) is always true in the code below
2692 if(time > self.touchexplode_time)
2693 if(self.classname == "player")
2694 if(self.deadflag == DEAD_NO)
2695 if not(IS_INDEPENDENT_PLAYER(self))
2696 FOR_EACH_PLAYER(other) if(self != other)
2698 if(time > other.touchexplode_time)
2699 if(other.deadflag == DEAD_NO)
2700 if not(IS_INDEPENDENT_PLAYER(other))
2701 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2703 PlayerTouchExplode(self, other);
2704 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2708 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2712 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2713 dist = self.prevorigin - self.origin;
2715 self.lms_traveled_distance += fabs(vlen(dist));
2717 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2719 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2720 self.lms_traveled_distance = 0;
2723 if(time > self.lms_nextcheck)
2725 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2726 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2728 centerprint(self, autocvar_g_lms_campcheck_message);
2729 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2730 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2731 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');
2733 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2734 self.lms_traveled_distance = 0;
2738 self.prevorigin = self.origin;
2741 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x && !self.freezetag_frozen) // prevent crouching if using melee attack
2746 self.view_ofs = PL_CROUCH_VIEW_OFS;
2747 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2748 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2755 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2756 if (!trace_startsolid)
2758 self.crouch = FALSE;
2759 self.view_ofs = PL_VIEW_OFS;
2760 setsize (self, PL_MIN, PL_MAX);
2765 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2767 if(self.bloodloss_timer < time)
2769 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2770 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2776 GrapplingHookFrame();
2778 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2781 self.items &~= self.items_added;
2785 self.items_added = 0;
2786 if(self.items & IT_JETPACK)
2787 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2788 self.items_added |= IT_FUEL;
2790 self.items |= self.items_added;
2795 // rot nex charge to the charge limit
2796 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2797 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2803 nexball_setstatus();
2806 secrets_setstatus();
2808 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2810 //self.angles_y=self.v_angle_y + 90; // temp
2811 } else if(gameover) {
2812 if (intermission_running)
2813 IntermissionThink (); // otherwise a button could be missed between
2815 } else if(self.classname == "observer") {
2817 } else if(self.classname == "spectator") {
2822 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));
2824 float oldspectatee_status;
2825 oldspectatee_status = self.spectatee_status;
2826 if(self.classname == "spectator")
2827 self.spectatee_status = num_for_edict(self.enemy);
2828 else if(self.classname == "observer")
2829 self.spectatee_status = num_for_edict(self);
2831 self.spectatee_status = 0;
2832 if(self.spectatee_status != oldspectatee_status)
2834 ClientData_Touch(self);
2836 race_InitSpectator();
2839 if(self.teamkill_soundtime)
2840 if(time > self.teamkill_soundtime)
2842 self.teamkill_soundtime = 0;
2844 entity oldpusher, oldself;
2846 oldself = self; self = self.teamkill_soundsource;
2847 oldpusher = self.pusher; self.pusher = oldself;
2849 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2851 self.pusher = oldpusher;
2855 if(self.taunt_soundtime)
2856 if(time > self.taunt_soundtime)
2858 self.taunt_soundtime = 0;
2859 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2862 target_voicescript_next(self);
2864 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2866 self.clip_load = self.clip_size = 0;
2869 float isInvisibleString(string s)
2872 s = strdecolorize(s);
2873 for((i = 0), (n = strlen(s)); i < n; ++i)
2881 case 192: // charmap space
2882 if (!autocvar_utf8_enable)
2885 case 160: // space in unicode fonts
2886 case 0xE000 + 192: // utf8 charmap space
2887 if (autocvar_utf8_enable)
2900 Called every frame for each client after the physics are run
2903 .float idlekick_lasttimeleft;
2904 .entity showheadshotbbox;
2905 void showheadshotbbox_think()
2907 if(self.owner.showheadshotbbox != self)
2912 self.nextthink = time;
2913 setorigin(self, self.owner.origin);
2914 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2916 void PlayerPostThink (void)
2918 // Savage: Check for nameless players
2919 if (isInvisibleString(self.netname)) {
2920 self.netname = "Player";
2921 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2924 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2926 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2928 if(self.idlekick_lasttimeleft)
2930 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2931 self.idlekick_lasttimeleft = 0;
2937 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2938 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2940 if(!self.idlekick_lasttimeleft)
2941 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2945 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2946 AnnounceTo(self, "terminated");
2950 else if(timeleft <= 10)
2952 if(timeleft != self.idlekick_lasttimeleft)
2953 AnnounceTo(self, ftos(timeleft));
2954 self.idlekick_lasttimeleft = timeleft;
2960 if(self.impulse == 100)
2962 if (!TetrisPostFrame())
2968 //CheckPlayerJump();
2970 if(self.classname == "player") {
2971 CheckRules_Player();
2975 if (intermission_running)
2976 return; // intermission or finale
2986 for(i = 0; i < 1000; ++i)
2989 end = self.origin + '0 0 1024' + 512 * randomvec();
2990 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2991 if(trace_fraction < 1)
2992 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2994 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3000 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3002 if(self.waypointsprite_attachedforcarrier)
3003 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3005 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3007 if(!self.showheadshotbbox)
3009 self.showheadshotbbox = spawn();
3010 self.showheadshotbbox.classname = "headshotbbox";
3011 self.showheadshotbbox.owner = self;
3012 self.showheadshotbbox.think = showheadshotbbox_think;
3013 self.showheadshotbbox.nextthink = time;
3014 self = self.showheadshotbbox;
3021 if(self.showheadshotbbox)
3022 if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3023 remove(self.showheadshotbbox);
3028 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3030 if not(self.stored_netname)
3031 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3032 if(self.stored_netname != self.netname)
3034 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3035 strunzone(self.stored_netname);
3036 self.stored_netname = strzone(self.netname);
3042 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3045 CSQCMODEL_AUTOUPDATE();