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)
1050 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"));
1051 PutObserverInServer();
1054 SV_ChangeTeam(self.killindicator_teamchange - 1);
1055 self.killindicator_teamchange = 0;
1058 void ClientKill_Now()
1062 vehicles_exit(VHEF_RELESE);
1063 if(!self.killindicator_teamchange)
1065 self.vehicle_health = -1;
1066 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1070 if(self.killindicator && !wasfreed(self.killindicator))
1071 remove(self.killindicator);
1073 self.killindicator = world;
1075 if(self.killindicator_teamchange)
1076 ClientKill_Now_TeamChange();
1079 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1081 // now I am sure the player IS dead
1083 void KillIndicator_Think()
1087 self.owner.killindicator = world;
1092 if (self.owner.alpha < 0 && !self.owner.vehicle)
1094 self.owner.killindicator = world;
1102 ClientKill_Now(); // no oldself needed
1105 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1107 self.nextthink = time + 1;
1113 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1114 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1117 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1119 self.nextthink = time + 1;
1124 float clientkilltime;
1125 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1134 killtime = autocvar_g_balance_kill_delay;
1136 if(g_race_qualifying || g_cts)
1139 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1141 remove(self.killindicator);
1142 self.killindicator = world;
1144 ClientKill_Now(); // allow instant kill in this case
1148 self.killindicator_teamchange = targetteam;
1150 if(!self.killindicator)
1152 if(self.deadflag == DEAD_NO)
1154 killtime = max(killtime, self.clientkill_nexttime - time);
1155 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1158 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1164 starttime = max(time, clientkilltime);
1166 self.killindicator = spawn();
1167 self.killindicator.owner = self;
1168 self.killindicator.scale = 0.5;
1169 setattachment(self.killindicator, self, "");
1170 setorigin(self.killindicator, '0 0 52');
1171 self.killindicator.think = KillIndicator_Think;
1172 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1173 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1174 self.killindicator.cnt = ceil(killtime);
1175 self.killindicator.count = bound(0, ceil(killtime), 10);
1176 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1178 for(e = world; (e = find(e, classname, "body")) != world; )
1182 e.killindicator = spawn();
1183 e.killindicator.owner = e;
1184 e.killindicator.scale = 0.5;
1185 setattachment(e.killindicator, e, "");
1186 setorigin(e.killindicator, '0 0 52');
1187 e.killindicator.think = KillIndicator_Think;
1188 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1189 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1190 e.killindicator.cnt = ceil(killtime);
1195 if(self.killindicator)
1197 if(targetteam == 0) // just die
1199 self.killindicator.colormod = '0 0 0';
1200 if(clienttype(self) == CLIENTTYPE_REAL)
1201 if(self.killindicator.cnt > 0)
1202 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1204 else if(targetteam == -1) // auto
1206 self.killindicator.colormod = '0 1 0';
1207 if(clienttype(self) == CLIENTTYPE_REAL)
1208 if(self.killindicator.cnt > 0)
1209 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1211 else if(targetteam == -2) // spectate
1213 self.killindicator.colormod = '0.5 0.5 0.5';
1214 if(clienttype(self) == CLIENTTYPE_REAL)
1215 if(self.killindicator.cnt > 0)
1216 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1220 self.killindicator.colormod = TeamColor(targetteam);
1221 if(clienttype(self) == CLIENTTYPE_REAL)
1222 if(self.killindicator.cnt > 0)
1223 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1229 void ClientKill (void)
1231 if(gameover) return;
1232 if(g_ca && player_count == 1) return;
1233 if(self.player_blocked) return;
1234 if(self.freezetag_frozen) return;
1236 ClientKill_TeamChange(0);
1239 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
1241 e.killindicator = spawn();
1242 e.killindicator.owner = e;
1243 e.killindicator.think = KillIndicator_Think;
1244 e.killindicator.nextthink = time + (e.lip) * 0.05;
1245 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1246 e.killindicator.health = 1; // this is used to indicate that it should be silent
1250 void FixClientCvars(entity e)
1252 // send prediction settings to the client
1253 stuffcmd(e, "\nin_bindmap 0 0\n");
1255 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1256 if(autocvar_g_antilag == 3) // client side hitscan
1257 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1259 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1261 * we no longer need to stuff this. Remove this comment block if you feel
1262 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1263 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1264 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1265 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1266 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1267 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1268 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1269 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1270 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1271 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1272 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1273 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1274 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1275 stuffcmd(e, "cl_movement_edgefriction 1\n");
1279 float PlayerInIDList(entity p, string idlist)
1284 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1285 if not(p.crypto_idfp)
1288 // this function allows abbreviated player IDs too!
1289 n = tokenize_console(idlist);
1290 for(i = 0; i < n; ++i)
1293 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1304 Called when a client connects to the server
1307 string ColoredTeamName(float t);
1308 void DecodeLevelParms (void);
1309 //void dom_player_join_team(entity pl);
1310 void set_dom_state(entity e);
1311 void ClientConnect (void)
1315 if(self.flags & FL_CLIENT)
1317 print("Warning: ClientConnect, but already connected!\n");
1321 if(Ban_MaybeEnforceBanOnce(self))
1327 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK, "\n"));
1330 self.classname = "player_joining";
1332 self.flags = FL_CLIENT;
1333 self.version_nagtime = time + 10 + random() * 10;
1337 dprint("BUG player count is lower than zero, this cannot happen!\n");
1341 PlayerScore_Attach(self);
1342 ClientData_Attach();
1343 accuracy_init(self);
1345 bot_clientconnect();
1351 race_PreSpawnObserver();
1353 // identify the right forced team
1354 if(autocvar_g_campaign)
1356 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1358 switch(autocvar_g_campaign_forceteam)
1360 case 1: self.team_forced = COLOR_TEAM1; break;
1361 case 2: self.team_forced = COLOR_TEAM2; break;
1362 case 3: self.team_forced = COLOR_TEAM3; break;
1363 case 4: self.team_forced = COLOR_TEAM4; break;
1364 default: self.team_forced = 0;
1368 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1369 self.team_forced = COLOR_TEAM1;
1370 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1371 self.team_forced = COLOR_TEAM2;
1372 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1373 self.team_forced = COLOR_TEAM3;
1374 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1375 self.team_forced = COLOR_TEAM4;
1376 else if(autocvar_g_forced_team_otherwise == "red")
1377 self.team_forced = COLOR_TEAM1;
1378 else if(autocvar_g_forced_team_otherwise == "blue")
1379 self.team_forced = COLOR_TEAM2;
1380 else if(autocvar_g_forced_team_otherwise == "yellow")
1381 self.team_forced = COLOR_TEAM3;
1382 else if(autocvar_g_forced_team_otherwise == "pink")
1383 self.team_forced = COLOR_TEAM4;
1384 else if(autocvar_g_forced_team_otherwise == "spectate")
1385 self.team_forced = -1;
1386 else if(autocvar_g_forced_team_otherwise == "spectator")
1387 self.team_forced = -1;
1389 self.team_forced = 0;
1392 if(self.team_forced > 0)
1393 self.team_forced = 0;
1395 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1397 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1398 self.classname = "observer";
1402 if(autocvar_g_balance_teams)
1404 self.classname = "player";
1405 campaign_bots_may_start = 1;
1409 self.classname = "observer"; // do it anyway
1414 self.classname = "player";
1415 campaign_bots_may_start = 1;
1419 self.playerid = (playerid_last = playerid_last + 1);
1421 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1423 if(clienttype(self) == CLIENTTYPE_BOT)
1424 PlayerStats_AddPlayer(self);
1426 if(autocvar_sv_eventlog)
1427 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1429 LogTeamchange(self.playerid, self.team, 1);
1431 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1433 self.netname_previous = strzone(self.netname);
1435 bprint("^4", self.netname, "^4 connected");
1437 if(self.classname != "observer" && (g_domination || g_ctf))
1438 bprint(" and joined the ", ColoredTeamName(self.team));
1442 stuffcmd(self, strcat(clientstuff, "\n"));
1443 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1445 FixClientCvars(self);
1447 // spawnfunc_waypoint sprites
1448 WaypointSprite_InitClient(self);
1450 // Wazat's grappling hook
1451 SetGrappleHookBindings();
1453 // get version info from player
1454 stuffcmd(self, "cmd clientversion $gameversion\n");
1456 // get other cvars from player
1459 // notify about available teams
1462 CheckAllowedTeams(self);
1463 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1464 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1467 stuffcmd(self, "set _teams_available 0\n");
1471 bot_relinkplayerlist();
1473 self.spectatortime = time;
1476 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"));
1479 self.jointime = time;
1480 self.allowed_timeouts = autocvar_sv_timeout_number;
1482 if(clienttype(self) == CLIENTTYPE_REAL)
1484 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1485 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1490 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1492 PlayerScore_Add(self, SP_LMS_RANK, 666);
1493 self.frags = FRAGS_SPECTATOR;
1497 if(!sv_foginterval && world.fog != "")
1498 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1500 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1502 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1503 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1506 self.hitplotfh = -1;
1508 if(g_race || g_cts) {
1516 race_send_recordtime(MSG_ONE);
1517 race_send_speedaward(MSG_ONE);
1519 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1520 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1521 race_send_speedaward_alltimebest(MSG_ONE);
1524 for (i = 1; i <= RANKINGS_CNT; ++i) {
1525 race_SendRankings(i, 0, 0, MSG_ONE);
1528 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1529 send_CSQC_teamnagger();
1533 if(!autocvar_g_campaign)
1534 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1536 CSQCMODEL_AUTOINIT();
1538 self.model_randomizer = random();
1540 if(clienttype(self) == CLIENTTYPE_REAL)
1543 MUTATOR_CALLHOOK(ClientConnect);
1549 Called when a client disconnects from the server
1552 .entity chatbubbleentity;
1554 void ClientDisconnect (void)
1557 vehicles_exit(VHEF_RELESE);
1559 if not(self.flags & FL_CLIENT)
1561 print("Warning: ClientDisconnect without ClientConnect\n");
1565 PlayerStats_AddGlobalInfo(self);
1567 CheatShutdownClient();
1569 if(self.hitplotfh >= 0)
1571 fclose(self.hitplotfh);
1572 self.hitplotfh = -1;
1576 anticheat_shutdown();
1578 playerdemo_shutdown();
1580 bot_clientdisconnect();
1585 if(autocvar_sv_eventlog)
1586 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1587 bprint ("^4",self.netname);
1588 bprint ("^4 disconnected\n");
1591 MUTATOR_CALLHOOK(ClientDisconnect);
1593 Portal_ClearAll(self);
1595 RemoveGrapplingHook(self);
1597 // Here, everything has been done that requires this player to be a client.
1599 self.flags &~= FL_CLIENT;
1601 if (self.chatbubbleentity)
1602 remove (self.chatbubbleentity);
1604 if (self.killindicator)
1605 remove (self.killindicator);
1607 WaypointSprite_PlayerGone();
1609 bot_relinkplayerlist();
1611 accuracy_free(self);
1612 ClientData_Detach();
1613 PlayerScore_Detach(self);
1615 if(self.netname_previous)
1616 strunzone(self.netname_previous);
1617 if(self.clientstatus)
1618 strunzone(self.clientstatus);
1619 if(self.weaponorder_byimpulse)
1620 strunzone(self.weaponorder_byimpulse);
1622 ClearPlayerSounds();
1625 remove(self.personal);
1635 void ChatBubbleThink()
1637 self.nextthink = time;
1638 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1640 if(self.owner) // but why can that ever be world?
1641 self.owner.chatbubbleentity = world;
1645 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1647 || self.owner.tetris_on
1650 self.model = self.mdl;
1655 void UpdateChatBubble()
1659 // spawn a chatbubble entity if needed
1660 if (!self.chatbubbleentity)
1662 self.chatbubbleentity = spawn();
1663 self.chatbubbleentity.owner = self;
1664 self.chatbubbleentity.exteriormodeltoclient = self;
1665 self.chatbubbleentity.think = ChatBubbleThink;
1666 self.chatbubbleentity.nextthink = time;
1667 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1668 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1669 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1670 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1671 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1672 self.chatbubbleentity.model = "";
1673 self.chatbubbleentity.effects = EF_LOWPRECISION;
1678 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1679 // added to the model skins
1680 /*void UpdateColorModHack()
1683 c = self.clientcolors & 15;
1684 // LordHavoc: only bothering to support white, green, red, yellow, blue
1685 if (!teamplay) self.colormod = '0 0 0';
1686 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1687 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1688 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1689 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1690 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1691 else self.colormod = '1 1 1';
1696 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1698 self.solid = SOLID_NOT;
1699 self.takedamage = DAMAGE_NO;
1700 self.movetype = MOVETYPE_FLY;
1701 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1702 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1703 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1704 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1705 if(autocvar_g_respawn_ghosts_maxtime)
1706 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1711 self.effects |= EF_NODRAW; // prevent another CopyBody
1712 PutClientInServer();
1715 void play_countdown(float finished, string samp)
1717 if(clienttype(self) == CLIENTTYPE_REAL)
1718 if(floor(finished - time - frametime) != floor(finished - time))
1719 if(finished - time < 6)
1720 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1723 void player_powerups (void)
1725 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1726 olditems = self.items;
1728 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1729 self.modelflags |= MF_ROCKET;
1731 self.modelflags &~= MF_ROCKET;
1733 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1735 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1738 Fire_ApplyDamage(self);
1739 Fire_ApplyEffect(self);
1743 self.effects |= EF_FULLBRIGHT;
1745 if (self.items & IT_STRENGTH)
1747 play_countdown(self.strength_finished, "misc/poweroff.wav");
1748 if (time > self.strength_finished)
1750 self.alpha = default_player_alpha;
1751 self.exteriorweaponentity.alpha = default_weapon_alpha;
1752 self.items &~= IT_STRENGTH;
1753 sprint(self, "^3Invisibility has worn off\n");
1758 if (time < self.strength_finished)
1760 self.alpha = g_minstagib_invis_alpha;
1761 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1762 self.items |= IT_STRENGTH;
1763 sprint(self, "^3You are invisible\n");
1767 if (self.items & IT_INVINCIBLE)
1769 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1770 if (time > self.invincible_finished)
1772 self.items = self.items - (self.items & IT_INVINCIBLE);
1773 sprint(self, "^3Speed has worn off\n");
1778 if (time < self.invincible_finished)
1780 self.items = self.items | IT_INVINCIBLE;
1781 sprint(self, "^3You are on speed\n");
1785 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.
1787 if (self.items & IT_STRENGTH)
1789 play_countdown(self.strength_finished, "misc/poweroff.wav");
1790 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1791 if (time > self.strength_finished)
1793 self.items = self.items - (self.items & IT_STRENGTH);
1794 sprint(self, "^3Strength has worn off\n");
1799 if (time < self.strength_finished)
1801 self.items = self.items | IT_STRENGTH;
1802 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1805 if (self.items & IT_INVINCIBLE)
1807 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1808 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1809 if (time > self.invincible_finished)
1811 self.items = self.items - (self.items & IT_INVINCIBLE);
1812 sprint(self, "^3Shield has worn off\n");
1817 if (time < self.invincible_finished)
1819 self.items = self.items | IT_INVINCIBLE;
1820 sprint(self, "^3Shield surrounds you\n");
1823 if (self.items & IT_SUPERWEAPON)
1825 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1827 self.superweapons_finished = 0;
1828 self.items = self.items - (self.items & IT_SUPERWEAPON);
1829 sprint(self, "^3Superweapons have been lost\n");
1831 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1833 // don't let them run out
1837 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1838 if (time > self.superweapons_finished)
1840 self.items = self.items - (self.items & IT_SUPERWEAPON);
1841 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1842 sprint(self, "^3Superweapons have broken down\n");
1846 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1848 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1850 self.items = self.items | IT_SUPERWEAPON;
1851 sprint(self, "^3You now have a superweapon\n");
1855 self.superweapons_finished = 0;
1856 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1861 self.superweapons_finished = 0;
1865 if(autocvar_g_nodepthtestplayers)
1866 self.effects = self.effects | EF_NODEPTHTEST;
1868 if(autocvar_g_fullbrightplayers)
1869 self.effects = self.effects | EF_FULLBRIGHT;
1871 // midair gamemode: damage only while in the air
1872 // if in midair mode, being on ground grants temporary invulnerability
1873 // (this is so that multishot weapon don't clear the ground flag on the
1874 // first damage in the frame, leaving the player vulnerable to the
1875 // remaining hits in the same frame)
1876 if (self.flags & FL_ONGROUND)
1878 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1880 if (time >= game_starttime)
1881 if (time < self.spawnshieldtime)
1882 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1884 MUTATOR_CALLHOOK(PlayerPowerups);
1887 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1889 if(current > stable)
1891 else if(current > stable - 0.25) // when close enough, "snap"
1894 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1897 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1899 if(current < stable)
1901 else if(current < stable + 0.25) // when close enough, "snap"
1904 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1907 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1909 if(current > rotstable)
1911 if(rotframetime > 0)
1913 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1914 current = max(rotstable, current - rotlinear * rotframetime);
1917 else if(current < regenstable)
1919 if(regenframetime > 0)
1921 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1922 current = min(regenstable, current + regenlinear * regenframetime);
1932 void player_regen (void)
1934 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1935 maxh = autocvar_g_balance_health_rotstable;
1936 maxa = autocvar_g_balance_armor_rotstable;
1937 maxf = autocvar_g_balance_fuel_rotstable;
1938 minh = autocvar_g_balance_health_regenstable;
1939 mina = autocvar_g_balance_armor_regenstable;
1940 minf = autocvar_g_balance_fuel_regenstable;
1941 limith = autocvar_g_balance_health_limit;
1942 limita = autocvar_g_balance_armor_limit;
1943 limitf = autocvar_g_balance_fuel_limit;
1945 max_mod = regen_mod = rot_mod = limit_mod = 1;
1947 if (self.runes & RUNE_REGEN)
1949 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1951 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1952 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1953 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1957 regen_mod = autocvar_g_balance_rune_regen_regenrate;
1958 max_mod = autocvar_g_balance_rune_regen_hpmod;
1959 limit_mod = autocvar_g_balance_rune_regen_limitmod;
1962 else if (self.runes & CURSE_VENOM)
1964 max_mod = autocvar_g_balance_curse_venom_hpmod;
1965 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1966 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1968 rot_mod = autocvar_g_balance_curse_venom_rotrate;
1969 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1970 //if (!self.runes & RUNE_REGEN)
1971 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
1973 maxh = maxh * max_mod;
1974 //maxa = maxa * max_mod;
1975 //maxf = maxf * max_mod;
1976 minh = minh * max_mod;
1977 //mina = mina * max_mod;
1978 //minf = minf * max_mod;
1979 limith = limith * limit_mod;
1980 limita = limita * limit_mod;
1981 //limitf = limitf * limit_mod;
1986 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1988 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);
1989 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);
1991 // if player rotted to death... die!
1993 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1996 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1997 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);
2000 float zoomstate_set;
2001 void SetZoomState(float z)
2003 if(z != self.zoomstate)
2006 ClientData_Touch(self);
2011 void GetPressedKeys(void) {
2012 MUTATOR_CALLHOOK(GetPressedKeys);
2013 if (self.movement_x > 0) // get if movement keys are pressed
2014 { // forward key pressed
2015 self.pressedkeys |= KEY_FORWARD;
2016 self.pressedkeys &~= KEY_BACKWARD;
2018 else if (self.movement_x < 0)
2019 { // backward key pressed
2020 self.pressedkeys |= KEY_BACKWARD;
2021 self.pressedkeys &~= KEY_FORWARD;
2025 self.pressedkeys &~= KEY_FORWARD;
2026 self.pressedkeys &~= KEY_BACKWARD;
2029 if (self.movement_y > 0)
2030 { // right key pressed
2031 self.pressedkeys |= KEY_RIGHT;
2032 self.pressedkeys &~= KEY_LEFT;
2034 else if (self.movement_y < 0)
2035 { // left key pressed
2036 self.pressedkeys |= KEY_LEFT;
2037 self.pressedkeys &~= KEY_RIGHT;
2041 self.pressedkeys &~= KEY_RIGHT;
2042 self.pressedkeys &~= KEY_LEFT;
2045 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2046 self.pressedkeys |= KEY_JUMP;
2048 self.pressedkeys &~= KEY_JUMP;
2049 if (self.BUTTON_CROUCH)
2050 self.pressedkeys |= KEY_CROUCH;
2052 self.pressedkeys &~= KEY_CROUCH;
2054 if (self.BUTTON_ATCK)
2055 self.pressedkeys |= KEY_ATCK;
2057 self.pressedkeys &~= KEY_ATCK;
2058 if (self.BUTTON_ATCK2)
2059 self.pressedkeys |= KEY_ATCK2;
2061 self.pressedkeys &~= KEY_ATCK2;
2065 ======================
2066 spectate mode routines
2067 ======================
2070 void SpectateCopy(entity spectatee) {
2072 MUTATOR_CALLHOOK(SpectateCopy);
2073 self.armortype = spectatee.armortype;
2074 self.armorvalue = spectatee.armorvalue;
2075 self.ammo_cells = spectatee.ammo_cells;
2076 self.ammo_shells = spectatee.ammo_shells;
2077 self.ammo_nails = spectatee.ammo_nails;
2078 self.ammo_rockets = spectatee.ammo_rockets;
2079 self.ammo_fuel = spectatee.ammo_fuel;
2080 self.clip_load = spectatee.clip_load;
2081 self.clip_size = spectatee.clip_size;
2082 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2083 self.health = spectatee.health;
2085 self.items = spectatee.items;
2086 self.last_pickup = spectatee.last_pickup;
2087 self.hit_time = spectatee.hit_time;
2088 self.metertime = spectatee.metertime;
2089 self.strength_finished = spectatee.strength_finished;
2090 self.invincible_finished = spectatee.invincible_finished;
2091 self.pressedkeys = spectatee.pressedkeys;
2092 WEPSET_COPY_EE(self, spectatee);
2093 self.switchweapon = spectatee.switchweapon;
2094 self.switchingweapon = spectatee.switchingweapon;
2095 self.weapon = spectatee.weapon;
2096 self.nex_charge = spectatee.nex_charge;
2097 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2098 self.hagar_load = spectatee.hagar_load;
2099 self.minelayer_mines = spectatee.minelayer_mines;
2100 self.punchangle = spectatee.punchangle;
2101 self.view_ofs = spectatee.view_ofs;
2102 self.velocity = spectatee.velocity;
2103 self.dmg_take = spectatee.dmg_take;
2104 self.dmg_save = spectatee.dmg_save;
2105 self.dmg_inflictor = spectatee.dmg_inflictor;
2106 self.v_angle = spectatee.v_angle;
2107 self.angles = spectatee.v_angle;
2108 self.stat_respawn_time = spectatee.stat_respawn_time;
2109 if(!self.BUTTON_USE)
2110 self.fixangle = TRUE;
2111 setorigin(self, spectatee.origin);
2112 setsize(self, spectatee.mins, spectatee.maxs);
2113 SetZoomState(spectatee.zoomstate);
2115 anticheat_spectatecopy(spectatee);
2116 self.hud = spectatee.hud;
2117 if(spectatee.vehicle)
2119 self.fixangle = FALSE;
2120 //self.velocity = spectatee.vehicle.velocity;
2121 self.vehicle_health = spectatee.vehicle_health;
2122 self.vehicle_shield = spectatee.vehicle_shield;
2123 self.vehicle_energy = spectatee.vehicle_energy;
2124 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2125 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2126 self.vehicle_reload1 = spectatee.vehicle_reload1;
2127 self.vehicle_reload2 = spectatee.vehicle_reload2;
2131 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2132 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2133 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2134 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2136 //WriteByte (MSG_ONE, SVC_SETVIEW);
2137 // WriteEntity(MSG_ONE, self);
2138 //makevectors(spectatee.v_angle);
2139 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2143 float SpectateUpdate() {
2147 if (self == self.enemy)
2150 if(self.enemy.classname != "player")
2153 SpectateCopy(self.enemy);
2159 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2160 entity CA_SpectateNext(entity start) {
2161 if (start.team == self.team) {
2166 // continue from current player
2167 while(other && other.team != self.team) {
2168 other = find(other, classname, "player");
2172 // restart from begining
2173 other = find(other, classname, "player");
2174 while(other && other.team != self.team) {
2175 other = find(other, classname, "player");
2182 float SpectateNext(entity _prefer) {
2187 other = find(self.enemy, classname, "player");
2189 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2190 // CA and ca players when spectating enemies is forbidden
2191 other = CA_SpectateNext(other);
2193 // other modes and ca spectators or spectating enemies is allowed
2195 other = find(other, classname, "player");
2201 if(self.enemy.classname == "player") {
2202 /*if(self.enemy.vehicle)
2206 WriteByte(MSG_ONE, SVC_SETVIEW);
2207 WriteEntity(MSG_ONE, self.enemy);
2208 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2210 self.movetype = MOVETYPE_NONE;
2211 accuracy_resend(self);
2216 WriteByte(MSG_ONE, SVC_SETVIEW);
2217 WriteEntity(MSG_ONE, self.enemy);
2218 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2219 self.movetype = MOVETYPE_NONE;
2220 accuracy_resend(self);
2222 if(!SpectateUpdate())
2223 PutObserverInServer();
2233 ShowRespawnCountdown()
2235 Update a respawn countdown display.
2238 void ShowRespawnCountdown()
2241 if(self.deadflag == DEAD_NO) // just respawned?
2245 number = ceil(self.respawn_time - time);
2248 if(number <= self.respawn_countdown)
2250 self.respawn_countdown = number - 1;
2251 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
2252 AnnounceTo(self, strcat(ftos(number), ""));
2257 .float prevent_join_msgtime;
2258 void LeaveSpectatorMode()
2262 if(nJoinAllowed(self)) {
2263 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2264 self.classname = "player";
2266 if(autocvar_g_campaign || autocvar_g_balance_teams)
2267 JoinBestTeam(self, FALSE, TRUE);
2269 if(autocvar_g_campaign)
2270 campaign_bots_may_start = 1;
2272 PutClientInServer();
2274 if(self.classname == "player")
2275 bprint ("^4", self.netname, "^4 is playing now\n");
2277 if(!autocvar_g_campaign)
2278 if (time < self.jointime + autocvar_welcome_message_time)
2279 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2281 if (self.prevent_join_msgtime)
2283 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2284 self.prevent_join_msgtime = 0;
2287 stuffcmd(self, "menu_showteamselect\n");
2291 //player may not join because of g_maxplayers is set
2292 if (time - self.prevent_join_msgtime > 2)
2294 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2295 self.prevent_join_msgtime = time;
2301 * Determines whether the player is allowed to join. This depends on cvar
2302 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2303 * it checks whether the number of currently playing players exceeds g_maxplayers.
2304 * @return int number of free slots for players, 0 if none
2306 float nJoinAllowed(entity ignore) {
2308 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2309 // so report 0 free slots if restricted
2311 if(autocvar_g_forced_team_otherwise == "spectate")
2313 if(autocvar_g_forced_team_otherwise == "spectator")
2317 if(self.team_forced < 0)
2318 return 0; // forced spectators can never join
2320 // TODO simplify this
2322 float totalClients = 0;
2327 if (!autocvar_g_maxplayers)
2328 return maxclients - totalClients;
2330 float currentlyPlaying = 0;
2331 FOR_EACH_REALCLIENT(e)
2332 if(e.classname == "player" || e.caplayer == 1)
2333 currentlyPlaying += 1;
2335 if(currentlyPlaying < autocvar_g_maxplayers)
2336 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2342 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2343 * g_maxplayers_spectator_blocktime seconds
2345 void checkSpectatorBlock() {
2346 if(self.classname == "spectator" || self.classname == "observer") {
2347 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2348 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2354 .float motd_actived_time; // used for both motd and campaign_message
2355 void PrintWelcomeMessage()
2357 if (self.motd_actived_time == 0) { // is there already a message showing?
2358 if (autocvar_g_campaign) {
2359 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2360 self.motd_actived_time = time;
2361 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2364 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2365 self.motd_actived_time = time;
2366 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2369 } else { // showing MOTD or campaign message
2370 if (autocvar_g_campaign) {
2371 if (self.BUTTON_INFO)
2372 self.motd_actived_time = time;
2373 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2374 self.motd_actived_time = 0;
2375 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2378 if ((time - self.jointime) > autocvar_welcome_message_time) {
2379 if (self.BUTTON_INFO)
2380 self.motd_actived_time = time;
2381 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2382 self.motd_actived_time = 0;
2383 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2390 void ObserverThink()
2392 float prefered_movetype;
2393 if (self.flags & FL_JUMPRELEASED) {
2394 if (self.BUTTON_JUMP && !self.version_mismatch) {
2395 self.flags &~= FL_JUMPRELEASED;
2396 self.flags |= FL_SPAWNING;
2397 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2398 self.flags &~= FL_JUMPRELEASED;
2399 if(SpectateNext(world) == 1) {
2400 self.classname = "spectator";
2403 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2404 if (self.movetype != prefered_movetype)
2405 self.movetype = prefered_movetype;
2408 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2409 self.flags |= FL_JUMPRELEASED;
2410 if(self.flags & FL_SPAWNING)
2412 self.flags &~= FL_SPAWNING;
2413 LeaveSpectatorMode();
2419 PrintWelcomeMessage();
2422 void SpectatorThink()
2424 if (self.flags & FL_JUMPRELEASED) {
2425 if (self.BUTTON_JUMP && !self.version_mismatch) {
2426 self.flags &~= FL_JUMPRELEASED;
2427 self.flags |= FL_SPAWNING;
2428 } else if(self.BUTTON_ATCK) {
2429 self.flags &~= FL_JUMPRELEASED;
2430 if(SpectateNext(world) == 1) {
2431 self.classname = "spectator";
2433 self.classname = "observer";
2434 PutClientInServer();
2436 } else if (self.BUTTON_ATCK2) {
2437 self.flags &~= FL_JUMPRELEASED;
2438 self.classname = "observer";
2439 PutClientInServer();
2441 if(!SpectateUpdate())
2442 PutObserverInServer();
2445 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2446 self.flags |= FL_JUMPRELEASED;
2447 if(self.flags & FL_SPAWNING)
2449 self.flags &~= FL_SPAWNING;
2450 LeaveSpectatorMode();
2454 if(!SpectateUpdate())
2455 PutObserverInServer();
2458 PrintWelcomeMessage();
2459 self.flags |= FL_CLIENT | FL_NOTARGET;
2464 if(self.classname != "player")
2469 vehicles_exit(VHEF_NORMAL);
2473 // a use key was pressed; call handlers
2474 MUTATOR_CALLHOOK(PlayerUseKey);
2477 .float touchexplode_time;
2483 Called every frame for each client before the physics are run
2486 .float usekeypressed;
2487 void() nexball_setstatus;
2489 void PlayerPreThink (void)
2491 WarpZone_PlayerPhysics_FixVAngle();
2493 self.stat_game_starttime = game_starttime;
2494 self.stat_round_starttime = round_starttime;
2495 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2496 self.stat_leadlimit = autocvar_leadlimit;
2498 self.stat_respawn_time = self.respawn_time;
2502 // physics frames: update anticheat stuff
2503 anticheat_prethink();
2506 if(blockSpectators && frametime)
2507 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2508 checkSpectatorBlock();
2512 if(self.netname_previous != self.netname)
2514 if(autocvar_sv_eventlog)
2515 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2516 if(self.netname_previous)
2517 strunzone(self.netname_previous);
2518 self.netname_previous = strzone(self.netname);
2522 if(self.version_nagtime)
2523 if(self.cvar_g_xonoticversion)
2524 if(time > self.version_nagtime)
2526 // don't notify git users
2527 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2529 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2531 // notify release users if connecting to git
2532 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");
2533 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2538 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2541 // give users new version
2542 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");
2543 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"));
2547 // notify users about old server version
2548 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");
2549 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2553 self.version_nagtime = 0;
2557 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2559 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2560 self.max_armorvalue = 0;
2564 if (TetrisPreFrame())
2568 MUTATOR_CALLHOOK(PlayerPreThink);
2570 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2572 if(self.BUTTON_USE && !self.usekeypressed)
2574 self.usekeypressed = self.BUTTON_USE;
2577 PrintWelcomeMessage();
2579 if(self.classname == "player") {
2580 // if(self.netname == "Wazat")
2581 // bprint(self.classname, "\n");
2583 CheckRules_Player();
2585 if (intermission_running)
2587 IntermissionThink (); // otherwise a button could be missed between
2588 return; // the think tics
2591 //don't allow the player to turn around while game is paused!
2592 if(timeout_status == TIMEOUT_ACTIVE) {
2593 // FIXME turn this into CSQC stuff
2594 self.v_angle = self.lastV_angle;
2595 self.angles = self.lastV_angle;
2596 self.fixangle = TRUE;
2601 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2603 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);
2604 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);
2605 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);
2607 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2609 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);
2610 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);
2611 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);
2615 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2621 minstagib_ammocheck();
2623 if (self.deadflag != DEAD_NO)
2625 float button_pressed, force_respawn;
2626 if(self.personal && g_race_qualifying)
2628 if(time > self.respawn_time)
2630 self.respawn_time = time + 1; // only retry once a second
2639 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2640 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2641 if (self.deadflag == DEAD_DYING)
2644 self.deadflag = DEAD_RESPAWNING;
2645 else if(!button_pressed)
2646 self.deadflag = DEAD_DEAD;
2648 else if (self.deadflag == DEAD_DEAD)
2651 self.deadflag = DEAD_RESPAWNABLE;
2653 else if (self.deadflag == DEAD_RESPAWNABLE)
2656 self.deadflag = DEAD_RESPAWNING;
2658 else if (self.deadflag == DEAD_RESPAWNING)
2660 if(time > self.respawn_time)
2662 self.respawn_time = time + 1; // only retry once a second
2666 ShowRespawnCountdown();
2669 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2670 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2671 self.stat_respawn_time *= -1;
2675 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2676 // so (self.deadflag == DEAD_NO) is always true in the code below
2679 if(time > self.touchexplode_time)
2680 if(self.classname == "player")
2681 if(self.deadflag == DEAD_NO)
2682 if not(IS_INDEPENDENT_PLAYER(self))
2683 FOR_EACH_PLAYER(other) if(self != other)
2685 if(time > other.touchexplode_time)
2686 if(other.deadflag == DEAD_NO)
2687 if not(IS_INDEPENDENT_PLAYER(other))
2688 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2690 PlayerTouchExplode(self, other);
2691 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2695 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2699 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2700 dist = self.prevorigin - self.origin;
2702 self.lms_traveled_distance += fabs(vlen(dist));
2704 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2706 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2707 self.lms_traveled_distance = 0;
2710 if(time > self.lms_nextcheck)
2712 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2713 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2715 centerprint(self, autocvar_g_lms_campcheck_message);
2716 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2717 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2718 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');
2720 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2721 self.lms_traveled_distance = 0;
2725 self.prevorigin = self.origin;
2727 float do_crouch = self.BUTTON_CROUCH;
2730 if(self.health <= g_bloodloss)
2734 if(self.freezetag_frozen)
2736 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2744 self.view_ofs = PL_CROUCH_VIEW_OFS;
2745 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2746 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2753 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2754 if (!trace_startsolid)
2756 self.crouch = FALSE;
2757 self.view_ofs = PL_VIEW_OFS;
2758 setsize (self, PL_MIN, PL_MAX);
2763 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2765 if(self.bloodloss_timer < time)
2767 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2768 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2774 GrapplingHookFrame();
2776 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2779 self.items &~= self.items_added;
2783 self.items_added = 0;
2784 if(self.items & IT_JETPACK)
2785 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2786 self.items_added |= IT_FUEL;
2788 self.items |= self.items_added;
2793 // rot nex charge to the charge limit
2794 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2795 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2801 nexball_setstatus();
2804 secrets_setstatus();
2806 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2808 //self.angles_y=self.v_angle_y + 90; // temp
2809 } else if(gameover) {
2810 if (intermission_running)
2811 IntermissionThink (); // otherwise a button could be missed between
2813 } else if(self.classname == "observer") {
2815 } else if(self.classname == "spectator") {
2820 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));
2822 float oldspectatee_status;
2823 oldspectatee_status = self.spectatee_status;
2824 if(self.classname == "spectator")
2825 self.spectatee_status = num_for_edict(self.enemy);
2826 else if(self.classname == "observer")
2827 self.spectatee_status = num_for_edict(self);
2829 self.spectatee_status = 0;
2830 if(self.spectatee_status != oldspectatee_status)
2832 ClientData_Touch(self);
2834 race_InitSpectator();
2837 if(self.teamkill_soundtime)
2838 if(time > self.teamkill_soundtime)
2840 self.teamkill_soundtime = 0;
2842 entity oldpusher, oldself;
2844 oldself = self; self = self.teamkill_soundsource;
2845 oldpusher = self.pusher; self.pusher = oldself;
2847 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2849 self.pusher = oldpusher;
2853 if(self.taunt_soundtime)
2854 if(time > self.taunt_soundtime)
2856 self.taunt_soundtime = 0;
2857 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2860 target_voicescript_next(self);
2862 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2864 self.clip_load = self.clip_size = 0;
2867 float isInvisibleString(string s)
2870 s = strdecolorize(s);
2871 for((i = 0), (n = strlen(s)); i < n; ++i)
2879 case 192: // charmap space
2880 if (!autocvar_utf8_enable)
2883 case 160: // space in unicode fonts
2884 case 0xE000 + 192: // utf8 charmap space
2885 if (autocvar_utf8_enable)
2898 Called every frame for each client after the physics are run
2901 .float idlekick_lasttimeleft;
2902 void PlayerPostThink (void)
2904 // Savage: Check for nameless players
2905 if (isInvisibleString(self.netname)) {
2906 self.netname = "Player";
2907 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2910 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2912 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2914 if(self.idlekick_lasttimeleft)
2916 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2917 self.idlekick_lasttimeleft = 0;
2923 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2924 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2926 if(!self.idlekick_lasttimeleft)
2927 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2931 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2932 AnnounceTo(self, "terminated");
2936 else if(timeleft <= 10)
2938 if(timeleft != self.idlekick_lasttimeleft)
2939 AnnounceTo(self, ftos(timeleft));
2940 self.idlekick_lasttimeleft = timeleft;
2946 if(self.impulse == 100)
2948 if (!TetrisPostFrame())
2954 //CheckPlayerJump();
2956 if(self.classname == "player") {
2957 CheckRules_Player();
2961 if (intermission_running)
2962 return; // intermission or finale
2972 for(i = 0; i < 1000; ++i)
2975 end = self.origin + '0 0 1024' + 512 * randomvec();
2976 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2977 if(trace_fraction < 1)
2978 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2980 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2986 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2988 if(self.waypointsprite_attachedforcarrier)
2989 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2993 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2995 if not(self.stored_netname)
2996 self.stored_netname = strzone(uid2name(self.crypto_idfp));
2997 if(self.stored_netname != self.netname)
2999 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3000 strunzone(self.stored_netname);
3001 self.stored_netname = strzone(self.netname);
3007 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3010 CSQCMODEL_AUTOUPDATE();