1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 void Announce(string snd) {
10 WriteByte(MSG_ALL, SVC_TEMPENTITY);
11 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_ALL, snd);
15 void AnnounceTo(entity e, string snd) {
16 if (clienttype(e) == CLIENTTYPE_REAL)
19 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21 WriteString(MSG_ONE, snd);
25 float ClientData_Send(entity to, float sf)
36 if(to.classname == "spectator")
42 sf |= 1; // forced scoreboard
43 if(to.spectatee_status)
44 sf |= 2; // spectator ent number follows
47 if(e.porto_v_angle_held)
48 sf |= 8; // angles held
50 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51 WriteByte(MSG_ENTITY, sf);
54 WriteByte(MSG_ENTITY, to.spectatee_status);
58 WriteAngle(MSG_ENTITY, e.v_angle_x);
59 WriteAngle(MSG_ENTITY, e.v_angle_y);
65 void ClientData_Attach()
67 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68 self.clientdata.drawonlytoclient = self;
69 self.clientdata.owner = self;
72 void ClientData_Detach()
74 remove(self.clientdata);
75 self.clientdata = world;
78 void ClientData_Touch(entity e)
80 e.clientdata.SendFlags = 1;
82 // make it spectatable
84 FOR_EACH_REALCLIENT(e2)
87 if(e2.classname == "spectator")
89 e2.clientdata.SendFlags = 1;
94 .vector spawnpoint_score;
95 .string netname_previous;
97 void spawnfunc_info_player_survivor (void)
99 spawnfunc_info_player_deathmatch();
102 void spawnfunc_info_player_start (void)
104 spawnfunc_info_player_deathmatch();
107 void spawnfunc_info_player_deathmatch (void)
109 self.classname = "info_player_deathmatch";
110 relocate_spawnpoint();
113 void spawnpoint_use()
116 if(have_team_spawns > 0)
118 self.team = activator.team;
119 some_spawn_has_been_used = 1;
124 // _x: prio (-1 if unusable)
126 vector Spawn_Score(entity spot, 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;
413 self.frags = FRAGS_SPECTATOR;
416 MUTATOR_CALLHOOK(MakePlayerObserver);
418 minstagib_stop_countdown(self);
420 Portal_ClearAll(self);
424 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
429 vehicles_exit(VHEF_RELESE);
431 WaypointSprite_PlayerDead();
433 if not(g_ca) // don't reset teams when moving a ca player to the spectators
434 self.team = -1; // move this as it is needed to log the player spectating in eventlog
436 if(self.killcount != -666) {
438 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
439 bprint ("^4", self.netname, "^4 has no more lives left\n");
441 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
443 bprint ("^4", self.netname, "^4 is spectating now\n");
445 if(self.just_joined == FALSE) {
446 LogTeamchange(self.playerid, -1, 4);
448 self.just_joined = FALSE;
451 PlayerScore_Clear(self); // clear scores when needed
453 accuracy_resend(self);
455 self.spectatortime = time;
457 self.classname = "observer";
458 self.iscreature = FALSE;
459 self.teleportable = TELEPORT_SIMPLE;
460 self.damagedbycontents = FALSE;
462 self.takedamage = DAMAGE_NO;
463 self.solid = SOLID_NOT;
464 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
465 self.flags = FL_CLIENT | FL_NOTARGET;
466 self.armorvalue = 666;
468 self.armorvalue = autocvar_g_balance_armor_start;
469 self.pauserotarmor_finished = 0;
470 self.pauserothealth_finished = 0;
471 self.pauseregen_finished = 0;
472 self.damageforcescale = 0;
474 self.respawn_time = 0;
479 self.pain_finished = 0;
480 self.strength_finished = 0;
481 self.invincible_finished = 0;
482 self.superweapons_finished = 0;
485 self.think = SUB_Null;
489 self.deadflag = DEAD_NO;
490 self.angles = spot.angles;
492 self.fixangle = TRUE;
495 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
496 self.prevorigin = self.origin;
498 WEPSET_CLEAR_E(self);
501 setmodel(self, "null");
502 self.drawonlytoclient = self;
504 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
505 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
508 self.weaponname = "";
509 self.switchingweapon = 0;
510 self.weaponmodel = "";
511 self.weaponentity = world;
512 self.exteriorweaponentity = world;
513 self.killcount = -666;
514 self.velocity = '0 0 0';
515 self.avelocity = '0 0 0';
516 self.punchangle = '0 0 0';
517 self.punchvector = '0 0 0';
518 self.oldvelocity = self.velocity;
519 self.fire_endtime = -1;
522 .float model_randomizer;
523 void FixPlayermodel()
526 float defaultskin, chmdl, oldskin, n, i;
533 if(autocvar_sv_defaultcharacter == 1)
538 s = Team_ColorNameLowerCase(self.team);
541 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
542 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
546 if(defaultmodel == "")
548 defaultmodel = autocvar_sv_defaultplayermodel;
549 defaultskin = autocvar_sv_defaultplayerskin;
552 n = tokenize_console(defaultmodel);
554 defaultmodel = argv(floor(n * self.model_randomizer));
556 i = strstrofs(defaultmodel, ":", 0);
559 defaultskin = stof(substring(defaultmodel, i+1, -1));
560 defaultmodel = substring(defaultmodel, 0, i);
564 if(defaultmodel != "")
566 if (defaultmodel != self.model)
570 setplayermodel (self, defaultmodel);
571 setsize (self, m1, m2);
576 self.skin = defaultskin;
578 if (self.playermodel != self.model || self.playermodel == "")
580 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
583 setplayermodel (self, self.playermodel);
584 setsize (self, m1, m2);
589 self.skin = stof(self.playerskin);
592 if(chmdl || oldskin != self.skin)
593 self.species = player_getspecies(); // model or skin has changed
596 if(strlen(autocvar_sv_defaultplayercolors))
597 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
598 setcolor(self, stof(autocvar_sv_defaultplayercolors));
601 void PlayerTouchExplode(entity p1, entity p2)
604 org = (p1.origin + p2.origin) * 0.5;
605 org_z += (p1.mins_z + p2.mins_z) * 0.5;
612 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
620 Called when a client spawns in the server
624 void PutClientInServer (void)
626 if(clienttype(self) == CLIENTTYPE_BOT)
627 self.classname = "player";
628 else if(clienttype(self) == CLIENTTYPE_REAL)
631 WriteByte(MSG_ONE, SVC_SETVIEW);
632 WriteEntity(MSG_ONE, self);
638 // player is dead and becomes observer
639 // FIXME fix LMS scoring for new system
642 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
643 self.classname = "observer";
646 MUTATOR_CALLHOOK(PutClientInServer);
649 self.classname = "observer";
651 if(self.classname == "player") {
652 entity spot, oldself;
655 accuracy_resend(self);
658 JoinBestTeam(self, FALSE, TRUE);
662 spot = SelectSpawnPoint (FALSE);
665 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
666 return; // spawn failed
669 RemoveGrapplingHook(self); // Wazat's Grappling Hook
671 self.classname = "player";
672 self.wasplayer = TRUE;
673 self.iscreature = TRUE;
674 self.teleportable = TELEPORT_NORMAL;
675 self.damagedbycontents = TRUE;
676 self.movetype = MOVETYPE_WALK;
677 self.solid = SOLID_SLIDEBOX;
678 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
679 if(autocvar_g_playerclip_collisions)
680 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
681 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
682 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
683 self.frags = FRAGS_PLAYER;
684 if(INDEPENDENT_PLAYERS)
685 MAKE_INDEPENDENT_PLAYER(self);
686 self.flags = FL_CLIENT;
687 if(autocvar__notarget)
688 self.flags |= FL_NOTARGET;
689 self.takedamage = DAMAGE_AIM;
691 self.effects = EF_FULLBRIGHT;
694 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
695 self.air_finished = time + 12;
697 if(autocvar_g_balance_nex_charge)
699 if(autocvar_g_balance_nex_secondary_chargepool)
700 self.nex_chargepool_ammo = 1;
701 self.nex_charge = autocvar_g_balance_nex_charge_start;
706 self.ammo_shells = warmup_start_ammo_shells;
707 self.ammo_nails = warmup_start_ammo_nails;
708 self.ammo_rockets = warmup_start_ammo_rockets;
709 self.ammo_cells = warmup_start_ammo_cells;
710 self.ammo_fuel = warmup_start_ammo_fuel;
711 self.health = warmup_start_health;
712 self.armorvalue = warmup_start_armorvalue;
713 WEPSET_COPY_EA(self, warmup_start_weapons);
717 self.ammo_shells = start_ammo_shells;
718 self.ammo_nails = start_ammo_nails;
719 self.ammo_rockets = start_ammo_rockets;
720 self.ammo_cells = start_ammo_cells;
721 self.ammo_fuel = start_ammo_fuel;
722 self.health = start_health;
723 self.armorvalue = start_armorvalue;
724 WEPSET_COPY_EA(self, start_weapons);
727 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
728 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
730 self.superweapons_finished = 0;
732 if(g_weaponarena_random)
734 if(g_weaponarena_random_with_laser)
735 WEPSET_ANDNOT_EW(self, WEP_LASER);
736 W_RandomWeapons(self, g_weaponarena_random);
737 if(g_weaponarena_random_with_laser)
738 WEPSET_OR_EW(self, WEP_LASER);
741 self.items = start_items;
743 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
744 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
745 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
746 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
747 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
748 //extend the pause of rotting if client was reset at the beginning of the countdown
749 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
750 self.spawnshieldtime += game_starttime - time;
751 self.pauserotarmor_finished += game_starttime - time;
752 self.pauserothealth_finished += game_starttime - time;
753 self.pauseregen_finished += game_starttime - time;
755 self.damageforcescale = 2;
757 self.respawn_time = 0;
761 self.pain_finished = 0;
762 self.strength_finished = 0;
763 self.invincible_finished = 0;
765 // players have no think function
766 self.think = SUB_Null;
770 self.ballistics_density = autocvar_g_ballistics_density_player;
776 self.deadflag = DEAD_NO;
778 self.angles = spot.angles;
780 self.angles_z = 0; // never spawn tilted even if the spot says to
781 self.fixangle = TRUE; // turn this way immediately
782 self.velocity = '0 0 0';
783 self.avelocity = '0 0 0';
784 self.punchangle = '0 0 0';
785 self.punchvector = '0 0 0';
786 self.oldvelocity = self.velocity;
787 self.fire_endtime = -1;
790 WRITESPECTATABLE_MSG_ONE({
791 WriteByte(MSG_ONE, SVC_TEMPENTITY);
792 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
797 self.drawonlytoclient = world;
800 self.view_ofs = PL_VIEW_OFS;
801 setsize (self, PL_MIN, PL_MAX);
802 self.spawnorigin = spot.origin;
803 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
804 // don't reset back to last position, even if new position is stuck in solid
805 self.oldorigin = self.origin;
806 self.prevorigin = self.origin;
807 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
808 self.lastteleporttime = time; // prevent insane speeds due to changing origin
809 self.hud = HUD_NORMAL;
811 self.event_damage = PlayerDamage;
813 self.bot_attack = TRUE;
815 self.statdraintime = time + 5;
816 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
818 if(self.killcount == -666) {
819 PlayerScore_Clear(self);
823 CL_SpawnWeaponentity();
824 self.alpha = default_player_alpha;
825 self.colormod = '1 1 1' * autocvar_g_player_brightness;
826 self.exteriorweaponentity.alpha = default_weapon_alpha;
828 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
829 self.lms_traveled_distance = 0;
830 self.speedrunning = FALSE;
832 race_PostSpawn(spot);
834 //stuffcmd(self, "chase_active 0");
835 //stuffcmd(self, "set viewsize $tmpviewsize \n");
838 if(self.team == assault_attacker_team)
839 centerprint(self, "You are attacking!");
841 centerprint(self, "You are defending!");
844 target_voicescript_clear(self);
846 // reset fields the weapons may use
847 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
849 weapon_action(j, WR_RESETPLAYER);
851 // all weapons must be fully loaded when we spawn
853 e = get_weaponinfo(j);
854 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
855 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
863 self.target = string_null;
870 MUTATOR_CALLHOOK(PlayerSpawn);
872 if(autocvar_spawn_debug)
874 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
875 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
878 self.switchweapon = w_getbestweapon(self);
879 self.cnt = -1; // W_LastWeapon will not complain
881 self.weaponname = "";
882 self.switchingweapon = 0;
885 self.alivetime = time;
889 if (autocvar_g_spawnsound)
890 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
891 } else if(self.classname == "observer") {
892 PutObserverInServer ();
896 .float ebouncefactor, ebouncestop; // electro's values
897 // TODO do we need all these fields, or should we stop autodetecting runtime
898 // changes and just have a console command to update this?
899 float ClientInit_SendEntity(entity to, float sf)
901 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
902 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
903 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
904 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
905 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
906 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
907 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
908 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
909 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
910 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
911 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
912 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
913 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
914 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
915 if(sv_foginterval && world.fog != "")
916 WriteString(MSG_ENTITY, world.fog);
918 WriteString(MSG_ENTITY, "");
919 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
920 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
921 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
922 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
923 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
924 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
925 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
926 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
927 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
928 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
929 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
930 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
931 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
935 void ClientInit_CheckUpdate()
937 self.nextthink = time;
938 if(self.count != autocvar_g_balance_armor_blockpercent)
940 self.count = autocvar_g_balance_armor_blockpercent;
943 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
945 self.cnt = autocvar_g_balance_weaponswitchdelay;
948 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
950 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
953 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
955 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
958 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
960 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
963 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
965 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
970 void ClientInit_Spawn()
975 e.classname = "clientinit";
976 e.think = ClientInit_CheckUpdate;
977 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
981 ClientInit_CheckUpdate();
990 void SetNewParms (void)
992 // initialize parms for a new player
993 parm1 = -(86400 * 366);
1001 void SetChangeParms (void)
1003 // save parms for level change
1004 parm1 = self.parm_idlesince - time;
1012 void DecodeLevelParms (void)
1015 self.parm_idlesince = parm1;
1016 if(self.parm_idlesince == -(86400 * 366))
1017 self.parm_idlesince = time;
1019 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1020 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1027 Called when a client types 'kill' in the console
1031 .float clientkill_nexttime;
1032 void ClientKill_Now_TeamChange()
1034 if(self.killindicator_teamchange == -1)
1036 JoinBestTeam( self, FALSE, TRUE );
1038 else if(self.killindicator_teamchange == -2)
1043 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"));
1044 PutObserverInServer();
1047 SV_ChangeTeam(self.killindicator_teamchange - 1);
1050 void ClientKill_Now()
1054 vehicles_exit(VHEF_RELESE);
1055 if(!self.killindicator_teamchange)
1057 self.vehicle_health = -1;
1058 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1062 if(self.killindicator && !wasfreed(self.killindicator))
1063 remove(self.killindicator);
1065 self.killindicator = world;
1067 if(self.killindicator_teamchange)
1068 ClientKill_Now_TeamChange();
1071 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1073 // now I am sure the player IS dead
1075 void KillIndicator_Think()
1079 self.owner.killindicator = world;
1084 if (self.owner.alpha < 0 && !self.owner.vehicle)
1086 self.owner.killindicator = world;
1094 ClientKill_Now(); // no oldself needed
1097 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1099 self.nextthink = time + 1;
1105 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1106 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1109 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1111 self.nextthink = time + 1;
1116 float clientkilltime;
1117 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1126 killtime = autocvar_g_balance_kill_delay;
1128 if(g_race_qualifying || g_cts)
1131 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1133 remove(self.killindicator);
1134 self.killindicator = world;
1136 ClientKill_Now(); // allow instant kill in this case
1140 self.killindicator_teamchange = targetteam;
1142 if(!self.killindicator)
1144 if(self.deadflag == DEAD_NO)
1146 killtime = max(killtime, self.clientkill_nexttime - time);
1147 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1150 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1156 starttime = max(time, clientkilltime);
1158 self.killindicator = spawn();
1159 self.killindicator.owner = self;
1160 self.killindicator.scale = 0.5;
1161 setattachment(self.killindicator, self, "");
1162 setorigin(self.killindicator, '0 0 52');
1163 self.killindicator.think = KillIndicator_Think;
1164 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1165 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1166 self.killindicator.cnt = ceil(killtime);
1167 self.killindicator.count = bound(0, ceil(killtime), 10);
1168 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1170 for(e = world; (e = find(e, classname, "body")) != world; )
1174 e.killindicator = spawn();
1175 e.killindicator.owner = e;
1176 e.killindicator.scale = 0.5;
1177 setattachment(e.killindicator, e, "");
1178 setorigin(e.killindicator, '0 0 52');
1179 e.killindicator.think = KillIndicator_Think;
1180 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1181 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1182 e.killindicator.cnt = ceil(killtime);
1187 if(self.killindicator)
1189 if(targetteam == 0) // just die
1191 self.killindicator.colormod = '0 0 0';
1192 if(clienttype(self) == CLIENTTYPE_REAL)
1193 if(self.killindicator.cnt > 0)
1194 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1196 else if(targetteam == -1) // auto
1198 self.killindicator.colormod = '0 1 0';
1199 if(clienttype(self) == CLIENTTYPE_REAL)
1200 if(self.killindicator.cnt > 0)
1201 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1203 else if(targetteam == -2) // spectate
1205 self.killindicator.colormod = '0.5 0.5 0.5';
1206 if(clienttype(self) == CLIENTTYPE_REAL)
1207 if(self.killindicator.cnt > 0)
1208 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1212 self.killindicator.colormod = TeamColor(targetteam);
1213 if(clienttype(self) == CLIENTTYPE_REAL)
1214 if(self.killindicator.cnt > 0)
1215 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1221 void ClientKill (void)
1223 if(gameover) return;
1224 if(g_ca && player_count == 1) return;
1225 if(self.player_blocked) return;
1226 if(self.freezetag_frozen) return;
1228 ClientKill_TeamChange(0);
1231 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
1233 e.killindicator = spawn();
1234 e.killindicator.owner = e;
1235 e.killindicator.think = KillIndicator_Think;
1236 e.killindicator.nextthink = time + (e.lip) * 0.05;
1237 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1238 e.killindicator.health = 1; // this is used to indicate that it should be silent
1242 void FixClientCvars(entity e)
1244 // send prediction settings to the client
1245 stuffcmd(e, "\nin_bindmap 0 0\n");
1247 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1248 if(autocvar_g_antilag == 3) // client side hitscan
1249 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1251 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1253 * we no longer need to stuff this. Remove this comment block if you feel
1254 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1255 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1256 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1257 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1258 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1259 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1260 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1261 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1262 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1263 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1264 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1265 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1266 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1267 stuffcmd(e, "cl_movement_edgefriction 1\n");
1271 float PlayerInIDList(entity p, string idlist)
1276 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1277 if not(p.crypto_idfp)
1280 // this function allows abbreviated player IDs too!
1281 n = tokenize_console(idlist);
1282 for(i = 0; i < n; ++i)
1285 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1296 Called when a client connects to the server
1299 string ColoredTeamName(float t);
1300 void DecodeLevelParms (void);
1301 //void dom_player_join_team(entity pl);
1302 void set_dom_state(entity e);
1303 void ClientConnect (void)
1307 if(self.flags & FL_CLIENT)
1309 print("Warning: ClientConnect, but already connected!\n");
1313 if(Ban_MaybeEnforceBanOnce(self))
1319 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1322 self.classname = "player_joining";
1324 self.flags = FL_CLIENT;
1325 self.version_nagtime = time + 10 + random() * 10;
1329 dprint("BUG player count is lower than zero, this cannot happen!\n");
1333 PlayerScore_Attach(self);
1334 ClientData_Attach();
1335 accuracy_init(self);
1337 bot_clientconnect();
1343 race_PreSpawnObserver();
1346 // dom_player_join_team(self);
1348 // identify the right forced team
1349 if(autocvar_g_campaign)
1351 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1353 switch(autocvar_g_campaign_forceteam)
1355 case 1: self.team_forced = COLOR_TEAM1; break;
1356 case 2: self.team_forced = COLOR_TEAM2; break;
1357 case 3: self.team_forced = COLOR_TEAM3; break;
1358 case 4: self.team_forced = COLOR_TEAM4; break;
1359 default: self.team_forced = 0;
1363 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1364 self.team_forced = COLOR_TEAM1;
1365 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1366 self.team_forced = COLOR_TEAM2;
1367 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1368 self.team_forced = COLOR_TEAM3;
1369 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1370 self.team_forced = COLOR_TEAM4;
1371 else if(autocvar_g_forced_team_otherwise == "red")
1372 self.team_forced = COLOR_TEAM1;
1373 else if(autocvar_g_forced_team_otherwise == "blue")
1374 self.team_forced = COLOR_TEAM2;
1375 else if(autocvar_g_forced_team_otherwise == "yellow")
1376 self.team_forced = COLOR_TEAM3;
1377 else if(autocvar_g_forced_team_otherwise == "pink")
1378 self.team_forced = COLOR_TEAM4;
1379 else if(autocvar_g_forced_team_otherwise == "spectate")
1380 self.team_forced = -1;
1381 else if(autocvar_g_forced_team_otherwise == "spectator")
1382 self.team_forced = -1;
1384 self.team_forced = 0;
1387 if(self.team_forced > 0)
1388 self.team_forced = 0;
1390 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1392 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1393 self.classname = "observer";
1397 if(autocvar_g_balance_teams)
1399 self.classname = "player";
1400 campaign_bots_may_start = 1;
1404 self.classname = "observer"; // do it anyway
1409 self.classname = "player";
1410 campaign_bots_may_start = 1;
1414 self.playerid = (playerid_last = playerid_last + 1);
1416 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1418 if(clienttype(self) == CLIENTTYPE_BOT)
1419 PlayerStats_AddPlayer(self);
1421 if(autocvar_sv_eventlog)
1422 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1424 LogTeamchange(self.playerid, self.team, 1);
1426 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1428 self.netname_previous = strzone(self.netname);
1430 bprint("^4", self.netname, "^4 connected");
1432 if(self.classname != "observer" && (g_domination || g_ctf))
1433 bprint(" and joined the ", ColoredTeamName(self.team));
1437 stuffcmd(self, strcat(clientstuff, "\n"));
1438 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1440 FixClientCvars(self);
1442 // spawnfunc_waypoint sprites
1443 WaypointSprite_InitClient(self);
1445 // Wazat's grappling hook
1446 SetGrappleHookBindings();
1448 // get version info from player
1449 stuffcmd(self, "cmd clientversion $gameversion\n");
1451 // get other cvars from player
1454 // notify about available teams
1457 CheckAllowedTeams(self);
1458 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1459 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1462 stuffcmd(self, "set _teams_available 0\n");
1466 self.classname = "observer";
1468 Spawnqueue_Insert(self);
1473 bot_relinkplayerlist();
1475 self.spectatortime = time;
1478 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"));
1481 self.jointime = time;
1482 self.allowed_timeouts = autocvar_sv_timeout_number;
1484 if(clienttype(self) == CLIENTTYPE_REAL)
1486 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1487 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1492 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1494 PlayerScore_Add(self, SP_LMS_RANK, 666);
1495 self.frags = FRAGS_SPECTATOR;
1499 if(!sv_foginterval && world.fog != "")
1500 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1502 SoundEntity_Attach(self);
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)
1552 MUTATOR_CALLHOOK(ClientConnect);
1558 Called when a client disconnects from the server
1561 .entity chatbubbleentity;
1563 void ClientDisconnect (void)
1566 vehicles_exit(VHEF_RELESE);
1568 if not(self.flags & FL_CLIENT)
1570 print("Warning: ClientDisconnect without ClientConnect\n");
1574 PlayerStats_AddGlobalInfo(self);
1576 CheatShutdownClient();
1578 if(self.hitplotfh >= 0)
1580 fclose(self.hitplotfh);
1581 self.hitplotfh = -1;
1585 anticheat_shutdown();
1587 playerdemo_shutdown();
1589 bot_clientdisconnect();
1594 if(autocvar_sv_eventlog)
1595 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1596 bprint ("^4",self.netname);
1597 bprint ("^4 disconnected\n");
1599 SoundEntity_Detach(self);
1602 MUTATOR_CALLHOOK(ClientDisconnect);
1604 Portal_ClearAll(self);
1606 RemoveGrapplingHook(self);
1608 // Here, everything has been done that requires this player to be a client.
1610 self.flags &~= FL_CLIENT;
1612 if (self.chatbubbleentity)
1613 remove (self.chatbubbleentity);
1615 if (self.killindicator)
1616 remove (self.killindicator);
1618 WaypointSprite_PlayerGone();
1620 bot_relinkplayerlist();
1622 accuracy_free(self);
1623 ClientData_Detach();
1624 PlayerScore_Detach(self);
1626 if(self.netname_previous)
1627 strunzone(self.netname_previous);
1628 if(self.clientstatus)
1629 strunzone(self.clientstatus);
1630 if(self.weaponorder_byimpulse)
1631 strunzone(self.weaponorder_byimpulse);
1633 ClearPlayerSounds();
1636 remove(self.personal);
1646 void ChatBubbleThink()
1648 self.nextthink = time;
1649 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1651 if(self.owner) // but why can that ever be world?
1652 self.owner.chatbubbleentity = world;
1656 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1658 || self.owner.tetris_on
1661 self.model = self.mdl;
1666 void UpdateChatBubble()
1670 // spawn a chatbubble entity if needed
1671 if (!self.chatbubbleentity)
1673 self.chatbubbleentity = spawn();
1674 self.chatbubbleentity.owner = self;
1675 self.chatbubbleentity.exteriormodeltoclient = self;
1676 self.chatbubbleentity.think = ChatBubbleThink;
1677 self.chatbubbleentity.nextthink = time;
1678 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1679 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1680 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1681 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1682 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1683 self.chatbubbleentity.model = "";
1684 self.chatbubbleentity.effects = EF_LOWPRECISION;
1689 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1690 // added to the model skins
1691 /*void UpdateColorModHack()
1694 c = self.clientcolors & 15;
1695 // LordHavoc: only bothering to support white, green, red, yellow, blue
1696 if (!teamplay) self.colormod = '0 0 0';
1697 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1698 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1699 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1700 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1701 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1702 else self.colormod = '1 1 1';
1707 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1709 self.solid = SOLID_NOT;
1710 self.takedamage = DAMAGE_NO;
1711 self.movetype = MOVETYPE_FLY;
1712 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1713 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1714 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1715 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1716 if(autocvar_g_respawn_ghosts_maxtime)
1717 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1722 self.effects |= EF_NODRAW; // prevent another CopyBody
1723 PutClientInServer();
1726 void play_countdown(float finished, string samp)
1728 if(clienttype(self) == CLIENTTYPE_REAL)
1729 if(floor(finished - time - frametime) != floor(finished - time))
1730 if(finished - time < 6)
1731 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1734 void player_powerups (void)
1736 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1737 olditems = self.items;
1739 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1741 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1742 self.modelflags |= MF_ROCKET;
1746 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1747 self.modelflags &~= MF_ROCKET;
1750 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1752 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1755 Fire_ApplyDamage(self);
1756 Fire_ApplyEffect(self);
1760 self.effects |= EF_FULLBRIGHT;
1762 if (self.items & IT_STRENGTH)
1764 play_countdown(self.strength_finished, "misc/poweroff.wav");
1765 if (time > self.strength_finished)
1767 self.alpha = default_player_alpha;
1768 self.exteriorweaponentity.alpha = default_weapon_alpha;
1769 self.items &~= IT_STRENGTH;
1770 sprint(self, "^3Invisibility has worn off\n");
1775 if (time < self.strength_finished)
1777 self.alpha = g_minstagib_invis_alpha;
1778 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1779 self.items |= IT_STRENGTH;
1780 sprint(self, "^3You are invisible\n");
1784 if (self.items & IT_INVINCIBLE)
1786 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1787 if (time > self.invincible_finished)
1789 self.items = self.items - (self.items & IT_INVINCIBLE);
1790 sprint(self, "^3Speed has worn off\n");
1795 if (time < self.invincible_finished)
1797 self.items = self.items | IT_INVINCIBLE;
1798 sprint(self, "^3You are on speed\n");
1802 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.
1804 if (self.items & IT_STRENGTH)
1806 play_countdown(self.strength_finished, "misc/poweroff.wav");
1807 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1808 if (time > self.strength_finished)
1810 self.items = self.items - (self.items & IT_STRENGTH);
1811 sprint(self, "^3Strength has worn off\n");
1816 if (time < self.strength_finished)
1818 self.items = self.items | IT_STRENGTH;
1819 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1822 if (self.items & IT_INVINCIBLE)
1824 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1825 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1826 if (time > self.invincible_finished)
1828 self.items = self.items - (self.items & IT_INVINCIBLE);
1829 sprint(self, "^3Shield has worn off\n");
1834 if (time < self.invincible_finished)
1836 self.items = self.items | IT_INVINCIBLE;
1837 sprint(self, "^3Shield surrounds you\n");
1840 if (self.items & IT_SUPERWEAPON)
1842 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1844 self.superweapons_finished = 0;
1845 self.items = self.items - (self.items & IT_SUPERWEAPON);
1846 sprint(self, "^3Superweapons have been lost\n");
1848 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1850 // don't let them run out
1854 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1855 if (time > self.superweapons_finished)
1857 self.items = self.items - (self.items & IT_SUPERWEAPON);
1858 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1859 sprint(self, "^3Superweapons have broken down\n");
1863 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1865 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1867 self.items = self.items | IT_SUPERWEAPON;
1868 sprint(self, "^3You now have a superweapon\n");
1872 self.superweapons_finished = 0;
1873 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1878 self.superweapons_finished = 0;
1882 if(autocvar_g_nodepthtestplayers)
1883 self.effects = self.effects | EF_NODEPTHTEST;
1885 if(autocvar_g_fullbrightplayers)
1886 self.effects = self.effects | EF_FULLBRIGHT;
1888 // midair gamemode: damage only while in the air
1889 // if in midair mode, being on ground grants temporary invulnerability
1890 // (this is so that multishot weapon don't clear the ground flag on the
1891 // first damage in the frame, leaving the player vulnerable to the
1892 // remaining hits in the same frame)
1893 if (self.flags & FL_ONGROUND)
1895 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1897 if (time >= game_starttime)
1898 if (time < self.spawnshieldtime)
1899 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1901 MUTATOR_CALLHOOK(PlayerPowerups);
1904 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1906 if(current > stable)
1908 else if(current > stable - 0.25) // when close enough, "snap"
1911 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1914 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1916 if(current < stable)
1918 else if(current < stable + 0.25) // when close enough, "snap"
1921 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1924 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1926 if(current > rotstable)
1928 if(rotframetime > 0)
1930 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1931 current = max(rotstable, current - rotlinear * rotframetime);
1934 else if(current < regenstable)
1936 if(regenframetime > 0)
1938 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1939 current = min(regenstable, current + regenlinear * regenframetime);
1949 void player_regen (void)
1951 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1952 maxh = autocvar_g_balance_health_rotstable;
1953 maxa = autocvar_g_balance_armor_rotstable;
1954 maxf = autocvar_g_balance_fuel_rotstable;
1955 minh = autocvar_g_balance_health_regenstable;
1956 mina = autocvar_g_balance_armor_regenstable;
1957 minf = autocvar_g_balance_fuel_regenstable;
1958 limith = autocvar_g_balance_health_limit;
1959 limita = autocvar_g_balance_armor_limit;
1960 limitf = autocvar_g_balance_fuel_limit;
1962 max_mod = regen_mod = rot_mod = limit_mod = 1;
1964 if (self.runes & RUNE_REGEN)
1966 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1968 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1969 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1970 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1974 regen_mod = autocvar_g_balance_rune_regen_regenrate;
1975 max_mod = autocvar_g_balance_rune_regen_hpmod;
1976 limit_mod = autocvar_g_balance_rune_regen_limitmod;
1979 else if (self.runes & CURSE_VENOM)
1981 max_mod = autocvar_g_balance_curse_venom_hpmod;
1982 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1983 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1985 rot_mod = autocvar_g_balance_curse_venom_rotrate;
1986 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1987 //if (!self.runes & RUNE_REGEN)
1988 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
1990 maxh = maxh * max_mod;
1991 //maxa = maxa * max_mod;
1992 //maxf = maxf * max_mod;
1993 minh = minh * max_mod;
1994 //mina = mina * max_mod;
1995 //minf = minf * max_mod;
1996 limith = limith * limit_mod;
1997 limita = limita * limit_mod;
1998 //limitf = limitf * limit_mod;
2003 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2005 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);
2006 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);
2008 // if player rotted to death... die!
2010 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2013 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2014 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);
2017 float zoomstate_set;
2018 void SetZoomState(float z)
2020 if(z != self.zoomstate)
2023 ClientData_Touch(self);
2028 void GetPressedKeys(void) {
2029 MUTATOR_CALLHOOK(GetPressedKeys);
2030 if (self.movement_x > 0) // get if movement keys are pressed
2031 { // forward key pressed
2032 self.pressedkeys |= KEY_FORWARD;
2033 self.pressedkeys &~= KEY_BACKWARD;
2035 else if (self.movement_x < 0)
2036 { // backward key pressed
2037 self.pressedkeys |= KEY_BACKWARD;
2038 self.pressedkeys &~= KEY_FORWARD;
2042 self.pressedkeys &~= KEY_FORWARD;
2043 self.pressedkeys &~= KEY_BACKWARD;
2046 if (self.movement_y > 0)
2047 { // right key pressed
2048 self.pressedkeys |= KEY_RIGHT;
2049 self.pressedkeys &~= KEY_LEFT;
2051 else if (self.movement_y < 0)
2052 { // left key pressed
2053 self.pressedkeys |= KEY_LEFT;
2054 self.pressedkeys &~= KEY_RIGHT;
2058 self.pressedkeys &~= KEY_RIGHT;
2059 self.pressedkeys &~= KEY_LEFT;
2062 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2063 self.pressedkeys |= KEY_JUMP;
2065 self.pressedkeys &~= KEY_JUMP;
2066 if (self.BUTTON_CROUCH)
2067 self.pressedkeys |= KEY_CROUCH;
2069 self.pressedkeys &~= KEY_CROUCH;
2071 if (self.BUTTON_ATCK)
2072 self.pressedkeys |= KEY_ATCK;
2074 self.pressedkeys &~= KEY_ATCK;
2075 if (self.BUTTON_ATCK2)
2076 self.pressedkeys |= KEY_ATCK2;
2078 self.pressedkeys &~= KEY_ATCK2;
2082 ======================
2083 spectate mode routines
2084 ======================
2087 void SpectateCopy(entity spectatee) {
2089 MUTATOR_CALLHOOK(SpectateCopy);
2090 self.armortype = spectatee.armortype;
2091 self.armorvalue = spectatee.armorvalue;
2092 self.ammo_cells = spectatee.ammo_cells;
2093 self.ammo_shells = spectatee.ammo_shells;
2094 self.ammo_nails = spectatee.ammo_nails;
2095 self.ammo_rockets = spectatee.ammo_rockets;
2096 self.ammo_fuel = spectatee.ammo_fuel;
2097 self.clip_load = spectatee.clip_load;
2098 self.clip_size = spectatee.clip_size;
2099 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2100 self.health = spectatee.health;
2102 self.items = spectatee.items;
2103 self.last_pickup = spectatee.last_pickup;
2104 self.hit_time = spectatee.hit_time;
2105 self.metertime = spectatee.metertime;
2106 self.strength_finished = spectatee.strength_finished;
2107 self.invincible_finished = spectatee.invincible_finished;
2108 self.pressedkeys = spectatee.pressedkeys;
2109 WEPSET_COPY_EE(self, spectatee);
2110 self.switchweapon = spectatee.switchweapon;
2111 self.switchingweapon = spectatee.switchingweapon;
2112 self.weapon = spectatee.weapon;
2113 self.nex_charge = spectatee.nex_charge;
2114 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2115 self.hagar_load = spectatee.hagar_load;
2116 self.minelayer_mines = spectatee.minelayer_mines;
2117 self.punchangle = spectatee.punchangle;
2118 self.view_ofs = spectatee.view_ofs;
2119 self.velocity = spectatee.velocity;
2120 self.dmg_take = spectatee.dmg_take;
2121 self.dmg_save = spectatee.dmg_save;
2122 self.dmg_inflictor = spectatee.dmg_inflictor;
2123 self.v_angle = spectatee.v_angle;
2124 self.angles = spectatee.v_angle;
2125 self.stat_respawn_time = spectatee.stat_respawn_time;
2126 if(!self.BUTTON_USE)
2127 self.fixangle = TRUE;
2128 setorigin(self, spectatee.origin);
2129 setsize(self, spectatee.mins, spectatee.maxs);
2130 SetZoomState(spectatee.zoomstate);
2132 anticheat_spectatecopy(spectatee);
2133 self.hud = spectatee.hud;
2134 if(spectatee.vehicle)
2136 self.fixangle = FALSE;
2137 //self.velocity = spectatee.vehicle.velocity;
2138 self.vehicle_health = spectatee.vehicle_health;
2139 self.vehicle_shield = spectatee.vehicle_shield;
2140 self.vehicle_energy = spectatee.vehicle_energy;
2141 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2142 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2143 self.vehicle_reload1 = spectatee.vehicle_reload1;
2144 self.vehicle_reload2 = spectatee.vehicle_reload2;
2148 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2149 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2150 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2151 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2153 //WriteByte (MSG_ONE, SVC_SETVIEW);
2154 // WriteEntity(MSG_ONE, self);
2155 //makevectors(spectatee.v_angle);
2156 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2160 float SpectateUpdate() {
2164 if (self == self.enemy)
2167 if(self.enemy.classname != "player")
2170 SpectateCopy(self.enemy);
2176 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2177 entity CA_SpectateNext(entity start) {
2178 if (start.team == self.team) {
2183 // continue from current player
2184 while(other && other.team != self.team) {
2185 other = find(other, classname, "player");
2189 // restart from begining
2190 other = find(other, classname, "player");
2191 while(other && other.team != self.team) {
2192 other = find(other, classname, "player");
2199 float SpectateNext(entity _prefer) {
2204 other = find(self.enemy, classname, "player");
2206 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2207 // CA and ca players when spectating enemies is forbidden
2208 other = CA_SpectateNext(other);
2210 // other modes and ca spectators or spectating enemies is allowed
2212 other = find(other, classname, "player");
2218 if(self.enemy.classname == "player") {
2219 /*if(self.enemy.vehicle)
2223 WriteByte(MSG_ONE, SVC_SETVIEW);
2224 WriteEntity(MSG_ONE, self.enemy);
2225 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2227 self.movetype = MOVETYPE_NONE;
2228 accuracy_resend(self);
2233 WriteByte(MSG_ONE, SVC_SETVIEW);
2234 WriteEntity(MSG_ONE, self.enemy);
2235 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2236 self.movetype = MOVETYPE_NONE;
2237 accuracy_resend(self);
2239 if(!SpectateUpdate())
2240 PutObserverInServer();
2250 ShowRespawnCountdown()
2252 Update a respawn countdown display.
2255 void ShowRespawnCountdown()
2258 if(self.deadflag == DEAD_NO) // just respawned?
2262 number = ceil(self.respawn_time - time);
2265 if(number <= self.respawn_countdown)
2267 self.respawn_countdown = number - 1;
2268 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
2269 AnnounceTo(self, strcat(ftos(number), ""));
2274 .float prevent_join_msgtime;
2275 void LeaveSpectatorMode()
2277 if(nJoinAllowed(self)) {
2278 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2279 self.classname = "player";
2281 if(autocvar_g_campaign || autocvar_g_balance_teams)
2282 JoinBestTeam(self, FALSE, TRUE);
2284 if(autocvar_g_campaign)
2285 campaign_bots_may_start = 1;
2287 PutClientInServer();
2289 if(self.classname == "player")
2290 bprint ("^4", self.netname, "^4 is playing now\n");
2292 if(!autocvar_g_campaign)
2293 if (time < self.jointime + autocvar_welcome_message_time)
2294 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2296 if (self.prevent_join_msgtime)
2298 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2299 self.prevent_join_msgtime = 0;
2304 if (g_ca && self.caplayer) {
2307 stuffcmd(self,"menu_showteamselect\n");
2312 //player may not join because of g_maxplayers is set
2313 if (time - self.prevent_join_msgtime > 2)
2315 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2316 self.prevent_join_msgtime = time;
2322 * Determines whether the player is allowed to join. This depends on cvar
2323 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2324 * it checks whether the number of currently playing players exceeds g_maxplayers.
2325 * @return int number of free slots for players, 0 if none
2327 float nJoinAllowed(entity ignore) {
2329 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2330 // so report 0 free slots if restricted
2332 if(autocvar_g_forced_team_otherwise == "spectate")
2334 if(autocvar_g_forced_team_otherwise == "spectator")
2338 if(self.team_forced < 0)
2339 return 0; // forced spectators can never join
2341 // TODO simplify this
2343 float totalClients = 0;
2348 if (!autocvar_g_maxplayers)
2349 return maxclients - totalClients;
2351 float currentlyPlaying = 0;
2352 FOR_EACH_REALPLAYER(e)
2353 currentlyPlaying += 1;
2355 if(currentlyPlaying < autocvar_g_maxplayers)
2356 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2362 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2363 * g_maxplayers_spectator_blocktime seconds
2365 void checkSpectatorBlock() {
2366 if(self.classname == "spectator" || self.classname == "observer") {
2367 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2368 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2374 .float motd_actived_time; // used for both motd and campaign_message
2375 void PrintWelcomeMessage()
2377 if (self.motd_actived_time == 0) { // is there already a message showing?
2378 if (autocvar_g_campaign) {
2379 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2380 self.motd_actived_time = time;
2381 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2384 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2385 self.motd_actived_time = time;
2386 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2389 } else { // showing MOTD or campaign message
2390 if (autocvar_g_campaign) {
2391 if (self.BUTTON_INFO)
2392 self.motd_actived_time = time;
2393 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2394 self.motd_actived_time = 0;
2395 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2398 if ((time - self.jointime) > autocvar_welcome_message_time) {
2399 if (self.BUTTON_INFO)
2400 self.motd_actived_time = time;
2401 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2402 self.motd_actived_time = 0;
2403 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2410 void ObserverThink()
2412 float prefered_movetype;
2413 if (self.flags & FL_JUMPRELEASED) {
2414 if (self.BUTTON_JUMP && !self.version_mismatch) {
2415 self.flags &~= FL_JUMPRELEASED;
2416 self.flags |= FL_SPAWNING;
2417 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2418 self.flags &~= FL_JUMPRELEASED;
2419 if(SpectateNext(world) == 1) {
2420 self.classname = "spectator";
2423 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2424 if (self.movetype != prefered_movetype)
2425 self.movetype = prefered_movetype;
2428 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2429 self.flags |= FL_JUMPRELEASED;
2430 if(self.flags & FL_SPAWNING)
2432 self.flags &~= FL_SPAWNING;
2433 LeaveSpectatorMode();
2439 PrintWelcomeMessage();
2442 void SpectatorThink()
2444 if (self.flags & FL_JUMPRELEASED) {
2445 if (self.BUTTON_JUMP && !self.version_mismatch) {
2446 self.flags &~= FL_JUMPRELEASED;
2447 self.flags |= FL_SPAWNING;
2448 } else if(self.BUTTON_ATCK) {
2449 self.flags &~= FL_JUMPRELEASED;
2450 if(SpectateNext(world) == 1) {
2451 self.classname = "spectator";
2453 self.classname = "observer";
2454 PutClientInServer();
2456 } else if (self.BUTTON_ATCK2) {
2457 self.flags &~= FL_JUMPRELEASED;
2458 self.classname = "observer";
2459 PutClientInServer();
2461 if(!SpectateUpdate())
2462 PutObserverInServer();
2465 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2466 self.flags |= FL_JUMPRELEASED;
2467 if(self.flags & FL_SPAWNING)
2469 self.flags &~= FL_SPAWNING;
2470 LeaveSpectatorMode();
2474 if(!SpectateUpdate())
2475 PutObserverInServer();
2478 PrintWelcomeMessage();
2479 self.flags |= FL_CLIENT | FL_NOTARGET;
2484 if(self.classname != "player")
2489 vehicles_exit(VHEF_NORMAL);
2493 // a use key was pressed; call handlers
2494 MUTATOR_CALLHOOK(PlayerUseKey);
2497 .float touchexplode_time;
2503 Called every frame for each client before the physics are run
2506 .float usekeypressed;
2507 void() nexball_setstatus;
2509 void PlayerPreThink (void)
2511 WarpZone_PlayerPhysics_FixVAngle();
2513 self.stat_game_starttime = game_starttime;
2514 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2515 self.stat_leadlimit = autocvar_leadlimit;
2517 self.stat_respawn_time = self.respawn_time;
2521 // physics frames: update anticheat stuff
2522 anticheat_prethink();
2525 if(blockSpectators && frametime)
2526 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2527 checkSpectatorBlock();
2531 if(self.netname_previous != self.netname)
2533 if(autocvar_sv_eventlog)
2534 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2535 if(self.netname_previous)
2536 strunzone(self.netname_previous);
2537 self.netname_previous = strzone(self.netname);
2541 if(self.version_nagtime)
2542 if(self.cvar_g_xonoticversion)
2543 if(time > self.version_nagtime)
2545 // don't notify git users
2546 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2548 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2550 // notify release users if connecting to git
2551 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");
2552 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2557 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2560 // give users new version
2561 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");
2562 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"));
2566 // notify users about old server version
2567 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");
2568 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2572 self.version_nagtime = 0;
2576 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2578 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2579 self.max_armorvalue = 0;
2583 if (TetrisPreFrame())
2587 MUTATOR_CALLHOOK(PlayerPreThink);
2589 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2591 if(self.BUTTON_USE && !self.usekeypressed)
2593 self.usekeypressed = self.BUTTON_USE;
2596 PrintWelcomeMessage();
2598 if(self.classname == "player") {
2599 // if(self.netname == "Wazat")
2600 // bprint(self.classname, "\n");
2602 CheckRules_Player();
2604 if (intermission_running)
2606 IntermissionThink (); // otherwise a button could be missed between
2607 return; // the think tics
2610 //don't allow the player to turn around while game is paused!
2611 if(timeout_status == TIMEOUT_ACTIVE) {
2612 // FIXME turn this into CSQC stuff
2613 self.v_angle = self.lastV_angle;
2614 self.angles = self.lastV_angle;
2615 self.fixangle = TRUE;
2620 #ifndef NO_LEGACY_NETWORKING
2621 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2624 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2626 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);
2627 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);
2628 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);
2630 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2632 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);
2633 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);
2634 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);
2638 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2644 minstagib_ammocheck();
2646 if (self.deadflag != DEAD_NO)
2648 float button_pressed, force_respawn;
2649 if(self.personal && g_race_qualifying)
2651 if(time > self.respawn_time)
2653 self.respawn_time = time + 1; // only retry once a second
2662 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2663 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2664 if (self.deadflag == DEAD_DYING)
2667 self.deadflag = DEAD_RESPAWNING;
2668 else if(!button_pressed)
2669 self.deadflag = DEAD_DEAD;
2671 else if (self.deadflag == DEAD_DEAD)
2674 self.deadflag = DEAD_RESPAWNABLE;
2676 else if (self.deadflag == DEAD_RESPAWNABLE)
2679 self.deadflag = DEAD_RESPAWNING;
2681 else if (self.deadflag == DEAD_RESPAWNING)
2683 if(time > self.respawn_time)
2685 self.respawn_time = time + 1; // only retry once a second
2689 ShowRespawnCountdown();
2692 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2693 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2694 self.stat_respawn_time *= -1;
2698 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2699 // so (self.deadflag == DEAD_NO) is always true in the code below
2702 if(time > self.touchexplode_time)
2703 if(self.classname == "player")
2704 if(self.deadflag == DEAD_NO)
2705 if not(IS_INDEPENDENT_PLAYER(self))
2706 FOR_EACH_PLAYER(other) if(self != other)
2708 if(time > other.touchexplode_time)
2709 if(other.deadflag == DEAD_NO)
2710 if not(IS_INDEPENDENT_PLAYER(other))
2711 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2713 PlayerTouchExplode(self, other);
2714 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2718 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2722 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2723 dist = self.prevorigin - self.origin;
2725 self.lms_traveled_distance += fabs(vlen(dist));
2727 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2729 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2730 self.lms_traveled_distance = 0;
2733 if(time > self.lms_nextcheck)
2735 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2736 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2738 centerprint(self, autocvar_g_lms_campcheck_message);
2739 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2740 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2741 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');
2743 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2744 self.lms_traveled_distance = 0;
2748 self.prevorigin = self.origin;
2751 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
2756 self.view_ofs = PL_CROUCH_VIEW_OFS;
2757 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2758 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2765 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2766 if (!trace_startsolid)
2768 self.crouch = FALSE;
2769 self.view_ofs = PL_VIEW_OFS;
2770 setsize (self, PL_MIN, PL_MAX);
2775 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2777 if(self.bloodloss_timer < time)
2779 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2780 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2786 GrapplingHookFrame();
2788 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2791 self.items &~= self.items_added;
2795 self.items_added = 0;
2796 if(self.items & IT_JETPACK)
2797 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2798 self.items_added |= IT_FUEL;
2800 self.items |= self.items_added;
2805 // rot nex charge to the charge limit
2806 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2807 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2813 nexball_setstatus();
2816 secrets_setstatus();
2818 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2820 //self.angles_y=self.v_angle_y + 90; // temp
2821 } else if(gameover) {
2822 if (intermission_running)
2823 IntermissionThink (); // otherwise a button could be missed between
2825 } else if(self.classname == "observer") {
2827 } else if(self.classname == "spectator") {
2832 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));
2834 float oldspectatee_status;
2835 oldspectatee_status = self.spectatee_status;
2836 if(self.classname == "spectator")
2837 self.spectatee_status = num_for_edict(self.enemy);
2838 else if(self.classname == "observer")
2839 self.spectatee_status = num_for_edict(self);
2841 self.spectatee_status = 0;
2842 if(self.spectatee_status != oldspectatee_status)
2844 ClientData_Touch(self);
2846 race_InitSpectator();
2849 if(self.teamkill_soundtime)
2850 if(time > self.teamkill_soundtime)
2852 self.teamkill_soundtime = 0;
2854 entity oldpusher, oldself;
2856 oldself = self; self = self.teamkill_soundsource;
2857 oldpusher = self.pusher; self.pusher = oldself;
2859 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2861 self.pusher = oldpusher;
2865 if(self.taunt_soundtime)
2866 if(time > self.taunt_soundtime)
2868 self.taunt_soundtime = 0;
2869 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2872 target_voicescript_next(self);
2874 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2876 self.clip_load = self.clip_size = 0;
2879 float isInvisibleString(string s)
2882 s = strdecolorize(s);
2883 for((i = 0), (n = strlen(s)); i < n; ++i)
2891 case 192: // charmap space
2892 if (!autocvar_utf8_enable)
2895 case 160: // space in unicode fonts
2896 case 0xE000 + 192: // utf8 charmap space
2897 if (autocvar_utf8_enable)
2910 Called every frame for each client after the physics are run
2913 .float idlekick_lasttimeleft;
2914 .entity showheadshotbbox;
2915 void showheadshotbbox_think()
2917 if(self.owner.showheadshotbbox != self)
2922 self.nextthink = time;
2923 setorigin(self, self.owner.origin);
2924 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2926 void PlayerPostThink (void)
2928 // Savage: Check for nameless players
2929 if (isInvisibleString(self.netname)) {
2930 self.netname = "Player";
2931 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2934 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2936 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2938 if(self.idlekick_lasttimeleft)
2940 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2941 self.idlekick_lasttimeleft = 0;
2947 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2948 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2950 if(!self.idlekick_lasttimeleft)
2951 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2955 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2956 AnnounceTo(self, "terminated");
2960 else if(timeleft <= 10)
2962 if(timeleft != self.idlekick_lasttimeleft)
2963 AnnounceTo(self, ftos(timeleft));
2964 self.idlekick_lasttimeleft = timeleft;
2970 if(self.impulse == 100)
2972 if (!TetrisPostFrame())
2978 //CheckPlayerJump();
2980 if(self.classname == "player") {
2981 CheckRules_Player();
2985 if (intermission_running)
2986 return; // intermission or finale
2988 } else if (self.classname == "observer") {
2990 } else if (self.classname == "spectator") {
3000 for(i = 0; i < 1000; ++i)
3003 end = self.origin + '0 0 1024' + 512 * randomvec();
3004 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3005 if(trace_fraction < 1)
3006 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3008 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3014 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3016 if(self.waypointsprite_attachedforcarrier)
3017 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3019 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3021 if(!self.showheadshotbbox)
3023 self.showheadshotbbox = spawn();
3024 self.showheadshotbbox.classname = "headshotbbox";
3025 self.showheadshotbbox.owner = self;
3026 self.showheadshotbbox.think = showheadshotbbox_think;
3027 self.showheadshotbbox.nextthink = time;
3028 self = self.showheadshotbbox;
3035 if(self.showheadshotbbox)
3036 if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3037 remove(self.showheadshotbbox);
3042 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3044 if(!self.stored_netname)
3045 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3046 if(self.stored_netname != self.netname)
3048 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3049 strunzone(self.stored_netname);
3050 self.stored_netname = strzone(self.netname);
3056 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3059 CSQCMODEL_AUTOUPDATE();