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 (arena_roundbased && !g_ca)
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);
405 MUTATOR_CALLHOOK(MakePlayerObserver);
408 minstagib_stop_countdown();
410 Portal_ClearAll(self);
414 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
419 vehicles_exit(VHEF_RELESE);
422 DropFlag(self.flagcarried, world, world);
424 if(self.ballcarried && g_nexball)
425 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
427 WaypointSprite_PlayerDead();
429 if not(g_ca) // don't reset teams when moving a ca player to the spectators
430 self.team = -1; // move this as it is needed to log the player spectating in eventlog
432 if(self.killcount != -666) {
434 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
435 bprint ("^4", self.netname, "^4 has no more lives left\n");
437 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
439 bprint ("^4", self.netname, "^4 is spectating now\n");
441 if(self.just_joined == FALSE) {
442 LogTeamchange(self.playerid, -1, 4);
444 self.just_joined = FALSE;
447 PlayerScore_Clear(self); // clear scores when needed
449 accuracy_resend(self);
451 self.spectatortime = time;
453 self.classname = "observer";
454 self.iscreature = FALSE;
455 self.damagedbycontents = FALSE;
457 self.takedamage = DAMAGE_NO;
458 self.solid = SOLID_NOT;
459 self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
460 self.flags = FL_CLIENT | FL_NOTARGET;
461 self.armorvalue = 666;
463 self.armorvalue = autocvar_g_balance_armor_start;
464 self.pauserotarmor_finished = 0;
465 self.pauserothealth_finished = 0;
466 self.pauseregen_finished = 0;
467 self.damageforcescale = 0;
474 self.pain_finished = 0;
475 self.strength_finished = 0;
476 self.invincible_finished = 0;
478 self.think = SUB_Null;
482 self.deadflag = DEAD_NO;
483 self.angles = spot.angles;
485 self.fixangle = TRUE;
488 setorigin (self, spot.origin);
489 self.prevorigin = self.origin;
494 setmodel(self, "null");
495 self.drawonlytoclient = self;
497 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
498 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
501 self.weaponname = "";
502 self.switchingweapon = 0;
503 self.weaponmodel = "";
504 self.weaponentity = world;
505 self.exteriorweaponentity = world;
506 self.killcount = -666;
507 self.velocity = '0 0 0';
508 self.avelocity = '0 0 0';
509 self.punchangle = '0 0 0';
510 self.punchvector = '0 0 0';
511 self.oldvelocity = self.velocity;
512 self.fire_endtime = -1;
516 if(self.version_mismatch)
518 Spawnqueue_Unmark(self);
519 Spawnqueue_Remove(self);
523 Spawnqueue_Insert(self);
528 // Only if the player cannot play at all
529 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
530 self.frags = FRAGS_SPECTATOR;
532 self.frags = FRAGS_LMS_LOSER;
537 self.frags = FRAGS_LMS_LOSER;
539 self.frags = FRAGS_SPECTATOR;
542 self.frags = FRAGS_SPECTATOR;
545 .float model_randomizer;
546 void FixPlayermodel()
549 float defaultskin, chmdl, oldskin, n, i;
554 if(autocvar_sv_defaultcharacter == 1)
561 s = Team_ColorNameLowerCase(self.team);
564 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
565 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
569 if(defaultmodel == "")
571 defaultmodel = autocvar_sv_defaultplayermodel;
572 defaultskin = autocvar_sv_defaultplayerskin;
575 n = tokenize_console(defaultmodel);
577 defaultmodel = argv(floor(n * self.model_randomizer));
579 i = strstrofs(defaultmodel, ":", 0);
582 defaultskin = stof(substring(defaultmodel, i+1, -1));
583 defaultmodel = substring(defaultmodel, 0, i);
587 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
590 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
591 self.model = ""; // force the != checks to return true
594 if(defaultmodel != "")
596 if (defaultmodel != self.model)
600 setplayermodel (self, defaultmodel);
601 setsize (self, m1, m2);
606 self.skin = defaultskin;
608 if (self.playermodel != self.model || self.playermodel == "")
610 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
613 setplayermodel (self, self.playermodel);
614 setsize (self, m1, m2);
619 self.skin = stof(self.playerskin);
622 if(chmdl || oldskin != self.skin)
623 self.species = player_getspecies(); // model or skin has changed
626 if(strlen(autocvar_sv_defaultplayercolors))
627 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
628 setcolor(self, stof(autocvar_sv_defaultplayercolors));
631 void PlayerTouchExplode(entity p1, entity p2)
634 org = (p1.origin + p2.origin) * 0.5;
635 org_z += (p1.mins_z + p2.mins_z) * 0.5;
642 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
650 Called when a client spawns in the server
653 //void() ctf_playerchanged;
654 void PutClientInServer (void)
656 if(clienttype(self) == CLIENTTYPE_BOT)
658 self.classname = "player";
660 else if(clienttype(self) == CLIENTTYPE_REAL)
663 WriteByte(MSG_ONE, SVC_SETVIEW);
664 WriteEntity(MSG_ONE, self);
670 // player is dead and becomes observer
671 // FIXME fix LMS scoring for new system
674 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
675 self.classname = "observer";
678 if(g_arena || (g_ca && !allowed_to_spawn))
680 self.classname = "observer";
683 self.classname = "observer";
685 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
686 entity spot, oldself;
689 accuracy_resend(self);
692 JoinBestTeam(self, FALSE, TRUE);
696 spot = SelectSpawnPoint (FALSE);
699 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
700 return; // spawn failed
703 RemoveGrapplingHook(self); // Wazat's Grappling Hook
705 self.classname = "player";
706 self.wasplayer = TRUE;
707 self.iscreature = TRUE;
708 self.damagedbycontents = TRUE;
709 self.movetype = MOVETYPE_WALK;
710 self.solid = SOLID_SLIDEBOX;
711 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
712 if(autocvar_g_playerclip_collisions)
713 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
714 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
715 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
716 self.frags = FRAGS_PLAYER;
717 if(INDEPENDENT_PLAYERS)
718 MAKE_INDEPENDENT_PLAYER(self);
719 self.flags = FL_CLIENT;
720 if(autocvar__notarget)
721 self.flags |= FL_NOTARGET;
722 self.takedamage = DAMAGE_AIM;
724 self.effects = EF_FULLBRIGHT;
727 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
728 self.air_finished = time + 12;
730 if(autocvar_g_balance_nex_charge)
732 if(autocvar_g_balance_nex_secondary_chargepool)
733 self.nex_chargepool_ammo = 1;
734 self.nex_charge = autocvar_g_balance_nex_charge_start;
739 self.ammo_shells = warmup_start_ammo_shells;
740 self.ammo_nails = warmup_start_ammo_nails;
741 self.ammo_rockets = warmup_start_ammo_rockets;
742 self.ammo_cells = warmup_start_ammo_cells;
743 self.ammo_fuel = warmup_start_ammo_fuel;
744 self.health = warmup_start_health;
745 self.armorvalue = warmup_start_armorvalue;
746 self.weapons = warmup_start_weapons;
750 self.ammo_shells = start_ammo_shells;
751 self.ammo_nails = start_ammo_nails;
752 self.ammo_rockets = start_ammo_rockets;
753 self.ammo_cells = start_ammo_cells;
754 self.ammo_fuel = start_ammo_fuel;
755 self.health = start_health;
756 self.armorvalue = start_armorvalue;
757 self.weapons = start_weapons;
760 if(g_weaponarena_random)
762 if(g_weaponarena_random_with_laser)
763 self.weapons &~= WEPBIT_LASER;
764 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
765 if(g_weaponarena_random_with_laser)
766 self.weapons |= WEPBIT_LASER;
769 self.items = start_items;
770 self.jump_interval = time;
772 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
773 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
774 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
775 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
776 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
777 //extend the pause of rotting if client was reset at the beginning of the countdown
778 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
779 self.spawnshieldtime += game_starttime - time;
780 self.pauserotarmor_finished += game_starttime - time;
781 self.pauserothealth_finished += game_starttime - time;
782 self.pauseregen_finished += game_starttime - time;
784 self.damageforcescale = 2;
791 self.pain_finished = 0;
792 self.strength_finished = 0;
793 self.invincible_finished = 0;
795 // players have no think function
796 self.think = SUB_Null;
800 self.ballistics_density = autocvar_g_ballistics_density_player;
806 self.deadflag = DEAD_NO;
808 self.angles = spot.angles;
810 self.angles_z = 0; // never spawn tilted even if the spot says to
811 self.fixangle = TRUE; // turn this way immediately
812 self.velocity = '0 0 0';
813 self.avelocity = '0 0 0';
814 self.punchangle = '0 0 0';
815 self.punchvector = '0 0 0';
816 self.oldvelocity = self.velocity;
817 self.fire_endtime = -1;
820 WRITESPECTATABLE_MSG_ONE({
821 WriteByte(MSG_ONE, SVC_TEMPENTITY);
822 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
827 self.drawonlytoclient = world;
830 self.view_ofs = PL_VIEW_OFS;
831 setsize (self, PL_MIN, PL_MAX);
832 self.spawnorigin = spot.origin;
833 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
834 // don't reset back to last position, even if new position is stuck in solid
835 self.oldorigin = self.origin;
836 self.prevorigin = self.origin;
837 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
838 self.lastteleporttime = time; // prevent insane speeds due to changing origin
839 self.hud = HUD_NORMAL;
843 Spawnqueue_Remove(self);
844 Spawnqueue_Mark(self);
850 self.event_damage = PlayerDamage;
852 self.bot_attack = TRUE;
854 self.statdraintime = time + 5;
855 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
857 if(self.killcount == -666) {
858 PlayerScore_Clear(self);
862 CL_SpawnWeaponentity();
863 self.alpha = default_player_alpha;
864 self.colormod = '1 1 1' * autocvar_g_player_brightness;
865 self.exteriorweaponentity.alpha = default_weapon_alpha;
867 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
868 self.lms_traveled_distance = 0;
869 self.speedrunning = FALSE;
871 race_PostSpawn(spot);
873 //stuffcmd(self, "chase_active 0");
874 //stuffcmd(self, "set viewsize $tmpviewsize \n");
876 if (autocvar_g_spawnsound)
877 sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
880 if(self.team == assault_attacker_team)
881 centerprint(self, "You are attacking!");
883 centerprint(self, "You are defending!");
886 target_voicescript_clear(self);
888 // reset fields the weapons may use
889 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
891 weapon_action(j, WR_RESETPLAYER);
893 // all weapons must be fully loaded when we spawn
895 e = get_weaponinfo(j);
896 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
897 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
905 self.target = string_null;
912 MUTATOR_CALLHOOK(PlayerSpawn);
914 if(autocvar_spawn_debug)
916 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
917 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
920 self.switchweapon = w_getbestweapon(self);
921 self.cnt = -1; // W_LastWeapon will not complain
923 self.weaponname = "";
924 self.switchingweapon = 0;
927 self.alivetime = time;
930 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
931 PutObserverInServer ();
935 // ctf_playerchanged();
938 .float ebouncefactor, ebouncestop; // electro's values
939 // TODO do we need all these fields, or should we stop autodetecting runtime
940 // changes and just have a console command to update this?
941 float ClientInit_SendEntity(entity to, float sf)
943 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
944 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
945 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
946 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
947 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
948 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
949 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
950 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
951 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
952 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
953 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
954 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
955 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
956 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
957 if(sv_foginterval && world.fog != "")
958 WriteString(MSG_ENTITY, world.fog);
960 WriteString(MSG_ENTITY, "");
961 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
962 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
963 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
964 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
965 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
966 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
967 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
968 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
969 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
970 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
971 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
972 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
976 void ClientInit_CheckUpdate()
978 self.nextthink = time;
979 if(self.count != autocvar_g_balance_armor_blockpercent)
981 self.count = autocvar_g_balance_armor_blockpercent;
984 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
986 self.cnt = autocvar_g_balance_weaponswitchdelay;
989 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
991 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
994 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
996 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
999 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1001 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1002 self.SendFlags |= 1;
1004 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1006 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1007 self.SendFlags |= 1;
1011 void ClientInit_Spawn()
1016 e.classname = "clientinit";
1017 e.think = ClientInit_CheckUpdate;
1018 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1022 ClientInit_CheckUpdate();
1031 void SetNewParms (void)
1033 // initialize parms for a new player
1034 parm1 = -(86400 * 366);
1042 void SetChangeParms (void)
1044 // save parms for level change
1045 parm1 = self.parm_idlesince - time;
1053 void DecodeLevelParms (void)
1056 self.parm_idlesince = parm1;
1057 if(self.parm_idlesince == -(86400 * 366))
1058 self.parm_idlesince = time;
1060 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1061 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1068 Called when a client types 'kill' in the console
1072 .float clientkill_nexttime;
1073 void ClientKill_Now_TeamChange()
1075 if(self.killindicator_teamchange == -1)
1078 JoinBestTeam( self, FALSE, FALSE );
1080 else if(self.killindicator_teamchange == -2)
1085 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"));
1086 PutObserverInServer();
1089 SV_ChangeTeam(self.killindicator_teamchange - 1);
1092 void ClientKill_Now()
1096 vehicles_exit(VHEF_RELESE);
1097 if(!self.killindicator_teamchange)
1099 self.vehicle_health = -1;
1100 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1104 if(self.killindicator && !wasfreed(self.killindicator))
1105 remove(self.killindicator);
1107 self.killindicator = world;
1109 if(self.killindicator_teamchange)
1110 ClientKill_Now_TeamChange();
1113 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1115 // now I am sure the player IS dead
1117 void KillIndicator_Think()
1121 self.owner.killindicator = world;
1126 if (!self.owner.modelindex)
1128 self.owner.killindicator = world;
1136 ClientKill_Now(); // no oldself needed
1139 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1141 self.nextthink = time + 1;
1147 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1148 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1151 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1153 self.nextthink = time + 1;
1158 float clientkilltime;
1159 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1168 killtime = autocvar_g_balance_kill_delay;
1170 if(g_race_qualifying || g_cts)
1173 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1175 remove(self.killindicator);
1176 self.killindicator = world;
1178 ClientKill_Now(); // allow instant kill in this case
1182 self.killindicator_teamchange = targetteam;
1184 if(!self.killindicator)
1186 if(self.modelindex && self.deadflag == DEAD_NO)
1188 killtime = max(killtime, self.clientkill_nexttime - time);
1189 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1192 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1198 starttime = max(time, clientkilltime);
1200 self.killindicator = spawn();
1201 self.killindicator.owner = self;
1202 self.killindicator.scale = 0.5;
1203 setattachment(self.killindicator, self, "");
1204 setorigin(self.killindicator, '0 0 52');
1205 self.killindicator.think = KillIndicator_Think;
1206 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1207 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1208 self.killindicator.cnt = ceil(killtime);
1209 self.killindicator.count = bound(0, ceil(killtime), 10);
1210 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1212 for(e = world; (e = find(e, classname, "body")) != world; )
1216 e.killindicator = spawn();
1217 e.killindicator.owner = e;
1218 e.killindicator.scale = 0.5;
1219 setattachment(e.killindicator, e, "");
1220 setorigin(e.killindicator, '0 0 52');
1221 e.killindicator.think = KillIndicator_Think;
1222 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1223 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1224 e.killindicator.cnt = ceil(killtime);
1229 if(self.killindicator)
1231 if(targetteam == 0) // just die
1233 self.killindicator.colormod = '0 0 0';
1234 if(clienttype(self) == CLIENTTYPE_REAL)
1235 if(self.killindicator.cnt > 0)
1236 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1238 else if(targetteam == -1) // auto
1240 self.killindicator.colormod = '0 1 0';
1241 if(clienttype(self) == CLIENTTYPE_REAL)
1242 if(self.killindicator.cnt > 0)
1243 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1245 else if(targetteam == -2) // spectate
1247 self.killindicator.colormod = '0.5 0.5 0.5';
1248 if(clienttype(self) == CLIENTTYPE_REAL)
1249 if(self.killindicator.cnt > 0)
1250 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1254 self.killindicator.colormod = TeamColor(targetteam);
1255 if(clienttype(self) == CLIENTTYPE_REAL)
1256 if(self.killindicator.cnt > 0)
1257 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1263 void ClientKill (void)
1268 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1272 else if(self.freezetag_frozen)
1277 ClientKill_TeamChange(0);
1280 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
1282 e.killindicator = spawn();
1283 e.killindicator.owner = e;
1284 e.killindicator.think = KillIndicator_Think;
1285 e.killindicator.nextthink = time + (e.lip) * 0.05;
1286 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1287 e.killindicator.health = 1; // this is used to indicate that it should be silent
1291 void FixClientCvars(entity e)
1293 // send prediction settings to the client
1294 stuffcmd(e, "\nin_bindmap 0 0\n");
1296 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1297 if(autocvar_g_antilag == 3) // client side hitscan
1298 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1300 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1302 * we no longer need to stuff this. Remove this comment block if you feel
1303 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1304 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1305 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1306 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1307 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1308 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1309 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1310 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1311 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1312 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1313 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1314 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1315 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1316 stuffcmd(e, "cl_movement_edgefriction 1\n");
1320 float PlayerInIDList(entity p, string idlist)
1325 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1326 if not(p.crypto_idfp)
1329 // this function allows abbreviated player IDs too!
1330 n = tokenize_console(idlist);
1331 for(i = 0; i < n; ++i)
1334 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1345 Called when a client connects to the server
1348 //void ctf_clientconnect();
1349 string ColoredTeamName(float t);
1350 void DecodeLevelParms (void);
1351 //void dom_player_join_team(entity pl);
1352 void set_dom_state(entity e);
1353 void ClientConnect (void)
1357 if(self.flags & FL_CLIENT)
1359 print("Warning: ClientConnect, but already connected!\n");
1363 if(Ban_MaybeEnforceBan(self))
1369 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
1372 self.classname = "player_joining";
1374 self.flags = FL_CLIENT;
1375 self.version_nagtime = time + 10 + random() * 10;
1379 dprint("BUG player count is lower than zero, this cannot happen!\n");
1383 PlayerScore_Attach(self);
1384 ClientData_Attach();
1385 accuracy_init(self);
1387 bot_clientconnect();
1393 race_PreSpawnObserver();
1396 // dom_player_join_team(self);
1398 // identify the right forced team
1399 if(autocvar_g_campaign)
1401 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1403 switch(autocvar_g_campaign_forceteam)
1405 case 1: self.team_forced = COLOR_TEAM1; break;
1406 case 2: self.team_forced = COLOR_TEAM2; break;
1407 case 3: self.team_forced = COLOR_TEAM3; break;
1408 case 4: self.team_forced = COLOR_TEAM4; break;
1409 default: self.team_forced = 0;
1413 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1414 self.team_forced = COLOR_TEAM1;
1415 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1416 self.team_forced = COLOR_TEAM2;
1417 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1418 self.team_forced = COLOR_TEAM3;
1419 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1420 self.team_forced = COLOR_TEAM4;
1421 else if(autocvar_g_forced_team_otherwise == "red")
1422 self.team_forced = COLOR_TEAM1;
1423 else if(autocvar_g_forced_team_otherwise == "blue")
1424 self.team_forced = COLOR_TEAM2;
1425 else if(autocvar_g_forced_team_otherwise == "yellow")
1426 self.team_forced = COLOR_TEAM3;
1427 else if(autocvar_g_forced_team_otherwise == "pink")
1428 self.team_forced = COLOR_TEAM4;
1429 else if(autocvar_g_forced_team_otherwise == "spectate")
1430 self.team_forced = -1;
1431 else if(autocvar_g_forced_team_otherwise == "spectator")
1432 self.team_forced = -1;
1434 self.team_forced = 0;
1437 if(self.team_forced > 0)
1438 self.team_forced = 0;
1440 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1442 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1443 self.classname = "observer";
1447 if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1449 self.classname = "player";
1450 campaign_bots_may_start = 1;
1454 self.classname = "observer"; // do it anyway
1459 self.classname = "player";
1460 campaign_bots_may_start = 1;
1464 self.playerid = (playerid_last = playerid_last + 1);
1466 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1468 if(clienttype(self) == CLIENTTYPE_BOT)
1469 PlayerStats_AddPlayer(self);
1471 if(autocvar_sv_eventlog)
1472 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1474 LogTeamchange(self.playerid, self.team, 1);
1476 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1478 self.netname_previous = strzone(self.netname);
1480 bprint("^4", self.netname, "^4 connected");
1482 if(self.classname != "observer" && (g_domination || g_ctf))
1483 bprint(" and joined the ", ColoredTeamName(self.team));
1487 stuffcmd(self, strcat(clientstuff, "\n"));
1488 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1490 FixClientCvars(self);
1492 // spawnfunc_waypoint sprites
1493 WaypointSprite_InitClient(self);
1495 // Wazat's grappling hook
1496 SetGrappleHookBindings();
1498 // get version info from player
1499 stuffcmd(self, "cmd clientversion $gameversion\n");
1501 // get other cvars from player
1504 // notify about available teams
1507 CheckAllowedTeams(self);
1508 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1509 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1512 stuffcmd(self, "set _teams_available 0\n");
1514 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1518 self.classname = "observer";
1520 Spawnqueue_Insert(self);
1524 ctf_clientconnect();
1529 bot_relinkplayerlist();
1531 self.spectatortime = time;
1534 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"));
1537 self.jointime = time;
1538 self.allowedTimeouts = autocvar_sv_timeout_number;
1540 if(clienttype(self) == CLIENTTYPE_REAL)
1542 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1543 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1548 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1550 PlayerScore_Add(self, SP_LMS_RANK, 666);
1551 self.frags = FRAGS_SPECTATOR;
1555 if(!sv_foginterval && world.fog != "")
1556 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1558 SoundEntity_Attach(self);
1560 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1562 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1563 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1566 self.hitplotfh = -1;
1568 if(g_race || g_cts) {
1574 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1577 race_send_recordtime(MSG_ONE);
1578 race_send_speedaward(MSG_ONE);
1580 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1581 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1582 race_send_speedaward_alltimebest(MSG_ONE);
1585 for (i = 1; i <= RANKINGS_CNT; ++i) {
1586 race_SendRankings(i, 0, 0, MSG_ONE);
1589 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1590 send_CSQC_teamnagger();
1593 set_dom_state(self);
1597 if(!autocvar_g_campaign)
1598 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1600 CSQCMODEL_AUTOINIT();
1602 self.model_randomizer = random();
1609 Called when a client disconnects from the server
1612 .entity chatbubbleentity;
1614 void ClientDisconnect (void)
1617 vehicles_exit(VHEF_RELESE);
1619 if not(self.flags & FL_CLIENT)
1621 print("Warning: ClientDisconnect without ClientConnect\n");
1625 PlayerStats_AddGlobalInfo(self);
1627 CheatShutdownClient();
1629 if(self.hitplotfh >= 0)
1631 fclose(self.hitplotfh);
1632 self.hitplotfh = -1;
1636 anticheat_shutdown();
1638 playerdemo_shutdown();
1640 bot_clientdisconnect();
1645 if(autocvar_sv_eventlog)
1646 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1647 bprint ("^4",self.netname);
1648 bprint ("^4 disconnected\n");
1650 SoundEntity_Detach(self);
1653 MUTATOR_CALLHOOK(ClientDisconnect);
1655 Portal_ClearAll(self);
1657 RemoveGrapplingHook(self);
1658 if(self.flagcarried)
1659 DropFlag(self.flagcarried, world, world);
1660 if(self.ballcarried && g_nexball)
1661 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1663 // Here, everything has been done that requires this player to be a client.
1665 self.flags &~= FL_CLIENT;
1667 if (self.chatbubbleentity)
1668 remove (self.chatbubbleentity);
1670 if (self.killindicator)
1671 remove (self.killindicator);
1673 WaypointSprite_PlayerGone();
1675 bot_relinkplayerlist();
1679 Spawnqueue_Unmark(self);
1680 Spawnqueue_Remove(self);
1683 accuracy_free(self);
1684 ClientData_Detach();
1685 PlayerScore_Detach(self);
1687 if(self.netname_previous)
1688 strunzone(self.netname_previous);
1689 if(self.clientstatus)
1690 strunzone(self.clientstatus);
1691 if(self.weaponorder_byimpulse)
1692 strunzone(self.weaponorder_byimpulse);
1694 ClearPlayerSounds();
1697 remove(self.personal);
1707 void ChatBubbleThink()
1709 self.nextthink = time;
1710 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1712 if(self.owner) // but why can that ever be world?
1713 self.owner.chatbubbleentity = world;
1717 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1719 || self.owner.tetris_on
1722 self.model = self.mdl;
1727 void UpdateChatBubble()
1729 if (!self.modelindex)
1731 // spawn a chatbubble entity if needed
1732 if (!self.chatbubbleentity)
1734 self.chatbubbleentity = spawn();
1735 self.chatbubbleentity.owner = self;
1736 self.chatbubbleentity.exteriormodeltoclient = self;
1737 self.chatbubbleentity.think = ChatBubbleThink;
1738 self.chatbubbleentity.nextthink = time;
1739 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1740 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1741 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1742 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1743 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1744 self.chatbubbleentity.model = "";
1745 self.chatbubbleentity.effects = EF_LOWPRECISION;
1750 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1751 // added to the model skins
1752 /*void UpdateColorModHack()
1755 c = self.clientcolors & 15;
1756 // LordHavoc: only bothering to support white, green, red, yellow, blue
1757 if (!teamplay) self.colormod = '0 0 0';
1758 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1759 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1760 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1761 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1762 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1763 else self.colormod = '1 1 1';
1769 if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1771 self.solid = SOLID_NOT;
1772 self.takedamage = DAMAGE_NO;
1773 self.movetype = MOVETYPE_FLY;
1774 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1775 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1776 self.effects |= EF_ADDITIVE;
1777 self.oldcolormap = self.colormap;
1778 self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
1779 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1780 if(autocvar_g_respawn_ghosts_maxtime)
1781 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1785 self.effects |= EF_NODRAW; // prevent another CopyBody
1786 if(self.oldcolormap)
1788 self.colormap = self.oldcolormap;
1789 self.oldcolormap = 0;
1791 PutClientInServer();
1794 void play_countdown(float finished, string samp)
1796 if(clienttype(self) == CLIENTTYPE_REAL)
1797 if(floor(finished - time - frametime) != floor(finished - time))
1798 if(finished - time < 6)
1799 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1802 void player_powerups (void)
1804 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1805 olditems = self.items;
1807 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1809 SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
1810 self.modelflags |= MF_ROCKET;
1814 SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
1815 self.modelflags &~= MF_ROCKET;
1818 self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1820 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1823 Fire_ApplyDamage(self);
1824 Fire_ApplyEffect(self);
1828 self.effects |= EF_FULLBRIGHT;
1830 if (self.items & IT_STRENGTH)
1832 play_countdown(self.strength_finished, "misc/poweroff.wav");
1833 if (time > self.strength_finished)
1835 self.alpha = default_player_alpha;
1836 self.exteriorweaponentity.alpha = default_weapon_alpha;
1837 self.items &~= IT_STRENGTH;
1838 sprint(self, "^3Invisibility has worn off\n");
1843 if (time < self.strength_finished)
1845 self.alpha = g_minstagib_invis_alpha;
1846 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1847 self.items |= IT_STRENGTH;
1848 sprint(self, "^3You are invisible\n");
1852 if (self.items & IT_INVINCIBLE)
1854 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1855 if (time > self.invincible_finished)
1857 self.items = self.items - (self.items & IT_INVINCIBLE);
1858 sprint(self, "^3Speed has worn off\n");
1863 if (time < self.invincible_finished)
1865 self.items = self.items | IT_INVINCIBLE;
1866 sprint(self, "^3You are on speed\n");
1870 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.
1872 if (self.items & IT_STRENGTH)
1874 play_countdown(self.strength_finished, "misc/poweroff.wav");
1875 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1876 if (time > self.strength_finished)
1878 self.items = self.items - (self.items & IT_STRENGTH);
1879 sprint(self, "^3Strength has worn off\n");
1884 if (time < self.strength_finished)
1886 self.items = self.items | IT_STRENGTH;
1887 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1890 if (self.items & IT_INVINCIBLE)
1892 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1893 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1894 if (time > self.invincible_finished)
1896 self.items = self.items - (self.items & IT_INVINCIBLE);
1897 sprint(self, "^3Shield has worn off\n");
1902 if (time < self.invincible_finished)
1904 self.items = self.items | IT_INVINCIBLE;
1905 sprint(self, "^3Shield surrounds you\n");
1909 if(autocvar_g_nodepthtestplayers)
1910 self.effects = self.effects | EF_NODEPTHTEST;
1912 if(autocvar_g_fullbrightplayers)
1913 self.effects = self.effects | EF_FULLBRIGHT;
1915 // midair gamemode: damage only while in the air
1916 // if in midair mode, being on ground grants temporary invulnerability
1917 // (this is so that multishot weapon don't clear the ground flag on the
1918 // first damage in the frame, leaving the player vulnerable to the
1919 // remaining hits in the same frame)
1920 if (self.flags & FL_ONGROUND)
1922 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1924 if (time >= game_starttime)
1925 if (time < self.spawnshieldtime)
1926 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1929 MUTATOR_CALLHOOK(PlayerPowerups);
1932 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1934 if(current > stable)
1936 else if(current > stable - 0.25) // when close enough, "snap"
1939 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1942 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1944 if(current < stable)
1946 else if(current < stable + 0.25) // when close enough, "snap"
1949 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1952 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1954 if(current > rotstable)
1956 if(rotframetime > 0)
1958 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1959 current = max(rotstable, current - rotlinear * rotframetime);
1962 else if(current < regenstable)
1964 if(regenframetime > 0)
1966 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1967 current = min(regenstable, current + regenlinear * regenframetime);
1977 void player_regen (void)
1979 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1980 maxh = autocvar_g_balance_health_rotstable;
1981 maxa = autocvar_g_balance_armor_rotstable;
1982 maxf = autocvar_g_balance_fuel_rotstable;
1983 minh = autocvar_g_balance_health_regenstable;
1984 mina = autocvar_g_balance_armor_regenstable;
1985 minf = autocvar_g_balance_fuel_regenstable;
1986 limith = autocvar_g_balance_health_limit;
1987 limita = autocvar_g_balance_armor_limit;
1988 limitf = autocvar_g_balance_fuel_limit;
1990 max_mod = regen_mod = rot_mod = limit_mod = 1;
1992 if (self.runes & RUNE_REGEN)
1994 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1996 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1997 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1998 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2002 regen_mod = autocvar_g_balance_rune_regen_regenrate;
2003 max_mod = autocvar_g_balance_rune_regen_hpmod;
2004 limit_mod = autocvar_g_balance_rune_regen_limitmod;
2007 else if (self.runes & CURSE_VENOM)
2009 max_mod = autocvar_g_balance_curse_venom_hpmod;
2010 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2011 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2013 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2014 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2015 //if (!self.runes & RUNE_REGEN)
2016 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2018 maxh = maxh * max_mod;
2019 //maxa = maxa * max_mod;
2020 //maxf = maxf * max_mod;
2021 minh = minh * max_mod;
2022 //mina = mina * max_mod;
2023 //minf = minf * max_mod;
2024 limith = limith * limit_mod;
2025 limita = limita * limit_mod;
2026 //limitf = limitf * limit_mod;
2031 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2033 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);
2034 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);
2036 // if player rotted to death... die!
2038 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2041 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2042 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);
2045 float zoomstate_set;
2046 void SetZoomState(float z)
2048 if(z != self.zoomstate)
2051 ClientData_Touch(self);
2056 void GetPressedKeys(void) {
2057 MUTATOR_CALLHOOK(GetPressedKeys);
2058 if (self.movement_x > 0) // get if movement keys are pressed
2059 { // forward key pressed
2060 self.pressedkeys |= KEY_FORWARD;
2061 self.pressedkeys &~= KEY_BACKWARD;
2063 else if (self.movement_x < 0)
2064 { // backward key pressed
2065 self.pressedkeys |= KEY_BACKWARD;
2066 self.pressedkeys &~= KEY_FORWARD;
2070 self.pressedkeys &~= KEY_FORWARD;
2071 self.pressedkeys &~= KEY_BACKWARD;
2074 if (self.movement_y > 0)
2075 { // right key pressed
2076 self.pressedkeys |= KEY_RIGHT;
2077 self.pressedkeys &~= KEY_LEFT;
2079 else if (self.movement_y < 0)
2080 { // left key pressed
2081 self.pressedkeys |= KEY_LEFT;
2082 self.pressedkeys &~= KEY_RIGHT;
2086 self.pressedkeys &~= KEY_RIGHT;
2087 self.pressedkeys &~= KEY_LEFT;
2090 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2091 self.pressedkeys |= KEY_JUMP;
2093 self.pressedkeys &~= KEY_JUMP;
2094 if (self.BUTTON_CROUCH)
2095 self.pressedkeys |= KEY_CROUCH;
2097 self.pressedkeys &~= KEY_CROUCH;
2101 ======================
2102 spectate mode routines
2103 ======================
2106 void SpectateCopy(entity spectatee) {
2108 MUTATOR_CALLHOOK(SpectateCopy);
2109 self.armortype = spectatee.armortype;
2110 self.armorvalue = spectatee.armorvalue;
2111 self.ammo_cells = spectatee.ammo_cells;
2112 self.ammo_shells = spectatee.ammo_shells;
2113 self.ammo_nails = spectatee.ammo_nails;
2114 self.ammo_rockets = spectatee.ammo_rockets;
2115 self.ammo_fuel = spectatee.ammo_fuel;
2116 self.clip_load = spectatee.clip_load;
2117 self.clip_size = spectatee.clip_size;
2118 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2119 self.health = spectatee.health;
2121 self.items = spectatee.items;
2122 self.last_pickup = spectatee.last_pickup;
2123 self.hit_time = spectatee.hit_time;
2124 self.metertime = spectatee.metertime;
2125 self.strength_finished = spectatee.strength_finished;
2126 self.invincible_finished = spectatee.invincible_finished;
2127 self.pressedkeys = spectatee.pressedkeys;
2128 self.weapons = spectatee.weapons;
2129 self.switchweapon = spectatee.switchweapon;
2130 self.switchingweapon = spectatee.switchingweapon;
2131 self.weapon = spectatee.weapon;
2132 self.nex_charge = spectatee.nex_charge;
2133 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2134 self.hagar_load = spectatee.hagar_load;
2135 self.minelayer_mines = spectatee.minelayer_mines;
2136 self.punchangle = spectatee.punchangle;
2137 self.view_ofs = spectatee.view_ofs;
2138 self.v_angle = spectatee.v_angle;
2139 self.velocity = spectatee.velocity;
2140 self.dmg_take = spectatee.dmg_take;
2141 self.dmg_save = spectatee.dmg_save;
2142 self.dmg_inflictor = spectatee.dmg_inflictor;
2143 self.angles = spectatee.v_angle;
2144 if(!self.BUTTON_USE)
2145 self.fixangle = TRUE;
2146 setorigin(self, spectatee.origin);
2147 setsize(self, spectatee.mins, spectatee.maxs);
2148 SetZoomState(spectatee.zoomstate);
2150 anticheat_spectatecopy(spectatee);
2152 //self.vehicle = spectatee.vehicle;
2154 self.hud = spectatee.hud;
2155 if(spectatee.vehicle)
2157 setorigin(self, spectatee.origin);
2158 self.velocity = spectatee.vehicle.velocity;
2159 self.v_angle += spectatee.vehicle.angles;
2160 //self.v_angle_x *= -1;
2161 self.vehicle_health = spectatee.vehicle_health;
2162 self.vehicle_shield = spectatee.vehicle_shield;
2163 self.vehicle_energy = spectatee.vehicle_energy;
2164 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2165 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2166 self.vehicle_reload1 = spectatee.vehicle_reload1;
2167 self.vehicle_reload2 = spectatee.vehicle_reload2;
2170 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
2171 WriteEntity(MSG_ONE, spectatee);
2172 //self.tur_head = spectatee.vehicle.vehicle_viewport;
2176 float SpectateUpdate() {
2180 if (self == self.enemy)
2183 if(self.enemy.classname != "player")
2186 SpectateCopy(self.enemy);
2192 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2193 entity CA_SpectateNext(entity start) {
2194 if (start.team == self.team) {
2199 // continue from current player
2200 while(other && other.team != self.team) {
2201 other = find(other, classname, "player");
2205 // restart from begining
2206 other = find(other, classname, "player");
2207 while(other && other.team != self.team) {
2208 other = find(other, classname, "player");
2215 float SpectateNext() {
2216 other = find(self.enemy, classname, "player");
2217 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2218 // CA and ca players when spectating enemies is forbidden
2219 other = CA_SpectateNext(other);
2221 // other modes and ca spectators or spectating enemies is allowed
2223 other = find(other, classname, "player");
2229 if(self.enemy.classname == "player") {
2230 if(self.enemy.vehicle)
2233 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
2234 WriteEntity(MSG_ONE, self.enemy);
2235 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2236 self.movetype = MOVETYPE_NONE;
2237 accuracy_resend(self);
2242 WriteByte(MSG_ONE, SVC_SETVIEW);
2243 WriteEntity(MSG_ONE, self.enemy);
2244 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2245 self.movetype = MOVETYPE_NONE;
2246 accuracy_resend(self);
2248 if(!SpectateUpdate())
2249 PutObserverInServer();
2259 ShowRespawnCountdown()
2261 Update a respawn countdown display.
2264 void ShowRespawnCountdown()
2267 if(self.deadflag == DEAD_NO) // just respawned?
2271 number = ceil(self.death_time - time);
2274 if(number <= self.respawn_countdown)
2276 self.respawn_countdown = number - 1;
2277 if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2278 AnnounceTo(self, strcat(ftos(number), ""));
2283 .float prevent_join_msgtime;
2284 void LeaveSpectatorMode()
2286 if(nJoinAllowed(1)) {
2287 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2288 self.classname = "player";
2290 if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2291 JoinBestTeam(self, FALSE, TRUE);
2293 if(autocvar_g_campaign)
2294 campaign_bots_may_start = 1;
2296 PutClientInServer();
2298 if(self.classname == "player")
2299 bprint ("^4", self.netname, "^4 is playing now\n");
2301 if(!autocvar_g_campaign)
2302 if (time < self.jointime + autocvar_welcome_message_time)
2303 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2305 if (self.prevent_join_msgtime)
2307 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2308 self.prevent_join_msgtime = 0;
2313 if (g_ca && self.caplayer) {
2316 stuffcmd(self,"menu_showteamselect\n");
2321 //player may not join because of g_maxplayers is set
2322 if (time - self.prevent_join_msgtime > 2)
2324 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2325 self.prevent_join_msgtime = time;
2331 * Determines whether the player is allowed to join. This depends on cvar
2332 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2333 * it checks whether the number of currently playing players exceeds g_maxplayers.
2334 * @return int number of free slots for players, 0 if none
2336 float nJoinAllowed(float includeMe) {
2337 if(self.team_forced < 0)
2338 return FALSE; // forced spectators can never join
2340 // TODO simplify this
2347 if (!autocvar_g_maxplayers)
2348 return maxclients - totalClients + includeMe;
2350 float currentlyPlaying;
2351 FOR_EACH_REALPLAYER(e)
2352 currentlyPlaying += 1;
2354 if(currentlyPlaying < autocvar_g_maxplayers)
2355 return min(maxclients - totalClients + includeMe, autocvar_g_maxplayers - currentlyPlaying);
2361 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2362 * g_maxplayers_spectator_blocktime seconds
2364 void checkSpectatorBlock() {
2365 if(self.classname == "spectator" || self.classname == "observer") {
2366 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2367 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2373 .float motd_actived_time; // used for both motd and campaign_message
2374 void PrintWelcomeMessage()
2376 if (self.motd_actived_time == 0) { // is there already a message showing?
2377 if (autocvar_g_campaign) {
2378 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2379 self.motd_actived_time = time;
2380 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2383 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2384 self.motd_actived_time = time;
2385 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2388 } else { // showing MOTD or campaign message
2389 if (autocvar_g_campaign) {
2390 if (self.BUTTON_INFO)
2391 self.motd_actived_time = time;
2392 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2393 self.motd_actived_time = 0;
2394 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2397 if ((time - self.jointime) > autocvar_welcome_message_time) {
2398 if (self.BUTTON_INFO)
2399 self.motd_actived_time = time;
2400 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2401 self.motd_actived_time = 0;
2402 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2409 void ObserverThink()
2411 float prefered_movetype;
2412 if (self.flags & FL_JUMPRELEASED) {
2413 if (self.BUTTON_JUMP && !self.version_mismatch) {
2414 self.flags &~= FL_JUMPRELEASED;
2415 self.flags |= FL_SPAWNING;
2416 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2417 self.flags &~= FL_JUMPRELEASED;
2418 if(SpectateNext() == 1) {
2419 self.classname = "spectator";
2422 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2423 if (self.movetype != prefered_movetype)
2424 self.movetype = prefered_movetype;
2427 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2428 self.flags |= FL_JUMPRELEASED;
2429 if(self.flags & FL_SPAWNING)
2431 self.flags &~= FL_SPAWNING;
2432 LeaveSpectatorMode();
2438 PrintWelcomeMessage();
2441 void SpectatorThink()
2443 if (self.flags & FL_JUMPRELEASED) {
2444 if (self.BUTTON_JUMP && !self.version_mismatch) {
2445 self.flags &~= FL_JUMPRELEASED;
2446 self.flags |= FL_SPAWNING;
2447 } else if(self.BUTTON_ATCK) {
2448 self.flags &~= FL_JUMPRELEASED;
2449 if(SpectateNext() == 1) {
2450 self.classname = "spectator";
2452 self.classname = "observer";
2453 PutClientInServer();
2455 } else if (self.BUTTON_ATCK2) {
2456 self.flags &~= FL_JUMPRELEASED;
2457 self.classname = "observer";
2458 PutClientInServer();
2460 if(!SpectateUpdate())
2461 PutObserverInServer();
2464 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2465 self.flags |= FL_JUMPRELEASED;
2466 if(self.flags & FL_SPAWNING)
2468 self.flags &~= FL_SPAWNING;
2469 LeaveSpectatorMode();
2473 if(!SpectateUpdate())
2474 PutObserverInServer();
2477 PrintWelcomeMessage();
2478 self.flags |= FL_CLIENT | FL_NOTARGET;
2484 if(self.classname != "player")
2489 vehicles_exit(VHEF_NORMAL);
2493 // a use key was pressed; call handlers
2497 MUTATOR_CALLHOOK(PlayerUseKey);
2500 .float touchexplode_time;
2506 Called every frame for each client before the physics are run
2509 .float usekeypressed;
2510 void() ctf_setstatus;
2511 void() nexball_setstatus;
2513 void PlayerPreThink (void)
2515 WarpZone_PlayerPhysics_FixVAngle();
2517 self.stat_game_starttime = game_starttime;
2518 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2519 self.stat_leadlimit = autocvar_leadlimit;
2523 // physics frames: update anticheat stuff
2524 anticheat_prethink();
2527 if(blockSpectators && frametime)
2528 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2529 checkSpectatorBlock();
2533 if(self.netname_previous != self.netname)
2535 if(autocvar_sv_eventlog)
2536 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2537 if(self.netname_previous)
2538 strunzone(self.netname_previous);
2539 self.netname_previous = strzone(self.netname);
2543 if(self.version_nagtime)
2544 if(self.cvar_g_xonoticversion)
2545 if(time > self.version_nagtime)
2547 // don't notify git users
2548 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2550 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2552 // notify release users if connecting to git
2553 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");
2554 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2559 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2562 // give users new version
2563 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");
2564 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"));
2568 // notify users about old server version
2569 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");
2570 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2574 self.version_nagtime = 0;
2578 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2580 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2581 self.max_armorvalue = 0;
2585 if (TetrisPreFrame())
2589 MUTATOR_CALLHOOK(PlayerPreThink);
2591 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2593 if(self.BUTTON_USE && !self.usekeypressed)
2595 self.usekeypressed = self.BUTTON_USE;
2598 PrintWelcomeMessage();
2600 if(self.classname == "player") {
2601 // if(self.netname == "Wazat")
2602 // bprint(self.classname, "\n");
2604 CheckRules_Player();
2606 if (intermission_running)
2608 IntermissionThink (); // otherwise a button could be missed between
2609 return; // the think tics
2612 //don't allow the player to turn around while game is paused!
2613 if(timeoutStatus == 2) {
2614 // FIXME turn this into CSQC stuff
2615 self.v_angle = self.lastV_angle;
2616 self.angles = self.lastV_angle;
2617 self.fixangle = TRUE;
2622 #ifndef NO_LEGACY_NETWORKING
2623 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2626 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2628 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);
2629 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);
2630 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);
2632 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2634 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);
2635 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);
2636 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);
2640 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2646 minstagib_ammocheck();
2648 if (self.deadflag != DEAD_NO)
2650 float button_pressed, force_respawn;
2651 if(self.personal && g_race_qualifying)
2653 if(time > self.death_time)
2655 self.death_time = time + 1; // only retry once a second
2664 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2665 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2666 if (self.deadflag == DEAD_DYING)
2669 self.deadflag = DEAD_RESPAWNING;
2670 else if(!button_pressed)
2671 self.deadflag = DEAD_DEAD;
2673 else if (self.deadflag == DEAD_DEAD)
2676 self.deadflag = DEAD_RESPAWNABLE;
2678 else if (self.deadflag == DEAD_RESPAWNABLE)
2681 self.deadflag = DEAD_RESPAWNING;
2683 else if (self.deadflag == DEAD_RESPAWNING)
2685 if(time > self.death_time)
2687 self.death_time = time + 1; // only retry once a second
2691 ShowRespawnCountdown();
2695 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2696 // so (self.deadflag == DEAD_NO) is always true in the code below
2699 if(time > self.touchexplode_time)
2700 if(self.classname == "player")
2701 if(self.deadflag == DEAD_NO)
2702 if not(IS_INDEPENDENT_PLAYER(self))
2703 FOR_EACH_PLAYER(other) if(self != other)
2705 if(time > other.touchexplode_time)
2706 if(other.deadflag == DEAD_NO)
2707 if not(IS_INDEPENDENT_PLAYER(other))
2708 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2710 PlayerTouchExplode(self, other);
2711 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2715 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2719 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2720 dist = self.prevorigin - self.origin;
2722 self.lms_traveled_distance += fabs(vlen(dist));
2724 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2726 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2727 self.lms_traveled_distance = 0;
2730 if(time > self.lms_nextcheck)
2732 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2733 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2735 centerprint(self, autocvar_g_lms_campcheck_message);
2736 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2737 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2738 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');
2740 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2741 self.lms_traveled_distance = 0;
2745 self.prevorigin = self.origin;
2747 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
2752 self.view_ofs = PL_CROUCH_VIEW_OFS;
2753 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2754 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2761 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2762 if (!trace_startsolid)
2764 self.crouch = FALSE;
2765 self.view_ofs = PL_VIEW_OFS;
2766 setsize (self, PL_MIN, PL_MAX);
2771 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2773 if(self.bloodloss_timer < time)
2775 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2776 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2782 GrapplingHookFrame();
2784 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2787 self.items &~= self.items_added;
2791 self.items_added = 0;
2792 if(self.items & IT_JETPACK)
2793 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2794 self.items_added |= IT_FUEL;
2796 self.items |= self.items_added;
2801 // rot nex charge to the charge limit
2802 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2803 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2812 nexball_setstatus();
2815 secrets_setstatus();
2817 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2819 //self.angles_y=self.v_angle_y + 90; // temp
2820 } else if(gameover) {
2821 if (intermission_running)
2822 IntermissionThink (); // otherwise a button could be missed between
2824 } else if(self.classname == "observer") {
2826 } else if(self.classname == "spectator") {
2831 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));
2833 float oldspectatee_status;
2834 oldspectatee_status = self.spectatee_status;
2835 if(self.classname == "spectator")
2836 self.spectatee_status = num_for_edict(self.enemy);
2837 else if(self.classname == "observer")
2838 self.spectatee_status = num_for_edict(self);
2840 self.spectatee_status = 0;
2841 if(self.spectatee_status != oldspectatee_status)
2843 ClientData_Touch(self);
2845 race_InitSpectator();
2848 if(self.teamkill_soundtime)
2849 if(time > self.teamkill_soundtime)
2851 self.teamkill_soundtime = 0;
2853 entity oldpusher, oldself;
2855 oldself = self; self = self.teamkill_soundsource;
2856 oldpusher = self.pusher; self.pusher = oldself;
2858 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2860 self.pusher = oldpusher;
2864 if(self.taunt_soundtime)
2865 if(time > self.taunt_soundtime)
2867 self.taunt_soundtime = 0;
2868 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2871 target_voicescript_next(self);
2873 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2875 self.clip_load = self.clip_size = 0;
2878 float isInvisibleString(string s)
2881 s = strdecolorize(s);
2882 for((i = 0), (n = strlen(s)); i < n; ++i)
2890 case 192: // charmap space
2891 if (!autocvar_utf8_enable)
2894 case 160: // space in unicode fonts
2895 case 0xE000 + 192: // utf8 charmap space
2896 if (autocvar_utf8_enable)
2909 Called every frame for each client after the physics are run
2912 .float idlekick_lasttimeleft;
2913 .entity showheadshotbbox;
2914 void showheadshotbbox_think()
2916 if(self.owner.showheadshotbbox != self)
2921 self.nextthink = time;
2922 setorigin(self, self.owner.origin);
2923 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2925 void PlayerPostThink (void)
2927 // Savage: Check for nameless players
2928 if (isInvisibleString(self.netname)) {
2929 self.netname = "Player";
2930 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2933 if(sv_maxidle && frametime)
2935 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2937 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2939 if(self.idlekick_lasttimeleft)
2941 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2942 self.idlekick_lasttimeleft = 0;
2946 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2947 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2949 if(!self.idlekick_lasttimeleft)
2950 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2954 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2955 AnnounceTo(self, "terminated");
2959 else if(timeleft <= 10)
2961 if(timeleft != self.idlekick_lasttimeleft)
2962 AnnounceTo(self, ftos(timeleft));
2963 self.idlekick_lasttimeleft = timeleft;
2968 if(self.impulse == 100)
2970 if (TetrisPostFrame())
2976 //CheckPlayerJump();
2978 if(self.classname == "player") {
2979 CheckRules_Player();
2983 if (intermission_running)
2984 return; // intermission or finale
2986 } else if (self.classname == "observer") {
2988 } else if (self.classname == "spectator") {
2994 for(i = 0; i < 1000; ++i)
2997 end = self.origin + '0 0 1024' + 512 * randomvec();
2998 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2999 if(trace_fraction < 1)
3000 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3002 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3010 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3012 if(self.waypointsprite_attachedforcarrier)
3013 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3015 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3017 if(!self.showheadshotbbox)
3019 self.showheadshotbbox = spawn();
3020 self.showheadshotbbox.classname = "headshotbbox";
3021 self.showheadshotbbox.owner = self;
3022 self.showheadshotbbox.think = showheadshotbbox_think;
3023 self.showheadshotbbox.nextthink = time;
3024 self = self.showheadshotbbox;
3031 if(self.showheadshotbbox)
3032 if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3033 remove(self.showheadshotbbox);
3038 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3040 if(!self.stored_netname)
3041 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3042 if(self.stored_netname != self.netname)
3044 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3045 strunzone(self.stored_netname);
3046 self.stored_netname = strzone(self.netname);
3052 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3055 CSQCMODEL_AUTOUPDATE();