1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 void Announce(string snd) {
10 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
11 WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_BROADCAST, snd);
15 void AnnounceTo(entity e, string snd) {
16 if (clienttype(e) == CLIENTTYPE_REAL)
19 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21 WriteString(MSG_ONE, snd);
25 float ClientData_Send(entity to, float sf)
36 if(to.classname == "spectator")
42 sf |= 1; // forced scoreboard
43 if(to.spectatee_status)
44 sf |= 2; // spectator ent number follows
47 if(e.porto_v_angle_held)
48 sf |= 8; // angles held
50 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51 WriteByte(MSG_ENTITY, sf);
54 WriteByte(MSG_ENTITY, to.spectatee_status);
58 WriteAngle(MSG_ENTITY, e.v_angle_x);
59 WriteAngle(MSG_ENTITY, e.v_angle_y);
65 void ClientData_Attach()
67 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68 self.clientdata.drawonlytoclient = self;
69 self.clientdata.owner = self;
72 void ClientData_Detach()
74 remove(self.clientdata);
75 self.clientdata = world;
78 void ClientData_Touch(entity e)
80 e.clientdata.SendFlags = 1;
82 // make it spectatable
84 FOR_EACH_REALCLIENT(e2)
87 if(e2.classname == "spectator")
89 e2.clientdata.SendFlags = 1;
94 .vector spawnpoint_score;
95 .string netname_previous;
97 void spawnfunc_info_player_survivor (void)
99 spawnfunc_info_player_deathmatch();
102 void spawnfunc_info_player_start (void)
104 spawnfunc_info_player_deathmatch();
107 void spawnfunc_info_player_deathmatch (void)
109 self.classname = "info_player_deathmatch";
110 relocate_spawnpoint();
113 void spawnpoint_use()
116 if(have_team_spawns > 0)
118 self.team = activator.team;
119 some_spawn_has_been_used = 1;
124 // _x: prio (-1 if unusable)
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
128 float shortest, thisdist;
134 // filter out spots for the wrong team
136 if(spot.team != teamcheck)
140 if(spot.target == "")
143 if(clienttype(self) == CLIENTTYPE_REAL)
145 if(spot.restriction == 1)
150 if(spot.restriction == 2)
154 shortest = vlen(world.maxs - world.mins);
155 FOR_EACH_PLAYER(player) if (player != self)
157 thisdist = vlen(player.origin - spot.origin);
158 if (thisdist < shortest)
161 if(shortest > mindist)
162 prio += SPAWN_PRIO_GOOD_DISTANCE;
164 spawn_score = prio * '1 0 0' + shortest * '0 1 0';
167 // filter out spots for assault
168 if(spot.target != "") {
173 for(ent = world; (ent = find(ent, targetname, spot.target)); )
176 if(ent.spawn_evalfunc)
178 entity oldself = self;
180 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
182 if(spawn_score_x < 0)
189 dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
194 MUTATOR_CALLHOOK(Spawn_Score);
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
201 for(spot = firstspot; spot; spot = spot.chain)
202 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
207 entity spot, spotlist, spotlistend;
212 Spawn_ScoreAll(firstspot, mindist, teamcheck);
214 for(spot = firstspot; spot; spot = spot.chain)
216 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
219 spotlistend.chain = spot;
226 spotlistend.chain = world;
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
233 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
237 RandomSelection_Init();
238 for(spot = firstspot; spot; spot = spot.chain)
239 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);
241 return RandomSelection_chosen_ent;
248 Finds a point to respawn
251 entity SelectSpawnPoint (float anypoint)
254 entity spot, firstspot;
256 spot = find (world, classname, "testplayerstart");
260 if(anypoint || autocvar_g_spawn_useallspawns)
262 else if(have_team_spawns > 0)
264 if(have_team_spawns_forteam[self.team] == 0)
266 // we request a spawn for a team, and we have team
267 // spawns, but that team has no spawns?
268 if(have_team_spawns_forteam[0])
272 // if not, any spawn has to do
276 teamcheck = self.team; // MUST be team
278 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279 teamcheck = 0; // MUST be noteam
282 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
285 // get the entire list of spots
286 firstspot = findchain(classname, "info_player_deathmatch");
287 // filter out the bad ones
288 // (note this returns the original list if none survived)
291 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
296 if (g_arena && arena_roundbased)
300 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
302 // there is 50/50 chance of choosing a random spot or the furthest spot
303 // (this means that roughly every other spawn will be furthest, so you
304 // usually won't get fragged at spawn twice in a row)
305 if (random() > autocvar_g_spawn_furthest)
306 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
308 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
313 if(autocvar_spawn_debug)
317 if(some_spawn_has_been_used)
318 return world; // team can't spawn any more, because of actions of other team
320 error("Cannot find a spawn point - please fix the map!");
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
339 // note: we cannot summon Don Strunzone here, some player may
340 // still have the model string set. In case anyone manages how
341 // to change a cvar default, we'll have a small leak here.
342 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
344 // only in right path
345 if( substring(plyermodel,0,14) != "models/player/")
346 return FallbackPlayerModel;
347 // only good file extensions
348 if(substring(plyermodel,-4,4) != ".zym")
349 if(substring(plyermodel,-4,4) != ".dpm")
350 if(substring(plyermodel,-4,4) != ".iqm")
351 if(substring(plyermodel,-4,4) != ".md3")
352 if(substring(plyermodel,-4,4) != ".psk")
353 return FallbackPlayerModel;
354 // forbid the LOD models
355 if(substring(plyermodel, -9,5) == "_lod1")
356 return FallbackPlayerModel;
357 if(substring(plyermodel, -9,5) == "_lod2")
358 return FallbackPlayerModel;
359 if(plyermodel != strtolower(plyermodel))
360 return FallbackPlayerModel;
361 // also, restrict to server models
362 if(autocvar_sv_servermodelsonly)
364 if(!fexists(plyermodel))
365 return FallbackPlayerModel;
370 void setplayermodel(entity e, string modelname)
372 precache_model(modelname);
373 setmodel(e, modelname);
374 player_setupanimsformodel();
375 UpdatePlayerSounds();
382 putting a client as observer in the server
385 void FixPlayermodel();
386 void PutObserverInServer (void)
389 self.hud = HUD_NORMAL;
390 race_PreSpawnObserver();
392 spot = SelectSpawnPoint (TRUE);
394 error("No spawnpoints for observers?!?\n");
395 RemoveGrapplingHook(self); // Wazat's Grappling Hook
397 if(clienttype(self) == CLIENTTYPE_REAL)
400 WriteByte(MSG_ONE, SVC_SETVIEW);
401 WriteEntity(MSG_ONE, self);
406 // Only if the player cannot play at all
407 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
408 self.frags = FRAGS_SPECTATOR;
410 self.frags = FRAGS_LMS_LOSER;
412 else if((g_race && g_race_qualifying) || g_cts)
414 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
415 self.frags = FRAGS_LMS_LOSER;
417 self.frags = FRAGS_SPECTATOR;
420 self.frags = FRAGS_SPECTATOR;
423 MUTATOR_CALLHOOK(MakePlayerObserver);
425 minstagib_stop_countdown(self);
427 Portal_ClearAll(self);
432 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
437 vehicles_exit(VHEF_RELESE);
439 WaypointSprite_PlayerDead();
441 if not(g_ca) // don't reset teams when moving a ca player to the spectators
442 self.team = -1; // move this as it is needed to log the player spectating in eventlog
444 if(self.killcount != -666) {
446 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
447 bprint ("^4", self.netname, "^4 has no more lives left\n");
449 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
451 bprint ("^4", self.netname, "^4 is spectating now\n");
453 if(self.just_joined == FALSE) {
454 LogTeamchange(self.playerid, -1, 4);
456 self.just_joined = FALSE;
459 PlayerScore_Clear(self); // clear scores when needed
461 accuracy_resend(self);
463 self.spectatortime = time;
465 self.classname = "observer";
466 self.iscreature = FALSE;
467 self.teleportable = TELEPORT_SIMPLE;
468 self.damagedbycontents = FALSE;
470 self.takedamage = DAMAGE_NO;
471 self.solid = SOLID_NOT;
472 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
473 self.flags = FL_CLIENT | FL_NOTARGET;
474 self.armorvalue = 666;
476 self.armorvalue = autocvar_g_balance_armor_start;
477 self.pauserotarmor_finished = 0;
478 self.pauserothealth_finished = 0;
479 self.pauseregen_finished = 0;
480 self.damageforcescale = 0;
482 self.respawn_time = 0;
487 self.pain_finished = 0;
488 self.strength_finished = 0;
489 self.invincible_finished = 0;
490 self.superweapons_finished = 0;
493 self.think = func_null;
497 self.deadflag = DEAD_NO;
498 self.angles = spot.angles;
500 self.fixangle = TRUE;
503 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
504 self.prevorigin = self.origin;
506 WEPSET_CLEAR_E(self);
509 setmodel(self, "null");
510 self.drawonlytoclient = self;
512 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
513 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
516 self.weaponname = "";
517 self.switchingweapon = 0;
518 self.weaponmodel = "";
519 self.weaponentity = world;
520 self.exteriorweaponentity = world;
521 self.killcount = -666;
522 self.velocity = '0 0 0';
523 self.avelocity = '0 0 0';
524 self.punchangle = '0 0 0';
525 self.punchvector = '0 0 0';
526 self.oldvelocity = self.velocity;
527 self.fire_endtime = -1;
530 .float model_randomizer;
531 void FixPlayermodel()
534 float defaultskin, chmdl, oldskin, n, i;
541 if(autocvar_sv_defaultcharacter == 1)
546 s = Team_ColorNameLowerCase(self.team);
549 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
550 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
554 if(defaultmodel == "")
556 defaultmodel = autocvar_sv_defaultplayermodel;
557 defaultskin = autocvar_sv_defaultplayerskin;
560 n = tokenize_console(defaultmodel);
562 defaultmodel = argv(floor(n * self.model_randomizer));
564 i = strstrofs(defaultmodel, ":", 0);
567 defaultskin = stof(substring(defaultmodel, i+1, -1));
568 defaultmodel = substring(defaultmodel, 0, i);
572 if(defaultmodel != "")
574 if (defaultmodel != self.model)
578 setplayermodel (self, defaultmodel);
579 setsize (self, m1, m2);
584 self.skin = defaultskin;
586 if (self.playermodel != self.model || self.playermodel == "")
588 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
591 setplayermodel (self, self.playermodel);
592 setsize (self, m1, m2);
597 self.skin = stof(self.playerskin);
600 if(chmdl || oldskin != self.skin)
601 self.species = player_getspecies(); // model or skin has changed
604 if(strlen(autocvar_sv_defaultplayercolors))
605 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
606 setcolor(self, stof(autocvar_sv_defaultplayercolors));
609 void PlayerTouchExplode(entity p1, entity p2)
612 org = (p1.origin + p2.origin) * 0.5;
613 org_z += (p1.mins_z + p2.mins_z) * 0.5;
620 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
628 Called when a client spawns in the server
632 void PutClientInServer (void)
634 if(clienttype(self) == CLIENTTYPE_BOT)
635 self.classname = "player";
636 else if(clienttype(self) == CLIENTTYPE_REAL)
639 WriteByte(MSG_ONE, SVC_SETVIEW);
640 WriteEntity(MSG_ONE, self);
646 // player is dead and becomes observer
647 // FIXME fix LMS scoring for new system
650 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
651 self.classname = "observer";
654 MUTATOR_CALLHOOK(PutClientInServer);
657 self.classname = "observer";
659 if(self.classname == "player") {
660 entity spot, oldself;
663 accuracy_resend(self);
666 JoinBestTeam(self, FALSE, TRUE);
670 spot = SelectSpawnPoint (FALSE);
673 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
674 return; // spawn failed
677 RemoveGrapplingHook(self); // Wazat's Grappling Hook
679 self.classname = "player";
680 self.wasplayer = TRUE;
681 self.iscreature = TRUE;
682 self.teleportable = TELEPORT_NORMAL;
683 self.damagedbycontents = TRUE;
684 self.movetype = MOVETYPE_WALK;
685 self.solid = SOLID_SLIDEBOX;
686 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
687 if(autocvar_g_playerclip_collisions)
688 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
689 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
690 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
691 self.frags = FRAGS_PLAYER;
692 if(INDEPENDENT_PLAYERS)
693 MAKE_INDEPENDENT_PLAYER(self);
694 self.flags = FL_CLIENT;
695 if(autocvar__notarget)
696 self.flags |= FL_NOTARGET;
697 self.takedamage = DAMAGE_AIM;
699 self.effects = EF_FULLBRIGHT;
702 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
703 self.air_finished = time + 12;
705 if(autocvar_g_balance_nex_charge)
707 if(autocvar_g_balance_nex_secondary_chargepool)
708 self.nex_chargepool_ammo = 1;
709 self.nex_charge = autocvar_g_balance_nex_charge_start;
714 self.ammo_shells = warmup_start_ammo_shells;
715 self.ammo_nails = warmup_start_ammo_nails;
716 self.ammo_rockets = warmup_start_ammo_rockets;
717 self.ammo_cells = warmup_start_ammo_cells;
718 self.ammo_fuel = warmup_start_ammo_fuel;
719 self.health = warmup_start_health;
720 self.armorvalue = warmup_start_armorvalue;
721 WEPSET_COPY_EA(self, warmup_start_weapons);
725 self.ammo_shells = start_ammo_shells;
726 self.ammo_nails = start_ammo_nails;
727 self.ammo_rockets = start_ammo_rockets;
728 self.ammo_cells = start_ammo_cells;
729 self.ammo_fuel = start_ammo_fuel;
730 self.health = start_health;
731 self.armorvalue = start_armorvalue;
732 WEPSET_COPY_EA(self, start_weapons);
735 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
736 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
738 self.superweapons_finished = 0;
740 if(g_weaponarena_random)
742 if(g_weaponarena_random_with_laser)
743 WEPSET_ANDNOT_EW(self, WEP_LASER);
744 W_RandomWeapons(self, g_weaponarena_random);
745 if(g_weaponarena_random_with_laser)
746 WEPSET_OR_EW(self, WEP_LASER);
749 self.items = start_items;
751 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
752 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
753 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
754 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
755 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
756 //extend the pause of rotting if client was reset at the beginning of the countdown
757 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
758 self.spawnshieldtime += game_starttime - time;
759 self.pauserotarmor_finished += game_starttime - time;
760 self.pauserothealth_finished += game_starttime - time;
761 self.pauseregen_finished += game_starttime - time;
763 self.damageforcescale = 2;
765 self.respawn_time = 0;
769 self.pain_finished = 0;
770 self.strength_finished = 0;
771 self.invincible_finished = 0;
773 // players have no think function
774 self.think = func_null;
778 self.ballistics_density = autocvar_g_ballistics_density_player;
784 self.deadflag = DEAD_NO;
786 self.angles = spot.angles;
788 self.angles_z = 0; // never spawn tilted even if the spot says to
789 self.fixangle = TRUE; // turn this way immediately
790 self.velocity = '0 0 0';
791 self.avelocity = '0 0 0';
792 self.punchangle = '0 0 0';
793 self.punchvector = '0 0 0';
794 self.oldvelocity = self.velocity;
795 self.fire_endtime = -1;
798 WRITESPECTATABLE_MSG_ONE({
799 WriteByte(MSG_ONE, SVC_TEMPENTITY);
800 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
805 self.drawonlytoclient = world;
808 self.view_ofs = PL_VIEW_OFS;
809 setsize (self, PL_MIN, PL_MAX);
810 self.spawnorigin = spot.origin;
811 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
812 // don't reset back to last position, even if new position is stuck in solid
813 self.oldorigin = self.origin;
814 self.prevorigin = self.origin;
815 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
816 self.lastteleporttime = time; // prevent insane speeds due to changing origin
817 self.hud = HUD_NORMAL;
819 self.event_damage = PlayerDamage;
821 self.bot_attack = TRUE;
823 self.statdraintime = time + 5;
824 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
826 if(self.killcount == -666) {
827 PlayerScore_Clear(self);
831 CL_SpawnWeaponentity();
832 self.alpha = default_player_alpha;
833 self.colormod = '1 1 1' * autocvar_g_player_brightness;
834 self.exteriorweaponentity.alpha = default_weapon_alpha;
836 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
837 self.lms_traveled_distance = 0;
838 self.speedrunning = FALSE;
840 race_PostSpawn(spot);
842 //stuffcmd(self, "chase_active 0");
843 //stuffcmd(self, "set viewsize $tmpviewsize \n");
846 if(self.team == assault_attacker_team)
847 centerprint(self, "You are attacking!");
849 centerprint(self, "You are defending!");
852 target_voicescript_clear(self);
854 // reset fields the weapons may use
855 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
857 weapon_action(j, WR_RESETPLAYER);
859 // all weapons must be fully loaded when we spawn
861 e = get_weaponinfo(j);
862 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
863 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
871 self.target = string_null;
878 MUTATOR_CALLHOOK(PlayerSpawn);
880 if(autocvar_spawn_debug)
882 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
883 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
886 self.switchweapon = w_getbestweapon(self);
887 self.cnt = -1; // W_LastWeapon will not complain
889 self.weaponname = "";
890 self.switchingweapon = 0;
894 self.alivetime = time;
898 if (autocvar_g_spawnsound)
899 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
900 } else if(self.classname == "observer") {
901 PutObserverInServer ();
905 .float ebouncefactor, ebouncestop; // electro's values
906 // TODO do we need all these fields, or should we stop autodetecting runtime
907 // changes and just have a console command to update this?
908 float ClientInit_SendEntity(entity to, float sf)
910 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
911 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
912 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
913 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
914 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
915 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
916 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
917 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
918 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
919 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
920 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
921 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
922 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
923 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
924 if(sv_foginterval && world.fog != "")
925 WriteString(MSG_ENTITY, world.fog);
927 WriteString(MSG_ENTITY, "");
928 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
929 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
930 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
931 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
932 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
933 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
934 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
935 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
936 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
937 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
938 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
939 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
940 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
944 void ClientInit_CheckUpdate()
946 self.nextthink = time;
947 if(self.count != autocvar_g_balance_armor_blockpercent)
949 self.count = autocvar_g_balance_armor_blockpercent;
952 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
954 self.cnt = autocvar_g_balance_weaponswitchdelay;
957 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
959 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
962 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
964 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
967 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
969 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
972 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
974 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
979 void ClientInit_Spawn()
984 e.classname = "clientinit";
985 e.think = ClientInit_CheckUpdate;
986 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
990 ClientInit_CheckUpdate();
999 void SetNewParms (void)
1001 // initialize parms for a new player
1002 parm1 = -(86400 * 366);
1010 void SetChangeParms (void)
1012 // save parms for level change
1013 parm1 = self.parm_idlesince - time;
1021 void DecodeLevelParms (void)
1024 self.parm_idlesince = parm1;
1025 if(self.parm_idlesince == -(86400 * 366))
1026 self.parm_idlesince = time;
1028 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1029 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1036 Called when a client types 'kill' in the console
1040 .float clientkill_nexttime;
1041 void ClientKill_Now_TeamChange()
1043 if(self.killindicator_teamchange == -1)
1045 JoinBestTeam( self, FALSE, TRUE );
1047 else if(self.killindicator_teamchange == -2)
1050 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1051 PutObserverInServer();
1054 SV_ChangeTeam(self.killindicator_teamchange - 1);
1055 self.killindicator_teamchange = 0;
1058 void ClientKill_Now()
1062 vehicles_exit(VHEF_RELESE);
1063 if(!self.killindicator_teamchange)
1065 self.vehicle_health = -1;
1066 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1070 if(self.killindicator && !wasfreed(self.killindicator))
1071 remove(self.killindicator);
1073 self.killindicator = world;
1075 if(self.killindicator_teamchange)
1076 ClientKill_Now_TeamChange();
1079 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1081 // now I am sure the player IS dead
1083 void KillIndicator_Think()
1087 self.owner.killindicator = world;
1092 if (self.owner.alpha < 0 && !self.owner.vehicle)
1094 self.owner.killindicator = world;
1102 ClientKill_Now(); // no oldself needed
1105 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1107 self.nextthink = time + 1;
1113 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1114 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1117 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1119 self.nextthink = time + 1;
1124 float clientkilltime;
1125 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1134 killtime = autocvar_g_balance_kill_delay;
1136 if(g_race_qualifying || g_cts)
1139 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1141 remove(self.killindicator);
1142 self.killindicator = world;
1144 ClientKill_Now(); // allow instant kill in this case
1148 self.killindicator_teamchange = targetteam;
1150 if(!self.killindicator)
1152 if(self.deadflag == DEAD_NO)
1154 killtime = max(killtime, self.clientkill_nexttime - time);
1155 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1158 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1164 starttime = max(time, clientkilltime);
1166 self.killindicator = spawn();
1167 self.killindicator.owner = self;
1168 self.killindicator.scale = 0.5;
1169 setattachment(self.killindicator, self, "");
1170 setorigin(self.killindicator, '0 0 52');
1171 self.killindicator.think = KillIndicator_Think;
1172 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1173 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1174 self.killindicator.cnt = ceil(killtime);
1175 self.killindicator.count = bound(0, ceil(killtime), 10);
1176 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1178 for(e = world; (e = find(e, classname, "body")) != world; )
1182 e.killindicator = spawn();
1183 e.killindicator.owner = e;
1184 e.killindicator.scale = 0.5;
1185 setattachment(e.killindicator, e, "");
1186 setorigin(e.killindicator, '0 0 52');
1187 e.killindicator.think = KillIndicator_Think;
1188 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1189 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1190 e.killindicator.cnt = ceil(killtime);
1195 if(self.killindicator)
1197 if(targetteam == 0) // just die
1199 self.killindicator.colormod = '0 0 0';
1200 if(clienttype(self) == CLIENTTYPE_REAL)
1201 if(self.killindicator.cnt > 0)
1202 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1204 else if(targetteam == -1) // auto
1206 self.killindicator.colormod = '0 1 0';
1207 if(clienttype(self) == CLIENTTYPE_REAL)
1208 if(self.killindicator.cnt > 0)
1209 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1211 else if(targetteam == -2) // spectate
1213 self.killindicator.colormod = '0.5 0.5 0.5';
1214 if(clienttype(self) == CLIENTTYPE_REAL)
1215 if(self.killindicator.cnt > 0)
1216 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1220 self.killindicator.colormod = TeamColor(targetteam);
1221 if(clienttype(self) == CLIENTTYPE_REAL)
1222 if(self.killindicator.cnt > 0)
1223 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1229 void ClientKill (void)
1231 if(gameover) return;
1232 if(self.player_blocked) return;
1233 if(self.freezetag_frozen) return;
1235 ClientKill_TeamChange(0);
1238 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
1240 e.killindicator = spawn();
1241 e.killindicator.owner = e;
1242 e.killindicator.think = KillIndicator_Think;
1243 e.killindicator.nextthink = time + (e.lip) * 0.05;
1244 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1245 e.killindicator.health = 1; // this is used to indicate that it should be silent
1249 void FixClientCvars(entity e)
1251 // send prediction settings to the client
1252 stuffcmd(e, "\nin_bindmap 0 0\n");
1254 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1255 if(autocvar_g_antilag == 3) // client side hitscan
1256 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1258 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1260 * we no longer need to stuff this. Remove this comment block if you feel
1261 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1262 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1263 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1264 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1265 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1266 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1267 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1268 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1269 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1270 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1271 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1272 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1273 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1274 stuffcmd(e, "cl_movement_edgefriction 1\n");
1278 float PlayerInIDList(entity p, string idlist)
1283 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1284 if not(p.crypto_idfp)
1287 // this function allows abbreviated player IDs too!
1288 n = tokenize_console(idlist);
1289 for(i = 0; i < n; ++i)
1292 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1303 Called when a client connects to the server
1306 string ColoredTeamName(float t);
1307 void DecodeLevelParms (void);
1308 //void dom_player_join_team(entity pl);
1309 void set_dom_state(entity e);
1310 void ClientConnect (void)
1314 if(self.flags & FL_CLIENT)
1316 print("Warning: ClientConnect, but already connected!\n");
1320 if(Ban_MaybeEnforceBanOnce(self))
1326 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK, "\n"));
1329 self.classname = "player_joining";
1331 self.flags = FL_CLIENT;
1332 self.version_nagtime = time + 10 + random() * 10;
1336 dprint("BUG player count is lower than zero, this cannot happen!\n");
1340 PlayerScore_Attach(self);
1341 ClientData_Attach();
1342 accuracy_init(self);
1344 bot_clientconnect();
1350 race_PreSpawnObserver();
1352 // identify the right forced team
1353 if(autocvar_g_campaign)
1355 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1357 switch(autocvar_g_campaign_forceteam)
1359 case 1: self.team_forced = COLOR_TEAM1; break;
1360 case 2: self.team_forced = COLOR_TEAM2; break;
1361 case 3: self.team_forced = COLOR_TEAM3; break;
1362 case 4: self.team_forced = COLOR_TEAM4; break;
1363 default: self.team_forced = 0;
1367 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1368 self.team_forced = COLOR_TEAM1;
1369 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1370 self.team_forced = COLOR_TEAM2;
1371 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1372 self.team_forced = COLOR_TEAM3;
1373 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1374 self.team_forced = COLOR_TEAM4;
1375 else if(autocvar_g_forced_team_otherwise == "red")
1376 self.team_forced = COLOR_TEAM1;
1377 else if(autocvar_g_forced_team_otherwise == "blue")
1378 self.team_forced = COLOR_TEAM2;
1379 else if(autocvar_g_forced_team_otherwise == "yellow")
1380 self.team_forced = COLOR_TEAM3;
1381 else if(autocvar_g_forced_team_otherwise == "pink")
1382 self.team_forced = COLOR_TEAM4;
1383 else if(autocvar_g_forced_team_otherwise == "spectate")
1384 self.team_forced = -1;
1385 else if(autocvar_g_forced_team_otherwise == "spectator")
1386 self.team_forced = -1;
1388 self.team_forced = 0;
1391 if(self.team_forced > 0)
1392 self.team_forced = 0;
1394 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1396 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1397 self.classname = "observer";
1401 if(autocvar_g_balance_teams)
1403 self.classname = "player";
1404 campaign_bots_may_start = 1;
1408 self.classname = "observer"; // do it anyway
1413 self.classname = "player";
1414 campaign_bots_may_start = 1;
1418 self.playerid = (playerid_last = playerid_last + 1);
1420 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1422 if(clienttype(self) == CLIENTTYPE_BOT)
1423 PlayerStats_AddPlayer(self);
1425 if(autocvar_sv_eventlog)
1426 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1428 LogTeamchange(self.playerid, self.team, 1);
1430 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1432 self.netname_previous = strzone(self.netname);
1434 bprint("^4", self.netname, "^4 connected");
1436 if(self.classname != "observer" && (g_domination || g_ctf))
1437 bprint(" and joined the ", ColoredTeamName(self.team));
1441 stuffcmd(self, strcat(clientstuff, "\n"));
1442 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1444 FixClientCvars(self);
1446 // spawnfunc_waypoint sprites
1447 WaypointSprite_InitClient(self);
1449 // Wazat's grappling hook
1450 SetGrappleHookBindings();
1452 // get version info from player
1453 stuffcmd(self, "cmd clientversion $gameversion\n");
1455 // get other cvars from player
1458 // notify about available teams
1461 CheckAllowedTeams(self);
1462 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1463 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1466 stuffcmd(self, "set _teams_available 0\n");
1470 bot_relinkplayerlist();
1472 self.spectatortime = time;
1475 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"));
1478 self.jointime = time;
1479 self.allowed_timeouts = autocvar_sv_timeout_number;
1481 if(clienttype(self) == CLIENTTYPE_REAL)
1483 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1484 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1489 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1491 PlayerScore_Add(self, SP_LMS_RANK, 666);
1492 self.frags = FRAGS_SPECTATOR;
1496 if(!sv_foginterval && world.fog != "")
1497 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1499 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1501 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1502 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1505 self.hitplotfh = -1;
1507 if(g_race || g_cts) {
1515 race_send_recordtime(MSG_ONE);
1516 race_send_speedaward(MSG_ONE);
1518 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1519 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1520 race_send_speedaward_alltimebest(MSG_ONE);
1523 for (i = 1; i <= RANKINGS_CNT; ++i) {
1524 race_SendRankings(i, 0, 0, MSG_ONE);
1527 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1528 send_CSQC_teamnagger();
1532 if(!autocvar_g_campaign)
1533 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1535 CSQCMODEL_AUTOINIT();
1537 self.model_randomizer = random();
1539 if(clienttype(self) == CLIENTTYPE_REAL)
1542 MUTATOR_CALLHOOK(ClientConnect);
1548 Called when a client disconnects from the server
1551 .entity chatbubbleentity;
1553 void ClientDisconnect (void)
1556 vehicles_exit(VHEF_RELESE);
1558 if not(self.flags & FL_CLIENT)
1560 print("Warning: ClientDisconnect without ClientConnect\n");
1564 PlayerStats_AddGlobalInfo(self);
1566 CheatShutdownClient();
1568 if(self.hitplotfh >= 0)
1570 fclose(self.hitplotfh);
1571 self.hitplotfh = -1;
1575 anticheat_shutdown();
1577 playerdemo_shutdown();
1579 bot_clientdisconnect();
1584 if(autocvar_sv_eventlog)
1585 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1586 bprint ("^4",self.netname);
1587 bprint ("^4 disconnected\n");
1590 MUTATOR_CALLHOOK(ClientDisconnect);
1592 Portal_ClearAll(self);
1594 RemoveGrapplingHook(self);
1596 // Here, everything has been done that requires this player to be a client.
1598 self.flags &~= FL_CLIENT;
1600 if (self.chatbubbleentity)
1601 remove (self.chatbubbleentity);
1603 if (self.killindicator)
1604 remove (self.killindicator);
1606 WaypointSprite_PlayerGone();
1608 bot_relinkplayerlist();
1610 accuracy_free(self);
1611 ClientData_Detach();
1612 PlayerScore_Detach(self);
1614 if(self.netname_previous)
1615 strunzone(self.netname_previous);
1616 if(self.clientstatus)
1617 strunzone(self.clientstatus);
1618 if(self.weaponorder_byimpulse)
1619 strunzone(self.weaponorder_byimpulse);
1621 ClearPlayerSounds();
1624 remove(self.personal);
1634 void ChatBubbleThink()
1636 self.nextthink = time;
1637 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1639 if(self.owner) // but why can that ever be world?
1640 self.owner.chatbubbleentity = world;
1644 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1646 || self.owner.tetris_on
1649 self.model = self.mdl;
1654 void UpdateChatBubble()
1658 // spawn a chatbubble entity if needed
1659 if (!self.chatbubbleentity)
1661 self.chatbubbleentity = spawn();
1662 self.chatbubbleentity.owner = self;
1663 self.chatbubbleentity.exteriormodeltoclient = self;
1664 self.chatbubbleentity.think = ChatBubbleThink;
1665 self.chatbubbleentity.nextthink = time;
1666 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1667 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1668 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1669 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1670 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1671 self.chatbubbleentity.model = "";
1672 self.chatbubbleentity.effects = EF_LOWPRECISION;
1677 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1678 // added to the model skins
1679 /*void UpdateColorModHack()
1682 c = self.clientcolors & 15;
1683 // LordHavoc: only bothering to support white, green, red, yellow, blue
1684 if (!teamplay) self.colormod = '0 0 0';
1685 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1686 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1687 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1688 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1689 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1690 else self.colormod = '1 1 1';
1695 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1697 self.solid = SOLID_NOT;
1698 self.takedamage = DAMAGE_NO;
1699 self.movetype = MOVETYPE_FLY;
1700 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1701 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1702 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1703 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1704 if(autocvar_g_respawn_ghosts_maxtime)
1705 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1710 self.effects |= EF_NODRAW; // prevent another CopyBody
1711 PutClientInServer();
1714 void play_countdown(float finished, string samp)
1716 if(clienttype(self) == CLIENTTYPE_REAL)
1717 if(floor(finished - time - frametime) != floor(finished - time))
1718 if(finished - time < 6)
1719 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1722 void player_powerups (void)
1724 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1725 olditems = self.items;
1727 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1728 self.modelflags |= MF_ROCKET;
1730 self.modelflags &~= MF_ROCKET;
1732 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1734 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1737 Fire_ApplyDamage(self);
1738 Fire_ApplyEffect(self);
1742 self.effects |= EF_FULLBRIGHT;
1744 if (self.items & IT_STRENGTH)
1746 play_countdown(self.strength_finished, "misc/poweroff.wav");
1747 if (time > self.strength_finished)
1749 self.alpha = default_player_alpha;
1750 self.exteriorweaponentity.alpha = default_weapon_alpha;
1751 self.items &~= IT_STRENGTH;
1752 sprint(self, "^3Invisibility has worn off\n");
1757 if (time < self.strength_finished)
1759 self.alpha = g_minstagib_invis_alpha;
1760 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1761 self.items |= IT_STRENGTH;
1762 sprint(self, "^3You are invisible\n");
1766 if (self.items & IT_INVINCIBLE)
1768 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1769 if (time > self.invincible_finished)
1771 self.items = self.items - (self.items & IT_INVINCIBLE);
1772 sprint(self, "^3Speed has worn off\n");
1777 if (time < self.invincible_finished)
1779 self.items = self.items | IT_INVINCIBLE;
1780 sprint(self, "^3You are on speed\n");
1784 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.
1786 if (self.items & IT_STRENGTH)
1788 play_countdown(self.strength_finished, "misc/poweroff.wav");
1789 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1790 if (time > self.strength_finished)
1792 self.items = self.items - (self.items & IT_STRENGTH);
1793 sprint(self, "^3Strength has worn off\n");
1798 if (time < self.strength_finished)
1800 self.items = self.items | IT_STRENGTH;
1801 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1804 if (self.items & IT_INVINCIBLE)
1806 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1807 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1808 if (time > self.invincible_finished)
1810 self.items = self.items - (self.items & IT_INVINCIBLE);
1811 sprint(self, "^3Shield has worn off\n");
1816 if (time < self.invincible_finished)
1818 self.items = self.items | IT_INVINCIBLE;
1819 sprint(self, "^3Shield surrounds you\n");
1822 if (self.items & IT_SUPERWEAPON)
1824 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1826 self.superweapons_finished = 0;
1827 self.items = self.items - (self.items & IT_SUPERWEAPON);
1828 sprint(self, "^3Superweapons have been lost\n");
1830 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1832 // don't let them run out
1836 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1837 if (time > self.superweapons_finished)
1839 self.items = self.items - (self.items & IT_SUPERWEAPON);
1840 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1841 sprint(self, "^3Superweapons have broken down\n");
1845 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1847 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1849 self.items = self.items | IT_SUPERWEAPON;
1850 sprint(self, "^3You now have a superweapon\n");
1854 self.superweapons_finished = 0;
1855 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1860 self.superweapons_finished = 0;
1864 if(autocvar_g_nodepthtestplayers)
1865 self.effects = self.effects | EF_NODEPTHTEST;
1867 if(autocvar_g_fullbrightplayers)
1868 self.effects = self.effects | EF_FULLBRIGHT;
1870 // midair gamemode: damage only while in the air
1871 // if in midair mode, being on ground grants temporary invulnerability
1872 // (this is so that multishot weapon don't clear the ground flag on the
1873 // first damage in the frame, leaving the player vulnerable to the
1874 // remaining hits in the same frame)
1875 if (self.flags & FL_ONGROUND)
1877 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1879 if (time >= game_starttime)
1880 if (time < self.spawnshieldtime)
1881 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1883 MUTATOR_CALLHOOK(PlayerPowerups);
1886 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1888 if(current > stable)
1890 else if(current > stable - 0.25) // when close enough, "snap"
1893 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1896 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1898 if(current < stable)
1900 else if(current < stable + 0.25) // when close enough, "snap"
1903 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1906 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1908 if(current > rotstable)
1910 if(rotframetime > 0)
1912 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1913 current = max(rotstable, current - rotlinear * rotframetime);
1916 else if(current < regenstable)
1918 if(regenframetime > 0)
1920 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1921 current = min(regenstable, current + regenlinear * regenframetime);
1931 void player_regen (void)
1933 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1934 maxh = autocvar_g_balance_health_rotstable;
1935 maxa = autocvar_g_balance_armor_rotstable;
1936 maxf = autocvar_g_balance_fuel_rotstable;
1937 minh = autocvar_g_balance_health_regenstable;
1938 mina = autocvar_g_balance_armor_regenstable;
1939 minf = autocvar_g_balance_fuel_regenstable;
1940 limith = autocvar_g_balance_health_limit;
1941 limita = autocvar_g_balance_armor_limit;
1942 limitf = autocvar_g_balance_fuel_limit;
1944 max_mod = regen_mod = rot_mod = limit_mod = 1;
1946 if (self.runes & RUNE_REGEN)
1948 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1950 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1951 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1952 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1956 regen_mod = autocvar_g_balance_rune_regen_regenrate;
1957 max_mod = autocvar_g_balance_rune_regen_hpmod;
1958 limit_mod = autocvar_g_balance_rune_regen_limitmod;
1961 else if (self.runes & CURSE_VENOM)
1963 max_mod = autocvar_g_balance_curse_venom_hpmod;
1964 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1965 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1967 rot_mod = autocvar_g_balance_curse_venom_rotrate;
1968 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1969 //if (!self.runes & RUNE_REGEN)
1970 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
1972 maxh = maxh * max_mod;
1973 //maxa = maxa * max_mod;
1974 //maxf = maxf * max_mod;
1975 minh = minh * max_mod;
1976 //mina = mina * max_mod;
1977 //minf = minf * max_mod;
1978 limith = limith * limit_mod;
1979 limita = limita * limit_mod;
1980 //limitf = limitf * limit_mod;
1985 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1987 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);
1988 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);
1990 // if player rotted to death... die!
1992 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1995 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1996 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);
1999 float zoomstate_set;
2000 void SetZoomState(float z)
2002 if(z != self.zoomstate)
2005 ClientData_Touch(self);
2010 void GetPressedKeys(void) {
2011 MUTATOR_CALLHOOK(GetPressedKeys);
2012 if (self.movement_x > 0) // get if movement keys are pressed
2013 { // forward key pressed
2014 self.pressedkeys |= KEY_FORWARD;
2015 self.pressedkeys &~= KEY_BACKWARD;
2017 else if (self.movement_x < 0)
2018 { // backward key pressed
2019 self.pressedkeys |= KEY_BACKWARD;
2020 self.pressedkeys &~= KEY_FORWARD;
2024 self.pressedkeys &~= KEY_FORWARD;
2025 self.pressedkeys &~= KEY_BACKWARD;
2028 if (self.movement_y > 0)
2029 { // right key pressed
2030 self.pressedkeys |= KEY_RIGHT;
2031 self.pressedkeys &~= KEY_LEFT;
2033 else if (self.movement_y < 0)
2034 { // left key pressed
2035 self.pressedkeys |= KEY_LEFT;
2036 self.pressedkeys &~= KEY_RIGHT;
2040 self.pressedkeys &~= KEY_RIGHT;
2041 self.pressedkeys &~= KEY_LEFT;
2044 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2045 self.pressedkeys |= KEY_JUMP;
2047 self.pressedkeys &~= KEY_JUMP;
2048 if (self.BUTTON_CROUCH)
2049 self.pressedkeys |= KEY_CROUCH;
2051 self.pressedkeys &~= KEY_CROUCH;
2053 if (self.BUTTON_ATCK)
2054 self.pressedkeys |= KEY_ATCK;
2056 self.pressedkeys &~= KEY_ATCK;
2057 if (self.BUTTON_ATCK2)
2058 self.pressedkeys |= KEY_ATCK2;
2060 self.pressedkeys &~= KEY_ATCK2;
2064 ======================
2065 spectate mode routines
2066 ======================
2069 void SpectateCopy(entity spectatee) {
2071 MUTATOR_CALLHOOK(SpectateCopy);
2072 self.armortype = spectatee.armortype;
2073 self.armorvalue = spectatee.armorvalue;
2074 self.ammo_cells = spectatee.ammo_cells;
2075 self.ammo_shells = spectatee.ammo_shells;
2076 self.ammo_nails = spectatee.ammo_nails;
2077 self.ammo_rockets = spectatee.ammo_rockets;
2078 self.ammo_fuel = spectatee.ammo_fuel;
2079 self.clip_load = spectatee.clip_load;
2080 self.clip_size = spectatee.clip_size;
2081 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2082 self.health = spectatee.health;
2084 self.items = spectatee.items;
2085 self.last_pickup = spectatee.last_pickup;
2086 self.hit_time = spectatee.hit_time;
2087 self.metertime = spectatee.metertime;
2088 self.strength_finished = spectatee.strength_finished;
2089 self.invincible_finished = spectatee.invincible_finished;
2090 self.pressedkeys = spectatee.pressedkeys;
2091 WEPSET_COPY_EE(self, spectatee);
2092 self.switchweapon = spectatee.switchweapon;
2093 self.switchingweapon = spectatee.switchingweapon;
2094 self.weapon = spectatee.weapon;
2095 self.nex_charge = spectatee.nex_charge;
2096 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2097 self.hagar_load = spectatee.hagar_load;
2098 self.minelayer_mines = spectatee.minelayer_mines;
2099 self.punchangle = spectatee.punchangle;
2100 self.view_ofs = spectatee.view_ofs;
2101 self.velocity = spectatee.velocity;
2102 self.dmg_take = spectatee.dmg_take;
2103 self.dmg_save = spectatee.dmg_save;
2104 self.dmg_inflictor = spectatee.dmg_inflictor;
2105 self.v_angle = spectatee.v_angle;
2106 self.angles = spectatee.v_angle;
2107 self.stat_respawn_time = spectatee.stat_respawn_time;
2108 if(!self.BUTTON_USE)
2109 self.fixangle = TRUE;
2110 setorigin(self, spectatee.origin);
2111 setsize(self, spectatee.mins, spectatee.maxs);
2112 SetZoomState(spectatee.zoomstate);
2114 anticheat_spectatecopy(spectatee);
2115 self.hud = spectatee.hud;
2116 if(spectatee.vehicle)
2118 self.fixangle = FALSE;
2119 //self.velocity = spectatee.vehicle.velocity;
2120 self.vehicle_health = spectatee.vehicle_health;
2121 self.vehicle_shield = spectatee.vehicle_shield;
2122 self.vehicle_energy = spectatee.vehicle_energy;
2123 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2124 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2125 self.vehicle_reload1 = spectatee.vehicle_reload1;
2126 self.vehicle_reload2 = spectatee.vehicle_reload2;
2130 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2131 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2132 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2133 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2135 //WriteByte (MSG_ONE, SVC_SETVIEW);
2136 // WriteEntity(MSG_ONE, self);
2137 //makevectors(spectatee.v_angle);
2138 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2142 float SpectateUpdate() {
2146 if (self == self.enemy)
2149 if(self.enemy.classname != "player")
2152 SpectateCopy(self.enemy);
2158 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2159 entity CA_SpectateNext(entity start) {
2160 if (start.team == self.team) {
2165 // continue from current player
2166 while(other && other.team != self.team) {
2167 other = find(other, classname, "player");
2171 // restart from begining
2172 other = find(other, classname, "player");
2173 while(other && other.team != self.team) {
2174 other = find(other, classname, "player");
2181 float SpectateNext(entity _prefer) {
2186 other = find(self.enemy, classname, "player");
2188 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2189 // CA and ca players when spectating enemies is forbidden
2190 other = CA_SpectateNext(other);
2192 // other modes and ca spectators or spectating enemies is allowed
2194 other = find(other, classname, "player");
2200 if(self.enemy.classname == "player") {
2201 /*if(self.enemy.vehicle)
2205 WriteByte(MSG_ONE, SVC_SETVIEW);
2206 WriteEntity(MSG_ONE, self.enemy);
2207 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2209 self.movetype = MOVETYPE_NONE;
2210 accuracy_resend(self);
2215 WriteByte(MSG_ONE, SVC_SETVIEW);
2216 WriteEntity(MSG_ONE, self.enemy);
2217 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2218 self.movetype = MOVETYPE_NONE;
2219 accuracy_resend(self);
2221 if(!SpectateUpdate())
2222 PutObserverInServer();
2232 ShowRespawnCountdown()
2234 Update a respawn countdown display.
2237 void ShowRespawnCountdown()
2240 if(self.deadflag == DEAD_NO) // just respawned?
2244 number = ceil(self.respawn_time - time);
2247 if(number <= self.respawn_countdown)
2249 self.respawn_countdown = number - 1;
2250 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
2251 AnnounceTo(self, strcat(ftos(number), ""));
2256 .float prevent_join_msgtime;
2257 void LeaveSpectatorMode()
2261 if(nJoinAllowed(self)) {
2262 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2263 self.classname = "player";
2265 if(autocvar_g_campaign || autocvar_g_balance_teams)
2266 JoinBestTeam(self, FALSE, TRUE);
2268 if(autocvar_g_campaign)
2269 campaign_bots_may_start = 1;
2271 PutClientInServer();
2273 if(self.classname == "player")
2274 bprint ("^4", self.netname, "^4 is playing now\n");
2276 if(!autocvar_g_campaign)
2277 if (time < self.jointime + autocvar_welcome_message_time)
2278 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2280 if (self.prevent_join_msgtime)
2282 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2283 self.prevent_join_msgtime = 0;
2286 stuffcmd(self, "menu_showteamselect\n");
2290 //player may not join because of g_maxplayers is set
2291 if (time - self.prevent_join_msgtime > 2)
2293 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2294 self.prevent_join_msgtime = time;
2300 * Determines whether the player is allowed to join. This depends on cvar
2301 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2302 * it checks whether the number of currently playing players exceeds g_maxplayers.
2303 * @return int number of free slots for players, 0 if none
2305 float nJoinAllowed(entity ignore) {
2307 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2308 // so report 0 free slots if restricted
2310 if(autocvar_g_forced_team_otherwise == "spectate")
2312 if(autocvar_g_forced_team_otherwise == "spectator")
2316 if(self.team_forced < 0)
2317 return 0; // forced spectators can never join
2319 // TODO simplify this
2321 float totalClients = 0;
2326 if (!autocvar_g_maxplayers)
2327 return maxclients - totalClients;
2329 float currentlyPlaying = 0;
2330 FOR_EACH_REALCLIENT(e)
2331 if(e.classname == "player" || e.caplayer == 1)
2332 currentlyPlaying += 1;
2334 if(currentlyPlaying < autocvar_g_maxplayers)
2335 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2341 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2342 * g_maxplayers_spectator_blocktime seconds
2344 void checkSpectatorBlock() {
2345 if(self.classname == "spectator" || self.classname == "observer") {
2346 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2347 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2353 .float motd_actived_time; // used for both motd and campaign_message
2354 void PrintWelcomeMessage()
2356 if (self.motd_actived_time == 0) { // is there already a message showing?
2357 if (autocvar_g_campaign) {
2358 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2359 self.motd_actived_time = time;
2360 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2363 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2364 self.motd_actived_time = time;
2365 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2368 } else { // showing MOTD or campaign message
2369 if (autocvar_g_campaign) {
2370 if (self.BUTTON_INFO)
2371 self.motd_actived_time = time;
2372 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2373 self.motd_actived_time = 0;
2374 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2377 if ((time - self.jointime) > autocvar_welcome_message_time) {
2378 if (self.BUTTON_INFO)
2379 self.motd_actived_time = time;
2380 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2381 self.motd_actived_time = 0;
2382 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2389 void ObserverThink()
2391 float prefered_movetype;
2392 if (self.flags & FL_JUMPRELEASED) {
2393 if (self.BUTTON_JUMP && !self.version_mismatch) {
2394 self.flags &~= FL_JUMPRELEASED;
2395 self.flags |= FL_SPAWNING;
2396 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2397 self.flags &~= FL_JUMPRELEASED;
2398 if(SpectateNext(world) == 1) {
2399 self.classname = "spectator";
2402 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2403 if (self.movetype != prefered_movetype)
2404 self.movetype = prefered_movetype;
2407 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2408 self.flags |= FL_JUMPRELEASED;
2409 if(self.flags & FL_SPAWNING)
2411 self.flags &~= FL_SPAWNING;
2412 LeaveSpectatorMode();
2418 PrintWelcomeMessage();
2421 void SpectatorThink()
2423 if (self.flags & FL_JUMPRELEASED) {
2424 if (self.BUTTON_JUMP && !self.version_mismatch) {
2425 self.flags &~= FL_JUMPRELEASED;
2426 self.flags |= FL_SPAWNING;
2427 } else if(self.BUTTON_ATCK) {
2428 self.flags &~= FL_JUMPRELEASED;
2429 if(SpectateNext(world) == 1) {
2430 self.classname = "spectator";
2432 self.classname = "observer";
2433 PutClientInServer();
2435 } else if (self.BUTTON_ATCK2) {
2436 self.flags &~= FL_JUMPRELEASED;
2437 self.classname = "observer";
2438 PutClientInServer();
2440 if(!SpectateUpdate())
2441 PutObserverInServer();
2444 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2445 self.flags |= FL_JUMPRELEASED;
2446 if(self.flags & FL_SPAWNING)
2448 self.flags &~= FL_SPAWNING;
2449 LeaveSpectatorMode();
2453 if(!SpectateUpdate())
2454 PutObserverInServer();
2457 PrintWelcomeMessage();
2458 self.flags |= FL_CLIENT | FL_NOTARGET;
2463 if(self.classname != "player")
2468 vehicles_exit(VHEF_NORMAL);
2472 // a use key was pressed; call handlers
2473 MUTATOR_CALLHOOK(PlayerUseKey);
2476 .float touchexplode_time;
2482 Called every frame for each client before the physics are run
2485 .float usekeypressed;
2486 void() nexball_setstatus;
2488 void PlayerPreThink (void)
2490 WarpZone_PlayerPhysics_FixVAngle();
2492 self.stat_game_starttime = game_starttime;
2493 self.stat_round_starttime = round_starttime;
2494 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2495 self.stat_leadlimit = autocvar_leadlimit;
2497 self.stat_respawn_time = self.respawn_time;
2501 // physics frames: update anticheat stuff
2502 anticheat_prethink();
2505 if(blockSpectators && frametime)
2506 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2507 checkSpectatorBlock();
2511 if(self.netname_previous != self.netname)
2513 if(autocvar_sv_eventlog)
2514 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2515 if(self.netname_previous)
2516 strunzone(self.netname_previous);
2517 self.netname_previous = strzone(self.netname);
2521 if(self.version_nagtime)
2522 if(self.cvar_g_xonoticversion)
2523 if(time > self.version_nagtime)
2525 // don't notify git users
2526 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2528 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2530 // notify release users if connecting to git
2531 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");
2532 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2537 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2540 // give users new version
2541 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");
2542 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"));
2546 // notify users about old server version
2547 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");
2548 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2552 self.version_nagtime = 0;
2556 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2558 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2559 self.max_armorvalue = 0;
2563 if (TetrisPreFrame())
2567 MUTATOR_CALLHOOK(PlayerPreThink);
2569 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2571 if(self.BUTTON_USE && !self.usekeypressed)
2573 self.usekeypressed = self.BUTTON_USE;
2576 PrintWelcomeMessage();
2578 if(self.classname == "player") {
2579 // if(self.netname == "Wazat")
2580 // bprint(self.classname, "\n");
2582 CheckRules_Player();
2584 if (intermission_running)
2586 IntermissionThink (); // otherwise a button could be missed between
2587 return; // the think tics
2590 //don't allow the player to turn around while game is paused!
2591 if(timeout_status == TIMEOUT_ACTIVE) {
2592 // FIXME turn this into CSQC stuff
2593 self.v_angle = self.lastV_angle;
2594 self.angles = self.lastV_angle;
2595 self.fixangle = TRUE;
2600 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2602 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);
2603 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);
2604 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);
2606 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2608 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);
2609 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);
2610 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);
2614 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2620 minstagib_ammocheck();
2622 if (self.deadflag != DEAD_NO)
2624 float button_pressed, force_respawn;
2625 if(self.personal && g_race_qualifying)
2627 if(time > self.respawn_time)
2629 self.respawn_time = time + 1; // only retry once a second
2638 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2639 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2640 if (self.deadflag == DEAD_DYING)
2643 self.deadflag = DEAD_RESPAWNING;
2644 else if(!button_pressed)
2645 self.deadflag = DEAD_DEAD;
2647 else if (self.deadflag == DEAD_DEAD)
2650 self.deadflag = DEAD_RESPAWNABLE;
2652 else if (self.deadflag == DEAD_RESPAWNABLE)
2655 self.deadflag = DEAD_RESPAWNING;
2657 else if (self.deadflag == DEAD_RESPAWNING)
2659 if(time > self.respawn_time)
2661 self.respawn_time = time + 1; // only retry once a second
2665 ShowRespawnCountdown();
2668 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2669 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2670 self.stat_respawn_time *= -1;
2674 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2675 // so (self.deadflag == DEAD_NO) is always true in the code below
2678 if(time > self.touchexplode_time)
2679 if(self.classname == "player")
2680 if(self.deadflag == DEAD_NO)
2681 if not(IS_INDEPENDENT_PLAYER(self))
2682 FOR_EACH_PLAYER(other) if(self != other)
2684 if(time > other.touchexplode_time)
2685 if(other.deadflag == DEAD_NO)
2686 if not(IS_INDEPENDENT_PLAYER(other))
2687 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2689 PlayerTouchExplode(self, other);
2690 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2694 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2698 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2699 dist = self.prevorigin - self.origin;
2701 self.lms_traveled_distance += fabs(vlen(dist));
2703 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2705 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2706 self.lms_traveled_distance = 0;
2709 if(time > self.lms_nextcheck)
2711 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2712 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2714 centerprint(self, autocvar_g_lms_campcheck_message);
2715 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2716 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2717 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');
2719 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2720 self.lms_traveled_distance = 0;
2724 self.prevorigin = self.origin;
2726 float do_crouch = self.BUTTON_CROUCH;
2729 if(self.health <= g_bloodloss)
2733 if(self.freezetag_frozen)
2735 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2743 self.view_ofs = PL_CROUCH_VIEW_OFS;
2744 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2745 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2752 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2753 if (!trace_startsolid)
2755 self.crouch = FALSE;
2756 self.view_ofs = PL_VIEW_OFS;
2757 setsize (self, PL_MIN, PL_MAX);
2762 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2764 if(self.bloodloss_timer < time)
2766 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2767 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2773 GrapplingHookFrame();
2775 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2778 self.items &~= self.items_added;
2782 self.items_added = 0;
2783 if(self.items & IT_JETPACK)
2784 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2785 self.items_added |= IT_FUEL;
2787 self.items |= self.items_added;
2792 // rot nex charge to the charge limit
2793 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2794 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2800 nexball_setstatus();
2803 secrets_setstatus();
2805 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2807 //self.angles_y=self.v_angle_y + 90; // temp
2808 } else if(gameover) {
2809 if (intermission_running)
2810 IntermissionThink (); // otherwise a button could be missed between
2812 } else if(self.classname == "observer") {
2814 } else if(self.classname == "spectator") {
2819 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));
2821 float oldspectatee_status;
2822 oldspectatee_status = self.spectatee_status;
2823 if(self.classname == "spectator")
2824 self.spectatee_status = num_for_edict(self.enemy);
2825 else if(self.classname == "observer")
2826 self.spectatee_status = num_for_edict(self);
2828 self.spectatee_status = 0;
2829 if(self.spectatee_status != oldspectatee_status)
2831 ClientData_Touch(self);
2833 race_InitSpectator();
2836 if(self.teamkill_soundtime)
2837 if(time > self.teamkill_soundtime)
2839 self.teamkill_soundtime = 0;
2841 entity oldpusher, oldself;
2843 oldself = self; self = self.teamkill_soundsource;
2844 oldpusher = self.pusher; self.pusher = oldself;
2846 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2848 self.pusher = oldpusher;
2852 if(self.taunt_soundtime)
2853 if(time > self.taunt_soundtime)
2855 self.taunt_soundtime = 0;
2856 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2859 target_voicescript_next(self);
2861 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2863 self.clip_load = self.clip_size = 0;
2866 float isInvisibleString(string s)
2869 s = strdecolorize(s);
2870 for((i = 0), (n = strlen(s)); i < n; ++i)
2878 case 192: // charmap space
2879 if (!autocvar_utf8_enable)
2882 case 160: // space in unicode fonts
2883 case 0xE000 + 192: // utf8 charmap space
2884 if (autocvar_utf8_enable)
2897 Called every frame for each client after the physics are run
2900 .float idlekick_lasttimeleft;
2901 void PlayerPostThink (void)
2903 // Savage: Check for nameless players
2904 if (isInvisibleString(self.netname)) {
2905 self.netname = "Player";
2906 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2909 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2911 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2913 if(self.idlekick_lasttimeleft)
2915 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2916 self.idlekick_lasttimeleft = 0;
2922 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2923 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2925 if(!self.idlekick_lasttimeleft)
2926 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2930 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2931 AnnounceTo(self, "terminated");
2935 else if(timeleft <= 10)
2937 if(timeleft != self.idlekick_lasttimeleft)
2938 AnnounceTo(self, ftos(timeleft));
2939 self.idlekick_lasttimeleft = timeleft;
2945 if(self.impulse == 100)
2947 if (!TetrisPostFrame())
2953 //CheckPlayerJump();
2955 if(self.classname == "player") {
2956 CheckRules_Player();
2960 if (intermission_running)
2961 return; // intermission or finale
2971 for(i = 0; i < 1000; ++i)
2974 end = self.origin + '0 0 1024' + 512 * randomvec();
2975 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2976 if(trace_fraction < 1)
2977 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2979 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2985 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2987 if(self.waypointsprite_attachedforcarrier)
2988 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2992 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2994 if not(self.stored_netname)
2995 self.stored_netname = strzone(uid2name(self.crypto_idfp));
2996 if(self.stored_netname != self.netname)
2998 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2999 strunzone(self.stored_netname);
3000 self.stored_netname = strzone(self.netname);
3006 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3009 CSQCMODEL_AUTOUPDATE();