]> git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/cl_client.qc
Use floor() for ammo on weapon screens. Fixes ammo showing extra zeros when not a...
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         if (clienttype(e) == CLIENTTYPE_REAL)\r
17         {\r
18                 msg_entity = e;\r
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
21                 WriteString(MSG_ONE, snd);\r
22         }\r
23 }\r
24 \r
25 float ClientData_Send(entity to, float sf)\r
26 {\r
27         if(to != self.owner)\r
28         {\r
29                 error("wtf");\r
30                 return FALSE;\r
31         }\r
32 \r
33         entity e;\r
34 \r
35         e = to;\r
36         if(to.classname == "spectator")\r
37                 e = to.enemy;\r
38 \r
39         sf = 0;\r
40 \r
41         if(e.race_completed)\r
42                 sf |= 1; // forced scoreboard\r
43         if(to.spectatee_status)\r
44                 sf |= 2; // spectator ent number follows\r
45         if(e.zoomstate)\r
46                 sf |= 4; // zoomed\r
47 \r
48         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
49         WriteByte(MSG_ENTITY, sf);\r
50 \r
51         if(sf & 2)\r
52                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
53 \r
54         if(sf & 8)\r
55         {\r
56                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
57                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
58         }\r
59 \r
60         return TRUE;\r
61 }\r
62 \r
63 void ClientData_Attach()\r
64 {\r
65         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
66         self.clientdata.drawonlytoclient = self;\r
67         self.clientdata.owner = self;\r
68 }\r
69 \r
70 void ClientData_Detach()\r
71 {\r
72         remove(self.clientdata);\r
73         self.clientdata = world;\r
74 }\r
75 \r
76 void ClientData_Touch(entity e)\r
77 {\r
78         e.clientdata.SendFlags = 1;\r
79 \r
80         // make it spectatable\r
81         entity e2;\r
82         FOR_EACH_REALCLIENT(e2)\r
83         {\r
84                 if(e2 != e)\r
85                         if(e2.classname == "spectator")\r
86                                 if(e2.enemy == e)\r
87                                         e2.clientdata.SendFlags = 1;\r
88         }\r
89 }\r
90 \r
91 \r
92 .vector spawnpoint_score;\r
93 .string netname_previous;\r
94 \r
95 void spawnfunc_info_player_survivor (void)\r
96 {\r
97         spawnfunc_info_player_deathmatch();\r
98 }\r
99 \r
100 void spawnfunc_info_player_start (void)\r
101 {\r
102         spawnfunc_info_player_deathmatch();\r
103 }\r
104 \r
105 void spawnfunc_info_player_deathmatch (void)\r
106 {\r
107         self.classname = "info_player_deathmatch";\r
108         relocate_spawnpoint();\r
109 }\r
110 \r
111 void spawnpoint_use()\r
112 {\r
113         if(teams_matter)\r
114         if(have_team_spawns > 0)\r
115         {\r
116                 self.team = activator.team;\r
117                 some_spawn_has_been_used = 1;\r
118         }\r
119 };\r
120 \r
121 // Returns:\r
122 //   _x: prio (-1 if unusable)\r
123 //   _y: weight\r
124 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
125 {\r
126         float shortest, thisdist;\r
127         float prio;\r
128         entity player;\r
129 \r
130         prio = 0;\r
131 \r
132         // filter out spots for the wrong team\r
133         if(teamcheck)\r
134         if(spot.team != teamcheck)\r
135                 return '-1 0 0';\r
136 \r
137         if(race_spawns)\r
138                 if(spot.target == "")\r
139                         return '-1 0 0';\r
140 \r
141         if(clienttype(self) == CLIENTTYPE_REAL)\r
142         {\r
143                 if(spot.restriction == 1)\r
144                         return '-1 0 0';\r
145         }\r
146         else\r
147         {\r
148                 if(spot.restriction == 2)\r
149                         return '-1 0 0';\r
150         }\r
151 \r
152         // filter out spots for assault\r
153         if(spot.target != "") {\r
154                 local entity ent;\r
155                 float good, found;\r
156                 ent = find(world, targetname, spot.target);\r
157 \r
158                 while(ent) {\r
159                         if(ent.classname == "target_objective")\r
160                         {\r
161                                 found = 1;\r
162                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
163                                         return '-1 0 0';\r
164                                 good = 1;\r
165                         }\r
166                         else if(ent.classname == "trigger_race_checkpoint")\r
167                         {\r
168                                 found = 1;\r
169                                 if(!anypoint) // spectators may spawn everywhere\r
170 \r
171                                 {\r
172                                         if(g_race_qualifying)\r
173                                         {\r
174                                                 // spawn at first\r
175                                                 if(ent.race_checkpoint != 0)\r
176                                                         return '-1 0 0';\r
177                                                 if(spot.race_place != race_lowest_place_spawn)\r
178                                                         return '-1 0 0';\r
179                                         }\r
180                                         else\r
181                                         {\r
182                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
183                                                         return '-1 0 0';\r
184                                                 // try reusing the previous spawn\r
185                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
186                                                         prio += 1;\r
187                                                 if(ent.race_checkpoint == 0)\r
188                                                 {\r
189                                                         float pl;\r
190                                                         pl = self.race_place;\r
191                                                         if(pl > race_highest_place_spawn)\r
192                                                                 pl = 0;\r
193                                                         if(pl == 0 && !self.race_started)\r
194                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
195                                                         if(spot.race_place != pl)\r
196                                                                 return '-1 0 0';\r
197                                                 }\r
198                                         }\r
199                                 }\r
200                                 good = 1;\r
201                         }\r
202                         ent = find(ent, targetname, spot.target);\r
203                 }\r
204 \r
205                 if(found && !good)\r
206                         return '-1 0 0';\r
207         }\r
208 \r
209         player = playerlist;\r
210         shortest = vlen(world.maxs - world.mins);\r
211         for(player = playerlist; player; player = player.chain)\r
212                 if (player != self)\r
213                 {\r
214                         thisdist = vlen(player.origin - spot.origin);\r
215                         if (thisdist < shortest)\r
216                                 shortest = thisdist;\r
217                 }\r
218         return prio * '1 0 0' + shortest * '0 1 0';\r
219 }\r
220 \r
221 float spawn_allbad;\r
222 float spawn_allgood;\r
223 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
224 {\r
225         local entity spot, spotlist, spotlistend;\r
226         spawn_allgood = TRUE;\r
227         spawn_allbad = TRUE;\r
228 \r
229         spotlist = world;\r
230         spotlistend = world;\r
231 \r
232         for(spot = firstspot; spot; spot = spot.chain)\r
233         {\r
234                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
235 \r
236                 if(cvar("spawn_debugview"))\r
237                 {\r
238                         setmodel(spot, "models/rune.mdl");\r
239                         if(spot.spawnpoint_score_y < mindist)\r
240                         {\r
241                                 spot.colormod = '1 0 0';\r
242                                 spot.scale = 1;\r
243                         }\r
244                         else\r
245                         {\r
246                                 spot.colormod = '0 1 0';\r
247                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
248                         }\r
249                 }\r
250 \r
251                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
252                 {\r
253                         if(spot.spawnpoint_score_y < mindist)\r
254                         {\r
255                                 // too short distance\r
256                                 spawn_allgood = FALSE;\r
257                         }\r
258                         else\r
259                         {\r
260                                 // perfect\r
261                                 spawn_allbad = FALSE;\r
262 \r
263                                 if(spotlistend)\r
264                                         spotlistend.chain = spot;\r
265                                 spotlistend = spot;\r
266                                 if(!spotlist)\r
267                                         spotlist = spot;\r
268 \r
269                                 /*\r
270                                 if(teamcheck)\r
271                                 if(spot.team != teamcheck)\r
272                                         error("invalid spawn added");\r
273 \r
274                                 print("added ", etos(spot), "\n");\r
275                                 */\r
276                         }\r
277                 }\r
278         }\r
279         if(spotlistend)\r
280                 spotlistend.chain = world;\r
281 \r
282         /*\r
283                 entity e;\r
284                 if(teamcheck)\r
285                         for(e = spotlist; e; e = e.chain)\r
286                         {\r
287                                 print("seen ", etos(e), "\n");\r
288                                 if(e.team != teamcheck)\r
289                                         error("invalid spawn found");\r
290                         }\r
291         */\r
292 \r
293         return spotlist;\r
294 }\r
295 \r
296 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
297 {\r
298         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
299         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
300         local entity spot;\r
301 \r
302         RandomSelection_Init();\r
303         for(spot = firstspot; spot; spot = spot.chain)\r
304                 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);\r
305 \r
306         return RandomSelection_chosen_ent;\r
307 }\r
308 \r
309 /*\r
310 =============\r
311 SelectSpawnPoint\r
312 \r
313 Finds a point to respawn\r
314 =============\r
315 */\r
316 entity SelectSpawnPoint (float anypoint)\r
317 {\r
318         local float teamcheck;\r
319         local entity firstspot_new;\r
320         local entity spot, firstspot, playerlist;\r
321 \r
322         spot = find (world, classname, "testplayerstart");\r
323         if (spot)\r
324                 return spot;\r
325 \r
326         teamcheck = 0;\r
327 \r
328         if(!anypoint && have_team_spawns > 0)\r
329                 teamcheck = self.team;\r
330 \r
331         // get the list of players\r
332         playerlist = findchain(classname, "player");\r
333         // get the entire list of spots\r
334         firstspot = findchain(classname, "info_player_deathmatch");\r
335         // filter out the bad ones\r
336         // (note this returns the original list if none survived)\r
337         if(anypoint)\r
338         {\r
339                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
340         }\r
341         else\r
342         {\r
343                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
344                 if(!firstspot_new)\r
345                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
346                 firstspot = firstspot_new;\r
347 \r
348                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
349                 // (this means that roughly every other spawn will be furthest, so you\r
350                 // usually won't get fragged at spawn twice in a row)\r
351                 if (arena_roundbased && !g_ca)\r
352                 {\r
353                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
354                         if(firstspot_new)\r
355                                 firstspot = firstspot_new;\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 }\r
358                 else if (random() > cvar("g_spawn_furthest"))\r
359                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
360                 else\r
361                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
362         }\r
363 \r
364         if(cvar("spawn_debugview"))\r
365         {\r
366                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
367 \r
368                 entity e;\r
369                 if(teamcheck)\r
370                         for(e = firstspot; e; e = e.chain)\r
371                                 if(e.team != teamcheck)\r
372                                         error("invalid spawn found");\r
373         }\r
374 \r
375         if (!spot)\r
376         {\r
377                 if(cvar("spawn_debug"))\r
378                         GotoNextMap();\r
379                 else\r
380                 {\r
381                         if(some_spawn_has_been_used)\r
382                                 return world; // team can't spawn any more, because of actions of other team\r
383                         else\r
384                                 error("Cannot find a spawn point - please fix the map!");\r
385                 }\r
386         }\r
387 \r
388         return spot;\r
389 }\r
390 \r
391 /*\r
392 =============\r
393 CheckPlayerModel\r
394 \r
395 Checks if the argument string can be a valid playermodel.\r
396 Returns a valid one in doubt.\r
397 =============\r
398 */\r
399 string FallbackPlayerModel = "models/player/vixen.iqm";\r
400 string CheckPlayerModel(string plyermodel) {\r
401         if(strlen(plyermodel) < 4)\r
402                 return FallbackPlayerModel;\r
403         if( substring(plyermodel,0,14) != "models/player/")\r
404                 return FallbackPlayerModel;\r
405         else if(cvar("sv_servermodelsonly"))\r
406         {\r
407                 if(substring(plyermodel,-4,4) != ".zym")\r
408                 if(substring(plyermodel,-4,4) != ".dpm")\r
409                 if(substring(plyermodel,-4,4) != ".iqm")\r
410                 if(substring(plyermodel,-4,4) != ".md3")\r
411                 if(substring(plyermodel,-4,4) != ".psk")\r
412                         return FallbackPlayerModel;\r
413                 if(plyermodel != strtolower(plyermodel))\r
414                         return FallbackPlayerModel;\r
415                 if(!fexists(plyermodel))\r
416                         return FallbackPlayerModel;\r
417         }\r
418         return plyermodel;\r
419 }\r
420 \r
421 void setmodel_apply(string modelname, float reset_anims)\r
422 {\r
423         precache_model(modelname);\r
424         setmodel(self, modelname); // players have high precision\r
425         if(reset_anims)\r
426                 player_setupanimsformodel();\r
427 }\r
428 \r
429 string setmodel_state()\r
430 {\r
431         // set the proper belly model depending on how full we are\r
432         string newmodel_name, newmodel_extension, applymodel;\r
433 \r
434         // 4 is the extension length\r
435         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
436         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
437 \r
438         float vore_state;\r
439         if(self.stomach_load > self.stomach_maxload * 0.75)\r
440                 vore_state = 3;\r
441         else if(self.stomach_load > self.stomach_maxload * 0.5)\r
442                 vore_state = 2;\r
443         else if(self.stomach_load > self.stomach_maxload * 0.25)\r
444                 vore_state = 1;\r
445 \r
446         if(vore_state)\r
447                 applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
448         else\r
449                 applymodel = self.playermodel;\r
450 \r
451         return applymodel;\r
452 }\r
453 \r
454 /*\r
455 =============\r
456 Client_customizeentityforclient\r
457 =============\r
458 */\r
459 void Client_setmodel(string applymodel)\r
460 {\r
461         local vector m1, m2;\r
462         if(self.classname != "player") // prevent some bugs\r
463                 return;\r
464         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
465                 return;\r
466 \r
467         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
468         m1 = self.mins;\r
469         m2 = self.maxs;\r
470         setmodel_apply(applymodel, FALSE);\r
471         setsize (self, m1, m2);\r
472 }\r
473 \r
474 void Client_uncustomizeentityforclient()\r
475 {\r
476         self.skin = self.skinindex;\r
477 }\r
478 \r
479 float Client_customizeentityforclient()\r
480 {\r
481         entity modelsource;\r
482         string stomachmodel;\r
483 \r
484         if(self.modelindex == 0)\r
485                 return TRUE;\r
486 \r
487         // forcemodel stuff\r
488 \r
489 #ifdef PROFILING\r
490         float t0;\r
491         t0 = gettime(GETTIME_HIRES); // reference\r
492 #endif\r
493 \r
494         modelsource = self;\r
495 \r
496 #ifdef ALLOW_FORCEMODELS\r
497         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
498                 modelsource = other;\r
499         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
500                 modelsource = other;\r
501 #endif\r
502 \r
503         self.skin = modelsource.skinindex;\r
504 \r
505 #if 0\r
506         if(modelsource == self)\r
507                 self.skin = modelsource.skinindex;\r
508         else\r
509                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
510 #endif\r
511 \r
512         // self: me\r
513         // other: the player viewing me\r
514 \r
515 #ifdef PROFILING\r
516         float t1;\r
517         t1 = gettime(GETTIME_HIRES); // reference\r
518         client_cefc_accumulator += (t1 - t0);\r
519 #endif\r
520 \r
521         // now change the predator's player model into a stomach model for the prey\r
522         // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
523         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
524         stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
525 \r
526         float chase;\r
527         chase = other.cvar_chase_active;\r
528 \r
529         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
530                 other = other.enemy; // also do this for the player we are spectating\r
531 \r
532         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
533         if not(chase || other.classname == "observer") // the observer check prevents a bug\r
534         if(other.predator == self)\r
535         {\r
536                 Client_setmodel(stomachmodel);\r
537                 self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
538                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
539                 return TRUE;\r
540         }\r
541 \r
542         Client_setmodel(setmodel_state());\r
543         self.effects &~= EF_NODEPTHTEST;\r
544         if not(self.stat_eaten)\r
545                 self.alpha = default_player_alpha;\r
546         else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
547         {\r
548                 self.alpha = default_player_alpha; // allow seeing neighboring prey\r
549                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
550         }\r
551         else\r
552                 self.alpha = -1; // hide prey\r
553         return TRUE;\r
554 }\r
555 \r
556 /*\r
557 =============\r
558 PutObserverInServer\r
559 \r
560 putting a client as observer in the server\r
561 =============\r
562 */\r
563 void FixPlayermodel();\r
564 void PutObserverInServer (void)\r
565 {\r
566         entity  spot;\r
567 \r
568         race_PreSpawnObserver();\r
569 \r
570         spot = SelectSpawnPoint (TRUE);\r
571         if(!spot)\r
572                 error("No spawnpoints for observers?!?\n");\r
573         RemoveGrabber(self); // Wazat's Grabber\r
574 \r
575         if(clienttype(self) == CLIENTTYPE_REAL)\r
576         {\r
577                 msg_entity = self;\r
578                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
579                 WriteEntity(MSG_ONE, self);\r
580         }\r
581 \r
582         Vore_Disconnect();\r
583 \r
584         kh_Key_DropAll(self, TRUE);\r
585 \r
586         if(self.flagcarried)\r
587                 DropFlag(self.flagcarried, world, world);\r
588 \r
589         WaypointSprite_PlayerDead();\r
590 \r
591         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
592                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
593 \r
594         if(self.killcount != -666) {\r
595                 if(g_lms) {\r
596                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
597                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
598                         else\r
599                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
600                 } else\r
601                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
602 \r
603                 if(self.just_joined == FALSE) {\r
604                         LogTeamchange(self.playerid, -1, 4);\r
605                 } else\r
606                         self.just_joined = FALSE;\r
607         }\r
608 \r
609         PlayerScore_Clear(self); // clear scores when needed\r
610 \r
611         self.spectatortime = time;\r
612 \r
613         self.classname = "observer";\r
614         self.iscreature = FALSE;\r
615         self.health = -666;\r
616         self.takedamage = DAMAGE_NO;\r
617         self.solid = SOLID_NOT;\r
618         self.movetype = MOVETYPE_NOCLIP;\r
619         self.flags = FL_CLIENT | FL_NOTARGET;\r
620         self.armorvalue = 666;\r
621         self.effects = 0;\r
622         self.armorvalue = cvar("g_balance_armor_start");\r
623         self.pauserotarmor_finished = 0;\r
624         self.pauserothealth_finished = 0;\r
625         self.pauseregenhealth_finished = 0;\r
626         self.pauseregenarmor_finished = 0;\r
627         self.damageforcescale = 0;\r
628         self.death_time = 0;\r
629         self.dead_frame = 0;\r
630         self.alpha = 0;\r
631         self.scale = 0;\r
632         self.fade_time = 0;\r
633         self.pain_frame = 0;\r
634         self.pain_finished = 0;\r
635         self.strength_finished = 0;\r
636         self.invincible_finished = 0;\r
637         self.pushltime = 0;\r
638         self.think = SUB_Null;\r
639         self.nextthink = 0;\r
640         self.grabber_time = 0;\r
641         self.deadflag = DEAD_NO;\r
642         self.angles = spot.angles;\r
643         self.angles_z = 0;\r
644         self.fixangle = TRUE;\r
645         self.crouch = FALSE;\r
646 \r
647         self.view_ofs = PL_VIEW_OFS;\r
648         setorigin (self, spot.origin);\r
649         setsize (self, '0 0 0', '0 0 0');\r
650         self.prevorigin = self.origin;\r
651         self.items = 0;\r
652         self.weapons = 0;\r
653         self.model = "";\r
654         FixPlayermodel();\r
655         self.model = "";\r
656         self.modelindex = 0;\r
657         self.weapon = 0;\r
658         self.weaponmodel = "";\r
659         self.weaponentity = world;\r
660         self.exteriorweaponentity = world;\r
661         self.killcount = -666;\r
662         self.velocity = '0 0 0';\r
663         self.avelocity = '0 0 0';\r
664         self.punchangle = '0 0 0';\r
665         self.punchvector = '0 0 0';\r
666         self.oldvelocity = self.velocity;\r
667         self.fire_endtime = -1;\r
668 \r
669         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
670 \r
671         if(g_arena)\r
672         {\r
673                 if(self.version_mismatch)\r
674                 {\r
675                         Spawnqueue_Unmark(self);\r
676                         Spawnqueue_Remove(self);\r
677                 }\r
678                 else\r
679                 {\r
680                         Spawnqueue_Insert(self);\r
681                 }\r
682         }\r
683         else if(g_lms)\r
684         {\r
685                 // Only if the player cannot play at all\r
686                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
687                         self.frags = FRAGS_SPECTATOR;\r
688                 else\r
689                         self.frags = FRAGS_LMS_LOSER;\r
690         }\r
691         else\r
692                 self.frags = FRAGS_SPECTATOR;\r
693 }\r
694 \r
695 float RestrictSkin(float s)\r
696 {\r
697         if(!teams_matter)\r
698                 return s;\r
699         if(s == 6)\r
700                 return 6;\r
701         return mod(s, 3);\r
702 }\r
703 \r
704 void FixPlayermodel()\r
705 {\r
706         local string defaultmodel;\r
707         local float defaultskin, chmdl, oldskin;\r
708         local vector m1, m2;\r
709 \r
710         defaultmodel = "";\r
711 \r
712         if(cvar("sv_defaultcharacter") == 1) {\r
713                 defaultskin = 0;\r
714 \r
715                 if(teams_matter)\r
716                 {\r
717                         string s;\r
718                         s = Team_ColorNameLowerCase(self.team);\r
719                         if(s != "neutral")\r
720                         {\r
721                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
722                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
723                         }\r
724                 }\r
725 \r
726                 if(defaultmodel == "")\r
727                 {\r
728                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
729                         defaultskin = cvar("sv_defaultplayerskin");\r
730                 }\r
731         }\r
732 \r
733         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
734         {\r
735                 if(self.model != "")\r
736                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
737                 self.model = ""; // force the != checks to return true\r
738         }\r
739 \r
740         if(defaultmodel != "")\r
741         {\r
742                 if (defaultmodel != self.model)\r
743                 {\r
744                         m1 = self.mins;\r
745                         m2 = self.maxs;\r
746                         setmodel_apply (defaultmodel, TRUE);\r
747                         setsize (self, m1, m2);\r
748                         chmdl = TRUE;\r
749                 }\r
750 \r
751                 oldskin = self.skinindex;\r
752                 self.skinindex = defaultskin;\r
753         } else {\r
754                 if (self.model == "")\r
755                 {\r
756                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
757                         m1 = self.mins;\r
758                         m2 = self.maxs;\r
759                         setmodel_apply (self.playermodel, TRUE);\r
760                         setsize (self, m1, m2);\r
761                         chmdl = TRUE;\r
762                 }\r
763                 // update player sounds if we changed model\r
764                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
765                         UpdatePlayerSounds();\r
766 \r
767                 oldskin = self.skinindex;\r
768                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
769         }\r
770 \r
771         if(chmdl || oldskin != self.skinindex)\r
772                 self.species = player_getspecies(); // model or skin has changed\r
773 \r
774         if(!teams_matter)\r
775                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
776                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
777                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
778 }\r
779 \r
780 void PlayerTouchExplode(entity p1, entity p2)\r
781 {\r
782         vector org;\r
783         org = (p1.origin + p2.origin) * 0.5;\r
784         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
785 \r
786         te_explosion(org);\r
787 \r
788         entity e;\r
789         e = spawn();\r
790         setorigin(e, org);\r
791         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
792         remove(e);\r
793 }\r
794 \r
795 /*\r
796 =============\r
797 PutClientInServer\r
798 \r
799 Called when a client spawns in the server\r
800 =============\r
801 */\r
802 //void() ctf_playerchanged;\r
803 void PutClientInServer (void)\r
804 {\r
805         if(clienttype(self) == CLIENTTYPE_BOT)\r
806         {\r
807                 self.classname = "player";\r
808         }\r
809         else if(clienttype(self) == CLIENTTYPE_REAL)\r
810         {\r
811                 msg_entity = self;\r
812                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
813                 WriteEntity(MSG_ONE, self);\r
814         }\r
815 \r
816         // player is dead and becomes observer\r
817         // FIXME fix LMS scoring for new system\r
818         if(g_lms)\r
819         {\r
820                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
821                         self.classname = "observer";\r
822         }\r
823 \r
824         if(g_arena || (g_ca && !allowed_to_spawn))\r
825         if(!self.spawned)\r
826                 self.classname = "observer";\r
827 \r
828         if(gameover)\r
829                 self.classname = "observer";\r
830 \r
831         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
832                 entity spot, oldself;\r
833                 float j;\r
834 \r
835                 if(self.team < 0)\r
836                         JoinBestTeam(self, FALSE, TRUE);\r
837 \r
838                 race_PreSpawn();\r
839 \r
840                 spot = SelectSpawnPoint (FALSE);\r
841                 if(!spot)\r
842                 {\r
843                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
844                         return; // spawn failed\r
845                 }\r
846 \r
847                 RemoveGrabber(self); // Wazat's Grabber\r
848 \r
849                 Vore_Disconnect();\r
850                 self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
851 \r
852                 self.classname = "player";\r
853                 self.wasplayer = TRUE;\r
854                 self.iscreature = TRUE;\r
855                 self.movetype = MOVETYPE_WALK;\r
856                 if(cvar("g_player_colisions"))\r
857                         self.solid = SOLID_SLIDEBOX;\r
858                 else\r
859                         self.solid = SOLID_CORPSE;\r
860                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
861                 if(cvar("g_playerclip_collisions"))\r
862                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
863                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
864                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
865                 self.frags = FRAGS_PLAYER;\r
866                 if(independent_players)\r
867                         MAKE_INDEPENDENT_PLAYER(self);\r
868                 self.flags = FL_CLIENT;\r
869                 self.takedamage = DAMAGE_AIM;\r
870                 self.effects = 0;\r
871                 self.air_finished = time + 12;\r
872                 self.dmg = 2;\r
873 \r
874                 if(inWarmupStage)\r
875                 {\r
876                         self.ammo_fuel = warmup_start_ammo_fuel;\r
877                         self.health = warmup_start_health;\r
878                         self.armorvalue = warmup_start_armorvalue;\r
879                         self.weapons = warmup_start_weapons;\r
880                 }\r
881                 else\r
882                 {\r
883                         self.ammo_fuel = start_ammo_fuel;\r
884                         self.health = start_health;\r
885                         self.armorvalue = start_armorvalue;\r
886                         self.weapons = start_weapons;\r
887                 }\r
888 \r
889                 self.items = start_items;\r
890                 self.switchweapon = w_getbestweapon(self);\r
891                 self.cnt = self.switchweapon;\r
892                 self.weapon = 0;\r
893 \r
894                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
895                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
896                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
897                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
898                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
899                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
900                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
901                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
902                         self.spawnshieldtime += game_starttime - time;\r
903                         self.pauserotarmor_finished += game_starttime - time;\r
904                         self.pauserothealth_finished += game_starttime - time;\r
905                         self.pauseregenhealth_finished += game_starttime - time;\r
906                         self.pauseregenarmor_finished += game_starttime - time;\r
907                 }\r
908                 self.damageforcescale = 2;\r
909                 self.death_time = 0;\r
910                 self.dead_frame = 0;\r
911                 self.alpha = 0;\r
912                 self.scale = 0;\r
913                 self.fade_time = 0;\r
914                 self.pain_frame = 0;\r
915                 self.pain_finished = 0;\r
916                 self.strength_finished = 0;\r
917                 self.invincible_finished = 0;\r
918                 self.pushltime = 0;\r
919                 // players have no think function\r
920                 self.think = SUB_Null;\r
921                 self.nextthink = 0;\r
922                 self.grabber_time = 0;\r
923                 self.dmg_team = 0;\r
924 \r
925                 self.deadflag = DEAD_NO;\r
926                 self.stomach_load = 0;\r
927                 self.angles = spot.angles;\r
928 \r
929                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
930                 self.fixangle = TRUE; // turn this way immediately\r
931                 self.leanangle_damage_force = '0 0 0';\r
932                 self.velocity = '0 0 0';\r
933                 self.avelocity = '0 0 0';\r
934                 self.punchangle = '0 0 0';\r
935                 self.punchvector = '0 0 0';\r
936                 self.oldvelocity = self.velocity;\r
937                 self.fire_endtime = -1;\r
938 \r
939                 msg_entity = self;\r
940                 WRITESPECTATABLE_MSG_ONE({\r
941                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
942                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
943                 });\r
944 \r
945                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
946 \r
947                 self.model = "";\r
948                 FixPlayermodel();\r
949 \r
950                 self.crouch = FALSE;\r
951                 self.view_ofs = PL_VIEW_OFS;\r
952                 setsize (self, PL_MIN, PL_MAX);\r
953                 self.spawnorigin = spot.origin;\r
954                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
955                 // don't reset back to last position, even if new position is stuck in solid\r
956                 self.oldorigin = self.origin;\r
957                 self.prevorigin = self.origin;\r
958                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
959 \r
960                 if(g_arena)\r
961                 {\r
962                         Spawnqueue_Remove(self);\r
963                         Spawnqueue_Mark(self);\r
964                 }\r
965 \r
966                 else if(g_ca)\r
967                         self.caplayer = 1;\r
968 \r
969                 self.event_damage = PlayerDamage;\r
970 \r
971                 self.bot_attack = TRUE;\r
972 \r
973                 self.statdraintime = time + 5;\r
974                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
975 \r
976                 if(self.killcount == -666) {\r
977                         PlayerScore_Clear(self);\r
978                         self.killcount = 0;\r
979                 }\r
980 \r
981                 CL_SpawnWeaponentity();\r
982                 self.alpha = default_player_alpha;\r
983                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
984                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
985 \r
986                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
987                 self.lms_traveled_distance = 0;\r
988                 self.speedrunning = FALSE;\r
989 \r
990                 race_PostSpawn(spot);\r
991 \r
992                 if(cvar("spawn_debug"))\r
993                 {\r
994                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
995                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
996                 }\r
997 \r
998                 //stuffcmd(self, "chase_active 0");\r
999                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
1000 \r
1001                 if (cvar("g_spawnsound"))\r
1002                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
1003                 pointparticles(particleeffectnum("player_respawn"), self.origin, '0 0 0', 1);\r
1004 \r
1005                 if(g_assault) {\r
1006                         if(self.team == assault_attacker_team)\r
1007                                 centerprint(self, "You are attacking!");\r
1008                         else\r
1009                                 centerprint(self, "You are defending!");\r
1010                 }\r
1011 \r
1012                 target_voicescript_clear(self);\r
1013 \r
1014                 // reset fields the weapons may use\r
1015         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1016                 {\r
1017             weapon_action(j, WR_RESETPLAYER);\r
1018 \r
1019                         // all weapons must be fully loaded when we spawn\r
1020                         entity e;\r
1021                         e = get_weaponinfo(j);\r
1022                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1023                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1024                 }\r
1025 \r
1026                 oldself = self;\r
1027                 self = spot;\r
1028                         activator = oldself;\r
1029                                 SUB_UseTargets();\r
1030                         activator = world;\r
1031                 self = oldself;\r
1032         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1033                 PutObserverInServer ();\r
1034         }\r
1035 \r
1036         //if(g_ctf)\r
1037         //      ctf_playerchanged();\r
1038 }\r
1039 \r
1040 float ClientInit_SendEntity(entity to, float sf)\r
1041 {\r
1042         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1043         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1044         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1045         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1046 \r
1047         if(sv_foginterval && world.fog != "")\r
1048                 WriteString(MSG_ENTITY, world.fog);\r
1049         else\r
1050                 WriteString(MSG_ENTITY, "");\r
1051         WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
1052         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1053         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1054 \r
1055         WriteShort(MSG_ENTITY, cvar("g_vore"));\r
1056         if(cvar("g_healthsize"))\r
1057                 WriteShort(MSG_ENTITY, cvar("g_healthsize_center"));\r
1058         else\r
1059                 WriteShort(MSG_ENTITY, -1); // healthsize is disabled\r
1060         WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
1061         WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
1062 \r
1063         // tell the client if this server uses armor\r
1064         float armor_max;\r
1065         if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
1066                 armor_max = cvar("g_balance_armor_limit");\r
1067         WriteCoord(MSG_ENTITY, armor_max);\r
1068 \r
1069         float teamheal_max;\r
1070         if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
1071                 teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
1072         WriteCoord(MSG_ENTITY, teamheal_max);\r
1073 \r
1074         WriteShort(MSG_ENTITY, cvar("g_power"));\r
1075         WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
1076         WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn"));\r
1077 \r
1078         return TRUE;\r
1079 }\r
1080 \r
1081 void ClientInit_Spawn()\r
1082 {\r
1083         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1084 }\r
1085 \r
1086 /*\r
1087 =============\r
1088 SetNewParms\r
1089 =============\r
1090 */\r
1091 void SetNewParms (void)\r
1092 {\r
1093         // initialize parms for a new player\r
1094         parm1 = -(86400 * 366);\r
1095 }\r
1096 \r
1097 /*\r
1098 =============\r
1099 SetChangeParms\r
1100 =============\r
1101 */\r
1102 void SetChangeParms (void)\r
1103 {\r
1104         // save parms for level change\r
1105         parm1 = self.parm_idlesince - time;\r
1106 }\r
1107 \r
1108 /*\r
1109 =============\r
1110 DecodeLevelParms\r
1111 =============\r
1112 */\r
1113 void DecodeLevelParms (void)\r
1114 {\r
1115         // load parms\r
1116         self.parm_idlesince = parm1;\r
1117         if(self.parm_idlesince == -(86400 * 366))\r
1118                 self.parm_idlesince = time;\r
1119 \r
1120         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1121         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1122 }\r
1123 \r
1124 /*\r
1125 =============\r
1126 ClientKill\r
1127 \r
1128 Called when a client types 'kill' in the console\r
1129 =============\r
1130 */\r
1131 \r
1132 .float clientkill_nexttime;\r
1133 void ClientKill_Now_TeamChange()\r
1134 {\r
1135         if(self.killindicator_teamchange == -1)\r
1136         {\r
1137                 self.team = -1;\r
1138                 JoinBestTeam( self, FALSE, FALSE );\r
1139         }\r
1140         else if(self.killindicator_teamchange == -2)\r
1141         {\r
1142                 if(g_ca)\r
1143                         self.caplayer = 0;\r
1144                 if(blockSpectators)\r
1145                         sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));\r
1146                 PutObserverInServer();\r
1147         }\r
1148         else\r
1149                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1150 }\r
1151 \r
1152 void ClientKill_Now()\r
1153 {       \r
1154         if(self.killindicator && !wasfreed(self.killindicator))\r
1155         remove(self.killindicator);\r
1156         \r
1157         self.killindicator = world;\r
1158 \r
1159         if(self.killindicator_teamchange)\r
1160                 ClientKill_Now_TeamChange();\r
1161 \r
1162         // in any case:\r
1163         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1164 \r
1165         // now I am sure the player IS dead\r
1166 }\r
1167 void KillIndicator_Think()\r
1168 {\r
1169         if (!self.owner.modelindex)\r
1170         {\r
1171                 self.owner.killindicator = world;\r
1172                 remove(self);\r
1173                 return;\r
1174         }\r
1175 \r
1176         if(self.cnt <= 0)\r
1177         {\r
1178                 self = self.owner;\r
1179                 ClientKill_Now(); // no oldself needed\r
1180                 return;\r
1181         }\r
1182     else if(g_cts && self.health == 1) // health == 1 means that it's silent\r
1183     {\r
1184         self.nextthink = time + 1;\r
1185         self.cnt -= 1;\r
1186     }\r
1187         else\r
1188         {\r
1189                 if(self.cnt <= 10)\r
1190                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1191                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1192                 {\r
1193                         if(self.cnt <= 10)\r
1194                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1195                         if(self.owner.killindicator_teamchange)\r
1196                         {\r
1197                                 if(self.owner.killindicator_teamchange == -1)\r
1198                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1199                                 else if(self.owner.killindicator_teamchange == -2)\r
1200                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));\r
1201                                 else\r
1202                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1203                         }\r
1204                         else\r
1205                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1206                 }\r
1207                 self.nextthink = time + 1;\r
1208                 self.cnt -= 1;\r
1209         }\r
1210 }\r
1211 \r
1212 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec\r
1213 {\r
1214         float killtime;\r
1215         entity e;\r
1216         killtime = cvar("g_balance_kill_delay");\r
1217 \r
1218         if(g_race_qualifying || g_cts)\r
1219                 killtime = 0;\r
1220 \r
1221     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill\r
1222     {\r
1223                 remove(self.killindicator);\r
1224                 self.killindicator = world;\r
1225 \r
1226         ClientKill_Now(); // allow instant kill in this case\r
1227         return;\r
1228     }\r
1229 \r
1230         self.killindicator_teamchange = targetteam;\r
1231 \r
1232     if(!self.killindicator)\r
1233         {\r
1234                 if(self.modelindex && self.deadflag == DEAD_NO)\r
1235                 {\r
1236                         killtime = max(killtime, self.clientkill_nexttime - time);\r
1237                         self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam");\r
1238                 }\r
1239 \r
1240                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1241                 {\r
1242                         ClientKill_Now();\r
1243                 }\r
1244                 else\r
1245                 {\r
1246                         self.killindicator = spawn();\r
1247                         self.killindicator.owner = self;\r
1248                         self.killindicator.scale = 0.5;\r
1249                         setattachment(self.killindicator, self, "");\r
1250                         setorigin(self.killindicator, '0 0 52');\r
1251                         self.killindicator.think = KillIndicator_Think;\r
1252                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1253                         self.killindicator.cnt = ceil(killtime);\r
1254                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1255                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1256 \r
1257                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1258                         {\r
1259                                 if(e.enemy != self)\r
1260                                         continue;\r
1261                                 e.killindicator = spawn();\r
1262                                 e.killindicator.owner = e;\r
1263                                 e.killindicator.scale = 0.5;\r
1264                                 setattachment(e.killindicator, e, "");\r
1265                                 setorigin(e.killindicator, '0 0 52');\r
1266                                 e.killindicator.think = KillIndicator_Think;\r
1267                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1268                                 e.killindicator.cnt = ceil(killtime);\r
1269                         }\r
1270                         self.lip = 0;\r
1271                 }\r
1272         }\r
1273         if(self.killindicator)\r
1274         {\r
1275                 if(targetteam == 0) // just die\r
1276                         self.killindicator.colormod = '0 0 0';\r
1277                 else if(targetteam == -1) // auto\r
1278                         self.killindicator.colormod = '0 1 0';\r
1279                 else if(targetteam == -2) // spectate\r
1280                         self.killindicator.colormod = '0.5 0.5 0.5';\r
1281                 else\r
1282                         self.killindicator.colormod = TeamColor(targetteam);\r
1283         }\r
1284 }\r
1285 \r
1286 void ClientKill (void)\r
1287 {\r
1288         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either\r
1289         {\r
1290                 // do nothing\r
1291         }\r
1292         else\r
1293                 ClientKill_TeamChange(0);\r
1294 }\r
1295 \r
1296 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\r
1297 {\r
1298     e.killindicator = spawn();\r
1299     e.killindicator.owner = e;\r
1300     e.killindicator.think = KillIndicator_Think;\r
1301     e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1302     e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay"));\r
1303     e.killindicator.health = 1; // this is used to indicate that it should be silent\r
1304     e.lip = 0;\r
1305 }\r
1306 \r
1307 void DoTeamChange(float destteam)\r
1308 {\r
1309         float t, c0;\r
1310         if(!teamplay)\r
1311         {\r
1312                 if(destteam >= 0)\r
1313                         SetPlayerColors(self, destteam);\r
1314                 return;\r
1315         }\r
1316         if(self.classname == "player")\r
1317         if(destteam == -1)\r
1318         {\r
1319                 CheckAllowedTeams(self);\r
1320                 t = FindSmallestTeam(self, TRUE);\r
1321                 switch(self.team)\r
1322                 {\r
1323                         case COLOR_TEAM1: c0 = c1; break;\r
1324                         case COLOR_TEAM2: c0 = c2; break;\r
1325                         case COLOR_TEAM3: c0 = c3; break;\r
1326                         case COLOR_TEAM4: c0 = c4; break;\r
1327                         default:          c0 = 999;\r
1328                 }\r
1329                 switch(t)\r
1330                 {\r
1331                         case 1:\r
1332                                 if(c0 > c1)\r
1333                                         destteam = COLOR_TEAM1;\r
1334                                 break;\r
1335                         case 2:\r
1336                                 if(c0 > c2)\r
1337                                         destteam = COLOR_TEAM2;\r
1338                                 break;\r
1339                         case 3:\r
1340                                 if(c0 > c3)\r
1341                                         destteam = COLOR_TEAM3;\r
1342                                 break;\r
1343                         case 4:\r
1344                                 if(c0 > c4)\r
1345                                         destteam = COLOR_TEAM4;\r
1346                                 break;\r
1347                 }\r
1348                 if(destteam == -1)\r
1349                         return;\r
1350         }\r
1351         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1352                 return;\r
1353         ClientKill_TeamChange(destteam);\r
1354 }\r
1355 \r
1356 void FixClientCvars(entity e)\r
1357 {\r
1358         // send prediction settings to the client\r
1359         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1360         if(g_race || g_cts)\r
1361                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1362         if(cvar("g_antilag") == 3) // client side hitscan\r
1363                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1364                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1365         /*\r
1366          * we no longer need to stuff this. Remove this comment block if you feel\r
1367          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1368         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1369         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1370         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1371         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1372         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1373         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1374         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1375         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1376         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1377         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1378         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1379         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1380         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1381          */\r
1382 }\r
1383 \r
1384 /*\r
1385 =============\r
1386 ClientConnect\r
1387 \r
1388 Called when a client connects to the server\r
1389 =============\r
1390 */\r
1391 //void ctf_clientconnect();\r
1392 string ColoredTeamName(float t);\r
1393 void DecodeLevelParms (void);\r
1394 //void dom_player_join_team(entity pl);\r
1395 #ifdef UID\r
1396 .float uid_kicktime;\r
1397 .string uid;\r
1398 #endif\r
1399 void ClientConnect (void)\r
1400 {\r
1401         float t;\r
1402 \r
1403         if(self.flags & FL_CLIENT)\r
1404         {\r
1405                 print("Warning: ClientConnect, but already connected!\n");\r
1406                 return;\r
1407         }\r
1408 \r
1409         if(Ban_MaybeEnforceBan(self))\r
1410                 return;\r
1411 \r
1412         DecodeLevelParms();\r
1413 \r
1414         self.classname = "player_joining";\r
1415 \r
1416         self.flags = FL_CLIENT;\r
1417         self.version_nagtime = time + 10 + random() * 10;\r
1418 \r
1419         if(player_count<0)\r
1420         {\r
1421                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1422                 player_count = 0;\r
1423         }\r
1424 \r
1425         PlayerScore_Attach(self);\r
1426         ClientData_Attach();\r
1427 \r
1428         bot_clientconnect();\r
1429 \r
1430         playerdemo_init();\r
1431 \r
1432         anticheat_init();\r
1433         \r
1434         race_PreSpawnObserver();\r
1435 \r
1436         //if(g_domination)\r
1437         //      dom_player_join_team(self);\r
1438 \r
1439         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1440 \r
1441         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1442                 self.classname = "observer";\r
1443         } else {\r
1444                 if(teams_matter)\r
1445                 {\r
1446                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1447                         {\r
1448                                 self.classname = "player";\r
1449                                 campaign_bots_may_start = 1;\r
1450                         }\r
1451                         else\r
1452                         {\r
1453                                 self.classname = "observer"; // do it anyway\r
1454                         }\r
1455                 }\r
1456                 else\r
1457                 {\r
1458                         self.classname = "player";\r
1459                         campaign_bots_may_start = 1;\r
1460                 }\r
1461         }\r
1462 \r
1463         self.playerid = (playerid_last = playerid_last + 1);\r
1464 \r
1465         if(cvar("sv_eventlog"))\r
1466                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1467 \r
1468         LogTeamchange(self.playerid, self.team, 1);\r
1469 \r
1470         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1471 \r
1472         self.netname_previous = strzone(self.netname);\r
1473 \r
1474         bprint("^4", self.netname, "^4 connected");\r
1475 \r
1476         if(self.classname != "observer" && (g_domination || g_ctf))\r
1477                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1478 \r
1479         bprint("\n");\r
1480 \r
1481         self.welcomemessage_time = 0;\r
1482 \r
1483         stuffcmd(self, strcat(clientstuff, "\n"));\r
1484         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1485         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1486 \r
1487         FixClientCvars(self);\r
1488 \r
1489         // spawnfunc_waypoint sprites\r
1490         WaypointSprite_InitClient(self);\r
1491 \r
1492         // Wazat's grabber\r
1493         SetGrabberBindings();\r
1494 \r
1495         // get autoswitch state from player when he toggles it\r
1496         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1497 \r
1498         // get version info from player\r
1499         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1500 \r
1501         // get other cvars from player\r
1502         GetCvars(0);\r
1503 \r
1504         // set cvar for team scoreboard\r
1505         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1506 \r
1507         // notify about available teams\r
1508         if(teams_matter)\r
1509         {\r
1510                 CheckAllowedTeams(self);\r
1511                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1512                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1513         }\r
1514         else\r
1515                 stuffcmd(self, "set _teams_available 0\n");\r
1516 \r
1517         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1518 \r
1519         if(g_arena || g_ca)\r
1520         {\r
1521                 self.classname = "observer";\r
1522                 if(g_arena)\r
1523                         Spawnqueue_Insert(self);\r
1524         }\r
1525         /*else if(g_ctf)\r
1526         {\r
1527                 ctf_clientconnect();\r
1528         }*/\r
1529 \r
1530         attach_entcs();\r
1531 \r
1532         bot_relinkplayerlist();\r
1533 \r
1534         self.spectatortime = time;\r
1535         if(blockSpectators)\r
1536         {\r
1537                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));\r
1538         }\r
1539 \r
1540         self.jointime = time;\r
1541         self.allowedTimeouts = cvar("sv_timeout_number");\r
1542 \r
1543         if(clienttype(self) == CLIENTTYPE_REAL)\r
1544         {\r
1545                 if(cvar("g_bugrigs"))\r
1546                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1547         }\r
1548 \r
1549         if(g_lms)\r
1550         {\r
1551                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1552                 {\r
1553                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1554                         self.frags = FRAGS_SPECTATOR;\r
1555                 }\r
1556         }\r
1557 \r
1558         if(!sv_foginterval && world.fog != "")\r
1559                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1560 \r
1561         SoundEntity_Attach(self);\r
1562 \r
1563         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1564         {\r
1565                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1566                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1567         }\r
1568         else\r
1569                 self.hitplotfh = -1;\r
1570 \r
1571 #ifdef UID\r
1572         if(clienttype(self) == CLIENTTYPE_REAL)\r
1573         if not(self.uid)\r
1574                 self.uid_kicktime = time + 60;\r
1575 #endif\r
1576 \r
1577         if(g_race || g_cts) {\r
1578                 string rr;\r
1579                 if(g_cts)\r
1580                         rr = CTS_RECORD;\r
1581                 else\r
1582                         rr = RACE_RECORD;\r
1583                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1584 \r
1585                 race_send_recordtime(MSG_ONE);\r
1586                 race_send_speedaward(MSG_ONE);\r
1587 \r
1588                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1589                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1590                 race_send_speedaward_alltimebest(MSG_ONE);\r
1591 \r
1592                 float i;\r
1593                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1594                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1595                 }\r
1596         }\r
1597         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1598                 send_CSQC_teamnagger();\r
1599 \r
1600         CheatInitClient();\r
1601 }\r
1602 \r
1603 /*\r
1604 =============\r
1605 ClientDisconnect\r
1606 \r
1607 Called when a client disconnects from the server\r
1608 =============\r
1609 */\r
1610 .entity chatbubbleentity;\r
1611 void ReadyCount();\r
1612 void ClientDisconnect (void)\r
1613 {\r
1614         if not(self.flags & FL_CLIENT)\r
1615         {\r
1616                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1617                 return;\r
1618         }\r
1619 \r
1620         Vore_Disconnect();\r
1621 \r
1622         CheatShutdownClient();\r
1623 \r
1624         if(self.hitplotfh >= 0)\r
1625         {\r
1626                 fclose(self.hitplotfh);\r
1627                 self.hitplotfh = -1;\r
1628         }\r
1629 \r
1630         anticheat_report();\r
1631         anticheat_shutdown();\r
1632 \r
1633         playerdemo_shutdown();\r
1634 \r
1635         bot_clientdisconnect();\r
1636 \r
1637         if(self.entcs)\r
1638                 detach_entcs();\r
1639 \r
1640         if(cvar("sv_eventlog"))\r
1641                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1642         bprint ("^4",self.netname);\r
1643         bprint ("^4 disconnected\n");\r
1644 \r
1645         SoundEntity_Detach(self);\r
1646 \r
1647         kh_Key_DropAll(self, TRUE);\r
1648 \r
1649         if(self.flagcarried)\r
1650                 DropFlag(self.flagcarried, world, world);\r
1651         // Here, everything has been done that requires this player to be a client.\r
1652 \r
1653         self.flags &~= FL_CLIENT;\r
1654 \r
1655         if (self.chatbubbleentity)\r
1656                 remove (self.chatbubbleentity);\r
1657 \r
1658         if (self.killindicator)\r
1659                 remove (self.killindicator);\r
1660 \r
1661         WaypointSprite_PlayerGone();\r
1662 \r
1663         bot_relinkplayerlist();\r
1664 \r
1665         if(g_arena)\r
1666         {\r
1667                 Spawnqueue_Unmark(self);\r
1668                 Spawnqueue_Remove(self);\r
1669         }\r
1670 \r
1671         ClientData_Detach();\r
1672         PlayerScore_Detach(self);\r
1673 \r
1674         if(self.netname_previous)\r
1675                 strunzone(self.netname_previous);\r
1676         if(self.clientstatus)\r
1677                 strunzone(self.clientstatus);\r
1678 \r
1679         ClearPlayerSounds();\r
1680 \r
1681         if(self.personal)\r
1682                 remove(self.personal);\r
1683 \r
1684         self.playerid = 0;\r
1685         ReadyCount();\r
1686 \r
1687         // free cvars\r
1688         GetCvars(-1);\r
1689 }\r
1690 \r
1691 .float BUTTON_CHAT;\r
1692 void ChatBubbleThink()\r
1693 {\r
1694         self.nextthink = time;\r
1695         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1696         {\r
1697                 if(self.owner) // but why can that ever be world?\r
1698                         self.owner.chatbubbleentity = world;\r
1699                 remove(self);\r
1700                 return;\r
1701         }\r
1702         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten)\r
1703 #ifdef TETRIS\r
1704                 || self.owner.tetris_on\r
1705 #endif\r
1706         )\r
1707                 self.model = self.mdl;\r
1708         else\r
1709                 self.model = "";\r
1710 };\r
1711 \r
1712 void UpdateChatBubble()\r
1713 {\r
1714         if (!self.modelindex)\r
1715                 return;\r
1716         // spawn a chatbubble entity if needed\r
1717         if (!self.chatbubbleentity)\r
1718         {\r
1719                 self.chatbubbleentity = spawn();\r
1720                 self.chatbubbleentity.owner = self;\r
1721                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1722                 self.chatbubbleentity.think = ChatBubbleThink;\r
1723                 self.chatbubbleentity.nextthink = time;\r
1724                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1725                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1726                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1727                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1728                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1729                 self.chatbubbleentity.model = "";\r
1730                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1731         }\r
1732 }\r
1733 \r
1734 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1735 // added to the model skins\r
1736 /*void UpdateColorModHack()\r
1737 {\r
1738         local float c;\r
1739         c = self.clientcolors & 15;\r
1740         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1741              if (!teams_matter) self.colormod = '0 0 0';\r
1742         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1743         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1744         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1745         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1746         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1747         else self.colormod = '1 1 1';\r
1748 };*/\r
1749 \r
1750 .float oldcolormap;\r
1751 void respawn(void)\r
1752 {\r
1753         // don't allow respawing if the prey is still digesting\r
1754         if(cvar("g_balance_vore_digestion_limit_blockrespawn"))\r
1755         if(self.predator.digesting && self.health > cvar("g_balance_vore_digestion_limit"))\r
1756                 return;\r
1757 \r
1758         setmodel(self, self.playermodel); // prevents an issue with dead predators\r
1759         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1760         {\r
1761                 self.solid = SOLID_NOT;\r
1762                 self.takedamage = DAMAGE_NO;\r
1763                 self.movetype = MOVETYPE_FLY;\r
1764                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1765                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1766                 self.effects |= EF_ADDITIVE;\r
1767                 self.oldcolormap = self.colormap;\r
1768                 self.colormap = 512;\r
1769                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1770                 if(cvar("g_respawn_ghosts_maxtime"))\r
1771                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
1772         }\r
1773 \r
1774         CopyBody(1);\r
1775         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1776         if(self.oldcolormap)\r
1777         {\r
1778                 self.colormap = self.oldcolormap;\r
1779                 self.oldcolormap = 0;\r
1780         }\r
1781         PutClientInServer();\r
1782 }\r
1783 \r
1784 void play_countdown(float finished, string samp)\r
1785 {\r
1786         if(clienttype(self) == CLIENTTYPE_REAL)\r
1787                 if(floor(finished - time - frametime) != floor(finished - time))\r
1788                         if(finished - time < 6)\r
1789                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1790 }\r
1791 \r
1792 /**\r
1793  * When sv_timeout is used this function returs strings like\r
1794  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1795  * Called by centerprint functions\r
1796  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1797  */\r
1798 string getTimeoutText(float addOneSecond) {\r
1799         if (!cvar("sv_timeout") || !timeoutStatus)\r
1800                 return "";\r
1801 \r
1802         local string retStr;\r
1803         if (timeoutStatus == 1) {\r
1804                 if (addOneSecond == 1) {\r
1805                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1806                 }\r
1807                 else {\r
1808                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1809                 }\r
1810                 return retStr;\r
1811         }\r
1812         else if (timeoutStatus == 2) {\r
1813                 if (addOneSecond) {\r
1814                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1815                         //don't show messages like "Timeout ends in 0 seconds"...\r
1816                         if ((remainingTimeoutTime + 1) > 0)\r
1817                                 return retStr;\r
1818                         else\r
1819                                 return "";\r
1820                 }\r
1821                 else {\r
1822                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1823                         //don't show messages like "Timeout ends in 0 seconds"...\r
1824                         if (remainingTimeoutTime > 0)\r
1825                                 return retStr;\r
1826                         else\r
1827                                 return "";\r
1828                 }\r
1829         }\r
1830         else return "";\r
1831 }\r
1832 \r
1833 void player_powerups (void)\r
1834 {\r
1835         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1836         {\r
1837                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1838                 self.modelflags |= MF_ROCKET;\r
1839         }\r
1840         else\r
1841         {\r
1842                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1843                 self.modelflags &~= MF_ROCKET;\r
1844         }\r
1845 \r
1846         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1847 \r
1848         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1849                 return;\r
1850         \r
1851         Fire_ApplyDamage(self);\r
1852         Fire_ApplyEffect(self);\r
1853 \r
1854         if (self.items & IT_STRENGTH)\r
1855         {\r
1856                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1857                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1858                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1859                 {\r
1860                         self.items = self.items - (self.items & IT_STRENGTH);\r
1861                         sprint(self, "^3Strength has worn off\n");\r
1862                 }\r
1863         }\r
1864         else\r
1865         {\r
1866                 if (time < self.strength_finished)\r
1867                 {\r
1868                         self.items = self.items | IT_STRENGTH;\r
1869                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1870                 }\r
1871         }\r
1872         if (self.items & IT_INVINCIBLE)\r
1873         {\r
1874                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1875                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1876                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1877                 {\r
1878                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1879                         sprint(self, "^3Shield has worn off\n");\r
1880                 }\r
1881         }\r
1882         else\r
1883         {\r
1884                 if (time < self.invincible_finished)\r
1885                 {\r
1886                         self.items = self.items | IT_INVINCIBLE;\r
1887                         sprint(self, "^3Shield surrounds you\n");\r
1888                 }\r
1889         }\r
1890 \r
1891         if(cvar("g_nodepthtestplayers"))\r
1892                 self.effects = self.effects | EF_NODEPTHTEST;\r
1893 \r
1894         if(cvar("g_fullbrightplayers"))\r
1895                 self.effects = self.effects | EF_FULLBRIGHT;\r
1896 \r
1897         // midair gamemode: damage only while in the air\r
1898         // if in midair mode, being on ground grants temporary invulnerability\r
1899         // (this is so that multishot weapon don't clear the ground flag on the\r
1900         // first damage in the frame, leaving the player vulnerable to the\r
1901         // remaining hits in the same frame)\r
1902         if (self.flags & FL_ONGROUND)\r
1903         if (g_midair)\r
1904                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1905 \r
1906         if (time >= game_starttime)\r
1907         if (time < self.spawnshieldtime)\r
1908                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1909 }\r
1910 \r
1911 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1912 {\r
1913         if(current > stable)\r
1914                 return current;\r
1915         else if(current > stable - 0.25) // when close enough, "snap"\r
1916                 return stable;\r
1917         else\r
1918                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1919 }\r
1920 \r
1921 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1922 {\r
1923         if(current < stable)\r
1924                 return current;\r
1925         else if(current < stable + 0.25) // when close enough, "snap"\r
1926                 return stable;\r
1927         else\r
1928                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1929 }\r
1930 \r
1931 .float regen_soundtime;\r
1932 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
1933 {\r
1934         if(current > rotstable)\r
1935         {\r
1936                 if(rotframetime > 0)\r
1937                 {\r
1938                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1939                         current = max(rotstable, current - rotlinear * rotframetime);\r
1940                 }\r
1941         }\r
1942         else if(current < regenstable)\r
1943         {\r
1944                 if(regenframetime > 0)\r
1945                 {\r
1946                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1947                         current = min(regenstable, current + regenlinear * regenframetime);\r
1948 \r
1949                         if(regensound != "")\r
1950                         if(regenfactor || regenlinear)\r
1951                         {\r
1952                                 if(self.regen_soundtime < time)\r
1953                                 {\r
1954                                         msg_entity = self;\r
1955                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1956                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1957                                 }\r
1958                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1959                         }\r
1960                 }\r
1961         }\r
1962 \r
1963         if(current > limit)\r
1964                 current = limit;\r
1965 \r
1966         return current;\r
1967 }\r
1968 \r
1969 void player_regen (void)\r
1970 {\r
1971         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1972         maxh = cvar("g_balance_health_rotstable");\r
1973         maxa = cvar("g_balance_armor_rotstable");\r
1974         maxf = cvar("g_balance_fuel_rotstable");\r
1975         minh = cvar("g_balance_health_regenstable");\r
1976         mina = cvar("g_balance_armor_regenstable");\r
1977         minf = cvar("g_balance_fuel_regenstable");\r
1978         limith = cvar("g_balance_health_limit");\r
1979         limita = cvar("g_balance_armor_limit");\r
1980         limitf = cvar("g_balance_fuel_limit");\r
1981 \r
1982         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1983 \r
1984         maxh = maxh * max_mod;\r
1985         //maxa = maxa * max_mod;\r
1986         //maxf = maxf * max_mod;\r
1987         minh = minh * max_mod;\r
1988         //mina = mina * max_mod;\r
1989         //minf = minf * max_mod;\r
1990         limith = limith * limit_mod;\r
1991         limita = limita * limit_mod;\r
1992         //limitf = limitf * limit_mod;\r
1993 \r
1994         if(g_lms && g_ca)\r
1995                 rot_mod = 0;\r
1996 \r
1997         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1998         {\r
1999                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
2000                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
2001 \r
2002                 // if player rotted to death...  die!\r
2003                 if(self.health < 1)\r
2004                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2005         }\r
2006 \r
2007         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
2008                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, "");\r
2009 }\r
2010 \r
2011 float zoomstate_set;\r
2012 void SetZoomState(float z)\r
2013 {\r
2014         if(z != self.zoomstate)\r
2015         {\r
2016                 self.zoomstate = z;\r
2017                 ClientData_Touch(self);\r
2018         }\r
2019         zoomstate_set = 1;\r
2020 }\r
2021 \r
2022 void GetPressedKeys(void) {\r
2023         if (self.movement_x > 0) // get if movement keys are pressed\r
2024         {       // forward key pressed\r
2025                 self.pressedkeys |= KEY_FORWARD;\r
2026                 self.pressedkeys &~= KEY_BACKWARD;\r
2027         }\r
2028         else if (self.movement_x < 0)\r
2029         {       // backward key pressed\r
2030                 self.pressedkeys |= KEY_BACKWARD;\r
2031                 self.pressedkeys &~= KEY_FORWARD;\r
2032         }\r
2033         else\r
2034         {       // no x input\r
2035                 self.pressedkeys &~= KEY_FORWARD;\r
2036                 self.pressedkeys &~= KEY_BACKWARD;\r
2037         }\r
2038 \r
2039         if (self.movement_y > 0)\r
2040         {       // right key pressed\r
2041                 self.pressedkeys |= KEY_RIGHT;\r
2042                 self.pressedkeys &~= KEY_LEFT;\r
2043         }\r
2044         else if (self.movement_y < 0)\r
2045         {       // left key pressed\r
2046                 self.pressedkeys |= KEY_LEFT;\r
2047                 self.pressedkeys &~= KEY_RIGHT;\r
2048         }\r
2049         else\r
2050         {       // no y input\r
2051                 self.pressedkeys &~= KEY_RIGHT;\r
2052                 self.pressedkeys &~= KEY_LEFT;\r
2053         }\r
2054 \r
2055         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
2056                 self.pressedkeys |= KEY_JUMP;\r
2057         else\r
2058                 self.pressedkeys &~= KEY_JUMP;\r
2059         if (self.BUTTON_CROUCH)\r
2060                 self.pressedkeys |= KEY_CROUCH;\r
2061         else\r
2062                 self.pressedkeys &~= KEY_CROUCH;\r
2063 }\r
2064 \r
2065 void update_stats (float number, float hit, float fired) {\r
2066 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2067 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2068 \r
2069         if(number) {\r
2070                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2071                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2072         } else {\r
2073                 self.stat_hit = hit * sv_accuracy_data_share;\r
2074                 self.stat_fired = fired * sv_accuracy_data_share;\r
2075         }\r
2076 }\r
2077 \r
2078 /*\r
2079 ======================\r
2080 spectate mode routines\r
2081 ======================\r
2082 */\r
2083 \r
2084 .float weapon_count;\r
2085 void SpectateCopy(entity spectatee) {\r
2086         if(spectatee.weapon_count < WEP_LAST) {\r
2087                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));\r
2088                 spectatee.weapon_count ++;\r
2089         } else\r
2090                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2091 \r
2092         self.kh_state = spectatee.kh_state;\r
2093         self.armortype = spectatee.armortype;\r
2094         self.armorvalue = spectatee.armorvalue;\r
2095         self.ammo_fuel = spectatee.ammo_fuel;\r
2096         self.clip_load = spectatee.clip_load;\r
2097         self.clip_size = spectatee.clip_size;\r
2098         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2099         self.health = spectatee.health;\r
2100         self.impulse = 0;\r
2101         self.items = spectatee.items;\r
2102         self.last_pickup = spectatee.last_pickup;\r
2103         self.strength_finished = spectatee.strength_finished;\r
2104         self.invincible_finished = spectatee.invincible_finished;\r
2105         self.pressedkeys = spectatee.pressedkeys;\r
2106         self.weapons = spectatee.weapons;\r
2107         self.switchweapon = spectatee.switchweapon;\r
2108         self.weapon = spectatee.weapon;\r
2109         self.punchangle = spectatee.punchangle;\r
2110         self.view_ofs = spectatee.view_ofs;\r
2111         self.v_angle = spectatee.v_angle;\r
2112         self.velocity = spectatee.velocity;\r
2113         self.dmg_take = spectatee.dmg_take;\r
2114         self.dmg_save = spectatee.dmg_save;\r
2115         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2116         self.angles = spectatee.v_angle;\r
2117         self.scale = spectatee.scale;\r
2118         self.fixangle = TRUE;\r
2119         self.stomach_load = spectatee.stomach_load;\r
2120         self.stat_eaten = spectatee.stat_eaten;\r
2121         self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
2122         self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
2123         self.stat_stomachload = spectatee.stat_stomachload;\r
2124         self.stat_stomachmaxload = spectatee.stomach_maxload;\r
2125         self.stat_digesting = spectatee.stat_digesting;\r
2126         self.stat_canleave = spectatee.stat_canleave;\r
2127         self.stat_canswallow = spectatee.stat_canswallow;\r
2128         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2129         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2130         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2131         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2132         setorigin(self, spectatee.origin);\r
2133         setsize(self, spectatee.mins, spectatee.maxs);\r
2134         SetZoomState(spectatee.zoomstate);\r
2135 \r
2136         anticheat_spectatecopy(spectatee);\r
2137 }\r
2138 \r
2139 float SpectateUpdate() {\r
2140         if(!self.enemy)\r
2141                 return 0;\r
2142 \r
2143         if (self == self.enemy)\r
2144                 return 0;\r
2145 \r
2146         if(self.enemy.classname != "player")\r
2147                 return 0;\r
2148 \r
2149         SpectateCopy(self.enemy);\r
2150 \r
2151         return 1;\r
2152 }\r
2153 \r
2154 float SpectateNext() {\r
2155         other = find(self.enemy, classname, "player");\r
2156 \r
2157         if (!other)\r
2158                 other = find(other, classname, "player");\r
2159 \r
2160         if (other)\r
2161                 self.enemy = other;\r
2162 \r
2163         if(self.enemy.classname == "player") {\r
2164                 msg_entity = self;\r
2165                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2166                 WriteEntity(MSG_ONE, self.enemy);\r
2167                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2168                 self.movetype = MOVETYPE_NONE;\r
2169 \r
2170                 self.enemy.weapon_count = 0;\r
2171 \r
2172                 if(!SpectateUpdate())\r
2173                         PutObserverInServer();\r
2174 \r
2175                 return 1;\r
2176         } else {\r
2177                 return 0;\r
2178         }\r
2179 }\r
2180 \r
2181 /*\r
2182 =============\r
2183 ShowRespawnCountdown()\r
2184 \r
2185 Update a respawn countdown display.\r
2186 =============\r
2187 */\r
2188 void ShowRespawnCountdown()\r
2189 {\r
2190         float number;\r
2191         if(self.deadflag == DEAD_NO) // just respawned?\r
2192                 return;\r
2193         else\r
2194         {\r
2195                 number = ceil(self.death_time - time);\r
2196                 if(number <= 0)\r
2197                         return;\r
2198                 if(number <= self.respawn_countdown)\r
2199                 {\r
2200                         self.respawn_countdown = number - 1;\r
2201                         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\r
2202                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2203                 }\r
2204         }\r
2205 }\r
2206 \r
2207 void LeaveSpectatorMode()\r
2208 {\r
2209         if(isJoinAllowed()) {\r
2210                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2211                         self.classname = "player";\r
2212 \r
2213                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2214                                 JoinBestTeam(self, FALSE, TRUE);\r
2215 \r
2216                         if(cvar("g_campaign"))\r
2217                                 campaign_bots_may_start = 1;\r
2218 \r
2219                         self.stat_count = WEP_LAST;\r
2220 \r
2221                         PutClientInServer();\r
2222 \r
2223                         if(self.classname == "player")\r
2224                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2225 \r
2226                         if(!cvar("g_campaign"))\r
2227                                 centerprint(self,""); // clear MOTD\r
2228 \r
2229                         return;\r
2230                 } else {\r
2231                         if (g_ca && self.caplayer) {\r
2232                         }       // do nothing\r
2233                         else\r
2234                                 stuffcmd(self,"menu_showteamselect\n");\r
2235                         return;\r
2236                 }\r
2237         }\r
2238         else {\r
2239                 //player may not join because of g_maxplayers is set\r
2240                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2241         }\r
2242 }\r
2243 \r
2244 /**\r
2245  * Determines whether the player is allowed to join. This depends on cvar\r
2246  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2247  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2248  * @return bool TRUE if the player is allowed to join, false otherwise\r
2249  */\r
2250 float isJoinAllowed() {\r
2251         if (!cvar("g_maxplayers"))\r
2252                 return TRUE;\r
2253 \r
2254         local entity e;\r
2255         local float currentlyPlaying;\r
2256         FOR_EACH_REALPLAYER(e) {\r
2257                 if(e.classname == "player")\r
2258                         currentlyPlaying += 1;\r
2259         }\r
2260         if(currentlyPlaying < cvar("g_maxplayers"))\r
2261                 return TRUE;\r
2262 \r
2263         return FALSE;\r
2264 }\r
2265 \r
2266 /**\r
2267  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2268  * g_maxplayers_spectator_blocktime seconds\r
2269  */\r
2270 void checkSpectatorBlock() {\r
2271         if(self.classname == "spectator" || self.classname == "observer") {\r
2272                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2273                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2274                         dropclient(self);\r
2275                 }\r
2276         }\r
2277 }\r
2278 \r
2279 float vercmp_recursive(string v1, string v2)\r
2280 {\r
2281         float dot1, dot2;\r
2282         string s1, s2;\r
2283         float r;\r
2284 \r
2285         dot1 = strstrofs(v1, ".", 0);\r
2286         dot2 = strstrofs(v2, ".", 0);\r
2287         if(dot1 == -1)\r
2288                 s1 = v1;\r
2289         else\r
2290                 s1 = substring(v1, 0, dot1);\r
2291         if(dot2 == -1)\r
2292                 s2 = v2;\r
2293         else\r
2294                 s2 = substring(v2, 0, dot2);\r
2295 \r
2296         r = stof(s1) - stof(s2);\r
2297         if(r != 0)\r
2298                 return r;\r
2299 \r
2300         r = strcasecmp(s1, s2);\r
2301         if(r != 0)\r
2302                 return r;\r
2303 \r
2304         if(dot1 == -1)\r
2305                 if(dot2 == -1)\r
2306                         return 0;\r
2307                 else\r
2308                         return -1;\r
2309         else\r
2310                 if(dot2 == -1)\r
2311                         return 1;\r
2312                 else\r
2313                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2314 }\r
2315 \r
2316 float vercmp(string v1, string v2)\r
2317 {\r
2318         if(strcasecmp(v1, v2) == 0) // early out check\r
2319                 return 0;\r
2320         return vercmp_recursive(v1, v2);\r
2321 }\r
2322 \r
2323 .float last_alive_scale;\r
2324 void SetPlayerSize()\r
2325 {\r
2326         if(!cvar("g_healthsize"))\r
2327                 return;\r
2328 \r
2329         if(self.deadflag == DEAD_NO)\r
2330         {\r
2331                 // change player scale based on the amount of health we have\r
2332                 self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
2333 \r
2334                 // The following code sets the bounding box to match the player's size.\r
2335                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2336                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2337                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2338                 if(self.crouch)\r
2339                 {\r
2340                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2341                         if(!self.stat_eaten)\r
2342                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2343                 }\r
2344                 else\r
2345                 {\r
2346                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2347                         if(!self.stat_eaten)\r
2348                                 self.view_ofs = PL_VIEW_OFS * self.scale;\r
2349                 }\r
2350 \r
2351                 self.last_alive_scale = self.scale;\r
2352         }\r
2353         else if(self.last_alive_scale)\r
2354         {\r
2355                 // if the player is dead, use the last scale he had when he was alive\r
2356                 self.scale = self.last_alive_scale;\r
2357         }\r
2358 \r
2359         if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
2360         {\r
2361                 // dead players shrink to zero as they head toward the health limit\r
2362                 self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
2363         }\r
2364 \r
2365         if(self.scale < 0.1)\r
2366                 self.scale = 0.1; // stuff breaks if scale is smaller than this\r
2367 }\r
2368 \r
2369 void ObserverThink()\r
2370 {\r
2371         if (self.flags & FL_JUMPRELEASED) {\r
2372                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2373                         self.welcomemessage_time = 0;\r
2374                         self.flags &~= FL_JUMPRELEASED;\r
2375                         self.flags |= FL_SPAWNING;\r
2376                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2377                         self.welcomemessage_time = 0;\r
2378                         self.flags &~= FL_JUMPRELEASED;\r
2379                         if(SpectateNext() == 1) {\r
2380                                 self.classname = "spectator";\r
2381                         }\r
2382                 }\r
2383         } else {\r
2384                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2385                         self.flags |= FL_JUMPRELEASED;\r
2386                         if(self.flags & FL_SPAWNING)\r
2387                         {\r
2388                                 self.flags &~= FL_SPAWNING;\r
2389                                 LeaveSpectatorMode();\r
2390                                 return;\r
2391                         }\r
2392                 }\r
2393         }\r
2394         PrintWelcomeMessage(self);\r
2395 }\r
2396 \r
2397 void SpectatorThink()\r
2398 {\r
2399         if (self.flags & FL_JUMPRELEASED) {\r
2400                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2401                         self.welcomemessage_time = 0;\r
2402                         self.flags &~= FL_JUMPRELEASED;\r
2403                         self.flags |= FL_SPAWNING;\r
2404                 } else if(self.BUTTON_ATCK) {\r
2405                         self.welcomemessage_time = 0;\r
2406                         self.flags &~= FL_JUMPRELEASED;\r
2407                         if(SpectateNext() == 1) {\r
2408                                 self.classname = "spectator";\r
2409                         } else {\r
2410                                 self.classname = "observer";\r
2411                                 self.stat_count = WEP_LAST;\r
2412                                 PutClientInServer();\r
2413                         }\r
2414                 } else if (self.BUTTON_ATCK2) {\r
2415                         self.welcomemessage_time = 0;\r
2416                         self.flags &~= FL_JUMPRELEASED;\r
2417                         self.classname = "observer";\r
2418                         self.stat_count = WEP_LAST;\r
2419                         PutClientInServer();\r
2420                 } else {\r
2421                         if(!SpectateUpdate())\r
2422                                 PutObserverInServer();\r
2423                 }\r
2424         } else {\r
2425                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2426                         self.flags |= FL_JUMPRELEASED;\r
2427                         if(self.flags & FL_SPAWNING)\r
2428                         {\r
2429                                 self.flags &~= FL_SPAWNING;\r
2430                                 LeaveSpectatorMode();\r
2431                                 return;\r
2432                         }\r
2433                 }\r
2434         }\r
2435 \r
2436         PrintWelcomeMessage(self);\r
2437         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2438 }\r
2439 \r
2440 .float touchexplode_time;\r
2441 \r
2442 /*\r
2443 =============\r
2444 PlayerPreThink\r
2445 \r
2446 Called every frame for each client before the physics are run\r
2447 =============\r
2448 */\r
2449 void() ctf_setstatus;\r
2450 .float items_added;\r
2451 .vector avg_vel;\r
2452 .float power_sounded;\r
2453 void PlayerPreThink (void)\r
2454 {\r
2455         self.stat_game_starttime = game_starttime;\r
2456         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2457         self.stat_leadlimit = cvar("leadlimit");\r
2458 \r
2459         if(frametime)\r
2460         {\r
2461                 // physics frames: update anticheat stuff\r
2462                 anticheat_prethink();\r
2463         }\r
2464 \r
2465         if(blockSpectators && frametime)\r
2466                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2467                 checkSpectatorBlock();\r
2468 \r
2469         zoomstate_set = 0;\r
2470 \r
2471         if(self.netname_previous != self.netname)\r
2472         {\r
2473                 if(cvar("sv_eventlog"))\r
2474                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2475                 if(self.netname_previous)\r
2476                         strunzone(self.netname_previous);\r
2477                 self.netname_previous = strzone(self.netname);\r
2478         }\r
2479 \r
2480         // core code for the vore system\r
2481         Vore();\r
2482 \r
2483         // play power fail sound\r
2484         if(self.armorvalue < cvar("g_power"))\r
2485         {\r
2486                 if(!self.power_sounded)\r
2487                 {\r
2488                         sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM);\r
2489                         self.power_sounded = TRUE;\r
2490                 }\r
2491         }\r
2492         else\r
2493                 self.power_sounded = FALSE;\r
2494 \r
2495         // version nagging\r
2496         if(self.version_nagtime)\r
2497                 if(self.cvar_g_voretournamentversion)\r
2498                         if(time > self.version_nagtime)\r
2499                         {\r
2500                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2501                                 {\r
2502                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2503                                         {\r
2504                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2505                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2506                                         }\r
2507                                         else\r
2508                                         {\r
2509                                                 float r;\r
2510                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2511                                                 if(r < 0)\r
2512                                                 {\r
2513                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n");\r
2514                                                         sprint(self, strcat("\{1}^1NOTE: ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n"));\r
2515                                                 }\r
2516                                                 else if(r > 0)\r
2517                                                 {\r
2518                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2519                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2520                                                 }\r
2521                                         }\r
2522                                 }\r
2523                                 self.version_nagtime = 0;\r
2524                         }\r
2525 \r
2526         // GOD MODE info\r
2527         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2528         {\r
2529                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2530                 self.max_armorvalue = 0;\r
2531         }\r
2532 \r
2533 #ifdef TETRIS\r
2534         if (TetrisPreFrame())\r
2535                 return;\r
2536 #endif\r
2537 \r
2538         if(self.classname == "player") {\r
2539 //              if(self.netname == "Wazat")\r
2540 //                      bprint(self.classname, "\n");\r
2541 \r
2542                 CheckRules_Player();\r
2543 \r
2544                 PrintWelcomeMessage(self);\r
2545 \r
2546                 if (intermission_running)\r
2547                 {\r
2548                         IntermissionThink ();   // otherwise a button could be missed between\r
2549                         return;                                 // the think tics\r
2550                 }\r
2551 \r
2552                 if(self.teleport_time)\r
2553                 if(time > self.teleport_time)\r
2554                 {\r
2555                         self.teleport_time = 0;\r
2556                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2557                 }\r
2558 \r
2559                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2560                         UpdateSelectedPlayer();\r
2561 \r
2562                 //don't allow the player to turn around while game is paused!\r
2563                 if(timeoutStatus == 2) {\r
2564                         self.v_angle = self.lastV_angle;\r
2565                         self.angles = self.lastV_angle;\r
2566                         self.fixangle = TRUE;\r
2567                 }\r
2568 \r
2569                 if(self.deadflag == DEAD_NO && !self.stat_eaten)  // prevents bugs\r
2570                 {\r
2571                         // lean the player with damage and acceleration\r
2572                         // credits go to divVerent for these maths :)\r
2573                         vector L0, L1, LF, LA;\r
2574 \r
2575                         LA = AnglesTransform_FromAngles(self.angles);\r
2576 \r
2577                         // acceleration leaning\r
2578                         if(cvar("g_leanplayer_acceleration"))\r
2579                         {\r
2580                                 // average velocity to obtain a smooth acceleration\r
2581                                 float f;\r
2582                                 f = frametime * cvar("g_leanplayer_acceleration_fade");\r
2583                                 self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
2584                         }\r
2585 \r
2586                         vector accel;\r
2587                         accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
2588 \r
2589                         // bound angles to the specified limit\r
2590                         accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
2591                         accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
2592                         accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
2593 \r
2594                         L0_x = vlen(accel);\r
2595                         L0_y = L1_y = vectoyaw(accel);\r
2596 \r
2597                         L0 = AnglesTransform_FromAngles(L0);\r
2598                         L1 = AnglesTransform_FromAngles(L1);\r
2599                         LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
2600                         LA = AnglesTransform_Multiply(LA, LF);\r
2601                         // end of acceleration leaning\r
2602 \r
2603                         // damage leaning\r
2604                         L0 = vectoangles(self.leanangle_damage_loc);\r
2605                         L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
2606 \r
2607                         L0 = AnglesTransform_FromAngles(L0);\r
2608                         L1 = AnglesTransform_FromAngles(L1);\r
2609                         LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
2610 \r
2611                         LA = AnglesTransform_Multiply(LA, LF);\r
2612 \r
2613                         // fade the player back to normal rotation each frame\r
2614                         self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
2615                         // end of damage leaning\r
2616 \r
2617                         self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
2618                 }\r
2619 \r
2620                 SetPlayerSize();\r
2621 \r
2622                 if(frametime)\r
2623                 {\r
2624                         if(self.health <= 0 && cvar("g_deathglow"))\r
2625                         {\r
2626                                 if(self.glowmod_x > 0)\r
2627                                         self.glowmod_x -= cvar("g_deathglow") * frametime;\r
2628                                 else\r
2629                                         self.glowmod_x = -1;\r
2630                                 if(self.glowmod_y > 0)\r
2631                                         self.glowmod_y -= cvar("g_deathglow") * frametime;\r
2632                                 else\r
2633                                         self.glowmod_y = -1;\r
2634                                 if(self.glowmod_z > 0)\r
2635                                         self.glowmod_z -= cvar("g_deathglow") * frametime;\r
2636                                 else\r
2637                                         self.glowmod_z = -1;\r
2638                         }\r
2639                         else\r
2640                         {\r
2641                                 // set weapon and player glowmod\r
2642                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
2643                                 if(self.armorvalue < cvar("g_power"))\r
2644                                         self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
2645                                 self.weaponentity_glowmod = self.glowmod;\r
2646                         }\r
2647 \r
2648                         player_powerups();\r
2649                 }\r
2650 \r
2651                 if (self.deadflag != DEAD_NO)\r
2652                 {\r
2653                         float button_pressed, force_respawn;\r
2654                         if(self.personal && g_race_qualifying)\r
2655                         {\r
2656                                 if(time > self.death_time)\r
2657                                 {\r
2658                                         self.death_time = time + 1; // only retry once a second\r
2659                                         respawn();\r
2660                                         self.impulse = 141;\r
2661                                 }\r
2662                         }\r
2663                         else\r
2664                         {\r
2665                                 if(frametime)\r
2666                                         player_anim();\r
2667                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2668                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2669                                 if (self.deadflag == DEAD_DYING)\r
2670                                 {\r
2671                                         if(force_respawn)\r
2672                                                 self.deadflag = DEAD_RESPAWNING;\r
2673                                         else if(!button_pressed)\r
2674                                                 self.deadflag = DEAD_DEAD;\r
2675                                 }\r
2676                                 else if (self.deadflag == DEAD_DEAD)\r
2677                                 {\r
2678                                         if(button_pressed)\r
2679                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2680                                 }\r
2681                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2682                                 {\r
2683                                         if(!button_pressed)\r
2684                                                 self.deadflag = DEAD_RESPAWNING;\r
2685                                 }\r
2686                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2687                                 {\r
2688                                         if(time > self.death_time)\r
2689                                         {\r
2690                                                 self.death_time = time + 1; // only retry once a second\r
2691                                                 respawn();\r
2692                                         }\r
2693                                 }\r
2694                                 ShowRespawnCountdown();\r
2695                         }\r
2696                         return;\r
2697                 }\r
2698 \r
2699                 if(g_touchexplode)\r
2700                 if(time > self.touchexplode_time)\r
2701                 if(self.classname == "player")\r
2702                 if(self.deadflag == DEAD_NO)\r
2703                 if not(IS_INDEPENDENT_PLAYER(self))\r
2704                 FOR_EACH_PLAYER(other) if(self != other)\r
2705                 {\r
2706                         if(time > other.touchexplode_time)\r
2707                         if(other.classname == "player")\r
2708                         if(other.deadflag == DEAD_NO)\r
2709                         if not(IS_INDEPENDENT_PLAYER(other))\r
2710                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2711                         {\r
2712                                 PlayerTouchExplode(self, other);\r
2713                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2714                         }\r
2715                 }\r
2716 \r
2717                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2718                 {\r
2719                         vector dist;\r
2720 \r
2721                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2722                         dist = self.prevorigin - self.origin;\r
2723                         dist_z = 0;\r
2724                         self.lms_traveled_distance += fabs(vlen(dist));\r
2725 \r
2726                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2727                         {\r
2728                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2729                                 self.lms_traveled_distance = 0;\r
2730                         }\r
2731 \r
2732                         if(time > self.lms_nextcheck)\r
2733                         {\r
2734                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2735                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2736                                 {\r
2737                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2738                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2739                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(\r
2740                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');\r
2741                                 }\r
2742                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2743                                 self.lms_traveled_distance = 0;\r
2744                         }\r
2745                 }\r
2746 \r
2747                 self.prevorigin = self.origin;\r
2748 \r
2749                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2750                 {\r
2751                         if (!self.crouch)\r
2752                         {\r
2753                                 self.crouch = TRUE;\r
2754                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2755                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2756                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2757                         }\r
2758                 }\r
2759                 else\r
2760                 {\r
2761                         if (self.crouch)\r
2762                         {\r
2763                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2764                                 if (!trace_startsolid)\r
2765                                 {\r
2766                                         self.crouch = FALSE;\r
2767                                         self.view_ofs = PL_VIEW_OFS;\r
2768                                         setsize (self, PL_MIN, PL_MAX);\r
2769                                 }\r
2770                         }\r
2771                 }\r
2772 \r
2773                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2774                 {\r
2775                         if(self.bloodloss_timer < time)\r
2776                         {\r
2777                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2778                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2779                         }\r
2780                 }\r
2781 \r
2782                 FixPlayermodel();\r
2783 \r
2784                 GrabberFrame();\r
2785 \r
2786                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2787                 //if(frametime)\r
2788                 {\r
2789                         self.items &~= self.items_added;\r
2790 \r
2791                         W_WeaponFrame();\r
2792 \r
2793                         self.items_added = 0;\r
2794                         if(self.items & IT_JETPACK)\r
2795                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2796                                         self.items_added |= IT_FUEL;\r
2797 \r
2798                         self.items |= self.items_added;\r
2799                 }\r
2800 \r
2801                 player_regen();\r
2802                 if(frametime)\r
2803                         player_anim();\r
2804 \r
2805                 ctf_setstatus();\r
2806 \r
2807                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2808 \r
2809                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2810         } else if(gameover) {\r
2811                 if (intermission_running)\r
2812                         IntermissionThink ();   // otherwise a button could be missed between\r
2813                 return;\r
2814         } else if(self.classname == "observer") {\r
2815                 ObserverThink();\r
2816         } else if(self.classname == "spectator") {\r
2817                 SpectatorThink();\r
2818         }\r
2819 \r
2820         if(!zoomstate_set)\r
2821                 SetZoomState(self.BUTTON_ZOOM);\r
2822 \r
2823         float oldspectatee_status;\r
2824         oldspectatee_status = self.spectatee_status;\r
2825         if(self.classname == "spectator")\r
2826                 self.spectatee_status = num_for_edict(self.enemy);\r
2827         else if(self.classname == "observer")\r
2828                 self.spectatee_status = num_for_edict(self);\r
2829         else\r
2830                 self.spectatee_status = 0;\r
2831         if(self.spectatee_status != oldspectatee_status)\r
2832         {\r
2833                 ClientData_Touch(self);\r
2834                 if(g_race || g_cts)\r
2835                         race_InitSpectator();\r
2836         }\r
2837 \r
2838         if(self.teamkill_soundtime)\r
2839         if(time > self.teamkill_soundtime)\r
2840         {\r
2841                 self.teamkill_soundtime = 0;\r
2842 \r
2843                 entity oldpusher, oldself;\r
2844 \r
2845                 oldself = self; self = self.teamkill_soundsource;\r
2846                 oldpusher = self.pusher; self.pusher = oldself;\r
2847 \r
2848                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2849 \r
2850                 self.pusher = oldpusher;\r
2851                 self = oldself;\r
2852         }\r
2853 \r
2854         if(self.taunt_soundtime)\r
2855         if(time > self.taunt_soundtime)\r
2856         {\r
2857                 switch(self.taunt_soundtype)\r
2858                 {\r
2859                         case TAUNTTYPE_DEATH:\r
2860                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2861                                 break;\r
2862                         case TAUNTTYPE_VOREPRED:\r
2863                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2864                                 break;\r
2865                         case TAUNTTYPE_VOREPREY:\r
2866                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2867                                 break;\r
2868                         default:\r
2869                                 dprint("Incorrect autotaunt type\n");\r
2870                                 break;\r
2871                 }\r
2872 \r
2873                 self.taunt_soundtime = 0;\r
2874                 self.taunt_soundtype = 0;\r
2875         }\r
2876 \r
2877         target_voicescript_next(self);\r
2878 \r
2879         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2880         if(!self.weapon)\r
2881                 self.clip_load = self.clip_size = 0;\r
2882 }\r
2883 \r
2884 float isInvisibleString(string s)\r
2885 {\r
2886         float i, n, c;\r
2887         s = strdecolorize(s);\r
2888         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2889         {\r
2890                 c = str2chr(s, i);\r
2891                 switch(c)\r
2892                 {\r
2893                         case 0:\r
2894                         case 32: // space\r
2895                                 break;\r
2896                         case 192: // charmap space\r
2897                                 if (!cvar("utf8_enable"))\r
2898                                         break;\r
2899                                 return FALSE;\r
2900                         case 160: // space in unicode fonts\r
2901                         case 0xE000 + 192: // utf8 charmap space\r
2902                                 if (cvar("utf8_enable"))\r
2903                                         break;\r
2904                         default:\r
2905                                 return FALSE;\r
2906                 }\r
2907         }\r
2908         return TRUE;\r
2909 }\r
2910 \r
2911 /*\r
2912 =============\r
2913 PlayerPostThink\r
2914 \r
2915 Called every frame for each client after the physics are run\r
2916 =============\r
2917 */\r
2918 .float idlekick_lasttimeleft;\r
2919 void PlayerPostThink (void)\r
2920 {\r
2921         // Savage: Check for nameless players\r
2922         if (isInvisibleString(self.netname)) {\r
2923                 self.netname = "Player";\r
2924                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2925         }\r
2926 \r
2927         // send the clients accuracy stats to the client\r
2928         if(self.stat_count > 0)\r
2929         if(frametime)\r
2930         {\r
2931                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2932                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2933                 self.stat_count -= 1;\r
2934         }\r
2935 \r
2936 #ifdef UID\r
2937         if(self.uid_kicktime)\r
2938         if(time > self.uid_kicktime)\r
2939         {\r
2940                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2941                 dropclient(self);\r
2942                 return;\r
2943         }\r
2944 #endif\r
2945 \r
2946         if(sv_maxidle && frametime)\r
2947         {\r
2948                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2949                 float timeleft;\r
2950                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2951                 if(timeleft <= 0)\r
2952                 {\r
2953                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2954                         AnnounceTo(self, "terminated");\r
2955                         dropclient(self);\r
2956                         return;\r
2957                 }\r
2958                 else if(timeleft <= 10)\r
2959                 {\r
2960                         if(timeleft != self.idlekick_lasttimeleft)\r
2961                         {\r
2962                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2963                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2964                         }\r
2965                 }\r
2966                 else\r
2967                 {\r
2968                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2969                 }\r
2970                 self.idlekick_lasttimeleft = timeleft;\r
2971         }\r
2972 \r
2973 #ifdef TETRIS\r
2974         if(self.impulse == 100)\r
2975                 ImpulseCommands();\r
2976         if (TetrisPostFrame())\r
2977                 return;\r
2978 #endif\r
2979 \r
2980         CheatFrame();\r
2981 \r
2982         if(self.classname == "player") {\r
2983                 CheckRules_Player();\r
2984                 UpdateChatBubble();\r
2985                 if (self.impulse)\r
2986                         ImpulseCommands();\r
2987                 if (intermission_running)\r
2988                         return;         // intermission or finale\r
2989 \r
2990                 GetPressedKeys();\r
2991         } else if (self.classname == "observer") {\r
2992                 //do nothing\r
2993         } else if (self.classname == "spectator") {\r
2994                 //do nothing\r
2995         }\r
2996 \r
2997         /*\r
2998         float i;\r
2999         for(i = 0; i < 1000; ++i)\r
3000         {\r
3001                 vector end;\r
3002                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
3003                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
3004                 if(trace_fraction < 1)\r
3005                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
3006                 {\r
3007                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
3008                         break;\r
3009                 }\r
3010         }\r
3011         */\r
3012 \r
3013         Arena_Warmup();\r
3014 \r
3015         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
3016 \r
3017         if(self.waypointsprite_attachedforcarrier)\r
3018                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
3019         \r
3020         playerdemo_write();\r
3021 \r
3022         /*\r
3023         if(g_race)\r
3024                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
3025         */\r
3026 }\r