1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 void Announce(string snd) {
10 WriteByte(MSG_ALL, SVC_TEMPENTITY);
11 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_ALL, snd);
15 void AnnounceTo(entity e, string snd) {
16 if (clienttype(e) == CLIENTTYPE_REAL)
19 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21 WriteString(MSG_ONE, snd);
25 float ClientData_Send(entity to, float sf)
36 if(to.classname == "spectator")
42 sf |= 1; // forced scoreboard
43 if(to.spectatee_status)
44 sf |= 2; // spectator ent number follows
47 if(e.porto_v_angle_held)
48 sf |= 8; // angles held
50 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51 WriteByte(MSG_ENTITY, sf);
54 WriteByte(MSG_ENTITY, to.spectatee_status);
58 WriteAngle(MSG_ENTITY, e.v_angle_x);
59 WriteAngle(MSG_ENTITY, e.v_angle_y);
65 void ClientData_Attach()
67 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68 self.clientdata.drawonlytoclient = self;
69 self.clientdata.owner = self;
72 void ClientData_Detach()
74 remove(self.clientdata);
75 self.clientdata = world;
78 void ClientData_Touch(entity e)
80 e.clientdata.SendFlags = 1;
82 // make it spectatable
84 FOR_EACH_REALCLIENT(e2)
87 if(e2.classname == "spectator")
89 e2.clientdata.SendFlags = 1;
94 .vector spawnpoint_score;
95 .string netname_previous;
97 void spawnfunc_info_player_survivor (void)
99 spawnfunc_info_player_deathmatch();
102 void spawnfunc_info_player_start (void)
104 spawnfunc_info_player_deathmatch();
107 void spawnfunc_info_player_deathmatch (void)
109 self.classname = "info_player_deathmatch";
110 relocate_spawnpoint();
113 void spawnpoint_use()
116 if(have_team_spawns > 0)
118 self.team = activator.team;
119 some_spawn_has_been_used = 1;
124 // _x: prio (-1 if unusable)
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
128 float shortest, thisdist;
134 // filter out spots for the wrong team
136 if(spot.team != teamcheck)
140 if(spot.target == "")
143 if(clienttype(self) == CLIENTTYPE_REAL)
145 if(spot.restriction == 1)
150 if(spot.restriction == 2)
154 // filter out spots for assault
155 if(spot.target != "") {
158 ent = find(world, targetname, spot.target);
161 if(ent.classname == "target_objective")
164 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
168 else if(ent.classname == "trigger_race_checkpoint")
171 if(!anypoint) // spectators may spawn everywhere
174 if(g_race_qualifying)
177 if(ent.race_checkpoint != 0)
179 if(spot.race_place != race_lowest_place_spawn)
184 if(ent.race_checkpoint != self.race_respawn_checkpoint)
186 // try reusing the previous spawn
187 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
189 if(ent.race_checkpoint == 0)
192 pl = self.race_place;
193 if(pl > race_highest_place_spawn)
195 if(pl == 0 && !self.race_started)
196 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197 if(spot.race_place != pl)
204 ent = find(ent, targetname, spot.target);
212 shortest = vlen(world.maxs - world.mins);
213 for(player = playerlist; player; player = player.chain)
216 thisdist = vlen(player.origin - spot.origin);
217 if (thisdist < shortest)
220 return prio * '1 0 0' + shortest * '0 1 0';
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
227 local entity spot, spotlist, spotlistend;
228 spawn_allgood = TRUE;
234 for(spot = firstspot; spot; spot = spot.chain)
236 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
238 if(autocvar_spawn_debugview)
240 setmodel(spot, "models/runematch/rune.mdl");
241 if(spot.spawnpoint_score_y < mindist)
243 spot.colormod = '1 0 0';
248 spot.colormod = '0 1 0';
249 spot.scale = spot.spawnpoint_score_y / mindist;
253 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
255 if(spot.spawnpoint_score_y < mindist)
257 // too short distance
258 spawn_allgood = FALSE;
263 spawn_allbad = FALSE;
266 spotlistend.chain = spot;
273 if(spot.team != teamcheck)
274 error("invalid spawn added");
276 print("added ", etos(spot), "\n");
282 spotlistend.chain = world;
287 for(e = spotlist; e; e = e.chain)
289 print("seen ", etos(e), "\n");
290 if(e.team != teamcheck)
291 error("invalid spawn found");
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
300 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
304 RandomSelection_Init();
305 for(spot = firstspot; spot; spot = spot.chain)
306 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);
308 return RandomSelection_chosen_ent;
315 Finds a point to respawn
318 entity SelectSpawnPoint (float anypoint)
320 local float teamcheck;
321 local entity firstspot_new;
322 local entity spot, firstspot, playerlist;
324 spot = find (world, classname, "testplayerstart");
330 if(!anypoint && have_team_spawns > 0)
331 teamcheck = self.team;
333 // get the list of players
334 playerlist = findchain(classname, "player");
335 // get the entire list of spots
336 firstspot = findchain(classname, "info_player_deathmatch");
337 // filter out the bad ones
338 // (note this returns the original list if none survived)
341 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
345 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
347 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
348 firstspot = firstspot_new;
350 // there is 50/50 chance of choosing a random spot or the furthest spot
351 // (this means that roughly every other spawn will be furthest, so you
352 // usually won't get fragged at spawn twice in a row)
353 if (arena_roundbased && !g_ca)
355 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
357 firstspot = firstspot_new;
358 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
360 else if (random() > autocvar_g_spawn_furthest)
361 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
363 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
366 if(autocvar_spawn_debugview)
368 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
372 for(e = firstspot; e; e = e.chain)
373 if(e.team != teamcheck)
374 error("invalid spawn found");
379 if(autocvar_spawn_debug)
383 if(some_spawn_has_been_used)
384 return world; // team can't spawn any more, because of actions of other team
386 error("Cannot find a spawn point - please fix the map!");
397 Checks if the argument string can be a valid playermodel.
398 Returns a valid one in doubt.
401 string FallbackPlayerModel;
402 string CheckPlayerModel(string plyermodel) {
403 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
405 // note: we cannot summon Don Strunzone here, some player may
406 // still have the model string set. In case anyone manages how
407 // to change a cvar default, we'll have a small leak here.
408 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
410 if(strlen(plyermodel) < 4)
411 return FallbackPlayerModel;
412 if( substring(plyermodel,0,14) != "models/player/")
413 return FallbackPlayerModel;
414 else if(autocvar_sv_servermodelsonly)
416 if(substring(plyermodel,-4,4) != ".zym")
417 if(substring(plyermodel,-4,4) != ".dpm")
418 if(substring(plyermodel,-4,4) != ".iqm")
419 if(substring(plyermodel,-4,4) != ".md3")
420 if(substring(plyermodel,-4,4) != ".psk")
421 return FallbackPlayerModel;
422 // forbid the LOD models
423 if(substring(plyermodel, -9,5) == "_lod1")
424 return FallbackPlayerModel;
425 if(substring(plyermodel, -9,5) == "_lod2")
426 return FallbackPlayerModel;
427 if(plyermodel != strtolower(plyermodel))
428 return FallbackPlayerModel;
429 if(!fexists(plyermodel))
430 return FallbackPlayerModel;
437 Client_customizeentityforclient
442 void Client_uncustomizeentityforclient()
444 if(self.modelindex == 0) // no need to uncustomize then
446 self.modelindex = self.modelindex_lod0;
447 self.skin = self.skinindex;
450 float Client_customizeentityforclient()
454 if(self.modelindex == 0)
461 t0 = gettime(GETTIME_HIRES); // reference
466 #ifdef ALLOW_FORCEMODELS
467 if(other.cvar_cl_forceplayermodelsfromxonotic)
468 if not(self.modelindex_lod0_from_xonotic)
470 if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
474 self.skin = modelsource.skinindex;
477 if(modelsource == self)
478 self.skin = modelsource.skinindex;
480 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
484 // other: the player viewing me
488 if(other.cvar_cl_playerdetailreduction <= 0)
490 if(other.cvar_cl_playerdetailreduction <= -2)
491 self.modelindex = modelsource.modelindex_lod2;
492 else if(other.cvar_cl_playerdetailreduction <= -1)
493 self.modelindex = modelsource.modelindex_lod1;
495 self.modelindex = modelsource.modelindex_lod0;
499 distance = vlen(self.origin - other.origin);
500 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
501 if(f > sv_loddistance2)
502 self.modelindex = modelsource.modelindex_lod2;
503 else if(f > sv_loddistance1)
504 self.modelindex = modelsource.modelindex_lod1;
506 self.modelindex = modelsource.modelindex_lod0;
511 t1 = gettime(GETTIME_HIRES); // reference
512 client_cefc_accumulator += (t1 - t0);
518 void setmodel_lod(entity e, string modelname)
524 // FIXME: this only supports 3-letter extensions
525 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
528 setmodel(e, s); // players have high precision
529 self.modelindex_lod1 = self.modelindex;
532 self.modelindex_lod1 = -1;
534 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
537 setmodel(e, s); // players have high precision
538 self.modelindex_lod2 = self.modelindex;
541 self.modelindex_lod2 = -1;
543 precache_model(modelname);
544 setmodel(e, modelname); // players have high precision
545 self.modelindex_lod0 = self.modelindex;
547 if(self.modelindex_lod1 < 0)
548 self.modelindex_lod1 = self.modelindex;
550 if(self.modelindex_lod2 < 0)
551 self.modelindex_lod2 = self.modelindex;
555 precache_model(modelname);
556 setmodel(e, modelname); // players have high precision
557 self.modelindex_lod0 = self.modelindex;
558 // save it for possible player model forcing
561 s = whichpack(self.model);
562 self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
564 player_setupanimsformodel();
565 UpdatePlayerSounds();
572 putting a client as observer in the server
575 void FixPlayermodel();
576 void PutObserverInServer (void)
580 race_PreSpawnObserver();
582 spot = SelectSpawnPoint (TRUE);
584 error("No spawnpoints for observers?!?\n");
585 RemoveGrapplingHook(self); // Wazat's Grappling Hook
587 if(clienttype(self) == CLIENTTYPE_REAL)
590 WriteByte(MSG_ONE, SVC_SETVIEW);
591 WriteEntity(MSG_ONE, self);
595 MUTATOR_CALLHOOK(MakePlayerObserver);
597 Portal_ClearAll(self);
601 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
606 DropFlag(self.flagcarried, world, world);
608 if(self.ballcarried && g_nexball)
609 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
611 WaypointSprite_PlayerDead();
613 if not(g_ca) // don't reset teams when moving a ca player to the spectators
614 self.team = -1; // move this as it is needed to log the player spectating in eventlog
616 if(self.killcount != -666) {
618 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
619 bprint ("^4", self.netname, "^4 has no more lives left\n");
621 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
623 bprint ("^4", self.netname, "^4 is spectating now\n");
625 if(self.just_joined == FALSE) {
626 LogTeamchange(self.playerid, -1, 4);
628 self.just_joined = FALSE;
631 PlayerScore_Clear(self); // clear scores when needed
633 accuracy_resend(self);
635 self.spectatortime = time;
637 self.classname = "observer";
638 self.iscreature = FALSE;
640 self.takedamage = DAMAGE_NO;
641 self.solid = SOLID_NOT;
642 self.movetype = MOVETYPE_NOCLIP;
643 self.flags = FL_CLIENT | FL_NOTARGET;
644 self.armorvalue = 666;
646 self.armorvalue = autocvar_g_balance_armor_start;
647 self.pauserotarmor_finished = 0;
648 self.pauserothealth_finished = 0;
649 self.pauseregen_finished = 0;
650 self.damageforcescale = 0;
657 self.pain_finished = 0;
658 self.strength_finished = 0;
659 self.invincible_finished = 0;
661 self.think = SUB_Null;
665 self.deadflag = DEAD_NO;
666 self.angles = spot.angles;
668 self.fixangle = TRUE;
671 self.view_ofs = PL_VIEW_OFS;
672 setorigin (self, spot.origin);
673 setsize (self, '0 0 0', '0 0 0');
674 self.prevorigin = self.origin;
682 self.weaponmodel = "";
683 self.weaponentity = world;
684 self.exteriorweaponentity = world;
685 self.killcount = -666;
686 self.velocity = '0 0 0';
687 self.avelocity = '0 0 0';
688 self.punchangle = '0 0 0';
689 self.punchvector = '0 0 0';
690 self.oldvelocity = self.velocity;
691 self.fire_endtime = -1;
694 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
698 if(self.version_mismatch)
700 Spawnqueue_Unmark(self);
701 Spawnqueue_Remove(self);
705 Spawnqueue_Insert(self);
710 // Only if the player cannot play at all
711 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
712 self.frags = FRAGS_SPECTATOR;
714 self.frags = FRAGS_LMS_LOSER;
717 self.frags = FRAGS_SPECTATOR;
720 void FixPlayermodel()
722 local string defaultmodel;
723 local float defaultskin, chmdl, oldskin;
728 if(autocvar_sv_defaultcharacter == 1) {
734 s = Team_ColorNameLowerCase(self.team);
737 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
738 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
742 if(defaultmodel == "")
744 defaultmodel = autocvar_sv_defaultplayermodel;
745 defaultskin = autocvar_sv_defaultplayerskin;
749 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
752 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
753 self.model = ""; // force the != checks to return true
756 if(defaultmodel != "")
758 if (defaultmodel != self.model)
762 setmodel_lod (self, defaultmodel);
763 setsize (self, m1, m2);
767 oldskin = self.skinindex;
768 self.skinindex = defaultskin;
770 if (self.playermodel != self.model || self.playermodel == "")
772 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
775 setmodel_lod (self, self.playermodel);
776 setsize (self, m1, m2);
780 oldskin = self.skinindex;
781 self.skinindex = stof(self.playerskin);
784 if(chmdl || oldskin != self.skinindex)
785 self.species = player_getspecies(); // model or skin has changed
788 if(strlen(autocvar_sv_defaultplayercolors))
789 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
790 setcolor(self, stof(autocvar_sv_defaultplayercolors));
793 void PlayerTouchExplode(entity p1, entity p2)
796 org = (p1.origin + p2.origin) * 0.5;
797 org_z += (p1.mins_z + p2.mins_z) * 0.5;
804 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
812 Called when a client spawns in the server
815 //void() ctf_playerchanged;
816 void PutClientInServer (void)
818 if(clienttype(self) == CLIENTTYPE_BOT)
820 self.classname = "player";
822 else if(clienttype(self) == CLIENTTYPE_REAL)
825 WriteByte(MSG_ONE, SVC_SETVIEW);
826 WriteEntity(MSG_ONE, self);
829 // player is dead and becomes observer
830 // FIXME fix LMS scoring for new system
833 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
834 self.classname = "observer";
837 if(g_arena || (g_ca && !allowed_to_spawn))
839 self.classname = "observer";
842 self.classname = "observer";
844 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
845 entity spot, oldself;
848 accuracy_resend(self);
851 JoinBestTeam(self, FALSE, TRUE);
855 spot = SelectSpawnPoint (FALSE);
858 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
859 return; // spawn failed
862 RemoveGrapplingHook(self); // Wazat's Grappling Hook
864 self.classname = "player";
865 self.wasplayer = TRUE;
866 self.iscreature = TRUE;
867 self.movetype = MOVETYPE_WALK;
868 self.solid = SOLID_SLIDEBOX;
869 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
870 if(autocvar_g_playerclip_collisions)
871 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
872 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
873 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
874 self.frags = FRAGS_PLAYER;
875 if(independent_players)
876 MAKE_INDEPENDENT_PLAYER(self);
877 self.flags = FL_CLIENT;
878 self.takedamage = DAMAGE_AIM;
880 self.effects = EF_FULLBRIGHT;
883 self.air_finished = time + 12;
885 if(autocvar_g_balance_nex_charge)
887 if(autocvar_g_balance_nex_secondary_chargepool)
888 self.nex_chargepool_ammo = 1;
889 self.nex_charge = autocvar_g_balance_nex_charge_start;
894 self.ammo_shells = warmup_start_ammo_shells;
895 self.ammo_nails = warmup_start_ammo_nails;
896 self.ammo_rockets = warmup_start_ammo_rockets;
897 self.ammo_cells = warmup_start_ammo_cells;
898 self.ammo_fuel = warmup_start_ammo_fuel;
899 self.health = warmup_start_health;
900 self.armorvalue = warmup_start_armorvalue;
901 self.weapons = warmup_start_weapons;
905 self.ammo_shells = start_ammo_shells;
906 self.ammo_nails = start_ammo_nails;
907 self.ammo_rockets = start_ammo_rockets;
908 self.ammo_cells = start_ammo_cells;
909 self.ammo_fuel = start_ammo_fuel;
910 self.health = start_health;
911 self.armorvalue = start_armorvalue;
912 self.weapons = start_weapons;
915 if(g_weaponarena_random)
917 if(g_weaponarena_random_with_laser)
918 self.weapons &~= WEPBIT_LASER;
919 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
920 if(g_weaponarena_random_with_laser)
921 self.weapons |= WEPBIT_LASER;
924 self.items = start_items;
925 self.jump_interval = time;
927 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
928 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
929 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
930 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
931 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
932 //extend the pause of rotting if client was reset at the beginning of the countdown
933 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
934 self.spawnshieldtime += game_starttime - time;
935 self.pauserotarmor_finished += game_starttime - time;
936 self.pauserothealth_finished += game_starttime - time;
937 self.pauseregen_finished += game_starttime - time;
939 self.damageforcescale = 2;
946 self.pain_finished = 0;
947 self.strength_finished = 0;
948 self.invincible_finished = 0;
950 // players have no think function
951 self.think = SUB_Null;
955 self.ballistics_density = autocvar_g_ballistics_density_player;
961 self.deadflag = DEAD_NO;
963 self.angles = spot.angles;
965 self.angles_z = 0; // never spawn tilted even if the spot says to
966 self.fixangle = TRUE; // turn this way immediately
967 self.velocity = '0 0 0';
968 self.avelocity = '0 0 0';
969 self.punchangle = '0 0 0';
970 self.punchvector = '0 0 0';
971 self.oldvelocity = self.velocity;
972 self.fire_endtime = -1;
975 WRITESPECTATABLE_MSG_ONE({
976 WriteByte(MSG_ONE, SVC_TEMPENTITY);
977 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
981 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
987 self.view_ofs = PL_VIEW_OFS;
988 setsize (self, PL_MIN, PL_MAX);
989 self.spawnorigin = spot.origin;
990 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
991 // don't reset back to last position, even if new position is stuck in solid
992 self.oldorigin = self.origin;
993 self.prevorigin = self.origin;
994 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
998 Spawnqueue_Remove(self);
999 Spawnqueue_Mark(self);
1005 self.event_damage = PlayerDamage;
1007 self.bot_attack = TRUE;
1009 self.statdraintime = time + 5;
1010 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1012 if(self.killcount == -666) {
1013 PlayerScore_Clear(self);
1017 self.cnt = WEP_LASER;
1019 CL_SpawnWeaponentity();
1020 self.alpha = default_player_alpha;
1021 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1022 self.exteriorweaponentity.alpha = default_weapon_alpha;
1024 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1025 self.lms_traveled_distance = 0;
1026 self.speedrunning = FALSE;
1028 race_PostSpawn(spot);
1030 if(autocvar_spawn_debug)
1032 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
1033 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
1036 //stuffcmd(self, "chase_active 0");
1037 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1039 if (autocvar_g_spawnsound)
1040 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1043 if(self.team == assault_attacker_team)
1044 centerprint(self, "You are attacking!");
1046 centerprint(self, "You are defending!");
1049 target_voicescript_clear(self);
1051 // reset fields the weapons may use
1052 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1053 weapon_action(j, WR_RESETPLAYER);
1057 activator = oldself;
1062 MUTATOR_CALLHOOK(PlayerSpawn);
1064 self.switchweapon = w_getbestweapon(self);
1065 self.cnt = self.switchweapon;
1068 self.wish_reload = 0;
1071 self.alivetime = time;
1072 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1073 PutObserverInServer ();
1077 // ctf_playerchanged();
1080 .float ebouncefactor, ebouncestop; // electro's values
1081 // TODO do we need all these fields, or should we stop autodetecting runtime
1082 // changes and just have a console command to update this?
1083 float ClientInit_SendEntity(entity to, float sf)
1085 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1086 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1087 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1088 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1089 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1090 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1091 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1092 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1093 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1094 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1095 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1096 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1097 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1098 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1099 if(sv_foginterval && world.fog != "")
1100 WriteString(MSG_ENTITY, world.fog);
1102 WriteString(MSG_ENTITY, "");
1103 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1104 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1105 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1106 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1107 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1108 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1109 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1110 WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
1111 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1112 WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_magazinecapacity); // rifle max bullets
1113 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
1117 void ClientInit_CheckUpdate()
1119 self.nextthink = time;
1120 if(self.count != autocvar_g_balance_armor_blockpercent)
1122 self.count = autocvar_g_balance_armor_blockpercent;
1123 self.SendFlags |= 1;
1125 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1127 self.cnt = autocvar_g_balance_weaponswitchdelay;
1128 self.SendFlags |= 1;
1130 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1132 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1133 self.SendFlags |= 1;
1135 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1137 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1138 self.SendFlags |= 1;
1140 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1142 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1143 self.SendFlags |= 1;
1145 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1147 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1148 self.SendFlags |= 1;
1152 void ClientInit_Spawn()
1157 e.classname = "clientinit";
1158 e.think = ClientInit_CheckUpdate;
1159 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1163 ClientInit_CheckUpdate();
1172 void SetNewParms (void)
1174 // initialize parms for a new player
1175 parm1 = -(86400 * 366);
1183 void SetChangeParms (void)
1185 // save parms for level change
1186 parm1 = self.parm_idlesince - time;
1194 void DecodeLevelParms (void)
1197 self.parm_idlesince = parm1;
1198 if(self.parm_idlesince == -(86400 * 366))
1199 self.parm_idlesince = time;
1201 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1202 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1209 Called when a client types 'kill' in the console
1213 .float clientkill_nexttime;
1214 void ClientKill_Now_TeamChange()
1216 if(self.killindicator_teamchange == -1)
1219 JoinBestTeam( self, FALSE, FALSE );
1221 else if(self.killindicator_teamchange == -2)
1226 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1227 PutObserverInServer();
1230 SV_ChangeTeam(self.killindicator_teamchange - 1);
1233 void ClientKill_Now()
1235 remove(self.killindicator);
1236 self.killindicator = world;
1238 if(self.killindicator_teamchange)
1239 ClientKill_Now_TeamChange();
1242 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1244 // now I am sure the player IS dead
1246 void KillIndicator_Think()
1248 if (!self.owner.modelindex)
1250 self.owner.killindicator = world;
1258 ClientKill_Now(); // no oldself needed
1261 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1263 self.nextthink = time + 1;
1269 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1270 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1273 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1274 if(self.owner.killindicator_teamchange)
1276 if(self.owner.killindicator_teamchange == -1)
1277 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1278 else if(self.owner.killindicator_teamchange == -2)
1279 centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1281 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1284 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1286 self.nextthink = time + 1;
1291 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1295 killtime = autocvar_g_balance_kill_delay;
1297 if(g_race_qualifying || g_cts)
1300 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1302 remove(self.killindicator);
1303 self.killindicator = world;
1305 ClientKill_Now(); // allow instant kill in this case
1309 self.killindicator_teamchange = targetteam;
1311 if(!self.killindicator)
1313 if(self.modelindex && self.deadflag == DEAD_NO)
1315 killtime = max(killtime, self.clientkill_nexttime - time);
1316 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1319 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1325 self.killindicator = spawn();
1326 self.killindicator.owner = self;
1327 self.killindicator.scale = 0.5;
1328 setattachment(self.killindicator, self, "");
1329 setorigin(self.killindicator, '0 0 52');
1330 self.killindicator.think = KillIndicator_Think;
1331 self.killindicator.nextthink = time + (self.lip) * 0.05;
1332 self.killindicator.cnt = ceil(killtime);
1333 self.killindicator.count = bound(0, ceil(killtime), 10);
1334 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1336 for(e = world; (e = find(e, classname, "body")) != world; )
1340 e.killindicator = spawn();
1341 e.killindicator.owner = e;
1342 e.killindicator.scale = 0.5;
1343 setattachment(e.killindicator, e, "");
1344 setorigin(e.killindicator, '0 0 52');
1345 e.killindicator.think = KillIndicator_Think;
1346 e.killindicator.nextthink = time + (e.lip) * 0.05;
1347 e.killindicator.cnt = ceil(killtime);
1352 if(self.killindicator)
1354 if(targetteam == 0) // just die
1355 self.killindicator.colormod = '0 0 0';
1356 else if(targetteam == -1) // auto
1357 self.killindicator.colormod = '0 1 0';
1358 else if(targetteam == -2) // spectate
1359 self.killindicator.colormod = '0.5 0.5 0.5';
1361 self.killindicator.colormod = TeamColor(targetteam);
1365 void ClientKill (void)
1367 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1371 else if(self.freezetag_frozen)
1376 ClientKill_TeamChange(0);
1379 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
1381 e.killindicator = spawn();
1382 e.killindicator.owner = e;
1383 e.killindicator.think = KillIndicator_Think;
1384 e.killindicator.nextthink = time + (e.lip) * 0.05;
1385 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1386 e.killindicator.health = 1; // this is used to indicate that it should be silent
1390 void DoTeamChange(float destteam)
1396 SetPlayerColors(self, destteam);
1399 if(self.classname == "player")
1402 CheckAllowedTeams(self);
1403 t = FindSmallestTeam(self, TRUE);
1406 case COLOR_TEAM1: c0 = c1; break;
1407 case COLOR_TEAM2: c0 = c2; break;
1408 case COLOR_TEAM3: c0 = c3; break;
1409 case COLOR_TEAM4: c0 = c4; break;
1416 destteam = COLOR_TEAM1;
1420 destteam = COLOR_TEAM2;
1424 destteam = COLOR_TEAM3;
1428 destteam = COLOR_TEAM4;
1434 if(destteam == self.team && destteam >= 0 && !self.killindicator)
1436 ClientKill_TeamChange(destteam);
1439 void FixClientCvars(entity e)
1441 // send prediction settings to the client
1442 stuffcmd(e, "\nin_bindmap 0 0\n");
1444 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1445 if(autocvar_g_antilag == 3) // client side hitscan
1446 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1448 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1450 * we no longer need to stuff this. Remove this comment block if you feel
1451 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1452 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1453 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1454 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1455 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1456 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1457 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1458 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1459 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1460 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1461 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1462 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1463 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1464 stuffcmd(e, "cl_movement_edgefriction 1\n");
1468 float PlayerInIDList(entity p, string idlist)
1473 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1474 if not(p.crypto_idfp)
1477 // this function allows abbreviated player IDs too!
1478 n = tokenize_console(idlist);
1479 for(i = 0; i < n; ++i)
1482 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1493 Called when a client connects to the server
1496 //void ctf_clientconnect();
1497 string ColoredTeamName(float t);
1498 void DecodeLevelParms (void);
1499 //void dom_player_join_team(entity pl);
1500 void ClientConnect (void)
1504 if(self.flags & FL_CLIENT)
1506 print("Warning: ClientConnect, but already connected!\n");
1510 if(Ban_MaybeEnforceBan(self))
1516 sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1519 self.classname = "player_joining";
1521 self.flags = FL_CLIENT;
1522 self.version_nagtime = time + 10 + random() * 10;
1526 dprint("BUG player count is lower than zero, this cannot happen!\n");
1530 PlayerScore_Attach(self);
1531 ClientData_Attach();
1532 accuracy_init(self);
1534 bot_clientconnect();
1540 race_PreSpawnObserver();
1543 // dom_player_join_team(self);
1545 // identify the right forced team
1546 if(autocvar_g_campaign)
1548 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1550 switch(autocvar_g_campaign_forceteam)
1552 case 1: self.team_forced = COLOR_TEAM1; break;
1553 case 2: self.team_forced = COLOR_TEAM2; break;
1554 case 3: self.team_forced = COLOR_TEAM3; break;
1555 case 4: self.team_forced = COLOR_TEAM4; break;
1556 default: self.team_forced = 0;
1560 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1561 self.team_forced = COLOR_TEAM1;
1562 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1563 self.team_forced = COLOR_TEAM2;
1564 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1565 self.team_forced = COLOR_TEAM3;
1566 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1567 self.team_forced = COLOR_TEAM4;
1568 else if(autocvar_g_forced_team_otherwise == "red")
1569 self.team_forced = COLOR_TEAM1;
1570 else if(autocvar_g_forced_team_otherwise == "blue")
1571 self.team_forced = COLOR_TEAM2;
1572 else if(autocvar_g_forced_team_otherwise == "yellow")
1573 self.team_forced = COLOR_TEAM3;
1574 else if(autocvar_g_forced_team_otherwise == "pink")
1575 self.team_forced = COLOR_TEAM4;
1576 else if(autocvar_g_forced_team_otherwise == "spectate")
1577 self.team_forced = -1;
1578 else if(autocvar_g_forced_team_otherwise == "spectator")
1579 self.team_forced = -1;
1581 self.team_forced = 0;
1584 if(self.team_forced > 0)
1585 self.team_forced = 0;
1587 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1589 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1590 self.classname = "observer";
1594 if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1596 self.classname = "player";
1597 campaign_bots_may_start = 1;
1601 self.classname = "observer"; // do it anyway
1606 self.classname = "player";
1607 campaign_bots_may_start = 1;
1611 self.playerid = (playerid_last = playerid_last + 1);
1613 if(autocvar_sv_eventlog)
1614 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1616 LogTeamchange(self.playerid, self.team, 1);
1618 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1620 self.netname_previous = strzone(self.netname);
1622 bprint("^4", self.netname, "^4 connected");
1624 if(self.classname != "observer" && (g_domination || g_ctf))
1625 bprint(" and joined the ", ColoredTeamName(self.team));
1629 self.welcomemessage_time = 0;
1631 stuffcmd(self, strcat(clientstuff, "\n"));
1632 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1633 stuffcmd(self, "cl_particles_reloadeffects\n");
1635 FixClientCvars(self);
1637 // spawnfunc_waypoint sprites
1638 WaypointSprite_InitClient(self);
1640 // Wazat's grappling hook
1641 SetGrappleHookBindings();
1643 // get autoswitch state from player when he toggles it
1644 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1646 // get version info from player
1647 stuffcmd(self, "cmd clientversion $gameversion\n");
1649 // get other cvars from player
1652 // notify about available teams
1655 CheckAllowedTeams(self);
1656 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1657 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1660 stuffcmd(self, "set _teams_available 0\n");
1662 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1666 self.classname = "observer";
1668 Spawnqueue_Insert(self);
1672 ctf_clientconnect();
1675 if(teams_matter || radar_showennemies)
1678 bot_relinkplayerlist();
1680 self.spectatortime = time;
1683 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1686 self.jointime = time;
1687 self.allowedTimeouts = autocvar_sv_timeout_number;
1689 if(clienttype(self) == CLIENTTYPE_REAL)
1691 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1692 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1697 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1699 PlayerScore_Add(self, SP_LMS_RANK, 666);
1700 self.frags = FRAGS_SPECTATOR;
1704 if(!sv_foginterval && world.fog != "")
1705 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1707 SoundEntity_Attach(self);
1709 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1711 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1712 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1715 self.hitplotfh = -1;
1717 if(g_race || g_cts) {
1723 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1726 race_send_recordtime(MSG_ONE);
1727 race_send_speedaward(MSG_ONE);
1729 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1730 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1731 race_send_speedaward_alltimebest(MSG_ONE);
1734 for (i = 1; i <= RANKINGS_CNT; ++i) {
1735 race_SendRankings(i, 0, 0, MSG_ONE);
1738 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1739 send_CSQC_teamnagger();
1743 PlayerStats_AddPlayer(self);
1750 Called when a client disconnects from the server
1753 .entity chatbubbleentity;
1754 .entity teambubbleentity;
1756 void ClientDisconnect (void)
1758 if not(self.flags & FL_CLIENT)
1760 print("Warning: ClientDisconnect without ClientConnect\n");
1764 PlayerStats_AddGlobalInfo(self);
1766 CheatShutdownClient();
1768 if(self.hitplotfh >= 0)
1770 fclose(self.hitplotfh);
1771 self.hitplotfh = -1;
1775 anticheat_shutdown();
1777 playerdemo_shutdown();
1779 bot_clientdisconnect();
1784 if(autocvar_sv_eventlog)
1785 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1786 bprint ("^4",self.netname);
1787 bprint ("^4 disconnected\n");
1789 SoundEntity_Detach(self);
1792 MUTATOR_CALLHOOK(ClientDisconnect);
1794 Portal_ClearAll(self);
1796 if(self.flagcarried)
1797 DropFlag(self.flagcarried, world, world);
1798 if(self.ballcarried && g_nexball)
1799 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1801 // Here, everything has been done that requires this player to be a client.
1803 self.flags &~= FL_CLIENT;
1805 if (self.chatbubbleentity)
1806 remove (self.chatbubbleentity);
1808 if (self.teambubbleentity)
1809 remove (self.teambubbleentity);
1811 if (self.killindicator)
1812 remove (self.killindicator);
1814 WaypointSprite_PlayerGone();
1816 bot_relinkplayerlist();
1820 Spawnqueue_Unmark(self);
1821 Spawnqueue_Remove(self);
1824 accuracy_free(self);
1825 ClientData_Detach();
1826 PlayerScore_Detach(self);
1828 if(self.netname_previous)
1829 strunzone(self.netname_previous);
1830 if(self.clientstatus)
1831 strunzone(self.clientstatus);
1832 if(self.weaponorder_byimpulse)
1833 strunzone(self.weaponorder_byimpulse);
1835 ClearPlayerSounds();
1838 remove(self.personal);
1848 void ChatBubbleThink()
1850 self.nextthink = time;
1851 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1853 if(self.owner) // but why can that ever be world?
1854 self.owner.chatbubbleentity = world;
1858 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1860 || self.owner.tetris_on
1863 self.model = self.mdl;
1868 void UpdateChatBubble()
1870 if (!self.modelindex)
1872 // spawn a chatbubble entity if needed
1873 if (!self.chatbubbleentity)
1875 self.chatbubbleentity = spawn();
1876 self.chatbubbleentity.owner = self;
1877 self.chatbubbleentity.exteriormodeltoclient = self;
1878 self.chatbubbleentity.think = ChatBubbleThink;
1879 self.chatbubbleentity.nextthink = time;
1880 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1881 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1882 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1883 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1884 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1885 self.chatbubbleentity.model = "";
1886 self.chatbubbleentity.effects = EF_LOWPRECISION;
1891 void TeamBubbleThink()
1893 self.nextthink = time;
1894 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1896 if(self.owner) // but why can that ever be world?
1897 self.owner.teambubbleentity = world;
1901 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1902 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1905 self.model = self.mdl;
1909 float TeamBubble_customizeentityforclient()
1911 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1914 void UpdateTeamBubble()
1916 if (!self.modelindex || !teams_matter)
1918 // spawn a teambubble entity if needed
1919 if (!self.teambubbleentity && teams_matter)
1921 self.teambubbleentity = spawn();
1922 self.teambubbleentity.owner = self;
1923 self.teambubbleentity.exteriormodeltoclient = self;
1924 self.teambubbleentity.think = TeamBubbleThink;
1925 self.teambubbleentity.nextthink = time;
1926 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1927 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1928 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1929 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1930 self.teambubbleentity.mdl = self.teambubbleentity.model;
1931 self.teambubbleentity.model = self.teambubbleentity.mdl;
1932 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1933 self.teambubbleentity.effects = EF_LOWPRECISION;
1937 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1938 // added to the model skins
1939 /*void UpdateColorModHack()
1942 c = self.clientcolors & 15;
1943 // LordHavoc: only bothering to support white, green, red, yellow, blue
1944 if (!teams_matter) self.colormod = '0 0 0';
1945 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1946 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1947 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1948 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1949 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1950 else self.colormod = '1 1 1';
1956 if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1958 self.solid = SOLID_NOT;
1959 self.takedamage = DAMAGE_NO;
1960 self.movetype = MOVETYPE_FLY;
1961 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1962 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1963 self.effects |= EF_ADDITIVE;
1964 self.oldcolormap = self.colormap;
1965 self.colormap = 512;
1966 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1967 if(autocvar_g_respawn_ghosts_maxtime)
1968 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1972 self.effects |= EF_NODRAW; // prevent another CopyBody
1973 if(self.oldcolormap)
1975 self.colormap = self.oldcolormap;
1976 self.oldcolormap = 0;
1978 PutClientInServer();
1981 void play_countdown(float finished, string samp)
1983 if(clienttype(self) == CLIENTTYPE_REAL)
1984 if(floor(finished - time - frametime) != floor(finished - time))
1985 if(finished - time < 6)
1986 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1990 * When sv_timeout is used this function returs strings like
1991 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1992 * Called by centerprint functions
1993 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1995 string getTimeoutText(float addOneSecond) {
1996 if (!autocvar_sv_timeout || !timeoutStatus)
1999 local string retStr;
2000 if (timeoutStatus == 1) {
2001 if (addOneSecond == 1) {
2002 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2005 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2009 else if (timeoutStatus == 2) {
2011 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2012 //don't show messages like "Timeout ends in 0 seconds"...
2013 if ((remainingTimeoutTime + 1) > 0)
2019 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2020 //don't show messages like "Timeout ends in 0 seconds"...
2021 if (remainingTimeoutTime > 0)
2030 void player_powerups (void)
2032 // add a way to see what the items were BEFORE all of these checks for the mutator hook
2033 olditems = self.items;
2035 if((self.items & IT_USING_JETPACK) && !self.deadflag)
2037 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2038 self.modelflags |= MF_ROCKET;
2042 SoundEntity_StopSound(self, CHAN_PLAYER);
2043 self.modelflags &~= MF_ROCKET;
2046 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2048 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2051 Fire_ApplyDamage(self);
2052 Fire_ApplyEffect(self);
2056 self.effects |= EF_FULLBRIGHT;
2058 if (self.items & IT_STRENGTH)
2060 play_countdown(self.strength_finished, "misc/poweroff.wav");
2061 if (time > self.strength_finished)
2063 self.alpha = default_player_alpha;
2064 self.exteriorweaponentity.alpha = default_weapon_alpha;
2065 self.items &~= IT_STRENGTH;
2066 sprint(self, "^3Invisibility has worn off\n");
2071 if (time < self.strength_finished)
2073 self.alpha = g_minstagib_invis_alpha;
2074 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2075 self.items |= IT_STRENGTH;
2076 sprint(self, "^3You are invisible\n");
2080 if (self.items & IT_INVINCIBLE)
2082 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2083 if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2085 self.items = self.items - (self.items & IT_INVINCIBLE);
2086 sprint(self, "^3Speed has worn off\n");
2091 if (time < self.invincible_finished)
2093 self.items = self.items | IT_INVINCIBLE;
2094 sprint(self, "^3You are on speed\n");
2098 else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
2100 if (self.items & IT_STRENGTH)
2102 play_countdown(self.strength_finished, "misc/poweroff.wav");
2103 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2104 if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2106 self.items = self.items - (self.items & IT_STRENGTH);
2107 sprint(self, "^3Strength has worn off\n");
2112 if (time < self.strength_finished)
2114 self.items = self.items | IT_STRENGTH;
2115 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2118 if (self.items & IT_INVINCIBLE)
2120 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2121 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2122 if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2124 self.items = self.items - (self.items & IT_INVINCIBLE);
2125 sprint(self, "^3Shield has worn off\n");
2130 if (time < self.invincible_finished)
2132 self.items = self.items | IT_INVINCIBLE;
2133 sprint(self, "^3Shield surrounds you\n");
2137 if(autocvar_g_nodepthtestplayers)
2138 self.effects = self.effects | EF_NODEPTHTEST;
2140 if(autocvar_g_fullbrightplayers)
2141 self.effects = self.effects | EF_FULLBRIGHT;
2143 // midair gamemode: damage only while in the air
2144 // if in midair mode, being on ground grants temporary invulnerability
2145 // (this is so that multishot weapon don't clear the ground flag on the
2146 // first damage in the frame, leaving the player vulnerable to the
2147 // remaining hits in the same frame)
2148 if (self.flags & FL_ONGROUND)
2150 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2152 if (time >= game_starttime)
2153 if (time < self.spawnshieldtime)
2154 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2157 MUTATOR_CALLHOOK(PlayerPowerups);
2160 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2162 if(current > stable)
2164 else if(current > stable - 0.25) // when close enough, "snap"
2167 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2170 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2172 if(current < stable)
2174 else if(current < stable + 0.25) // when close enough, "snap"
2177 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2180 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2182 if(current > rotstable)
2184 if(rotframetime > 0)
2186 current = CalcRot(current, rotstable, rotfactor, rotframetime);
2187 current = max(rotstable, current - rotlinear * rotframetime);
2190 else if(current < regenstable)
2192 if(regenframetime > 0)
2194 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2195 current = min(regenstable, current + regenlinear * regenframetime);
2205 void player_regen (void)
2207 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2208 maxh = autocvar_g_balance_health_rotstable;
2209 maxa = autocvar_g_balance_armor_rotstable;
2210 maxf = autocvar_g_balance_fuel_rotstable;
2211 minh = autocvar_g_balance_health_regenstable;
2212 mina = autocvar_g_balance_armor_regenstable;
2213 minf = autocvar_g_balance_fuel_regenstable;
2214 limith = autocvar_g_balance_health_limit;
2215 limita = autocvar_g_balance_armor_limit;
2216 limitf = autocvar_g_balance_fuel_limit;
2218 max_mod = regen_mod = rot_mod = limit_mod = 1;
2220 if (self.runes & RUNE_REGEN)
2222 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2224 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2225 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2226 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2230 regen_mod = autocvar_g_balance_rune_regen_regenrate;
2231 max_mod = autocvar_g_balance_rune_regen_hpmod;
2232 limit_mod = autocvar_g_balance_rune_regen_limitmod;
2235 else if (self.runes & CURSE_VENOM)
2237 max_mod = autocvar_g_balance_curse_venom_hpmod;
2238 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2239 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2241 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2242 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2243 //if (!self.runes & RUNE_REGEN)
2244 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2246 maxh = maxh * max_mod;
2247 //maxa = maxa * max_mod;
2248 //maxf = maxf * max_mod;
2249 minh = minh * max_mod;
2250 //mina = mina * max_mod;
2251 //minf = minf * max_mod;
2252 limith = limith * limit_mod;
2253 limita = limita * limit_mod;
2254 //limitf = limitf * limit_mod;
2259 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2261 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2262 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2264 // if player rotted to death... die!
2266 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2269 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2270 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2273 float zoomstate_set;
2274 void SetZoomState(float z)
2276 if(z != self.zoomstate)
2279 ClientData_Touch(self);
2284 void GetPressedKeys(void) {
2285 MUTATOR_CALLHOOK(GetPressedKeys);
2286 if (self.movement_x > 0) // get if movement keys are pressed
2287 { // forward key pressed
2288 self.pressedkeys |= KEY_FORWARD;
2289 self.pressedkeys &~= KEY_BACKWARD;
2291 else if (self.movement_x < 0)
2292 { // backward key pressed
2293 self.pressedkeys |= KEY_BACKWARD;
2294 self.pressedkeys &~= KEY_FORWARD;
2298 self.pressedkeys &~= KEY_FORWARD;
2299 self.pressedkeys &~= KEY_BACKWARD;
2302 if (self.movement_y > 0)
2303 { // right key pressed
2304 self.pressedkeys |= KEY_RIGHT;
2305 self.pressedkeys &~= KEY_LEFT;
2307 else if (self.movement_y < 0)
2308 { // left key pressed
2309 self.pressedkeys |= KEY_LEFT;
2310 self.pressedkeys &~= KEY_RIGHT;
2314 self.pressedkeys &~= KEY_RIGHT;
2315 self.pressedkeys &~= KEY_LEFT;
2318 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2319 self.pressedkeys |= KEY_JUMP;
2321 self.pressedkeys &~= KEY_JUMP;
2322 if (self.BUTTON_CROUCH)
2323 self.pressedkeys |= KEY_CROUCH;
2325 self.pressedkeys &~= KEY_CROUCH;
2329 ======================
2330 spectate mode routines
2331 ======================
2334 void SpectateCopy(entity spectatee) {
2336 MUTATOR_CALLHOOK(SpectateCopy);
2337 self.armortype = spectatee.armortype;
2338 self.armorvalue = spectatee.armorvalue;
2339 self.ammo_cells = spectatee.ammo_cells;
2340 self.ammo_shells = spectatee.ammo_shells;
2341 self.ammo_nails = spectatee.ammo_nails;
2342 self.ammo_rockets = spectatee.ammo_rockets;
2343 self.ammo_fuel = spectatee.ammo_fuel;
2344 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2345 self.health = spectatee.health;
2347 self.items = spectatee.items;
2348 self.last_pickup = spectatee.last_pickup;
2349 self.metertime = spectatee.metertime;
2350 self.strength_finished = spectatee.strength_finished;
2351 self.invincible_finished = spectatee.invincible_finished;
2352 self.pressedkeys = spectatee.pressedkeys;
2353 self.weapons = spectatee.weapons;
2354 self.switchweapon = spectatee.switchweapon;
2355 self.weapon = spectatee.weapon;
2356 self.punchangle = spectatee.punchangle;
2357 self.view_ofs = spectatee.view_ofs;
2358 self.v_angle = spectatee.v_angle;
2359 self.velocity = spectatee.velocity;
2360 self.dmg_take = spectatee.dmg_take;
2361 self.dmg_save = spectatee.dmg_save;
2362 self.dmg_inflictor = spectatee.dmg_inflictor;
2363 self.angles = spectatee.v_angle;
2364 self.fixangle = TRUE;
2365 setorigin(self, spectatee.origin);
2366 setsize(self, spectatee.mins, spectatee.maxs);
2367 SetZoomState(spectatee.zoomstate);
2369 anticheat_spectatecopy(spectatee);
2372 float SpectateUpdate() {
2376 if (self == self.enemy)
2379 if(self.enemy.classname != "player")
2382 SpectateCopy(self.enemy);
2387 float SpectateNext() {
2388 other = find(self.enemy, classname, "player");
2391 other = find(other, classname, "player");
2396 if(self.enemy.classname == "player") {
2398 WriteByte(MSG_ONE, SVC_SETVIEW);
2399 WriteEntity(MSG_ONE, self.enemy);
2400 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2401 self.movetype = MOVETYPE_NONE;
2402 accuracy_resend(self);
2404 if(!SpectateUpdate())
2405 PutObserverInServer();
2415 ShowRespawnCountdown()
2417 Update a respawn countdown display.
2420 void ShowRespawnCountdown()
2423 if(self.deadflag == DEAD_NO) // just respawned?
2427 number = ceil(self.death_time - time);
2430 if(number <= self.respawn_countdown)
2432 self.respawn_countdown = number - 1;
2433 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
2434 AnnounceTo(self, strcat(ftos(number), ""));
2439 void LeaveSpectatorMode()
2441 if(isJoinAllowed()) {
2442 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2443 self.classname = "player";
2445 if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2446 JoinBestTeam(self, FALSE, TRUE);
2448 if(autocvar_g_campaign)
2449 campaign_bots_may_start = 1;
2451 PutClientInServer();
2453 if(self.classname == "player")
2454 bprint ("^4", self.netname, "^4 is playing now\n");
2456 if(!autocvar_g_campaign)
2457 centerprint(self,""); // clear MOTD
2461 if (g_ca && self.caplayer) {
2464 stuffcmd(self,"menu_showteamselect\n");
2469 //player may not join because of g_maxplayers is set
2470 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2475 * Determines whether the player is allowed to join. This depends on cvar
2476 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2477 * it checks whether the number of currently playing players exceeds g_maxplayers.
2478 * @return bool TRUE if the player is allowed to join, false otherwise
2480 float isJoinAllowed() {
2481 if(self.team_forced < 0)
2482 return FALSE; // forced spectators can never join
2484 if (!autocvar_g_maxplayers)
2488 local float currentlyPlaying;
2489 FOR_EACH_REALPLAYER(e) {
2490 if(e.classname == "player")
2491 currentlyPlaying += 1;
2493 if(currentlyPlaying < autocvar_g_maxplayers)
2500 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2501 * g_maxplayers_spectator_blocktime seconds
2503 void checkSpectatorBlock() {
2504 if(self.classname == "spectator" || self.classname == "observer") {
2505 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2506 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2512 void ObserverThink()
2514 if (self.flags & FL_JUMPRELEASED) {
2515 if (self.BUTTON_JUMP && !self.version_mismatch) {
2516 self.welcomemessage_time = 0;
2517 self.flags &~= FL_JUMPRELEASED;
2518 self.flags |= FL_SPAWNING;
2519 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2520 self.welcomemessage_time = 0;
2521 self.flags &~= FL_JUMPRELEASED;
2522 if(SpectateNext() == 1) {
2523 self.classname = "spectator";
2527 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2528 self.flags |= FL_JUMPRELEASED;
2529 if(self.flags & FL_SPAWNING)
2531 self.flags &~= FL_SPAWNING;
2532 LeaveSpectatorMode();
2537 PrintWelcomeMessage(self);
2540 void SpectatorThink()
2542 if (self.flags & FL_JUMPRELEASED) {
2543 if (self.BUTTON_JUMP && !self.version_mismatch) {
2544 self.welcomemessage_time = 0;
2545 self.flags &~= FL_JUMPRELEASED;
2546 self.flags |= FL_SPAWNING;
2547 } else if(self.BUTTON_ATCK) {
2548 self.welcomemessage_time = 0;
2549 self.flags &~= FL_JUMPRELEASED;
2550 if(SpectateNext() == 1) {
2551 self.classname = "spectator";
2553 self.classname = "observer";
2554 PutClientInServer();
2556 } else if (self.BUTTON_ATCK2) {
2557 self.welcomemessage_time = 0;
2558 self.flags &~= FL_JUMPRELEASED;
2559 self.classname = "observer";
2560 PutClientInServer();
2562 if(!SpectateUpdate())
2563 PutObserverInServer();
2566 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2567 self.flags |= FL_JUMPRELEASED;
2568 if(self.flags & FL_SPAWNING)
2570 self.flags &~= FL_SPAWNING;
2571 LeaveSpectatorMode();
2577 PrintWelcomeMessage(self);
2578 self.flags |= FL_CLIENT | FL_NOTARGET;
2581 .float touchexplode_time;
2587 Called every frame for each client before the physics are run
2590 void() ctf_setstatus;
2591 void() nexball_setstatus;
2593 void PlayerPreThink (void)
2595 self.stat_game_starttime = game_starttime;
2596 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2597 self.stat_leadlimit = autocvar_leadlimit;
2601 // physics frames: update anticheat stuff
2602 anticheat_prethink();
2605 if(blockSpectators && frametime)
2606 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2607 checkSpectatorBlock();
2611 if(self.netname_previous != self.netname)
2613 if(autocvar_sv_eventlog)
2614 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2615 if(self.netname_previous)
2616 strunzone(self.netname_previous);
2617 self.netname_previous = strzone(self.netname);
2621 if(self.version_nagtime)
2622 if(self.cvar_g_xonoticversion)
2623 if(time > self.version_nagtime)
2625 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2627 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2629 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2630 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2635 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2638 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2639 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2643 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2644 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2648 self.version_nagtime = 0;
2652 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2654 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2655 self.max_armorvalue = 0;
2659 if (TetrisPreFrame())
2663 MUTATOR_CALLHOOK(PlayerPreThink);
2665 if(self.classname == "player") {
2666 // if(self.netname == "Wazat")
2667 // bprint(self.classname, "\n");
2669 CheckRules_Player();
2671 PrintWelcomeMessage(self);
2673 if (intermission_running)
2675 IntermissionThink (); // otherwise a button could be missed between
2676 return; // the think tics
2679 if(self.teleport_time)
2680 if(time > self.teleport_time)
2682 self.teleport_time = 0;
2683 self.effects = self.effects - (self.effects & EF_NODRAW);
2686 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2687 UpdateSelectedPlayer();
2689 //don't allow the player to turn around while game is paused!
2690 if(timeoutStatus == 2) {
2691 self.v_angle = self.lastV_angle;
2692 self.angles = self.lastV_angle;
2693 self.fixangle = TRUE;
2698 if(self.health <= 0 && autocvar_g_deathglow)
2700 if(self.glowmod_x > 0)
2701 self.glowmod_x -= autocvar_g_deathglow * frametime;
2703 self.glowmod_x = -1;
2704 if(self.glowmod_y > 0)
2705 self.glowmod_y -= autocvar_g_deathglow * frametime;
2707 self.glowmod_y = -1;
2708 if(self.glowmod_z > 0)
2709 self.glowmod_z -= autocvar_g_deathglow * frametime;
2711 self.glowmod_z = -1;
2714 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2718 if (self.deadflag != DEAD_NO)
2720 float button_pressed, force_respawn;
2721 if(self.personal && g_race_qualifying)
2723 if(time > self.death_time)
2725 self.death_time = time + 1; // only retry once a second
2734 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2735 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2736 if (self.deadflag == DEAD_DYING)
2739 self.deadflag = DEAD_RESPAWNING;
2740 else if(!button_pressed)
2741 self.deadflag = DEAD_DEAD;
2743 else if (self.deadflag == DEAD_DEAD)
2746 self.deadflag = DEAD_RESPAWNABLE;
2748 else if (self.deadflag == DEAD_RESPAWNABLE)
2751 self.deadflag = DEAD_RESPAWNING;
2753 else if (self.deadflag == DEAD_RESPAWNING)
2755 if(time > self.death_time)
2757 self.death_time = time + 1; // only retry once a second
2761 ShowRespawnCountdown();
2767 if(time > self.touchexplode_time)
2768 if(self.classname == "player")
2769 if(self.deadflag == DEAD_NO)
2770 if not(IS_INDEPENDENT_PLAYER(self))
2771 FOR_EACH_PLAYER(other) if(self != other)
2773 if(time > other.touchexplode_time)
2774 if(other.deadflag == DEAD_NO)
2775 if not(IS_INDEPENDENT_PLAYER(other))
2776 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2778 PlayerTouchExplode(self, other);
2779 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2783 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2787 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2788 dist = self.prevorigin - self.origin;
2790 self.lms_traveled_distance += fabs(vlen(dist));
2792 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2794 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2795 self.lms_traveled_distance = 0;
2798 if(time > self.lms_nextcheck)
2800 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2801 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2803 centerprint(self, autocvar_g_lms_campcheck_message);
2804 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2805 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2806 Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2808 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2809 self.lms_traveled_distance = 0;
2813 self.prevorigin = self.origin;
2815 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2820 self.view_ofs = PL_CROUCH_VIEW_OFS;
2821 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2822 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2829 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2830 if (!trace_startsolid)
2832 self.crouch = FALSE;
2833 self.view_ofs = PL_VIEW_OFS;
2834 setsize (self, PL_MIN, PL_MAX);
2839 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2841 if(self.bloodloss_timer < time)
2843 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2844 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2850 GrapplingHookFrame();
2852 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2855 self.items &~= self.items_added;
2859 self.items_added = 0;
2860 if(self.items & IT_JETPACK)
2861 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2862 self.items_added |= IT_FUEL;
2864 self.items |= self.items_added;
2869 // rot nex charge to the charge limit
2870 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2871 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2877 minstagib_ammocheck();
2883 nexball_setstatus();
2885 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2887 //self.angles_y=self.v_angle_y + 90; // temp
2888 } else if(gameover) {
2889 if (intermission_running)
2890 IntermissionThink (); // otherwise a button could be missed between
2892 } else if(self.classname == "observer") {
2894 } else if(self.classname == "spectator") {
2899 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
2901 float oldspectatee_status;
2902 oldspectatee_status = self.spectatee_status;
2903 if(self.classname == "spectator")
2904 self.spectatee_status = num_for_edict(self.enemy);
2905 else if(self.classname == "observer")
2906 self.spectatee_status = num_for_edict(self);
2908 self.spectatee_status = 0;
2909 if(self.spectatee_status != oldspectatee_status)
2911 ClientData_Touch(self);
2913 race_InitSpectator();
2916 if(self.teamkill_soundtime)
2917 if(time > self.teamkill_soundtime)
2919 self.teamkill_soundtime = 0;
2921 entity oldpusher, oldself;
2923 oldself = self; self = self.teamkill_soundsource;
2924 oldpusher = self.pusher; self.pusher = oldself;
2926 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2928 self.pusher = oldpusher;
2932 if(self.taunt_soundtime)
2933 if(time > self.taunt_soundtime)
2935 self.taunt_soundtime = 0;
2936 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2939 target_voicescript_next(self);
2942 float isInvisibleString(string s)
2945 s = strdecolorize(s);
2946 for((i = 0), (n = strlen(s)); i < n; ++i)
2954 case 192: // charmap space
2955 if (!autocvar_utf8_enable)
2958 case 160: // space in unicode fonts
2959 case 0xE000 + 192: // utf8 charmap space
2960 if (autocvar_utf8_enable)
2973 Called every frame for each client after the physics are run
2976 .float idlekick_lasttimeleft;
2977 .entity showheadshotbbox;
2978 void showheadshotbbox_think()
2980 if(self.owner.showheadshotbbox != self)
2985 self.nextthink = time;
2986 setorigin(self, self.owner.origin);
2987 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2989 void PlayerPostThink (void)
2991 // Savage: Check for nameless players
2992 if (isInvisibleString(self.netname)) {
2993 self.netname = "Player";
2994 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2997 if(sv_maxidle && frametime)
2999 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3001 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3004 bprint("^3", self.netname, "^3 was kicked for idling.\n");
3005 AnnounceTo(self, "terminated");
3009 else if(timeleft <= 10)
3011 if(timeleft != self.idlekick_lasttimeleft)
3013 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3014 AnnounceTo(self, strcat(ftos(timeleft), ""));
3019 centerprint_expire(self, CENTERPRIO_IDLEKICK);
3021 self.idlekick_lasttimeleft = timeleft;
3025 if(self.impulse == 100)
3027 if (TetrisPostFrame())
3033 if(self.classname == "player") {
3034 CheckRules_Player();
3039 if (intermission_running)
3040 return; // intermission or finale
3042 } else if (self.classname == "observer") {
3044 } else if (self.classname == "spectator") {
3050 for(i = 0; i < 1000; ++i)
3053 end = self.origin + '0 0 1024' + 512 * randomvec();
3054 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3055 if(trace_fraction < 1)
3056 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3058 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3066 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3068 if(self.waypointsprite_attachedforcarrier)
3069 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3071 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3073 if(!self.showheadshotbbox)
3075 self.showheadshotbbox = spawn();
3076 self.showheadshotbbox.classname = "headshotbbox";
3077 self.showheadshotbbox.owner = self;
3078 self.showheadshotbbox.think = showheadshotbbox_think;
3079 self.showheadshotbbox.nextthink = time;
3080 self = self.showheadshotbbox;
3087 if(self.showheadshotbbox)
3088 remove(self.showheadshotbbox);
3093 if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
3095 if(!self.stored_netname)
3096 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3097 if(self.stored_netname != self.netname)
3099 db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3100 strunzone(self.stored_netname);
3101 self.stored_netname = strzone(self.netname);
3107 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));