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(0, SVC_TEMPENTITY);
6 WriteByte(0, TE_CSQC_TEAMNAGGER);
9 void send_CSQC_cr_maxbullets(entity e) {
11 WriteByte(MSG_ONE, SVC_TEMPENTITY);
12 WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
13 WriteByte(MSG_ONE, cvar("g_balance_campingrifle_magazinecapacity"));
16 void Announce(string snd) {
17 WriteByte(MSG_ALL, SVC_TEMPENTITY);
18 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
19 WriteString(MSG_ALL, snd);
22 void AnnounceTo(entity e, string snd) {
23 if (clienttype(e) == CLIENTTYPE_REAL)
26 WriteByte(MSG_ONE, SVC_TEMPENTITY);
27 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
28 WriteString(MSG_ONE, snd);
32 float ClientData_Send(entity to, float sf)
43 if(to.classname == "spectator")
49 sf |= 1; // forced scoreboard
50 if(to.spectatee_status)
51 sf |= 2; // spectator ent number follows
54 if(e.porto_v_angle_held)
55 sf |= 8; // angles held
57 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
58 WriteByte(MSG_ENTITY, sf);
61 WriteByte(MSG_ENTITY, to.spectatee_status);
65 WriteAngle(MSG_ENTITY, e.v_angle_x);
66 WriteAngle(MSG_ENTITY, e.v_angle_y);
72 void ClientData_Attach()
74 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
75 self.clientdata.drawonlytoclient = self;
76 self.clientdata.owner = self;
79 void ClientData_Detach()
81 remove(self.clientdata);
82 self.clientdata = world;
85 void ClientData_Touch(entity e)
87 e.clientdata.SendFlags = 1;
89 // make it spectatable
91 FOR_EACH_REALCLIENT(e2)
94 if(e2.classname == "spectator")
96 e2.clientdata.SendFlags = 1;
101 .vector spawnpoint_score;
102 .string netname_previous;
104 void spawnfunc_info_player_survivor (void)
106 spawnfunc_info_player_deathmatch();
109 void spawnfunc_info_player_start (void)
111 spawnfunc_info_player_deathmatch();
114 void spawnfunc_info_player_deathmatch (void)
116 self.classname = "info_player_deathmatch";
117 relocate_spawnpoint();
120 void spawnpoint_use()
123 if(have_team_spawns > 0)
125 self.team = activator.team;
126 some_spawn_has_been_used = 1;
131 // _x: prio (-1 if unusable)
133 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
135 float shortest, thisdist;
141 // filter out spots for the wrong team
143 if(spot.team != teamcheck)
147 if(spot.target == "")
150 if(clienttype(self) == CLIENTTYPE_REAL)
152 if(spot.restriction == 1)
157 if(spot.restriction == 2)
161 // filter out spots for assault
162 if(spot.target != "") {
165 ent = find(world, targetname, spot.target);
168 if(ent.classname == "target_objective")
171 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
175 else if(ent.classname == "trigger_race_checkpoint")
178 if(!anypoint) // spectators may spawn everywhere
181 if(g_race_qualifying)
184 if(ent.race_checkpoint != 0)
186 if(spot.race_place != race_lowest_place_spawn)
191 if(ent.race_checkpoint != self.race_respawn_checkpoint)
193 // try reusing the previous spawn
194 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
196 if(ent.race_checkpoint == 0)
199 pl = self.race_place;
200 if(pl > race_highest_place_spawn)
202 if(pl == 0 && !self.race_started)
203 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
204 if(spot.race_place != pl)
211 ent = find(ent, targetname, spot.target);
219 shortest = vlen(world.maxs - world.mins);
220 for(player = playerlist; player; player = player.chain)
223 thisdist = vlen(player.origin - spot.origin);
224 if (thisdist < shortest)
227 return prio * '1 0 0' + shortest * '0 1 0';
232 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
234 local entity spot, spotlist, spotlistend;
235 spawn_allgood = TRUE;
241 for(spot = firstspot; spot; spot = spot.chain)
243 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
245 if(cvar("spawn_debugview"))
247 setmodel(spot, "models/runematch/rune.mdl");
248 if(spot.spawnpoint_score_y < mindist)
250 spot.colormod = '1 0 0';
255 spot.colormod = '0 1 0';
256 spot.scale = spot.spawnpoint_score_y / mindist;
260 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
262 if(spot.spawnpoint_score_y < mindist)
264 // too short distance
265 spawn_allgood = FALSE;
270 spawn_allbad = FALSE;
273 spotlistend.chain = spot;
280 if(spot.team != teamcheck)
281 error("invalid spawn added");
283 print("added ", etos(spot), "\n");
289 spotlistend.chain = world;
294 for(e = spotlist; e; e = e.chain)
296 print("seen ", etos(e), "\n");
297 if(e.team != teamcheck)
298 error("invalid spawn found");
305 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
307 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
308 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
311 RandomSelection_Init();
312 for(spot = firstspot; spot; spot = spot.chain)
313 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);
315 return RandomSelection_chosen_ent;
322 Finds a point to respawn
325 entity SelectSpawnPoint (float anypoint)
327 local float teamcheck;
328 local entity firstspot_new;
329 local entity spot, firstspot, playerlist;
331 spot = find (world, classname, "testplayerstart");
337 if(!anypoint && have_team_spawns > 0)
338 teamcheck = self.team;
340 // get the list of players
341 playerlist = findchain(classname, "player");
342 // get the entire list of spots
343 firstspot = findchain(classname, "info_player_deathmatch");
344 // filter out the bad ones
345 // (note this returns the original list if none survived)
348 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
352 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
354 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
355 firstspot = firstspot_new;
357 // there is 50/50 chance of choosing a random spot or the furthest spot
358 // (this means that roughly every other spawn will be furthest, so you
359 // usually won't get fragged at spawn twice in a row)
360 if (arena_roundbased && !g_ca)
362 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
364 firstspot = firstspot_new;
365 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
367 else if (random() > cvar("g_spawn_furthest"))
368 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
370 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
373 if(cvar("spawn_debugview"))
375 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
379 for(e = firstspot; e; e = e.chain)
380 if(e.team != teamcheck)
381 error("invalid spawn found");
386 if(cvar("spawn_debug"))
390 if(some_spawn_has_been_used)
391 return world; // team can't spawn any more, because of actions of other team
393 error("Cannot find a spawn point - please fix the map!");
404 Checks if the argument string can be a valid playermodel.
405 Returns a valid one in doubt.
408 string FallbackPlayerModel;
409 string CheckPlayerModel(string plyermodel) {
410 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
412 // note: we cannot summon Don Strunzone here, some player may
413 // still have the model string set. In case anyone manages how
414 // to change a cvar default, we'll have a small leak here.
415 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
417 if(strlen(plyermodel) < 4)
418 return FallbackPlayerModel;
419 if( substring(plyermodel,0,14) != "models/player/")
420 return FallbackPlayerModel;
421 else if(cvar("sv_servermodelsonly"))
423 if(substring(plyermodel,-4,4) != ".zym")
424 if(substring(plyermodel,-4,4) != ".dpm")
425 if(substring(plyermodel,-4,4) != ".iqm")
426 if(substring(plyermodel,-4,4) != ".md3")
427 if(substring(plyermodel,-4,4) != ".psk")
428 return FallbackPlayerModel;
429 // forbid the LOD models
430 if(substring(plyermodel, -9,5) == "_lod1")
431 return FallbackPlayerModel;
432 if(substring(plyermodel, -9,5) == "_lod2")
433 return FallbackPlayerModel;
434 if(plyermodel != strtolower(plyermodel))
435 return FallbackPlayerModel;
436 if(!fexists(plyermodel))
437 return FallbackPlayerModel;
444 Client_customizeentityforclient
449 void Client_uncustomizeentityforclient()
451 if(self.modelindex == 0) // no need to uncustomize then
453 self.modelindex = self.modelindex_lod0;
454 self.skin = self.skinindex;
457 float Client_customizeentityforclient()
461 if(self.modelindex == 0)
468 t0 = gettime(GETTIME_HIRES); // reference
473 #ifdef ALLOW_FORCEMODELS
474 if(other.cvar_cl_forceplayermodelsfromxonotic)
475 if not(self.modelindex_lod0_from_xonotic)
477 if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
481 self.skin = modelsource.skinindex;
484 if(modelsource == self)
485 self.skin = modelsource.skinindex;
487 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
491 // other: the player viewing me
495 if(other.cvar_cl_playerdetailreduction <= 0)
497 if(other.cvar_cl_playerdetailreduction <= -2)
498 self.modelindex = modelsource.modelindex_lod2;
499 else if(other.cvar_cl_playerdetailreduction <= -1)
500 self.modelindex = modelsource.modelindex_lod1;
502 self.modelindex = modelsource.modelindex_lod0;
506 distance = vlen(self.origin - other.origin);
507 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
508 if(f > sv_loddistance2)
509 self.modelindex = modelsource.modelindex_lod2;
510 else if(f > sv_loddistance1)
511 self.modelindex = modelsource.modelindex_lod1;
513 self.modelindex = modelsource.modelindex_lod0;
518 t1 = gettime(GETTIME_HIRES); // reference
519 client_cefc_accumulator += (t1 - t0);
525 void setmodel_lod(entity e, string modelname)
531 // FIXME: this only supports 3-letter extensions
532 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
535 setmodel(e, s); // players have high precision
536 self.modelindex_lod1 = self.modelindex;
539 self.modelindex_lod1 = -1;
541 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
544 setmodel(e, s); // players have high precision
545 self.modelindex_lod2 = self.modelindex;
548 self.modelindex_lod2 = -1;
550 precache_model(modelname);
551 setmodel(e, modelname); // players have high precision
552 self.modelindex_lod0 = self.modelindex;
554 if(self.modelindex_lod1 < 0)
555 self.modelindex_lod1 = self.modelindex;
557 if(self.modelindex_lod2 < 0)
558 self.modelindex_lod2 = self.modelindex;
562 precache_model(modelname);
563 setmodel(e, modelname); // players have high precision
564 self.modelindex_lod0 = self.modelindex;
565 // save it for possible player model forcing
568 s = whichpack(self.model);
569 self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
571 player_setupanimsformodel();
572 UpdatePlayerSounds();
579 putting a client as observer in the server
582 void FixPlayermodel();
583 void PutObserverInServer (void)
587 race_PreSpawnObserver();
589 spot = SelectSpawnPoint (TRUE);
591 error("No spawnpoints for observers?!?\n");
592 RemoveGrapplingHook(self); // Wazat's Grappling Hook
594 if(clienttype(self) == CLIENTTYPE_REAL)
597 WriteByte(MSG_ONE, SVC_SETVIEW);
598 WriteEntity(MSG_ONE, self);
603 Portal_ClearAll(self);
606 DropFlag(self.flagcarried, world, world);
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 self.spectatortime = time;
635 self.classname = "observer";
636 self.iscreature = FALSE;
638 self.takedamage = DAMAGE_NO;
639 self.solid = SOLID_NOT;
640 self.movetype = MOVETYPE_NOCLIP;
641 self.flags = FL_CLIENT | FL_NOTARGET;
642 self.armorvalue = 666;
644 self.armorvalue = cvar("g_balance_armor_start");
645 self.pauserotarmor_finished = 0;
646 self.pauserothealth_finished = 0;
647 self.pauseregen_finished = 0;
648 self.damageforcescale = 0;
655 self.pain_finished = 0;
656 self.strength_finished = 0;
657 self.invincible_finished = 0;
659 self.think = SUB_Null;
663 self.deadflag = DEAD_NO;
664 self.angles = spot.angles;
666 self.fixangle = TRUE;
669 self.view_ofs = PL_VIEW_OFS;
670 setorigin (self, spot.origin);
671 setsize (self, '0 0 0', '0 0 0');
672 self.prevorigin = self.origin;
680 self.weaponmodel = "";
681 self.weaponentity = world;
682 self.exteriorweaponentity = world;
683 self.killcount = -666;
684 self.velocity = '0 0 0';
685 self.avelocity = '0 0 0';
686 self.punchangle = '0 0 0';
687 self.punchvector = '0 0 0';
688 self.oldvelocity = self.velocity;
689 self.fire_endtime = -1;
692 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
696 if(self.version_mismatch)
698 Spawnqueue_Unmark(self);
699 Spawnqueue_Remove(self);
703 Spawnqueue_Insert(self);
708 // Only if the player cannot play at all
709 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
710 self.frags = FRAGS_SPECTATOR;
712 self.frags = FRAGS_LMS_LOSER;
715 self.frags = FRAGS_SPECTATOR;
717 MUTATOR_CALLHOOK(MakePlayerObserver);
720 float RestrictSkin(float s)
729 void FixPlayermodel()
731 local string defaultmodel;
732 local float defaultskin, chmdl, oldskin;
737 if(cvar("sv_defaultcharacter") == 1) {
743 s = Team_ColorNameLowerCase(self.team);
746 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
747 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
751 if(defaultmodel == "")
753 defaultmodel = cvar_string("sv_defaultplayermodel");
754 defaultskin = cvar("sv_defaultplayerskin");
758 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
761 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
762 self.model = ""; // force the != checks to return true
765 if(defaultmodel != "")
767 if (defaultmodel != self.model)
771 setmodel_lod (self, defaultmodel);
772 setsize (self, m1, m2);
776 oldskin = self.skinindex;
777 self.skinindex = defaultskin;
779 if (self.playermodel != self.model || self.playermodel == "")
781 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
784 setmodel_lod (self, self.playermodel);
785 setsize (self, m1, m2);
789 oldskin = self.skinindex;
790 self.skinindex = RestrictSkin(stof(self.playerskin));
793 if(chmdl || oldskin != self.skinindex)
794 self.species = player_getspecies(); // model or skin has changed
797 if(strlen(cvar_string("sv_defaultplayercolors")))
798 if(self.clientcolors != cvar("sv_defaultplayercolors"))
799 setcolor(self, cvar("sv_defaultplayercolors"));
802 void PlayerTouchExplode(entity p1, entity p2)
805 org = (p1.origin + p2.origin) * 0.5;
806 org_z += (p1.mins_z + p2.mins_z) * 0.5;
813 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
821 Called when a client spawns in the server
824 //void() ctf_playerchanged;
825 void PutClientInServer (void)
827 if(clienttype(self) == CLIENTTYPE_BOT)
829 self.classname = "player";
831 else if(clienttype(self) == CLIENTTYPE_REAL)
834 WriteByte(MSG_ONE, SVC_SETVIEW);
835 WriteEntity(MSG_ONE, self);
838 // player is dead and becomes observer
839 // FIXME fix LMS scoring for new system
842 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
843 self.classname = "observer";
846 if(g_arena || (g_ca && !allowed_to_spawn))
848 self.classname = "observer";
851 self.classname = "observer";
853 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
854 entity spot, oldself;
858 JoinBestTeam(self, FALSE, TRUE);
862 spot = SelectSpawnPoint (FALSE);
865 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
866 return; // spawn failed
869 RemoveGrapplingHook(self); // Wazat's Grappling Hook
871 self.classname = "player";
872 self.wasplayer = TRUE;
873 self.iscreature = TRUE;
874 self.movetype = MOVETYPE_WALK;
875 self.solid = SOLID_SLIDEBOX;
876 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
877 if(cvar("g_playerclip_collisions"))
878 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
879 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
880 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
881 self.frags = FRAGS_PLAYER;
882 if(independent_players)
883 MAKE_INDEPENDENT_PLAYER(self);
884 self.flags = FL_CLIENT;
885 self.takedamage = DAMAGE_AIM;
887 self.effects = EF_FULLBRIGHT;
890 self.air_finished = time + 12;
892 if(cvar("g_balance_nex_charge"))
893 self.nex_charge = cvar("g_balance_nex_charge_start");
897 self.ammo_shells = warmup_start_ammo_shells;
898 self.ammo_nails = warmup_start_ammo_nails;
899 self.ammo_rockets = warmup_start_ammo_rockets;
900 self.ammo_cells = warmup_start_ammo_cells;
901 self.ammo_fuel = warmup_start_ammo_fuel;
902 self.health = warmup_start_health;
903 self.armorvalue = warmup_start_armorvalue;
904 self.weapons = warmup_start_weapons;
908 self.ammo_shells = start_ammo_shells;
909 self.ammo_nails = start_ammo_nails;
910 self.ammo_rockets = start_ammo_rockets;
911 self.ammo_cells = start_ammo_cells;
912 self.ammo_fuel = start_ammo_fuel;
913 self.health = start_health;
914 self.armorvalue = start_armorvalue;
915 self.weapons = start_weapons;
918 if(g_weaponarena_random)
919 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
921 self.items = start_items;
922 self.jump_interval = time;
924 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
925 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
926 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
927 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
928 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
929 //extend the pause of rotting if client was reset at the beginning of the countdown
930 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
931 self.spawnshieldtime += game_starttime - time;
932 self.pauserotarmor_finished += game_starttime - time;
933 self.pauserothealth_finished += game_starttime - time;
934 self.pauseregen_finished += game_starttime - time;
936 self.damageforcescale = 2;
943 self.pain_finished = 0;
944 self.strength_finished = 0;
945 self.invincible_finished = 0;
947 // players have no think function
948 self.think = SUB_Null;
952 self.ballistics_density = cvar("g_ballistics_density_player");
958 self.deadflag = DEAD_NO;
960 self.angles = spot.angles;
962 self.angles_z = 0; // never spawn tilted even if the spot says to
963 self.fixangle = TRUE; // turn this way immediately
964 self.velocity = '0 0 0';
965 self.avelocity = '0 0 0';
966 self.punchangle = '0 0 0';
967 self.punchvector = '0 0 0';
968 self.oldvelocity = self.velocity;
969 self.fire_endtime = -1;
972 WRITESPECTATABLE_MSG_ONE({
973 WriteByte(MSG_ONE, SVC_TEMPENTITY);
974 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
978 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
984 self.view_ofs = PL_VIEW_OFS;
985 setsize (self, PL_MIN, PL_MAX);
986 self.spawnorigin = spot.origin;
987 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
988 // don't reset back to last position, even if new position is stuck in solid
989 self.oldorigin = self.origin;
990 self.prevorigin = self.origin;
991 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
995 Spawnqueue_Remove(self);
996 Spawnqueue_Mark(self);
1002 self.event_damage = PlayerDamage;
1004 self.bot_attack = TRUE;
1006 self.statdraintime = time + 5;
1007 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1009 if(self.killcount == -666) {
1010 PlayerScore_Clear(self);
1014 self.cnt = WEP_LASER;
1016 CL_SpawnWeaponentity();
1017 self.alpha = default_player_alpha;
1018 self.colormod = '1 1 1' * cvar("g_player_brightness");
1019 self.exteriorweaponentity.alpha = default_weapon_alpha;
1021 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1022 self.lms_traveled_distance = 0;
1023 self.speedrunning = FALSE;
1025 race_PostSpawn(spot);
1027 if(cvar("spawn_debug"))
1029 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
1030 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
1033 //stuffcmd(self, "chase_active 0");
1034 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1036 if (cvar("g_spawnsound"))
1037 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1040 if(self.team == assault_attacker_team)
1041 centerprint(self, "You are attacking!");
1043 centerprint(self, "You are defending!");
1046 target_voicescript_clear(self);
1048 // reset fields the weapons may use
1049 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1050 weapon_action(j, WR_RESETPLAYER);
1054 activator = oldself;
1059 MUTATOR_CALLHOOK(PlayerSpawn);
1061 self.switchweapon = w_getbestweapon(self);
1062 self.cnt = self.switchweapon;
1064 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1065 PutObserverInServer ();
1069 // ctf_playerchanged();
1072 float ClientInit_SendEntity(entity to, float sf)
1074 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1075 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1076 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1077 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1078 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1079 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1080 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1081 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1082 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1083 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1084 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1085 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1086 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1087 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1088 if(sv_foginterval && world.fog != "")
1089 WriteString(MSG_ENTITY, world.fog);
1091 WriteString(MSG_ENTITY, "");
1092 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1093 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1094 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1095 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1096 WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1097 WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1098 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1102 void ClientInit_CheckUpdate()
1104 self.nextthink = time;
1105 if(self.count != cvar("g_balance_armor_blockpercent"))
1107 self.count = cvar("g_balance_armor_blockpercent");
1108 self.SendFlags |= 1;
1110 if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1112 self.cnt = cvar("g_balance_weaponswitchdelay");
1113 self.SendFlags |= 1;
1115 if(self.bouncefactor != cvar("g_balance_grenadelauncher_bouncefactor"))
1117 self.bouncefactor = cvar("g_balance_grenadelauncher_bouncefactor");
1118 self.SendFlags |= 1;
1120 if(self.bouncestop != cvar("g_balance_grenadelauncher_bouncestop"))
1122 self.bouncestop = cvar("g_balance_grenadelauncher_bouncestop");
1123 self.SendFlags |= 1;
1127 void ClientInit_Spawn()
1132 e.classname = "clientinit";
1133 e.think = ClientInit_CheckUpdate;
1134 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1138 ClientInit_CheckUpdate();
1147 void SetNewParms (void)
1149 // initialize parms for a new player
1150 parm1 = -(86400 * 366);
1158 void SetChangeParms (void)
1160 // save parms for level change
1161 parm1 = self.parm_idlesince - time;
1169 void DecodeLevelParms (void)
1172 self.parm_idlesince = parm1;
1173 if(self.parm_idlesince == -(86400 * 366))
1174 self.parm_idlesince = time;
1176 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1177 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1184 Called when a client types 'kill' in the console
1188 void ClientKill_Now_TeamChange()
1190 if(self.killindicator_teamchange == -1)
1193 JoinBestTeam( self, FALSE, FALSE );
1196 SV_ChangeTeam(self.killindicator_teamchange - 1);
1199 void ClientKill_Now()
1201 if(self.killindicator_teamchange)
1202 ClientKill_Now_TeamChange();
1205 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1207 if(self.killindicator)
1209 dprint("Cleaned up after a leaked kill indicator.\n");
1210 remove(self.killindicator);
1211 self.killindicator = world;
1214 void KillIndicator_Think()
1216 if (!self.owner.modelindex)
1218 self.owner.killindicator = world;
1226 ClientKill_Now(); // no oldself needed
1232 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1233 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1236 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1237 if(self.owner.killindicator_teamchange)
1239 if(self.owner.killindicator_teamchange == -1)
1240 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1242 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1245 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1247 self.nextthink = time + 1;
1252 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1256 killtime = cvar("g_balance_kill_delay");
1258 if(g_race_qualifying)
1261 self.killindicator_teamchange = targetteam;
1263 if(!self.killindicator)
1265 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1271 self.killindicator = spawn();
1272 self.killindicator.owner = self;
1273 self.killindicator.scale = 0.5;
1274 setattachment(self.killindicator, self, "");
1275 setorigin(self.killindicator, '0 0 52');
1276 self.killindicator.think = KillIndicator_Think;
1277 self.killindicator.nextthink = time + (self.lip) * 0.05;
1278 self.killindicator.cnt = ceil(killtime);
1279 self.killindicator.count = bound(0, ceil(killtime), 10);
1280 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1282 for(e = world; (e = find(e, classname, "body")) != world; )
1286 e.killindicator = spawn();
1287 e.killindicator.owner = e;
1288 e.killindicator.scale = 0.5;
1289 setattachment(e.killindicator, e, "");
1290 setorigin(e.killindicator, '0 0 52');
1291 e.killindicator.think = KillIndicator_Think;
1292 e.killindicator.nextthink = time + (e.lip) * 0.05;
1293 e.killindicator.cnt = ceil(killtime);
1298 if(self.killindicator)
1301 self.killindicator.colormod = TeamColor(targetteam);
1303 self.killindicator.colormod = '0 0 0';
1307 void ClientKill (void)
1309 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1314 ClientKill_TeamChange(0);
1317 void CTS_ClientKill_Think (void)
1319 self = self.owner; // set self to the player to be killed
1320 sprint(self, "^1You were killed in order to prevent cheating!");
1324 void CTS_ClientKill (float t) // silent version of ClientKill
1329 e.think = CTS_ClientKill_Think;
1333 void DoTeamChange(float destteam)
1339 SetPlayerColors(self, destteam);
1342 if(self.classname == "player")
1345 CheckAllowedTeams(self);
1346 t = FindSmallestTeam(self, TRUE);
1349 case COLOR_TEAM1: c0 = c1; break;
1350 case COLOR_TEAM2: c0 = c2; break;
1351 case COLOR_TEAM3: c0 = c3; break;
1352 case COLOR_TEAM4: c0 = c4; break;
1359 destteam = COLOR_TEAM1;
1363 destteam = COLOR_TEAM2;
1367 destteam = COLOR_TEAM3;
1371 destteam = COLOR_TEAM4;
1377 if(destteam == self.team && destteam >= 0 && !self.killindicator)
1379 ClientKill_TeamChange(destteam);
1382 void FixClientCvars(entity e)
1384 // send prediction settings to the client
1385 stuffcmd(e, "\nin_bindmap 0 0\n");
1387 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1388 if(cvar("g_antilag") == 3) // client side hitscan
1389 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1391 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1393 * we no longer need to stuff this. Remove this comment block if you feel
1394 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1395 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1396 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1397 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1398 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1399 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1400 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1401 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1402 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1403 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1404 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1405 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1406 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1407 stuffcmd(e, "cl_movement_edgefriction 1\n");
1411 float PlayerInIDList(entity p, string idlist)
1416 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1417 if not(p.crypto_idfp)
1420 // this function allows abbreviated player IDs too!
1421 n = tokenize_console(idlist);
1422 for(i = 0; i < n; ++i)
1425 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1436 Called when a client connects to the server
1439 //void ctf_clientconnect();
1440 string ColoredTeamName(float t);
1441 void DecodeLevelParms (void);
1442 //void dom_player_join_team(entity pl);
1443 void ClientConnect (void)
1447 if(self.flags & FL_CLIENT)
1449 print("Warning: ClientConnect, but already connected!\n");
1453 if(Ban_MaybeEnforceBan(self))
1459 sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1462 self.classname = "player_joining";
1464 self.flags = FL_CLIENT;
1465 self.version_nagtime = time + 10 + random() * 10;
1469 dprint("BUG player count is lower than zero, this cannot happen!\n");
1473 PlayerScore_Attach(self);
1474 ClientData_Attach();
1476 bot_clientconnect();
1482 race_PreSpawnObserver();
1485 // dom_player_join_team(self);
1487 // identify the right forced team
1488 if(PlayerInIDList(self, cvar_string("g_forced_team_red")))
1489 self.team_forced = COLOR_TEAM1;
1490 else if(PlayerInIDList(self, cvar_string("g_forced_team_blue")))
1491 self.team_forced = COLOR_TEAM2;
1492 else if(PlayerInIDList(self, cvar_string("g_forced_team_yellow")))
1493 self.team_forced = COLOR_TEAM3;
1494 else if(PlayerInIDList(self, cvar_string("g_forced_team_pink")))
1495 self.team_forced = COLOR_TEAM4;
1496 else if(cvar_string("g_forced_team_otherwise") == "red")
1497 self.team_forced = COLOR_TEAM1;
1498 else if(cvar_string("g_forced_team_otherwise") == "blue")
1499 self.team_forced = COLOR_TEAM2;
1500 else if(cvar_string("g_forced_team_otherwise") == "yellow")
1501 self.team_forced = COLOR_TEAM3;
1502 else if(cvar_string("g_forced_team_otherwise") == "pink")
1503 self.team_forced = COLOR_TEAM4;
1504 else if(cvar_string("g_forced_team_otherwise") == "spectate")
1505 self.team_forced = -1;
1506 else if(cvar_string("g_forced_team_otherwise") == "spectator")
1507 self.team_forced = -1;
1509 self.team_forced = 0;
1512 if(self.team_forced > 0)
1513 self.team_forced = 0;
1515 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1517 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign") || self.team_forced < 0) {
1518 self.classname = "observer";
1522 if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1524 self.classname = "player";
1525 campaign_bots_may_start = 1;
1529 self.classname = "observer"; // do it anyway
1534 self.classname = "player";
1535 campaign_bots_may_start = 1;
1539 self.playerid = (playerid_last = playerid_last + 1);
1541 if(cvar("sv_eventlog"))
1542 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1544 LogTeamchange(self.playerid, self.team, 1);
1546 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1548 self.netname_previous = strzone(self.netname);
1550 bprint("^4", self.netname, "^4 connected");
1552 if(self.classname != "observer" && (g_domination || g_ctf))
1553 bprint(" and joined the ", ColoredTeamName(self.team));
1557 self.welcomemessage_time = 0;
1559 stuffcmd(self, strcat(clientstuff, "\n"));
1560 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1561 stuffcmd(self, "cl_particles_reloadeffects\n");
1563 FixClientCvars(self);
1565 // spawnfunc_waypoint sprites
1566 WaypointSprite_InitClient(self);
1568 // Wazat's grappling hook
1569 SetGrappleHookBindings();
1571 // get autoswitch state from player when he toggles it
1572 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1574 // get version info from player
1575 stuffcmd(self, "cmd clientversion $gameversion\n");
1577 // get other cvars from player
1580 // set cvar for team scoreboard
1581 stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1583 // notify about available teams
1586 CheckAllowedTeams(self);
1587 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1588 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1591 stuffcmd(self, "set _teams_available 0\n");
1593 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1597 self.classname = "observer";
1599 Spawnqueue_Insert(self);
1603 ctf_clientconnect();
1606 if(teams_matter || radar_showennemies)
1609 bot_relinkplayerlist();
1611 self.spectatortime = time;
1614 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"));
1617 self.jointime = time;
1618 self.allowedTimeouts = cvar("sv_timeout_number");
1620 if(clienttype(self) == CLIENTTYPE_REAL)
1622 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1623 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1628 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1630 PlayerScore_Add(self, SP_LMS_RANK, 666);
1631 self.frags = FRAGS_SPECTATOR;
1635 if(!sv_foginterval && world.fog != "")
1636 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1638 SoundEntity_Attach(self);
1640 if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1642 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1643 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1646 self.hitplotfh = -1;
1648 if(g_race || g_cts) {
1654 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1657 race_send_recordtime(MSG_ONE);
1658 race_send_speedaward(MSG_ONE);
1660 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1661 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1662 race_send_speedaward_alltimebest(MSG_ONE);
1665 for (i = 1; i <= RANKINGS_CNT; ++i) {
1666 race_SendRankings(i, 0, 0, MSG_ONE);
1669 else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1670 send_CSQC_teamnagger();
1672 send_CSQC_cr_maxbullets(self);
1681 Called when a client disconnects from the server
1684 .entity chatbubbleentity;
1685 .entity teambubbleentity;
1687 void ClientDisconnect (void)
1689 if not(self.flags & FL_CLIENT)
1691 print("Warning: ClientDisconnect without ClientConnect\n");
1695 CheatShutdownClient();
1697 if(self.hitplotfh >= 0)
1699 fclose(self.hitplotfh);
1700 self.hitplotfh = -1;
1704 anticheat_shutdown();
1706 playerdemo_shutdown();
1708 bot_clientdisconnect();
1713 if(cvar("sv_eventlog"))
1714 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1715 bprint ("^4",self.netname);
1716 bprint ("^4 disconnected\n");
1718 SoundEntity_Detach(self);
1721 MUTATOR_CALLHOOK(ClientDisconnect);
1723 Portal_ClearAll(self);
1725 if(self.flagcarried)
1726 DropFlag(self.flagcarried, world, world);
1727 if(self.ballcarried)
1728 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1730 // Here, everything has been done that requires this player to be a client.
1732 self.flags &~= FL_CLIENT;
1734 if (self.chatbubbleentity)
1735 remove (self.chatbubbleentity);
1737 if (self.teambubbleentity)
1738 remove (self.teambubbleentity);
1740 if (self.killindicator)
1741 remove (self.killindicator);
1743 WaypointSprite_PlayerGone();
1745 bot_relinkplayerlist();
1749 Spawnqueue_Unmark(self);
1750 Spawnqueue_Remove(self);
1753 ClientData_Detach();
1754 PlayerScore_Detach(self);
1756 if(self.netname_previous)
1757 strunzone(self.netname_previous);
1758 if(self.clientstatus)
1759 strunzone(self.clientstatus);
1760 if(self.weaponorder_byimpulse)
1761 strunzone(self.weaponorder_byimpulse);
1763 ClearPlayerSounds();
1766 remove(self.personal);
1776 void ChatBubbleThink()
1778 self.nextthink = time;
1779 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1781 if(self.owner) // but why can that ever be world?
1782 self.owner.chatbubbleentity = world;
1786 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1788 || self.owner.tetris_on
1791 self.model = self.mdl;
1796 void UpdateChatBubble()
1798 if (!self.modelindex)
1800 // spawn a chatbubble entity if needed
1801 if (!self.chatbubbleentity)
1803 self.chatbubbleentity = spawn();
1804 self.chatbubbleentity.owner = self;
1805 self.chatbubbleentity.exteriormodeltoclient = self;
1806 self.chatbubbleentity.think = ChatBubbleThink;
1807 self.chatbubbleentity.nextthink = time;
1808 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1809 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1810 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1811 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1812 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1813 self.chatbubbleentity.model = "";
1814 self.chatbubbleentity.effects = EF_LOWPRECISION;
1819 void TeamBubbleThink()
1821 self.nextthink = time;
1822 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1824 if(self.owner) // but why can that ever be world?
1825 self.owner.teambubbleentity = world;
1829 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1830 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1833 self.model = self.mdl;
1837 float TeamBubble_customizeentityforclient()
1839 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1842 void UpdateTeamBubble()
1844 if (!self.modelindex || !teams_matter)
1846 // spawn a teambubble entity if needed
1847 if (!self.teambubbleentity && teams_matter)
1849 self.teambubbleentity = spawn();
1850 self.teambubbleentity.owner = self;
1851 self.teambubbleentity.exteriormodeltoclient = self;
1852 self.teambubbleentity.think = TeamBubbleThink;
1853 self.teambubbleentity.nextthink = time;
1854 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1855 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1856 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1857 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1858 self.teambubbleentity.mdl = self.teambubbleentity.model;
1859 self.teambubbleentity.model = self.teambubbleentity.mdl;
1860 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1861 self.teambubbleentity.effects = EF_LOWPRECISION;
1865 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1866 // added to the model skins
1867 /*void UpdateColorModHack()
1870 c = self.clientcolors & 15;
1871 // LordHavoc: only bothering to support white, green, red, yellow, blue
1872 if (!teams_matter) self.colormod = '0 0 0';
1873 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1874 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1875 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1876 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1877 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1878 else self.colormod = '1 1 1';
1884 if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1886 self.solid = SOLID_NOT;
1887 self.takedamage = DAMAGE_NO;
1888 self.movetype = MOVETYPE_FLY;
1889 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1890 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1891 self.effects |= EF_ADDITIVE;
1892 self.oldcolormap = self.colormap;
1893 self.colormap = 512;
1894 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1895 if(cvar("g_respawn_ghosts_maxtime"))
1896 SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1900 self.effects |= EF_NODRAW; // prevent another CopyBody
1901 if(self.oldcolormap)
1903 self.colormap = self.oldcolormap;
1904 self.oldcolormap = 0;
1906 PutClientInServer();
1909 void play_countdown(float finished, string samp)
1911 if(clienttype(self) == CLIENTTYPE_REAL)
1912 if(floor(finished - time - frametime) != floor(finished - time))
1913 if(finished - time < 6)
1914 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1918 * When sv_timeout is used this function returs strings like
1919 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1920 * Called by centerprint functions
1921 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1923 string getTimeoutText(float addOneSecond) {
1924 if (!cvar("sv_timeout") || !timeoutStatus)
1927 local string retStr;
1928 if (timeoutStatus == 1) {
1929 if (addOneSecond == 1) {
1930 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1933 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1937 else if (timeoutStatus == 2) {
1939 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1940 //don't show messages like "Timeout ends in 0 seconds"...
1941 if ((remainingTimeoutTime + 1) > 0)
1947 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1948 //don't show messages like "Timeout ends in 0 seconds"...
1949 if (remainingTimeoutTime > 0)
1958 void player_powerups (void)
1960 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1962 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1963 self.modelflags |= MF_ROCKET;
1967 SoundEntity_StopSound(self, CHAN_PLAYER);
1968 self.modelflags &~= MF_ROCKET;
1971 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1973 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1976 Fire_ApplyDamage(self);
1977 Fire_ApplyEffect(self);
1981 self.effects |= EF_FULLBRIGHT;
1983 if (self.items & IT_STRENGTH)
1985 play_countdown(self.strength_finished, "misc/poweroff.wav");
1986 if (time > self.strength_finished)
1988 self.alpha = default_player_alpha;
1989 self.exteriorweaponentity.alpha = default_weapon_alpha;
1990 self.items &~= IT_STRENGTH;
1991 sprint(self, "^3Invisibility has worn off\n");
1996 if (time < self.strength_finished)
1998 self.alpha = g_minstagib_invis_alpha;
1999 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2000 self.items |= IT_STRENGTH;
2001 sprint(self, "^3You are invisible\n");
2005 if (self.items & IT_INVINCIBLE)
2007 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2008 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2010 self.items = self.items - (self.items & IT_INVINCIBLE);
2011 sprint(self, "^3Speed has worn off\n");
2016 if (time < self.invincible_finished)
2018 self.items = self.items | IT_INVINCIBLE;
2019 sprint(self, "^3You are on speed\n");
2025 if (self.items & IT_STRENGTH)
2027 play_countdown(self.strength_finished, "misc/poweroff.wav");
2028 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2029 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
2031 self.items = self.items - (self.items & IT_STRENGTH);
2032 sprint(self, "^3Strength has worn off\n");
2037 if (time < self.strength_finished)
2039 self.items = self.items | IT_STRENGTH;
2040 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2043 if (self.items & IT_INVINCIBLE)
2045 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2046 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2047 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2049 self.items = self.items - (self.items & IT_INVINCIBLE);
2050 sprint(self, "^3Shield has worn off\n");
2055 if (time < self.invincible_finished)
2057 self.items = self.items | IT_INVINCIBLE;
2058 sprint(self, "^3Shield surrounds you\n");
2062 if(cvar("g_nodepthtestplayers"))
2063 self.effects = self.effects | EF_NODEPTHTEST;
2065 if(cvar("g_fullbrightplayers"))
2066 self.effects = self.effects | EF_FULLBRIGHT;
2068 // midair gamemode: damage only while in the air
2069 // if in midair mode, being on ground grants temporary invulnerability
2070 // (this is so that multishot weapon don't clear the ground flag on the
2071 // first damage in the frame, leaving the player vulnerable to the
2072 // remaining hits in the same frame)
2073 if (self.flags & FL_ONGROUND)
2075 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
2077 if (time >= game_starttime)
2078 if (time < self.spawnshieldtime)
2079 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2082 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2084 if(current > stable)
2086 else if(current > stable - 0.25) // when close enough, "snap"
2089 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2092 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2094 if(current < stable)
2096 else if(current < stable + 0.25) // when close enough, "snap"
2099 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2102 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2104 if(current > rotstable)
2106 if(rotframetime > 0)
2108 current = CalcRot(current, rotstable, rotfactor, rotframetime);
2109 current = max(rotstable, current - rotlinear * rotframetime);
2112 else if(current < regenstable)
2114 if(regenframetime > 0)
2116 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2117 current = min(regenstable, current + regenlinear * regenframetime);
2127 void player_regen (void)
2129 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2130 maxh = cvar("g_balance_health_rotstable");
2131 maxa = cvar("g_balance_armor_rotstable");
2132 maxf = cvar("g_balance_fuel_rotstable");
2133 minh = cvar("g_balance_health_regenstable");
2134 mina = cvar("g_balance_armor_regenstable");
2135 minf = cvar("g_balance_fuel_regenstable");
2136 limith = cvar("g_balance_health_limit");
2137 limita = cvar("g_balance_armor_limit");
2138 limitf = cvar("g_balance_fuel_limit");
2140 max_mod = regen_mod = rot_mod = limit_mod = 1;
2142 if (self.runes & RUNE_REGEN)
2144 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2146 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2147 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2148 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2152 regen_mod = cvar("g_balance_rune_regen_regenrate");
2153 max_mod = cvar("g_balance_rune_regen_hpmod");
2154 limit_mod = cvar("g_balance_rune_regen_limitmod");
2157 else if (self.runes & CURSE_VENOM)
2159 max_mod = cvar("g_balance_curse_venom_hpmod");
2160 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2161 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2163 rot_mod = cvar("g_balance_curse_venom_rotrate");
2164 limit_mod = cvar("g_balance_curse_venom_limitmod");
2165 //if (!self.runes & RUNE_REGEN)
2166 // rot_mod = cvar("g_balance_curse_venom_rotrate");
2168 maxh = maxh * max_mod;
2169 //maxa = maxa * max_mod;
2170 //maxf = maxf * max_mod;
2171 minh = minh * max_mod;
2172 //mina = mina * max_mod;
2173 //minf = minf * max_mod;
2174 limith = limith * limit_mod;
2175 limita = limita * limit_mod;
2176 //limitf = limitf * limit_mod;
2181 if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2183 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2184 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2186 // if player rotted to death... die!
2188 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2191 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2192 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_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);
2195 float zoomstate_set;
2196 void SetZoomState(float z)
2198 if(z != self.zoomstate)
2201 ClientData_Touch(self);
2206 void GetPressedKeys(void) {
2207 MUTATOR_CALLHOOK(GetPressedKeys);
2208 if (self.movement_x > 0) // get if movement keys are pressed
2209 { // forward key pressed
2210 self.pressedkeys |= KEY_FORWARD;
2211 self.pressedkeys &~= KEY_BACKWARD;
2213 else if (self.movement_x < 0)
2214 { // backward key pressed
2215 self.pressedkeys |= KEY_BACKWARD;
2216 self.pressedkeys &~= KEY_FORWARD;
2220 self.pressedkeys &~= KEY_FORWARD;
2221 self.pressedkeys &~= KEY_BACKWARD;
2224 if (self.movement_y > 0)
2225 { // right key pressed
2226 self.pressedkeys |= KEY_RIGHT;
2227 self.pressedkeys &~= KEY_LEFT;
2229 else if (self.movement_y < 0)
2230 { // left key pressed
2231 self.pressedkeys |= KEY_LEFT;
2232 self.pressedkeys &~= KEY_RIGHT;
2236 self.pressedkeys &~= KEY_RIGHT;
2237 self.pressedkeys &~= KEY_LEFT;
2240 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2241 self.pressedkeys |= KEY_JUMP;
2243 self.pressedkeys &~= KEY_JUMP;
2244 if (self.BUTTON_CROUCH)
2245 self.pressedkeys |= KEY_CROUCH;
2247 self.pressedkeys &~= KEY_CROUCH;
2250 void update_stats (float number, float hit, float fired) {
2251 // self.stat_hit = number + ((number==0) ? 1 : 64) * hit * sv_accuracy_data_share;
2252 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2255 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2256 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2258 self.stat_hit = hit * sv_accuracy_data_share;
2259 self.stat_fired = fired * sv_accuracy_data_share;
2264 ======================
2265 spectate mode routines
2266 ======================
2269 .float weapon_count;
2270 void SpectateCopy(entity spectatee) {
2271 if(spectatee.weapon_count < WEP_LAST) {
2272 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]));
2273 spectatee.weapon_count ++;
2275 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2278 MUTATOR_CALLHOOK(SpectateCopy);
2279 self.armortype = spectatee.armortype;
2280 self.armorvalue = spectatee.armorvalue;
2281 self.ammo_cells = spectatee.ammo_cells;
2282 self.ammo_shells = spectatee.ammo_shells;
2283 self.ammo_nails = spectatee.ammo_nails;
2284 self.ammo_rockets = spectatee.ammo_rockets;
2285 self.ammo_fuel = spectatee.ammo_fuel;
2286 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2287 self.health = spectatee.health;
2289 self.items = spectatee.items;
2290 self.last_pickup = spectatee.last_pickup;
2291 self.metertime = spectatee.metertime;
2292 self.strength_finished = spectatee.strength_finished;
2293 self.invincible_finished = spectatee.invincible_finished;
2294 self.pressedkeys = spectatee.pressedkeys;
2295 self.weapons = spectatee.weapons;
2296 self.switchweapon = spectatee.switchweapon;
2297 self.weapon = spectatee.weapon;
2298 self.punchangle = spectatee.punchangle;
2299 self.view_ofs = spectatee.view_ofs;
2300 self.v_angle = spectatee.v_angle;
2301 self.velocity = spectatee.velocity;
2302 self.dmg_take = spectatee.dmg_take;
2303 self.dmg_save = spectatee.dmg_save;
2304 self.dmg_inflictor = spectatee.dmg_inflictor;
2305 self.angles = spectatee.v_angle;
2306 self.fixangle = TRUE;
2307 setorigin(self, spectatee.origin);
2308 setsize(self, spectatee.mins, spectatee.maxs);
2309 SetZoomState(spectatee.zoomstate);
2311 anticheat_spectatecopy(spectatee);
2314 float SpectateUpdate() {
2318 if (self == self.enemy)
2321 if(self.enemy.classname != "player")
2324 SpectateCopy(self.enemy);
2329 float SpectateNext() {
2330 other = find(self.enemy, classname, "player");
2333 other = find(other, classname, "player");
2338 if(self.enemy.classname == "player") {
2340 WriteByte(MSG_ONE, SVC_SETVIEW);
2341 WriteEntity(MSG_ONE, self.enemy);
2342 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2343 self.movetype = MOVETYPE_NONE;
2345 self.enemy.weapon_count = 0;
2347 if(!SpectateUpdate())
2348 PutObserverInServer();
2358 ShowRespawnCountdown()
2360 Update a respawn countdown display.
2363 void ShowRespawnCountdown()
2366 if(self.deadflag == DEAD_NO) // just respawned?
2370 number = ceil(self.death_time - time);
2373 if(number <= self.respawn_countdown)
2375 self.respawn_countdown = number - 1;
2376 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
2377 AnnounceTo(self, strcat(ftos(number), ""));
2382 void LeaveSpectatorMode()
2384 if(isJoinAllowed()) {
2385 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2386 self.classname = "player";
2388 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2389 JoinBestTeam(self, FALSE, TRUE);
2391 if(cvar("g_campaign"))
2392 campaign_bots_may_start = 1;
2394 self.stat_count = WEP_LAST;
2396 PutClientInServer();
2398 if(self.classname == "player")
2399 bprint ("^4", self.netname, "^4 is playing now\n");
2401 if(!cvar("g_campaign"))
2402 centerprint(self,""); // clear MOTD
2406 if (g_ca && self.caplayer) {
2409 stuffcmd(self,"menu_showteamselect\n");
2414 //player may not join because of g_maxplayers is set
2415 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2420 * Determines whether the player is allowed to join. This depends on cvar
2421 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2422 * it checks whether the number of currently playing players exceeds g_maxplayers.
2423 * @return bool TRUE if the player is allowed to join, false otherwise
2425 float isJoinAllowed() {
2426 if(self.team_forced < 0)
2427 return FALSE; // forced spectators can never join
2429 if (!cvar("g_maxplayers"))
2433 local float currentlyPlaying;
2434 FOR_EACH_REALPLAYER(e) {
2435 if(e.classname == "player")
2436 currentlyPlaying += 1;
2438 if(currentlyPlaying < cvar("g_maxplayers"))
2445 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2446 * g_maxplayers_spectator_blocktime seconds
2448 void checkSpectatorBlock() {
2449 if(self.classname == "spectator" || self.classname == "observer") {
2450 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2451 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2457 float vercmp_recursive(string v1, string v2)
2463 dot1 = strstrofs(v1, ".", 0);
2464 dot2 = strstrofs(v2, ".", 0);
2468 s1 = substring(v1, 0, dot1);
2472 s2 = substring(v2, 0, dot2);
2474 r = stof(s1) - stof(s2);
2478 r = strcasecmp(s1, s2);
2491 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2494 float vercmp(string v1, string v2)
2496 if(strcasecmp(v1, v2) == 0) // early out check
2498 return vercmp_recursive(v1, v2);
2501 void ObserverThink()
2503 if (self.flags & FL_JUMPRELEASED) {
2504 if (self.BUTTON_JUMP && !self.version_mismatch) {
2505 self.welcomemessage_time = 0;
2506 self.flags &~= FL_JUMPRELEASED;
2507 self.flags |= FL_SPAWNING;
2508 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2509 self.welcomemessage_time = 0;
2510 self.flags &~= FL_JUMPRELEASED;
2511 if(SpectateNext() == 1) {
2512 self.classname = "spectator";
2516 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2517 self.flags |= FL_JUMPRELEASED;
2518 if(self.flags & FL_SPAWNING)
2520 self.flags &~= FL_SPAWNING;
2521 LeaveSpectatorMode();
2526 PrintWelcomeMessage(self);
2529 void SpectatorThink()
2531 if (self.flags & FL_JUMPRELEASED) {
2532 if (self.BUTTON_JUMP && !self.version_mismatch) {
2533 self.welcomemessage_time = 0;
2534 self.flags &~= FL_JUMPRELEASED;
2535 self.flags |= FL_SPAWNING;
2536 } else if(self.BUTTON_ATCK) {
2537 self.welcomemessage_time = 0;
2538 self.flags &~= FL_JUMPRELEASED;
2539 if(SpectateNext() == 1) {
2540 self.classname = "spectator";
2542 self.classname = "observer";
2543 self.stat_count = WEP_LAST;
2544 PutClientInServer();
2546 } else if (self.BUTTON_ATCK2) {
2547 self.welcomemessage_time = 0;
2548 self.flags &~= FL_JUMPRELEASED;
2549 self.classname = "observer";
2550 self.stat_count = WEP_LAST;
2551 PutClientInServer();
2553 if(!SpectateUpdate())
2554 PutObserverInServer();
2557 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2558 self.flags |= FL_JUMPRELEASED;
2559 if(self.flags & FL_SPAWNING)
2561 self.flags &~= FL_SPAWNING;
2562 LeaveSpectatorMode();
2568 PrintWelcomeMessage(self);
2569 self.flags |= FL_CLIENT | FL_NOTARGET;
2572 .float touchexplode_time;
2578 Called every frame for each client before the physics are run
2581 void() ctf_setstatus;
2582 void() nexball_setstatus;
2584 void PlayerPreThink (void)
2586 self.stat_game_starttime = game_starttime;
2587 self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2588 self.stat_leadlimit = cvar("leadlimit");
2592 // physics frames: update anticheat stuff
2593 anticheat_prethink();
2596 if(blockSpectators && frametime)
2597 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2598 checkSpectatorBlock();
2602 if(self.netname_previous != self.netname)
2604 if(cvar("sv_eventlog"))
2605 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2606 if(self.netname_previous)
2607 strunzone(self.netname_previous);
2608 self.netname_previous = strzone(self.netname);
2612 if(self.version_nagtime)
2613 if(self.cvar_g_xonoticversion)
2614 if(time > self.version_nagtime)
2616 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2618 if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2620 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2621 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2626 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2629 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("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");
2630 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("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"));
2634 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2635 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2639 self.version_nagtime = 0;
2643 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2645 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2646 self.max_armorvalue = 0;
2650 if (TetrisPreFrame())
2654 MUTATOR_CALLHOOK(PlayerPreThink);
2656 if(self.classname == "player") {
2657 // if(self.netname == "Wazat")
2658 // bprint(self.classname, "\n");
2660 CheckRules_Player();
2662 PrintWelcomeMessage(self);
2664 if (intermission_running)
2666 IntermissionThink (); // otherwise a button could be missed between
2667 return; // the think tics
2670 if(self.teleport_time)
2671 if(time > self.teleport_time)
2673 self.teleport_time = 0;
2674 self.effects = self.effects - (self.effects & EF_NODRAW);
2677 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2678 UpdateSelectedPlayer();
2680 //don't allow the player to turn around while game is paused!
2681 if(timeoutStatus == 2) {
2682 self.v_angle = self.lastV_angle;
2683 self.angles = self.lastV_angle;
2684 self.fixangle = TRUE;
2689 if(self.health <= 0 && cvar("g_deathglow"))
2691 if(self.glowmod_x > 0)
2692 self.glowmod_x -= cvar("g_deathglow") * frametime;
2694 self.glowmod_x = -1;
2695 if(self.glowmod_y > 0)
2696 self.glowmod_y -= cvar("g_deathglow") * frametime;
2698 self.glowmod_y = -1;
2699 if(self.glowmod_z > 0)
2700 self.glowmod_z -= cvar("g_deathglow") * frametime;
2702 self.glowmod_z = -1;
2705 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2709 if (self.deadflag != DEAD_NO)
2711 float button_pressed, force_respawn;
2712 if(self.personal && g_race_qualifying)
2714 if(time > self.death_time)
2716 self.death_time = time + 1; // only retry once a second
2725 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2726 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2727 if (self.deadflag == DEAD_DYING)
2730 self.deadflag = DEAD_RESPAWNING;
2731 else if(!button_pressed)
2732 self.deadflag = DEAD_DEAD;
2734 else if (self.deadflag == DEAD_DEAD)
2737 self.deadflag = DEAD_RESPAWNABLE;
2739 else if (self.deadflag == DEAD_RESPAWNABLE)
2742 self.deadflag = DEAD_RESPAWNING;
2744 else if (self.deadflag == DEAD_RESPAWNING)
2746 if(time > self.death_time)
2748 self.death_time = time + 1; // only retry once a second
2752 ShowRespawnCountdown();
2758 if(time > self.touchexplode_time)
2759 if(self.classname == "player")
2760 if(self.deadflag == DEAD_NO)
2761 if not(IS_INDEPENDENT_PLAYER(self))
2762 FOR_EACH_PLAYER(other) if(self != other)
2764 if(time > other.touchexplode_time)
2765 if(other.deadflag == DEAD_NO)
2766 if not(IS_INDEPENDENT_PLAYER(other))
2767 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2769 PlayerTouchExplode(self, other);
2770 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2774 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2778 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2779 dist = self.prevorigin - self.origin;
2781 self.lms_traveled_distance += fabs(vlen(dist));
2783 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2785 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2786 self.lms_traveled_distance = 0;
2789 if(time > self.lms_nextcheck)
2791 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2792 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2794 centerprint(self, cvar_string("g_lms_campcheck_message"));
2795 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2796 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2797 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');
2799 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2800 self.lms_traveled_distance = 0;
2804 self.prevorigin = self.origin;
2806 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2811 self.view_ofs = PL_CROUCH_VIEW_OFS;
2812 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2813 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2820 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2821 if (!trace_startsolid)
2823 self.crouch = FALSE;
2824 self.view_ofs = PL_VIEW_OFS;
2825 setsize (self, PL_MIN, PL_MAX);
2830 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2832 if(self.bloodloss_timer < time)
2834 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2835 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2841 GrapplingHookFrame();
2843 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2846 self.items &~= self.items_added;
2850 self.items_added = 0;
2851 if(self.items & IT_JETPACK)
2852 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2853 self.items_added |= IT_FUEL;
2855 self.items |= self.items_added;
2860 // rot nex charge to the charge limit
2861 if(cvar("g_balance_nex_charge_rot_rate") && self.nex_charge > cvar("g_balance_nex_charge_limit"))
2862 self.nex_charge = bound(cvar("g_balance_nex_charge_limit"), self.nex_charge - cvar("g_balance_nex_charge_rot_rate") * frametime / W_TICSPERFRAME, 1);
2868 minstagib_ammocheck();
2871 nexball_setstatus();
2873 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2875 //self.angles_y=self.v_angle_y + 90; // temp
2876 } else if(gameover) {
2877 if (intermission_running)
2878 IntermissionThink (); // otherwise a button could be missed between
2880 } else if(self.classname == "observer") {
2882 } else if(self.classname == "spectator") {
2887 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2889 float oldspectatee_status;
2890 oldspectatee_status = self.spectatee_status;
2891 if(self.classname == "spectator")
2892 self.spectatee_status = num_for_edict(self.enemy);
2893 else if(self.classname == "observer")
2894 self.spectatee_status = num_for_edict(self);
2896 self.spectatee_status = 0;
2897 if(self.spectatee_status != oldspectatee_status)
2899 ClientData_Touch(self);
2901 race_InitSpectator();
2904 if(self.teamkill_soundtime)
2905 if(time > self.teamkill_soundtime)
2907 self.teamkill_soundtime = 0;
2909 entity oldpusher, oldself;
2911 oldself = self; self = self.teamkill_soundsource;
2912 oldpusher = self.pusher; self.pusher = oldself;
2914 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2916 self.pusher = oldpusher;
2920 if(self.taunt_soundtime)
2921 if(time > self.taunt_soundtime)
2923 self.taunt_soundtime = 0;
2924 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2927 target_voicescript_next(self);
2930 float isInvisibleString(string s)
2933 s = strdecolorize(s);
2934 for((i = 0), (n = strlen(s)); i < n; ++i)
2942 case 192: // charmap space
2943 if (!cvar("utf8_enable"))
2946 case 160: // space in unicode fonts
2947 case 0xE000 + 192: // utf8 charmap space
2948 if (cvar("utf8_enable"))
2961 Called every frame for each client after the physics are run
2964 .float idlekick_lasttimeleft;
2965 .entity showheadshotbbox;
2966 void showheadshotbbox_think()
2968 if(self.owner.showheadshotbbox != self)
2973 self.nextthink = time;
2974 setorigin(self, self.owner.origin);
2975 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2977 void PlayerPostThink (void)
2979 // Savage: Check for nameless players
2980 if (isInvisibleString(self.netname)) {
2981 self.netname = "Player";
2982 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2985 // send the clients accuracy stats to the client
2986 if(self.stat_count > 0)
2989 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2990 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2991 self.stat_count -= 1;
2994 if(sv_maxidle && frametime)
2996 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2998 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3001 bprint("^3", self.netname, "^3 was kicked for idling.\n");
3002 AnnounceTo(self, "terminated");
3006 else if(timeleft <= 10)
3008 if(timeleft != self.idlekick_lasttimeleft)
3010 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3011 AnnounceTo(self, strcat(ftos(timeleft), ""));
3016 centerprint_expire(self, CENTERPRIO_IDLEKICK);
3018 self.idlekick_lasttimeleft = timeleft;
3022 if(self.impulse == 100)
3024 if (TetrisPostFrame())
3030 if(self.classname == "player") {
3031 CheckRules_Player();
3036 if (intermission_running)
3037 return; // intermission or finale
3039 } else if (self.classname == "observer") {
3041 } else if (self.classname == "spectator") {
3047 for(i = 0; i < 1000; ++i)
3050 end = self.origin + '0 0 1024' + 512 * randomvec();
3051 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3052 if(trace_fraction < 1)
3053 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3055 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3063 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3065 if(self.waypointsprite_attachedforcarrier)
3066 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
3068 if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
3070 if(!self.showheadshotbbox)
3072 self.showheadshotbbox = spawn();
3073 self.showheadshotbbox.classname = "headshotbbox";
3074 self.showheadshotbbox.owner = self;
3075 self.showheadshotbbox.think = showheadshotbbox_think;
3076 self.showheadshotbbox.nextthink = time;
3077 self = self.showheadshotbbox;
3084 if(self.showheadshotbbox)
3085 remove(self.showheadshotbbox);
3090 if((g_cts || g_race) && self.cvar_cl_allow_uid2name)
3092 if(!self.stored_netname)
3093 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3094 if(self.stored_netname != self.netname)
3096 db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3097 strunzone(self.stored_netname);
3098 self.stored_netname = strzone(self.netname);
3104 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));