1 // let's abuse an existing field
2 #define SPAWNPOINT_SCORE frags
4 .float wantswelcomemessage;
5 .string netname_previous;
7 void spawnfunc_info_player_survivor (void)
9 spawnfunc_info_player_deathmatch();
12 void spawnfunc_info_player_start (void)
14 spawnfunc_info_player_deathmatch();
17 void spawnfunc_info_player_deathmatch (void)
19 self.classname = "info_player_deathmatch";
20 relocate_spawnpoint();
28 self.team = activator.team;
29 some_spawn_has_been_used = 1;
34 // -1 if a spawn can't be used
35 // otherwise, a weight of the spawnpoint
36 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
38 float shortest, thisdist;
41 // filter out spots for the wrong team
43 if(spot.team != teamcheck)
50 // filter out spots for assault
51 if(spot.target != "") {
54 ent = find(world, targetname, spot.target);
56 if(ent.classname == "target_objective")
58 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
62 else if(ent.classname == "trigger_race_checkpoint")
64 if(self.classname == "player") // spectators may spawn everywhere
66 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
70 if(pl > race_highest_place_spawn)
72 if(spot.race_place != pl)
80 ent = find(ent, targetname, spot.target);
88 shortest = vlen(world.maxs - world.mins);
89 for(player = playerlist; player; player = player.chain)
92 thisdist = vlen(player.origin - spot.origin);
93 if (thisdist < shortest)
101 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
103 local entity spot, spotlist, spotlistend;
104 spawn_allgood = TRUE;
110 for(spot = firstspot; spot; spot = spot.chain)
112 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
114 if(cvar("spawn_debugview"))
116 setmodel(spot, "models/runematch/rune.mdl");
117 if(spot.SPAWNPOINT_SCORE < mindist)
119 spot.colormod = '1 0 0';
124 spot.colormod = '0 1 0';
125 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
129 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
131 if(spot.SPAWNPOINT_SCORE < mindist)
133 // too short distance
134 spawn_allgood = FALSE;
139 spawn_allbad = FALSE;
142 spotlistend.chain = spot;
149 if(spot.team != teamcheck)
150 error("invalid spawn added");
152 print("added ", etos(spot), "\n");
158 spotlistend.chain = world;
163 for(e = spotlist; e; e = e.chain)
165 print("seen ", etos(e), "\n");
166 if(e.team != teamcheck)
167 error("invalid spawn found");
174 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
176 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
177 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
180 RandomSelection_Init();
181 for(spot = firstspot; spot; spot = spot.chain)
182 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
184 return RandomSelection_chosen_ent;
191 Finds a point to respawn
194 entity SelectSpawnPoint (float anypoint)
196 local float teamcheck;
197 local entity firstspot_new;
198 local entity spot, firstspot, playerlist;
200 spot = find (world, classname, "testplayerstart");
206 if(!anypoint && have_team_spawns)
207 teamcheck = self.team;
209 // get the list of players
210 playerlist = findchain(classname, "player");
211 // get the entire list of spots
212 firstspot = findchain(classname, "info_player_deathmatch");
213 // filter out the bad ones
214 // (note this returns the original list if none survived)
215 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
217 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
218 firstspot = firstspot_new;
220 // there is 50/50 chance of choosing a random spot or the furthest spot
221 // (this means that roughly every other spawn will be furthest, so you
222 // usually won't get fragged at spawn twice in a row)
223 if (arena_roundbased)
225 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
227 firstspot = firstspot_new;
228 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
230 else if (random() > cvar("g_spawn_furthest"))
231 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
233 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
235 if(cvar("spawn_debugview"))
237 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
241 for(e = firstspot; e; e = e.chain)
242 if(e.team != teamcheck)
243 error("invalid spawn found");
248 if(cvar("spawn_debug"))
252 if(some_spawn_has_been_used)
253 return world; // team can't spawn any more, because of actions of other team
255 error("Cannot find a spawn point - please fix the map!");
266 Checks if the argument string can be a valid playermodel.
267 Returns a valid one in doubt.
270 string FallbackPlayerModel = "models/player/marine.zym";
271 string CheckPlayerModel(string plyermodel) {
272 if(strlen(plyermodel) < 4)
273 return FallbackPlayerModel;
274 if( substring(plyermodel,0,14) != "models/player/")
275 return FallbackPlayerModel;
276 else if(cvar("sv_servermodelsonly"))
278 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
279 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
280 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
281 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
282 return FallbackPlayerModel;
283 if(!fexists(plyermodel))
284 return FallbackPlayerModel;
291 Client_customizeentityforclient
296 float Client_customizeentityforclient()
298 #ifdef ALLOW_VARIABLE_LOD
300 // other: the player viewing me
304 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
307 if(other.cvar_cl_playerdetailreduction <= 0)
309 if(other.cvar_cl_playerdetailreduction <= -2)
310 self.modelindex = self.modelindex_lod2;
311 else if(other.cvar_cl_playerdetailreduction <= -1)
312 self.modelindex = self.modelindex_lod1;
314 self.modelindex = self.modelindex_lod0;
318 distance = vlen(self.origin - other.origin);
319 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
321 self.modelindex = self.modelindex_lod2;
323 self.modelindex = self.modelindex_lod1;
325 self.modelindex = self.modelindex_lod0;
332 void UpdatePlayerSounds();
333 void setmodel_lod(entity e, string modelname)
335 #ifdef ALLOW_VARIABLE_LOD
338 // FIXME: this only supports 3-letter extensions
339 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
343 setmodel(e, s); // players have high precision
344 self.modelindex_lod1 = self.modelindex;
347 self.modelindex_lod1 = -1;
349 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
353 setmodel(e, s); // players have high precision
354 self.modelindex_lod2 = self.modelindex;
357 self.modelindex_lod2 = -1;
359 precache_model(modelname);
360 setmodel(e, modelname); // players have high precision
361 self.modelindex_lod0 = self.modelindex;
363 if(self.modelindex_lod1 < 0)
364 self.modelindex_lod1 = self.modelindex;
366 if(self.modelindex_lod2 < 0)
367 self.modelindex_lod2 = self.modelindex;
369 precache_model(modelname);
370 setmodel(e, modelname); // players have high precision
372 player_setupanimsformodel();
373 UpdatePlayerSounds();
380 putting a client as observer in the server
383 void PutObserverInServer (void)
387 race_PreSpawnObserver();
389 spot = SelectSpawnPoint (TRUE);
391 error("No spawnpoints for observers?!?\n");
392 RemoveGrapplingHook(self); // Wazat's Grappling Hook
394 if(clienttype(self) == CLIENTTYPE_REAL)
397 WriteByte(MSG_ONE, SVC_SETVIEW);
398 WriteEntity(MSG_ONE, self);
402 kh_Key_DropAll(self, TRUE);
405 DropFlag(self.flagcarried);
407 WaypointSprite_PlayerDead();
409 if(self.killcount != -666)
413 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
414 bprint ("^4", self.netname, "^4 has no more lives left\n");
416 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
419 bprint ("^4", self.netname, "^4 is spectating now\n");
422 PlayerScore_Clear(self); // clear scores when needed
424 self.spectatortime = time;
426 self.classname = "observer";
428 self.takedamage = DAMAGE_NO;
429 self.solid = SOLID_NOT;
430 self.movetype = MOVETYPE_NOCLIP;
431 self.flags = FL_CLIENT | FL_NOTARGET;
432 self.armorvalue = 666;
434 self.armorvalue = cvar("g_balance_armor_start");
435 self.pauserotarmor_finished = 0;
436 self.pauserothealth_finished = 0;
437 self.pauseregen_finished = 0;
438 self.damageforcescale = 0;
445 self.pain_finished = 0;
446 self.strength_finished = 0;
447 self.invincible_finished = 0;
449 self.think = SUB_Null;
453 self.deadflag = DEAD_NO;
454 self.angles = spot.angles;
456 self.fixangle = TRUE;
459 self.view_ofs = PL_VIEW_OFS;
460 setorigin (self, spot.origin);
461 setsize (self, '0 0 0', '0 0 0');
462 self.oldorigin = self.origin;
467 self.weaponmodel = "";
468 self.weaponentity = world;
469 self.killcount = -666;
470 self.velocity = '0 0 0';
471 self.avelocity = '0 0 0';
472 self.punchangle = '0 0 0';
473 self.punchvector = '0 0 0';
474 self.oldvelocity = self.velocity;
475 self.customizeentityforclient = Client_customizeentityforclient;
477 self.wantswelcomemessage = 1;
481 if(self.version_mismatch)
483 Spawnqueue_Unmark(self);
484 Spawnqueue_Remove(self);
488 Spawnqueue_Insert(self);
493 // Only if the player cannot play at all
494 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
503 float RestrictSkin(float s)
512 void FixPlayermodel()
514 local string defaultmodel;
515 local float defaultskin;
520 if(cvar("sv_defaultcharacter") == 1) {
525 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
526 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
529 if(defaultmodel == "")
531 defaultmodel = cvar_string("sv_defaultplayermodel");
532 defaultskin = cvar("sv_defaultplayerskin");
536 if(defaultmodel != "")
538 if (defaultmodel != self.model)
542 setmodel_lod (self, defaultmodel);
543 setsize (self, m1, m2);
546 self.skin = defaultskin;
548 if (self.playermodel != self.model)
550 self.playermodel = CheckPlayerModel(self.playermodel);
553 setmodel_lod (self, self.playermodel);
554 setsize (self, m1, m2);
557 self.skin = RestrictSkin(stof(self.playerskin));
561 if(strlen(cvar_string("sv_defaultplayercolors")))
562 if(self.clientcolors != cvar("sv_defaultplayercolors"))
563 setcolor(self, cvar("sv_defaultplayercolors"));
570 Called when a client spawns in the server
573 //void() ctf_playerchanged;
574 void PutClientInServer (void)
576 if(clienttype(self) == CLIENTTYPE_BOT)
578 self.classname = "player";
580 else if(clienttype(self) == CLIENTTYPE_REAL)
583 WriteByte(MSG_ONE, SVC_SETVIEW);
584 WriteEntity(MSG_ONE, self);
587 // player is dead and becomes observer
588 // FIXME fix LMS scoring for new system
591 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
592 self.classname = "observer";
597 self.classname = "observer";
599 if(self.classname == "player") {
604 spot = SelectSpawnPoint (FALSE);
607 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
608 return; // spawn failed
611 RemoveGrapplingHook(self); // Wazat's Grappling Hook
613 self.classname = "player";
614 self.iscreature = TRUE;
615 self.movetype = MOVETYPE_WALK;
616 self.solid = SOLID_SLIDEBOX;
617 if(independent_players)
618 MAKE_INDEPENDENT_PLAYER(self);
619 self.flags = FL_CLIENT;
620 self.takedamage = DAMAGE_AIM;
622 self.effects = EF_FULLBRIGHT;
625 self.air_finished = time + 12;
628 self.ammo_shells = start_ammo_shells;
629 self.ammo_nails = start_ammo_nails;
630 self.ammo_rockets = start_ammo_rockets;
631 self.ammo_cells = start_ammo_cells;
632 self.health = start_health;
633 self.armorvalue = start_armorvalue;
634 self.items = start_items;
635 self.switchweapon = start_switchweapon;
636 self.cnt = start_switchweapon;
638 self.jump_interval = time;
640 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
641 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
642 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
643 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
644 //extend the pause of rotting if client was reset at the beginning of the countdown
645 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
646 self.spawnshieldtime += RESTART_COUNTDOWN;
647 self.pauserotarmor_finished += RESTART_COUNTDOWN;
648 self.pauserothealth_finished += RESTART_COUNTDOWN;
649 self.pauseregen_finished += RESTART_COUNTDOWN;
651 self.damageforcescale = 2;
658 self.pain_finished = 0;
659 self.strength_finished = 0;
660 self.invincible_finished = 0;
662 //self.speed_finished = 0;
663 //self.slowmo_finished = 0;
664 // players have no think function
665 self.think = SUB_Null;
671 self.deadflag = DEAD_NO;
673 self.angles = spot.angles;
675 self.angles_z = 0; // never spawn tilted even if the spot says to
676 self.fixangle = TRUE; // turn this way immediately
677 self.velocity = '0 0 0';
678 self.avelocity = '0 0 0';
679 self.punchangle = '0 0 0';
680 self.punchvector = '0 0 0';
681 self.oldvelocity = self.velocity;
686 self.customizeentityforclient = Client_customizeentityforclient;
692 self.view_ofs = PL_VIEW_OFS;
693 setsize (self, PL_MIN, PL_MAX);
694 self.spawnorigin = spot.origin;
695 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
696 // don't reset back to last position, even if new position is stuck in solid
697 self.oldorigin = self.origin;
701 Spawnqueue_Remove(self);
702 Spawnqueue_Mark(self);
705 self.event_damage = PlayerDamage;
707 self.bot_attack = TRUE;
709 self.statdraintime = time + 5;
710 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
712 if(self.killcount == -666) {
713 PlayerScore_Clear(self);
718 self.cnt = WEP_LASER;
719 self.nixnex_lastchange_id = -1;
721 CL_SpawnWeaponentity();
722 self.alpha = default_player_alpha;
723 self.colormod = '1 1 1' * cvar("g_player_brightness");
724 self.exteriorweaponentity.alpha = default_weapon_alpha;
726 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
727 self.lms_traveled_distance = 0;
728 self.speedrunning = FALSE;
730 race_PostSpawn(spot);
732 if(cvar("spawn_debug"))
734 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
735 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
738 //stuffcmd(self, "chase_active 0");
739 //stuffcmd(self, "set viewsize $tmpviewsize \n");
741 if (cvar("g_spawnsound"))
742 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
745 if(self.team == assault_attacker_team)
746 centerprint(self, "You are attacking!\n");
748 centerprint(self, "You are defending!\n");
751 } else if(self.classname == "observer") {
752 PutObserverInServer ();
756 // ctf_playerchanged();
763 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
766 void SendCSQCInfo(void)
768 if(clienttype(self) != CLIENTTYPE_REAL)
771 WriteByte(MSG_ONE, SVC_TEMPENTITY);
772 WriteByte(MSG_ONE, TE_CSQC_INIT);
773 WriteShort(MSG_ONE, CSQC_REVISION);
774 WriteByte(MSG_ONE, maxclients);
782 void SetNewParms (void)
784 // initialize parms for a new player
785 parm1 = -(86400 * 366);
793 void SetChangeParms (void)
795 // save parms for level change
796 parm1 = self.parm_idlesince - time;
804 void DecodeLevelParms (void)
807 self.parm_idlesince = parm1;
808 if(self.parm_idlesince == -(86400 * 366))
809 self.parm_idlesince = time;
816 Called when a client types 'kill' in the console
820 void ClientKill_Now_TeamChange()
822 if(self.killindicator_teamchange == -1)
825 JoinBestTeam( self, FALSE, FALSE );
829 SV_ChangeTeam(self.killindicator_teamchange - 1);
833 void ClientKill_Now()
835 if(self.killindicator_teamchange)
836 ClientKill_Now_TeamChange();
839 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
841 if(self.killindicator)
843 dprint("Cleaned up after a leaked kill indicator.\n");
844 remove(self.killindicator);
845 self.killindicator = world;
848 void KillIndicator_Think()
850 if (!self.owner.modelindex)
852 self.owner.killindicator = world;
860 ClientKill_Now(); // no oldself needed
866 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
867 if(clienttype(self.owner) == CLIENTTYPE_REAL)
870 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
871 if(self.owner.killindicator_teamchange)
873 if(self.owner.killindicator_teamchange == -1)
874 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
876 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
879 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
881 self.nextthink = time + 1;
886 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
890 killtime = cvar("g_balance_kill_delay");
892 self.killindicator_teamchange = targetteam;
894 if(!self.killindicator)
896 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
902 self.killindicator = spawn();
903 self.killindicator.owner = self;
904 self.killindicator.scale = 0.5;
905 setattachment(self.killindicator, self, "");
906 setorigin(self.killindicator, '0 0 52');
907 self.killindicator.think = KillIndicator_Think;
908 self.killindicator.nextthink = time + (self.lip) * 0.05;
909 self.killindicator.cnt = ceil(killtime);
910 self.killindicator.count = bound(0, ceil(killtime), 10);
911 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
913 for(e = world; (e = find(e, classname, "body")) != world; )
917 e.killindicator = spawn();
918 e.killindicator.owner = e;
919 e.killindicator.scale = 0.5;
920 setattachment(e.killindicator, e, "");
921 setorigin(e.killindicator, '0 0 52');
922 e.killindicator.think = KillIndicator_Think;
923 e.killindicator.nextthink = time + (e.lip) * 0.05;
924 e.killindicator.cnt = ceil(killtime);
929 if(self.killindicator)
932 self.killindicator.colormod = TeamColor(targetteam);
934 self.killindicator.colormod = '0 0 0';
938 void ClientKill (void)
940 ClientKill_TeamChange(0);
943 void DoTeamChange(float destteam)
946 if(!cvar("teamplay"))
949 SetPlayerColors(self, destteam);
952 if(self.classname == "player")
955 CheckAllowedTeams(self);
956 t = FindSmallestTeam(self, TRUE);
959 case COLOR_TEAM1: c0 = c1; break;
960 case COLOR_TEAM2: c0 = c2; break;
961 case COLOR_TEAM3: c0 = c3; break;
962 case COLOR_TEAM4: c0 = c4; break;
969 destteam = COLOR_TEAM1;
973 destteam = COLOR_TEAM2;
977 destteam = COLOR_TEAM3;
981 destteam = COLOR_TEAM4;
987 if(destteam == self.team && !self.killindicator)
989 ClientKill_TeamChange(destteam);
992 void FixClientCvars(entity e)
994 // send prediction settings to the client
995 stuffcmd(e, "\nin_bindmap 0 0\n");
997 * we no longer need to stuff this. Remove this comment block if you feel
998 * 2.3 and higher (or was it 2.2.3?) don't need these any more
999 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1000 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1001 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1002 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1003 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1004 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1005 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1006 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1007 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1008 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1009 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1010 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1011 stuffcmd(e, "cl_movement_edgefriction 1\n");
1019 Called when a client connects to the server
1022 //void ctf_clientconnect();
1023 string ColoredTeamName(float t);
1024 void DecodeLevelParms (void);
1025 //void dom_player_join_team(entity pl);
1026 void ClientConnect (void)
1031 if(self.flags & FL_CLIENT)
1033 print("Warning: ClientConnect, but already connected!\n");
1037 if(Ban_IsClientBanned(self))
1039 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1047 self.classname = "player_joining";
1049 self.flags = self.flags | FL_CLIENT;
1050 self.version_nagtime = time + 10 + random() * 10;
1054 dprint("BUG player count is lower than zero, this cannot happen!\n");
1058 PlayerScore_Attach(self);
1060 bot_clientconnect();
1062 race_PreSpawnObserver();
1065 // dom_player_join_team(self);
1067 //JoinBestTeam(self, FALSE, FALSE);
1069 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1070 self.classname = "observer";
1072 self.classname = "player";
1073 campaign_bots_may_start = 1;
1076 self.playerid = (playerid_last = playerid_last + 1);
1077 if(cvar("sv_eventlog"))
1079 if(clienttype(self) == CLIENTTYPE_REAL)
1083 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1084 s = strcat(":team:", ftos(self.playerid), ":");
1085 s = strcat(s, ftos(self.team));
1086 GameLogEcho(s, FALSE);
1088 self.netname_previous = strzone(self.netname);
1090 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1092 bprint ("^4",self.netname);
1093 bprint ("^4 connected");
1095 if(g_domination || g_ctf)
1097 bprint(" and joined the ");
1098 bprint(ColoredTeamName(self.team));
1103 self.welcomemessage_time = 0;
1105 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1106 // TODO: is this being used for anything else than cd tracks?
1107 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1109 stuffcmd(self, "cl_particles_reloadeffects\n");
1111 FixClientCvars(self);
1113 // spawnfunc_waypoint sprites
1114 WaypointSprite_InitClient(self);
1116 // Wazat's grappling hook
1117 SetGrappleHookBindings();
1119 // get autoswitch state from player when he toggles it
1120 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1122 // get version info from player
1123 stuffcmd(self, "cmd clientversion $gameversion\n");
1125 // send all weapon info strings
1126 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1128 while (wep <= WEP_LAST)
1130 weapon_action(wep, WR_REGISTER);
1134 // get other cvars from player
1137 // set cvar for team scoreboard
1141 t = cvar("teamplay");
1142 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
1143 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1146 stuffcmd(self, "set teamplay 0\n");
1148 // notify about available teams
1151 CheckAllowedTeams(self);
1152 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1153 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1156 stuffcmd(self, "set _teams_available 0\n");
1158 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1162 self.classname = "observer";
1163 Spawnqueue_Insert(self);
1167 ctf_clientconnect();
1173 bot_relinkplayerlist();
1175 self.spectatortime = time;
1178 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"));
1181 self.jointime = time;
1182 self.allowedTimeouts = cvar("sv_timeout_number");
1184 if(clienttype(self) == CLIENTTYPE_REAL)
1186 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1189 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1191 MapVote_SendData(MSG_ONE);
1192 MapVote_UpdateData(MSG_ONE);
1194 ScoreInfo_Write(MSG_ONE);
1199 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1201 PlayerScore_Add(self, SP_LMS_RANK, 666);
1202 self.frags = -666; // FIXME do we still need this?
1211 Called when a client disconnects from the server
1214 void(entity e) DropFlag;
1215 .entity chatbubbleentity;
1216 .entity teambubbleentity;
1218 //void() ctf_clientdisconnect;
1219 void ClientDisconnect (void)
1223 if not(self.flags & FL_CLIENT)
1225 print("Warning: ClientDisconnect without ClientConnect\n");
1229 bot_clientdisconnect();
1234 if(cvar("sv_eventlog"))
1235 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1236 bprint ("^4",self.netname);
1237 bprint ("^4 disconnected\n");
1239 if (self.chatbubbleentity)
1241 remove (self.chatbubbleentity);
1242 self.chatbubbleentity = world;
1245 if (self.teambubbleentity)
1247 remove (self.teambubbleentity);
1248 self.teambubbleentity = world;
1251 if (self.killindicator)
1253 remove (self.killindicator);
1254 self.killindicator = world;
1257 WaypointSprite_PlayerGone();
1260 kh_Key_DropAll(self, TRUE);
1262 if(self.flagcarried)
1263 DropFlag(self.flagcarried);
1266 self.flags = self.flags - (self.flags & FL_CLIENT);
1267 bot_relinkplayerlist();
1271 if(self.weaponentity)
1272 if(self.weaponentity.lasertarget)
1273 remove(self.weaponentity.lasertarget);
1277 Spawnqueue_Unmark(self);
1278 Spawnqueue_Remove(self);
1282 ctf_clientdisconnect();
1286 PlayerScore_Detach(self);
1288 if(self.netname_previous)
1289 strunzone(self.netname_previous);
1291 ClearPlayerSounds();
1301 void ChatBubbleThink()
1303 self.nextthink = time;
1304 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1306 self.owner.chatbubbleentity = world;
1310 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1311 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1312 self.model = self.mdl;
1317 void UpdateChatBubble()
1319 if (!self.modelindex)
1321 // spawn a chatbubble entity if needed
1322 if (!self.chatbubbleentity)
1324 self.chatbubbleentity = spawn();
1325 self.chatbubbleentity.owner = self;
1326 self.chatbubbleentity.exteriormodeltoclient = self;
1327 self.chatbubbleentity.think = ChatBubbleThink;
1328 self.chatbubbleentity.nextthink = time;
1329 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1330 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1331 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1332 self.chatbubbleentity.model = "";
1333 self.chatbubbleentity.effects = EF_LOWPRECISION;
1338 void TeamBubbleThink()
1340 self.nextthink = time;
1341 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1343 self.owner.teambubbleentity = world;
1347 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1348 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1351 self.model = self.mdl;
1355 float TeamBubble_customizeentityforclient()
1357 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1360 void UpdateTeamBubble()
1362 if (!self.modelindex || !cvar("teamplay"))
1364 // spawn a teambubble entity if needed
1365 if (!self.teambubbleentity && cvar("teamplay"))
1367 self.teambubbleentity = spawn();
1368 self.teambubbleentity.owner = self;
1369 self.teambubbleentity.exteriormodeltoclient = self;
1370 self.teambubbleentity.think = TeamBubbleThink;
1371 self.teambubbleentity.nextthink = time;
1372 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1373 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1374 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1375 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1376 self.teambubbleentity.mdl = self.teambubbleentity.model;
1377 self.teambubbleentity.model = self.teambubbleentity.mdl;
1378 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1379 self.teambubbleentity.effects = EF_LOWPRECISION;
1383 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1384 // added to the model skins
1385 /*void UpdateColorModHack()
1388 c = self.clientcolors & 15;
1389 // LordHavoc: only bothering to support white, green, red, yellow, blue
1390 if (teamplay == 0) self.colormod = '0 0 0';
1391 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1392 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1393 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1394 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1395 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1396 else self.colormod = '1 1 1';
1402 self.effects |= EF_NODRAW; // prevent another CopyBody
1403 PutClientInServer();
1407 * When sv_timeout is used this function returs strings like
1408 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1409 * Called by centerprint functions
1410 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1412 string getTimeoutText(float addOneSecond) {
1413 if (!cvar("sv_timeout") || !timeoutStatus)
1416 local string retStr;
1417 if (timeoutStatus == 1) {
1418 if (addOneSecond == 1) {
1419 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1422 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1426 else if (timeoutStatus == 2) {
1428 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1429 //don't show messages like "Timeout ends in 0 seconds"...
1430 if ((remainingTimeoutTime + 1) > 0)
1436 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1437 //don't show messages like "Timeout ends in 0 seconds"...
1438 if (remainingTimeoutTime > 0)
1447 void player_powerups (void)
1451 if (self.items & IT_STRENGTH)
1453 if (time > self.strength_finished)
1455 if (g_minstagib_invis_alpha > 0)
1457 self.alpha = default_player_alpha;
1458 self.exteriorweaponentity.alpha = default_weapon_alpha;
1459 self.effects = self.effects | EF_FULLBRIGHT;
1463 self.effects -= self.effects & EF_NODRAW;
1465 self.items = self.items - (self.items & IT_STRENGTH);
1466 sprint(self, "^3Invisibility has worn off\n");
1471 if (time < self.strength_finished)
1473 if (g_minstagib_invis_alpha > 0)
1475 self.alpha = g_minstagib_invis_alpha;
1476 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1477 self.effects -= self.effects & EF_FULLBRIGHT;
1481 self.effects = self.effects | EF_NODRAW;
1483 self.items = self.items | IT_STRENGTH;
1484 sprint(self, "^3You are invisible\n");
1488 if (self.items & IT_INVINCIBLE)
1490 if (time > self.invincible_finished)
1492 self.items = self.items - (self.items & IT_INVINCIBLE);
1493 sprint(self, "^3Speed has worn off\n");
1498 if (time < self.invincible_finished)
1500 self.items = self.items | IT_INVINCIBLE;
1501 sprint(self, "^3You are on speed\n");
1507 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1508 if (self.items & IT_STRENGTH)
1510 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1511 if (time > self.strength_finished)
1513 self.items = self.items - (self.items & IT_STRENGTH);
1514 sprint(self, "^3Strength has worn off\n");
1519 if (time < self.strength_finished)
1521 self.items = self.items | IT_STRENGTH;
1522 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1525 if (self.items & IT_INVINCIBLE)
1527 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1528 if (time > self.invincible_finished)
1530 self.items = self.items - (self.items & IT_INVINCIBLE);
1531 sprint(self, "^3Shield has worn off\n");
1536 if (time < self.invincible_finished)
1538 self.items = self.items | IT_INVINCIBLE;
1539 sprint(self, "^3Shield surrounds you\n");
1543 if (cvar("g_fullbrightplayers"))
1544 self.effects = self.effects | EF_FULLBRIGHT;
1546 // midair gamemode: damage only while in the air
1547 // if in midair mode, being on ground grants temporary invulnerability
1548 // (this is so that multishot weapon don't clear the ground flag on the
1549 // first damage in the frame, leaving the player vulnerable to the
1550 // remaining hits in the same frame)
1551 if (self.flags & FL_ONGROUND)
1553 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1555 if (time > restart_countdown)
1556 if (time < self.spawnshieldtime)
1557 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1560 float CalcRegen(float current, float stable, float regenfactor)
1562 if(current > stable)
1564 else if(current > stable - 0.25) // when close enough, "snap"
1567 return min(stable, current + (stable - current) * regenfactor * frametime);
1570 void player_regen (void)
1572 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1573 maxh = cvar("g_balance_health_stable");
1574 maxa = cvar("g_balance_armor_stable");
1575 limith = cvar("g_balance_health_limit");
1576 limita = cvar("g_balance_armor_limit");
1578 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1581 max_mod = regen_mod = rot_mod = limit_mod = 1;
1583 if (self.runes & RUNE_REGEN)
1585 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1587 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1588 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1589 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1593 regen_mod = cvar("g_balance_rune_regen_regenrate");
1594 max_mod = cvar("g_balance_rune_regen_hpmod");
1595 limit_mod = cvar("g_balance_rune_regen_limitmod");
1598 else if (self.runes & CURSE_VENOM)
1600 max_mod = cvar("g_balance_curse_venom_hpmod");
1601 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1602 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1604 rot_mod = cvar("g_balance_curse_venom_rotrate");
1605 limit_mod = cvar("g_balance_curse_venom_limitmod");
1606 //if (!self.runes & RUNE_REGEN)
1607 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1609 maxh = maxh * max_mod;
1610 //maxa = maxa * max_mod;
1611 limith = limith * limit_mod;
1612 limita = limita * limit_mod;
1614 if (self.armorvalue > maxa)
1616 if (time > self.pauserotarmor_finished)
1618 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1619 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1622 else if (self.armorvalue < maxa)
1624 if (time > self.pauseregen_finished)
1626 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1627 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1630 if (self.health > maxh)
1632 if (time > self.pauserothealth_finished)
1634 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1635 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1638 else if (self.health < maxh)
1640 if (time > self.pauseregen_finished)
1642 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1643 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1647 if (self.health > limith)
1648 self.health = limith;
1649 if (self.armorvalue > limita)
1650 self.armorvalue = limita;
1652 // if player rotted to death... die!
1654 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1658 ======================
1659 spectate mode routines
1660 ======================
1662 void SpectateCopy(entity spectatee) {
1663 self.armortype = spectatee.armortype;
1664 self.armorvalue = spectatee.armorvalue;
1665 self.currentammo = spectatee.currentammo;
1666 self.effects = spectatee.effects;
1667 self.health = spectatee.health;
1669 self.items = spectatee.items;
1670 self.punchangle = spectatee.punchangle;
1671 self.view_ofs = spectatee.view_ofs;
1672 self.v_angle = spectatee.v_angle;
1673 self.viewzoom = spectatee.viewzoom;
1674 self.velocity = spectatee.velocity;
1675 self.dmg_take = spectatee.dmg_take;
1676 self.dmg_save = spectatee.dmg_save;
1677 self.dmg_inflictor = spectatee.dmg_inflictor;
1678 self.angles = spectatee.v_angle;
1679 self.fixangle = TRUE;
1680 setorigin(self, spectatee.origin);
1681 setsize(self, spectatee.mins, spectatee.maxs);
1684 float SpectateUpdate() {
1688 if (self == self.enemy)
1691 if(self.enemy.flags & FL_NOTARGET)
1694 SpectateCopy(self.enemy);
1699 float SpectateNext() {
1700 other = find(self.enemy, classname, "player");
1702 other = find(other, classname, "player");
1707 if(self.enemy.classname == "player") {
1709 WriteByte(MSG_ONE, SVC_SETVIEW);
1710 WriteEntity(MSG_ONE, self.enemy);
1711 self.wantswelcomemessage = 1;
1712 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1713 if(!SpectateUpdate())
1714 PutObserverInServer();
1723 ShowRespawnCountdown()
1725 Update a respawn countdown display.
1728 void ShowRespawnCountdown()
1731 if(self.deadflag == DEAD_NO) // just respawned?
1735 number = ceil(self.death_time - time);
1738 if(number <= self.respawn_countdown)
1740 self.respawn_countdown = number - 1;
1741 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
1742 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1747 void LeaveSpectatorMode()
1749 if(isJoinAllowed()) {
1750 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1751 self.classname = "player";
1752 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1753 JoinBestTeam(self, FALSE, TRUE);
1754 if(cvar("g_campaign"))
1755 campaign_bots_may_start = 1;
1756 PutClientInServer();
1757 if(!(self.flags & FL_NOTARGET))
1758 bprint ("^4", self.netname, "^4 is playing now\n");
1759 centerprint(self,"");
1762 stuffcmd(self,"menu_showteamselect\n");
1767 //player may not join because of g_maxplayers is set
1768 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1773 * Determines whether the player is allowed to join. This depends on cvar
1774 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1775 * it checks whether the number of currently playing players exceeds g_maxplayers.
1776 * @return bool TRUE if the player is allowed to join, false otherwise
1778 float isJoinAllowed() {
1779 if (!cvar("g_maxplayers"))
1783 local float currentlyPlaying;
1784 FOR_EACH_REALPLAYER(e) {
1785 if(e.classname == "player")
1786 currentlyPlaying += 1;
1788 if(currentlyPlaying < cvar("g_maxplayers"))
1795 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1796 * g_maxplayers_spectator_blocktime seconds
1798 void checkSpectatorBlock() {
1799 if(self.classname == "spectator" || self.classname == "observer") {
1800 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1801 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1807 float vercmp_recursive(string v1, string v2)
1813 dot1 = strstrofs(v1, ".", 0);
1814 dot2 = strstrofs(v2, ".", 0);
1818 s1 = substring(v1, 0, dot1);
1822 s2 = substring(v2, 0, dot2);
1824 r = stof(s1) - stof(s2);
1828 r = strcasecmp(s1, s2);
1841 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1844 float vercmp(string v1, string v2)
1846 if(strcasecmp(v1, v2) == 0) // early out check
1848 return vercmp_recursive(v1, v2);
1851 void ObserverThink()
1853 if (self.flags & FL_JUMPRELEASED) {
1854 if (self.BUTTON_JUMP && !self.version_mismatch) {
1855 self.welcomemessage_time = 0;
1856 self.flags = self.flags - FL_JUMPRELEASED;
1857 LeaveSpectatorMode();
1859 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1860 self.welcomemessage_time = 0;
1861 self.flags = self.flags - FL_JUMPRELEASED;
1862 if(SpectateNext() == 1) {
1863 self.classname = "spectator";
1867 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1868 self.flags = self.flags | FL_JUMPRELEASED;
1871 if(self.BUTTON_ZOOM)
1872 self.wantswelcomemessage = 0;
1873 if(self.wantswelcomemessage)
1874 PrintWelcomeMessage(self);
1877 void SpectatorThink()
1879 if (self.flags & FL_JUMPRELEASED) {
1880 if (self.BUTTON_JUMP && !self.version_mismatch) {
1881 self.welcomemessage_time = 0;
1882 self.flags = self.flags - FL_JUMPRELEASED;
1883 LeaveSpectatorMode();
1885 } else if(self.BUTTON_ATCK) {
1886 self.welcomemessage_time = 0;
1887 self.flags = self.flags - FL_JUMPRELEASED;
1888 if(SpectateNext() == 1) {
1889 self.classname = "spectator";
1891 self.classname = "observer";
1892 PutClientInServer();
1894 } else if (self.BUTTON_ATCK2) {
1895 self.welcomemessage_time = 0;
1896 self.flags = self.flags - FL_JUMPRELEASED;
1897 self.classname = "observer";
1898 PutClientInServer();
1900 if(!SpectateUpdate())
1901 PutObserverInServer();
1904 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1905 self.flags = self.flags | FL_JUMPRELEASED;
1908 if(self.BUTTON_ZOOM)
1909 self.wantswelcomemessage = 0;
1910 if(self.wantswelcomemessage)
1911 PrintWelcomeMessage(self);
1912 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1919 Called every frame for each client before the physics are run
1922 void() ctf_setstatus;
1923 .float vote_nagtime;
1924 .float spectatee_status;
1925 void PlayerPreThink (void)
1928 checkSpectatorBlock();
1930 if(self.netname_previous != self.netname)
1932 if(cvar("sv_eventlog"))
1933 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1934 if(self.netname_previous)
1935 strunzone(self.netname_previous);
1936 self.netname_previous = strzone(self.netname);
1940 if(self.version_nagtime)
1941 if(self.cvar_g_nexuizversion)
1942 if(time > self.version_nagtime)
1944 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1946 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1948 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1949 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1954 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1957 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n");
1958 sprint(self, strcat("\{1}^1NOTE: ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n"));
1962 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1963 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1967 self.version_nagtime = 0;
1971 if(self.cvar_scr_centertime)
1972 if(time > self.vote_nagtime)
1975 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1979 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1981 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1982 self.max_armorvalue = 0;
1986 antilag_record(self);
1988 if(self.classname == "player") {
1989 // if(self.netname == "Wazat")
1990 // bprint(self.classname, "\n");
1992 CheckRules_Player();
1994 if(self.BUTTON_INFO)
1995 PrintWelcomeMessage(self);
1997 if(g_lms || !cvar("sv_spectate"))
1998 if((time - self.jointime) <= cvar("welcome_message_time"))
1999 PrintWelcomeMessage(self);
2001 if (intermission_running)
2003 IntermissionThink (); // otherwise a button could be missed between
2004 return; // the think tics
2007 if(self.teleport_time)
2008 if(time > self.teleport_time)
2010 self.teleport_time = 0;
2011 self.effects = self.effects - (self.effects & EF_NODRAW);
2012 if(self.weaponentity)
2013 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2016 Nixnex_GiveCurrentWeapon();
2018 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2019 UpdateSelectedPlayer();
2021 //don't allow the player to turn around while game is paused!
2022 if(timeoutStatus == 2) {
2023 self.v_angle = self.lastV_angle;
2024 self.angles = self.lastV_angle;
2025 self.fixangle = TRUE;
2028 if (self.deadflag != DEAD_NO)
2030 float button_pressed, force_respawn;
2032 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2033 force_respawn = (g_lms || cvar("g_forced_respawn"));
2034 if (self.deadflag == DEAD_DYING)
2037 self.deadflag = DEAD_RESPAWNING;
2038 else if(!button_pressed)
2039 self.deadflag = DEAD_DEAD;
2041 else if (self.deadflag == DEAD_DEAD)
2044 self.deadflag = DEAD_RESPAWNABLE;
2046 else if (self.deadflag == DEAD_RESPAWNABLE)
2049 self.deadflag = DEAD_RESPAWNING;
2051 else if (self.deadflag == DEAD_RESPAWNING)
2053 if(time > self.death_time)
2055 self.death_time = time + 1; // only retry once a second
2059 ShowRespawnCountdown();
2063 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2067 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2068 dist = self.oldorigin - self.origin;
2070 self.lms_traveled_distance += fabs(vlen(dist));
2072 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2074 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2075 self.lms_traveled_distance = 0;
2078 if(time > self.lms_nextcheck)
2080 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2081 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2083 centerprint(self, cvar_string("g_lms_campcheck_message"));
2084 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2085 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2086 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');
2088 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2089 self.lms_traveled_distance = 0;
2093 if (self.BUTTON_CROUCH && !self.hook.state)
2098 self.view_ofs = PL_CROUCH_VIEW_OFS;
2099 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2100 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2107 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2108 if (!trace_startsolid)
2110 self.crouch = FALSE;
2111 self.view_ofs = PL_VIEW_OFS;
2112 setsize (self, PL_MIN, PL_MAX);
2119 GrapplingHookFrame();
2124 float zoomfactor, zoomspeed, zoomdir;
2125 zoomfactor = self.cvar_cl_zoomfactor;
2126 if(zoomfactor < 1 || zoomfactor > 16)
2128 zoomspeed = self.cvar_cl_zoomspeed;
2129 if(zoomspeed >= 0) // < 0 is instant zoom
2130 if(zoomspeed < 0.5 || zoomspeed > 16)
2133 zoomdir = self.BUTTON_ZOOM;
2134 if(self.BUTTON_ATCK2)
2135 if(self.weapon == WEP_NEX)
2140 self.has_zoomed = 1;
2144 if(zoomspeed <= 0) // instant zoom
2147 self.viewzoom = 1 / zoomfactor;
2153 // geometric zoom would be:
2154 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2155 // however, testing showed that arithmetic/harmonic zoom works better
2157 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2158 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2159 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2161 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2162 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2163 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2167 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2175 minstagib_ammocheck();
2180 //self.angles_y=self.v_angle_y + 90; // temp
2182 //if (TetrisPreFrame()) return;
2183 } else if(gameover) {
2184 if (intermission_running)
2185 IntermissionThink (); // otherwise a button could be missed between
2187 } else if(self.classname == "observer") {
2189 } else if(self.classname == "spectator") {
2193 float oldspectatee_status;
2194 oldspectatee_status = self.spectatee_status;
2195 if(self.classname == "spectator")
2196 self.spectatee_status = num_for_edict(self.enemy);
2197 else if(self.classname == "observer")
2198 self.spectatee_status = num_for_edict(self);
2200 self.spectatee_status = 0;
2201 if(self.spectatee_status != oldspectatee_status)
2204 WriteByte(MSG_ONE, SVC_TEMPENTITY);
2205 WriteByte(MSG_ONE, TE_CSQC_SPECTATING);
2206 WriteByte(MSG_ONE, self.spectatee_status);
2208 race_InitSpectator();
2217 Called every frame for each client after the physics are run
2220 .float idlekick_lasttimeleft;
2221 .float race_penalty;
2222 .float race_penalty_nagged;
2223 void PlayerPostThink (void)
2225 // Savage: Check for nameless players
2226 if (strlen(self.netname) < 1) {
2227 self.netname = "Player";
2228 stuffcmd(self, "seta _cl_name Player\n");
2234 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2237 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2238 announce(self, "announcer/robotic/terminated.ogg");
2242 else if(timeleft <= 10)
2244 if(timeleft != self.idlekick_lasttimeleft)
2246 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2247 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2252 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2254 self.idlekick_lasttimeleft = timeleft;
2257 if(self.classname == "player") {
2258 CheckRules_Player();
2263 if (intermission_running)
2264 return; // intermission or finale
2266 //PrintWelcomeMessage(self);
2267 //if (TetrisPostFrame()) return;
2269 // restart countdown
2270 if (restart_countdown) {
2271 if(time < restart_countdown) {
2272 if (!cvar("sv_ready_restart_after_countdown"))
2274 if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2276 if(time < restart_countdown - 2)
2278 if(!self.race_penalty_nagged)
2280 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2281 self.race_penalty_nagged = 1;
2284 else if(!self.race_penalty)
2286 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2287 self.race_penalty = time + 5;
2290 self.movetype = MOVETYPE_NONE;
2291 self.velocity = '0 0 0';
2292 self.avelocity = '0 0 0';
2293 self.movement = '0 0 0';
2296 else if (time < self.race_penalty)
2298 self.movetype = MOVETYPE_NONE;
2299 self.velocity = '0 0 0';
2300 self.avelocity = '0 0 0';
2301 self.movement = '0 0 0';
2305 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2306 if (!cvar("sv_ready_restart_after_countdown"))
2308 if(self.movetype == MOVETYPE_NONE)
2310 self.movetype = MOVETYPE_WALK;
2312 self.race_penalty = 0;
2313 self.race_penalty_nagged = 0;
2318 } else if (self.classname == "observer") {
2320 } else if (self.classname == "spectator") {
2326 for(i = 0; i < 1000; ++i)
2329 end = self.origin + '0 0 1024' + 512 * randomvec();
2330 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2331 if(trace_fraction < 1)
2332 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2334 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");