1 void info_player_start (void)
3 info_player_deathmatch();
6 void info_player_deathmatch (void)
8 self.classname = "info_player_deathmatch";
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
16 local entity spot, player, nextspot, previousspot, newfirstspot;
25 nextspot = spot.chain;
26 // count team mismatches as bad spots
27 if (spot.team == teamcheck)
34 if (vlen(player.origin - spot.origin) < mindist)
36 player = player.chain;
42 previousspot.chain = spot;
49 spawn_allgood = FALSE;
53 // if we couldn't find ANY good points, return the original list
55 newfirstspot = firstspot;
59 entity Spawn_RandomPoint(entity firstspot)
63 // count number of spots
68 numspots = numspots + 1;
72 numspots = numspots * random();
74 while (spot.chain && numspots >= 1)
76 numspots = numspots - 1;
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
84 local entity best, spot, player;
85 local float bestrating, rating;
87 bestrating = -1000000;
96 rating = min(rating, vlen(player.origin - spot.origin));
97 player = player.chain;
99 rating = rating + random() * 16;
100 if (bestrating < rating)
114 Finds a point to respawn
117 entity SelectSpawnPoint (float anypoint)
119 local float teamcheck;
120 local entity spot, firstspot, playerlist;
122 spot = find (world, classname, "testplayerstart");
128 if(!anypoint && cvar("g_ctf") )
129 teamcheck = self.team;
131 // get the list of players
132 playerlist = findchain(classname, "player");
133 // get the entire list of spots
134 firstspot = findchain(classname, "info_player_deathmatch");
135 // filter out the bad ones
136 // (note this returns the original list if none survived)
137 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
139 // there is 50/50 chance of choosing a random spot or the furthest spot
140 // (this means that roughly every other spawn will be furthest, so you
141 // usually won't get fragged at spawn twice in a row)
142 if (arena_roundbased)
144 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145 spot = Spawn_RandomPoint(firstspot);
147 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148 spot = Spawn_RandomPoint(firstspot);
150 spot = Spawn_FurthestPoint(firstspot, playerlist);
154 if(cvar("spawn_debug"))
157 error ("PutClientInServer: no start points on level");
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173 if(strlen(plyermodel) < 4)
174 return FallbackPlayerModel;
175 if( substring(plyermodel,0,14) != "models/player/")
176 return FallbackPlayerModel;
177 else if(cvar("sv_servermodelsonly"))
179 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180 return FallbackPlayerModel;
181 if(!fexists(plyermodel))
182 return FallbackPlayerModel;
189 Client_customizeentityforclient
194 float Client_customizeentityforclient()
196 #ifdef ALLOW_VARIABLE_LOD
198 // other: the player viewing me
202 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
205 if(other.cvar_cl_playerdetailreduction <= 0)
207 if(other.cvar_cl_playerdetailreduction <= -2)
208 self.modelindex = self.modelindex_lod2;
209 else if(other.cvar_cl_playerdetailreduction <= -1)
210 self.modelindex = self.modelindex_lod1;
212 self.modelindex = self.modelindex_lod0;
216 distance = vlen(self.origin - other.origin);
217 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
219 self.modelindex = self.modelindex_lod2;
221 self.modelindex = self.modelindex_lod1;
223 self.modelindex = self.modelindex_lod0;
230 void setmodel_lod(entity e, string modelname)
232 #ifdef ALLOW_VARIABLE_LOD
235 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
239 setmodel(e, s); // players have high precision
240 self.modelindex_lod1 = self.modelindex;
243 self.modelindex_lod1 = -1;
245 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
249 setmodel(e, s); // players have high precision
250 self.modelindex_lod2 = self.modelindex;
253 self.modelindex_lod2 = -1;
255 precache_model(modelname);
256 setmodel(e, modelname); // players have high precision
257 self.modelindex_lod0 = self.modelindex;
259 if(self.modelindex_lod1 < 0)
260 self.modelindex_lod1 = self.modelindex;
262 if(self.modelindex_lod2 < 0)
263 self.modelindex_lod2 = self.modelindex;
265 precache_model(modelname);
266 setmodel(e, modelname); // players have high precision
274 putting a client as observer in the server
277 void PutObserverInServer (void)
280 spot = SelectSpawnPoint (FALSE);
281 RemoveGrapplingHook(self); // Wazat's Grappling Hook
283 if(clienttype(self) == CLIENTTYPE_REAL)
286 WriteByte(MSG_ONE, SVC_SETVIEW);
287 WriteEntity(MSG_ONE, self);
291 kh_Key_DropAll(self);
294 DropFlag(self.flagcarried);
296 WaypointSprite_PlayerDead();
298 DistributeFragsAmongTeam(self, self.team, 1);
300 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
301 bprint ("^4", self.netname, "^4 has no more lives left\n");
302 else if(self.killcount != -666)
303 bprint ("^4", self.netname, "^4 is spectating now\n");
305 self.classname = "observer";
307 self.takedamage = DAMAGE_NO;
308 self.solid = SOLID_NOT;
309 self.movetype = MOVETYPE_NOCLIP;
310 self.flags = FL_CLIENT | FL_NOTARGET;
311 self.armorvalue = 666;
313 self.armorvalue = cvar("g_balance_armor_start");
314 self.pauserotarmor_finished = 0;
315 self.pauserothealth_finished = 0;
316 self.pauseregen_finished = 0;
317 self.damageforcescale = 0;
327 self.pain_finished = 0;
328 self.strength_finished = 0;
329 self.invincible_finished = 0;
331 self.think = SUB_Null;
335 self.deadflag = DEAD_NO;
336 self.angles = spot.angles;
338 self.fixangle = TRUE;
341 self.view_ofs = PL_VIEW_OFS;
342 setorigin (self, spot.origin);
343 setsize (self, '0 0 0', '0 0 0');
344 self.oldorigin = self.origin;
349 self.weaponmodel = "";
350 self.weaponentity = world;
351 self.killcount = -666;
352 self.velocity = '0 0 0';
353 self.avelocity = '0 0 0';
354 self.punchangle = '0 0 0';
355 self.punchvector = '0 0 0';
356 self.oldvelocity = self.velocity;
357 self.customizeentityforclient = Client_customizeentityforclient;
363 Spawnqueue_Insert(self);
367 Spawnqueue_Unmark(self);
368 Spawnqueue_Remove(self);
371 else if(!cvar("g_lms"))
380 Called when a client spawns in the server
383 void PutClientInServer (void)
385 if(clienttype(self) == CLIENTTYPE_BOT)
387 self.classname = "player";
389 else if(clienttype(self) == CLIENTTYPE_REAL)
392 WriteByte(MSG_ONE, SVC_SETVIEW);
393 WriteEntity(MSG_ONE, self);
396 // player is dead and becomes observer
397 if(cvar("g_lms") && self.frags < 1)
398 self.classname = "observer";
402 self.classname = "observer";
404 if(self.classname == "player") {
407 spot = SelectSpawnPoint (FALSE);
409 RemoveGrapplingHook(self); // Wazat's Grappling Hook
411 self.classname = "player";
412 self.iscreature = TRUE;
413 self.movetype = MOVETYPE_WALK;
414 self.solid = SOLID_SLIDEBOX;
415 self.flags = FL_CLIENT;
416 self.takedamage = DAMAGE_AIM;
418 self.health = cvar("g_balance_health_start");
419 self.air_finished = time + 12;
421 self.armorvalue = cvar("g_balance_armor_start");
422 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
423 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
424 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
425 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
426 self.damageforcescale = 2;
435 self.pain_finished = 0;
436 self.strength_finished = 0;
437 self.invincible_finished = 0;
439 //self.speed_finished = 0;
440 //self.slowmo_finished = 0;
441 // players have no think function
442 self.think = SUB_Null;
445 self.switchweapon = 0;
450 self.deadflag = DEAD_NO;
452 self.angles = spot.angles;
454 self.angles_z = 0; // never spawn tilted even if the spot says to
455 self.fixangle = TRUE; // turn this way immediately
456 self.velocity = '0 0 0';
457 self.avelocity = '0 0 0';
458 self.punchangle = '0 0 0';
459 self.punchvector = '0 0 0';
460 self.oldvelocity = self.velocity;
465 self.customizeentityforclient = Client_customizeentityforclient;
467 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
468 local string defaultmodel;
469 defaultmodel = cvar_string("sv_defaultplayermodel");
470 setmodel_lod (self, defaultmodel);
471 self.skin = stof(cvar_string("sv_defaultplayerskin"));
473 self.playermodel = CheckPlayerModel(self.playermodel);
474 setmodel_lod (self, self.playermodel);
476 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
478 self.skin = stof(self.playerskin);
482 self.view_ofs = PL_VIEW_OFS;
483 setsize (self, PL_MIN, PL_MAX);
484 self.spawnorigin = spot.origin;
485 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
486 // don't reset back to last position, even if new position is stuck in solid
487 self.oldorigin = self.origin;
491 self.ammo_shells = cvar("g_lms_start_ammo_shells");
492 self.ammo_nails = cvar("g_lms_start_ammo_nails");
493 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
494 self.ammo_cells = cvar("g_lms_start_ammo_cells");
495 self.health = cvar("g_lms_start_health");
496 self.armorvalue = cvar("g_lms_start_armor");
498 else if (cvar("g_use_ammunition")) {
499 self.ammo_shells = cvar("g_start_ammo_shells");
500 self.ammo_nails = cvar("g_start_ammo_nails");
501 self.ammo_rockets = cvar("g_start_ammo_rockets");
502 self.ammo_cells = cvar("g_start_ammo_cells");
504 self.ammo_shells = 999;
505 self.ammo_nails = 999;
506 self.ammo_rockets = 999;
507 self.ammo_cells = 999;
511 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
513 self.items = self.items | IT_LASER;
514 self.switchweapon = WEP_LASER;
516 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
518 self.items = self.items | IT_SHOTGUN;
519 self.switchweapon = WEP_SHOTGUN;
521 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
523 self.items = self.items | IT_UZI;
524 self.switchweapon = WEP_UZI;
526 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
528 self.items = self.items | IT_GRENADE_LAUNCHER;
529 self.switchweapon = WEP_GRENADE_LAUNCHER;
531 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
533 self.items = self.items | IT_ELECTRO;
534 self.switchweapon = WEP_ELECTRO;
536 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
538 self.items = self.items | IT_CRYLINK;
539 self.switchweapon = WEP_CRYLINK;
541 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
543 self.items = self.items | IT_NEX;
544 self.switchweapon = WEP_NEX;
546 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
548 self.items = self.items | IT_HAGAR;
549 self.switchweapon = WEP_HAGAR;
551 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
553 self.items = self.items | IT_ROCKET_LAUNCHER;
554 self.switchweapon = WEP_ROCKET_LAUNCHER;
557 if(cvar("g_instagib"))
560 self.switchweapon = WEP_NEX;
561 self.ammo_cells = 999;
564 if(cvar("g_rocketarena"))
566 self.items = IT_ROCKET_LAUNCHER;
567 self.switchweapon = WEP_ROCKET_LAUNCHER;
568 self.ammo_rockets = 999;
574 // will be done later
577 if(cvar("g_minstagib"))
582 self.switchweapon = WEP_NEX;
583 self.ammo_cells = cvar("g_minstagib_ammo_start");
584 self.jump_interval = time;
589 Spawnqueue_Remove(self);
590 Spawnqueue_Mark(self);
593 self.event_damage = PlayerDamage;
595 self.bot_attack = TRUE;
597 self.statdraintime = time + 5;
598 self.button0 = self.button1 = self.button2 = self.button3 = 0;
600 if(self.killcount == -666) {
607 self.cnt = WEP_LASER;
608 self.nixnex_lastchange_id = -1;
610 CL_SpawnWeaponentity();
611 self.alpha = default_player_alpha;
612 self.exteriorweaponentity.alpha = default_weapon_alpha;
614 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
615 self.lms_traveled_distance = 0;
617 if(cvar("spawn_debug"))
619 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
620 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
623 //stuffcmd(self, "chase_active 0");
624 //stuffcmd(self, "set viewsize $tmpviewsize \n");
625 } else if(self.classname == "observer") {
626 PutObserverInServer ();
635 void SetNewParms (void)
645 void SetChangeParms (void)
654 Called when a client types 'kill' in the console
657 void ClientKill (void)
659 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
662 void FixClientCvars(entity e)
664 // send prediction settings to the client
665 stuffcmd(e, "\nin_bindmap 0 0\n");
666 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
667 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
668 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
669 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
670 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
671 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
672 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
673 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
674 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
675 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
676 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
677 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
678 stuffcmd(e, "cl_movement_edgefriction 1\n");
685 Called when a client connects to the server
688 string ColoredTeamName(float t);
689 //void dom_player_join_team(entity pl);
690 void ClientConnect (void)
694 self.classname = "player_joining";
695 self.flags = self.flags | FL_CLIENT;
696 self.version_nagtime = time + 10 + random() * 10;
700 dprint("BUG player count is lower than zero, this cannot happen!\n");
706 //if(cvar("g_domination"))
707 // dom_player_join_team(self);
709 //JoinBestTeam(self, FALSE);
711 if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
712 self.classname = "observer";
714 self.classname = "player";
715 campaign_bots_may_start = 1;
718 self.playerid = (playerid_last = playerid_last + 1);
719 if(cvar("sv_eventlog"))
721 if(clienttype(self) == CLIENTTYPE_REAL)
725 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
726 s = strcat(":team:", ftos(self.playerid), ":");
727 s = strcat(s, ftos(self.team));
728 GameLogEcho(s, FALSE);
731 //stuffcmd(self, "set tmpviewsize $viewsize \n");
733 bprint ("^4",self.netname);
734 bprint ("^4 connected");
736 if(cvar("g_domination") || cvar("g_ctf"))
738 bprint(" and joined the ");
739 bprint(ColoredTeamName(self.team));
744 self.welcomemessage_time = 0;
746 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
747 // TODO: is this being used for anything else than cd tracks?
748 // Remember: SVC_CDTRACK exists. Maybe it should be used.
750 FixClientCvars(self);
753 WaypointSprite_InitClient(self);
755 // Wazat's grappling hook
756 SetGrappleHookBindings();
758 // get autoswitch state from player when he toggles it
759 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
761 // get version info from player
762 stuffcmd(self, "cmd clientversion $gameversion\n");
764 // get other cvars from player
767 // set cvar for team scoreboard
771 t = cvar("teamplay");
772 // 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
773 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
776 stuffcmd(self, "set teamplay 0\n");
780 self.frags = cvar("fraglimit");
781 // no fraglimit was set, so player gets 999 lives
785 self.frags = LMS_NewPlayerLives();
791 else if(cvar("g_arena"))
793 self.classname = "observer";
794 Spawnqueue_Insert(self);
797 bot_relinkplayerlist();
799 self.jointime = time;
806 Called when a client disconnects from the server
809 void(entity e) DropFlag;
810 .entity chatbubbleentity;
811 .entity teambubbleentity;
812 void ClientDisconnect (void)
815 if(cvar("sv_eventlog"))
816 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
817 bprint ("^4",self.netname);
818 bprint ("^4 disconnected\n");
820 if (self.chatbubbleentity)
822 remove (self.chatbubbleentity);
823 self.chatbubbleentity = world;
826 if (self.teambubbleentity)
828 remove (self.teambubbleentity);
829 self.teambubbleentity = world;
832 WaypointSprite_PlayerGone();
835 kh_Key_DropAll(self);
838 DropFlag(self.flagcarried);
840 DistributeFragsAmongTeam(self, self.team, 1);
843 self.flags = self.flags - (self.flags & FL_CLIENT);
844 bot_relinkplayerlist();
848 if(self.weaponentity)
849 if(self.weaponentity.lasertarget)
850 remove(self.weaponentity.lasertarget);
854 Spawnqueue_Unmark(self);
855 Spawnqueue_Remove(self);
863 void() ChatBubbleThink =
865 self.nextthink = time;
866 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
868 self.owner.chatbubbleentity = world;
872 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
873 if (self.owner.buttonchat && !self.owner.deadflag)
874 self.model = self.mdl;
879 void() UpdateChatBubble =
881 if (!self.modelindex)
883 // spawn a chatbubble entity if needed
884 if (!self.chatbubbleentity)
886 self.chatbubbleentity = spawn();
887 self.chatbubbleentity.owner = self;
888 self.chatbubbleentity.exteriormodeltoclient = self;
889 self.chatbubbleentity.think = ChatBubbleThink;
890 self.chatbubbleentity.nextthink = time;
891 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
892 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
893 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
894 self.chatbubbleentity.model = "";
895 self.chatbubbleentity.effects = EF_LOWPRECISION;
900 void() TeamBubbleThink =
902 self.nextthink = time;
903 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
905 self.owner.teambubbleentity = world;
909 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
910 if (self.owner.buttonchat || self.owner.deadflag)
913 self.model = self.mdl;
917 float() TeamBubble_customizeentityforclient
919 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
922 void() UpdateTeamBubble =
924 if (!self.modelindex || !cvar("teamplay"))
926 // spawn a teambubble entity if needed
927 if (!self.teambubbleentity && cvar("teamplay"))
929 self.teambubbleentity = spawn();
930 self.teambubbleentity.owner = self;
931 self.teambubbleentity.exteriormodeltoclient = self;
932 self.teambubbleentity.think = TeamBubbleThink;
933 self.teambubbleentity.nextthink = time;
934 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
935 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
936 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
937 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
938 self.teambubbleentity.mdl = self.teambubbleentity.model;
939 self.teambubbleentity.model = self.teambubbleentity.mdl;
940 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
941 self.teambubbleentity.effects = EF_LOWPRECISION;
945 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
946 // added to the model skins
947 /*void() UpdateColorModHack =
950 c = self.clientcolors & 15;
951 // LordHavoc: only bothering to support white, green, red, yellow, blue
952 if (teamplay == 0) self.colormod = '0 0 0';
953 else if (c == 0) self.colormod = '1.00 1.00 1.00';
954 else if (c == 3) self.colormod = '0.10 1.73 0.10';
955 else if (c == 4) self.colormod = '1.73 0.10 0.10';
956 else if (c == 12) self.colormod = '1.22 1.22 0.10';
957 else if (c == 13) self.colormod = '0.10 0.10 1.73';
958 else self.colormod = '1 1 1';
967 void player_powerups (void)
969 if (cvar("g_minstagib"))
971 self.effects = EF_FULLBRIGHT;
972 if (self.items & IT_STRENGTH)
974 if (time > self.strength_finished)
976 self.alpha = default_player_alpha;
977 self.exteriorweaponentity.alpha = default_weapon_alpha;
978 self.items = self.items - (self.items & IT_STRENGTH);
979 sprint(self, "^3Invisibility has worn off\n");
984 if (time < self.strength_finished)
986 self.alpha = cvar("g_minstagib_invis_alpha");
987 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
988 self.items = self.items | IT_STRENGTH;
989 sprint(self, "^3You are invisible\n");
993 if (self.items & IT_INVINCIBLE)
995 if (time > self.invincible_finished)
997 self.items = self.items - (self.items & IT_INVINCIBLE);
998 sprint(self, "^3Speed has worn off\n");
1003 if (time < self.invincible_finished)
1005 self.items = self.items | IT_INVINCIBLE;
1006 sprint(self, "^3You are on speed\n");
1012 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1013 if (self.items & IT_STRENGTH)
1015 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1016 if (time > self.strength_finished)
1018 self.items = self.items - (self.items & IT_STRENGTH);
1019 sprint(self, "^3Strength has worn off\n");
1024 if (time < self.strength_finished)
1026 self.items = self.items | IT_STRENGTH;
1027 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1030 if (self.items & IT_INVINCIBLE)
1032 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1033 if (time > self.invincible_finished)
1035 self.items = self.items - (self.items & IT_INVINCIBLE);
1036 sprint(self, "^3Shield has worn off\n");
1041 if (time < self.invincible_finished)
1043 self.items = self.items | IT_INVINCIBLE;
1044 sprint(self, "^3Shield surrounds you\n");
1048 if (cvar("g_fullbrightplayers"))
1049 self.effects = self.effects | EF_FULLBRIGHT;
1051 // midair gamemode: damage only while in the air
1052 // if in midair mode, being on ground grants temporary invulnerability
1053 // (this is so that multishot weapon don't clear the ground flag on the
1054 // first damage in the frame, leaving the player vulnerable to the
1055 // remaining hits in the same frame)
1056 if (self.flags & FL_ONGROUND)
1057 if (cvar("g_midair"))
1058 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1060 if (time < self.spawnshieldtime)
1061 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1064 float CalcRegen(float current, float stable, float regenfactor)
1066 if(current > stable)
1068 else if(current > stable - 0.25) // when close enough, "snap"
1071 return min(stable, current + (stable - current) * regenfactor * frametime);
1074 void player_regen (void)
1076 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1077 maxh = cvar("g_balance_health_stable");
1078 maxa = cvar("g_balance_armor_stable");
1079 limith = cvar("g_balance_health_limit");
1080 limita = cvar("g_balance_armor_limit");
1082 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1085 max_mod = regen_mod = rot_mod = limit_mod = 1;
1087 if (self.runes & RUNE_REGEN)
1089 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1091 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1092 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1093 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1097 regen_mod = cvar("g_balance_rune_regen_regenrate");
1098 max_mod = cvar("g_balance_rune_regen_hpmod");
1099 limit_mod = cvar("g_balance_rune_regen_limitmod");
1102 else if (self.runes & CURSE_VENOM)
1104 max_mod = cvar("g_balance_curse_venom_hpmod");
1105 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1106 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1108 rot_mod = cvar("g_balance_curse_venom_rotrate");
1109 limit_mod = cvar("g_balance_curse_venom_limitmod");
1110 //if (!self.runes & RUNE_REGEN)
1111 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1113 maxh = maxh * max_mod;
1114 //maxa = maxa * max_mod;
1115 limith = limith * limit_mod;
1116 limita = limita * limit_mod;
1118 if (self.armorvalue > maxa)
1120 if (time > self.pauserotarmor_finished)
1122 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1123 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1126 else if (self.armorvalue < maxa)
1128 if (time > self.pauseregen_finished)
1130 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1131 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1134 if (self.health > maxh)
1136 if (time > self.pauserothealth_finished)
1138 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1139 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1142 else if (self.health < maxh)
1144 if (time > self.pauseregen_finished)
1146 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1147 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1151 if (self.health > limith)
1152 self.health = limith;
1153 if (self.armorvalue > limita)
1154 self.armorvalue = limita;
1156 // if player rotted to death... die!
1158 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1162 ======================
1163 spectate mode routines
1164 ======================
1166 void SpectateCopy(entity spectatee) {
1167 self.armortype = spectatee.armortype;
1168 self.armorvalue = spectatee.armorvalue;
1169 self.currentammo = spectatee.currentammo;
1170 self.effects = spectatee.effects;
1171 self.health = spectatee.health;
1173 self.items = spectatee.items;
1174 self.punchangle = spectatee.punchangle;
1175 self.view_ofs = spectatee.view_ofs;
1176 self.v_angle = spectatee.v_angle;
1177 self.viewzoom = spectatee.viewzoom;
1178 setorigin(self, spectatee.origin);
1179 setsize(self, spectatee.mins, spectatee.maxs);
1182 void SpectateUpdate() {
1184 PutObserverInServer();
1186 if (self != self.enemy) {
1187 if(self.enemy.flags & FL_NOTARGET)
1188 PutObserverInServer();
1189 SpectateCopy(self.enemy);
1190 self.dmg_take = self.enemy.dmg_take;
1191 self.dmg_save = self.enemy.dmg_save;
1192 self.dmg_inflictor = self.enemy.dmg_inflictor;
1193 self.fixangle = TRUE;
1194 self.angles = self.enemy.v_angle;
1195 //msg_entity = self;
1196 //WriteByte(MSG_ONE, SVC_SETANGLE);
1197 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1198 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1199 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1203 float SpectateNext() {
1204 other = find(self.enemy, classname, "player");
1206 other = find(other, classname, "player");
1211 if(self.enemy.classname == "player") {
1213 WriteByte(MSG_ONE, SVC_SETVIEW);
1214 WriteEntity(MSG_ONE, self.enemy);
1215 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1225 ShowRespawnCountdown()
1227 Update a respawn countdown display.
1230 void ShowRespawnCountdown()
1233 if(self.deadflag == DEAD_NO) // just respawned?
1237 number = ceil(self.death_time - time);
1240 if(number <= self.respawn_countdown)
1242 self.respawn_countdown = number - 1;
1243 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
1244 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1249 void LeaveSpectatorMode()
1251 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1252 self.classname = "player";
1253 if(cvar("g_campaign") || cvar("g_balance_teams"))
1254 JoinBestTeam(self, 0);
1255 if(cvar("g_campaign"))
1256 campaign_bots_may_start = 1;
1257 PutClientInServer();
1258 if(!(self.flags & FL_NOTARGET))
1259 bprint ("^4", self.netname, "^4 is playing now\n");
1260 centerprint(self,"");
1263 stuffcmd(self,"menu_showteamselect\n");
1272 Called every frame for each client before the physics are run
1275 void() ctf_setstatus;
1276 .float vote_nagtime;
1277 void PlayerPreThink (void)
1280 if(self.version_nagtime)
1281 if(self.cvar_g_nexuizversion)
1282 if(time > self.version_nagtime)
1284 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1285 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1287 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1288 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1290 self.version_nagtime = 0;
1294 if(self.cvar_scr_centertime)
1295 if(time > self.vote_nagtime)
1298 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1301 if(self.classname == "player") {
1302 local vector m1, m2;
1304 // if(self.netname == "Wazat")
1305 // bprint(self.classname, "\n");
1307 CheckRules_Player();
1310 PrintWelcomeMessage(self);
1312 if(cvar("g_lms") || !cvar("sv_spectate"))
1313 if((time - self.jointime) <= cvar("welcome_message_time"))
1314 PrintWelcomeMessage(self);
1316 if (intermission_running)
1318 IntermissionThink (); // otherwise a button could be missed between
1319 return; // the think tics
1322 if(time > self.teleport_time)
1324 self.effects = self.effects - (self.effects & EF_NODRAW);
1325 if(self.weaponentity)
1326 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1329 Nixnex_GiveCurrentWeapon();
1330 UpdateSelectedPlayer();
1332 if (self.deadflag != DEAD_NO)
1334 float button_pressed, force_respawn;
1336 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1337 force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1338 if (self.deadflag == DEAD_DYING)
1341 self.deadflag = DEAD_RESPAWNING;
1342 else if(!button_pressed)
1343 self.deadflag = DEAD_DEAD;
1345 else if (self.deadflag == DEAD_DEAD)
1348 self.deadflag = DEAD_RESPAWNABLE;
1350 else if (self.deadflag == DEAD_RESPAWNABLE)
1353 self.deadflag = DEAD_RESPAWNING;
1355 else if (self.deadflag == DEAD_RESPAWNING)
1357 if(time > self.death_time)
1360 ShowRespawnCountdown();
1364 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1368 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1369 dist = self.oldorigin - self.origin;
1371 self.lms_traveled_distance += fabs(vlen(dist));
1373 if(cvar("g_campaign"))
1374 if(!campaign_bots_may_start)
1376 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1377 self.lms_traveled_distance = 0;
1380 if(time > self.lms_nextcheck)
1382 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1383 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1385 centerprint(self, cvar_string("g_lms_campcheck_message"));
1386 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1387 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1388 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');
1390 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1391 self.lms_traveled_distance = 0;
1395 if (self.button5 && !self.hook.state)
1400 self.view_ofs = PL_CROUCH_VIEW_OFS;
1401 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1408 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1409 if (!trace_startsolid)
1411 self.crouch = FALSE;
1412 self.view_ofs = PL_VIEW_OFS;
1413 setsize (self, PL_MIN, PL_MAX);
1418 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1419 local string defaultmodel;
1420 defaultmodel = cvar_string("sv_defaultplayermodel");
1422 if (defaultmodel != self.model)
1426 setmodel_lod (self, defaultmodel);
1427 setsize (self, m1, m2);
1430 if (self.skin != cvar("sv_defaultplayerskin"))
1431 self.skin = cvar("sv_defaultplayerskin");
1433 if (self.playermodel != self.model)
1435 self.playermodel = CheckPlayerModel(self.playermodel);
1438 setmodel_lod (self, self.playermodel);
1439 setsize (self, m1, m2);
1444 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1445 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1449 if (self.skin != stof(self.playerskin))
1450 self.skin = stof(self.playerskin);
1454 GrapplingHookFrame();
1459 float zoomfactor, zoomspeed, zoomdir;
1460 zoomfactor = self.cvar_cl_zoomfactor;
1461 if(zoomfactor < 1 || zoomfactor > 16)
1463 zoomspeed = self.cvar_cl_zoomspeed;
1464 if(zoomspeed >= 0) // < 0 is instant zoom
1465 if(zoomspeed < 0.5 || zoomspeed > 16)
1468 zoomdir = self.button4;
1470 if(self.weapon == WEP_NEX)
1471 if(!cvar("g_minstagib"))
1475 self.has_zoomed = 1;
1479 if(zoomspeed <= 0) // instant zoom
1482 self.viewzoom = 1 / zoomfactor;
1488 // geometric zoom would be:
1489 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1490 // however, testing showed that arithmetic/harmonic zoom works better
1492 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1493 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1494 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1496 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1497 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1498 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1502 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1509 if (cvar("g_minstagib"))
1510 minstagib_ammocheck();
1515 //self.angles_y=self.v_angle_y + 90; // temp
1517 //if (TetrisPreFrame()) return;
1518 } else if(gameover) {
1519 if (intermission_running)
1520 IntermissionThink (); // otherwise a button could be missed between
1522 } else if(self.classname == "observer") {
1524 if (self.flags & FL_JUMPRELEASED) {
1525 if (self.button2 && self.version == cvar("gameversion")) {
1526 self.welcomemessage_time = 0;
1527 self.flags = self.flags - FL_JUMPRELEASED;
1528 LeaveSpectatorMode();
1530 } else if(self.button0 && self.version == cvar("gameversion")) {
1531 self.welcomemessage_time = 0;
1532 self.flags = self.flags - FL_JUMPRELEASED;
1533 if(SpectateNext() == 1) {
1534 self.classname = "spectator";
1538 if (!(self.button0 || self.button2)) {
1539 self.flags = self.flags | FL_JUMPRELEASED;
1542 PrintWelcomeMessage(self);
1543 } else if(self.classname == "spectator") {
1544 if (self.flags & FL_JUMPRELEASED) {
1545 if (self.button2 && self.version == cvar("gameversion")) {
1546 self.welcomemessage_time = 0;
1547 self.flags = self.flags - FL_JUMPRELEASED;
1548 LeaveSpectatorMode();
1550 } else if(self.button0) {
1551 self.welcomemessage_time = 0;
1552 self.flags = self.flags - FL_JUMPRELEASED;
1553 if(SpectateNext() == 1) {
1554 self.classname = "spectator";
1556 self.classname = "observer";
1557 PutClientInServer();
1559 } else if (self.button3) {
1560 self.welcomemessage_time = 0;
1561 self.flags = self.flags - FL_JUMPRELEASED;
1562 self.classname = "observer";
1563 PutClientInServer();
1568 if (!(self.button0 || self.button3)) {
1569 self.flags = self.flags | FL_JUMPRELEASED;
1572 PrintWelcomeMessage(self);
1573 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1582 Called every frame for each client after the physics are run
1585 void PlayerPostThink (void)
1587 // Savage: Check for nameless players
1588 if (strlen(self.netname) < 1) {
1589 self.netname = "Player";
1590 stuffcmd(self, "seta _cl_name Player\n");
1593 if(self.classname == "player") {
1594 CheckRules_Player();
1599 if (intermission_running)
1600 return; // intermission or finale
1602 //PrintWelcomeMessage(self);
1603 //if (TetrisPostFrame()) return;
1604 } else if (self.classname == "observer") {
1606 } else if (self.classname == "spectator") {