1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
7 void info_player_deathmatch (void)
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");
240 self.modelindex_lod1 = self.modelindex;
243 self.modelindex_lod1 = -1;
245 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
250 self.modelindex_lod2 = self.modelindex;
253 self.modelindex_lod2 = -1;
255 precache_model(modelname);
256 setmodel(e, modelname);
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);
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);
293 DropFlag(self.flagcarried);
295 DistributeFragsAmongTeam(self, self.team, 1);
297 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
298 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
299 else if(self.killcount != -666)
300 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
302 self.classname = "observer";
304 self.takedamage = DAMAGE_NO;
305 self.solid = SOLID_NOT;
306 self.movetype = MOVETYPE_NOCLIP;
307 self.flags = FL_CLIENT | FL_NOTARGET;
308 self.armorvalue = 666;
310 self.armorvalue = cvar("g_balance_armor_start");
311 self.pauserotarmor_finished = 0;
312 self.pauserothealth_finished = 0;
313 self.pauseregen_finished = 0;
314 self.damageforcescale = 0;
324 self.pain_finished = 0;
325 self.strength_finished = 0;
326 self.invincible_finished = 0;
328 self.think = SUB_Null;
332 self.deadflag = DEAD_NO;
333 self.angles = spot.angles;
335 self.fixangle = TRUE;
338 self.view_ofs = PL_VIEW_OFS;
339 setorigin (self, spot.origin);
340 setsize (self, '0 0 0', '0 0 0');
341 self.oldorigin = self.origin;
346 self.weaponmodel = "";
347 self.weaponentity = world;
348 self.killcount = -666;
349 self.velocity = '0 0 0';
350 self.avelocity = '0 0 0';
351 self.punchangle = '0 0 0';
352 self.punchvector = '0 0 0';
353 self.oldvelocity = self.velocity;
354 self.customizeentityforclient = Client_customizeentityforclient;
360 Spawnqueue_Insert(self);
364 Spawnqueue_Unmark(self);
365 Spawnqueue_Remove(self);
368 else if(!cvar("g_lms"))
377 Called when a client spawns in the server
380 void PutClientInServer (void)
382 if(clienttype(self) == CLIENTTYPE_BOT)
384 self.classname = "player";
386 else if(clienttype(self) == CLIENTTYPE_REAL)
389 WriteByte(MSG_ONE, SVC_SETVIEW);
390 WriteEntity(MSG_ONE, self);
393 // player is dead and becomes observer
394 if(cvar("g_lms") && self.frags < 1)
395 self.classname = "observer";
399 self.classname = "observer";
401 if(self.classname == "player") {
404 spot = SelectSpawnPoint (FALSE);
406 RemoveGrapplingHook(self); // Wazat's Grappling Hook
408 self.classname = "player";
409 self.iscreature = TRUE;
410 self.movetype = MOVETYPE_WALK;
411 self.solid = SOLID_SLIDEBOX;
412 self.flags = FL_CLIENT;
413 self.takedamage = DAMAGE_AIM;
415 self.health = cvar("g_balance_health_start");
416 self.armorvalue = cvar("g_balance_armor_start");
417 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
418 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
419 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
420 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
421 self.damageforcescale = 2;
430 self.pain_finished = 0;
431 self.strength_finished = 0;
432 self.invincible_finished = 0;
434 //self.speed_finished = 0;
435 //self.slowmo_finished = 0;
436 // players have no think function
437 self.think = SUB_Null;
440 self.switchweapon = 0;
445 self.deadflag = DEAD_NO;
447 self.angles = spot.angles;
449 self.angles_z = 0; // never spawn tilted even if the spot says to
450 self.fixangle = TRUE; // turn this way immediately
451 self.velocity = '0 0 0';
452 self.avelocity = '0 0 0';
453 self.punchangle = '0 0 0';
454 self.punchvector = '0 0 0';
455 self.oldvelocity = self.velocity;
459 self.customizeentityforclient = Client_customizeentityforclient;
461 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
462 local string defaultmodel;
463 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
464 setmodel_lod (self, defaultmodel);
465 self.skin = stof(cvar_string("sv_defaultplayerskin"));
467 self.playermodel = CheckPlayerModel(self.playermodel);
468 setmodel_lod (self, self.playermodel);
470 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
472 self.skin = stof(self.playerskin);
476 self.view_ofs = PL_VIEW_OFS;
477 setsize (self, PL_MIN, PL_MAX);
478 self.spawnorigin = spot.origin;
479 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
480 // don't reset back to last position, even if new position is stuck in solid
481 self.oldorigin = self.origin;
485 self.ammo_shells = cvar("g_lms_start_ammo_shells");
486 self.ammo_nails = cvar("g_lms_start_ammo_nails");
487 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
488 self.ammo_cells = cvar("g_lms_start_ammo_cells");
489 self.health = cvar("g_lms_start_health");
490 self.armorvalue = cvar("g_lms_start_armor");
492 else if (cvar("g_use_ammunition")) {
493 self.ammo_shells = cvar("g_start_ammo_shells");
494 self.ammo_nails = cvar("g_start_ammo_nails");
495 self.ammo_rockets = cvar("g_start_ammo_rockets");
496 self.ammo_cells = cvar("g_start_ammo_cells");
498 self.ammo_shells = 999;
499 self.ammo_nails = 999;
500 self.ammo_rockets = 999;
501 self.ammo_cells = 999;
505 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
507 self.items = self.items | IT_LASER;
508 self.switchweapon = WEP_LASER;
510 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
512 self.items = self.items | IT_SHOTGUN;
513 self.switchweapon = WEP_SHOTGUN;
515 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
517 self.items = self.items | IT_UZI;
518 self.switchweapon = WEP_UZI;
520 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
522 self.items = self.items | IT_GRENADE_LAUNCHER;
523 self.switchweapon = WEP_GRENADE_LAUNCHER;
525 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
527 self.items = self.items | IT_ELECTRO;
528 self.switchweapon = WEP_ELECTRO;
530 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
532 self.items = self.items | IT_CRYLINK;
533 self.switchweapon = WEP_CRYLINK;
535 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
537 self.items = self.items | IT_NEX;
538 self.switchweapon = WEP_NEX;
540 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
542 self.items = self.items | IT_HAGAR;
543 self.switchweapon = WEP_HAGAR;
545 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
547 self.items = self.items | IT_ROCKET_LAUNCHER;
548 self.switchweapon = WEP_ROCKET_LAUNCHER;
551 if(cvar("g_instagib"))
554 self.switchweapon = WEP_NEX;
555 self.ammo_cells = 999;
558 if(cvar("g_rocketarena"))
560 self.items = IT_ROCKET_LAUNCHER;
561 self.switchweapon = WEP_ROCKET_LAUNCHER;
562 self.ammo_rockets = 999;
568 // will be done later
571 if(cvar("g_minstagib"))
576 self.switchweapon = WEP_NEX;
577 self.ammo_cells = cvar("g_minstagib_ammo_start");
578 self.jump_interval = time;
583 Spawnqueue_Remove(self);
584 Spawnqueue_Mark(self);
587 self.event_damage = PlayerDamage;
589 self.bot_attack = TRUE;
591 self.statdraintime = time + 5;
592 self.button0 = self.button1 = self.button2 = self.button3 = 0;
594 if(self.killcount == -666) {
601 self.cnt = WEP_LASER;
602 self.nixnex_lastchange_id = -1;
604 CL_SpawnWeaponentity();
605 self.alpha = default_player_alpha;
606 self.exteriorweaponentity.alpha = default_weapon_alpha;
608 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
609 self.lms_traveled_distance = 0;
611 if(cvar("spawn_debug"))
613 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
614 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
617 //stuffcmd(self, "chase_active 0");
618 //stuffcmd(self, "set viewsize $tmpviewsize \n");
619 } else if(self.classname == "observer") {
620 PutObserverInServer ();
629 void SetNewParms (void)
639 void SetChangeParms (void)
648 Called when a client types 'kill' in the console
651 void ClientKill (void)
653 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
660 Called when a client connects to the server
663 string ColoredTeamName(float t);
664 //void dom_player_join_team(entity pl);
665 void ClientConnect (void)
670 self.classname = "player_joining";
671 self.flags = self.flags | FL_CLIENT;
672 self.version_nagtime = time + 10 + random() * 10;
676 dprint("BUG player count is lower than zero, this cannot happen!\n");
682 //if(cvar("g_domination"))
683 // dom_player_join_team(self);
685 //JoinBestTeam(self, FALSE);
687 if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
688 self.classname = "observer";
690 self.classname = "player";
691 campaign_bots_may_start = 1;
694 self.playerid = (playerid_last = playerid_last + 1);
695 if(cvar("sv_eventlog"))
697 if(clienttype(self) == CLIENTTYPE_REAL)
701 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
702 s = strcat(":team:", ftos(self.playerid), ":");
703 s = strcat(s, ftos(self.team));
704 GameLogEcho(s, FALSE);
707 //stuffcmd(self, "set tmpviewsize $viewsize \n");
709 bprint ("^4",self.netname);
710 bprint ("^4 connected");
712 if(cvar("g_domination") || cvar("g_ctf"))
714 bprint(" and joined the ");
715 bprint(ColoredTeamName(self.team));
720 self.welcomemessage_time = time + cvar("welcome_message_time");
721 self.welcomemessage_time2 = 0;
724 // the client might not have his maps/%s.cfg file yet!
725 // so send the one from the server...
726 fh = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);
729 while((s = fgets(fh)))
730 stuffcmd(self, strcat(s, "\n"));
733 // and then execute the client's so he can still override CD tracks
735 not needed any more: current map download system disconnects and reconnects
736 after the download, and then the file will be there
738 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
740 // TODO: is this being used for anything else than cd tracks?
741 // Remember: SVC_CDTRACK exists. Maybe it should be used.
743 // send prediction settings to the client
744 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
745 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
746 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
747 stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
748 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
749 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
750 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
751 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
752 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
753 stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
754 stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
755 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
756 // Wazat's grappling hook
757 SetGrappleHookBindings();
759 // get autoswitch state from player
760 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
761 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
763 // get version info from player
764 stuffcmd(self, "cmd clientversion $gameversion\n");
766 // get other cvars from player
769 // set cvar for team scoreboard
773 t = cvar("teamplay");
774 // 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
775 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
778 stuffcmd(self, strcat("set teamplay 0\n"));
782 self.frags = cvar("fraglimit");
783 // no fraglimit was set, so player gets 999 lives
787 self.frags = LMS_NewPlayerLives();
793 else if(cvar("g_arena"))
795 self.classname = "observer";
796 Spawnqueue_Insert(self);
799 bot_relinkplayerlist();
801 self.jointime = time;
808 Called when a client disconnects from the server
811 void(entity e) DropFlag;
812 .entity chatbubbleentity;
813 .entity teambubbleentity;
814 void ClientDisconnect (void)
817 if(cvar("sv_eventlog"))
818 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
819 bprint ("^4",self.netname);
820 bprint ("^4 disconnected\n");
822 if (self.chatbubbleentity)
824 remove (self.chatbubbleentity);
825 self.chatbubbleentity = world;
828 if (self.teambubbleentity)
830 remove (self.teambubbleentity);
831 self.teambubbleentity = world;
837 DropFlag(self.flagcarried);
839 DistributeFragsAmongTeam(self, self.team, 1);
842 self.flags = self.flags - (self.flags & FL_CLIENT);
843 bot_relinkplayerlist();
847 if(self.weaponentity)
848 if(self.weaponentity.lasertarget)
849 remove(self.weaponentity.lasertarget);
853 Spawnqueue_Unmark(self);
854 Spawnqueue_Remove(self);
862 void() ChatBubbleThink =
864 self.nextthink = time;
865 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
867 self.owner.chatbubbleentity = world;
871 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
872 if (self.owner.buttonchat && !self.owner.deadflag)
873 self.model = self.mdl;
878 void() UpdateChatBubble =
880 if (!self.modelindex)
882 // spawn a chatbubble entity if needed
883 if (!self.chatbubbleentity)
885 self.chatbubbleentity = spawn();
886 self.chatbubbleentity.owner = self;
887 self.chatbubbleentity.exteriormodeltoclient = self;
888 self.chatbubbleentity.think = ChatBubbleThink;
889 self.chatbubbleentity.nextthink = time;
890 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
891 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
892 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
893 self.chatbubbleentity.model = "";
898 void() TeamBubbleThink =
900 self.nextthink = time;
901 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
903 self.owner.teambubbleentity = world;
907 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
908 if (self.owner.buttonchat || self.owner.deadflag)
911 self.model = self.mdl;
915 float() TeamBubble_customizeentityforclient
917 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
920 void() UpdateTeamBubble =
922 if (!self.modelindex || !cvar("teamplay"))
924 // spawn a teambubble entity if needed
925 if (!self.teambubbleentity && cvar("teamplay"))
927 self.teambubbleentity = spawn();
928 self.teambubbleentity.owner = self;
929 self.teambubbleentity.exteriormodeltoclient = self;
930 self.teambubbleentity.think = TeamBubbleThink;
931 self.teambubbleentity.nextthink = time;
932 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
933 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
934 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
935 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
936 self.teambubbleentity.mdl = self.teambubbleentity.model;
937 self.teambubbleentity.model = self.teambubbleentity.mdl;
938 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
942 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
943 // added to the model skins
944 /*void() UpdateColorModHack =
947 c = self.clientcolors & 15;
948 // LordHavoc: only bothering to support white, green, red, yellow, blue
949 if (teamplay == 0) self.colormod = '0 0 0';
950 else if (c == 0) self.colormod = '1.00 1.00 1.00';
951 else if (c == 3) self.colormod = '0.10 1.73 0.10';
952 else if (c == 4) self.colormod = '1.73 0.10 0.10';
953 else if (c == 12) self.colormod = '1.22 1.22 0.10';
954 else if (c == 13) self.colormod = '0.10 0.10 1.73';
955 else self.colormod = '1 1 1';
962 When you press the jump key
965 void PlayerJump (void)
969 mjumpheight = cvar("g_balance_jumpheight");
970 if (self.waterlevel >= 2)
972 if (self.watertype == CONTENT_WATER)
973 self.velocity_z = 200;
974 else if (self.watertype == CONTENT_SLIME)
975 self.velocity_z = 80;
977 self.velocity_z = 50;
983 if (!(self.flags & FL_ONGROUND))
986 if (!(self.flags & FL_JUMPRELEASED))
989 if(cvar("g_runematch"))
991 if(self.runes & RUNE_SPEED)
993 if(self.runes & CURSE_SLOW)
994 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
996 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
998 else if(self.runes & CURSE_SLOW)
1000 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
1004 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
1006 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
1009 self.velocity_z = self.velocity_z + mjumpheight;
1010 self.oldvelocity_z = self.velocity_z;
1012 self.flags = self.flags - FL_ONGROUND;
1013 self.flags = self.flags - FL_JUMPRELEASED;
1016 void() CheckWaterJump =
1018 local vector start, end;
1020 // check for a jump-out-of-water
1021 makevectors (self.angles);
1022 start = self.origin;
1023 start_z = start_z + 8;
1025 normalize(v_forward);
1026 end = start + v_forward*24;
1027 traceline (start, end, TRUE, self);
1028 if (trace_fraction < 1)
1030 start_z = start_z + self.maxs_z - 8;
1031 end = start + v_forward*24;
1032 self.movedir = trace_plane_normal * -50;
1033 traceline (start, end, TRUE, self);
1034 if (trace_fraction == 1)
1035 { // open at eye level
1036 self.flags = self.flags | FL_WATERJUMP;
1037 self.velocity_z = 225;
1038 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1039 self.teleport_time = time + 2; // safety net
1049 PutClientInServer();
1052 void player_powerups (void)
1054 if (cvar("g_minstagib"))
1056 self.effects = EF_FULLBRIGHT;
1057 if (self.items & IT_STRENGTH)
1059 if (time > self.strength_finished)
1061 self.alpha = default_player_alpha;
1062 self.exteriorweaponentity.alpha = default_weapon_alpha;
1063 self.items = self.items - (self.items & IT_STRENGTH);
1064 sprint(self, "^3Invisibility has worn off\n");
1069 if (time < self.strength_finished)
1071 self.alpha = cvar("g_minstagib_invis_alpha");
1072 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1073 self.items = self.items | IT_STRENGTH;
1074 sprint(self, "^3You are invisible\n");
1078 if (self.items & IT_INVINCIBLE)
1080 if (time > self.invincible_finished)
1082 self.items = self.items - (self.items & IT_INVINCIBLE);
1083 sprint(self, "^3Speed has worn off\n");
1088 if (time < self.invincible_finished)
1090 self.items = self.items | IT_INVINCIBLE;
1091 sprint(self, "^3You are on speed\n");
1097 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1098 if (self.items & IT_STRENGTH)
1100 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1101 if (time > self.strength_finished)
1103 self.items = self.items - (self.items & IT_STRENGTH);
1104 sprint(self, "^3Strength has worn off\n");
1109 if (time < self.strength_finished)
1111 self.items = self.items | IT_STRENGTH;
1112 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1115 if (self.items & IT_INVINCIBLE)
1117 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1118 if (time > self.invincible_finished)
1120 self.items = self.items - (self.items & IT_INVINCIBLE);
1121 sprint(self, "^3Shield has worn off\n");
1126 if (time < self.invincible_finished)
1128 self.items = self.items | IT_INVINCIBLE;
1129 sprint(self, "^3Shield surrounds you\n");
1133 if (cvar("g_fullbrightplayers"))
1134 self.effects = self.effects | EF_FULLBRIGHT;
1136 // midair gamemode: damage only while in the air
1137 // if in midair mode, being on ground grants temporary invulnerability
1138 // (this is so that multishot weapon don't clear the ground flag on the
1139 // first damage in the frame, leaving the player vulnerable to the
1140 // remaining hits in the same frame)
1141 if (self.flags & FL_ONGROUND)
1142 if (cvar("g_midair"))
1143 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1145 if (time < self.spawnshieldtime)
1146 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1149 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1151 if(current > stable)
1153 else if(current > stable - 0.25) // when close enough, "snap"
1156 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1159 void player_regen (void)
1161 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1162 maxh = cvar("g_balance_health_stable");
1163 maxa = cvar("g_balance_armor_stable");
1164 limith = cvar("g_balance_health_limit");
1165 limita = cvar("g_balance_armor_limit");
1167 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1170 if(cvar("g_runematch"))
1172 max_mod = regen_mod = rot_mod = limit_mod = 1;
1173 if (self.runes & RUNE_REGEN)
1175 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1177 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1178 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1179 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1183 regen_mod = cvar("g_balance_rune_regen_regenrate");
1184 max_mod = cvar("g_balance_rune_regen_hpmod");
1185 limit_mod = cvar("g_balance_rune_regen_limitmod");
1188 else if (self.runes & CURSE_VENOM)
1190 max_mod = cvar("g_balance_curse_venom_hpmod");
1191 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1192 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1194 rot_mod = cvar("g_balance_curse_venom_rotrate");
1195 limit_mod = cvar("g_balance_curse_venom_limitmod");
1196 //if (!self.runes & RUNE_REGEN)
1197 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1199 maxh = maxh * max_mod;
1200 //maxa = maxa * max_mod;
1202 if (time > self.pauserotarmor_finished)
1204 if (self.armorvalue > maxa)
1205 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1207 if (time > self.pauserothealth_finished)
1209 if (self.health > maxh)
1210 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1212 if (time > self.pauseregen_finished)
1214 self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1215 self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1220 if (time > self.pauserothealth_finished)
1221 if (self.health > maxh)
1222 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1223 if (time > self.pauserotarmor_finished)
1224 if (self.armorvalue > maxa)
1225 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1226 if (time > self.pauseregen_finished)
1228 self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1229 self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1233 if (self.health > limith)
1234 self.health = limith;
1236 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1237 if (self.armorvalue > limita)
1238 self.armorvalue = limita;
1242 ======================
1243 spectate mode routines
1244 ======================
1246 void SpectateCopy(entity spectatee) {
1247 self.armortype = spectatee.armortype;
1248 self.armorvalue = spectatee.armorvalue;
1249 self.currentammo = spectatee.currentammo;
1250 self.effects = spectatee.effects;
1251 self.health = spectatee.health;
1253 self.items = spectatee.items;
1254 self.punchangle = spectatee.punchangle;
1255 self.view_ofs = spectatee.view_ofs;
1256 self.v_angle = spectatee.v_angle;
1257 self.viewzoom = spectatee.viewzoom;
1258 setorigin(self, spectatee.origin);
1259 setsize(self, spectatee.mins, spectatee.maxs);
1262 void SpectateUpdate() {
1264 PutObserverInServer();
1266 if (self != self.enemy) {
1267 if(self.enemy.flags & FL_NOTARGET)
1268 PutObserverInServer();
1269 SpectateCopy(self.enemy);
1270 self.dmg_take = self.enemy.dmg_take;
1271 self.dmg_save = self.enemy.dmg_save;
1272 self.dmg_inflictor = self.enemy.dmg_inflictor;
1273 self.fixangle = TRUE;
1274 self.angles = self.enemy.v_angle;
1275 //msg_entity = self;
1276 //WriteByte(MSG_ONE, SVC_SETANGLE);
1277 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1278 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1279 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1283 float SpectateNext() {
1284 other = find(self.enemy, classname, "player");
1286 other = find(other, classname, "player");
1291 if(self.enemy.classname == "player") {
1293 WriteByte(MSG_ONE, SVC_SETVIEW);
1294 WriteEntity(MSG_ONE, self.enemy);
1295 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1305 ShowRespawnCountdown()
1307 Update a respawn countdown display.
1310 void ShowRespawnCountdown()
1313 if(self.deadflag == DEAD_NO) // just respawned?
1317 number = ceil(self.death_time - time);
1320 if(number <= self.respawn_countdown)
1322 self.respawn_countdown = number - 1;
1323 stuffcmd(self, strcat("play2 announcer/robotic/", ftos(number), ".ogg\n"));
1332 Called every frame for each client before the physics are run
1335 void() ctf_setstatus;
1336 void PlayerPreThink (void)
1339 if(self.version_nagtime)
1340 if(self.cvar_g_nexuizversion)
1341 if(time > self.version_nagtime)
1343 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1344 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1346 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");
1347 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1349 self.version_nagtime = 0;
1352 if(self.classname == "player") {
1353 local vector m1, m2;
1355 // if(self.netname == "Wazat")
1356 // bprint(strcat(self.classname, "\n"));
1358 CheckRules_Player();
1360 Nixnex_GiveCurrentWeapon();
1363 PrintWelcomeMessage(self);
1365 if(cvar("g_lms") || !cvar("sv_spectate"))
1366 if((time - self.jointime) <= cvar("welcome_message_time"))
1367 PrintWelcomeMessage(self);
1369 if (intermission_running)
1371 IntermissionThink (); // otherwise a button could be missed between
1372 return; // the think tics
1375 if (self.deadflag != DEAD_NO)
1377 float button_pressed, force_respawn;
1379 button_pressed = (self.button0 || self.button2 || self.button3 || self.button4 || self.button5 || self.button6 || self.button7 || self.button8 || self.buttonuse);
1380 force_respawn = cvar("g_lms") || cvar("g_forced_respawn");
1381 if (self.deadflag == DEAD_DYING)
1384 self.deadflag = DEAD_RESPAWNING;
1385 else if(!button_pressed)
1386 self.deadflag = DEAD_DEAD;
1388 else if (self.deadflag == DEAD_DEAD)
1391 self.deadflag = DEAD_RESPAWNABLE;
1393 else if (self.deadflag == DEAD_RESPAWNABLE)
1396 self.deadflag = DEAD_RESPAWNING;
1398 else if (self.deadflag == DEAD_RESPAWNING)
1400 if(time > self.death_time)
1403 ShowRespawnCountdown();
1407 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1411 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1412 dist = self.oldorigin - self.origin;
1414 self.lms_traveled_distance += fabs(vlen(dist));
1416 if(cvar("g_campaign"))
1417 if(!campaign_bots_may_start)
1419 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1420 self.lms_traveled_distance = 0;
1423 if(time > self.lms_nextcheck)
1425 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1426 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1428 centermsg_set(CENTERMSG_CAMP, cvar_string("g_lms_campcheck_message"));
1429 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1430 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1431 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');
1433 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1434 self.lms_traveled_distance = 0;
1438 if (self.button5 && !self.hook.state)
1443 self.view_ofs = PL_CROUCH_VIEW_OFS;
1444 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1451 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1452 if (!trace_startsolid)
1454 self.crouch = FALSE;
1455 self.view_ofs = PL_VIEW_OFS;
1456 setsize (self, PL_MIN, PL_MAX);
1461 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1462 local string defaultmodel;
1463 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1465 if (defaultmodel != self.model)
1469 setmodel_lod (self, defaultmodel);
1470 setsize (self, m1, m2);
1473 if (self.skin != cvar("sv_defaultplayerskin"))
1474 self.skin = cvar("sv_defaultplayerskin");
1476 if (self.playermodel != self.model)
1478 self.playermodel = CheckPlayerModel(self.playermodel);
1481 setmodel_lod (self, self.playermodel);
1482 setsize (self, m1, m2);
1487 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1488 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1492 if (self.skin != stof(self.playerskin))
1493 self.skin = stof(self.playerskin);
1497 GrapplingHookFrame();
1501 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1503 if (cvar("g_minstagib") && self.button3)
1505 if (self.jump_interval <= (time + 0.1))
1507 self.jump_interval = time + 1;
1511 else if (self.viewzoom > 0.4)
1512 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1514 else if (self.viewzoom < 1.0)
1515 self.viewzoom = min (1.0, self.viewzoom + frametime);
1521 self.flags = self.flags | FL_JUMPRELEASED;
1527 if (cvar("g_minstagib"))
1528 minstagib_ammocheck();
1532 //self.angles_y=self.v_angle_y + 90; // temp
1534 if (self.waterlevel == 2)
1537 //if (TetrisPreFrame()) return;
1538 } else if(gameover) {
1539 if (intermission_running)
1540 IntermissionThink (); // otherwise a button could be missed between
1542 } else if(self.classname == "observer") {
1544 if (self.flags & FL_JUMPRELEASED) {
1545 if (self.button2 && self.version == cvar("gameversion")) {
1546 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1547 self.flags = self.flags & !FL_JUMPRELEASED;
1548 self.classname = "player";
1549 if(cvar("g_campaign") || cvar("g_balance_teams"))
1550 JoinBestTeam(self, 0);
1551 if(cvar("g_campaign"))
1552 campaign_bots_may_start = 1;
1553 PutClientInServer();
1554 if(self.flags & !FL_NOTARGET)
1555 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1559 self.flags = self.flags & !FL_JUMPRELEASED;
1560 stuffcmd(self,"menu_showteamselect\n");
1563 } else if(self.button0 && self.version == cvar("gameversion")) {
1564 self.flags = self.flags & !FL_JUMPRELEASED;
1565 if(SpectateNext() == 1) {
1566 self.classname = "spectator";
1570 if (!(self.button0 || self.button2)) {
1571 self.flags = self.flags | FL_JUMPRELEASED;
1574 PrintWelcomeMessage(self);
1575 } else if(self.classname == "spectator") {
1576 if (self.flags & FL_JUMPRELEASED) {
1577 if (self.button2 && self.version == cvar("gameversion")) {
1578 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1579 self.flags = self.flags & !FL_JUMPRELEASED;
1580 self.classname = "player";
1582 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1584 if(cvar("g_campaign") || cvar("g_balance_teams"))
1585 JoinBestTeam(self, 0);
1586 if(cvar("g_campaign"))
1587 campaign_bots_may_start = 1;
1588 PutClientInServer();
1592 self.flags = self.flags & !FL_JUMPRELEASED;
1593 stuffcmd(self,"menu_showteamselect\n");
1596 } else if(self.button0) {
1597 self.flags = self.flags & !FL_JUMPRELEASED;
1598 if(SpectateNext() == 1) {
1599 self.classname = "spectator";
1601 self.classname = "observer";
1602 PutClientInServer();
1604 } else if (self.button3) {
1605 self.flags = self.flags & !FL_JUMPRELEASED;
1606 self.classname = "observer";
1607 PutClientInServer();
1612 if (!(self.button0 || self.button3)) {
1613 self.flags = self.flags | FL_JUMPRELEASED;
1616 PrintWelcomeMessage(self);
1617 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1626 Called every frame for each client after the physics are run
1629 void PlayerPostThink (void)
1631 // Savage: Check for nameless players
1632 if (strlen(self.netname) < 1) {
1633 self.netname = "Player";
1634 stuffcmd(self, "seta _cl_name Player\n");
1637 if(self.classname == "player") {
1638 CheckRules_Player();
1641 if (self.deadflag == DEAD_NO)
1644 if (intermission_running)
1645 return; // intermission or finale
1647 //PrintWelcomeMessage(self);
1648 //if (TetrisPostFrame()) return;
1649 } else if (self.classname == "observer") {
1651 } else if (self.classname == "spectator") {