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
28 local float spotactive;
31 // filter out spots for assault
32 if(spot.target != "") {
34 ent = find(world, targetname, spot.target);
36 if(ent.classname == "target_objective")
37 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
39 ent = find(ent, targetname, spot.target);
43 if (spot.team == teamcheck && spotactive > 0)
50 if (vlen(player.origin - spot.origin) < mindist)
52 player = player.chain;
58 previousspot.chain = spot;
65 spawn_allgood = FALSE;
69 // if we couldn't find ANY good points, return the original list
71 newfirstspot = firstspot;
75 entity Spawn_RandomPoint(entity firstspot)
79 // count number of spots
84 numspots = numspots + 1;
88 numspots = numspots * random();
90 while (spot.chain && numspots >= 1)
92 numspots = numspots - 1;
98 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
100 local entity best, spot, player;
101 local float bestrating, rating;
103 bestrating = -1000000;
112 rating = min(rating, vlen(player.origin - spot.origin));
113 player = player.chain;
115 rating = rating + random() * 16;
116 if (bestrating < rating)
130 Finds a point to respawn
133 entity SelectSpawnPoint (float anypoint)
135 local float teamcheck;
136 local entity spot, firstspot, playerlist;
138 spot = find (world, classname, "testplayerstart");
144 if(!anypoint && (g_ctf || g_assault))
145 teamcheck = self.team;
147 // get the list of players
148 playerlist = findchain(classname, "player");
149 // get the entire list of spots
150 firstspot = findchain(classname, "info_player_deathmatch");
151 // filter out the bad ones
152 // (note this returns the original list if none survived)
153 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
155 // there is 50/50 chance of choosing a random spot or the furthest spot
156 // (this means that roughly every other spawn will be furthest, so you
157 // usually won't get fragged at spawn twice in a row)
158 if (arena_roundbased)
160 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
161 spot = Spawn_RandomPoint(firstspot);
163 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
164 spot = Spawn_RandomPoint(firstspot);
166 spot = Spawn_FurthestPoint(firstspot, playerlist);
170 if(cvar("spawn_debug"))
173 error ("PutClientInServer: no start points on level");
183 Checks if the argument string can be a valid playermodel.
184 Returns a valid one in doubt.
187 string FallbackPlayerModel = "models/player/marine.zym";
188 string CheckPlayerModel(string plyermodel) {
189 if(strlen(plyermodel) < 4)
190 return FallbackPlayerModel;
191 if( substring(plyermodel,0,14) != "models/player/")
192 return FallbackPlayerModel;
193 else if(cvar("sv_servermodelsonly"))
195 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
196 return FallbackPlayerModel;
197 if(!fexists(plyermodel))
198 return FallbackPlayerModel;
205 Client_customizeentityforclient
210 float Client_customizeentityforclient()
212 #ifdef ALLOW_VARIABLE_LOD
214 // other: the player viewing me
218 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
221 if(other.cvar_cl_playerdetailreduction <= 0)
223 if(other.cvar_cl_playerdetailreduction <= -2)
224 self.modelindex = self.modelindex_lod2;
225 else if(other.cvar_cl_playerdetailreduction <= -1)
226 self.modelindex = self.modelindex_lod1;
228 self.modelindex = self.modelindex_lod0;
232 distance = vlen(self.origin - other.origin);
233 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
235 self.modelindex = self.modelindex_lod2;
237 self.modelindex = self.modelindex_lod1;
239 self.modelindex = self.modelindex_lod0;
246 void setmodel_lod(entity e, string modelname)
248 #ifdef ALLOW_VARIABLE_LOD
251 // FIXME: this only supports 3-letter extensions
252 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
256 setmodel(e, s); // players have high precision
257 self.modelindex_lod1 = self.modelindex;
260 self.modelindex_lod1 = -1;
262 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
266 setmodel(e, s); // players have high precision
267 self.modelindex_lod2 = self.modelindex;
270 self.modelindex_lod2 = -1;
272 precache_model(modelname);
273 setmodel(e, modelname); // players have high precision
274 self.modelindex_lod0 = self.modelindex;
276 if(self.modelindex_lod1 < 0)
277 self.modelindex_lod1 = self.modelindex;
279 if(self.modelindex_lod2 < 0)
280 self.modelindex_lod2 = self.modelindex;
282 precache_model(modelname);
283 setmodel(e, modelname); // players have high precision
285 player_setupanimsformodel();
292 putting a client as observer in the server
295 void PutObserverInServer (void)
298 spot = SelectSpawnPoint (TRUE);
299 RemoveGrapplingHook(self); // Wazat's Grappling Hook
301 if(clienttype(self) == CLIENTTYPE_REAL)
304 WriteByte(MSG_ONE, SVC_SETVIEW);
305 WriteEntity(MSG_ONE, self);
309 kh_Key_DropAll(self, TRUE);
312 DropFlag(self.flagcarried);
314 WaypointSprite_PlayerDead();
316 DistributeFragsAmongTeam(self, self.team, 1);
318 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
319 bprint ("^4", self.netname, "^4 has no more lives left\n");
320 else if(self.killcount != -666)
321 bprint ("^4", self.netname, "^4 is spectating now\n");
323 self.classname = "observer";
325 self.takedamage = DAMAGE_NO;
326 self.solid = SOLID_NOT;
327 self.movetype = MOVETYPE_NOCLIP;
328 self.flags = FL_CLIENT | FL_NOTARGET;
329 self.armorvalue = 666;
331 self.armorvalue = cvar("g_balance_armor_start");
332 self.pauserotarmor_finished = 0;
333 self.pauserothealth_finished = 0;
334 self.pauseregen_finished = 0;
335 self.damageforcescale = 0;
343 self.pain_finished = 0;
344 self.strength_finished = 0;
345 self.invincible_finished = 0;
347 self.think = SUB_Null;
351 self.deadflag = DEAD_NO;
352 self.angles = spot.angles;
354 self.fixangle = TRUE;
357 self.view_ofs = PL_VIEW_OFS;
358 setorigin (self, spot.origin);
359 setsize (self, '0 0 0', '0 0 0');
360 self.oldorigin = self.origin;
365 self.weaponmodel = "";
366 self.weaponentity = world;
367 self.killcount = -666;
368 self.velocity = '0 0 0';
369 self.avelocity = '0 0 0';
370 self.punchangle = '0 0 0';
371 self.punchvector = '0 0 0';
372 self.oldvelocity = self.velocity;
373 self.customizeentityforclient = Client_customizeentityforclient;
379 Spawnqueue_Insert(self);
383 Spawnqueue_Unmark(self);
384 Spawnqueue_Remove(self);
396 Called when a client spawns in the server
399 void PutClientInServer (void)
401 if(clienttype(self) == CLIENTTYPE_BOT)
403 self.classname = "player";
405 else if(clienttype(self) == CLIENTTYPE_REAL)
408 WriteByte(MSG_ONE, SVC_SETVIEW);
409 WriteEntity(MSG_ONE, self);
412 // player is dead and becomes observer
413 if(g_lms && self.frags < 1)
414 self.classname = "observer";
418 self.classname = "observer";
420 if(self.classname == "player") {
423 spot = SelectSpawnPoint (FALSE);
425 RemoveGrapplingHook(self); // Wazat's Grappling Hook
427 self.classname = "player";
428 self.iscreature = TRUE;
429 self.movetype = MOVETYPE_WALK;
430 self.solid = SOLID_SLIDEBOX;
431 self.flags = FL_CLIENT;
432 self.takedamage = DAMAGE_AIM;
434 self.air_finished = time + 12;
437 self.ammo_shells = start_ammo_shells;
438 self.ammo_nails = start_ammo_nails;
439 self.ammo_rockets = start_ammo_rockets;
440 self.ammo_cells = start_ammo_cells;
441 self.health = start_health;
442 self.armorvalue = start_armorvalue;
443 self.items = start_items;
444 self.switchweapon = start_switchweapon;
446 self.jump_interval = time;
448 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
449 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
450 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
451 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
452 self.damageforcescale = 2;
459 self.pain_finished = 0;
460 self.strength_finished = 0;
461 self.invincible_finished = 0;
463 //self.speed_finished = 0;
464 //self.slowmo_finished = 0;
465 // players have no think function
466 self.think = SUB_Null;
472 self.deadflag = DEAD_NO;
474 self.angles = spot.angles;
476 self.angles_z = 0; // never spawn tilted even if the spot says to
477 self.fixangle = TRUE; // turn this way immediately
478 self.velocity = '0 0 0';
479 self.avelocity = '0 0 0';
480 self.punchangle = '0 0 0';
481 self.punchvector = '0 0 0';
482 self.oldvelocity = self.velocity;
487 self.customizeentityforclient = Client_customizeentityforclient;
489 if(cvar("sv_defaultcharacter") == 1) {
490 local string defaultmodel;
491 defaultmodel = cvar_string("sv_defaultplayermodel");
492 setmodel_lod (self, defaultmodel);
493 self.skin = stof(cvar_string("sv_defaultplayerskin"));
495 self.playermodel = CheckPlayerModel(self.playermodel);
496 setmodel_lod (self, self.playermodel);
500 s = stof(self.playerskin);
509 self.skin = stof(self.playerskin);
512 if(strlen(cvar_string("sv_defaultplayercolors")))
513 setcolor(self, cvar("sv_defaultplayercolors"));
516 self.view_ofs = PL_VIEW_OFS;
517 setsize (self, PL_MIN, PL_MAX);
518 self.spawnorigin = spot.origin;
519 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
520 // don't reset back to last position, even if new position is stuck in solid
521 self.oldorigin = self.origin;
525 Spawnqueue_Remove(self);
526 Spawnqueue_Mark(self);
529 self.event_damage = PlayerDamage;
531 self.bot_attack = TRUE;
533 self.statdraintime = time + 5;
534 self.button0 = self.button1 = self.button2 = self.button3 = 0;
536 if(self.killcount == -666) {
543 self.cnt = WEP_LASER;
544 self.nixnex_lastchange_id = -1;
546 CL_SpawnWeaponentity();
547 self.alpha = default_player_alpha;
548 self.exteriorweaponentity.alpha = default_weapon_alpha;
550 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
551 self.lms_traveled_distance = 0;
553 if(cvar("spawn_debug"))
555 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
556 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
559 //stuffcmd(self, "chase_active 0");
560 //stuffcmd(self, "set viewsize $tmpviewsize \n");
562 if (cvar("g_spawnsound"))
563 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
566 if(self.team == assault_attacker_team)
567 centerprint(self, "You are attacking!\n");
569 centerprint(self, "You are defending!\n");
572 } else if(self.classname == "observer") {
573 PutObserverInServer ();
582 void SetNewParms (void)
592 void SetChangeParms (void)
601 Called when a client types 'kill' in the console
604 void ClientKill (void)
606 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
609 void FixClientCvars(entity e)
612 // send prediction settings to the client
613 stuffcmd(e, "\nin_bindmap 0 0\n");
614 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
615 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
616 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
617 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
618 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
619 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
620 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
621 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
622 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
623 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
624 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
625 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
626 stuffcmd(e, "cl_movement_edgefriction 1\n");
628 // notify about available teams
631 CheckAllowedTeams(e);
632 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
633 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
636 stuffcmd(e, "set _teams_available 0\n");
643 Called when a client connects to the server
646 string ColoredTeamName(float t);
647 //void dom_player_join_team(entity pl);
648 void ClientConnect (void)
653 if(Ban_IsClientBanned(self))
655 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
661 self.classname = "player_joining";
662 self.flags = self.flags | FL_CLIENT;
663 self.version_nagtime = time + 10 + random() * 10;
667 dprint("BUG player count is lower than zero, this cannot happen!\n");
673 //if(cvar("g_domination"))
674 // dom_player_join_team(self);
676 //JoinBestTeam(self, FALSE);
678 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
679 self.classname = "observer";
681 self.classname = "player";
682 campaign_bots_may_start = 1;
685 self.playerid = (playerid_last = playerid_last + 1);
686 if(cvar("sv_eventlog"))
688 if(clienttype(self) == CLIENTTYPE_REAL)
692 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
693 s = strcat(":team:", ftos(self.playerid), ":");
694 s = strcat(s, ftos(self.team));
695 GameLogEcho(s, FALSE);
698 //stuffcmd(self, "set tmpviewsize $viewsize \n");
700 bprint ("^4",self.netname);
701 bprint ("^4 connected");
703 if(cvar("g_domination") || g_ctf)
705 bprint(" and joined the ");
706 bprint(ColoredTeamName(self.team));
711 self.welcomemessage_time = 0;
713 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
714 // TODO: is this being used for anything else than cd tracks?
715 // Remember: SVC_CDTRACK exists. Maybe it should be used.
717 FixClientCvars(self);
720 WaypointSprite_InitClient(self);
722 // Wazat's grappling hook
723 SetGrappleHookBindings();
725 // get autoswitch state from player when he toggles it
726 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
728 // get version info from player
729 stuffcmd(self, "cmd clientversion $gameversion\n");
731 // send all weapon info strings
732 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
734 while (wep <= WEP_LAST)
736 weapon_action(wep, WR_REGISTER);
740 // get other cvars from player
743 // set cvar for team scoreboard
747 t = cvar("teamplay");
748 // 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
749 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
752 stuffcmd(self, "set teamplay 0\n");
756 self.frags = cvar("fraglimit");
757 // no fraglimit was set, so player gets 999 lives
761 self.frags = LMS_NewPlayerLives();
769 self.classname = "observer";
770 Spawnqueue_Insert(self);
773 bot_relinkplayerlist();
775 self.jointime = time;
782 Called when a client disconnects from the server
785 void(entity e) DropFlag;
786 .entity chatbubbleentity;
787 .entity teambubbleentity;
788 void ClientDisconnect (void)
791 if(cvar("sv_eventlog"))
792 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
793 bprint ("^4",self.netname);
794 bprint ("^4 disconnected\n");
796 if (self.chatbubbleentity)
798 remove (self.chatbubbleentity);
799 self.chatbubbleentity = world;
802 if (self.teambubbleentity)
804 remove (self.teambubbleentity);
805 self.teambubbleentity = world;
808 WaypointSprite_PlayerGone();
811 kh_Key_DropAll(self, TRUE);
814 DropFlag(self.flagcarried);
816 DistributeFragsAmongTeam(self, self.team, 1);
819 self.flags = self.flags - (self.flags & FL_CLIENT);
820 bot_relinkplayerlist();
824 if(self.weaponentity)
825 if(self.weaponentity.lasertarget)
826 remove(self.weaponentity.lasertarget);
830 Spawnqueue_Unmark(self);
831 Spawnqueue_Remove(self);
839 void() ChatBubbleThink =
841 self.nextthink = time;
842 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
844 self.owner.chatbubbleentity = world;
848 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
849 if (self.owner.buttonchat && !self.owner.deadflag)
850 self.model = self.mdl;
855 void() UpdateChatBubble =
857 if (!self.modelindex)
859 // spawn a chatbubble entity if needed
860 if (!self.chatbubbleentity)
862 self.chatbubbleentity = spawn();
863 self.chatbubbleentity.owner = self;
864 self.chatbubbleentity.exteriormodeltoclient = self;
865 self.chatbubbleentity.think = ChatBubbleThink;
866 self.chatbubbleentity.nextthink = time;
867 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
868 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
869 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
870 self.chatbubbleentity.model = "";
871 self.chatbubbleentity.effects = EF_LOWPRECISION;
876 void() TeamBubbleThink =
878 self.nextthink = time;
879 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
881 self.owner.teambubbleentity = world;
885 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
886 if (self.owner.buttonchat || self.owner.deadflag)
889 self.model = self.mdl;
893 float() TeamBubble_customizeentityforclient
895 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
898 void() UpdateTeamBubble =
900 if (!self.modelindex || !cvar("teamplay"))
902 // spawn a teambubble entity if needed
903 if (!self.teambubbleentity && cvar("teamplay"))
905 self.teambubbleentity = spawn();
906 self.teambubbleentity.owner = self;
907 self.teambubbleentity.exteriormodeltoclient = self;
908 self.teambubbleentity.think = TeamBubbleThink;
909 self.teambubbleentity.nextthink = time;
910 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
911 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
912 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
913 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
914 self.teambubbleentity.mdl = self.teambubbleentity.model;
915 self.teambubbleentity.model = self.teambubbleentity.mdl;
916 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
917 self.teambubbleentity.effects = EF_LOWPRECISION;
921 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
922 // added to the model skins
923 /*void() UpdateColorModHack =
926 c = self.clientcolors & 15;
927 // LordHavoc: only bothering to support white, green, red, yellow, blue
928 if (teamplay == 0) self.colormod = '0 0 0';
929 else if (c == 0) self.colormod = '1.00 1.00 1.00';
930 else if (c == 3) self.colormod = '0.10 1.73 0.10';
931 else if (c == 4) self.colormod = '1.73 0.10 0.10';
932 else if (c == 12) self.colormod = '1.22 1.22 0.10';
933 else if (c == 13) self.colormod = '0.10 0.10 1.73';
934 else self.colormod = '1 1 1';
943 void player_powerups (void)
947 self.effects = EF_FULLBRIGHT;
948 if (self.items & IT_STRENGTH)
950 if (time > self.strength_finished)
952 self.alpha = default_player_alpha;
953 self.exteriorweaponentity.alpha = default_weapon_alpha;
954 self.items = self.items - (self.items & IT_STRENGTH);
955 sprint(self, "^3Invisibility has worn off\n");
960 if (time < self.strength_finished)
962 self.alpha = cvar("g_minstagib_invis_alpha");
963 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
964 self.items = self.items | IT_STRENGTH;
965 sprint(self, "^3You are invisible\n");
969 if (self.items & IT_INVINCIBLE)
971 if (time > self.invincible_finished)
973 self.items = self.items - (self.items & IT_INVINCIBLE);
974 sprint(self, "^3Speed has worn off\n");
979 if (time < self.invincible_finished)
981 self.items = self.items | IT_INVINCIBLE;
982 sprint(self, "^3You are on speed\n");
988 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
989 if (self.items & IT_STRENGTH)
991 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
992 if (time > self.strength_finished)
994 self.items = self.items - (self.items & IT_STRENGTH);
995 sprint(self, "^3Strength has worn off\n");
1000 if (time < self.strength_finished)
1002 self.items = self.items | IT_STRENGTH;
1003 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1006 if (self.items & IT_INVINCIBLE)
1008 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1009 if (time > self.invincible_finished)
1011 self.items = self.items - (self.items & IT_INVINCIBLE);
1012 sprint(self, "^3Shield has worn off\n");
1017 if (time < self.invincible_finished)
1019 self.items = self.items | IT_INVINCIBLE;
1020 sprint(self, "^3Shield surrounds you\n");
1024 if (cvar("g_fullbrightplayers"))
1025 self.effects = self.effects | EF_FULLBRIGHT;
1027 // midair gamemode: damage only while in the air
1028 // if in midair mode, being on ground grants temporary invulnerability
1029 // (this is so that multishot weapon don't clear the ground flag on the
1030 // first damage in the frame, leaving the player vulnerable to the
1031 // remaining hits in the same frame)
1032 if (self.flags & FL_ONGROUND)
1034 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1036 if (time < self.spawnshieldtime)
1037 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1040 float CalcRegen(float current, float stable, float regenfactor)
1042 if(current > stable)
1044 else if(current > stable - 0.25) // when close enough, "snap"
1047 return min(stable, current + (stable - current) * regenfactor * frametime);
1050 void player_regen (void)
1052 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1053 maxh = cvar("g_balance_health_stable");
1054 maxa = cvar("g_balance_armor_stable");
1055 limith = cvar("g_balance_health_limit");
1056 limita = cvar("g_balance_armor_limit");
1058 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1061 max_mod = regen_mod = rot_mod = limit_mod = 1;
1063 if (self.runes & RUNE_REGEN)
1065 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1067 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1068 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1069 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1073 regen_mod = cvar("g_balance_rune_regen_regenrate");
1074 max_mod = cvar("g_balance_rune_regen_hpmod");
1075 limit_mod = cvar("g_balance_rune_regen_limitmod");
1078 else if (self.runes & CURSE_VENOM)
1080 max_mod = cvar("g_balance_curse_venom_hpmod");
1081 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1082 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1084 rot_mod = cvar("g_balance_curse_venom_rotrate");
1085 limit_mod = cvar("g_balance_curse_venom_limitmod");
1086 //if (!self.runes & RUNE_REGEN)
1087 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1089 maxh = maxh * max_mod;
1090 //maxa = maxa * max_mod;
1091 limith = limith * limit_mod;
1092 limita = limita * limit_mod;
1094 if (self.armorvalue > maxa)
1096 if (time > self.pauserotarmor_finished)
1098 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1099 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1102 else if (self.armorvalue < maxa)
1104 if (time > self.pauseregen_finished)
1106 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1107 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1110 if (self.health > maxh)
1112 if (time > self.pauserothealth_finished)
1114 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1115 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1118 else if (self.health < maxh)
1120 if (time > self.pauseregen_finished)
1122 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1123 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1127 if (self.health > limith)
1128 self.health = limith;
1129 if (self.armorvalue > limita)
1130 self.armorvalue = limita;
1132 // if player rotted to death... die!
1134 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1138 ======================
1139 spectate mode routines
1140 ======================
1142 void SpectateCopy(entity spectatee) {
1143 self.armortype = spectatee.armortype;
1144 self.armorvalue = spectatee.armorvalue;
1145 self.currentammo = spectatee.currentammo;
1146 self.effects = spectatee.effects;
1147 self.health = spectatee.health;
1149 self.items = spectatee.items;
1150 self.punchangle = spectatee.punchangle;
1151 self.view_ofs = spectatee.view_ofs;
1152 self.v_angle = spectatee.v_angle;
1153 self.viewzoom = spectatee.viewzoom;
1154 setorigin(self, spectatee.origin);
1155 setsize(self, spectatee.mins, spectatee.maxs);
1158 void SpectateUpdate() {
1160 PutObserverInServer();
1162 if (self != self.enemy) {
1163 if(self.enemy.flags & FL_NOTARGET)
1164 PutObserverInServer();
1165 SpectateCopy(self.enemy);
1166 self.dmg_take = self.enemy.dmg_take;
1167 self.dmg_save = self.enemy.dmg_save;
1168 self.dmg_inflictor = self.enemy.dmg_inflictor;
1169 self.fixangle = TRUE;
1170 self.angles = self.enemy.v_angle;
1171 //msg_entity = self;
1172 //WriteByte(MSG_ONE, SVC_SETANGLE);
1173 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1174 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1175 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1179 float SpectateNext() {
1180 other = find(self.enemy, classname, "player");
1182 other = find(other, classname, "player");
1187 if(self.enemy.classname == "player") {
1189 WriteByte(MSG_ONE, SVC_SETVIEW);
1190 WriteEntity(MSG_ONE, self.enemy);
1191 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1201 ShowRespawnCountdown()
1203 Update a respawn countdown display.
1206 void ShowRespawnCountdown()
1209 if(self.deadflag == DEAD_NO) // just respawned?
1213 number = ceil(self.death_time - time);
1216 if(number <= self.respawn_countdown)
1218 self.respawn_countdown = number - 1;
1219 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
1220 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1225 void LeaveSpectatorMode()
1227 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1228 self.classname = "player";
1229 if(cvar("g_campaign") || cvar("g_balance_teams"))
1230 JoinBestTeam(self, 0);
1231 if(cvar("g_campaign"))
1232 campaign_bots_may_start = 1;
1233 PutClientInServer();
1234 if(!(self.flags & FL_NOTARGET))
1235 bprint ("^4", self.netname, "^4 is playing now\n");
1236 centerprint(self,"");
1239 stuffcmd(self,"menu_showteamselect\n");
1248 Called every frame for each client before the physics are run
1251 void() ctf_setstatus;
1252 .float vote_nagtime;
1253 void PlayerPreThink (void)
1256 if(self.version_nagtime)
1257 if(self.cvar_g_nexuizversion)
1258 if(time > self.version_nagtime)
1260 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1261 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1263 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");
1264 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1266 self.version_nagtime = 0;
1270 if(self.cvar_scr_centertime)
1271 if(time > self.vote_nagtime)
1274 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1278 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1280 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1281 self.max_armorvalue = 0;
1284 if(self.classname == "player") {
1285 local vector m1, m2;
1287 // if(self.netname == "Wazat")
1288 // bprint(self.classname, "\n");
1290 CheckRules_Player();
1293 PrintWelcomeMessage(self);
1295 if(g_lms || !cvar("sv_spectate"))
1296 if((time - self.jointime) <= cvar("welcome_message_time"))
1297 PrintWelcomeMessage(self);
1299 if (intermission_running)
1301 IntermissionThink (); // otherwise a button could be missed between
1302 return; // the think tics
1305 if(time > self.teleport_time)
1307 self.effects = self.effects - (self.effects & EF_NODRAW);
1308 if(self.weaponentity)
1309 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1312 Nixnex_GiveCurrentWeapon();
1314 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1315 UpdateSelectedPlayer();
1317 if (self.deadflag != DEAD_NO)
1319 float button_pressed, force_respawn;
1321 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1322 force_respawn = (g_lms || cvar("g_forced_respawn"));
1323 if (self.deadflag == DEAD_DYING)
1326 self.deadflag = DEAD_RESPAWNING;
1327 else if(!button_pressed)
1328 self.deadflag = DEAD_DEAD;
1330 else if (self.deadflag == DEAD_DEAD)
1333 self.deadflag = DEAD_RESPAWNABLE;
1335 else if (self.deadflag == DEAD_RESPAWNABLE)
1338 self.deadflag = DEAD_RESPAWNING;
1340 else if (self.deadflag == DEAD_RESPAWNING)
1342 if(time > self.death_time)
1345 ShowRespawnCountdown();
1349 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1353 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1354 dist = self.oldorigin - self.origin;
1356 self.lms_traveled_distance += fabs(vlen(dist));
1358 if(cvar("g_campaign"))
1359 if(!campaign_bots_may_start)
1361 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1362 self.lms_traveled_distance = 0;
1365 if(time > self.lms_nextcheck)
1367 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1368 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1370 centerprint(self, cvar_string("g_lms_campcheck_message"));
1371 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1372 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1373 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');
1375 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1376 self.lms_traveled_distance = 0;
1380 if (self.button5 && !self.hook.state)
1385 self.view_ofs = PL_CROUCH_VIEW_OFS;
1386 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1387 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1394 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1395 if (!trace_startsolid)
1397 self.crouch = FALSE;
1398 self.view_ofs = PL_VIEW_OFS;
1399 setsize (self, PL_MIN, PL_MAX);
1404 if(cvar("sv_defaultcharacter") == 1) {
1405 local string defaultmodel;
1406 defaultmodel = cvar_string("sv_defaultplayermodel");
1408 if (defaultmodel != self.model)
1412 setmodel_lod (self, defaultmodel);
1413 setsize (self, m1, m2);
1416 if (self.skin != cvar("sv_defaultplayerskin"))
1417 self.skin = cvar("sv_defaultplayerskin");
1419 if (self.playermodel != self.model)
1421 self.playermodel = CheckPlayerModel(self.playermodel);
1424 setmodel_lod (self, self.playermodel);
1425 setsize (self, m1, m2);
1430 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1431 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1435 if (self.skin != stof(self.playerskin))
1436 self.skin = stof(self.playerskin);
1440 if(strlen(cvar_string("sv_defaultplayercolors")))
1441 if(self.clientcolors != cvar("sv_defaultplayercolors"))
1442 setcolor(self, cvar("sv_defaultplayercolors"));
1444 GrapplingHookFrame();
1449 float zoomfactor, zoomspeed, zoomdir;
1450 zoomfactor = self.cvar_cl_zoomfactor;
1451 if(zoomfactor < 1 || zoomfactor > 16)
1453 zoomspeed = self.cvar_cl_zoomspeed;
1454 if(zoomspeed >= 0) // < 0 is instant zoom
1455 if(zoomspeed < 0.5 || zoomspeed > 16)
1458 zoomdir = self.button4;
1460 if(self.weapon == WEP_NEX)
1465 self.has_zoomed = 1;
1469 if(zoomspeed <= 0) // instant zoom
1472 self.viewzoom = 1 / zoomfactor;
1478 // geometric zoom would be:
1479 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1480 // however, testing showed that arithmetic/harmonic zoom works better
1482 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1483 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1484 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1486 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1487 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1488 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1492 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1500 minstagib_ammocheck();
1505 //self.angles_y=self.v_angle_y + 90; // temp
1507 //if (TetrisPreFrame()) return;
1508 } else if(gameover) {
1509 if (intermission_running)
1510 IntermissionThink (); // otherwise a button could be missed between
1512 } else if(self.classname == "observer") {
1514 if (self.flags & FL_JUMPRELEASED) {
1515 if (self.button2 && self.version == cvar("gameversion")) {
1516 self.welcomemessage_time = 0;
1517 self.flags = self.flags - FL_JUMPRELEASED;
1518 LeaveSpectatorMode();
1520 } else if(self.button0 && self.version == cvar("gameversion")) {
1521 self.welcomemessage_time = 0;
1522 self.flags = self.flags - FL_JUMPRELEASED;
1523 if(SpectateNext() == 1) {
1524 self.classname = "spectator";
1528 if (!(self.button0 || self.button2)) {
1529 self.flags = self.flags | FL_JUMPRELEASED;
1532 PrintWelcomeMessage(self);
1533 } else if(self.classname == "spectator") {
1534 if (self.flags & FL_JUMPRELEASED) {
1535 if (self.button2 && self.version == cvar("gameversion")) {
1536 self.welcomemessage_time = 0;
1537 self.flags = self.flags - FL_JUMPRELEASED;
1538 LeaveSpectatorMode();
1540 } else if(self.button0) {
1541 self.welcomemessage_time = 0;
1542 self.flags = self.flags - FL_JUMPRELEASED;
1543 if(SpectateNext() == 1) {
1544 self.classname = "spectator";
1546 self.classname = "observer";
1547 PutClientInServer();
1549 } else if (self.button3) {
1550 self.welcomemessage_time = 0;
1551 self.flags = self.flags - FL_JUMPRELEASED;
1552 self.classname = "observer";
1553 PutClientInServer();
1558 if (!(self.button0 || self.button3)) {
1559 self.flags = self.flags | FL_JUMPRELEASED;
1562 PrintWelcomeMessage(self);
1563 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1572 Called every frame for each client after the physics are run
1575 void PlayerPostThink (void)
1577 // Savage: Check for nameless players
1578 if (strlen(self.netname) < 1) {
1579 self.netname = "Player";
1580 stuffcmd(self, "seta _cl_name Player\n");
1583 if(self.classname == "player") {
1584 CheckRules_Player();
1589 if (intermission_running)
1590 return; // intermission or finale
1592 //PrintWelcomeMessage(self);
1593 //if (TetrisPostFrame()) return;
1594 } else if (self.classname == "observer") {
1596 } else if (self.classname == "spectator") {