1 // let's abuse an existing field
2 #define SPAWNPOINT_SCORE frags
4 .float wantswelcomemessage;
5 .string netname_previous;
7 void spawnfunc_info_player_survivor (void)
9 spawnfunc_info_player_deathmatch();
12 void spawnfunc_info_player_start (void)
14 spawnfunc_info_player_deathmatch();
17 void spawnfunc_info_player_deathmatch (void)
19 self.classname = "info_player_deathmatch";
20 relocate_spawnpoint();
28 self.team = activator.team;
29 some_spawn_has_been_used = 1;
34 // -1 if a spawn can't be used
35 // otherwise, a weight of the spawnpoint
36 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
38 float shortest, thisdist;
41 // filter out spots for the wrong team
43 if(spot.team != teamcheck)
50 // filter out spots for assault
51 if(spot.target != "") {
54 ent = find(world, targetname, spot.target);
56 if(ent.classname == "target_objective")
58 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
62 else if(ent.classname == "trigger_race_checkpoint")
64 if(self.classname == "player") // spectators may spawn everywhere
66 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
68 if(race_place_valid && (spot.race_place != self.race_place))
70 if(!race_place_valid && (spot.race_place != 0))
78 ent = find(ent, targetname, spot.target);
86 shortest = vlen(world.maxs - world.mins);
87 for(player = playerlist; player; player = player.chain)
90 thisdist = vlen(player.origin - spot.origin);
91 if (thisdist < shortest)
99 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
101 local entity spot, spotlist, spotlistend;
102 spawn_allgood = TRUE;
108 for(spot = firstspot; spot; spot = spot.chain)
110 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
112 if(cvar("spawn_debugview"))
114 setmodel(spot, "models/runematch/rune.mdl");
115 if(spot.SPAWNPOINT_SCORE < mindist)
117 spot.colormod = '1 0 0';
122 spot.colormod = '0 1 0';
123 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
127 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
129 if(spot.SPAWNPOINT_SCORE < mindist)
131 // too short distance
132 spawn_allgood = FALSE;
137 spawn_allbad = FALSE;
140 spotlistend.chain = spot;
147 if(spot.team != teamcheck)
148 error("invalid spawn added");
150 print("added ", etos(spot), "\n");
156 spotlistend.chain = world;
161 for(e = spotlist; e; e = e.chain)
163 print("seen ", etos(e), "\n");
164 if(e.team != teamcheck)
165 error("invalid spawn found");
172 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
174 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
175 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
178 RandomSelection_Init();
179 for(spot = firstspot; spot; spot = spot.chain)
180 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
182 return RandomSelection_chosen_ent;
189 Finds a point to respawn
192 entity SelectSpawnPoint (float anypoint)
194 local float teamcheck;
195 local entity firstspot_new;
196 local entity spot, firstspot, playerlist;
198 spot = find (world, classname, "testplayerstart");
204 if(!anypoint && have_team_spawns)
205 teamcheck = self.team;
207 // get the list of players
208 playerlist = findchain(classname, "player");
209 // get the entire list of spots
210 firstspot = findchain(classname, "info_player_deathmatch");
211 // filter out the bad ones
212 // (note this returns the original list if none survived)
213 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
215 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
216 firstspot = firstspot_new;
218 // there is 50/50 chance of choosing a random spot or the furthest spot
219 // (this means that roughly every other spawn will be furthest, so you
220 // usually won't get fragged at spawn twice in a row)
221 if (arena_roundbased)
223 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
225 firstspot = firstspot_new;
226 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
228 else if (random() > cvar("g_spawn_furthest"))
229 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
231 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
233 if(cvar("spawn_debugview"))
235 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
239 for(e = firstspot; e; e = e.chain)
240 if(e.team != teamcheck)
241 error("invalid spawn found");
246 if(cvar("spawn_debug"))
250 if(some_spawn_has_been_used)
251 return world; // team can't spawn any more, because of actions of other team
253 error("Cannot find a spawn point - please fix the map!");
264 Checks if the argument string can be a valid playermodel.
265 Returns a valid one in doubt.
268 string FallbackPlayerModel = "models/player/marine.zym";
269 string CheckPlayerModel(string plyermodel) {
270 if(strlen(plyermodel) < 4)
271 return FallbackPlayerModel;
272 if( substring(plyermodel,0,14) != "models/player/")
273 return FallbackPlayerModel;
274 else if(cvar("sv_servermodelsonly"))
276 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
277 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
278 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
279 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
280 return FallbackPlayerModel;
281 if(!fexists(plyermodel))
282 return FallbackPlayerModel;
289 Client_customizeentityforclient
294 float Client_customizeentityforclient()
296 #ifdef ALLOW_VARIABLE_LOD
298 // other: the player viewing me
302 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
305 if(other.cvar_cl_playerdetailreduction <= 0)
307 if(other.cvar_cl_playerdetailreduction <= -2)
308 self.modelindex = self.modelindex_lod2;
309 else if(other.cvar_cl_playerdetailreduction <= -1)
310 self.modelindex = self.modelindex_lod1;
312 self.modelindex = self.modelindex_lod0;
316 distance = vlen(self.origin - other.origin);
317 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
319 self.modelindex = self.modelindex_lod2;
321 self.modelindex = self.modelindex_lod1;
323 self.modelindex = self.modelindex_lod0;
330 void UpdatePlayerSounds();
331 void setmodel_lod(entity e, string modelname)
333 #ifdef ALLOW_VARIABLE_LOD
336 // FIXME: this only supports 3-letter extensions
337 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
341 setmodel(e, s); // players have high precision
342 self.modelindex_lod1 = self.modelindex;
345 self.modelindex_lod1 = -1;
347 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
351 setmodel(e, s); // players have high precision
352 self.modelindex_lod2 = self.modelindex;
355 self.modelindex_lod2 = -1;
357 precache_model(modelname);
358 setmodel(e, modelname); // players have high precision
359 self.modelindex_lod0 = self.modelindex;
361 if(self.modelindex_lod1 < 0)
362 self.modelindex_lod1 = self.modelindex;
364 if(self.modelindex_lod2 < 0)
365 self.modelindex_lod2 = self.modelindex;
367 precache_model(modelname);
368 setmodel(e, modelname); // players have high precision
370 player_setupanimsformodel();
371 UpdatePlayerSounds();
378 putting a client as observer in the server
381 void PutObserverInServer (void)
385 race_PreSpawnObserver();
387 spot = SelectSpawnPoint (TRUE);
389 error("No spawnpoints for observers?!?\n");
390 RemoveGrapplingHook(self); // Wazat's Grappling Hook
392 if(clienttype(self) == CLIENTTYPE_REAL)
395 WriteByte(MSG_ONE, SVC_SETVIEW);
396 WriteEntity(MSG_ONE, self);
400 kh_Key_DropAll(self, TRUE);
403 DropFlag(self.flagcarried);
405 WaypointSprite_PlayerDead();
407 if(self.killcount != -666)
411 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
412 bprint ("^4", self.netname, "^4 has no more lives left\n");
414 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
417 bprint ("^4", self.netname, "^4 is spectating now\n");
420 PlayerScore_Clear(self); // clear scores when needed
422 self.spectatortime = time;
424 self.classname = "observer";
426 self.takedamage = DAMAGE_NO;
427 self.solid = SOLID_NOT;
428 self.movetype = MOVETYPE_NOCLIP;
429 self.flags = FL_CLIENT | FL_NOTARGET;
430 self.armorvalue = 666;
432 self.armorvalue = cvar("g_balance_armor_start");
433 self.pauserotarmor_finished = 0;
434 self.pauserothealth_finished = 0;
435 self.pauseregen_finished = 0;
436 self.damageforcescale = 0;
443 self.pain_finished = 0;
444 self.strength_finished = 0;
445 self.invincible_finished = 0;
447 self.think = SUB_Null;
451 self.deadflag = DEAD_NO;
452 self.angles = spot.angles;
454 self.fixangle = TRUE;
457 self.view_ofs = PL_VIEW_OFS;
458 setorigin (self, spot.origin);
459 setsize (self, '0 0 0', '0 0 0');
460 self.oldorigin = self.origin;
465 self.weaponmodel = "";
466 self.weaponentity = world;
467 self.killcount = -666;
468 self.velocity = '0 0 0';
469 self.avelocity = '0 0 0';
470 self.punchangle = '0 0 0';
471 self.punchvector = '0 0 0';
472 self.oldvelocity = self.velocity;
473 self.customizeentityforclient = Client_customizeentityforclient;
475 self.wantswelcomemessage = 1;
479 if(self.version_mismatch)
481 Spawnqueue_Unmark(self);
482 Spawnqueue_Remove(self);
486 Spawnqueue_Insert(self);
491 // Only if the player cannot play at all
492 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
501 float RestrictSkin(float s)
510 void FixPlayermodel()
512 local string defaultmodel;
513 local float defaultskin;
518 if(cvar("sv_defaultcharacter") == 1) {
523 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
524 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
527 if(defaultmodel == "")
529 defaultmodel = cvar_string("sv_defaultplayermodel");
530 defaultskin = cvar("sv_defaultplayerskin");
534 if(defaultmodel != "")
536 if (defaultmodel != self.model)
540 setmodel_lod (self, defaultmodel);
541 setsize (self, m1, m2);
544 self.skin = defaultskin;
546 if (self.playermodel != self.model)
548 self.playermodel = CheckPlayerModel(self.playermodel);
551 setmodel_lod (self, self.playermodel);
552 setsize (self, m1, m2);
555 self.skin = RestrictSkin(stof(self.playerskin));
559 if(strlen(cvar_string("sv_defaultplayercolors")))
560 if(self.clientcolors != cvar("sv_defaultplayercolors"))
561 setcolor(self, cvar("sv_defaultplayercolors"));
568 Called when a client spawns in the server
571 //void() ctf_playerchanged;
572 void PutClientInServer (void)
574 if(clienttype(self) == CLIENTTYPE_BOT)
576 self.classname = "player";
578 else if(clienttype(self) == CLIENTTYPE_REAL)
581 WriteByte(MSG_ONE, SVC_SETVIEW);
582 WriteEntity(MSG_ONE, self);
585 // player is dead and becomes observer
586 // FIXME fix LMS scoring for new system
589 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
590 self.classname = "observer";
595 self.classname = "observer";
597 if(self.classname == "player") {
602 spot = SelectSpawnPoint (FALSE);
605 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
606 return; // spawn failed
609 RemoveGrapplingHook(self); // Wazat's Grappling Hook
611 self.classname = "player";
612 self.iscreature = TRUE;
613 self.movetype = MOVETYPE_WALK;
614 if(independent_players)
615 self.solid = SOLID_TRIGGER;
617 self.solid = SOLID_SLIDEBOX;
618 self.flags = FL_CLIENT;
619 self.takedamage = DAMAGE_AIM;
621 self.effects = EF_FULLBRIGHT;
624 self.air_finished = time + 12;
627 self.ammo_shells = start_ammo_shells;
628 self.ammo_nails = start_ammo_nails;
629 self.ammo_rockets = start_ammo_rockets;
630 self.ammo_cells = start_ammo_cells;
631 self.health = start_health;
632 self.armorvalue = start_armorvalue;
633 self.items = start_items;
634 self.switchweapon = start_switchweapon;
635 self.cnt = start_switchweapon;
637 self.jump_interval = time;
639 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
640 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
641 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
642 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
643 //extend the pause of rotting if client was reset at the beginning of the countdown
644 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
645 self.spawnshieldtime += RESTART_COUNTDOWN;
646 self.pauserotarmor_finished += RESTART_COUNTDOWN;
647 self.pauserothealth_finished += RESTART_COUNTDOWN;
648 self.pauseregen_finished += RESTART_COUNTDOWN;
650 self.damageforcescale = 2;
657 self.pain_finished = 0;
658 self.strength_finished = 0;
659 self.invincible_finished = 0;
661 //self.speed_finished = 0;
662 //self.slowmo_finished = 0;
663 // players have no think function
664 self.think = SUB_Null;
670 self.deadflag = DEAD_NO;
672 self.angles = spot.angles;
674 self.angles_z = 0; // never spawn tilted even if the spot says to
675 self.fixangle = TRUE; // turn this way immediately
676 self.velocity = '0 0 0';
677 self.avelocity = '0 0 0';
678 self.punchangle = '0 0 0';
679 self.punchvector = '0 0 0';
680 self.oldvelocity = self.velocity;
685 self.customizeentityforclient = Client_customizeentityforclient;
691 self.view_ofs = PL_VIEW_OFS;
692 setsize (self, PL_MIN, PL_MAX);
693 self.spawnorigin = spot.origin;
694 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
695 // don't reset back to last position, even if new position is stuck in solid
696 self.oldorigin = self.origin;
700 Spawnqueue_Remove(self);
701 Spawnqueue_Mark(self);
704 self.event_damage = PlayerDamage;
706 self.bot_attack = TRUE;
708 self.statdraintime = time + 5;
709 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
711 if(self.killcount == -666) {
712 PlayerScore_Clear(self);
717 self.cnt = WEP_LASER;
718 self.nixnex_lastchange_id = -1;
720 CL_SpawnWeaponentity();
721 self.alpha = default_player_alpha;
722 self.colormod = '1 1 1' * cvar("g_player_brightness");
723 self.exteriorweaponentity.alpha = default_weapon_alpha;
725 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
726 self.lms_traveled_distance = 0;
727 self.speedrunning = FALSE;
729 race_PostSpawn(spot);
731 if(cvar("spawn_debug"))
733 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
734 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
737 //stuffcmd(self, "chase_active 0");
738 //stuffcmd(self, "set viewsize $tmpviewsize \n");
740 if (cvar("g_spawnsound"))
741 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
744 if(self.team == assault_attacker_team)
745 centerprint(self, "You are attacking!\n");
747 centerprint(self, "You are defending!\n");
750 } else if(self.classname == "observer") {
751 PutObserverInServer ();
755 // ctf_playerchanged();
762 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
765 void SendCSQCInfo(void)
767 if(clienttype(self) != CLIENTTYPE_REAL)
770 WriteByte(MSG_ONE, SVC_TEMPENTITY);
771 WriteByte(MSG_ONE, TE_CSQC_INIT);
772 WriteShort(MSG_ONE, CSQC_REVISION);
773 WriteByte(MSG_ONE, maxclients);
781 void SetNewParms (void)
783 // initialize parms for a new player
784 parm1 = -(86400 * 366);
792 void SetChangeParms (void)
794 // save parms for level change
795 parm1 = self.parm_idlesince - time;
803 void DecodeLevelParms (void)
806 self.parm_idlesince = parm1;
807 if(self.parm_idlesince == -(86400 * 366))
808 self.parm_idlesince = time;
815 Called when a client types 'kill' in the console
819 void ClientKill_Now_TeamChange()
821 if(self.killindicator_teamchange == -1)
824 JoinBestTeam( self, FALSE, FALSE );
828 SV_ChangeTeam(self.killindicator_teamchange - 1);
832 void ClientKill_Now()
834 if(self.killindicator_teamchange)
835 ClientKill_Now_TeamChange();
838 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
840 if(self.killindicator)
842 dprint("Cleaned up after a leaked kill indicator.\n");
843 remove(self.killindicator);
844 self.killindicator = world;
847 void KillIndicator_Think()
849 if (!self.owner.modelindex)
851 self.owner.killindicator = world;
859 ClientKill_Now(); // no oldself needed
865 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
866 if(clienttype(self.owner) == CLIENTTYPE_REAL)
869 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
870 if(self.owner.killindicator_teamchange)
872 if(self.owner.killindicator_teamchange == -1)
873 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
875 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
878 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
880 self.nextthink = time + 1;
885 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
889 killtime = cvar("g_balance_kill_delay");
891 self.killindicator_teamchange = targetteam;
893 if(!self.killindicator)
895 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
901 self.killindicator = spawn();
902 self.killindicator.owner = self;
903 self.killindicator.scale = 0.5;
904 setattachment(self.killindicator, self, "");
905 setorigin(self.killindicator, '0 0 52');
906 self.killindicator.think = KillIndicator_Think;
907 self.killindicator.nextthink = time + (self.lip) * 0.05;
908 self.killindicator.cnt = ceil(killtime);
909 self.killindicator.count = bound(0, ceil(killtime), 10);
910 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
912 for(e = world; (e = find(e, classname, "body")) != world; )
916 e.killindicator = spawn();
917 e.killindicator.owner = e;
918 e.killindicator.scale = 0.5;
919 setattachment(e.killindicator, e, "");
920 setorigin(e.killindicator, '0 0 52');
921 e.killindicator.think = KillIndicator_Think;
922 e.killindicator.nextthink = time + (e.lip) * 0.05;
923 e.killindicator.cnt = ceil(killtime);
928 if(self.killindicator)
931 self.killindicator.colormod = TeamColor(targetteam);
933 self.killindicator.colormod = '0 0 0';
937 void ClientKill (void)
939 ClientKill_TeamChange(0);
942 void DoTeamChange(float destteam)
945 if(!cvar("teamplay"))
948 SetPlayerColors(self, destteam);
951 if(self.classname == "player")
954 CheckAllowedTeams(self);
955 t = FindSmallestTeam(self, TRUE);
958 case COLOR_TEAM1: c0 = c1; break;
959 case COLOR_TEAM2: c0 = c2; break;
960 case COLOR_TEAM3: c0 = c3; break;
961 case COLOR_TEAM4: c0 = c4; break;
968 destteam = COLOR_TEAM1;
972 destteam = COLOR_TEAM2;
976 destteam = COLOR_TEAM3;
980 destteam = COLOR_TEAM4;
986 if(destteam == self.team && !self.killindicator)
988 ClientKill_TeamChange(destteam);
991 void FixClientCvars(entity e)
993 // send prediction settings to the client
994 stuffcmd(e, "\nin_bindmap 0 0\n");
996 * we no longer need to stuff this. Remove this comment block if you feel
997 * 2.3 and higher (or was it 2.2.3?) don't need these any more
998 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
999 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1000 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1001 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1002 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1003 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1004 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1005 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1006 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1007 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1008 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1009 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1010 stuffcmd(e, "cl_movement_edgefriction 1\n");
1018 Called when a client connects to the server
1021 //void ctf_clientconnect();
1022 string ColoredTeamName(float t);
1023 void DecodeLevelParms (void);
1024 //void dom_player_join_team(entity pl);
1025 void ClientConnect (void)
1030 if(self.flags & FL_CLIENT)
1032 print("Warning: ClientConnect, but already connected!\n");
1036 if(Ban_IsClientBanned(self))
1038 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1046 self.classname = "player_joining";
1048 self.flags = self.flags | FL_CLIENT;
1049 self.version_nagtime = time + 10 + random() * 10;
1053 dprint("BUG player count is lower than zero, this cannot happen!\n");
1057 PlayerScore_Attach(self);
1059 bot_clientconnect();
1061 race_PreSpawnObserver();
1064 // dom_player_join_team(self);
1066 //JoinBestTeam(self, FALSE, FALSE);
1068 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1069 self.classname = "observer";
1071 self.classname = "player";
1072 campaign_bots_may_start = 1;
1075 self.playerid = (playerid_last = playerid_last + 1);
1076 if(cvar("sv_eventlog"))
1078 if(clienttype(self) == CLIENTTYPE_REAL)
1082 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1083 s = strcat(":team:", ftos(self.playerid), ":");
1084 s = strcat(s, ftos(self.team));
1085 GameLogEcho(s, FALSE);
1087 self.netname_previous = strzone(self.netname);
1089 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1091 bprint ("^4",self.netname);
1092 bprint ("^4 connected");
1094 if(g_domination || g_ctf)
1096 bprint(" and joined the ");
1097 bprint(ColoredTeamName(self.team));
1102 self.welcomemessage_time = 0;
1104 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1105 // TODO: is this being used for anything else than cd tracks?
1106 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1108 stuffcmd(self, "cl_particles_reloadeffects\n");
1110 FixClientCvars(self);
1112 // spawnfunc_waypoint sprites
1113 WaypointSprite_InitClient(self);
1115 // Wazat's grappling hook
1116 SetGrappleHookBindings();
1118 // get autoswitch state from player when he toggles it
1119 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1121 // get version info from player
1122 stuffcmd(self, "cmd clientversion $gameversion\n");
1124 // send all weapon info strings
1125 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1127 while (wep <= WEP_LAST)
1129 weapon_action(wep, WR_REGISTER);
1133 // get other cvars from player
1136 // set cvar for team scoreboard
1140 t = cvar("teamplay");
1141 // 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
1142 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1145 stuffcmd(self, "set teamplay 0\n");
1147 // notify about available teams
1150 CheckAllowedTeams(self);
1151 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1152 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1155 stuffcmd(self, "set _teams_available 0\n");
1157 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1161 self.classname = "observer";
1162 Spawnqueue_Insert(self);
1166 ctf_clientconnect();
1172 bot_relinkplayerlist();
1174 self.spectatortime = time;
1177 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1180 self.jointime = time;
1181 self.allowedTimeouts = cvar("sv_timeout_number");
1183 if(clienttype(self) == CLIENTTYPE_REAL)
1185 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1188 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1190 MapVote_SendData(MSG_ONE);
1191 MapVote_UpdateData(MSG_ONE);
1193 ScoreInfo_Write(MSG_ONE);
1198 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1200 PlayerScore_Add(self, SP_LMS_RANK, 666);
1201 self.frags = -666; // FIXME do we still need this?
1210 Called when a client disconnects from the server
1213 void(entity e) DropFlag;
1214 .entity chatbubbleentity;
1215 .entity teambubbleentity;
1216 //void() ctf_clientdisconnect;
1217 void ClientDisconnect (void)
1221 if not(self.flags & FL_CLIENT)
1223 print("Warning: ClientDisconnect without ClientConnect\n");
1227 bot_clientdisconnect();
1232 if(cvar("sv_eventlog"))
1233 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1234 bprint ("^4",self.netname);
1235 bprint ("^4 disconnected\n");
1237 if (self.chatbubbleentity)
1239 remove (self.chatbubbleentity);
1240 self.chatbubbleentity = world;
1243 if (self.teambubbleentity)
1245 remove (self.teambubbleentity);
1246 self.teambubbleentity = world;
1249 if (self.killindicator)
1251 remove (self.killindicator);
1252 self.killindicator = world;
1255 WaypointSprite_PlayerGone();
1258 kh_Key_DropAll(self, TRUE);
1260 if(self.flagcarried)
1261 DropFlag(self.flagcarried);
1264 self.flags = self.flags - (self.flags & FL_CLIENT);
1265 bot_relinkplayerlist();
1269 if(self.weaponentity)
1270 if(self.weaponentity.lasertarget)
1271 remove(self.weaponentity.lasertarget);
1275 Spawnqueue_Unmark(self);
1276 Spawnqueue_Remove(self);
1280 ctf_clientdisconnect();
1284 PlayerScore_Detach(self);
1286 if(self.netname_previous)
1287 strunzone(self.netname_previous);
1289 ClearPlayerSounds();
1297 void ChatBubbleThink()
1299 self.nextthink = time;
1300 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1302 self.owner.chatbubbleentity = world;
1306 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1307 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1308 self.model = self.mdl;
1313 void UpdateChatBubble()
1315 if (!self.modelindex)
1317 // spawn a chatbubble entity if needed
1318 if (!self.chatbubbleentity)
1320 self.chatbubbleentity = spawn();
1321 self.chatbubbleentity.owner = self;
1322 self.chatbubbleentity.exteriormodeltoclient = self;
1323 self.chatbubbleentity.think = ChatBubbleThink;
1324 self.chatbubbleentity.nextthink = time;
1325 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1326 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1327 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1328 self.chatbubbleentity.model = "";
1329 self.chatbubbleentity.effects = EF_LOWPRECISION;
1334 void TeamBubbleThink()
1336 self.nextthink = time;
1337 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1339 self.owner.teambubbleentity = world;
1343 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1344 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1347 self.model = self.mdl;
1351 float TeamBubble_customizeentityforclient()
1353 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1356 void UpdateTeamBubble()
1358 if (!self.modelindex || !cvar("teamplay"))
1360 // spawn a teambubble entity if needed
1361 if (!self.teambubbleentity && cvar("teamplay"))
1363 self.teambubbleentity = spawn();
1364 self.teambubbleentity.owner = self;
1365 self.teambubbleentity.exteriormodeltoclient = self;
1366 self.teambubbleentity.think = TeamBubbleThink;
1367 self.teambubbleentity.nextthink = time;
1368 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1369 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1370 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1371 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1372 self.teambubbleentity.mdl = self.teambubbleentity.model;
1373 self.teambubbleentity.model = self.teambubbleentity.mdl;
1374 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1375 self.teambubbleentity.effects = EF_LOWPRECISION;
1379 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1380 // added to the model skins
1381 /*void UpdateColorModHack()
1384 c = self.clientcolors & 15;
1385 // LordHavoc: only bothering to support white, green, red, yellow, blue
1386 if (teamplay == 0) self.colormod = '0 0 0';
1387 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1388 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1389 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1390 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1391 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1392 else self.colormod = '1 1 1';
1398 self.effects |= EF_NODRAW; // prevent another CopyBody
1399 PutClientInServer();
1403 * When sv_timeout is used this function returs strings like
1404 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1405 * Called by centerprint functions
1406 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1408 string getTimeoutText(float addOneSecond) {
1409 if (!cvar("sv_timeout") || !timeoutStatus)
1412 local string retStr;
1413 if (timeoutStatus == 1) {
1414 if (addOneSecond == 1) {
1415 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1418 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1422 else if (timeoutStatus == 2) {
1424 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1425 //don't show messages like "Timeout ends in 0 seconds"...
1426 if ((remainingTimeoutTime + 1) > 0)
1432 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1433 //don't show messages like "Timeout ends in 0 seconds"...
1434 if (remainingTimeoutTime > 0)
1443 void player_powerups (void)
1447 if (self.items & IT_STRENGTH)
1449 if (time > self.strength_finished)
1451 if (g_minstagib_invis_alpha > 0)
1453 self.alpha = default_player_alpha;
1454 self.exteriorweaponentity.alpha = default_weapon_alpha;
1455 self.effects = self.effects | EF_FULLBRIGHT;
1459 self.effects -= self.effects & EF_NODRAW;
1461 self.items = self.items - (self.items & IT_STRENGTH);
1462 sprint(self, "^3Invisibility has worn off\n");
1467 if (time < self.strength_finished)
1469 if (g_minstagib_invis_alpha > 0)
1471 self.alpha = g_minstagib_invis_alpha;
1472 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1473 self.effects -= self.effects & EF_FULLBRIGHT;
1477 self.effects = self.effects | EF_NODRAW;
1479 self.items = self.items | IT_STRENGTH;
1480 sprint(self, "^3You are invisible\n");
1484 if (self.items & IT_INVINCIBLE)
1486 if (time > self.invincible_finished)
1488 self.items = self.items - (self.items & IT_INVINCIBLE);
1489 sprint(self, "^3Speed has worn off\n");
1494 if (time < self.invincible_finished)
1496 self.items = self.items | IT_INVINCIBLE;
1497 sprint(self, "^3You are on speed\n");
1503 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1504 if (self.items & IT_STRENGTH)
1506 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1507 if (time > self.strength_finished)
1509 self.items = self.items - (self.items & IT_STRENGTH);
1510 sprint(self, "^3Strength has worn off\n");
1515 if (time < self.strength_finished)
1517 self.items = self.items | IT_STRENGTH;
1518 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1521 if (self.items & IT_INVINCIBLE)
1523 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1524 if (time > self.invincible_finished)
1526 self.items = self.items - (self.items & IT_INVINCIBLE);
1527 sprint(self, "^3Shield has worn off\n");
1532 if (time < self.invincible_finished)
1534 self.items = self.items | IT_INVINCIBLE;
1535 sprint(self, "^3Shield surrounds you\n");
1539 if (cvar("g_fullbrightplayers"))
1540 self.effects = self.effects | EF_FULLBRIGHT;
1542 // midair gamemode: damage only while in the air
1543 // if in midair mode, being on ground grants temporary invulnerability
1544 // (this is so that multishot weapon don't clear the ground flag on the
1545 // first damage in the frame, leaving the player vulnerable to the
1546 // remaining hits in the same frame)
1547 if (self.flags & FL_ONGROUND)
1549 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1551 if (time < self.spawnshieldtime)
1552 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1555 float CalcRegen(float current, float stable, float regenfactor)
1557 if(current > stable)
1559 else if(current > stable - 0.25) // when close enough, "snap"
1562 return min(stable, current + (stable - current) * regenfactor * frametime);
1565 void player_regen (void)
1567 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1568 maxh = cvar("g_balance_health_stable");
1569 maxa = cvar("g_balance_armor_stable");
1570 limith = cvar("g_balance_health_limit");
1571 limita = cvar("g_balance_armor_limit");
1573 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1576 max_mod = regen_mod = rot_mod = limit_mod = 1;
1578 if (self.runes & RUNE_REGEN)
1580 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1582 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1583 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1584 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1588 regen_mod = cvar("g_balance_rune_regen_regenrate");
1589 max_mod = cvar("g_balance_rune_regen_hpmod");
1590 limit_mod = cvar("g_balance_rune_regen_limitmod");
1593 else if (self.runes & CURSE_VENOM)
1595 max_mod = cvar("g_balance_curse_venom_hpmod");
1596 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1597 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1599 rot_mod = cvar("g_balance_curse_venom_rotrate");
1600 limit_mod = cvar("g_balance_curse_venom_limitmod");
1601 //if (!self.runes & RUNE_REGEN)
1602 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1604 maxh = maxh * max_mod;
1605 //maxa = maxa * max_mod;
1606 limith = limith * limit_mod;
1607 limita = limita * limit_mod;
1609 if (self.armorvalue > maxa)
1611 if (time > self.pauserotarmor_finished)
1613 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1614 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1617 else if (self.armorvalue < maxa)
1619 if (time > self.pauseregen_finished)
1621 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1622 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1625 if (self.health > maxh)
1627 if (time > self.pauserothealth_finished)
1629 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1630 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1633 else if (self.health < maxh)
1635 if (time > self.pauseregen_finished)
1637 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1638 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1642 if (self.health > limith)
1643 self.health = limith;
1644 if (self.armorvalue > limita)
1645 self.armorvalue = limita;
1647 // if player rotted to death... die!
1649 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1653 ======================
1654 spectate mode routines
1655 ======================
1657 void SpectateCopy(entity spectatee) {
1658 self.armortype = spectatee.armortype;
1659 self.armorvalue = spectatee.armorvalue;
1660 self.currentammo = spectatee.currentammo;
1661 self.effects = spectatee.effects;
1662 self.health = spectatee.health;
1664 self.items = spectatee.items;
1665 self.punchangle = spectatee.punchangle;
1666 self.view_ofs = spectatee.view_ofs;
1667 self.v_angle = spectatee.v_angle;
1668 self.viewzoom = spectatee.viewzoom;
1669 self.velocity = spectatee.velocity;
1670 self.dmg_take = spectatee.dmg_take;
1671 self.dmg_save = spectatee.dmg_save;
1672 self.dmg_inflictor = spectatee.dmg_inflictor;
1673 self.angles = spectatee.v_angle;
1674 self.fixangle = TRUE;
1675 setorigin(self, spectatee.origin);
1676 setsize(self, spectatee.mins, spectatee.maxs);
1679 float SpectateUpdate() {
1683 if (self == self.enemy)
1686 if(self.enemy.flags & FL_NOTARGET)
1689 SpectateCopy(self.enemy);
1694 float SpectateNext() {
1695 other = find(self.enemy, classname, "player");
1697 other = find(other, classname, "player");
1702 if(self.enemy.classname == "player") {
1704 WriteByte(MSG_ONE, SVC_SETVIEW);
1705 WriteEntity(MSG_ONE, self.enemy);
1706 self.wantswelcomemessage = 1;
1707 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1708 if(!SpectateUpdate())
1709 PutObserverInServer();
1718 ShowRespawnCountdown()
1720 Update a respawn countdown display.
1723 void ShowRespawnCountdown()
1726 if(self.deadflag == DEAD_NO) // just respawned?
1730 number = ceil(self.death_time - time);
1733 if(number <= self.respawn_countdown)
1735 self.respawn_countdown = number - 1;
1736 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
1737 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1742 void LeaveSpectatorMode()
1744 if(isJoinAllowed()) {
1745 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1746 self.classname = "player";
1747 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1748 JoinBestTeam(self, FALSE, TRUE);
1749 if(cvar("g_campaign"))
1750 campaign_bots_may_start = 1;
1751 PutClientInServer();
1752 if(!(self.flags & FL_NOTARGET))
1753 bprint ("^4", self.netname, "^4 is playing now\n");
1754 centerprint(self,"");
1757 stuffcmd(self,"menu_showteamselect\n");
1762 //player may not join because of g_maxplayers is set
1763 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1768 * Determines whether the player is allowed to join. This depends on cvar
1769 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1770 * it checks whether the number of currently playing players exceeds g_maxplayers.
1771 * @return bool TRUE if the player is allowed to join, false otherwise
1773 float isJoinAllowed() {
1774 if (!cvar("g_maxplayers"))
1778 local float currentlyPlaying;
1779 FOR_EACH_REALPLAYER(e) {
1780 if(e.classname == "player")
1781 currentlyPlaying += 1;
1783 if(currentlyPlaying < cvar("g_maxplayers"))
1790 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1791 * g_maxplayers_spectator_blocktime seconds
1793 void checkSpectatorBlock() {
1794 if(self.classname == "spectator" || self.classname == "observer") {
1795 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1796 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1802 float vercmp_recursive(string v1, string v2)
1808 dot1 = strstrofs(v1, ".", 0);
1809 dot2 = strstrofs(v2, ".", 0);
1813 s1 = substring(v1, 0, dot1);
1817 s2 = substring(v2, 0, dot2);
1819 r = stof(s1) - stof(s2);
1823 r = strcasecmp(s1, s2);
1836 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1839 float vercmp(string v1, string v2)
1841 if(strcasecmp(v1, v2) == 0) // early out check
1843 return vercmp_recursive(v1, v2);
1846 void ObserverThink()
1848 if (self.flags & FL_JUMPRELEASED) {
1849 if (self.BUTTON_JUMP && !self.version_mismatch) {
1850 self.welcomemessage_time = 0;
1851 self.flags = self.flags - FL_JUMPRELEASED;
1852 LeaveSpectatorMode();
1854 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1855 self.welcomemessage_time = 0;
1856 self.flags = self.flags - FL_JUMPRELEASED;
1857 if(SpectateNext() == 1) {
1858 self.classname = "spectator";
1862 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1863 self.flags = self.flags | FL_JUMPRELEASED;
1866 if(self.BUTTON_ZOOM)
1867 self.wantswelcomemessage = 0;
1868 if(self.wantswelcomemessage)
1869 PrintWelcomeMessage(self);
1872 void SpectatorThink()
1874 if (self.flags & FL_JUMPRELEASED) {
1875 if (self.BUTTON_JUMP && !self.version_mismatch) {
1876 self.welcomemessage_time = 0;
1877 self.flags = self.flags - FL_JUMPRELEASED;
1878 LeaveSpectatorMode();
1880 } else if(self.BUTTON_ATCK) {
1881 self.welcomemessage_time = 0;
1882 self.flags = self.flags - FL_JUMPRELEASED;
1883 if(SpectateNext() == 1) {
1884 self.classname = "spectator";
1886 self.classname = "observer";
1887 PutClientInServer();
1889 } else if (self.BUTTON_ATCK2) {
1890 self.welcomemessage_time = 0;
1891 self.flags = self.flags - FL_JUMPRELEASED;
1892 self.classname = "observer";
1893 PutClientInServer();
1895 if(!SpectateUpdate())
1896 PutObserverInServer();
1899 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1900 self.flags = self.flags | FL_JUMPRELEASED;
1903 if(self.BUTTON_ZOOM)
1904 self.wantswelcomemessage = 0;
1905 if(self.wantswelcomemessage)
1906 PrintWelcomeMessage(self);
1907 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1914 Called every frame for each client before the physics are run
1917 void() ctf_setstatus;
1918 .float vote_nagtime;
1919 void PlayerPreThink (void)
1922 checkSpectatorBlock();
1924 if(self.netname_previous != self.netname)
1926 if(cvar("sv_eventlog"))
1927 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1928 if(self.netname_previous)
1929 strunzone(self.netname_previous);
1930 self.netname_previous = strzone(self.netname);
1934 if(self.version_nagtime)
1935 if(self.cvar_g_nexuizversion)
1936 if(time > self.version_nagtime)
1938 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1940 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1942 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1943 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1948 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1951 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n");
1952 sprint(self, strcat("\{1}^1NOTE: ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n"));
1956 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1957 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1961 self.version_nagtime = 0;
1965 if(self.cvar_scr_centertime)
1966 if(time > self.vote_nagtime)
1969 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1973 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1975 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1976 self.max_armorvalue = 0;
1980 antilag_record(self);
1982 if(self.classname == "player") {
1983 // if(self.netname == "Wazat")
1984 // bprint(self.classname, "\n");
1986 CheckRules_Player();
1988 if(self.BUTTON_INFO)
1989 PrintWelcomeMessage(self);
1991 if(g_lms || !cvar("sv_spectate"))
1992 if((time - self.jointime) <= cvar("welcome_message_time"))
1993 PrintWelcomeMessage(self);
1995 if (intermission_running)
1997 IntermissionThink (); // otherwise a button could be missed between
1998 return; // the think tics
2001 if(self.teleport_time)
2002 if(time > self.teleport_time)
2004 self.teleport_time = 0;
2005 self.effects = self.effects - (self.effects & EF_NODRAW);
2006 if(self.weaponentity)
2007 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2010 Nixnex_GiveCurrentWeapon();
2012 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2013 UpdateSelectedPlayer();
2015 //don't allow the player to turn around while game is paused!
2016 if(timeoutStatus == 2) {
2017 self.v_angle = self.lastV_angle;
2018 self.angles = self.lastV_angle;
2019 self.fixangle = TRUE;
2022 if (self.deadflag != DEAD_NO)
2024 float button_pressed, force_respawn;
2026 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2027 force_respawn = (g_lms || cvar("g_forced_respawn"));
2028 if (self.deadflag == DEAD_DYING)
2031 self.deadflag = DEAD_RESPAWNING;
2032 else if(!button_pressed)
2033 self.deadflag = DEAD_DEAD;
2035 else if (self.deadflag == DEAD_DEAD)
2038 self.deadflag = DEAD_RESPAWNABLE;
2040 else if (self.deadflag == DEAD_RESPAWNABLE)
2043 self.deadflag = DEAD_RESPAWNING;
2045 else if (self.deadflag == DEAD_RESPAWNING)
2047 if(time > self.death_time)
2049 self.death_time = time + 1; // only retry once a second
2053 ShowRespawnCountdown();
2057 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2061 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2062 dist = self.oldorigin - self.origin;
2064 self.lms_traveled_distance += fabs(vlen(dist));
2066 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2068 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2069 self.lms_traveled_distance = 0;
2072 if(time > self.lms_nextcheck)
2074 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2075 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2077 centerprint(self, cvar_string("g_lms_campcheck_message"));
2078 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2079 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2080 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');
2082 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2083 self.lms_traveled_distance = 0;
2087 if (self.BUTTON_CROUCH && !self.hook.state)
2092 self.view_ofs = PL_CROUCH_VIEW_OFS;
2093 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2094 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2101 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2102 if (!trace_startsolid)
2104 self.crouch = FALSE;
2105 self.view_ofs = PL_VIEW_OFS;
2106 setsize (self, PL_MIN, PL_MAX);
2113 GrapplingHookFrame();
2118 float zoomfactor, zoomspeed, zoomdir;
2119 zoomfactor = self.cvar_cl_zoomfactor;
2120 if(zoomfactor < 1 || zoomfactor > 16)
2122 zoomspeed = self.cvar_cl_zoomspeed;
2123 if(zoomspeed >= 0) // < 0 is instant zoom
2124 if(zoomspeed < 0.5 || zoomspeed > 16)
2127 zoomdir = self.BUTTON_ZOOM;
2128 if(self.BUTTON_ATCK2)
2129 if(self.weapon == WEP_NEX)
2134 self.has_zoomed = 1;
2138 if(zoomspeed <= 0) // instant zoom
2141 self.viewzoom = 1 / zoomfactor;
2147 // geometric zoom would be:
2148 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2149 // however, testing showed that arithmetic/harmonic zoom works better
2151 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2152 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2153 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2155 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2156 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2157 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2161 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2169 minstagib_ammocheck();
2174 //self.angles_y=self.v_angle_y + 90; // temp
2176 //if (TetrisPreFrame()) return;
2177 } else if(gameover) {
2178 if (intermission_running)
2179 IntermissionThink (); // otherwise a button could be missed between
2181 } else if(self.classname == "observer") {
2183 } else if(self.classname == "spectator") {
2193 Called every frame for each client after the physics are run
2196 .float idlekick_lasttimeleft;
2197 .float race_penalty;
2198 .float race_penalty_nagged;
2199 void PlayerPostThink (void)
2201 // Savage: Check for nameless players
2202 if (strlen(self.netname) < 1) {
2203 self.netname = "Player";
2204 stuffcmd(self, "seta _cl_name Player\n");
2210 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2213 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2214 announce(self, "announcer/robotic/terminated.ogg");
2218 else if(timeleft <= 10)
2220 if(timeleft != self.idlekick_lasttimeleft)
2222 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2223 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2228 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2230 self.idlekick_lasttimeleft = timeleft;
2233 if(self.classname == "player") {
2234 CheckRules_Player();
2239 if (intermission_running)
2240 return; // intermission or finale
2242 //PrintWelcomeMessage(self);
2243 //if (TetrisPostFrame()) return;
2245 // restart countdown
2246 if (restart_countdown) {
2247 if(time < restart_countdown) {
2248 if (!cvar("sv_ready_restart_after_countdown"))
2250 if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2252 if(time < restart_countdown - 2)
2254 if(!self.race_penalty_nagged)
2256 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2257 self.race_penalty_nagged = 1;
2260 else if(!self.race_penalty)
2262 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2263 self.race_penalty = time + 5;
2266 self.movetype = MOVETYPE_NONE;
2267 self.velocity = '0 0 0';
2268 self.avelocity = '0 0 0';
2269 self.movement = '0 0 0';
2272 else if (time < self.race_penalty)
2274 self.movetype = MOVETYPE_NONE;
2275 self.velocity = '0 0 0';
2276 self.avelocity = '0 0 0';
2277 self.movement = '0 0 0';
2281 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2282 if (!cvar("sv_ready_restart_after_countdown"))
2284 if(self.movetype == MOVETYPE_NONE)
2286 self.movetype = MOVETYPE_WALK;
2288 self.race_penalty = 0;
2289 self.race_penalty_nagged = 0;
2294 } else if (self.classname == "observer") {
2296 } else if (self.classname == "spectator") {
2302 for(i = 0; i < 1000; ++i)
2305 end = self.origin + '0 0 1024' + 512 * randomvec();
2306 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2307 if(trace_fraction < 1)
2308 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2310 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");