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 && (cvar("g_ctf") || cvar("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 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
255 setmodel(e, s); // players have high precision
256 self.modelindex_lod1 = self.modelindex;
259 self.modelindex_lod1 = -1;
261 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
265 setmodel(e, s); // players have high precision
266 self.modelindex_lod2 = self.modelindex;
269 self.modelindex_lod2 = -1;
271 precache_model(modelname);
272 setmodel(e, modelname); // players have high precision
273 self.modelindex_lod0 = self.modelindex;
275 if(self.modelindex_lod1 < 0)
276 self.modelindex_lod1 = self.modelindex;
278 if(self.modelindex_lod2 < 0)
279 self.modelindex_lod2 = self.modelindex;
281 precache_model(modelname);
282 setmodel(e, modelname); // players have high precision
290 putting a client as observer in the server
293 void PutObserverInServer (void)
296 spot = SelectSpawnPoint (TRUE);
297 RemoveGrapplingHook(self); // Wazat's Grappling Hook
299 if(clienttype(self) == CLIENTTYPE_REAL)
302 WriteByte(MSG_ONE, SVC_SETVIEW);
303 WriteEntity(MSG_ONE, self);
307 kh_Key_DropAll(self, TRUE);
310 DropFlag(self.flagcarried);
312 WaypointSprite_PlayerDead();
314 DistributeFragsAmongTeam(self, self.team, 1);
316 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
317 bprint ("^4", self.netname, "^4 has no more lives left\n");
318 else if(self.killcount != -666)
319 bprint ("^4", self.netname, "^4 is spectating now\n");
321 self.classname = "observer";
323 self.takedamage = DAMAGE_NO;
324 self.solid = SOLID_NOT;
325 self.movetype = MOVETYPE_NOCLIP;
326 self.flags = FL_CLIENT | FL_NOTARGET;
327 self.armorvalue = 666;
329 self.armorvalue = cvar("g_balance_armor_start");
330 self.pauserotarmor_finished = 0;
331 self.pauserothealth_finished = 0;
332 self.pauseregen_finished = 0;
333 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);
387 else if(!cvar("g_lms"))
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(cvar("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;
461 self.pain_finished = 0;
462 self.strength_finished = 0;
463 self.invincible_finished = 0;
465 //self.speed_finished = 0;
466 //self.slowmo_finished = 0;
467 // players have no think function
468 self.think = SUB_Null;
474 self.deadflag = DEAD_NO;
476 self.angles = spot.angles;
478 self.angles_z = 0; // never spawn tilted even if the spot says to
479 self.fixangle = TRUE; // turn this way immediately
480 self.velocity = '0 0 0';
481 self.avelocity = '0 0 0';
482 self.punchangle = '0 0 0';
483 self.punchvector = '0 0 0';
484 self.oldvelocity = self.velocity;
489 self.customizeentityforclient = Client_customizeentityforclient;
491 if(cvar("sv_defaultcharacter") == 1) {
492 local string defaultmodel;
493 defaultmodel = cvar_string("sv_defaultplayermodel");
494 setmodel_lod (self, defaultmodel);
495 self.skin = stof(cvar_string("sv_defaultplayerskin"));
497 self.playermodel = CheckPlayerModel(self.playermodel);
498 setmodel_lod (self, self.playermodel);
502 s = stof(self.playerskin);
511 self.skin = stof(self.playerskin);
514 if(strlen(cvar_string("sv_defaultplayercolors")))
515 setcolor(self, cvar("sv_defaultplayercolors"));
518 self.view_ofs = PL_VIEW_OFS;
519 setsize (self, PL_MIN, PL_MAX);
520 self.spawnorigin = spot.origin;
521 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
522 // don't reset back to last position, even if new position is stuck in solid
523 self.oldorigin = self.origin;
527 Spawnqueue_Remove(self);
528 Spawnqueue_Mark(self);
531 self.event_damage = PlayerDamage;
533 self.bot_attack = TRUE;
535 self.statdraintime = time + 5;
536 self.button0 = self.button1 = self.button2 = self.button3 = 0;
538 if(self.killcount == -666) {
545 self.cnt = WEP_LASER;
546 self.nixnex_lastchange_id = -1;
548 CL_SpawnWeaponentity();
549 self.alpha = default_player_alpha;
550 self.exteriorweaponentity.alpha = default_weapon_alpha;
552 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
553 self.lms_traveled_distance = 0;
555 if(cvar("spawn_debug"))
557 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
558 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
561 //stuffcmd(self, "chase_active 0");
562 //stuffcmd(self, "set viewsize $tmpviewsize \n");
564 if (cvar("g_spawnsound"))
565 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
567 if(cvar("g_assault")) {
568 if(self.team == assault_attacker_team)
569 centerprint(self, "You are attacking!\n");
571 centerprint(self, "You are defending!\n");
574 } else if(self.classname == "observer") {
575 PutObserverInServer ();
584 void SetNewParms (void)
594 void SetChangeParms (void)
603 Called when a client types 'kill' in the console
606 void ClientKill (void)
608 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
611 void FixClientCvars(entity e)
614 // send prediction settings to the client
615 stuffcmd(e, "\nin_bindmap 0 0\n");
616 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
617 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
618 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
619 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
620 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
621 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
622 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
623 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
624 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
625 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
626 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
627 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
628 stuffcmd(e, "cl_movement_edgefriction 1\n");
630 // 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"));
640 Called when a client connects to the server
643 string ColoredTeamName(float t);
644 //void dom_player_join_team(entity pl);
645 void ClientConnect (void)
650 if(Ban_IsClientBanned(self))
652 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
658 self.classname = "player_joining";
659 self.flags = self.flags | FL_CLIENT;
660 self.version_nagtime = time + 10 + random() * 10;
664 dprint("BUG player count is lower than zero, this cannot happen!\n");
670 //if(cvar("g_domination"))
671 // dom_player_join_team(self);
673 //JoinBestTeam(self, FALSE);
675 if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
676 self.classname = "observer";
678 self.classname = "player";
679 campaign_bots_may_start = 1;
682 self.playerid = (playerid_last = playerid_last + 1);
683 if(cvar("sv_eventlog"))
685 if(clienttype(self) == CLIENTTYPE_REAL)
689 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
690 s = strcat(":team:", ftos(self.playerid), ":");
691 s = strcat(s, ftos(self.team));
692 GameLogEcho(s, FALSE);
695 //stuffcmd(self, "set tmpviewsize $viewsize \n");
697 bprint ("^4",self.netname);
698 bprint ("^4 connected");
700 if(cvar("g_domination") || cvar("g_ctf"))
702 bprint(" and joined the ");
703 bprint(ColoredTeamName(self.team));
708 self.welcomemessage_time = 0;
710 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
711 // TODO: is this being used for anything else than cd tracks?
712 // Remember: SVC_CDTRACK exists. Maybe it should be used.
714 FixClientCvars(self);
717 WaypointSprite_InitClient(self);
719 // Wazat's grappling hook
720 SetGrappleHookBindings();
722 // get autoswitch state from player when he toggles it
723 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
725 // get version info from player
726 stuffcmd(self, "cmd clientversion $gameversion\n");
728 // send all weapon info strings
729 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
731 while (wep <= WEP_LAST)
733 weapon_action(wep, WR_REGISTER);
737 // get other cvars from player
740 // set cvar for team scoreboard
744 t = cvar("teamplay");
745 // 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
746 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
749 stuffcmd(self, "set teamplay 0\n");
753 self.frags = cvar("fraglimit");
754 // no fraglimit was set, so player gets 999 lives
758 self.frags = LMS_NewPlayerLives();
764 else if(cvar("g_arena"))
766 self.classname = "observer";
767 Spawnqueue_Insert(self);
770 bot_relinkplayerlist();
772 self.jointime = time;
779 Called when a client disconnects from the server
782 void(entity e) DropFlag;
783 .entity chatbubbleentity;
784 .entity teambubbleentity;
785 void ClientDisconnect (void)
788 if(cvar("sv_eventlog"))
789 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
790 bprint ("^4",self.netname);
791 bprint ("^4 disconnected\n");
793 if (self.chatbubbleentity)
795 remove (self.chatbubbleentity);
796 self.chatbubbleentity = world;
799 if (self.teambubbleentity)
801 remove (self.teambubbleentity);
802 self.teambubbleentity = world;
805 WaypointSprite_PlayerGone();
808 kh_Key_DropAll(self, TRUE);
811 DropFlag(self.flagcarried);
813 DistributeFragsAmongTeam(self, self.team, 1);
816 self.flags = self.flags - (self.flags & FL_CLIENT);
817 bot_relinkplayerlist();
821 if(self.weaponentity)
822 if(self.weaponentity.lasertarget)
823 remove(self.weaponentity.lasertarget);
827 Spawnqueue_Unmark(self);
828 Spawnqueue_Remove(self);
836 void() ChatBubbleThink =
838 self.nextthink = time;
839 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
841 self.owner.chatbubbleentity = world;
845 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
846 if (self.owner.buttonchat && !self.owner.deadflag)
847 self.model = self.mdl;
852 void() UpdateChatBubble =
854 if (!self.modelindex)
856 // spawn a chatbubble entity if needed
857 if (!self.chatbubbleentity)
859 self.chatbubbleentity = spawn();
860 self.chatbubbleentity.owner = self;
861 self.chatbubbleentity.exteriormodeltoclient = self;
862 self.chatbubbleentity.think = ChatBubbleThink;
863 self.chatbubbleentity.nextthink = time;
864 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
865 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
866 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
867 self.chatbubbleentity.model = "";
868 self.chatbubbleentity.effects = EF_LOWPRECISION;
873 void() TeamBubbleThink =
875 self.nextthink = time;
876 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
878 self.owner.teambubbleentity = world;
882 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
883 if (self.owner.buttonchat || self.owner.deadflag)
886 self.model = self.mdl;
890 float() TeamBubble_customizeentityforclient
892 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
895 void() UpdateTeamBubble =
897 if (!self.modelindex || !cvar("teamplay"))
899 // spawn a teambubble entity if needed
900 if (!self.teambubbleentity && cvar("teamplay"))
902 self.teambubbleentity = spawn();
903 self.teambubbleentity.owner = self;
904 self.teambubbleentity.exteriormodeltoclient = self;
905 self.teambubbleentity.think = TeamBubbleThink;
906 self.teambubbleentity.nextthink = time;
907 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
908 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
909 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
910 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
911 self.teambubbleentity.mdl = self.teambubbleentity.model;
912 self.teambubbleentity.model = self.teambubbleentity.mdl;
913 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
914 self.teambubbleentity.effects = EF_LOWPRECISION;
918 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
919 // added to the model skins
920 /*void() UpdateColorModHack =
923 c = self.clientcolors & 15;
924 // LordHavoc: only bothering to support white, green, red, yellow, blue
925 if (teamplay == 0) self.colormod = '0 0 0';
926 else if (c == 0) self.colormod = '1.00 1.00 1.00';
927 else if (c == 3) self.colormod = '0.10 1.73 0.10';
928 else if (c == 4) self.colormod = '1.73 0.10 0.10';
929 else if (c == 12) self.colormod = '1.22 1.22 0.10';
930 else if (c == 13) self.colormod = '0.10 0.10 1.73';
931 else self.colormod = '1 1 1';
940 void player_powerups (void)
942 if (cvar("g_minstagib"))
944 self.effects = EF_FULLBRIGHT;
945 if (self.items & IT_STRENGTH)
947 if (time > self.strength_finished)
949 self.alpha = default_player_alpha;
950 self.exteriorweaponentity.alpha = default_weapon_alpha;
951 self.items = self.items - (self.items & IT_STRENGTH);
952 sprint(self, "^3Invisibility has worn off\n");
957 if (time < self.strength_finished)
959 self.alpha = cvar("g_minstagib_invis_alpha");
960 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
961 self.items = self.items | IT_STRENGTH;
962 sprint(self, "^3You are invisible\n");
966 if (self.items & IT_INVINCIBLE)
968 if (time > self.invincible_finished)
970 self.items = self.items - (self.items & IT_INVINCIBLE);
971 sprint(self, "^3Speed has worn off\n");
976 if (time < self.invincible_finished)
978 self.items = self.items | IT_INVINCIBLE;
979 sprint(self, "^3You are on speed\n");
985 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
986 if (self.items & IT_STRENGTH)
988 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
989 if (time > self.strength_finished)
991 self.items = self.items - (self.items & IT_STRENGTH);
992 sprint(self, "^3Strength has worn off\n");
997 if (time < self.strength_finished)
999 self.items = self.items | IT_STRENGTH;
1000 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1003 if (self.items & IT_INVINCIBLE)
1005 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1006 if (time > self.invincible_finished)
1008 self.items = self.items - (self.items & IT_INVINCIBLE);
1009 sprint(self, "^3Shield has worn off\n");
1014 if (time < self.invincible_finished)
1016 self.items = self.items | IT_INVINCIBLE;
1017 sprint(self, "^3Shield surrounds you\n");
1021 if (cvar("g_fullbrightplayers"))
1022 self.effects = self.effects | EF_FULLBRIGHT;
1024 // midair gamemode: damage only while in the air
1025 // if in midair mode, being on ground grants temporary invulnerability
1026 // (this is so that multishot weapon don't clear the ground flag on the
1027 // first damage in the frame, leaving the player vulnerable to the
1028 // remaining hits in the same frame)
1029 if (self.flags & FL_ONGROUND)
1030 if (cvar("g_midair"))
1031 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1033 if (time < self.spawnshieldtime)
1034 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1037 float CalcRegen(float current, float stable, float regenfactor)
1039 if(current > stable)
1041 else if(current > stable - 0.25) // when close enough, "snap"
1044 return min(stable, current + (stable - current) * regenfactor * frametime);
1047 void player_regen (void)
1049 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1050 maxh = cvar("g_balance_health_stable");
1051 maxa = cvar("g_balance_armor_stable");
1052 limith = cvar("g_balance_health_limit");
1053 limita = cvar("g_balance_armor_limit");
1055 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1058 max_mod = regen_mod = rot_mod = limit_mod = 1;
1060 if (self.runes & RUNE_REGEN)
1062 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1064 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1065 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1066 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1070 regen_mod = cvar("g_balance_rune_regen_regenrate");
1071 max_mod = cvar("g_balance_rune_regen_hpmod");
1072 limit_mod = cvar("g_balance_rune_regen_limitmod");
1075 else if (self.runes & CURSE_VENOM)
1077 max_mod = cvar("g_balance_curse_venom_hpmod");
1078 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1079 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1081 rot_mod = cvar("g_balance_curse_venom_rotrate");
1082 limit_mod = cvar("g_balance_curse_venom_limitmod");
1083 //if (!self.runes & RUNE_REGEN)
1084 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1086 maxh = maxh * max_mod;
1087 //maxa = maxa * max_mod;
1088 limith = limith * limit_mod;
1089 limita = limita * limit_mod;
1091 if (self.armorvalue > maxa)
1093 if (time > self.pauserotarmor_finished)
1095 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1096 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1099 else if (self.armorvalue < maxa)
1101 if (time > self.pauseregen_finished)
1103 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1104 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1107 if (self.health > maxh)
1109 if (time > self.pauserothealth_finished)
1111 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1112 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1115 else if (self.health < maxh)
1117 if (time > self.pauseregen_finished)
1119 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1120 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1124 if (self.health > limith)
1125 self.health = limith;
1126 if (self.armorvalue > limita)
1127 self.armorvalue = limita;
1129 // if player rotted to death... die!
1131 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1135 ======================
1136 spectate mode routines
1137 ======================
1139 void SpectateCopy(entity spectatee) {
1140 self.armortype = spectatee.armortype;
1141 self.armorvalue = spectatee.armorvalue;
1142 self.currentammo = spectatee.currentammo;
1143 self.effects = spectatee.effects;
1144 self.health = spectatee.health;
1146 self.items = spectatee.items;
1147 self.punchangle = spectatee.punchangle;
1148 self.view_ofs = spectatee.view_ofs;
1149 self.v_angle = spectatee.v_angle;
1150 self.viewzoom = spectatee.viewzoom;
1151 setorigin(self, spectatee.origin);
1152 setsize(self, spectatee.mins, spectatee.maxs);
1155 void SpectateUpdate() {
1157 PutObserverInServer();
1159 if (self != self.enemy) {
1160 if(self.enemy.flags & FL_NOTARGET)
1161 PutObserverInServer();
1162 SpectateCopy(self.enemy);
1163 self.dmg_take = self.enemy.dmg_take;
1164 self.dmg_save = self.enemy.dmg_save;
1165 self.dmg_inflictor = self.enemy.dmg_inflictor;
1166 self.fixangle = TRUE;
1167 self.angles = self.enemy.v_angle;
1168 //msg_entity = self;
1169 //WriteByte(MSG_ONE, SVC_SETANGLE);
1170 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1171 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1172 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1176 float SpectateNext() {
1177 other = find(self.enemy, classname, "player");
1179 other = find(other, classname, "player");
1184 if(self.enemy.classname == "player") {
1186 WriteByte(MSG_ONE, SVC_SETVIEW);
1187 WriteEntity(MSG_ONE, self.enemy);
1188 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1198 ShowRespawnCountdown()
1200 Update a respawn countdown display.
1203 void ShowRespawnCountdown()
1206 if(self.deadflag == DEAD_NO) // just respawned?
1210 number = ceil(self.death_time - time);
1213 if(number <= self.respawn_countdown)
1215 self.respawn_countdown = number - 1;
1216 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
1217 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1222 void LeaveSpectatorMode()
1224 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1225 self.classname = "player";
1226 if(cvar("g_campaign") || cvar("g_balance_teams"))
1227 JoinBestTeam(self, 0);
1228 if(cvar("g_campaign"))
1229 campaign_bots_may_start = 1;
1230 PutClientInServer();
1231 if(!(self.flags & FL_NOTARGET))
1232 bprint ("^4", self.netname, "^4 is playing now\n");
1233 centerprint(self,"");
1236 stuffcmd(self,"menu_showteamselect\n");
1245 Called every frame for each client before the physics are run
1248 void() ctf_setstatus;
1249 .float vote_nagtime;
1250 void PlayerPreThink (void)
1253 if(self.version_nagtime)
1254 if(self.cvar_g_nexuizversion)
1255 if(time > self.version_nagtime)
1257 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1258 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1260 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");
1261 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1263 self.version_nagtime = 0;
1267 if(self.cvar_scr_centertime)
1268 if(time > self.vote_nagtime)
1271 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1275 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1277 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1278 self.max_armorvalue = 0;
1281 if(self.classname == "player") {
1282 local vector m1, m2;
1284 // if(self.netname == "Wazat")
1285 // bprint(self.classname, "\n");
1287 CheckRules_Player();
1290 PrintWelcomeMessage(self);
1292 if(cvar("g_lms") || !cvar("sv_spectate"))
1293 if((time - self.jointime) <= cvar("welcome_message_time"))
1294 PrintWelcomeMessage(self);
1296 if (intermission_running)
1298 IntermissionThink (); // otherwise a button could be missed between
1299 return; // the think tics
1302 if(time > self.teleport_time)
1304 self.effects = self.effects - (self.effects & EF_NODRAW);
1305 if(self.weaponentity)
1306 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1309 Nixnex_GiveCurrentWeapon();
1311 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1312 UpdateSelectedPlayer();
1314 if (self.deadflag != DEAD_NO)
1316 float button_pressed, force_respawn;
1318 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1319 force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1320 if (self.deadflag == DEAD_DYING)
1323 self.deadflag = DEAD_RESPAWNING;
1324 else if(!button_pressed)
1325 self.deadflag = DEAD_DEAD;
1327 else if (self.deadflag == DEAD_DEAD)
1330 self.deadflag = DEAD_RESPAWNABLE;
1332 else if (self.deadflag == DEAD_RESPAWNABLE)
1335 self.deadflag = DEAD_RESPAWNING;
1337 else if (self.deadflag == DEAD_RESPAWNING)
1339 if(time > self.death_time)
1342 ShowRespawnCountdown();
1346 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1350 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1351 dist = self.oldorigin - self.origin;
1353 self.lms_traveled_distance += fabs(vlen(dist));
1355 if(cvar("g_campaign"))
1356 if(!campaign_bots_may_start)
1358 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1359 self.lms_traveled_distance = 0;
1362 if(time > self.lms_nextcheck)
1364 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1365 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1367 centerprint(self, cvar_string("g_lms_campcheck_message"));
1368 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1369 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1370 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');
1372 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1373 self.lms_traveled_distance = 0;
1377 if (self.button5 && !self.hook.state)
1382 self.view_ofs = PL_CROUCH_VIEW_OFS;
1383 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1390 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1391 if (!trace_startsolid)
1393 self.crouch = FALSE;
1394 self.view_ofs = PL_VIEW_OFS;
1395 setsize (self, PL_MIN, PL_MAX);
1400 if(cvar("sv_defaultcharacter") == 1) {
1401 local string defaultmodel;
1402 defaultmodel = cvar_string("sv_defaultplayermodel");
1404 if (defaultmodel != self.model)
1408 setmodel_lod (self, defaultmodel);
1409 setsize (self, m1, m2);
1412 if (self.skin != cvar("sv_defaultplayerskin"))
1413 self.skin = cvar("sv_defaultplayerskin");
1415 if (self.playermodel != self.model)
1417 self.playermodel = CheckPlayerModel(self.playermodel);
1420 setmodel_lod (self, self.playermodel);
1421 setsize (self, m1, m2);
1426 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1427 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1431 if (self.skin != stof(self.playerskin))
1432 self.skin = stof(self.playerskin);
1436 if(strlen(cvar_string("sv_defaultplayercolors")))
1437 if(self.clientcolors != cvar("sv_defaultplayercolors"))
1438 setcolor(self, cvar("sv_defaultplayercolors"));
1440 GrapplingHookFrame();
1445 float zoomfactor, zoomspeed, zoomdir;
1446 zoomfactor = self.cvar_cl_zoomfactor;
1447 if(zoomfactor < 1 || zoomfactor > 16)
1449 zoomspeed = self.cvar_cl_zoomspeed;
1450 if(zoomspeed >= 0) // < 0 is instant zoom
1451 if(zoomspeed < 0.5 || zoomspeed > 16)
1454 zoomdir = self.button4;
1456 if(self.weapon == WEP_NEX)
1457 if(!cvar("g_minstagib"))
1461 self.has_zoomed = 1;
1465 if(zoomspeed <= 0) // instant zoom
1468 self.viewzoom = 1 / zoomfactor;
1474 // geometric zoom would be:
1475 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1476 // however, testing showed that arithmetic/harmonic zoom works better
1478 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1479 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1480 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1482 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1483 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1484 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1488 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1495 if (cvar("g_minstagib"))
1496 minstagib_ammocheck();
1501 //self.angles_y=self.v_angle_y + 90; // temp
1503 //if (TetrisPreFrame()) return;
1504 } else if(gameover) {
1505 if (intermission_running)
1506 IntermissionThink (); // otherwise a button could be missed between
1508 } else if(self.classname == "observer") {
1510 if (self.flags & FL_JUMPRELEASED) {
1511 if (self.button2 && self.version == cvar("gameversion")) {
1512 self.welcomemessage_time = 0;
1513 self.flags = self.flags - FL_JUMPRELEASED;
1514 LeaveSpectatorMode();
1516 } else if(self.button0 && self.version == cvar("gameversion")) {
1517 self.welcomemessage_time = 0;
1518 self.flags = self.flags - FL_JUMPRELEASED;
1519 if(SpectateNext() == 1) {
1520 self.classname = "spectator";
1524 if (!(self.button0 || self.button2)) {
1525 self.flags = self.flags | FL_JUMPRELEASED;
1528 PrintWelcomeMessage(self);
1529 } else if(self.classname == "spectator") {
1530 if (self.flags & FL_JUMPRELEASED) {
1531 if (self.button2 && self.version == cvar("gameversion")) {
1532 self.welcomemessage_time = 0;
1533 self.flags = self.flags - FL_JUMPRELEASED;
1534 LeaveSpectatorMode();
1536 } else if(self.button0) {
1537 self.welcomemessage_time = 0;
1538 self.flags = self.flags - FL_JUMPRELEASED;
1539 if(SpectateNext() == 1) {
1540 self.classname = "spectator";
1542 self.classname = "observer";
1543 PutClientInServer();
1545 } else if (self.button3) {
1546 self.welcomemessage_time = 0;
1547 self.flags = self.flags - FL_JUMPRELEASED;
1548 self.classname = "observer";
1549 PutClientInServer();
1554 if (!(self.button0 || self.button3)) {
1555 self.flags = self.flags | FL_JUMPRELEASED;
1558 PrintWelcomeMessage(self);
1559 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1568 Called every frame for each client after the physics are run
1571 void PlayerPostThink (void)
1573 // Savage: Check for nameless players
1574 if (strlen(self.netname) < 1) {
1575 self.netname = "Player";
1576 stuffcmd(self, "seta _cl_name Player\n");
1579 if(self.classname == "player") {
1580 CheckRules_Player();
1585 if (intermission_running)
1586 return; // intermission or finale
1588 //PrintWelcomeMessage(self);
1589 //if (TetrisPostFrame()) return;
1590 } else if (self.classname == "observer") {
1592 } else if (self.classname == "spectator") {