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)
46 // filter out spots for assault
47 if(spot.target != "") {
49 ent = find(world, targetname, spot.target);
51 if(ent.classname == "target_objective")
52 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
54 ent = find(ent, targetname, spot.target);
59 shortest = vlen(world.maxs - world.mins);
60 for(player = playerlist; player; player = player.chain)
63 thisdist = vlen(player.origin - spot.origin);
64 if (thisdist < shortest)
72 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
74 local entity spot, spotlist, spotlistend;
81 for(spot = firstspot; spot; spot = spot.chain)
83 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
85 if(cvar("spawn_debugview"))
87 setmodel(spot, "models/runematch/rune.mdl");
88 if(spot.SPAWNPOINT_SCORE < mindist)
90 spot.colormod = '1 0 0';
95 spot.colormod = '0 1 0';
96 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
100 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
102 if(spot.SPAWNPOINT_SCORE < mindist)
104 // too short distance
105 spawn_allgood = FALSE;
110 spawn_allbad = FALSE;
113 spotlistend.chain = spot;
120 if(spot.team != teamcheck)
121 error("invalid spawn added");
123 print("added ", etos(spot), "\n");
129 spotlistend.chain = world;
134 for(e = spotlist; e; e = e.chain)
136 print("seen ", etos(e), "\n");
137 if(e.team != teamcheck)
138 error("invalid spawn found");
145 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
147 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
148 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
151 RandomSelection_Init();
152 for(spot = firstspot; spot; spot = spot.chain)
153 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
155 return RandomSelection_chosen_ent;
162 Finds a point to respawn
165 entity SelectSpawnPoint (float anypoint)
167 local float teamcheck;
168 local entity firstspot_new;
169 local entity spot, firstspot, playerlist;
171 spot = find (world, classname, "testplayerstart");
177 if(!anypoint && have_team_spawns)
178 teamcheck = self.team;
180 // get the list of players
181 playerlist = findchain(classname, "player");
182 // get the entire list of spots
183 firstspot = findchain(classname, "info_player_deathmatch");
184 // filter out the bad ones
185 // (note this returns the original list if none survived)
186 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
188 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
189 firstspot = firstspot_new;
191 // there is 50/50 chance of choosing a random spot or the furthest spot
192 // (this means that roughly every other spawn will be furthest, so you
193 // usually won't get fragged at spawn twice in a row)
194 if (arena_roundbased)
196 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
198 firstspot = firstspot_new;
199 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
201 else if (random() > cvar("g_spawn_furthest"))
202 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
204 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
206 if(cvar("spawn_debugview"))
208 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
212 for(e = firstspot; e; e = e.chain)
213 if(e.team != teamcheck)
214 error("invalid spawn found");
219 if(cvar("spawn_debug"))
223 if(some_spawn_has_been_used)
224 return world; // team can't spawn any more, because of actions of other team
226 error("Cannot find a spawn point - please fix the map!");
237 Checks if the argument string can be a valid playermodel.
238 Returns a valid one in doubt.
241 string FallbackPlayerModel = "models/player/marine.zym";
242 string CheckPlayerModel(string plyermodel) {
243 if(strlen(plyermodel) < 4)
244 return FallbackPlayerModel;
245 if( substring(plyermodel,0,14) != "models/player/")
246 return FallbackPlayerModel;
247 else if(cvar("sv_servermodelsonly"))
249 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
250 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
251 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
252 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
253 return FallbackPlayerModel;
254 if(!fexists(plyermodel))
255 return FallbackPlayerModel;
262 Client_customizeentityforclient
267 float Client_customizeentityforclient()
269 #ifdef ALLOW_VARIABLE_LOD
271 // other: the player viewing me
275 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
278 if(other.cvar_cl_playerdetailreduction <= 0)
280 if(other.cvar_cl_playerdetailreduction <= -2)
281 self.modelindex = self.modelindex_lod2;
282 else if(other.cvar_cl_playerdetailreduction <= -1)
283 self.modelindex = self.modelindex_lod1;
285 self.modelindex = self.modelindex_lod0;
289 distance = vlen(self.origin - other.origin);
290 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
292 self.modelindex = self.modelindex_lod2;
294 self.modelindex = self.modelindex_lod1;
296 self.modelindex = self.modelindex_lod0;
303 void UpdatePlayerSounds();
304 void setmodel_lod(entity e, string modelname)
306 #ifdef ALLOW_VARIABLE_LOD
309 // FIXME: this only supports 3-letter extensions
310 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
314 setmodel(e, s); // players have high precision
315 self.modelindex_lod1 = self.modelindex;
318 self.modelindex_lod1 = -1;
320 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
324 setmodel(e, s); // players have high precision
325 self.modelindex_lod2 = self.modelindex;
328 self.modelindex_lod2 = -1;
330 precache_model(modelname);
331 setmodel(e, modelname); // players have high precision
332 self.modelindex_lod0 = self.modelindex;
334 if(self.modelindex_lod1 < 0)
335 self.modelindex_lod1 = self.modelindex;
337 if(self.modelindex_lod2 < 0)
338 self.modelindex_lod2 = self.modelindex;
340 precache_model(modelname);
341 setmodel(e, modelname); // players have high precision
343 player_setupanimsformodel();
344 UpdatePlayerSounds();
351 putting a client as observer in the server
354 void PutObserverInServer (void)
357 spot = SelectSpawnPoint (TRUE);
359 error("No spawnpoints for observers?!?\n");
360 RemoveGrapplingHook(self); // Wazat's Grappling Hook
362 if(clienttype(self) == CLIENTTYPE_REAL)
365 WriteByte(MSG_ONE, SVC_SETVIEW);
366 WriteEntity(MSG_ONE, self);
370 kh_Key_DropAll(self, TRUE);
373 DropFlag(self.flagcarried);
375 WaypointSprite_PlayerDead();
377 if(self.killcount != -666)
381 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
382 bprint ("^4", self.netname, "^4 has no more lives left\n");
384 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
387 bprint ("^4", self.netname, "^4 is spectating now\n");
390 PlayerScore_Clear(self); // clear scores when needed
392 self.spectatortime = time;
394 self.classname = "observer";
396 self.takedamage = DAMAGE_NO;
397 self.solid = SOLID_NOT;
398 self.movetype = MOVETYPE_NOCLIP;
399 self.flags = FL_CLIENT | FL_NOTARGET;
400 self.armorvalue = 666;
402 self.armorvalue = cvar("g_balance_armor_start");
403 self.pauserotarmor_finished = 0;
404 self.pauserothealth_finished = 0;
405 self.pauseregen_finished = 0;
406 self.damageforcescale = 0;
413 self.pain_finished = 0;
414 self.strength_finished = 0;
415 self.invincible_finished = 0;
417 self.think = SUB_Null;
421 self.deadflag = DEAD_NO;
422 self.angles = spot.angles;
424 self.fixangle = TRUE;
427 self.view_ofs = PL_VIEW_OFS;
428 setorigin (self, spot.origin);
429 setsize (self, '0 0 0', '0 0 0');
430 self.oldorigin = self.origin;
435 self.weaponmodel = "";
436 self.weaponentity = world;
437 self.killcount = -666;
438 self.velocity = '0 0 0';
439 self.avelocity = '0 0 0';
440 self.punchangle = '0 0 0';
441 self.punchvector = '0 0 0';
442 self.oldvelocity = self.velocity;
443 self.customizeentityforclient = Client_customizeentityforclient;
445 self.wantswelcomemessage = 1;
447 race_PreparePlayer();
451 if(self.version_mismatch)
453 Spawnqueue_Unmark(self);
454 Spawnqueue_Remove(self);
458 Spawnqueue_Insert(self);
463 // Only if the player cannot play at all
464 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
473 float RestrictSkin(float s)
482 void FixPlayermodel()
484 local string defaultmodel;
485 local float defaultskin;
490 if(cvar("sv_defaultcharacter") == 1) {
495 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
496 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
499 if(defaultmodel == "")
501 defaultmodel = cvar_string("sv_defaultplayermodel");
502 defaultskin = cvar("sv_defaultplayerskin");
506 if(defaultmodel != "")
508 if (defaultmodel != self.model)
512 setmodel_lod (self, defaultmodel);
513 setsize (self, m1, m2);
516 self.skin = defaultskin;
518 if (self.playermodel != self.model)
520 self.playermodel = CheckPlayerModel(self.playermodel);
523 setmodel_lod (self, self.playermodel);
524 setsize (self, m1, m2);
527 self.skin = RestrictSkin(stof(self.playerskin));
531 if(strlen(cvar_string("sv_defaultplayercolors")))
532 if(self.clientcolors != cvar("sv_defaultplayercolors"))
533 setcolor(self, cvar("sv_defaultplayercolors"));
540 Called when a client spawns in the server
543 //void() ctf_playerchanged;
544 void PutClientInServer (void)
546 if(clienttype(self) == CLIENTTYPE_BOT)
548 self.classname = "player";
550 else if(clienttype(self) == CLIENTTYPE_REAL)
553 WriteByte(MSG_ONE, SVC_SETVIEW);
554 WriteEntity(MSG_ONE, self);
557 // player is dead and becomes observer
558 // FIXME fix LMS scoring for new system
561 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
562 self.classname = "observer";
567 self.classname = "observer";
569 if(self.classname == "player") {
572 spot = SelectSpawnPoint (FALSE);
575 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
576 return; // spawn failed
579 RemoveGrapplingHook(self); // Wazat's Grappling Hook
581 self.classname = "player";
582 self.iscreature = TRUE;
583 self.movetype = MOVETYPE_WALK;
584 self.solid = SOLID_SLIDEBOX;
585 self.flags = FL_CLIENT;
586 self.takedamage = DAMAGE_AIM;
588 self.effects = EF_FULLBRIGHT;
591 self.air_finished = time + 12;
594 self.ammo_shells = start_ammo_shells;
595 self.ammo_nails = start_ammo_nails;
596 self.ammo_rockets = start_ammo_rockets;
597 self.ammo_cells = start_ammo_cells;
598 self.health = start_health;
599 self.armorvalue = start_armorvalue;
600 self.items = start_items;
601 self.switchweapon = start_switchweapon;
602 self.cnt = start_switchweapon;
604 self.jump_interval = time;
606 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
607 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
608 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
609 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
610 //extend the pause of rotting if client was reset at the beginning of the countdown
611 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
612 self.spawnshieldtime += RESTART_COUNTDOWN;
613 self.pauserotarmor_finished += RESTART_COUNTDOWN;
614 self.pauserothealth_finished += RESTART_COUNTDOWN;
615 self.pauseregen_finished += RESTART_COUNTDOWN;
617 self.damageforcescale = 2;
624 self.pain_finished = 0;
625 self.strength_finished = 0;
626 self.invincible_finished = 0;
628 //self.speed_finished = 0;
629 //self.slowmo_finished = 0;
630 // players have no think function
631 self.think = SUB_Null;
637 self.deadflag = DEAD_NO;
639 self.angles = spot.angles;
641 self.angles_z = 0; // never spawn tilted even if the spot says to
642 self.fixangle = TRUE; // turn this way immediately
643 self.velocity = '0 0 0';
644 self.avelocity = '0 0 0';
645 self.punchangle = '0 0 0';
646 self.punchvector = '0 0 0';
647 self.oldvelocity = self.velocity;
652 self.customizeentityforclient = Client_customizeentityforclient;
658 self.view_ofs = PL_VIEW_OFS;
659 setsize (self, PL_MIN, PL_MAX);
660 self.spawnorigin = spot.origin;
661 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
662 // don't reset back to last position, even if new position is stuck in solid
663 self.oldorigin = self.origin;
667 Spawnqueue_Remove(self);
668 Spawnqueue_Mark(self);
671 self.event_damage = PlayerDamage;
673 self.bot_attack = TRUE;
675 self.statdraintime = time + 5;
676 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
678 if(self.killcount == -666) {
679 PlayerScore_Clear(self);
684 self.cnt = WEP_LASER;
685 self.nixnex_lastchange_id = -1;
687 CL_SpawnWeaponentity();
688 self.alpha = default_player_alpha;
689 self.colormod = '1 1 1' * cvar("g_player_brightness");
690 self.exteriorweaponentity.alpha = default_weapon_alpha;
692 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
693 self.lms_traveled_distance = 0;
694 self.speedrunning = FALSE;
696 race_PreparePlayer();
698 if(cvar("spawn_debug"))
700 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
701 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
704 //stuffcmd(self, "chase_active 0");
705 //stuffcmd(self, "set viewsize $tmpviewsize \n");
707 if (cvar("g_spawnsound"))
708 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
711 if(self.team == assault_attacker_team)
712 centerprint(self, "You are attacking!\n");
714 centerprint(self, "You are defending!\n");
717 } else if(self.classname == "observer") {
718 PutObserverInServer ();
722 // ctf_playerchanged();
729 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
732 void SendCSQCInfo(void)
734 if(clienttype(self) != CLIENTTYPE_REAL)
737 WriteByte(MSG_ONE, SVC_TEMPENTITY);
738 WriteByte(MSG_ONE, TE_CSQC_INIT);
739 WriteShort(MSG_ONE, CSQC_REVISION);
740 WriteByte(MSG_ONE, maxclients);
748 void SetNewParms (void)
750 // initialize parms for a new player
751 parm1 = -(86400 * 366);
759 void SetChangeParms (void)
761 // save parms for level change
762 parm1 = self.parm_idlesince - time;
770 void DecodeLevelParms (void)
773 self.parm_idlesince = parm1;
774 if(self.parm_idlesince == -(86400 * 366))
775 self.parm_idlesince = time;
782 Called when a client types 'kill' in the console
786 void ClientKill_Now_TeamChange()
788 if(self.killindicator_teamchange == -1)
791 JoinBestTeam( self, FALSE, FALSE );
795 SV_ChangeTeam(self.killindicator_teamchange - 1);
799 void ClientKill_Now()
801 if(self.killindicator_teamchange)
802 ClientKill_Now_TeamChange();
805 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
807 if(self.killindicator)
809 dprint("Cleaned up after a leaked kill indicator.\n");
810 remove(self.killindicator);
811 self.killindicator = world;
814 void KillIndicator_Think()
816 if (!self.owner.modelindex)
818 self.owner.killindicator = world;
826 ClientKill_Now(); // no oldself needed
832 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
833 if(clienttype(self.owner) == CLIENTTYPE_REAL)
836 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
837 if(self.owner.killindicator_teamchange)
839 if(self.owner.killindicator_teamchange == -1)
840 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
842 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
845 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
847 self.nextthink = time + 1;
852 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
856 killtime = cvar("g_balance_kill_delay");
858 self.killindicator_teamchange = targetteam;
860 if(!self.killindicator)
862 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
868 self.killindicator = spawn();
869 self.killindicator.owner = self;
870 self.killindicator.scale = 0.5;
871 setattachment(self.killindicator, self, "");
872 setorigin(self.killindicator, '0 0 52');
873 self.killindicator.think = KillIndicator_Think;
874 self.killindicator.nextthink = time + (self.lip) * 0.05;
875 self.killindicator.cnt = ceil(killtime);
876 self.killindicator.count = bound(0, ceil(killtime), 10);
877 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
879 for(e = world; (e = find(e, classname, "body")) != world; )
883 e.killindicator = spawn();
884 e.killindicator.owner = e;
885 e.killindicator.scale = 0.5;
886 setattachment(e.killindicator, e, "");
887 setorigin(e.killindicator, '0 0 52');
888 e.killindicator.think = KillIndicator_Think;
889 e.killindicator.nextthink = time + (e.lip) * 0.05;
890 e.killindicator.cnt = ceil(killtime);
895 if(self.killindicator)
898 self.killindicator.colormod = TeamColor(targetteam);
900 self.killindicator.colormod = '0 0 0';
904 void ClientKill (void)
906 ClientKill_TeamChange(0);
909 void DoTeamChange(float destteam)
912 if(!cvar("teamplay"))
915 SetPlayerColors(self, destteam);
918 if(self.classname == "player")
921 CheckAllowedTeams(self);
922 t = FindSmallestTeam(self, TRUE);
925 case COLOR_TEAM1: c0 = c1; break;
926 case COLOR_TEAM2: c0 = c2; break;
927 case COLOR_TEAM3: c0 = c3; break;
928 case COLOR_TEAM4: c0 = c4; break;
935 destteam = COLOR_TEAM1;
939 destteam = COLOR_TEAM2;
943 destteam = COLOR_TEAM3;
947 destteam = COLOR_TEAM4;
953 if(destteam == self.team && !self.killindicator)
955 ClientKill_TeamChange(destteam);
958 void FixClientCvars(entity e)
960 // send prediction settings to the client
961 stuffcmd(e, "\nin_bindmap 0 0\n");
963 * we no longer need to stuff this. Remove this comment block if you feel
964 * 2.3 and higher (or was it 2.2.3?) don't need these any more
965 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
966 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
967 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
968 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
969 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
970 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
971 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
972 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
973 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
974 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
975 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
976 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
977 stuffcmd(e, "cl_movement_edgefriction 1\n");
985 Called when a client connects to the server
988 //void ctf_clientconnect();
989 string ColoredTeamName(float t);
990 void DecodeLevelParms (void);
991 //void dom_player_join_team(entity pl);
992 void ClientConnect (void)
997 if(self.flags & FL_CLIENT)
999 print("Warning: ClientConnect, but already connected!\n");
1003 if(Ban_IsClientBanned(self))
1005 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1013 self.classname = "player_joining";
1015 self.flags = self.flags | FL_CLIENT;
1016 self.version_nagtime = time + 10 + random() * 10;
1020 dprint("BUG player count is lower than zero, this cannot happen!\n");
1024 PlayerScore_Attach(self);
1026 bot_clientconnect();
1029 // dom_player_join_team(self);
1031 //JoinBestTeam(self, FALSE, FALSE);
1033 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1034 self.classname = "observer";
1036 self.classname = "player";
1037 campaign_bots_may_start = 1;
1040 self.playerid = (playerid_last = playerid_last + 1);
1041 if(cvar("sv_eventlog"))
1043 if(clienttype(self) == CLIENTTYPE_REAL)
1047 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1048 s = strcat(":team:", ftos(self.playerid), ":");
1049 s = strcat(s, ftos(self.team));
1050 GameLogEcho(s, FALSE);
1052 self.netname_previous = strzone(self.netname);
1054 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1056 bprint ("^4",self.netname);
1057 bprint ("^4 connected");
1059 if(g_domination || g_ctf)
1061 bprint(" and joined the ");
1062 bprint(ColoredTeamName(self.team));
1067 self.welcomemessage_time = 0;
1069 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1070 // TODO: is this being used for anything else than cd tracks?
1071 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1073 stuffcmd(self, "cl_particles_reloadeffects\n");
1075 FixClientCvars(self);
1077 // spawnfunc_waypoint sprites
1078 WaypointSprite_InitClient(self);
1080 // Wazat's grappling hook
1081 SetGrappleHookBindings();
1083 // get autoswitch state from player when he toggles it
1084 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1086 // get version info from player
1087 stuffcmd(self, "cmd clientversion $gameversion\n");
1089 // send all weapon info strings
1090 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1092 while (wep <= WEP_LAST)
1094 weapon_action(wep, WR_REGISTER);
1098 // get other cvars from player
1101 // set cvar for team scoreboard
1105 t = cvar("teamplay");
1106 // 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
1107 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1110 stuffcmd(self, "set teamplay 0\n");
1112 // notify about available teams
1115 CheckAllowedTeams(self);
1116 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1117 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1120 stuffcmd(self, "set _teams_available 0\n");
1122 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1126 self.classname = "observer";
1127 Spawnqueue_Insert(self);
1131 ctf_clientconnect();
1137 bot_relinkplayerlist();
1139 self.spectatortime = time;
1142 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"));
1145 self.jointime = time;
1146 self.allowedTimeouts = cvar("sv_timeout_number");
1148 if(clienttype(self) == CLIENTTYPE_REAL)
1150 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1153 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1155 MapVote_SendData(MSG_ONE);
1156 MapVote_UpdateData(MSG_ONE);
1158 ScoreInfo_Write(MSG_ONE);
1163 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1165 PlayerScore_Add(self, SP_LMS_RANK, 666);
1166 self.frags = -666; // FIXME do we still need this?
1175 Called when a client disconnects from the server
1178 void(entity e) DropFlag;
1179 .entity chatbubbleentity;
1180 .entity teambubbleentity;
1181 //void() ctf_clientdisconnect;
1182 void ClientDisconnect (void)
1186 if not(self.flags & FL_CLIENT)
1188 print("Warning: ClientDisconnect without ClientConnect\n");
1192 bot_clientdisconnect();
1197 if(cvar("sv_eventlog"))
1198 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1199 bprint ("^4",self.netname);
1200 bprint ("^4 disconnected\n");
1202 if (self.chatbubbleentity)
1204 remove (self.chatbubbleentity);
1205 self.chatbubbleentity = world;
1208 if (self.teambubbleentity)
1210 remove (self.teambubbleentity);
1211 self.teambubbleentity = world;
1214 if (self.killindicator)
1216 remove (self.killindicator);
1217 self.killindicator = world;
1220 WaypointSprite_PlayerGone();
1223 kh_Key_DropAll(self, TRUE);
1225 if(self.flagcarried)
1226 DropFlag(self.flagcarried);
1229 self.flags = self.flags - (self.flags & FL_CLIENT);
1230 bot_relinkplayerlist();
1234 if(self.weaponentity)
1235 if(self.weaponentity.lasertarget)
1236 remove(self.weaponentity.lasertarget);
1240 Spawnqueue_Unmark(self);
1241 Spawnqueue_Remove(self);
1245 ctf_clientdisconnect();
1249 PlayerScore_Detach(self);
1251 if(self.netname_previous)
1252 strunzone(self.netname_previous);
1254 ClearPlayerSounds();
1262 void ChatBubbleThink()
1264 self.nextthink = time;
1265 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1267 self.owner.chatbubbleentity = world;
1271 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1272 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1273 self.model = self.mdl;
1278 void UpdateChatBubble()
1280 if (!self.modelindex)
1282 // spawn a chatbubble entity if needed
1283 if (!self.chatbubbleentity)
1285 self.chatbubbleentity = spawn();
1286 self.chatbubbleentity.owner = self;
1287 self.chatbubbleentity.exteriormodeltoclient = self;
1288 self.chatbubbleentity.think = ChatBubbleThink;
1289 self.chatbubbleentity.nextthink = time;
1290 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1291 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1292 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1293 self.chatbubbleentity.model = "";
1294 self.chatbubbleentity.effects = EF_LOWPRECISION;
1299 void TeamBubbleThink()
1301 self.nextthink = time;
1302 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1304 self.owner.teambubbleentity = world;
1308 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1309 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1312 self.model = self.mdl;
1316 float TeamBubble_customizeentityforclient()
1318 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1321 void UpdateTeamBubble()
1323 if (!self.modelindex || !cvar("teamplay"))
1325 // spawn a teambubble entity if needed
1326 if (!self.teambubbleentity && cvar("teamplay"))
1328 self.teambubbleentity = spawn();
1329 self.teambubbleentity.owner = self;
1330 self.teambubbleentity.exteriormodeltoclient = self;
1331 self.teambubbleentity.think = TeamBubbleThink;
1332 self.teambubbleentity.nextthink = time;
1333 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1334 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1335 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1336 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1337 self.teambubbleentity.mdl = self.teambubbleentity.model;
1338 self.teambubbleentity.model = self.teambubbleentity.mdl;
1339 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1340 self.teambubbleentity.effects = EF_LOWPRECISION;
1344 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1345 // added to the model skins
1346 /*void UpdateColorModHack()
1349 c = self.clientcolors & 15;
1350 // LordHavoc: only bothering to support white, green, red, yellow, blue
1351 if (teamplay == 0) self.colormod = '0 0 0';
1352 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1353 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1354 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1355 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1356 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1357 else self.colormod = '1 1 1';
1363 self.effects |= EF_NODRAW; // prevent another CopyBody
1364 PutClientInServer();
1368 * When sv_timeout is used this function returs strings like
1369 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1370 * Called by centerprint functions
1371 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1373 string getTimeoutText(float addOneSecond) {
1374 if (!cvar("sv_timeout") || !timeoutStatus)
1377 local string retStr;
1378 if (timeoutStatus == 1) {
1379 if (addOneSecond == 1) {
1380 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1383 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1387 else if (timeoutStatus == 2) {
1389 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1390 //don't show messages like "Timeout ends in 0 seconds"...
1391 if ((remainingTimeoutTime + 1) > 0)
1397 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1398 //don't show messages like "Timeout ends in 0 seconds"...
1399 if (remainingTimeoutTime > 0)
1408 void player_powerups (void)
1412 if (self.items & IT_STRENGTH)
1414 if (time > self.strength_finished)
1416 if (g_minstagib_invis_alpha > 0)
1418 self.alpha = default_player_alpha;
1419 self.exteriorweaponentity.alpha = default_weapon_alpha;
1420 self.effects = self.effects | EF_FULLBRIGHT;
1424 self.effects -= self.effects & EF_NODRAW;
1426 self.items = self.items - (self.items & IT_STRENGTH);
1427 sprint(self, "^3Invisibility has worn off\n");
1432 if (time < self.strength_finished)
1434 if (g_minstagib_invis_alpha > 0)
1436 self.alpha = g_minstagib_invis_alpha;
1437 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1438 self.effects -= self.effects & EF_FULLBRIGHT;
1442 self.effects = self.effects | EF_NODRAW;
1444 self.items = self.items | IT_STRENGTH;
1445 sprint(self, "^3You are invisible\n");
1449 if (self.items & IT_INVINCIBLE)
1451 if (time > self.invincible_finished)
1453 self.items = self.items - (self.items & IT_INVINCIBLE);
1454 sprint(self, "^3Speed has worn off\n");
1459 if (time < self.invincible_finished)
1461 self.items = self.items | IT_INVINCIBLE;
1462 sprint(self, "^3You are on speed\n");
1468 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1469 if (self.items & IT_STRENGTH)
1471 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1472 if (time > self.strength_finished)
1474 self.items = self.items - (self.items & IT_STRENGTH);
1475 sprint(self, "^3Strength has worn off\n");
1480 if (time < self.strength_finished)
1482 self.items = self.items | IT_STRENGTH;
1483 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1486 if (self.items & IT_INVINCIBLE)
1488 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1489 if (time > self.invincible_finished)
1491 self.items = self.items - (self.items & IT_INVINCIBLE);
1492 sprint(self, "^3Shield has worn off\n");
1497 if (time < self.invincible_finished)
1499 self.items = self.items | IT_INVINCIBLE;
1500 sprint(self, "^3Shield surrounds you\n");
1504 if (cvar("g_fullbrightplayers"))
1505 self.effects = self.effects | EF_FULLBRIGHT;
1507 // midair gamemode: damage only while in the air
1508 // if in midair mode, being on ground grants temporary invulnerability
1509 // (this is so that multishot weapon don't clear the ground flag on the
1510 // first damage in the frame, leaving the player vulnerable to the
1511 // remaining hits in the same frame)
1512 if (self.flags & FL_ONGROUND)
1514 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1516 if (time < self.spawnshieldtime)
1517 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1520 float CalcRegen(float current, float stable, float regenfactor)
1522 if(current > stable)
1524 else if(current > stable - 0.25) // when close enough, "snap"
1527 return min(stable, current + (stable - current) * regenfactor * frametime);
1530 void player_regen (void)
1532 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1533 maxh = cvar("g_balance_health_stable");
1534 maxa = cvar("g_balance_armor_stable");
1535 limith = cvar("g_balance_health_limit");
1536 limita = cvar("g_balance_armor_limit");
1538 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1541 max_mod = regen_mod = rot_mod = limit_mod = 1;
1543 if (self.runes & RUNE_REGEN)
1545 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1547 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1548 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1549 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1553 regen_mod = cvar("g_balance_rune_regen_regenrate");
1554 max_mod = cvar("g_balance_rune_regen_hpmod");
1555 limit_mod = cvar("g_balance_rune_regen_limitmod");
1558 else if (self.runes & CURSE_VENOM)
1560 max_mod = cvar("g_balance_curse_venom_hpmod");
1561 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1562 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1564 rot_mod = cvar("g_balance_curse_venom_rotrate");
1565 limit_mod = cvar("g_balance_curse_venom_limitmod");
1566 //if (!self.runes & RUNE_REGEN)
1567 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1569 maxh = maxh * max_mod;
1570 //maxa = maxa * max_mod;
1571 limith = limith * limit_mod;
1572 limita = limita * limit_mod;
1574 if (self.armorvalue > maxa)
1576 if (time > self.pauserotarmor_finished)
1578 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1579 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1582 else if (self.armorvalue < maxa)
1584 if (time > self.pauseregen_finished)
1586 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1587 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1590 if (self.health > maxh)
1592 if (time > self.pauserothealth_finished)
1594 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1595 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1598 else if (self.health < maxh)
1600 if (time > self.pauseregen_finished)
1602 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1603 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1607 if (self.health > limith)
1608 self.health = limith;
1609 if (self.armorvalue > limita)
1610 self.armorvalue = limita;
1612 // if player rotted to death... die!
1614 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1618 ======================
1619 spectate mode routines
1620 ======================
1622 void SpectateCopy(entity spectatee) {
1623 self.armortype = spectatee.armortype;
1624 self.armorvalue = spectatee.armorvalue;
1625 self.currentammo = spectatee.currentammo;
1626 self.effects = spectatee.effects;
1627 self.health = spectatee.health;
1629 self.items = spectatee.items;
1630 self.punchangle = spectatee.punchangle;
1631 self.view_ofs = spectatee.view_ofs;
1632 self.v_angle = spectatee.v_angle;
1633 self.viewzoom = spectatee.viewzoom;
1634 self.velocity = spectatee.velocity;
1635 self.dmg_take = spectatee.dmg_take;
1636 self.dmg_save = spectatee.dmg_save;
1637 self.dmg_inflictor = spectatee.dmg_inflictor;
1638 self.angles = spectatee.v_angle;
1639 self.fixangle = TRUE;
1640 setorigin(self, spectatee.origin);
1641 setsize(self, spectatee.mins, spectatee.maxs);
1644 float SpectateUpdate() {
1648 if (self == self.enemy)
1651 if(self.enemy.flags & FL_NOTARGET)
1654 SpectateCopy(self.enemy);
1659 float SpectateNext() {
1660 other = find(self.enemy, classname, "player");
1662 other = find(other, classname, "player");
1667 if(self.enemy.classname == "player") {
1669 WriteByte(MSG_ONE, SVC_SETVIEW);
1670 WriteEntity(MSG_ONE, self.enemy);
1671 self.wantswelcomemessage = 1;
1672 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1673 if(!SpectateUpdate())
1674 PutObserverInServer();
1683 ShowRespawnCountdown()
1685 Update a respawn countdown display.
1688 void ShowRespawnCountdown()
1691 if(self.deadflag == DEAD_NO) // just respawned?
1695 number = ceil(self.death_time - time);
1698 if(number <= self.respawn_countdown)
1700 self.respawn_countdown = number - 1;
1701 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
1702 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1707 void LeaveSpectatorMode()
1709 if(isJoinAllowed()) {
1710 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1711 self.classname = "player";
1712 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1713 JoinBestTeam(self, FALSE, TRUE);
1714 if(cvar("g_campaign"))
1715 campaign_bots_may_start = 1;
1716 PutClientInServer();
1717 if(!(self.flags & FL_NOTARGET))
1718 bprint ("^4", self.netname, "^4 is playing now\n");
1719 centerprint(self,"");
1722 stuffcmd(self,"menu_showteamselect\n");
1727 //player may not join because of g_maxplayers is set
1728 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1733 * Determines whether the player is allowed to join. This depends on cvar
1734 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1735 * it checks whether the number of currently playing players exceeds g_maxplayers.
1736 * @return bool TRUE if the player is allowed to join, false otherwise
1738 float isJoinAllowed() {
1739 if (!cvar("g_maxplayers"))
1743 local float currentlyPlaying;
1744 FOR_EACH_REALPLAYER(e) {
1745 if(e.classname == "player")
1746 currentlyPlaying += 1;
1748 if(currentlyPlaying < cvar("g_maxplayers"))
1755 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1756 * g_maxplayers_spectator_blocktime seconds
1758 void checkSpectatorBlock() {
1759 if(self.classname == "spectator" || self.classname == "observer") {
1760 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1761 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1767 float vercmp_recursive(string v1, string v2)
1773 dot1 = strstrofs(v1, ".", 0);
1774 dot2 = strstrofs(v2, ".", 0);
1778 s1 = substring(v1, 0, dot1);
1782 s2 = substring(v2, 0, dot2);
1784 r = stof(s1) - stof(s2);
1788 r = strcasecmp(s1, s2);
1801 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1804 float vercmp(string v1, string v2)
1806 if(strcasecmp(v1, v2) == 0) // early out check
1808 return vercmp_recursive(v1, v2);
1811 void ObserverThink()
1813 if (self.flags & FL_JUMPRELEASED) {
1814 if (self.BUTTON_JUMP && !self.version_mismatch) {
1815 self.welcomemessage_time = 0;
1816 self.flags = self.flags - FL_JUMPRELEASED;
1817 LeaveSpectatorMode();
1819 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1820 self.welcomemessage_time = 0;
1821 self.flags = self.flags - FL_JUMPRELEASED;
1822 if(SpectateNext() == 1) {
1823 self.classname = "spectator";
1827 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1828 self.flags = self.flags | FL_JUMPRELEASED;
1831 if(self.BUTTON_ZOOM)
1832 self.wantswelcomemessage = 0;
1833 if(self.wantswelcomemessage)
1834 PrintWelcomeMessage(self);
1837 void SpectatorThink()
1839 if (self.flags & FL_JUMPRELEASED) {
1840 if (self.BUTTON_JUMP && !self.version_mismatch) {
1841 self.welcomemessage_time = 0;
1842 self.flags = self.flags - FL_JUMPRELEASED;
1843 LeaveSpectatorMode();
1845 } else if(self.BUTTON_ATCK) {
1846 self.welcomemessage_time = 0;
1847 self.flags = self.flags - FL_JUMPRELEASED;
1848 if(SpectateNext() == 1) {
1849 self.classname = "spectator";
1851 self.classname = "observer";
1852 PutClientInServer();
1854 } else if (self.BUTTON_ATCK2) {
1855 self.welcomemessage_time = 0;
1856 self.flags = self.flags - FL_JUMPRELEASED;
1857 self.classname = "observer";
1858 PutClientInServer();
1860 if(!SpectateUpdate())
1861 PutObserverInServer();
1864 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1865 self.flags = self.flags | FL_JUMPRELEASED;
1868 if(self.BUTTON_ZOOM)
1869 self.wantswelcomemessage = 0;
1870 if(self.wantswelcomemessage)
1871 PrintWelcomeMessage(self);
1872 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1879 Called every frame for each client before the physics are run
1882 void() ctf_setstatus;
1883 .float vote_nagtime;
1884 void PlayerPreThink (void)
1887 checkSpectatorBlock();
1889 if(self.netname_previous != self.netname)
1891 if(cvar("sv_eventlog"))
1892 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1893 if(self.netname_previous)
1894 strunzone(self.netname_previous);
1895 self.netname_previous = strzone(self.netname);
1899 if(self.version_nagtime)
1900 if(self.cvar_g_nexuizversion)
1901 if(time > self.version_nagtime)
1903 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1905 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1907 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");
1908 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"));
1913 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1916 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");
1917 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"));
1921 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");
1922 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1926 self.version_nagtime = 0;
1930 if(self.cvar_scr_centertime)
1931 if(time > self.vote_nagtime)
1934 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1938 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1940 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1941 self.max_armorvalue = 0;
1945 antilag_record(self);
1947 if(self.classname == "player") {
1948 // if(self.netname == "Wazat")
1949 // bprint(self.classname, "\n");
1951 CheckRules_Player();
1953 if(self.BUTTON_INFO)
1954 PrintWelcomeMessage(self);
1956 if(g_lms || !cvar("sv_spectate"))
1957 if((time - self.jointime) <= cvar("welcome_message_time"))
1958 PrintWelcomeMessage(self);
1960 if (intermission_running)
1962 IntermissionThink (); // otherwise a button could be missed between
1963 return; // the think tics
1966 if(self.teleport_time)
1967 if(time > self.teleport_time)
1969 self.teleport_time = 0;
1970 self.effects = self.effects - (self.effects & EF_NODRAW);
1971 if(self.weaponentity)
1972 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1975 Nixnex_GiveCurrentWeapon();
1977 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1978 UpdateSelectedPlayer();
1980 //don't allow the player to turn around while game is paused!
1981 if(timeoutStatus == 2) {
1982 self.v_angle = self.lastV_angle;
1983 self.angles = self.lastV_angle;
1984 self.fixangle = TRUE;
1987 if (self.deadflag != DEAD_NO)
1989 float button_pressed, force_respawn;
1991 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1992 force_respawn = (g_lms || cvar("g_forced_respawn"));
1993 if (self.deadflag == DEAD_DYING)
1996 self.deadflag = DEAD_RESPAWNING;
1997 else if(!button_pressed)
1998 self.deadflag = DEAD_DEAD;
2000 else if (self.deadflag == DEAD_DEAD)
2003 self.deadflag = DEAD_RESPAWNABLE;
2005 else if (self.deadflag == DEAD_RESPAWNABLE)
2008 self.deadflag = DEAD_RESPAWNING;
2010 else if (self.deadflag == DEAD_RESPAWNING)
2012 if(time > self.death_time)
2014 self.death_time = time + 1; // only retry once a second
2018 ShowRespawnCountdown();
2022 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2026 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2027 dist = self.oldorigin - self.origin;
2029 self.lms_traveled_distance += fabs(vlen(dist));
2031 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2033 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2034 self.lms_traveled_distance = 0;
2037 if(time > self.lms_nextcheck)
2039 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2040 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2042 centerprint(self, cvar_string("g_lms_campcheck_message"));
2043 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2044 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2045 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');
2047 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2048 self.lms_traveled_distance = 0;
2052 if (self.BUTTON_CROUCH && !self.hook.state)
2057 self.view_ofs = PL_CROUCH_VIEW_OFS;
2058 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2059 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2066 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2067 if (!trace_startsolid)
2069 self.crouch = FALSE;
2070 self.view_ofs = PL_VIEW_OFS;
2071 setsize (self, PL_MIN, PL_MAX);
2078 GrapplingHookFrame();
2083 float zoomfactor, zoomspeed, zoomdir;
2084 zoomfactor = self.cvar_cl_zoomfactor;
2085 if(zoomfactor < 1 || zoomfactor > 16)
2087 zoomspeed = self.cvar_cl_zoomspeed;
2088 if(zoomspeed >= 0) // < 0 is instant zoom
2089 if(zoomspeed < 0.5 || zoomspeed > 16)
2092 zoomdir = self.BUTTON_ZOOM;
2093 if(self.BUTTON_ATCK2)
2094 if(self.weapon == WEP_NEX)
2099 self.has_zoomed = 1;
2103 if(zoomspeed <= 0) // instant zoom
2106 self.viewzoom = 1 / zoomfactor;
2112 // geometric zoom would be:
2113 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2114 // however, testing showed that arithmetic/harmonic zoom works better
2116 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2117 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2118 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2120 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2121 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2122 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2126 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2134 minstagib_ammocheck();
2139 //self.angles_y=self.v_angle_y + 90; // temp
2141 //if (TetrisPreFrame()) return;
2142 } else if(gameover) {
2143 if (intermission_running)
2144 IntermissionThink (); // otherwise a button could be missed between
2146 } else if(self.classname == "observer") {
2148 } else if(self.classname == "spectator") {
2158 Called every frame for each client after the physics are run
2161 .float idlekick_lasttimeleft;
2162 void PlayerPostThink (void)
2164 // Savage: Check for nameless players
2165 if (strlen(self.netname) < 1) {
2166 self.netname = "Player";
2167 stuffcmd(self, "seta _cl_name Player\n");
2173 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2176 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2177 announce(self, "announcer/robotic/terminated.ogg");
2181 else if(timeleft <= 10)
2183 if(timeleft != self.idlekick_lasttimeleft)
2185 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2186 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2191 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2193 self.idlekick_lasttimeleft = timeleft;
2196 if(self.classname == "player") {
2197 CheckRules_Player();
2202 if (intermission_running)
2203 return; // intermission or finale
2205 //PrintWelcomeMessage(self);
2206 //if (TetrisPostFrame()) return;
2208 // restart countdown
2209 if (restart_countdown) {
2210 if(time < restart_countdown) {
2211 if (!cvar("sv_ready_restart_after_countdown"))
2213 self.movetype = MOVETYPE_NONE;
2214 self.velocity = '0 0 0';
2215 self.avelocity = '0 0 0';
2216 self.movement = '0 0 0';
2221 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2222 if (!cvar("sv_ready_restart_after_countdown"))
2224 if(self.movetype == MOVETYPE_NONE)
2226 self.movetype = MOVETYPE_WALK;
2232 } else if (self.classname == "observer") {
2234 } else if (self.classname == "spectator") {
2240 for(i = 0; i < 1000; ++i)
2243 end = self.origin + '0 0 1024' + 512 * randomvec();
2244 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2245 if(trace_fraction < 1)
2246 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2248 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");