1 .float spectatee_status;
3 .float bloodloss_timer;
6 float ClientData_Send(entity to, float sf)
17 if(to.classname == "spectator")
23 sf |= 1; // forced scoreboard
24 if(to.spectatee_status)
25 sf |= 2; // spectator ent number follows
28 if(e.porto_v_angle_held)
29 sf |= 8; // angles held
31 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32 WriteByte(MSG_ENTITY, sf);
35 WriteByte(MSG_ENTITY, to.spectatee_status);
39 WriteAngle(MSG_ENTITY, e.v_angle_x);
40 WriteAngle(MSG_ENTITY, e.v_angle_y);
46 void ClientData_Attach()
48 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49 self.clientdata.drawonlytoclient = self;
50 self.clientdata.owner = self;
53 void ClientData_Detach()
55 remove(self.clientdata);
56 self.clientdata = world;
59 void ClientData_Touch(entity e)
61 e.clientdata.SendFlags = 1;
63 // make it spectatable
65 FOR_EACH_REALCLIENT(e2)
68 if(e2.classname == "spectator")
70 e2.clientdata.SendFlags = 1;
75 #define SPAWNPOINT_SCORE frags
77 .string netname_previous;
79 void spawnfunc_info_player_survivor (void)
81 spawnfunc_info_player_deathmatch();
84 void spawnfunc_info_player_start (void)
86 spawnfunc_info_player_deathmatch();
89 void spawnfunc_info_player_deathmatch (void)
91 self.classname = "info_player_deathmatch";
92 relocate_spawnpoint();
100 self.team = activator.team;
101 some_spawn_has_been_used = 1;
106 // -1 if a spawn can't be used
107 // otherwise, a weight of the spawnpoint
108 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
110 float shortest, thisdist;
113 // filter out spots for the wrong team
115 if(spot.team != teamcheck)
119 if(spot.target == "")
122 // filter out spots for assault
123 if(spot.target != "") {
126 ent = find(world, targetname, spot.target);
128 if(ent.classname == "target_objective")
131 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
135 else if(ent.classname == "trigger_race_checkpoint")
138 if(self.classname == "player") // spectators may spawn everywhere
140 if(g_race_qualifying)
143 if(ent.race_checkpoint != 0)
145 if(spot.race_place != race_lowest_place_spawn)
150 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
153 pl = self.race_place;
154 if(pl > race_highest_place_spawn)
156 if(spot.race_place != pl)
162 ent = find(ent, targetname, spot.target);
170 shortest = vlen(world.maxs - world.mins);
171 for(player = playerlist; player; player = player.chain)
174 thisdist = vlen(player.origin - spot.origin);
175 if (thisdist < shortest)
183 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
185 local entity spot, spotlist, spotlistend;
186 spawn_allgood = TRUE;
192 for(spot = firstspot; spot; spot = spot.chain)
194 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
196 if(cvar("spawn_debugview"))
198 setmodel(spot, "models/runematch/rune.mdl");
199 if(spot.SPAWNPOINT_SCORE < mindist)
201 spot.colormod = '1 0 0';
206 spot.colormod = '0 1 0';
207 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
211 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
213 if(spot.SPAWNPOINT_SCORE < mindist)
215 // too short distance
216 spawn_allgood = FALSE;
221 spawn_allbad = FALSE;
224 spotlistend.chain = spot;
231 if(spot.team != teamcheck)
232 error("invalid spawn added");
234 print("added ", etos(spot), "\n");
240 spotlistend.chain = world;
245 for(e = spotlist; e; e = e.chain)
247 print("seen ", etos(e), "\n");
248 if(e.team != teamcheck)
249 error("invalid spawn found");
256 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
258 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
259 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
262 RandomSelection_Init();
263 for(spot = firstspot; spot; spot = spot.chain)
264 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
266 return RandomSelection_chosen_ent;
273 Finds a point to respawn
276 entity SelectSpawnPoint (float anypoint)
278 local float teamcheck;
279 local entity firstspot_new;
280 local entity spot, firstspot, playerlist;
282 spot = find (world, classname, "testplayerstart");
288 if(!anypoint && have_team_spawns)
289 teamcheck = self.team;
291 // get the list of players
292 playerlist = findchain(classname, "player");
293 // get the entire list of spots
294 firstspot = findchain(classname, "info_player_deathmatch");
295 // filter out the bad ones
296 // (note this returns the original list if none survived)
297 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
299 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
300 firstspot = firstspot_new;
302 // there is 50/50 chance of choosing a random spot or the furthest spot
303 // (this means that roughly every other spawn will be furthest, so you
304 // usually won't get fragged at spawn twice in a row)
305 if (arena_roundbased)
307 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
309 firstspot = firstspot_new;
310 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
312 else if (random() > cvar("g_spawn_furthest"))
313 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
315 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
317 if(cvar("spawn_debugview"))
319 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
323 for(e = firstspot; e; e = e.chain)
324 if(e.team != teamcheck)
325 error("invalid spawn found");
330 if(cvar("spawn_debug"))
334 if(some_spawn_has_been_used)
335 return world; // team can't spawn any more, because of actions of other team
337 error("Cannot find a spawn point - please fix the map!");
348 Checks if the argument string can be a valid playermodel.
349 Returns a valid one in doubt.
352 string FallbackPlayerModel = "models/player/marine.zym";
353 string CheckPlayerModel(string plyermodel) {
354 if(strlen(plyermodel) < 4)
355 return FallbackPlayerModel;
356 if( substring(plyermodel,0,14) != "models/player/")
357 return FallbackPlayerModel;
358 else if(cvar("sv_servermodelsonly"))
360 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
361 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
362 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
363 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
364 return FallbackPlayerModel;
365 if(plyermodel != strtolower(plyermodel))
366 return FallbackPlayerModel;
367 if(!fexists(plyermodel))
368 return FallbackPlayerModel;
375 Client_customizeentityforclient
380 float Client_customizeentityforclient()
382 #ifdef ALLOW_VARIABLE_LOD
384 // other: the player viewing me
388 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
391 if(other.cvar_cl_playerdetailreduction <= 0)
393 if(other.cvar_cl_playerdetailreduction <= -2)
394 self.modelindex = self.modelindex_lod2;
395 else if(other.cvar_cl_playerdetailreduction <= -1)
396 self.modelindex = self.modelindex_lod1;
398 self.modelindex = self.modelindex_lod0;
402 distance = vlen(self.origin - other.origin);
403 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
405 self.modelindex = self.modelindex_lod2;
407 self.modelindex = self.modelindex_lod1;
409 self.modelindex = self.modelindex_lod0;
416 void UpdatePlayerSounds();
417 void setmodel_lod(entity e, string modelname)
419 #ifdef ALLOW_VARIABLE_LOD
422 // FIXME: this only supports 3-letter extensions
423 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
427 setmodel(e, s); // players have high precision
428 self.modelindex_lod1 = self.modelindex;
431 self.modelindex_lod1 = -1;
433 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
437 setmodel(e, s); // players have high precision
438 self.modelindex_lod2 = self.modelindex;
441 self.modelindex_lod2 = -1;
443 precache_model(modelname);
444 setmodel(e, modelname); // players have high precision
445 self.modelindex_lod0 = self.modelindex;
447 if(self.modelindex_lod1 < 0)
448 self.modelindex_lod1 = self.modelindex;
450 if(self.modelindex_lod2 < 0)
451 self.modelindex_lod2 = self.modelindex;
453 precache_model(modelname);
454 setmodel(e, modelname); // players have high precision
456 player_setupanimsformodel();
457 UpdatePlayerSounds();
464 putting a client as observer in the server
467 void PutObserverInServer (void)
471 race_PreSpawnObserver();
473 spot = SelectSpawnPoint (TRUE);
475 error("No spawnpoints for observers?!?\n");
476 RemoveGrapplingHook(self); // Wazat's Grappling Hook
478 if(clienttype(self) == CLIENTTYPE_REAL)
481 WriteByte(MSG_ONE, SVC_SETVIEW);
482 WriteEntity(MSG_ONE, self);
486 kh_Key_DropAll(self, TRUE);
488 Portal_ClearAll(self);
491 DropFlag(self.flagcarried, world, world);
493 WaypointSprite_PlayerDead();
495 if(self.killcount != -666)
499 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
500 bprint ("^4", self.netname, "^4 has no more lives left\n");
502 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
505 bprint ("^4", self.netname, "^4 is spectating now\n");
508 PlayerScore_Clear(self); // clear scores when needed
510 self.spectatortime = time;
512 self.classname = "observer";
513 self.iscreature = FALSE;
515 self.takedamage = DAMAGE_NO;
516 self.solid = SOLID_NOT;
517 self.movetype = MOVETYPE_NOCLIP;
518 self.flags = FL_CLIENT | FL_NOTARGET;
519 self.armorvalue = 666;
521 self.armorvalue = cvar("g_balance_armor_start");
522 self.pauserotarmor_finished = 0;
523 self.pauserothealth_finished = 0;
524 self.pauseregen_finished = 0;
525 self.damageforcescale = 0;
532 self.pain_finished = 0;
533 self.strength_finished = 0;
534 self.invincible_finished = 0;
536 self.think = SUB_Null;
540 self.deadflag = DEAD_NO;
541 self.angles = spot.angles;
543 self.fixangle = TRUE;
546 self.view_ofs = PL_VIEW_OFS;
547 setorigin (self, spot.origin);
548 setsize (self, '0 0 0', '0 0 0');
549 self.prevorigin = self.origin;
555 self.weaponmodel = "";
556 self.weaponentity = world;
557 self.exteriorweaponentity = world;
558 self.killcount = -666;
559 self.velocity = '0 0 0';
560 self.avelocity = '0 0 0';
561 self.punchangle = '0 0 0';
562 self.punchvector = '0 0 0';
563 self.oldvelocity = self.velocity;
564 self.customizeentityforclient = Client_customizeentityforclient;
570 if(self.version_mismatch)
572 Spawnqueue_Unmark(self);
573 Spawnqueue_Remove(self);
577 Spawnqueue_Insert(self);
582 // Only if the player cannot play at all
583 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
584 self.frags = FRAGS_SPECTATOR;
586 self.frags = FRAGS_LMS_LOSER;
589 self.frags = FRAGS_SPECTATOR;
592 float RestrictSkin(float s)
601 void FixPlayermodel()
603 local string defaultmodel;
604 local float defaultskin;
609 if(cvar("sv_defaultcharacter") == 1) {
614 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
615 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
618 if(defaultmodel == "")
620 defaultmodel = cvar_string("sv_defaultplayermodel");
621 defaultskin = cvar("sv_defaultplayerskin");
625 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
628 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
629 self.model = ""; // force the != checks to return true
632 if(defaultmodel != "")
634 if (defaultmodel != self.model)
638 setmodel_lod (self, defaultmodel);
639 setsize (self, m1, m2);
642 self.skin = defaultskin;
644 if (self.playermodel != self.model)
646 self.playermodel = CheckPlayerModel(self.playermodel);
649 setmodel_lod (self, self.playermodel);
650 setsize (self, m1, m2);
653 self.skin = RestrictSkin(stof(self.playerskin));
657 if(strlen(cvar_string("sv_defaultplayercolors")))
658 if(self.clientcolors != cvar("sv_defaultplayercolors"))
659 setcolor(self, cvar("sv_defaultplayercolors"));
662 void PlayerTouchExplode(entity p1, entity p2)
665 org = (p1.origin + p2.origin) * 0.5;
666 org_z += (p1.mins_z + p2.mins_z) * 0.5;
673 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
681 Called when a client spawns in the server
684 //void() ctf_playerchanged;
685 void PutClientInServer (void)
687 if(clienttype(self) == CLIENTTYPE_BOT)
689 self.classname = "player";
691 else if(clienttype(self) == CLIENTTYPE_REAL)
694 WriteByte(MSG_ONE, SVC_SETVIEW);
695 WriteEntity(MSG_ONE, self);
698 // player is dead and becomes observer
699 // FIXME fix LMS scoring for new system
702 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
703 self.classname = "observer";
708 self.classname = "observer";
710 if(self.classname == "player") {
711 entity spot, oldself;
714 JoinBestTeam(self, FALSE, TRUE);
718 spot = SelectSpawnPoint (FALSE);
721 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
722 return; // spawn failed
725 RemoveGrapplingHook(self); // Wazat's Grappling Hook
726 self.campingrifle_bulletcounter = 0;
728 self.classname = "player";
729 self.wasplayer = TRUE;
730 self.iscreature = TRUE;
731 self.movetype = MOVETYPE_WALK;
732 self.solid = SOLID_SLIDEBOX;
733 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
734 self.frags = FRAGS_PLAYER;
735 if(independent_players)
736 MAKE_INDEPENDENT_PLAYER(self);
737 self.flags = FL_CLIENT;
738 self.takedamage = DAMAGE_AIM;
740 self.effects = EF_FULLBRIGHT;
743 self.air_finished = time + 12;
748 self.ammo_shells = warmup_start_ammo_shells;
749 self.ammo_nails = warmup_start_ammo_nails;
750 self.ammo_rockets = warmup_start_ammo_rockets;
751 self.ammo_cells = warmup_start_ammo_cells;
752 self.ammo_fuel = warmup_start_ammo_fuel;
753 self.health = warmup_start_health;
754 self.armorvalue = warmup_start_armorvalue;
755 self.weapons = warmup_start_weapons;
759 self.ammo_shells = start_ammo_shells;
760 self.ammo_nails = start_ammo_nails;
761 self.ammo_rockets = start_ammo_rockets;
762 self.ammo_cells = start_ammo_cells;
763 self.ammo_fuel = start_ammo_fuel;
764 self.health = start_health;
765 self.armorvalue = start_armorvalue;
766 self.weapons = start_weapons;
768 self.items = start_items;
769 self.switchweapon = w_getbestweapon(self);
770 self.cnt = self.switchweapon;
772 self.jump_interval = time;
774 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
775 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
776 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
777 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
778 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
779 //extend the pause of rotting if client was reset at the beginning of the countdown
780 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
781 self.spawnshieldtime += game_starttime - time;
782 self.pauserotarmor_finished += game_starttime - time;
783 self.pauserothealth_finished += game_starttime - time;
784 self.pauseregen_finished += game_starttime - time;
786 self.damageforcescale = 2;
793 self.pain_finished = 0;
794 self.strength_finished = 0;
795 self.invincible_finished = 0;
797 //self.speed_finished = 0;
798 //self.slowmo_finished = 0;
799 // players have no think function
800 self.think = SUB_Null;
807 self.deadflag = DEAD_NO;
809 self.angles = spot.angles;
811 self.angles_z = 0; // never spawn tilted even if the spot says to
812 self.fixangle = TRUE; // turn this way immediately
813 self.velocity = '0 0 0';
814 self.avelocity = '0 0 0';
815 self.punchangle = '0 0 0';
816 self.punchvector = '0 0 0';
817 self.oldvelocity = self.velocity;
820 WRITESPECTATABLE_MSG_ONE({
821 WriteByte(MSG_ONE, SVC_TEMPENTITY);
822 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
825 self.customizeentityforclient = Client_customizeentityforclient;
831 self.view_ofs = PL_VIEW_OFS;
832 setsize (self, PL_MIN, PL_MAX);
833 self.spawnorigin = spot.origin;
834 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
835 // don't reset back to last position, even if new position is stuck in solid
836 self.oldorigin = self.origin;
837 self.prevorigin = self.origin;
841 Spawnqueue_Remove(self);
842 Spawnqueue_Mark(self);
845 self.event_damage = PlayerDamage;
847 self.bot_attack = TRUE;
849 self.statdraintime = time + 5;
850 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
852 if(self.killcount == -666) {
853 PlayerScore_Clear(self);
857 self.cnt = WEP_LASER;
858 self.nixnex_lastchange_id = -1;
860 CL_SpawnWeaponentity();
861 self.alpha = default_player_alpha;
862 self.colormod = '1 1 1' * cvar("g_player_brightness");
863 self.exteriorweaponentity.alpha = default_weapon_alpha;
865 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
866 self.lms_traveled_distance = 0;
867 self.speedrunning = FALSE;
869 race_PostSpawn(spot);
871 if(cvar("spawn_debug"))
873 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
874 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
877 //stuffcmd(self, "chase_active 0");
878 //stuffcmd(self, "set viewsize $tmpviewsize \n");
880 if (cvar("g_spawnsound"))
881 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
884 if(self.team == assault_attacker_team)
885 centerprint(self, "You are attacking!");
887 centerprint(self, "You are defending!");
890 target_voicescript_clear(self);
899 } else if(self.classname == "observer") {
900 PutObserverInServer ();
904 // ctf_playerchanged();
907 float ClientInit_SendEntity(entity to, float sf)
910 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
911 WriteShort(MSG_ENTITY, CSQC_REVISION);
912 for(i = 1; i <= 24; ++i)
913 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
914 WriteCoord(MSG_ENTITY, hook_shotorigin_x);
915 WriteCoord(MSG_ENTITY, hook_shotorigin_y);
916 WriteCoord(MSG_ENTITY, hook_shotorigin_z);
918 if(sv_foginterval && world.fog != "")
919 WriteString(MSG_ENTITY, world.fog);
921 WriteString(MSG_ENTITY, "");
926 void ClientInit_Spawn()
928 Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);
936 void SetNewParms (void)
938 // initialize parms for a new player
939 parm1 = -(86400 * 366);
947 void SetChangeParms (void)
949 // save parms for level change
950 parm1 = self.parm_idlesince - time;
958 void DecodeLevelParms (void)
961 self.parm_idlesince = parm1;
962 if(self.parm_idlesince == -(86400 * 366))
963 self.parm_idlesince = time;
965 // whatever happens, allow 60 seconds of idling directly after connect for map loading
966 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
973 Called when a client types 'kill' in the console
977 void ClientKill_Now_TeamChange()
979 if(self.killindicator_teamchange == -1)
982 JoinBestTeam( self, FALSE, FALSE );
985 SV_ChangeTeam(self.killindicator_teamchange - 1);
988 void ClientKill_Now()
990 if(self.killindicator_teamchange)
991 ClientKill_Now_TeamChange();
994 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
996 if(self.killindicator)
998 dprint("Cleaned up after a leaked kill indicator.\n");
999 remove(self.killindicator);
1000 self.killindicator = world;
1003 void KillIndicator_Think()
1005 if (!self.owner.modelindex)
1007 self.owner.killindicator = world;
1015 ClientKill_Now(); // no oldself needed
1021 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1022 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1025 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1026 if(self.owner.killindicator_teamchange)
1028 if(self.owner.killindicator_teamchange == -1)
1029 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1031 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1034 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1036 self.nextthink = time + 1;
1041 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1045 killtime = cvar("g_balance_kill_delay");
1047 self.killindicator_teamchange = targetteam;
1049 if(!self.killindicator)
1051 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1057 self.killindicator = spawn();
1058 self.killindicator.owner = self;
1059 self.killindicator.scale = 0.5;
1060 setattachment(self.killindicator, self, "");
1061 setorigin(self.killindicator, '0 0 52');
1062 self.killindicator.think = KillIndicator_Think;
1063 self.killindicator.nextthink = time + (self.lip) * 0.05;
1064 self.killindicator.cnt = ceil(killtime);
1065 self.killindicator.count = bound(0, ceil(killtime), 10);
1066 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1068 for(e = world; (e = find(e, classname, "body")) != world; )
1072 e.killindicator = spawn();
1073 e.killindicator.owner = e;
1074 e.killindicator.scale = 0.5;
1075 setattachment(e.killindicator, e, "");
1076 setorigin(e.killindicator, '0 0 52');
1077 e.killindicator.think = KillIndicator_Think;
1078 e.killindicator.nextthink = time + (e.lip) * 0.05;
1079 e.killindicator.cnt = ceil(killtime);
1084 if(self.killindicator)
1087 self.killindicator.colormod = TeamColor(targetteam);
1089 self.killindicator.colormod = '0 0 0';
1093 void ClientKill (void)
1095 ClientKill_TeamChange(0);
1098 void DoTeamChange(float destteam)
1104 SetPlayerColors(self, destteam);
1107 if(self.classname == "player")
1110 CheckAllowedTeams(self);
1111 t = FindSmallestTeam(self, TRUE);
1114 case COLOR_TEAM1: c0 = c1; break;
1115 case COLOR_TEAM2: c0 = c2; break;
1116 case COLOR_TEAM3: c0 = c3; break;
1117 case COLOR_TEAM4: c0 = c4; break;
1124 destteam = COLOR_TEAM1;
1128 destteam = COLOR_TEAM2;
1132 destteam = COLOR_TEAM3;
1136 destteam = COLOR_TEAM4;
1142 if(destteam == self.team && destteam >= 0 && !self.killindicator)
1144 ClientKill_TeamChange(destteam);
1147 void FixClientCvars(entity e)
1149 // send prediction settings to the client
1150 stuffcmd(e, "\nin_bindmap 0 0\n");
1152 * we no longer need to stuff this. Remove this comment block if you feel
1153 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1154 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1155 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1156 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1157 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1158 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1159 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1160 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1161 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1162 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1163 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1164 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1165 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1166 stuffcmd(e, "cl_movement_edgefriction 1\n");
1174 Called when a client connects to the server
1177 //void ctf_clientconnect();
1178 string ColoredTeamName(float t);
1179 void DecodeLevelParms (void);
1180 //void dom_player_join_team(entity pl);
1181 void ClientConnect (void)
1186 if(self.flags & FL_CLIENT)
1188 print("Warning: ClientConnect, but already connected!\n");
1192 if(Ban_MaybeEnforceBan(self))
1197 self.classname = "player_joining";
1199 self.flags = FL_CLIENT;
1200 self.version_nagtime = time + 10 + random() * 10;
1204 dprint("BUG player count is lower than zero, this cannot happen!\n");
1208 PlayerScore_Attach(self);
1209 ClientData_Attach();
1211 bot_clientconnect();
1213 race_PreSpawnObserver();
1216 // dom_player_join_team(self);
1218 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1220 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1221 self.classname = "observer";
1225 if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1227 self.classname = "player";
1228 campaign_bots_may_start = 1;
1232 self.classname = "observer"; // do it anyway
1237 self.classname = "player";
1238 campaign_bots_may_start = 1;
1242 self.playerid = (playerid_last = playerid_last + 1);
1243 if(cvar("sv_eventlog"))
1245 if(clienttype(self) == CLIENTTYPE_REAL)
1246 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1248 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1249 s = strcat(":team:", ftos(self.playerid), ":");
1250 s = strcat(s, ftos(self.team));
1253 self.netname_previous = strzone(self.netname);
1255 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1257 bprint ("^4",self.netname);
1258 bprint ("^4 connected");
1260 if(g_domination || g_ctf)
1262 bprint(" and joined the ");
1263 bprint(ColoredTeamName(self.team));
1268 self.welcomemessage_time = 0;
1270 stuffcmd(self, strcat(clientstuff, "\n"));
1271 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1272 stuffcmd(self, "cl_particles_reloadeffects\n");
1274 FixClientCvars(self);
1276 // spawnfunc_waypoint sprites
1277 WaypointSprite_InitClient(self);
1279 // Wazat's grappling hook
1280 SetGrappleHookBindings();
1282 // get autoswitch state from player when he toggles it
1283 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1285 // get version info from player
1286 stuffcmd(self, "cmd clientversion $gameversion\n");
1288 // get other cvars from player
1291 // set cvar for team scoreboard
1292 stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1294 // notify about available teams
1297 CheckAllowedTeams(self);
1298 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1299 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1302 stuffcmd(self, "set _teams_available 0\n");
1304 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1308 self.classname = "observer";
1309 Spawnqueue_Insert(self);
1313 ctf_clientconnect();
1319 bot_relinkplayerlist();
1321 self.spectatortime = time;
1324 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"));
1327 self.jointime = time;
1328 self.allowedTimeouts = cvar("sv_timeout_number");
1330 if(clienttype(self) == CLIENTTYPE_REAL)
1332 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1334 if(cvar("g_bugrigs"))
1335 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1340 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1342 PlayerScore_Add(self, SP_LMS_RANK, 666);
1343 self.frags = FRAGS_SPECTATOR;
1347 if(!sv_foginterval && world.fog != "")
1348 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1350 SoundEntity_Attach(self);
1357 Called when a client disconnects from the server
1360 .entity chatbubbleentity;
1361 .entity teambubbleentity;
1363 void ClientDisconnect (void)
1365 if not(self.flags & FL_CLIENT)
1367 print("Warning: ClientDisconnect without ClientConnect\n");
1371 bot_clientdisconnect();
1376 if(cvar("sv_eventlog"))
1377 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1378 bprint ("^4",self.netname);
1379 bprint ("^4 disconnected\n");
1381 SoundEntity_Detach(self);
1384 kh_Key_DropAll(self, TRUE);
1386 Portal_ClearAll(self);
1388 if(self.flagcarried)
1389 DropFlag(self.flagcarried, world, world);
1391 // Here, everything has been done that requires this player to be a client.
1393 self.flags &~= FL_CLIENT;
1395 if (self.chatbubbleentity)
1396 remove (self.chatbubbleentity);
1398 if (self.teambubbleentity)
1399 remove (self.teambubbleentity);
1401 if (self.killindicator)
1402 remove (self.killindicator);
1404 WaypointSprite_PlayerGone();
1406 bot_relinkplayerlist();
1409 if(self.weaponentity)
1410 if(self.weaponentity.lasertarget)
1411 remove(self.weaponentity.lasertarget);
1415 Spawnqueue_Unmark(self);
1416 Spawnqueue_Remove(self);
1419 ClientData_Detach();
1420 PlayerScore_Detach(self);
1422 if(self.netname_previous)
1423 strunzone(self.netname_previous);
1425 ClearPlayerSounds();
1435 void ChatBubbleThink()
1437 self.nextthink = time;
1438 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1440 if(self.owner) // but why can that ever be world?
1441 self.owner.chatbubbleentity = world;
1445 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1446 self.model = self.mdl;
1451 void UpdateChatBubble()
1453 if (!self.modelindex)
1455 // spawn a chatbubble entity if needed
1456 if (!self.chatbubbleentity)
1458 self.chatbubbleentity = spawn();
1459 self.chatbubbleentity.owner = self;
1460 self.chatbubbleentity.exteriormodeltoclient = self;
1461 self.chatbubbleentity.think = ChatBubbleThink;
1462 self.chatbubbleentity.nextthink = time;
1463 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1464 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1465 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1466 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1467 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1468 self.chatbubbleentity.model = "";
1469 self.chatbubbleentity.effects = EF_LOWPRECISION;
1474 void TeamBubbleThink()
1476 self.nextthink = time;
1477 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1479 if(self.owner) // but why can that ever be world?
1480 self.owner.teambubbleentity = world;
1484 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1485 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1488 self.model = self.mdl;
1492 float TeamBubble_customizeentityforclient()
1494 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1497 void UpdateTeamBubble()
1499 if (!self.modelindex || !teams_matter)
1501 // spawn a teambubble entity if needed
1502 if (!self.teambubbleentity && teams_matter)
1504 self.teambubbleentity = spawn();
1505 self.teambubbleentity.owner = self;
1506 self.teambubbleentity.exteriormodeltoclient = self;
1507 self.teambubbleentity.think = TeamBubbleThink;
1508 self.teambubbleentity.nextthink = time;
1509 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1510 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1511 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1512 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1513 self.teambubbleentity.mdl = self.teambubbleentity.model;
1514 self.teambubbleentity.model = self.teambubbleentity.mdl;
1515 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1516 self.teambubbleentity.effects = EF_LOWPRECISION;
1520 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1521 // added to the model skins
1522 /*void UpdateColorModHack()
1525 c = self.clientcolors & 15;
1526 // LordHavoc: only bothering to support white, green, red, yellow, blue
1527 if (!teams_matter) self.colormod = '0 0 0';
1528 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1529 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1530 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1531 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1532 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1533 else self.colormod = '1 1 1';
1539 self.effects |= EF_NODRAW; // prevent another CopyBody
1540 PutClientInServer();
1543 void play_countdown(float finished, string samp)
1545 if(clienttype(self) == CLIENTTYPE_REAL)
1546 if(floor(finished - time - frametime) != floor(finished - time))
1547 if(finished - time < 6)
1548 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1552 * When sv_timeout is used this function returs strings like
1553 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1554 * Called by centerprint functions
1555 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1557 string getTimeoutText(float addOneSecond) {
1558 if (!cvar("sv_timeout") || !timeoutStatus)
1561 local string retStr;
1562 if (timeoutStatus == 1) {
1563 if (addOneSecond == 1) {
1564 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1567 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1571 else if (timeoutStatus == 2) {
1573 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1574 //don't show messages like "Timeout ends in 0 seconds"...
1575 if ((remainingTimeoutTime + 1) > 0)
1581 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1582 //don't show messages like "Timeout ends in 0 seconds"...
1583 if (remainingTimeoutTime > 0)
1592 void player_powerups (void)
1594 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1596 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, ATTN_IDLE);
1597 self.modelflags |= MF_ROCKET;
1601 SoundEntity_StopSound(self, CHAN_PLAYER);
1602 self.modelflags &~= MF_ROCKET;
1605 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1607 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1612 if (self.items & IT_STRENGTH)
1614 play_countdown(self.strength_finished, "misc/poweroff.wav");
1615 if (time > self.strength_finished)
1617 self.alpha = default_player_alpha;
1618 self.exteriorweaponentity.alpha = default_weapon_alpha;
1619 self.items &~= IT_STRENGTH;
1620 sprint(self, "^3Invisibility has worn off\n");
1625 if (time < self.strength_finished)
1627 self.alpha = g_minstagib_invis_alpha;
1628 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1629 self.items |= IT_STRENGTH;
1630 sprint(self, "^3You are invisible\n");
1634 if (self.items & IT_INVINCIBLE)
1636 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1637 if (time > self.invincible_finished)
1639 self.items = self.items - (self.items & IT_INVINCIBLE);
1640 sprint(self, "^3Speed has worn off\n");
1645 if (time < self.invincible_finished)
1647 self.items = self.items | IT_INVINCIBLE;
1648 sprint(self, "^3You are on speed\n");
1654 if (self.items & IT_STRENGTH)
1656 play_countdown(self.strength_finished, "misc/poweroff.wav");
1657 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1658 if (time > self.strength_finished)
1660 self.items = self.items - (self.items & IT_STRENGTH);
1661 sprint(self, "^3Strength has worn off\n");
1666 if (time < self.strength_finished)
1668 self.items = self.items | IT_STRENGTH;
1669 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1672 if (self.items & IT_INVINCIBLE)
1674 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1675 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1676 if (time > self.invincible_finished)
1678 self.items = self.items - (self.items & IT_INVINCIBLE);
1679 sprint(self, "^3Shield has worn off\n");
1684 if (time < self.invincible_finished)
1686 self.items = self.items | IT_INVINCIBLE;
1687 sprint(self, "^3Shield surrounds you\n");
1691 if (cvar("g_fullbrightplayers"))
1692 self.effects = self.effects | EF_FULLBRIGHT;
1694 // midair gamemode: damage only while in the air
1695 // if in midair mode, being on ground grants temporary invulnerability
1696 // (this is so that multishot weapon don't clear the ground flag on the
1697 // first damage in the frame, leaving the player vulnerable to the
1698 // remaining hits in the same frame)
1699 if (self.flags & FL_ONGROUND)
1701 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1703 if (time >= game_starttime)
1704 if (time < self.spawnshieldtime)
1705 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1708 float CalcRegen(float current, float stable, float regenfactor)
1710 if(current > stable)
1712 else if(current > stable - 0.25) // when close enough, "snap"
1715 return min(stable, current + (stable - current) * regenfactor * frametime);
1718 void player_regen (void)
1720 float maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1721 maxh = cvar("g_balance_health_stable");
1722 maxa = cvar("g_balance_armor_stable");
1723 maxf = cvar("g_balance_fuel_stable");
1724 limith = cvar("g_balance_health_limit");
1725 limita = cvar("g_balance_armor_limit");
1726 limitf = cvar("g_balance_fuel_limit");
1728 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1731 max_mod = regen_mod = rot_mod = limit_mod = 1;
1733 if (self.runes & RUNE_REGEN)
1735 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1737 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1738 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1739 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1743 regen_mod = cvar("g_balance_rune_regen_regenrate");
1744 max_mod = cvar("g_balance_rune_regen_hpmod");
1745 limit_mod = cvar("g_balance_rune_regen_limitmod");
1748 else if (self.runes & CURSE_VENOM)
1750 max_mod = cvar("g_balance_curse_venom_hpmod");
1751 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1752 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1754 rot_mod = cvar("g_balance_curse_venom_rotrate");
1755 limit_mod = cvar("g_balance_curse_venom_limitmod");
1756 //if (!self.runes & RUNE_REGEN)
1757 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1759 maxh = maxh * max_mod;
1760 //maxa = maxa * max_mod;
1761 //maxf = maxf * max_mod;
1762 limith = limith * limit_mod;
1763 limita = limita * limit_mod;
1764 //limitf = limitf * limit_mod;
1766 if (self.armorvalue > maxa)
1768 if (time > self.pauserotarmor_finished)
1770 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1771 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1774 else if (self.armorvalue < maxa)
1776 if (time > self.pauseregen_finished)
1778 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1779 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1782 if (self.health > maxh)
1784 if (time > self.pauserothealth_finished)
1786 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1787 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1790 else if (self.health < maxh)
1792 if (time > self.pauseregen_finished)
1794 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1795 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1798 if (self.ammo_fuel > maxf)
1800 if (time > self.pauserotfuel_finished)
1802 self.ammo_fuel = max(maxf, self.ammo_fuel + (maxf - self.ammo_fuel) * rot_mod*cvar("g_balance_fuel_rot") * frametime);
1803 self.ammo_fuel = max(maxf, self.ammo_fuel - rot_mod*cvar("g_balance_fuel_rotlinear") * frametime);
1806 else if (self.ammo_fuel < maxf)
1808 if(self.items & IT_FUEL_REGEN)
1810 if (time > self.pauseregen_finished)
1812 self.ammo_fuel = CalcRegen(self.ammo_fuel, maxf, regen_mod * cvar("g_balance_fuel_regen"));
1813 self.ammo_fuel = min(maxf, self.ammo_fuel + regen_mod*cvar("g_balance_fuel_regenlinear") * frametime);
1818 if (self.health > limith)
1819 self.health = limith;
1820 if (self.armorvalue > limita)
1821 self.armorvalue = limita;
1822 if (self.ammo_fuel > limitf)
1823 self.ammo_fuel = limitf;
1825 // if player rotted to death... die!
1827 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1830 float zoomstate_set;
1831 void SetZoomState(float z)
1833 if(z != self.zoomstate)
1834 ClientData_Touch(self);
1838 void GetPressedKeys(void) {
1839 if (self.movement_x > 0) // get if movement keys are pressed
1840 { // forward key pressed
1841 self.pressedkeys |= KEY_FORWARD;
1842 self.pressedkeys &~= KEY_BACKWARD;
1844 else if (self.movement_x < 0)
1845 { // backward key pressed
1846 self.pressedkeys |= KEY_BACKWARD;
1847 self.pressedkeys &~= KEY_FORWARD;
1851 self.pressedkeys &~= KEY_FORWARD;
1852 self.pressedkeys &~= KEY_BACKWARD;
1855 if (self.movement_y > 0)
1856 { // right key pressed
1857 self.pressedkeys |= KEY_RIGHT;
1858 self.pressedkeys &~= KEY_LEFT;
1860 else if (self.movement_y < 0)
1861 { // left key pressed
1862 self.pressedkeys |= KEY_LEFT;
1863 self.pressedkeys &~= KEY_RIGHT;
1867 self.pressedkeys &~= KEY_RIGHT;
1868 self.pressedkeys &~= KEY_LEFT;
1871 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1872 self.pressedkeys |= KEY_JUMP;
1874 self.pressedkeys &~= KEY_JUMP;
1875 if (self.BUTTON_CROUCH)
1876 self.pressedkeys |= KEY_CROUCH;
1878 self.pressedkeys &~= KEY_CROUCH;
1882 ======================
1883 spectate mode routines
1884 ======================
1886 void SpectateCopy(entity spectatee) {
1887 self.armortype = spectatee.armortype;
1888 self.armorvalue = spectatee.armorvalue;
1889 self.ammo_cells = spectatee.ammo_cells;
1890 self.ammo_shells = spectatee.ammo_shells;
1891 self.ammo_nails = spectatee.ammo_nails;
1892 self.ammo_rockets = spectatee.ammo_rockets;
1893 self.ammo_fuel = spectatee.ammo_fuel;
1894 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1895 self.health = spectatee.health;
1897 self.items = spectatee.items;
1898 self.strength_finished = spectatee.strength_finished;
1899 self.invincible_finished = spectatee.invincible_finished;
1900 self.pressedkeys = spectatee.pressedkeys;
1901 self.weapons = spectatee.weapons;
1902 self.switchweapon = spectatee.switchweapon;
1903 self.weapon = spectatee.weapon;
1904 self.punchangle = spectatee.punchangle;
1905 self.view_ofs = spectatee.view_ofs;
1906 self.v_angle = spectatee.v_angle;
1907 self.velocity = spectatee.velocity;
1908 self.dmg_take = spectatee.dmg_take;
1909 self.dmg_save = spectatee.dmg_save;
1910 self.dmg_inflictor = spectatee.dmg_inflictor;
1911 self.angles = spectatee.v_angle;
1912 self.fixangle = TRUE;
1913 setorigin(self, spectatee.origin);
1914 setsize(self, spectatee.mins, spectatee.maxs);
1915 SetZoomState(spectatee.zoomstate);
1918 float SpectateUpdate() {
1922 if (self == self.enemy)
1925 if(self.enemy.flags & FL_NOTARGET)
1928 SpectateCopy(self.enemy);
1933 float SpectateNext() {
1934 other = find(self.enemy, classname, "player");
1936 other = find(other, classname, "player");
1941 if(self.enemy.classname == "player") {
1943 WriteByte(MSG_ONE, SVC_SETVIEW);
1944 WriteEntity(MSG_ONE, self.enemy);
1945 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1946 if(!SpectateUpdate())
1947 PutObserverInServer();
1956 ShowRespawnCountdown()
1958 Update a respawn countdown display.
1961 void ShowRespawnCountdown()
1964 if(self.deadflag == DEAD_NO) // just respawned?
1968 number = ceil(self.death_time - time);
1971 if(number <= self.respawn_countdown)
1973 self.respawn_countdown = number - 1;
1974 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
1975 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
1980 void LeaveSpectatorMode()
1982 if(isJoinAllowed()) {
1983 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
1984 self.classname = "player";
1985 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1986 JoinBestTeam(self, FALSE, TRUE);
1987 if(cvar("g_campaign"))
1988 campaign_bots_may_start = 1;
1989 PutClientInServer();
1990 if(!(self.flags & FL_NOTARGET))
1991 bprint ("^4", self.netname, "^4 is playing now\n");
1992 if(!cvar("g_campaign"))
1993 centerprint(self,""); // clear MOTD
1996 stuffcmd(self,"menu_showteamselect\n");
2001 //player may not join because of g_maxplayers is set
2002 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2007 * Determines whether the player is allowed to join. This depends on cvar
2008 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2009 * it checks whether the number of currently playing players exceeds g_maxplayers.
2010 * @return bool TRUE if the player is allowed to join, false otherwise
2012 float isJoinAllowed() {
2013 if (!cvar("g_maxplayers"))
2017 local float currentlyPlaying;
2018 FOR_EACH_REALPLAYER(e) {
2019 if(e.classname == "player")
2020 currentlyPlaying += 1;
2022 if(currentlyPlaying < cvar("g_maxplayers"))
2029 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2030 * g_maxplayers_spectator_blocktime seconds
2032 void checkSpectatorBlock() {
2033 if(self.classname == "spectator" || self.classname == "observer") {
2034 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2035 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2041 float vercmp_recursive(string v1, string v2)
2047 dot1 = strstrofs(v1, ".", 0);
2048 dot2 = strstrofs(v2, ".", 0);
2052 s1 = substring(v1, 0, dot1);
2056 s2 = substring(v2, 0, dot2);
2058 r = stof(s1) - stof(s2);
2062 r = strcasecmp(s1, s2);
2075 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2078 float vercmp(string v1, string v2)
2080 if(strcasecmp(v1, v2) == 0) // early out check
2082 return vercmp_recursive(v1, v2);
2085 void ObserverThink()
2087 if (self.flags & FL_JUMPRELEASED) {
2088 if (self.BUTTON_JUMP && !self.version_mismatch) {
2089 self.welcomemessage_time = 0;
2090 self.flags &~= FL_JUMPRELEASED;
2091 self.flags |= FL_SPAWNING;
2092 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2093 self.welcomemessage_time = 0;
2094 self.flags &~= FL_JUMPRELEASED;
2095 if(SpectateNext() == 1) {
2096 self.classname = "spectator";
2100 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2101 self.flags |= FL_JUMPRELEASED;
2102 if(self.flags & FL_SPAWNING)
2104 self.flags &~= FL_SPAWNING;
2105 LeaveSpectatorMode();
2110 PrintWelcomeMessage(self);
2113 void SpectatorThink()
2115 if (self.flags & FL_JUMPRELEASED) {
2116 if (self.BUTTON_JUMP && !self.version_mismatch) {
2117 self.welcomemessage_time = 0;
2118 self.flags &~= FL_JUMPRELEASED;
2119 self.flags |= FL_SPAWNING;
2120 } else if(self.BUTTON_ATCK) {
2121 self.welcomemessage_time = 0;
2122 self.flags &~= FL_JUMPRELEASED;
2123 if(SpectateNext() == 1) {
2124 self.classname = "spectator";
2126 self.classname = "observer";
2127 PutClientInServer();
2129 } else if (self.BUTTON_ATCK2) {
2130 self.welcomemessage_time = 0;
2131 self.flags &~= FL_JUMPRELEASED;
2132 self.classname = "observer";
2133 PutClientInServer();
2135 if(!SpectateUpdate())
2136 PutObserverInServer();
2139 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2140 self.flags |= FL_JUMPRELEASED;
2141 if(self.flags & FL_SPAWNING)
2143 self.flags &~= FL_SPAWNING;
2144 LeaveSpectatorMode();
2149 PrintWelcomeMessage(self);
2150 self.flags |= FL_CLIENT | FL_NOTARGET;
2153 .float touchexplode_time;
2159 Called every frame for each client before the physics are run
2162 void() ctf_setstatus;
2163 void PlayerPreThink (void)
2165 self.stat_sys_ticrate = cvar("sys_ticrate");
2166 self.stat_game_starttime = game_starttime;
2167 self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2169 if(blockSpectators && frametime)
2170 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2171 checkSpectatorBlock();
2175 if(self.netname_previous != self.netname)
2177 if(cvar("sv_eventlog"))
2178 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2179 if(self.netname_previous)
2180 strunzone(self.netname_previous);
2181 self.netname_previous = strzone(self.netname);
2185 if(self.version_nagtime)
2186 if(self.cvar_g_nexuizversion)
2187 if(time > self.version_nagtime)
2189 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2191 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2193 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");
2194 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"));
2199 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2202 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");
2203 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"));
2207 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");
2208 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2212 self.version_nagtime = 0;
2216 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2218 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2219 self.max_armorvalue = 0;
2223 antilag_record(self);
2225 if(self.classname == "player") {
2226 // if(self.netname == "Wazat")
2227 // bprint(self.classname, "\n");
2229 CheckRules_Player();
2231 PrintWelcomeMessage(self);
2233 if (intermission_running)
2235 IntermissionThink (); // otherwise a button could be missed between
2236 return; // the think tics
2239 if(self.teleport_time)
2240 if(time > self.teleport_time)
2242 self.teleport_time = 0;
2243 self.effects = self.effects - (self.effects & EF_NODRAW);
2246 Nixnex_GiveCurrentWeapon();
2248 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2249 UpdateSelectedPlayer();
2251 //don't allow the player to turn around while game is paused!
2252 if(timeoutStatus == 2) {
2253 self.v_angle = self.lastV_angle;
2254 self.angles = self.lastV_angle;
2255 self.fixangle = TRUE;
2261 if (self.deadflag != DEAD_NO)
2263 float button_pressed, force_respawn;
2266 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2267 force_respawn = (g_lms || cvar("g_forced_respawn"));
2268 if (self.deadflag == DEAD_DYING)
2271 self.deadflag = DEAD_RESPAWNING;
2272 else if(!button_pressed)
2273 self.deadflag = DEAD_DEAD;
2275 else if (self.deadflag == DEAD_DEAD)
2278 self.deadflag = DEAD_RESPAWNABLE;
2280 else if (self.deadflag == DEAD_RESPAWNABLE)
2283 self.deadflag = DEAD_RESPAWNING;
2285 else if (self.deadflag == DEAD_RESPAWNING)
2287 if(time > self.death_time)
2289 self.death_time = time + 1; // only retry once a second
2293 ShowRespawnCountdown();
2298 if(time > self.touchexplode_time)
2299 if(self.classname == "player")
2300 if(self.deadflag == DEAD_NO)
2301 if not(IS_INDEPENDENT_PLAYER(self))
2302 FOR_EACH_PLAYER(other) if(self != other)
2304 if(time > other.touchexplode_time)
2305 if(other.classname == "player")
2306 if(other.deadflag == DEAD_NO)
2307 if not(IS_INDEPENDENT_PLAYER(other))
2308 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2310 PlayerTouchExplode(self, other);
2311 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2315 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2319 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2320 dist = self.prevorigin - self.origin;
2322 self.lms_traveled_distance += fabs(vlen(dist));
2324 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2326 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2327 self.lms_traveled_distance = 0;
2330 if(time > self.lms_nextcheck)
2332 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2333 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2335 centerprint(self, cvar_string("g_lms_campcheck_message"));
2336 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2337 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2338 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');
2340 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2341 self.lms_traveled_distance = 0;
2345 self.prevorigin = self.origin;
2347 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2352 self.view_ofs = PL_CROUCH_VIEW_OFS;
2353 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2354 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2361 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2362 if (!trace_startsolid)
2364 self.crouch = FALSE;
2365 self.view_ofs = PL_VIEW_OFS;
2366 setsize (self, PL_MIN, PL_MAX);
2371 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2373 if(self.bloodloss_timer < time)
2375 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2376 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2382 GrapplingHookFrame();
2388 self.items &~= IT_FUEL; // TODO don't do this if the current weapon actually USES fuel...
2389 if(self.items & IT_JETPACK)
2390 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2391 self.items |= IT_FUEL;
2399 minstagib_ammocheck();
2404 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2406 //self.angles_y=self.v_angle_y + 90; // temp
2408 //if (TetrisPreFrame()) return;
2409 } else if(gameover) {
2410 if (intermission_running)
2411 IntermissionThink (); // otherwise a button could be missed between
2413 } else if(self.classname == "observer") {
2415 } else if(self.classname == "spectator") {
2420 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2422 float oldspectatee_status;
2423 oldspectatee_status = self.spectatee_status;
2424 if(self.classname == "spectator")
2425 self.spectatee_status = num_for_edict(self.enemy);
2426 else if(self.classname == "observer")
2427 self.spectatee_status = num_for_edict(self);
2429 self.spectatee_status = 0;
2430 if(self.spectatee_status != oldspectatee_status)
2432 ClientData_Touch(self);
2434 race_InitSpectator();
2437 if(self.teamkill_soundtime)
2438 if(time > self.teamkill_soundtime)
2440 self.teamkill_soundtime = 0;
2442 entity oldpusher, oldself;
2444 oldself = self; self = self.teamkill_soundsource;
2445 oldpusher = self.pusher; self.pusher = oldself;
2447 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2449 self.pusher = oldpusher;
2453 if(self.taunt_soundtime)
2454 if(time > self.taunt_soundtime)
2456 self.taunt_soundtime = 0;
2457 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2460 target_voicescript_next(self);
2466 .float dragspeed; // speed of mouse wheel action
2467 .float dragdistance; // distance of dragentity's draglocalvector from view_ofs
2468 .vector draglocalvector; // local attachment vector of the dragentity
2469 .float draglocalangle;
2472 .float dragmovetype;
2473 void Drag_Begin(entity dragger, entity draggee, vector touchpoint)
2477 draggee.dragmovetype = draggee.movetype;
2478 draggee.draggravity = draggee.gravity;
2479 draggee.movetype = MOVETYPE_WALK;
2480 draggee.gravity = 0.00001;
2481 draggee.flags &~= FL_ONGROUND;
2482 draggee.draggedby = dragger;
2484 dragger.dragentity = draggee;
2486 dragger.dragdistance = vlen(touchpoint - dragger.origin - dragger.view_ofs);
2487 dragger.draglocalangle = draggee.angles_y - dragger.v_angle_y;
2488 touchpoint = touchpoint - gettaginfo(draggee, 0);
2489 tagscale = pow(vlen(v_forward), -2);
2490 dragger.draglocalvector_x = touchpoint * v_forward * tagscale;
2491 dragger.draglocalvector_y = touchpoint * v_right * tagscale;
2492 dragger.draglocalvector_z = touchpoint * v_up * tagscale;
2494 dragger.dragspeed = 64;
2497 void Drag_Finish(entity dragger)
2500 draggee = dragger.dragentity;
2502 dragger.dragentity = world;
2503 draggee.draggedby = world;
2504 draggee.movetype = draggee.dragmovetype;
2505 draggee.gravity = draggee.draggravity;
2507 switch(draggee.movetype)
2512 case MOVETYPE_FLYMISSILE:
2513 case MOVETYPE_BOUNCE:
2514 case MOVETYPE_BOUNCEMISSILE:
2517 draggee.velocity = '0 0 0';
2521 if((draggee.flags & FL_ITEM) && (vlen(draggee.velocity) < 32))
2523 draggee.velocity = '0 0 0';
2524 draggee.flags |= FL_ONGROUND; // floating items are FUN
2528 float Drag_IsDraggable(entity draggee)
2530 // TODO add more checks for bad stuff here
2531 if(draggee.classname == "func_bobbing")
2533 if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
2535 if(draggee.classname == "plat")
2537 if(draggee.classname == "func_button")
2539 if(draggee.model == "")
2541 if(draggee.classname == "spectator")
2543 if(draggee.classname == "observer")
2545 if(draggee.classname == "exteriorweaponentity")
2551 float Drag_MayChangeAngles(entity draggee)
2553 // TODO add more checks for bad stuff here
2554 if(substring(draggee.model, 0, 1) == "*")
2559 void Drag_MoveForward(entity dragger)
2561 dragger.dragdistance += dragger.dragspeed;
2564 void Drag_SetSpeed(entity dragger, float s)
2566 dragger.dragspeed = pow(2, s);
2569 void Drag_MoveBackward(entity dragger)
2571 dragger.dragdistance = max(0, dragger.dragdistance - dragger.dragspeed);
2574 void Drag_Update(entity dragger)
2576 vector curorigin, neworigin, goodvelocity;
2580 draggee = dragger.dragentity;
2581 draggee.flags &~= FL_ONGROUND;
2583 curorigin = gettaginfo(draggee, 0);
2584 curorigin = curorigin + v_forward * dragger.draglocalvector_x + v_right * dragger.draglocalvector_y + v_up * dragger.draglocalvector_z;
2585 makevectors(dragger.v_angle);
2586 neworigin = dragger.origin + dragger.view_ofs + v_forward * dragger.dragdistance;
2587 goodvelocity = (neworigin - curorigin) * (1 / frametime);
2589 while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle > 180)
2590 dragger.draglocalangle += 360;
2591 while(draggee.angles_y - dragger.v_angle_y - dragger.draglocalangle <= -180)
2592 dragger.draglocalangle -= 360;
2594 f = min(frametime * 10, 1);
2595 draggee.velocity = draggee.velocity * (1 - f) + goodvelocity * f;
2597 if(Drag_MayChangeAngles(draggee))
2598 draggee.angles_y = draggee.angles_y * (1 - f) + (dragger.v_angle_y + dragger.draglocalangle) * f;
2600 draggee.ltime = max(servertime + serverframetime, draggee.ltime); // fixes func_train breakage
2602 te_lightning1(dragger, dragger.origin + dragger.view_ofs, curorigin);
2605 float Drag_CanDrag(entity dragger)
2607 return (dragger.deadflag == DEAD_NO) || (dragger.classname == "player");
2610 float Drag_IsDragging(entity dragger)
2612 if(!dragger.dragentity)
2614 if(wasfreed(dragger.dragentity) || dragger.dragentity.draggedby != dragger)
2616 dragger.dragentity = world;
2619 if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
2621 Drag_Finish(dragger);
2627 void Drag_MoveDrag(entity from, entity to)
2631 to.draggedby = from.draggedby;
2632 to.draggedby.dragentity = to;
2633 from.draggedby = world;
2641 Called every frame for each client after the physics are run
2644 .float idlekick_lasttimeleft;
2645 .float race_penalty;
2646 .float race_penalty_nagged;
2647 .float race_penalty_nagtime;
2648 void PlayerPostThink (void)
2650 // Savage: Check for nameless players
2651 if (strlen(self.netname) < 1) {
2652 self.netname = "Player";
2653 stuffcmd(self, "seta _cl_name Player\n");
2656 if(sv_maxidle && frametime)
2658 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2660 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2663 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2664 announce(self, "announcer/robotic/terminated.wav");
2668 else if(timeleft <= 10)
2670 if(timeleft != self.idlekick_lasttimeleft)
2672 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2673 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2678 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2680 self.idlekick_lasttimeleft = timeleft;
2684 if(Drag_CanDrag(self))
2685 if(self.BUTTON_DRAG)
2686 if(!self.dragentity)
2687 if(self.cursor_trace_ent)
2688 if(Drag_IsDraggable(self.cursor_trace_ent))
2690 if(self.cursor_trace_ent.draggedby)
2691 Drag_Finish(self.cursor_trace_ent.draggedby);
2692 if(self.cursor_trace_ent.tag_entity)
2693 detach_sameorigin(self.cursor_trace_ent);
2694 Drag_Begin(self, self.cursor_trace_ent, self.cursor_trace_endpos);
2697 if(Drag_IsDragging(self))
2699 if(self.BUTTON_DRAG)
2701 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
2703 Drag_MoveForward(self);
2706 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
2708 Drag_MoveBackward(self);
2711 else if(self.impulse >= 1 && self.impulse <= 9)
2713 Drag_SetSpeed(self, self.impulse - 1);
2715 else if(self.impulse == 14)
2717 Drag_SetSpeed(self, 9);
2729 if(self.classname == "player") {
2730 CheckRules_Player();
2735 if (intermission_running)
2736 return; // intermission or finale
2738 //if (TetrisPostFrame()) return;
2740 // restart countdown
2741 if(time < game_starttime) {
2742 if (!cvar("sv_ready_restart_after_countdown"))
2744 if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2746 if(time < game_starttime - 2)
2748 if(!self.race_penalty_nagged)
2750 // TODO better notification for this!
2751 self.race_penalty_nagtime = 0;
2752 self.race_penalty_nagged = 1;
2755 else if(!self.race_penalty)
2757 self.race_penalty_nagtime = 0;
2758 self.race_penalty = time + 5;
2761 if(time > self.race_penalty_nagtime)
2763 if(self.race_penalty > time)
2765 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2767 else if(self.race_penalty_nagged && time < game_starttime - 2)
2769 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2771 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2773 self.movetype = MOVETYPE_NONE;
2774 self.velocity = '0 0 0';
2775 self.avelocity = '0 0 0';
2776 self.movement = '0 0 0';
2779 else if (time < self.race_penalty)
2781 self.movetype = MOVETYPE_NONE;
2782 self.velocity = '0 0 0';
2783 self.avelocity = '0 0 0';
2784 self.movement = '0 0 0';
2788 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2789 if (!cvar("sv_ready_restart_after_countdown"))
2791 if(self.movetype == MOVETYPE_NONE)
2793 self.movetype = MOVETYPE_WALK;
2795 self.race_penalty = 0;
2796 self.race_penalty_nagged = 0;
2800 } else if (self.classname == "observer") {
2802 } else if (self.classname == "spectator") {
2808 for(i = 0; i < 1000; ++i)
2811 end = self.origin + '0 0 1024' + 512 * randomvec();
2812 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2813 if(trace_fraction < 1)
2814 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2816 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2824 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);