1 void info_player_start (void)
3 info_player_deathmatch();
6 void info_player_deathmatch (void)
8 self.classname = "info_player_deathmatch";
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
16 local entity spot, player, nextspot, previousspot, newfirstspot;
25 nextspot = spot.chain;
26 // count team mismatches as bad spots
28 local float spotactive;
31 // filter out spots for assault
32 if(spot.target != "") {
34 ent = find(world, targetname, spot.target);
36 if(ent.classname == "target_objective")
37 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
39 ent = find(ent, targetname, spot.target);
43 if (spot.team == teamcheck && spotactive > 0)
50 if (vlen(player.origin - spot.origin) < mindist)
52 player = player.chain;
58 previousspot.chain = spot;
65 spawn_allgood = FALSE;
69 // if we couldn't find ANY good points, return the original list
71 newfirstspot = firstspot;
75 entity Spawn_RandomPoint(entity firstspot)
79 // count number of spots
84 numspots = numspots + 1;
88 numspots = numspots * random();
90 while (spot.chain && numspots >= 1)
92 numspots = numspots - 1;
98 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
100 local entity best, spot, player;
101 local float bestrating, rating;
103 bestrating = -1000000;
112 rating = min(rating, vlen(player.origin - spot.origin));
113 player = player.chain;
115 rating = rating + random() * 16;
116 if (bestrating < rating)
130 Finds a point to respawn
133 entity SelectSpawnPoint (float anypoint)
135 local float teamcheck;
136 local entity spot, firstspot, playerlist;
138 spot = find (world, classname, "testplayerstart");
144 if(!anypoint && (g_ctf || g_assault))
145 teamcheck = self.team;
147 // get the list of players
148 playerlist = findchain(classname, "player");
149 // get the entire list of spots
150 firstspot = findchain(classname, "info_player_deathmatch");
151 // filter out the bad ones
152 // (note this returns the original list if none survived)
153 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
155 // there is 50/50 chance of choosing a random spot or the furthest spot
156 // (this means that roughly every other spawn will be furthest, so you
157 // usually won't get fragged at spawn twice in a row)
158 if (arena_roundbased)
160 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
161 spot = Spawn_RandomPoint(firstspot);
163 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
164 spot = Spawn_RandomPoint(firstspot);
166 spot = Spawn_FurthestPoint(firstspot, playerlist);
170 if(cvar("spawn_debug"))
173 error ("PutClientInServer: no start points on level");
183 Checks if the argument string can be a valid playermodel.
184 Returns a valid one in doubt.
187 string FallbackPlayerModel = "models/player/marine.zym";
188 string CheckPlayerModel(string plyermodel) {
189 if(strlen(plyermodel) < 4)
190 return FallbackPlayerModel;
191 if( substring(plyermodel,0,14) != "models/player/")
192 return FallbackPlayerModel;
193 else if(cvar("sv_servermodelsonly"))
195 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
196 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
197 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
198 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
199 return FallbackPlayerModel;
200 if(!fexists(plyermodel))
201 return FallbackPlayerModel;
208 Client_customizeentityforclient
213 float Client_customizeentityforclient()
215 #ifdef ALLOW_VARIABLE_LOD
217 // other: the player viewing me
221 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
224 if(other.cvar_cl_playerdetailreduction <= 0)
226 if(other.cvar_cl_playerdetailreduction <= -2)
227 self.modelindex = self.modelindex_lod2;
228 else if(other.cvar_cl_playerdetailreduction <= -1)
229 self.modelindex = self.modelindex_lod1;
231 self.modelindex = self.modelindex_lod0;
235 distance = vlen(self.origin - other.origin);
236 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
238 self.modelindex = self.modelindex_lod2;
240 self.modelindex = self.modelindex_lod1;
242 self.modelindex = self.modelindex_lod0;
249 void setmodel_lod(entity e, string modelname)
251 #ifdef ALLOW_VARIABLE_LOD
254 // FIXME: this only supports 3-letter extensions
255 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
259 setmodel(e, s); // players have high precision
260 self.modelindex_lod1 = self.modelindex;
263 self.modelindex_lod1 = -1;
265 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
269 setmodel(e, s); // players have high precision
270 self.modelindex_lod2 = self.modelindex;
273 self.modelindex_lod2 = -1;
275 precache_model(modelname);
276 setmodel(e, modelname); // players have high precision
277 self.modelindex_lod0 = self.modelindex;
279 if(self.modelindex_lod1 < 0)
280 self.modelindex_lod1 = self.modelindex;
282 if(self.modelindex_lod2 < 0)
283 self.modelindex_lod2 = self.modelindex;
285 precache_model(modelname);
286 setmodel(e, modelname); // players have high precision
288 player_setupanimsformodel();
295 putting a client as observer in the server
298 void PutObserverInServer (void)
301 spot = SelectSpawnPoint (TRUE);
302 RemoveGrapplingHook(self); // Wazat's Grappling Hook
304 if(clienttype(self) == CLIENTTYPE_REAL)
307 WriteByte(MSG_ONE, SVC_SETVIEW);
308 WriteEntity(MSG_ONE, self);
312 kh_Key_DropAll(self, TRUE);
315 DropFlag(self.flagcarried);
317 WaypointSprite_PlayerDead();
319 DistributeFragsAmongTeam(self, self.team, 1);
321 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
322 bprint ("^4", self.netname, "^4 has no more lives left\n");
323 else if(self.killcount != -666)
324 bprint ("^4", self.netname, "^4 is spectating now\n");
326 self.classname = "observer";
328 self.takedamage = DAMAGE_NO;
329 self.solid = SOLID_NOT;
330 self.movetype = MOVETYPE_NOCLIP;
331 self.flags = FL_CLIENT | FL_NOTARGET;
332 self.armorvalue = 666;
334 self.armorvalue = cvar("g_balance_armor_start");
335 self.pauserotarmor_finished = 0;
336 self.pauserothealth_finished = 0;
337 self.pauseregen_finished = 0;
338 self.damageforcescale = 0;
346 self.pain_finished = 0;
347 self.strength_finished = 0;
348 self.invincible_finished = 0;
350 self.think = SUB_Null;
354 self.deadflag = DEAD_NO;
355 self.angles = spot.angles;
357 self.fixangle = TRUE;
360 self.view_ofs = PL_VIEW_OFS;
361 setorigin (self, spot.origin);
362 setsize (self, '0 0 0', '0 0 0');
363 self.oldorigin = self.origin;
368 self.weaponmodel = "";
369 self.weaponentity = world;
370 self.killcount = -666;
371 self.velocity = '0 0 0';
372 self.avelocity = '0 0 0';
373 self.punchangle = '0 0 0';
374 self.punchvector = '0 0 0';
375 self.oldvelocity = self.velocity;
376 self.customizeentityforclient = Client_customizeentityforclient;
382 Spawnqueue_Insert(self);
386 Spawnqueue_Unmark(self);
387 Spawnqueue_Remove(self);
399 Called when a client spawns in the server
402 void PutClientInServer (void)
404 if(clienttype(self) == CLIENTTYPE_BOT)
406 self.classname = "player";
408 else if(clienttype(self) == CLIENTTYPE_REAL)
411 WriteByte(MSG_ONE, SVC_SETVIEW);
412 WriteEntity(MSG_ONE, self);
415 // player is dead and becomes observer
416 if(g_lms && self.frags < 1)
417 self.classname = "observer";
421 self.classname = "observer";
423 if(self.classname == "player") {
426 spot = SelectSpawnPoint (FALSE);
428 RemoveGrapplingHook(self); // Wazat's Grappling Hook
430 self.classname = "player";
431 self.iscreature = TRUE;
432 self.movetype = MOVETYPE_WALK;
433 self.solid = SOLID_SLIDEBOX;
434 self.flags = FL_CLIENT;
435 self.takedamage = DAMAGE_AIM;
437 self.air_finished = time + 12;
440 self.ammo_shells = start_ammo_shells;
441 self.ammo_nails = start_ammo_nails;
442 self.ammo_rockets = start_ammo_rockets;
443 self.ammo_cells = start_ammo_cells;
444 self.health = start_health;
445 self.armorvalue = start_armorvalue;
446 self.items = start_items;
447 self.switchweapon = start_switchweapon;
449 self.jump_interval = time;
451 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
452 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
453 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
454 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
455 self.damageforcescale = 2;
462 self.pain_finished = 0;
463 self.strength_finished = 0;
464 self.invincible_finished = 0;
466 //self.speed_finished = 0;
467 //self.slowmo_finished = 0;
468 // players have no think function
469 self.think = SUB_Null;
475 self.deadflag = DEAD_NO;
477 self.angles = spot.angles;
479 self.angles_z = 0; // never spawn tilted even if the spot says to
480 self.fixangle = TRUE; // turn this way immediately
481 self.velocity = '0 0 0';
482 self.avelocity = '0 0 0';
483 self.punchangle = '0 0 0';
484 self.punchvector = '0 0 0';
485 self.oldvelocity = self.velocity;
490 self.customizeentityforclient = Client_customizeentityforclient;
492 if(cvar("sv_defaultcharacter") == 1) {
493 local string defaultmodel;
494 defaultmodel = cvar_string("sv_defaultplayermodel");
495 setmodel_lod (self, defaultmodel);
496 self.skin = stof(cvar_string("sv_defaultplayerskin"));
498 self.playermodel = CheckPlayerModel(self.playermodel);
499 setmodel_lod (self, self.playermodel);
503 s = stof(self.playerskin);
512 self.skin = stof(self.playerskin);
515 if(strlen(cvar_string("sv_defaultplayercolors")))
516 setcolor(self, cvar("sv_defaultplayercolors"));
519 self.view_ofs = PL_VIEW_OFS;
520 setsize (self, PL_MIN, PL_MAX);
521 self.spawnorigin = spot.origin;
522 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
523 // don't reset back to last position, even if new position is stuck in solid
524 self.oldorigin = self.origin;
528 Spawnqueue_Remove(self);
529 Spawnqueue_Mark(self);
532 self.event_damage = PlayerDamage;
534 self.bot_attack = TRUE;
536 self.statdraintime = time + 5;
537 self.button0 = self.button1 = self.button2 = self.button3 = 0;
539 if(self.killcount == -666) {
546 self.cnt = WEP_LASER;
547 self.nixnex_lastchange_id = -1;
549 CL_SpawnWeaponentity();
550 self.alpha = default_player_alpha;
551 self.colormod = '1 1 1' * cvar("g_player_brightness");
552 self.exteriorweaponentity.alpha = default_weapon_alpha;
554 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
555 self.lms_traveled_distance = 0;
557 if(cvar("spawn_debug"))
559 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
560 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
563 //stuffcmd(self, "chase_active 0");
564 //stuffcmd(self, "set viewsize $tmpviewsize \n");
566 if (cvar("g_spawnsound"))
567 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
570 if(self.team == assault_attacker_team)
571 centerprint(self, "You are attacking!\n");
573 centerprint(self, "You are defending!\n");
576 } else if(self.classname == "observer") {
577 PutObserverInServer ();
586 void SetNewParms (void)
596 void SetChangeParms (void)
605 Called when a client types 'kill' in the console
608 void ClientKill (void)
610 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
613 void FixClientCvars(entity e)
616 // send prediction settings to the client
617 stuffcmd(e, "\nin_bindmap 0 0\n");
618 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
619 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
620 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
621 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
622 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
623 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
624 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
625 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
626 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
627 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
628 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
629 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
630 stuffcmd(e, "cl_movement_edgefriction 1\n");
632 // notify about available teams
635 CheckAllowedTeams(e);
636 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
637 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
640 stuffcmd(e, "set _teams_available 0\n");
647 Called when a client connects to the server
650 string ColoredTeamName(float t);
651 //void dom_player_join_team(entity pl);
652 void ClientConnect (void)
657 if(Ban_IsClientBanned(self))
659 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
665 self.classname = "player_joining";
666 self.flags = self.flags | FL_CLIENT;
667 self.version_nagtime = time + 10 + random() * 10;
671 dprint("BUG player count is lower than zero, this cannot happen!\n");
678 // dom_player_join_team(self);
680 //JoinBestTeam(self, FALSE);
682 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
683 self.classname = "observer";
685 self.classname = "player";
686 campaign_bots_may_start = 1;
689 self.playerid = (playerid_last = playerid_last + 1);
690 if(cvar("sv_eventlog"))
692 if(clienttype(self) == CLIENTTYPE_REAL)
696 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
697 s = strcat(":team:", ftos(self.playerid), ":");
698 s = strcat(s, ftos(self.team));
699 GameLogEcho(s, FALSE);
702 //stuffcmd(self, "set tmpviewsize $viewsize \n");
704 bprint ("^4",self.netname);
705 bprint ("^4 connected");
707 if(g_domination || g_ctf)
709 bprint(" and joined the ");
710 bprint(ColoredTeamName(self.team));
715 self.welcomemessage_time = 0;
717 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
718 // TODO: is this being used for anything else than cd tracks?
719 // Remember: SVC_CDTRACK exists. Maybe it should be used.
721 FixClientCvars(self);
724 WaypointSprite_InitClient(self);
726 // Wazat's grappling hook
727 SetGrappleHookBindings();
729 // get autoswitch state from player when he toggles it
730 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
732 // get version info from player
733 stuffcmd(self, "cmd clientversion $gameversion\n");
735 // send all weapon info strings
736 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
738 while (wep <= WEP_LAST)
740 weapon_action(wep, WR_REGISTER);
744 // get other cvars from player
747 // set cvar for team scoreboard
751 t = cvar("teamplay");
752 // 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
753 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
756 stuffcmd(self, "set teamplay 0\n");
760 self.frags = LMS_NewPlayerLives();
766 self.classname = "observer";
767 Spawnqueue_Insert(self);
770 bot_relinkplayerlist();
772 self.jointime = time;
779 Called when a client disconnects from the server
782 void(entity e) DropFlag;
783 .entity chatbubbleentity;
784 .entity teambubbleentity;
785 void ClientDisconnect (void)
788 if(cvar("sv_eventlog"))
789 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
790 bprint ("^4",self.netname);
791 bprint ("^4 disconnected\n");
793 if (self.chatbubbleentity)
795 remove (self.chatbubbleentity);
796 self.chatbubbleentity = world;
799 if (self.teambubbleentity)
801 remove (self.teambubbleentity);
802 self.teambubbleentity = world;
805 WaypointSprite_PlayerGone();
808 kh_Key_DropAll(self, TRUE);
811 DropFlag(self.flagcarried);
813 DistributeFragsAmongTeam(self, self.team, 1);
816 self.flags = self.flags - (self.flags & FL_CLIENT);
817 bot_relinkplayerlist();
821 if(self.weaponentity)
822 if(self.weaponentity.lasertarget)
823 remove(self.weaponentity.lasertarget);
827 Spawnqueue_Unmark(self);
828 Spawnqueue_Remove(self);
836 void() ChatBubbleThink =
838 self.nextthink = time;
839 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
841 self.owner.chatbubbleentity = world;
845 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
846 if (self.owner.buttonchat && !self.owner.deadflag)
847 self.model = self.mdl;
852 void() UpdateChatBubble =
854 if (!self.modelindex)
856 // spawn a chatbubble entity if needed
857 if (!self.chatbubbleentity)
859 self.chatbubbleentity = spawn();
860 self.chatbubbleentity.owner = self;
861 self.chatbubbleentity.exteriormodeltoclient = self;
862 self.chatbubbleentity.think = ChatBubbleThink;
863 self.chatbubbleentity.nextthink = time;
864 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
865 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
866 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
867 self.chatbubbleentity.model = "";
868 self.chatbubbleentity.effects = EF_LOWPRECISION;
873 void() TeamBubbleThink =
875 self.nextthink = time;
876 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
878 self.owner.teambubbleentity = world;
882 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
883 if (self.owner.buttonchat || self.owner.deadflag)
886 self.model = self.mdl;
890 float() TeamBubble_customizeentityforclient
892 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
895 void() UpdateTeamBubble =
897 if (!self.modelindex || !cvar("teamplay"))
899 // spawn a teambubble entity if needed
900 if (!self.teambubbleentity && cvar("teamplay"))
902 self.teambubbleentity = spawn();
903 self.teambubbleentity.owner = self;
904 self.teambubbleentity.exteriormodeltoclient = self;
905 self.teambubbleentity.think = TeamBubbleThink;
906 self.teambubbleentity.nextthink = time;
907 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
908 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
909 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
910 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
911 self.teambubbleentity.mdl = self.teambubbleentity.model;
912 self.teambubbleentity.model = self.teambubbleentity.mdl;
913 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
914 self.teambubbleentity.effects = EF_LOWPRECISION;
918 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
919 // added to the model skins
920 /*void() UpdateColorModHack =
923 c = self.clientcolors & 15;
924 // LordHavoc: only bothering to support white, green, red, yellow, blue
925 if (teamplay == 0) self.colormod = '0 0 0';
926 else if (c == 0) self.colormod = '1.00 1.00 1.00';
927 else if (c == 3) self.colormod = '0.10 1.73 0.10';
928 else if (c == 4) self.colormod = '1.73 0.10 0.10';
929 else if (c == 12) self.colormod = '1.22 1.22 0.10';
930 else if (c == 13) self.colormod = '0.10 0.10 1.73';
931 else self.colormod = '1 1 1';
940 void player_powerups (void)
944 self.effects = EF_FULLBRIGHT;
945 if (self.items & IT_STRENGTH)
947 if (time > self.strength_finished)
949 self.alpha = default_player_alpha;
950 self.exteriorweaponentity.alpha = default_weapon_alpha;
951 self.items = self.items - (self.items & IT_STRENGTH);
952 sprint(self, "^3Invisibility has worn off\n");
957 if (time < self.strength_finished)
959 self.alpha = cvar("g_minstagib_invis_alpha");
960 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
961 self.items = self.items | IT_STRENGTH;
962 sprint(self, "^3You are invisible\n");
966 if (self.items & IT_INVINCIBLE)
968 if (time > self.invincible_finished)
970 self.items = self.items - (self.items & IT_INVINCIBLE);
971 sprint(self, "^3Speed has worn off\n");
976 if (time < self.invincible_finished)
978 self.items = self.items | IT_INVINCIBLE;
979 sprint(self, "^3You are on speed\n");
985 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
986 if (self.items & IT_STRENGTH)
988 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
989 if (time > self.strength_finished)
991 self.items = self.items - (self.items & IT_STRENGTH);
992 sprint(self, "^3Strength has worn off\n");
997 if (time < self.strength_finished)
999 self.items = self.items | IT_STRENGTH;
1000 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1003 if (self.items & IT_INVINCIBLE)
1005 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1006 if (time > self.invincible_finished)
1008 self.items = self.items - (self.items & IT_INVINCIBLE);
1009 sprint(self, "^3Shield has worn off\n");
1014 if (time < self.invincible_finished)
1016 self.items = self.items | IT_INVINCIBLE;
1017 sprint(self, "^3Shield surrounds you\n");
1021 if (cvar("g_fullbrightplayers"))
1022 self.effects = self.effects | EF_FULLBRIGHT;
1024 // midair gamemode: damage only while in the air
1025 // if in midair mode, being on ground grants temporary invulnerability
1026 // (this is so that multishot weapon don't clear the ground flag on the
1027 // first damage in the frame, leaving the player vulnerable to the
1028 // remaining hits in the same frame)
1029 if (self.flags & FL_ONGROUND)
1031 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1033 if (time < self.spawnshieldtime)
1034 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1037 float CalcRegen(float current, float stable, float regenfactor)
1039 if(current > stable)
1041 else if(current > stable - 0.25) // when close enough, "snap"
1044 return min(stable, current + (stable - current) * regenfactor * frametime);
1047 void player_regen (void)
1049 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1050 maxh = cvar("g_balance_health_stable");
1051 maxa = cvar("g_balance_armor_stable");
1052 limith = cvar("g_balance_health_limit");
1053 limita = cvar("g_balance_armor_limit");
1055 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1058 max_mod = regen_mod = rot_mod = limit_mod = 1;
1060 if (self.runes & RUNE_REGEN)
1062 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1064 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1065 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1066 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1070 regen_mod = cvar("g_balance_rune_regen_regenrate");
1071 max_mod = cvar("g_balance_rune_regen_hpmod");
1072 limit_mod = cvar("g_balance_rune_regen_limitmod");
1075 else if (self.runes & CURSE_VENOM)
1077 max_mod = cvar("g_balance_curse_venom_hpmod");
1078 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1079 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1081 rot_mod = cvar("g_balance_curse_venom_rotrate");
1082 limit_mod = cvar("g_balance_curse_venom_limitmod");
1083 //if (!self.runes & RUNE_REGEN)
1084 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1086 maxh = maxh * max_mod;
1087 //maxa = maxa * max_mod;
1088 limith = limith * limit_mod;
1089 limita = limita * limit_mod;
1091 if (self.armorvalue > maxa)
1093 if (time > self.pauserotarmor_finished)
1095 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1096 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1099 else if (self.armorvalue < maxa)
1101 if (time > self.pauseregen_finished)
1103 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1104 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1107 if (self.health > maxh)
1109 if (time > self.pauserothealth_finished)
1111 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1112 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1115 else if (self.health < maxh)
1117 if (time > self.pauseregen_finished)
1119 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1120 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1124 if (self.health > limith)
1125 self.health = limith;
1126 if (self.armorvalue > limita)
1127 self.armorvalue = limita;
1129 // if player rotted to death... die!
1131 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1135 ======================
1136 spectate mode routines
1137 ======================
1139 void SpectateCopy(entity spectatee) {
1140 self.armortype = spectatee.armortype;
1141 self.armorvalue = spectatee.armorvalue;
1142 self.currentammo = spectatee.currentammo;
1143 self.effects = spectatee.effects;
1144 self.health = spectatee.health;
1146 self.items = spectatee.items;
1147 self.punchangle = spectatee.punchangle;
1148 self.view_ofs = spectatee.view_ofs;
1149 self.v_angle = spectatee.v_angle;
1150 self.viewzoom = spectatee.viewzoom;
1151 setorigin(self, spectatee.origin);
1152 setsize(self, spectatee.mins, spectatee.maxs);
1155 void SpectateUpdate() {
1157 PutObserverInServer();
1159 if (self != self.enemy) {
1160 if(self.enemy.flags & FL_NOTARGET)
1161 PutObserverInServer();
1162 SpectateCopy(self.enemy);
1163 self.dmg_take = self.enemy.dmg_take;
1164 self.dmg_save = self.enemy.dmg_save;
1165 self.dmg_inflictor = self.enemy.dmg_inflictor;
1166 self.fixangle = TRUE;
1167 self.angles = self.enemy.v_angle;
1168 //msg_entity = self;
1169 //WriteByte(MSG_ONE, SVC_SETANGLE);
1170 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1171 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1172 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1176 float SpectateNext() {
1177 other = find(self.enemy, classname, "player");
1179 other = find(other, classname, "player");
1184 if(self.enemy.classname == "player") {
1186 WriteByte(MSG_ONE, SVC_SETVIEW);
1187 WriteEntity(MSG_ONE, self.enemy);
1188 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1198 ShowRespawnCountdown()
1200 Update a respawn countdown display.
1203 void ShowRespawnCountdown()
1206 if(self.deadflag == DEAD_NO) // just respawned?
1210 number = ceil(self.death_time - time);
1213 if(number <= self.respawn_countdown)
1215 self.respawn_countdown = number - 1;
1216 if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1217 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1222 void LeaveSpectatorMode()
1224 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1225 self.classname = "player";
1226 if(cvar("g_campaign") || cvar("g_balance_teams"))
1227 JoinBestTeam(self, 0);
1228 if(cvar("g_campaign"))
1229 campaign_bots_may_start = 1;
1230 PutClientInServer();
1231 if(!(self.flags & FL_NOTARGET))
1232 bprint ("^4", self.netname, "^4 is playing now\n");
1233 centerprint(self,"");
1236 stuffcmd(self,"menu_showteamselect\n");
1245 Called every frame for each client before the physics are run
1248 void() ctf_setstatus;
1249 .float vote_nagtime;
1250 void PlayerPreThink (void)
1253 if(self.version_nagtime)
1254 if(self.cvar_g_nexuizversion)
1255 if(time > self.version_nagtime)
1257 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1258 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1260 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1261 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1263 self.version_nagtime = 0;
1267 if(self.cvar_scr_centertime)
1268 if(time > self.vote_nagtime)
1271 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1275 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1277 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1278 self.max_armorvalue = 0;
1281 if(self.classname == "player") {
1282 local vector m1, m2;
1284 // if(self.netname == "Wazat")
1285 // bprint(self.classname, "\n");
1287 CheckRules_Player();
1290 PrintWelcomeMessage(self);
1292 if(g_lms || !cvar("sv_spectate"))
1293 if((time - self.jointime) <= cvar("welcome_message_time"))
1294 PrintWelcomeMessage(self);
1296 if (intermission_running)
1298 IntermissionThink (); // otherwise a button could be missed between
1299 return; // the think tics
1302 if(time > self.teleport_time)
1304 self.effects = self.effects - (self.effects & EF_NODRAW);
1305 if(self.weaponentity)
1306 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1309 Nixnex_GiveCurrentWeapon();
1311 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1312 UpdateSelectedPlayer();
1314 if (self.deadflag != DEAD_NO)
1316 float button_pressed, force_respawn;
1318 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1319 force_respawn = (g_lms || cvar("g_forced_respawn"));
1320 if (self.deadflag == DEAD_DYING)
1323 self.deadflag = DEAD_RESPAWNING;
1324 else if(!button_pressed)
1325 self.deadflag = DEAD_DEAD;
1327 else if (self.deadflag == DEAD_DEAD)
1330 self.deadflag = DEAD_RESPAWNABLE;
1332 else if (self.deadflag == DEAD_RESPAWNABLE)
1335 self.deadflag = DEAD_RESPAWNING;
1337 else if (self.deadflag == DEAD_RESPAWNING)
1339 if(time > self.death_time)
1342 ShowRespawnCountdown();
1346 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1350 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1351 dist = self.oldorigin - self.origin;
1353 self.lms_traveled_distance += fabs(vlen(dist));
1355 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1357 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1358 self.lms_traveled_distance = 0;
1361 if(time > self.lms_nextcheck)
1363 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1364 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1366 centerprint(self, cvar_string("g_lms_campcheck_message"));
1367 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1368 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1369 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');
1371 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1372 self.lms_traveled_distance = 0;
1376 if (self.button5 && !self.hook.state)
1381 self.view_ofs = PL_CROUCH_VIEW_OFS;
1382 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1383 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1390 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1391 if (!trace_startsolid)
1393 self.crouch = FALSE;
1394 self.view_ofs = PL_VIEW_OFS;
1395 setsize (self, PL_MIN, PL_MAX);
1400 if(cvar("sv_defaultcharacter") == 1) {
1401 local string defaultmodel;
1402 defaultmodel = cvar_string("sv_defaultplayermodel");
1404 if (defaultmodel != self.model)
1408 setmodel_lod (self, defaultmodel);
1409 setsize (self, m1, m2);
1412 if (self.skin != cvar("sv_defaultplayerskin"))
1413 self.skin = cvar("sv_defaultplayerskin");
1415 if (self.playermodel != self.model)
1417 self.playermodel = CheckPlayerModel(self.playermodel);
1420 setmodel_lod (self, self.playermodel);
1421 setsize (self, m1, m2);
1426 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1427 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1431 if (self.skin != stof(self.playerskin))
1432 self.skin = stof(self.playerskin);
1436 if(strlen(cvar_string("sv_defaultplayercolors")))
1437 if(self.clientcolors != cvar("sv_defaultplayercolors"))
1438 setcolor(self, cvar("sv_defaultplayercolors"));
1440 GrapplingHookFrame();
1445 float zoomfactor, zoomspeed, zoomdir;
1446 zoomfactor = self.cvar_cl_zoomfactor;
1447 if(zoomfactor < 1 || zoomfactor > 16)
1449 zoomspeed = self.cvar_cl_zoomspeed;
1450 if(zoomspeed >= 0) // < 0 is instant zoom
1451 if(zoomspeed < 0.5 || zoomspeed > 16)
1454 zoomdir = self.button4;
1456 if(self.weapon == WEP_NEX)
1461 self.has_zoomed = 1;
1465 if(zoomspeed <= 0) // instant zoom
1468 self.viewzoom = 1 / zoomfactor;
1474 // geometric zoom would be:
1475 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1476 // however, testing showed that arithmetic/harmonic zoom works better
1478 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1479 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1480 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1482 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1483 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1484 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1488 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1496 minstagib_ammocheck();
1501 //self.angles_y=self.v_angle_y + 90; // temp
1503 //if (TetrisPreFrame()) return;
1504 } else if(gameover) {
1505 if (intermission_running)
1506 IntermissionThink (); // otherwise a button could be missed between
1508 } else if(self.classname == "observer") {
1510 if (self.flags & FL_JUMPRELEASED) {
1511 if (self.button2 && self.version == cvar("gameversion")) {
1512 self.welcomemessage_time = 0;
1513 self.flags = self.flags - FL_JUMPRELEASED;
1514 LeaveSpectatorMode();
1516 } else if(self.button0 && self.version == cvar("gameversion")) {
1517 self.welcomemessage_time = 0;
1518 self.flags = self.flags - FL_JUMPRELEASED;
1519 if(SpectateNext() == 1) {
1520 self.classname = "spectator";
1524 if (!(self.button0 || self.button2)) {
1525 self.flags = self.flags | FL_JUMPRELEASED;
1528 PrintWelcomeMessage(self);
1529 } else if(self.classname == "spectator") {
1530 if (self.flags & FL_JUMPRELEASED) {
1531 if (self.button2 && self.version == cvar("gameversion")) {
1532 self.welcomemessage_time = 0;
1533 self.flags = self.flags - FL_JUMPRELEASED;
1534 LeaveSpectatorMode();
1536 } else if(self.button0) {
1537 self.welcomemessage_time = 0;
1538 self.flags = self.flags - FL_JUMPRELEASED;
1539 if(SpectateNext() == 1) {
1540 self.classname = "spectator";
1542 self.classname = "observer";
1543 PutClientInServer();
1545 } else if (self.button3) {
1546 self.welcomemessage_time = 0;
1547 self.flags = self.flags - FL_JUMPRELEASED;
1548 self.classname = "observer";
1549 PutClientInServer();
1554 if (!(self.button0 || self.button3)) {
1555 self.flags = self.flags | FL_JUMPRELEASED;
1558 PrintWelcomeMessage(self);
1559 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1568 Called every frame for each client after the physics are run
1571 void PlayerPostThink (void)
1573 // Savage: Check for nameless players
1574 if (strlen(self.netname) < 1) {
1575 self.netname = "Player";
1576 stuffcmd(self, "seta _cl_name Player\n");
1579 if(self.classname == "player") {
1580 CheckRules_Player();
1585 if (intermission_running)
1586 return; // intermission or finale
1588 //PrintWelcomeMessage(self);
1589 //if (TetrisPostFrame()) return;
1591 // restart countdown
1592 if(time < restart_countdown)
1597 sec = ceil(restart_countdown-time);
1598 s = strcat(NEWLINES, "^1Game starts in ", ftos(sec), " seconds");
1599 centerprint(self, s);
1600 self.movetype = MOVETYPE_NONE;
1601 self.velocity = '0 0 0';
1602 self.avelocity = '0 0 0';
1603 self.movement = '0 0 0';
1605 else if(self.movetype == MOVETYPE_NONE)
1607 self.movetype = MOVETYPE_WALK;
1608 centerprint(self, "\n");
1610 } else if (self.classname == "observer") {
1612 } else if (self.classname == "spectator") {