1 // let's abuse an existing field
2 #define SPAWNPOINT_SCORE frags
4 .float wantswelcomemessage;
5 .string netname_previous;
7 void spawnfunc_info_player_survivor (void)
9 spawnfunc_info_player_deathmatch();
12 void spawnfunc_info_player_start (void)
14 spawnfunc_info_player_deathmatch();
17 void spawnfunc_info_player_deathmatch (void)
19 self.classname = "info_player_deathmatch";
20 relocate_spawnpoint();
28 self.team = activator.team;
29 some_spawn_has_been_used = 1;
34 // -1 if a spawn can't be used
35 // otherwise, a weight of the spawnpoint
36 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
38 float shortest, thisdist;
41 // filter out spots for the wrong team
43 if(spot.team != teamcheck)
46 // filter out spots for assault
47 if(spot.target != "") {
49 ent = find(world, targetname, spot.target);
51 if(ent.classname == "target_objective")
52 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
54 ent = find(ent, targetname, spot.target);
59 shortest = vlen(world.maxs - world.mins);
60 for(player = playerlist; player; player = player.chain)
63 thisdist = vlen(player.origin - spot.origin);
64 if (thisdist < shortest)
72 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
74 local entity spot, spotlist, spotlistend;
81 for(spot = firstspot; spot; spot = spot.chain)
83 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
85 if(cvar("spawn_debugview"))
87 setmodel(spot, "models/runematch/rune.mdl");
88 if(spot.SPAWNPOINT_SCORE < mindist)
90 spot.colormod = '1 0 0';
95 spot.colormod = '0 1 0';
96 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
100 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
102 if(spot.SPAWNPOINT_SCORE < mindist)
104 // too short distance
105 spawn_allgood = FALSE;
110 spawn_allbad = FALSE;
113 spotlistend.chain = spot;
120 if(spot.team != teamcheck)
121 error("invalid spawn added");
123 print("added ", etos(spot), "\n");
129 spotlistend.chain = world;
134 for(e = spotlist; e; e = e.chain)
136 print("seen ", etos(e), "\n");
137 if(e.team != teamcheck)
138 error("invalid spawn found");
145 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
147 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
148 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
151 RandomSelection_Init();
152 for(spot = firstspot; spot; spot = spot.chain)
153 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
155 return RandomSelection_chosen_ent;
162 Finds a point to respawn
165 entity SelectSpawnPoint (float anypoint)
167 local float teamcheck;
168 local entity firstspot_new;
169 local entity spot, firstspot, playerlist;
171 spot = find (world, classname, "testplayerstart");
177 if(!anypoint && have_team_spawns)
178 teamcheck = self.team;
180 // get the list of players
181 playerlist = findchain(classname, "player");
182 // get the entire list of spots
183 firstspot = findchain(classname, "info_player_deathmatch");
184 // filter out the bad ones
185 // (note this returns the original list if none survived)
186 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
188 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
189 firstspot = firstspot_new;
191 // there is 50/50 chance of choosing a random spot or the furthest spot
192 // (this means that roughly every other spawn will be furthest, so you
193 // usually won't get fragged at spawn twice in a row)
194 if (arena_roundbased)
196 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
198 firstspot = firstspot_new;
199 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
201 else if (random() > cvar("g_spawn_furthest"))
202 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
204 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
206 if(cvar("spawn_debugview"))
208 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
212 for(e = firstspot; e; e = e.chain)
213 if(e.team != teamcheck)
214 error("invalid spawn found");
219 if(cvar("spawn_debug"))
223 if(some_spawn_has_been_used)
224 return world; // team can't spawn any more, because of actions of other team
226 error("Cannot find a spawn point - please fix the map!");
237 Checks if the argument string can be a valid playermodel.
238 Returns a valid one in doubt.
241 string FallbackPlayerModel = "models/player/marine.zym";
242 string CheckPlayerModel(string plyermodel) {
243 if(strlen(plyermodel) < 4)
244 return FallbackPlayerModel;
245 if( substring(plyermodel,0,14) != "models/player/")
246 return FallbackPlayerModel;
247 else if(cvar("sv_servermodelsonly"))
249 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
250 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
251 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
252 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
253 return FallbackPlayerModel;
254 if(!fexists(plyermodel))
255 return FallbackPlayerModel;
262 Client_customizeentityforclient
267 float Client_customizeentityforclient()
269 #ifdef ALLOW_VARIABLE_LOD
271 // other: the player viewing me
275 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
278 if(other.cvar_cl_playerdetailreduction <= 0)
280 if(other.cvar_cl_playerdetailreduction <= -2)
281 self.modelindex = self.modelindex_lod2;
282 else if(other.cvar_cl_playerdetailreduction <= -1)
283 self.modelindex = self.modelindex_lod1;
285 self.modelindex = self.modelindex_lod0;
289 distance = vlen(self.origin - other.origin);
290 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
292 self.modelindex = self.modelindex_lod2;
294 self.modelindex = self.modelindex_lod1;
296 self.modelindex = self.modelindex_lod0;
303 void UpdatePlayerSounds();
304 void setmodel_lod(entity e, string modelname)
306 #ifdef ALLOW_VARIABLE_LOD
309 // FIXME: this only supports 3-letter extensions
310 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
314 setmodel(e, s); // players have high precision
315 self.modelindex_lod1 = self.modelindex;
318 self.modelindex_lod1 = -1;
320 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
324 setmodel(e, s); // players have high precision
325 self.modelindex_lod2 = self.modelindex;
328 self.modelindex_lod2 = -1;
330 precache_model(modelname);
331 setmodel(e, modelname); // players have high precision
332 self.modelindex_lod0 = self.modelindex;
334 if(self.modelindex_lod1 < 0)
335 self.modelindex_lod1 = self.modelindex;
337 if(self.modelindex_lod2 < 0)
338 self.modelindex_lod2 = self.modelindex;
340 precache_model(modelname);
341 setmodel(e, modelname); // players have high precision
343 player_setupanimsformodel();
344 UpdatePlayerSounds();
351 putting a client as observer in the server
354 void PutObserverInServer (void)
357 spot = SelectSpawnPoint (TRUE);
359 error("No spawnpoints for observers?!?\n");
360 RemoveGrapplingHook(self); // Wazat's Grappling Hook
362 if(clienttype(self) == CLIENTTYPE_REAL)
365 WriteByte(MSG_ONE, SVC_SETVIEW);
366 WriteEntity(MSG_ONE, self);
370 kh_Key_DropAll(self, TRUE);
373 DropFlag(self.flagcarried);
375 WaypointSprite_PlayerDead();
377 if(self.killcount != -666)
381 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
382 bprint ("^4", self.netname, "^4 has no more lives left\n");
384 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
387 bprint ("^4", self.netname, "^4 is spectating now\n");
390 PlayerScore_Clear(self); // clear scores when needed
392 self.spectatortime = time;
394 self.classname = "observer";
396 self.takedamage = DAMAGE_NO;
397 self.solid = SOLID_NOT;
398 self.movetype = MOVETYPE_NOCLIP;
399 self.flags = FL_CLIENT | FL_NOTARGET;
400 self.armorvalue = 666;
402 self.armorvalue = cvar("g_balance_armor_start");
403 self.pauserotarmor_finished = 0;
404 self.pauserothealth_finished = 0;
405 self.pauseregen_finished = 0;
406 self.damageforcescale = 0;
413 self.pain_finished = 0;
414 self.strength_finished = 0;
415 self.invincible_finished = 0;
417 self.think = SUB_Null;
421 self.deadflag = DEAD_NO;
422 self.angles = spot.angles;
424 self.fixangle = TRUE;
427 self.view_ofs = PL_VIEW_OFS;
428 setorigin (self, spot.origin);
429 setsize (self, '0 0 0', '0 0 0');
430 self.oldorigin = self.origin;
435 self.weaponmodel = "";
436 self.weaponentity = world;
437 self.killcount = -666;
438 self.velocity = '0 0 0';
439 self.avelocity = '0 0 0';
440 self.punchangle = '0 0 0';
441 self.punchvector = '0 0 0';
442 self.oldvelocity = self.velocity;
443 self.customizeentityforclient = Client_customizeentityforclient;
445 self.wantswelcomemessage = 1;
451 Spawnqueue_Insert(self);
452 // FIXME what IS this?
456 Spawnqueue_Unmark(self);
457 Spawnqueue_Remove(self);
462 // Only if the player cannot play at all
463 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
472 float RestrictSkin(float s)
481 void FixPlayermodel()
483 local string defaultmodel;
484 local float defaultskin;
489 if(cvar("sv_defaultcharacter") == 1) {
494 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
495 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
498 if(defaultmodel == "")
500 defaultmodel = cvar_string("sv_defaultplayermodel");
501 defaultskin = cvar("sv_defaultplayerskin");
505 if(defaultmodel != "")
507 if (defaultmodel != self.model)
511 setmodel_lod (self, defaultmodel);
512 setsize (self, m1, m2);
515 self.skin = defaultskin;
517 if (self.playermodel != self.model)
519 self.playermodel = CheckPlayerModel(self.playermodel);
522 setmodel_lod (self, self.playermodel);
523 setsize (self, m1, m2);
526 self.skin = RestrictSkin(stof(self.playerskin));
530 if(strlen(cvar_string("sv_defaultplayercolors")))
531 if(self.clientcolors != cvar("sv_defaultplayercolors"))
532 setcolor(self, cvar("sv_defaultplayercolors"));
539 Called when a client spawns in the server
542 //void() ctf_playerchanged;
543 void PutClientInServer (void)
545 if(clienttype(self) == CLIENTTYPE_BOT)
547 self.classname = "player";
549 else if(clienttype(self) == CLIENTTYPE_REAL)
552 WriteByte(MSG_ONE, SVC_SETVIEW);
553 WriteEntity(MSG_ONE, self);
556 // player is dead and becomes observer
557 // FIXME fix LMS scoring for new system
560 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
561 self.classname = "observer";
566 self.classname = "observer";
568 if(self.classname == "player") {
571 spot = SelectSpawnPoint (FALSE);
574 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
575 return; // spawn failed
578 RemoveGrapplingHook(self); // Wazat's Grappling Hook
580 self.classname = "player";
581 self.iscreature = TRUE;
582 self.movetype = MOVETYPE_WALK;
583 self.solid = SOLID_SLIDEBOX;
584 self.flags = FL_CLIENT;
585 self.takedamage = DAMAGE_AIM;
587 self.effects = EF_FULLBRIGHT;
590 self.air_finished = time + 12;
593 self.ammo_shells = start_ammo_shells;
594 self.ammo_nails = start_ammo_nails;
595 self.ammo_rockets = start_ammo_rockets;
596 self.ammo_cells = start_ammo_cells;
597 self.health = start_health;
598 self.armorvalue = start_armorvalue;
599 self.items = start_items;
600 self.switchweapon = start_switchweapon;
601 self.cnt = start_switchweapon;
603 self.jump_interval = time;
605 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
606 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
607 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
608 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
609 //extend the pause of rotting if client was reset at the beginning of the countdown
610 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
611 self.spawnshieldtime += RESTART_COUNTDOWN;
612 self.pauserotarmor_finished += RESTART_COUNTDOWN;
613 self.pauserothealth_finished += RESTART_COUNTDOWN;
614 self.pauseregen_finished += RESTART_COUNTDOWN;
616 self.damageforcescale = 2;
623 self.pain_finished = 0;
624 self.strength_finished = 0;
625 self.invincible_finished = 0;
627 //self.speed_finished = 0;
628 //self.slowmo_finished = 0;
629 // players have no think function
630 self.think = SUB_Null;
636 self.deadflag = DEAD_NO;
638 self.angles = spot.angles;
640 self.angles_z = 0; // never spawn tilted even if the spot says to
641 self.fixangle = TRUE; // turn this way immediately
642 self.velocity = '0 0 0';
643 self.avelocity = '0 0 0';
644 self.punchangle = '0 0 0';
645 self.punchvector = '0 0 0';
646 self.oldvelocity = self.velocity;
651 self.customizeentityforclient = Client_customizeentityforclient;
657 self.view_ofs = PL_VIEW_OFS;
658 setsize (self, PL_MIN, PL_MAX);
659 self.spawnorigin = spot.origin;
660 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
661 // don't reset back to last position, even if new position is stuck in solid
662 self.oldorigin = self.origin;
666 Spawnqueue_Remove(self);
667 Spawnqueue_Mark(self);
670 self.event_damage = PlayerDamage;
672 self.bot_attack = TRUE;
674 self.statdraintime = time + 5;
675 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
677 if(self.killcount == -666) {
678 PlayerScore_Clear(self);
683 self.cnt = WEP_LASER;
684 self.nixnex_lastchange_id = -1;
686 CL_SpawnWeaponentity();
687 self.alpha = default_player_alpha;
688 self.colormod = '1 1 1' * cvar("g_player_brightness");
689 self.exteriorweaponentity.alpha = default_weapon_alpha;
691 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
692 self.lms_traveled_distance = 0;
693 self.speedrunning = FALSE;
695 if(cvar("spawn_debug"))
697 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
698 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
701 //stuffcmd(self, "chase_active 0");
702 //stuffcmd(self, "set viewsize $tmpviewsize \n");
704 if (cvar("g_spawnsound"))
705 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
708 if(self.team == assault_attacker_team)
709 centerprint(self, "You are attacking!\n");
711 centerprint(self, "You are defending!\n");
714 } else if(self.classname == "observer") {
715 PutObserverInServer ();
719 // ctf_playerchanged();
726 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
729 void SendCSQCInfo(void)
731 if(clienttype(self) != CLIENTTYPE_REAL)
734 WriteByte(MSG_ONE, SVC_TEMPENTITY);
735 WriteByte(MSG_ONE, TE_CSQC_INIT);
736 WriteShort(MSG_ONE, CSQC_REVISION);
737 WriteByte(MSG_ONE, maxclients);
745 void SetNewParms (void)
747 // initialize parms for a new player
748 parm1 = -(86400 * 366);
756 void SetChangeParms (void)
758 // save parms for level change
759 parm1 = self.parm_idlesince - time;
767 void DecodeLevelParms (void)
770 self.parm_idlesince = parm1;
771 if(self.parm_idlesince == -(86400 * 366))
772 self.parm_idlesince = time;
779 Called when a client types 'kill' in the console
783 void ClientKill_Now_TeamChange()
785 if(self.killindicator_teamchange == -1)
788 JoinBestTeam( self, FALSE, FALSE );
792 SV_ChangeTeam(self.killindicator_teamchange - 1);
796 void ClientKill_Now()
798 if(self.killindicator_teamchange)
799 ClientKill_Now_TeamChange();
802 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
804 void KillIndicator_Think()
806 if (!self.owner.modelindex)
808 self.owner.killindicator = world;
816 ClientKill_Now(); // no oldself needed
822 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
823 if(clienttype(self.owner) == CLIENTTYPE_REAL)
826 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
827 if(self.owner.killindicator_teamchange)
829 if(self.owner.killindicator_teamchange == -1)
830 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
832 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
835 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
837 self.nextthink = time + 1;
842 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
846 killtime = cvar("g_balance_kill_delay");
848 self.killindicator_teamchange = targetteam;
850 if(!self.killindicator)
852 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
858 self.killindicator = spawn();
859 self.killindicator.owner = self;
860 self.killindicator.scale = 0.5;
861 setattachment(self.killindicator, self, "");
862 setorigin(self.killindicator, '0 0 52');
863 self.killindicator.think = KillIndicator_Think;
864 self.killindicator.nextthink = time + (self.lip) * 0.05;
865 self.killindicator.cnt = ceil(killtime);
866 self.killindicator.count = bound(0, ceil(killtime), 10);
867 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
869 for(e = world; (e = find(e, classname, "body")) != world; )
873 e.killindicator = spawn();
874 e.killindicator.owner = e;
875 e.killindicator.scale = 0.5;
876 setattachment(e.killindicator, e, "");
877 setorigin(e.killindicator, '0 0 52');
878 e.killindicator.think = KillIndicator_Think;
879 e.killindicator.nextthink = time + (e.lip) * 0.05;
880 e.killindicator.cnt = ceil(killtime);
885 if(self.killindicator)
888 self.killindicator.colormod = TeamColor(targetteam);
890 self.killindicator.colormod = '0 0 0';
894 void ClientKill (void)
896 ClientKill_TeamChange(0);
899 void DoTeamChange(float destteam)
902 if(!cvar("teamplay"))
905 SetPlayerColors(self, destteam);
908 if(self.classname == "player")
911 CheckAllowedTeams(self);
912 t = FindSmallestTeam(self, TRUE);
915 case COLOR_TEAM1: c0 = c1; break;
916 case COLOR_TEAM2: c0 = c2; break;
917 case COLOR_TEAM3: c0 = c3; break;
918 case COLOR_TEAM4: c0 = c4; break;
925 destteam = COLOR_TEAM1;
929 destteam = COLOR_TEAM2;
933 destteam = COLOR_TEAM3;
937 destteam = COLOR_TEAM4;
943 if(destteam == self.team && !self.killindicator)
945 ClientKill_TeamChange(destteam);
948 void FixClientCvars(entity e)
950 // send prediction settings to the client
951 stuffcmd(e, "\nin_bindmap 0 0\n");
953 * we no longer need to stuff this. Remove this comment block if you feel
954 * 2.3 and higher (or was it 2.2.3?) don't need these any more
955 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
956 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
957 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
958 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
959 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
960 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
961 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
962 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
963 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
964 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
965 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
966 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
967 stuffcmd(e, "cl_movement_edgefriction 1\n");
975 Called when a client connects to the server
978 //void ctf_clientconnect();
979 string ColoredTeamName(float t);
980 void DecodeLevelParms (void);
981 //void dom_player_join_team(entity pl);
982 void ClientConnect (void)
987 if(self.flags & FL_CLIENT)
989 print("Warning: ClientConnect, but already connected!\n");
993 if(Ban_IsClientBanned(self))
995 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1003 self.classname = "player_joining";
1005 self.flags = self.flags | FL_CLIENT;
1006 self.version_nagtime = time + 10 + random() * 10;
1010 dprint("BUG player count is lower than zero, this cannot happen!\n");
1014 PlayerScore_Attach(self);
1016 bot_clientconnect();
1019 // dom_player_join_team(self);
1021 //JoinBestTeam(self, FALSE, FALSE);
1023 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1024 self.classname = "observer";
1026 self.classname = "player";
1027 campaign_bots_may_start = 1;
1030 self.playerid = (playerid_last = playerid_last + 1);
1031 if(cvar("sv_eventlog"))
1033 if(clienttype(self) == CLIENTTYPE_REAL)
1037 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1038 s = strcat(":team:", ftos(self.playerid), ":");
1039 s = strcat(s, ftos(self.team));
1040 GameLogEcho(s, FALSE);
1042 self.netname_previous = strzone(self.netname);
1044 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1046 bprint ("^4",self.netname);
1047 bprint ("^4 connected");
1049 if(g_domination || g_ctf)
1051 bprint(" and joined the ");
1052 bprint(ColoredTeamName(self.team));
1057 self.welcomemessage_time = 0;
1059 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1060 // TODO: is this being used for anything else than cd tracks?
1061 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1063 stuffcmd(self, "cl_particles_reloadeffects\n");
1065 FixClientCvars(self);
1067 // spawnfunc_waypoint sprites
1068 WaypointSprite_InitClient(self);
1070 // Wazat's grappling hook
1071 SetGrappleHookBindings();
1073 // get autoswitch state from player when he toggles it
1074 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1076 // get version info from player
1077 stuffcmd(self, "cmd clientversion $gameversion\n");
1079 // send all weapon info strings
1080 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1082 while (wep <= WEP_LAST)
1084 weapon_action(wep, WR_REGISTER);
1088 // get other cvars from player
1091 // set cvar for team scoreboard
1095 t = cvar("teamplay");
1096 // 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
1097 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1100 stuffcmd(self, "set teamplay 0\n");
1102 // notify about available teams
1105 CheckAllowedTeams(self);
1106 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1107 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1110 stuffcmd(self, "set _teams_available 0\n");
1112 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1116 self.classname = "observer";
1117 Spawnqueue_Insert(self);
1121 ctf_clientconnect();
1127 bot_relinkplayerlist();
1129 self.spectatortime = time;
1132 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"));
1135 self.jointime = time;
1136 self.allowedTimeouts = cvar("sv_timeout_number");
1138 if(clienttype(self) == CLIENTTYPE_REAL)
1140 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1143 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1145 MapVote_SendData(MSG_ONE);
1146 MapVote_UpdateData(MSG_ONE);
1148 ScoreInfo_Write(MSG_ONE);
1153 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1155 PlayerScore_Add(self, SP_LMS_RANK, 666);
1156 self.frags = -666; // FIXME do we still need this?
1165 Called when a client disconnects from the server
1168 void(entity e) DropFlag;
1169 .entity chatbubbleentity;
1170 .entity teambubbleentity;
1171 //void() ctf_clientdisconnect;
1172 void ClientDisconnect (void)
1176 if not(self.flags & FL_CLIENT)
1178 print("Warning: ClientDisconnect without ClientConnect\n");
1182 bot_clientdisconnect();
1187 if(cvar("sv_eventlog"))
1188 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1189 bprint ("^4",self.netname);
1190 bprint ("^4 disconnected\n");
1192 if (self.chatbubbleentity)
1194 remove (self.chatbubbleentity);
1195 self.chatbubbleentity = world;
1198 if (self.teambubbleentity)
1200 remove (self.teambubbleentity);
1201 self.teambubbleentity = world;
1204 if (self.killindicator)
1206 remove (self.killindicator);
1207 self.killindicator = world;
1210 WaypointSprite_PlayerGone();
1213 kh_Key_DropAll(self, TRUE);
1215 if(self.flagcarried)
1216 DropFlag(self.flagcarried);
1219 self.flags = self.flags - (self.flags & FL_CLIENT);
1220 bot_relinkplayerlist();
1224 if(self.weaponentity)
1225 if(self.weaponentity.lasertarget)
1226 remove(self.weaponentity.lasertarget);
1230 Spawnqueue_Unmark(self);
1231 Spawnqueue_Remove(self);
1235 ctf_clientdisconnect();
1239 PlayerScore_Detach(self);
1241 if(self.netname_previous)
1242 strunzone(self.netname_previous);
1250 void ChatBubbleThink()
1252 self.nextthink = time;
1253 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1255 self.owner.chatbubbleentity = world;
1259 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1260 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1261 self.model = self.mdl;
1266 void UpdateChatBubble()
1268 if (!self.modelindex)
1270 // spawn a chatbubble entity if needed
1271 if (!self.chatbubbleentity)
1273 self.chatbubbleentity = spawn();
1274 self.chatbubbleentity.owner = self;
1275 self.chatbubbleentity.exteriormodeltoclient = self;
1276 self.chatbubbleentity.think = ChatBubbleThink;
1277 self.chatbubbleentity.nextthink = time;
1278 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1279 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1280 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1281 self.chatbubbleentity.model = "";
1282 self.chatbubbleentity.effects = EF_LOWPRECISION;
1287 void TeamBubbleThink()
1289 self.nextthink = time;
1290 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1292 self.owner.teambubbleentity = world;
1296 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1297 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1300 self.model = self.mdl;
1304 float TeamBubble_customizeentityforclient()
1306 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1309 void UpdateTeamBubble()
1311 if (!self.modelindex || !cvar("teamplay"))
1313 // spawn a teambubble entity if needed
1314 if (!self.teambubbleentity && cvar("teamplay"))
1316 self.teambubbleentity = spawn();
1317 self.teambubbleentity.owner = self;
1318 self.teambubbleentity.exteriormodeltoclient = self;
1319 self.teambubbleentity.think = TeamBubbleThink;
1320 self.teambubbleentity.nextthink = time;
1321 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1322 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1323 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1324 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1325 self.teambubbleentity.mdl = self.teambubbleentity.model;
1326 self.teambubbleentity.model = self.teambubbleentity.mdl;
1327 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1328 self.teambubbleentity.effects = EF_LOWPRECISION;
1332 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1333 // added to the model skins
1334 /*void UpdateColorModHack()
1337 c = self.clientcolors & 15;
1338 // LordHavoc: only bothering to support white, green, red, yellow, blue
1339 if (teamplay == 0) self.colormod = '0 0 0';
1340 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1341 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1342 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1343 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1344 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1345 else self.colormod = '1 1 1';
1351 self.effects |= EF_NODRAW; // prevent another CopyBody
1352 PutClientInServer();
1356 * When sv_timeout is used this function returs strings like
1357 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1358 * Called by centerprint functions
1359 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1361 string getTimeoutText(float addOneSecond) {
1362 if (!cvar("sv_timeout") || !timeoutStatus)
1365 local string retStr;
1366 if (timeoutStatus == 1) {
1367 if (addOneSecond == 1) {
1368 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1371 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1375 else if (timeoutStatus == 2) {
1377 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1378 //don't show messages like "Timeout ends in 0 seconds"...
1379 if ((remainingTimeoutTime + 1) > 0)
1385 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1386 //don't show messages like "Timeout ends in 0 seconds"...
1387 if (remainingTimeoutTime > 0)
1396 void player_powerups (void)
1400 if (self.items & IT_STRENGTH)
1402 if (time > self.strength_finished)
1404 if (g_minstagib_invis_alpha > 0)
1406 self.alpha = default_player_alpha;
1407 self.exteriorweaponentity.alpha = default_weapon_alpha;
1408 self.effects = self.effects | EF_FULLBRIGHT;
1412 self.effects -= self.effects & EF_NODRAW;
1414 self.items = self.items - (self.items & IT_STRENGTH);
1415 sprint(self, "^3Invisibility has worn off\n");
1420 if (time < self.strength_finished)
1422 if (g_minstagib_invis_alpha > 0)
1424 self.alpha = g_minstagib_invis_alpha;
1425 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1426 self.effects -= self.effects & EF_FULLBRIGHT;
1430 self.effects = self.effects | EF_NODRAW;
1432 self.items = self.items | IT_STRENGTH;
1433 sprint(self, "^3You are invisible\n");
1437 if (self.items & IT_INVINCIBLE)
1439 if (time > self.invincible_finished)
1441 self.items = self.items - (self.items & IT_INVINCIBLE);
1442 sprint(self, "^3Speed has worn off\n");
1447 if (time < self.invincible_finished)
1449 self.items = self.items | IT_INVINCIBLE;
1450 sprint(self, "^3You are on speed\n");
1456 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1457 if (self.items & IT_STRENGTH)
1459 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1460 if (time > self.strength_finished)
1462 self.items = self.items - (self.items & IT_STRENGTH);
1463 sprint(self, "^3Strength has worn off\n");
1468 if (time < self.strength_finished)
1470 self.items = self.items | IT_STRENGTH;
1471 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1474 if (self.items & IT_INVINCIBLE)
1476 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1477 if (time > self.invincible_finished)
1479 self.items = self.items - (self.items & IT_INVINCIBLE);
1480 sprint(self, "^3Shield has worn off\n");
1485 if (time < self.invincible_finished)
1487 self.items = self.items | IT_INVINCIBLE;
1488 sprint(self, "^3Shield surrounds you\n");
1492 if (cvar("g_fullbrightplayers"))
1493 self.effects = self.effects | EF_FULLBRIGHT;
1495 // midair gamemode: damage only while in the air
1496 // if in midair mode, being on ground grants temporary invulnerability
1497 // (this is so that multishot weapon don't clear the ground flag on the
1498 // first damage in the frame, leaving the player vulnerable to the
1499 // remaining hits in the same frame)
1500 if (self.flags & FL_ONGROUND)
1502 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1504 if (time < self.spawnshieldtime)
1505 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1508 float CalcRegen(float current, float stable, float regenfactor)
1510 if(current > stable)
1512 else if(current > stable - 0.25) // when close enough, "snap"
1515 return min(stable, current + (stable - current) * regenfactor * frametime);
1518 void player_regen (void)
1520 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1521 maxh = cvar("g_balance_health_stable");
1522 maxa = cvar("g_balance_armor_stable");
1523 limith = cvar("g_balance_health_limit");
1524 limita = cvar("g_balance_armor_limit");
1526 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1529 max_mod = regen_mod = rot_mod = limit_mod = 1;
1531 if (self.runes & RUNE_REGEN)
1533 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1535 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1536 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1537 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1541 regen_mod = cvar("g_balance_rune_regen_regenrate");
1542 max_mod = cvar("g_balance_rune_regen_hpmod");
1543 limit_mod = cvar("g_balance_rune_regen_limitmod");
1546 else if (self.runes & CURSE_VENOM)
1548 max_mod = cvar("g_balance_curse_venom_hpmod");
1549 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1550 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1552 rot_mod = cvar("g_balance_curse_venom_rotrate");
1553 limit_mod = cvar("g_balance_curse_venom_limitmod");
1554 //if (!self.runes & RUNE_REGEN)
1555 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1557 maxh = maxh * max_mod;
1558 //maxa = maxa * max_mod;
1559 limith = limith * limit_mod;
1560 limita = limita * limit_mod;
1562 if (self.armorvalue > maxa)
1564 if (time > self.pauserotarmor_finished)
1566 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1567 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1570 else if (self.armorvalue < maxa)
1572 if (time > self.pauseregen_finished)
1574 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1575 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1578 if (self.health > maxh)
1580 if (time > self.pauserothealth_finished)
1582 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1583 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1586 else if (self.health < maxh)
1588 if (time > self.pauseregen_finished)
1590 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1591 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1595 if (self.health > limith)
1596 self.health = limith;
1597 if (self.armorvalue > limita)
1598 self.armorvalue = limita;
1600 // if player rotted to death... die!
1602 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1606 ======================
1607 spectate mode routines
1608 ======================
1610 void SpectateCopy(entity spectatee) {
1611 self.armortype = spectatee.armortype;
1612 self.armorvalue = spectatee.armorvalue;
1613 self.currentammo = spectatee.currentammo;
1614 self.effects = spectatee.effects;
1615 self.health = spectatee.health;
1617 self.items = spectatee.items;
1618 self.punchangle = spectatee.punchangle;
1619 self.view_ofs = spectatee.view_ofs;
1620 self.v_angle = spectatee.v_angle;
1621 self.viewzoom = spectatee.viewzoom;
1622 self.velocity = spectatee.velocity;
1623 self.dmg_take = spectatee.dmg_take;
1624 self.dmg_save = spectatee.dmg_save;
1625 self.dmg_inflictor = spectatee.dmg_inflictor;
1626 self.angles = spectatee.v_angle;
1627 self.fixangle = TRUE;
1628 setorigin(self, spectatee.origin);
1629 setsize(self, spectatee.mins, spectatee.maxs);
1632 float SpectateUpdate() {
1636 if (self == self.enemy)
1639 if(self.enemy.flags & FL_NOTARGET)
1642 SpectateCopy(self.enemy);
1647 float SpectateNext() {
1648 other = find(self.enemy, classname, "player");
1650 other = find(other, classname, "player");
1655 if(self.enemy.classname == "player") {
1657 WriteByte(MSG_ONE, SVC_SETVIEW);
1658 WriteEntity(MSG_ONE, self.enemy);
1659 self.wantswelcomemessage = 1;
1660 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1661 if(!SpectateUpdate())
1662 PutObserverInServer();
1671 ShowRespawnCountdown()
1673 Update a respawn countdown display.
1676 void ShowRespawnCountdown()
1679 if(self.deadflag == DEAD_NO) // just respawned?
1683 number = ceil(self.death_time - time);
1686 if(number <= self.respawn_countdown)
1688 self.respawn_countdown = number - 1;
1689 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
1690 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1695 void LeaveSpectatorMode()
1697 if(isJoinAllowed()) {
1698 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1699 self.classname = "player";
1700 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1701 JoinBestTeam(self, FALSE, TRUE);
1702 if(cvar("g_campaign"))
1703 campaign_bots_may_start = 1;
1704 PutClientInServer();
1705 if(!(self.flags & FL_NOTARGET))
1706 bprint ("^4", self.netname, "^4 is playing now\n");
1707 centerprint(self,"");
1710 stuffcmd(self,"menu_showteamselect\n");
1715 //player may not join because of g_maxplayers is set
1716 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1721 * Determines whether the player is allowed to join. This depends on cvar
1722 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1723 * it checks whether the number of currently playing players exceeds g_maxplayers.
1724 * @return bool TRUE if the player is allowed to join, false otherwise
1726 float isJoinAllowed() {
1727 if (!cvar("g_maxplayers"))
1731 local float currentlyPlaying;
1732 FOR_EACH_REALPLAYER(e) {
1733 if(e.classname == "player")
1734 currentlyPlaying += 1;
1736 if(currentlyPlaying < cvar("g_maxplayers"))
1743 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1744 * g_maxplayers_spectator_blocktime seconds
1746 void checkSpectatorBlock() {
1747 if(self.classname == "spectator" || self.classname == "observer") {
1748 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1749 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1755 float vercmp_recursive(string v1, string v2)
1761 dot1 = strstrofs(v1, ".", 0);
1762 dot2 = strstrofs(v2, ".", 0);
1766 s1 = substring(v1, 0, dot1);
1770 s2 = substring(v2, 0, dot2);
1772 r = stof(s1) - stof(s2);
1776 r = strcasecmp(s1, s2);
1789 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1792 float vercmp(string v1, string v2)
1794 if(strcasecmp(v1, v2) == 0) // early out check
1796 return vercmp_recursive(v1, v2);
1799 void ObserverThink()
1801 if (self.flags & FL_JUMPRELEASED) {
1802 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1803 self.welcomemessage_time = 0;
1804 self.flags = self.flags - FL_JUMPRELEASED;
1805 LeaveSpectatorMode();
1807 } else if(self.BUTTON_ATCK && self.version == cvar("gameversion")) {
1808 self.welcomemessage_time = 0;
1809 self.flags = self.flags - FL_JUMPRELEASED;
1810 if(SpectateNext() == 1) {
1811 self.classname = "spectator";
1815 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1816 self.flags = self.flags | FL_JUMPRELEASED;
1819 if(self.BUTTON_ZOOM)
1820 self.wantswelcomemessage = 0;
1821 if(self.wantswelcomemessage)
1822 PrintWelcomeMessage(self);
1825 void SpectatorThink()
1827 if (self.flags & FL_JUMPRELEASED) {
1828 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1829 self.welcomemessage_time = 0;
1830 self.flags = self.flags - FL_JUMPRELEASED;
1831 LeaveSpectatorMode();
1833 } else if(self.BUTTON_ATCK) {
1834 self.welcomemessage_time = 0;
1835 self.flags = self.flags - FL_JUMPRELEASED;
1836 if(SpectateNext() == 1) {
1837 self.classname = "spectator";
1839 self.classname = "observer";
1840 PutClientInServer();
1842 } else if (self.BUTTON_ATCK2) {
1843 self.welcomemessage_time = 0;
1844 self.flags = self.flags - FL_JUMPRELEASED;
1845 self.classname = "observer";
1846 PutClientInServer();
1848 if(!SpectateUpdate())
1849 PutObserverInServer();
1852 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1853 self.flags = self.flags | FL_JUMPRELEASED;
1856 if(self.BUTTON_ZOOM)
1857 self.wantswelcomemessage = 0;
1858 if(self.wantswelcomemessage)
1859 PrintWelcomeMessage(self);
1860 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1867 Called every frame for each client before the physics are run
1870 void() ctf_setstatus;
1871 .float vote_nagtime;
1872 void PlayerPreThink (void)
1875 checkSpectatorBlock();
1877 if(self.netname_previous != self.netname)
1879 if(cvar("sv_eventlog"))
1880 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1881 if(self.netname_previous)
1882 strunzone(self.netname_previous);
1883 self.netname_previous = strzone(self.netname);
1887 if(self.version_nagtime)
1888 if(self.cvar_g_nexuizversion)
1889 if(time > self.version_nagtime)
1891 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1893 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1895 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");
1896 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"));
1901 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1904 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");
1905 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"));
1909 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");
1910 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1914 self.version_nagtime = 0;
1918 if(self.cvar_scr_centertime)
1919 if(time > self.vote_nagtime)
1922 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1926 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1928 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1929 self.max_armorvalue = 0;
1933 antilag_record(self);
1935 if(self.classname == "player") {
1936 // if(self.netname == "Wazat")
1937 // bprint(self.classname, "\n");
1939 CheckRules_Player();
1941 if(self.BUTTON_INFO)
1942 PrintWelcomeMessage(self);
1944 if(g_lms || !cvar("sv_spectate"))
1945 if((time - self.jointime) <= cvar("welcome_message_time"))
1946 PrintWelcomeMessage(self);
1948 if (intermission_running)
1950 IntermissionThink (); // otherwise a button could be missed between
1951 return; // the think tics
1954 if(self.teleport_time)
1955 if(time > self.teleport_time)
1957 self.teleport_time = 0;
1958 self.effects = self.effects - (self.effects & EF_NODRAW);
1959 if(self.weaponentity)
1960 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1963 Nixnex_GiveCurrentWeapon();
1965 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1966 UpdateSelectedPlayer();
1968 //don't allow the player to turn around while game is paused!
1969 if(timeoutStatus == 2) {
1970 self.v_angle = self.lastV_angle;
1971 self.angles = self.lastV_angle;
1972 self.fixangle = TRUE;
1975 if (self.deadflag != DEAD_NO)
1977 float button_pressed, force_respawn;
1979 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1980 force_respawn = (g_lms || cvar("g_forced_respawn"));
1981 if (self.deadflag == DEAD_DYING)
1984 self.deadflag = DEAD_RESPAWNING;
1985 else if(!button_pressed)
1986 self.deadflag = DEAD_DEAD;
1988 else if (self.deadflag == DEAD_DEAD)
1991 self.deadflag = DEAD_RESPAWNABLE;
1993 else if (self.deadflag == DEAD_RESPAWNABLE)
1996 self.deadflag = DEAD_RESPAWNING;
1998 else if (self.deadflag == DEAD_RESPAWNING)
2000 if(time > self.death_time)
2002 self.death_time = time + 1; // only retry once a second
2006 ShowRespawnCountdown();
2010 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2014 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2015 dist = self.oldorigin - self.origin;
2017 self.lms_traveled_distance += fabs(vlen(dist));
2019 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2021 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2022 self.lms_traveled_distance = 0;
2025 if(time > self.lms_nextcheck)
2027 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2028 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2030 centerprint(self, cvar_string("g_lms_campcheck_message"));
2031 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2032 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2033 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');
2035 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2036 self.lms_traveled_distance = 0;
2040 if (self.BUTTON_CROUCH && !self.hook.state)
2045 self.view_ofs = PL_CROUCH_VIEW_OFS;
2046 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2047 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2054 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2055 if (!trace_startsolid)
2057 self.crouch = FALSE;
2058 self.view_ofs = PL_VIEW_OFS;
2059 setsize (self, PL_MIN, PL_MAX);
2066 GrapplingHookFrame();
2071 float zoomfactor, zoomspeed, zoomdir;
2072 zoomfactor = self.cvar_cl_zoomfactor;
2073 if(zoomfactor < 1 || zoomfactor > 16)
2075 zoomspeed = self.cvar_cl_zoomspeed;
2076 if(zoomspeed >= 0) // < 0 is instant zoom
2077 if(zoomspeed < 0.5 || zoomspeed > 16)
2080 zoomdir = self.BUTTON_ZOOM;
2081 if(self.BUTTON_ATCK2)
2082 if(self.weapon == WEP_NEX)
2087 self.has_zoomed = 1;
2091 if(zoomspeed <= 0) // instant zoom
2094 self.viewzoom = 1 / zoomfactor;
2100 // geometric zoom would be:
2101 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2102 // however, testing showed that arithmetic/harmonic zoom works better
2104 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2105 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2106 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2108 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2109 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2110 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2114 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2122 minstagib_ammocheck();
2127 //self.angles_y=self.v_angle_y + 90; // temp
2129 //if (TetrisPreFrame()) return;
2130 } else if(gameover) {
2131 if (intermission_running)
2132 IntermissionThink (); // otherwise a button could be missed between
2134 } else if(self.classname == "observer") {
2136 } else if(self.classname == "spectator") {
2146 Called every frame for each client after the physics are run
2149 .float idlekick_lasttimeleft;
2150 void PlayerPostThink (void)
2152 // Savage: Check for nameless players
2153 if (strlen(self.netname) < 1) {
2154 self.netname = "Player";
2155 stuffcmd(self, "seta _cl_name Player\n");
2161 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2164 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2165 play2(self, "announcer/robotic/terminated.ogg");
2169 else if(timeleft <= 10)
2171 if(timeleft != self.idlekick_lasttimeleft)
2173 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2174 play2(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2179 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2181 self.idlekick_lasttimeleft = timeleft;
2184 if(self.classname == "player") {
2185 CheckRules_Player();
2190 if (intermission_running)
2191 return; // intermission or finale
2193 //PrintWelcomeMessage(self);
2194 //if (TetrisPostFrame()) return;
2196 // restart countdown
2197 if (restart_countdown) {
2198 if(time < restart_countdown) {
2199 if (!cvar("sv_ready_restart_after_countdown"))
2201 self.movetype = MOVETYPE_NONE;
2202 self.velocity = '0 0 0';
2203 self.avelocity = '0 0 0';
2204 self.movement = '0 0 0';
2209 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2210 if (!cvar("sv_ready_restart_after_countdown"))
2212 if(self.movetype == MOVETYPE_NONE)
2214 self.movetype = MOVETYPE_WALK;
2220 } else if (self.classname == "observer") {
2222 } else if (self.classname == "spectator") {
2228 for(i = 0; i < 1000; ++i)
2231 end = self.origin + '0 0 1024' + 512 * randomvec();
2232 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2233 if(trace_fraction < 1)
2234 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2236 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");