1 void info_player_survivor (void)
3 info_player_deathmatch();
6 void info_player_start (void)
8 info_player_deathmatch();
11 void info_player_deathmatch (void)
13 self.classname = "info_player_deathmatch";
14 relocate_spawnpoint();
17 void() spawnpoint_use =
22 self.team = activator.team;
23 some_spawn_has_been_used = 1;
29 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
31 local entity spot, player, nextspot, previousspot, newfirstspot;
40 nextspot = spot.chain;
41 // count team mismatches as bad spots
43 local float spotactive;
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);
58 if ((!teamcheck || spot.team == teamcheck) && spotactive > 0)
65 if (vlen(player.origin - spot.origin) < mindist)
67 player = player.chain;
73 previousspot.chain = spot;
80 spawn_allgood = FALSE;
84 // if we couldn't find ANY good points, return world
88 entity Spawn_RandomPoint(entity firstspot)
92 // count number of spots
97 numspots = numspots + 1;
101 numspots = numspots * random();
103 while (spot.chain && numspots >= 1)
105 numspots = numspots - 1;
111 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
113 local entity best, spot, player;
114 local float bestrating, rating;
116 bestrating = -1000000;
125 rating = min(rating, vlen(player.origin - spot.origin));
126 player = player.chain;
128 rating = rating + random() * 16;
129 if (bestrating < rating)
143 Finds a point to respawn
146 entity SelectSpawnPoint (float anypoint)
148 local float teamcheck;
149 local entity firstspot_new;
150 local entity spot, firstspot, playerlist;
152 spot = find (world, classname, "testplayerstart");
158 if(!anypoint && have_team_spawns)
159 teamcheck = self.team;
161 // get the list of players
162 playerlist = findchain(classname, "player");
163 // get the entire list of spots
164 firstspot = findchain(classname, "info_player_deathmatch");
165 // filter out the bad ones
166 // (note this returns the original list if none survived)
167 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
169 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
170 firstspot = firstspot_new;
172 // there is 50/50 chance of choosing a random spot or the furthest spot
173 // (this means that roughly every other spawn will be furthest, so you
174 // usually won't get fragged at spawn twice in a row)
175 if (arena_roundbased)
177 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
179 firstspot = firstspot_new;
180 spot = Spawn_RandomPoint(firstspot);
182 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
183 spot = Spawn_RandomPoint(firstspot);
185 spot = Spawn_FurthestPoint(firstspot, playerlist);
189 if(cvar("spawn_debug"))
193 if(some_spawn_has_been_used)
194 return world; // team can't spawn any more, because of actions of other team
196 error("Cannot find a spawn point - please fix the map!");
207 Checks if the argument string can be a valid playermodel.
208 Returns a valid one in doubt.
211 string FallbackPlayerModel = "models/player/marine.zym";
212 string CheckPlayerModel(string plyermodel) {
213 if(strlen(plyermodel) < 4)
214 return FallbackPlayerModel;
215 if( substring(plyermodel,0,14) != "models/player/")
216 return FallbackPlayerModel;
217 else if(cvar("sv_servermodelsonly"))
219 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
220 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
221 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
222 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
223 return FallbackPlayerModel;
224 if(!fexists(plyermodel))
225 return FallbackPlayerModel;
232 Client_customizeentityforclient
237 float Client_customizeentityforclient()
239 #ifdef ALLOW_VARIABLE_LOD
241 // other: the player viewing me
245 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
248 if(other.cvar_cl_playerdetailreduction <= 0)
250 if(other.cvar_cl_playerdetailreduction <= -2)
251 self.modelindex = self.modelindex_lod2;
252 else if(other.cvar_cl_playerdetailreduction <= -1)
253 self.modelindex = self.modelindex_lod1;
255 self.modelindex = self.modelindex_lod0;
259 distance = vlen(self.origin - other.origin);
260 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
262 self.modelindex = self.modelindex_lod2;
264 self.modelindex = self.modelindex_lod1;
266 self.modelindex = self.modelindex_lod0;
273 void UpdatePlayerSounds();
274 void setmodel_lod(entity e, string modelname)
276 #ifdef ALLOW_VARIABLE_LOD
279 // FIXME: this only supports 3-letter extensions
280 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
284 setmodel(e, s); // players have high precision
285 self.modelindex_lod1 = self.modelindex;
288 self.modelindex_lod1 = -1;
290 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
294 setmodel(e, s); // players have high precision
295 self.modelindex_lod2 = self.modelindex;
298 self.modelindex_lod2 = -1;
300 precache_model(modelname);
301 setmodel(e, modelname); // players have high precision
302 self.modelindex_lod0 = self.modelindex;
304 if(self.modelindex_lod1 < 0)
305 self.modelindex_lod1 = self.modelindex;
307 if(self.modelindex_lod2 < 0)
308 self.modelindex_lod2 = self.modelindex;
310 precache_model(modelname);
311 setmodel(e, modelname); // players have high precision
313 player_setupanimsformodel();
314 UpdatePlayerSounds();
321 putting a client as observer in the server
324 void PutObserverInServer (void)
327 spot = SelectSpawnPoint (TRUE);
329 error("No spawnpoints for observers?!?\n");
330 RemoveGrapplingHook(self); // Wazat's Grappling Hook
332 if(clienttype(self) == CLIENTTYPE_REAL)
335 WriteByte(MSG_ONE, SVC_SETVIEW);
336 WriteEntity(MSG_ONE, self);
340 kh_Key_DropAll(self, TRUE);
343 DropFlag(self.flagcarried);
345 WaypointSprite_PlayerDead();
347 DistributeFragsAmongTeam(self, self.team, 1);
349 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
350 bprint ("^4", self.netname, "^4 has no more lives left\n");
351 else if(self.killcount != -666)
352 bprint ("^4", self.netname, "^4 is spectating now\n");
354 self.classname = "observer";
356 self.takedamage = DAMAGE_NO;
357 self.solid = SOLID_NOT;
358 self.movetype = MOVETYPE_NOCLIP;
359 self.flags = FL_CLIENT | FL_NOTARGET;
360 self.armorvalue = 666;
362 self.armorvalue = cvar("g_balance_armor_start");
363 self.pauserotarmor_finished = 0;
364 self.pauserothealth_finished = 0;
365 self.pauseregen_finished = 0;
366 self.damageforcescale = 0;
374 self.pain_finished = 0;
375 self.strength_finished = 0;
376 self.invincible_finished = 0;
378 self.think = SUB_Null;
382 self.deadflag = DEAD_NO;
383 self.angles = spot.angles;
385 self.fixangle = TRUE;
388 self.view_ofs = PL_VIEW_OFS;
389 setorigin (self, spot.origin);
390 setsize (self, '0 0 0', '0 0 0');
391 self.oldorigin = self.origin;
396 self.weaponmodel = "";
397 self.weaponentity = world;
398 self.killcount = -666;
399 self.velocity = '0 0 0';
400 self.avelocity = '0 0 0';
401 self.punchangle = '0 0 0';
402 self.punchvector = '0 0 0';
403 self.oldvelocity = self.velocity;
404 self.customizeentityforclient = Client_customizeentityforclient;
411 Spawnqueue_Insert(self);
415 Spawnqueue_Unmark(self);
416 Spawnqueue_Remove(self);
423 float RestrictSkin(float s)
432 void FixPlayermodel()
434 local string defaultmodel;
435 local float defaultskin;
440 if(cvar("sv_defaultcharacter") == 1) {
445 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
446 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
449 if(defaultmodel == "")
451 defaultmodel = cvar_string("sv_defaultplayermodel");
452 defaultskin = cvar("sv_defaultplayerskin");
456 if(defaultmodel != "")
458 if (defaultmodel != self.model)
462 setmodel_lod (self, defaultmodel);
463 setsize (self, m1, m2);
466 self.skin = defaultskin;
468 if (self.playermodel != self.model)
470 self.playermodel = CheckPlayerModel(self.playermodel);
473 setmodel_lod (self, self.playermodel);
474 setsize (self, m1, m2);
477 self.skin = RestrictSkin(stof(self.playerskin));
481 if(strlen(cvar_string("sv_defaultplayercolors")))
482 if(self.clientcolors != cvar("sv_defaultplayercolors"))
483 setcolor(self, cvar("sv_defaultplayercolors"));
490 Called when a client spawns in the server
493 void PutClientInServer (void)
495 if(clienttype(self) == CLIENTTYPE_BOT)
497 self.classname = "player";
499 else if(clienttype(self) == CLIENTTYPE_REAL)
502 WriteByte(MSG_ONE, SVC_SETVIEW);
503 WriteEntity(MSG_ONE, self);
506 // player is dead and becomes observer
507 if(g_lms && self.frags < 1)
508 self.classname = "observer";
512 self.classname = "observer";
514 if(self.classname == "player") {
517 spot = SelectSpawnPoint (FALSE);
520 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
521 return; // spawn failed
524 RemoveGrapplingHook(self); // Wazat's Grappling Hook
526 self.classname = "player";
527 self.iscreature = TRUE;
528 self.movetype = MOVETYPE_WALK;
529 self.solid = SOLID_SLIDEBOX;
530 self.flags = FL_CLIENT;
531 self.takedamage = DAMAGE_AIM;
533 self.effects = EF_FULLBRIGHT;
536 self.air_finished = time + 12;
539 self.ammo_shells = start_ammo_shells;
540 self.ammo_nails = start_ammo_nails;
541 self.ammo_rockets = start_ammo_rockets;
542 self.ammo_cells = start_ammo_cells;
543 self.health = start_health;
544 self.armorvalue = start_armorvalue;
545 self.items = start_items;
546 self.switchweapon = start_switchweapon;
547 self.cnt = start_switchweapon;
549 self.jump_interval = time;
551 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
552 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
553 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
554 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
555 self.damageforcescale = 2;
562 self.pain_finished = 0;
563 self.strength_finished = 0;
564 self.invincible_finished = 0;
566 //self.speed_finished = 0;
567 //self.slowmo_finished = 0;
568 // players have no think function
569 self.think = SUB_Null;
575 self.deadflag = DEAD_NO;
577 self.angles = spot.angles;
579 self.angles_z = 0; // never spawn tilted even if the spot says to
580 self.fixangle = TRUE; // turn this way immediately
581 self.velocity = '0 0 0';
582 self.avelocity = '0 0 0';
583 self.punchangle = '0 0 0';
584 self.punchvector = '0 0 0';
585 self.oldvelocity = self.velocity;
590 self.customizeentityforclient = Client_customizeentityforclient;
596 self.view_ofs = PL_VIEW_OFS;
597 setsize (self, PL_MIN, PL_MAX);
598 self.spawnorigin = spot.origin;
599 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
600 // don't reset back to last position, even if new position is stuck in solid
601 self.oldorigin = self.origin;
605 Spawnqueue_Remove(self);
606 Spawnqueue_Mark(self);
609 self.event_damage = PlayerDamage;
611 self.bot_attack = TRUE;
613 self.statdraintime = time + 5;
614 self.button0 = self.button1 = self.button2 = self.button3 = 0;
616 if(self.killcount == -666) {
623 self.cnt = WEP_LASER;
624 self.nixnex_lastchange_id = -1;
626 CL_SpawnWeaponentity();
627 self.alpha = default_player_alpha;
628 self.colormod = '1 1 1' * cvar("g_player_brightness");
629 self.exteriorweaponentity.alpha = default_weapon_alpha;
631 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
632 self.lms_traveled_distance = 0;
633 self.speedrunning = FALSE;
635 if(cvar("spawn_debug"))
637 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
638 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
641 //stuffcmd(self, "chase_active 0");
642 //stuffcmd(self, "set viewsize $tmpviewsize \n");
644 if (cvar("g_spawnsound"))
645 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
648 if(self.team == assault_attacker_team)
649 centerprint(self, "You are attacking!\n");
651 centerprint(self, "You are defending!\n");
654 } else if(self.classname == "observer") {
655 PutObserverInServer ();
664 void SetNewParms (void)
674 void SetChangeParms (void)
683 Called when a client types 'kill' in the console
686 void ClientKill (void)
688 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
691 void FixClientCvars(entity e)
694 // send prediction settings to the client
695 stuffcmd(e, "\nin_bindmap 0 0\n");
696 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
697 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
698 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
699 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
700 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
701 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
702 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
703 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
704 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
705 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
706 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
707 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
708 stuffcmd(e, "cl_movement_edgefriction 1\n");
710 // notify about available teams
713 CheckAllowedTeams(e);
714 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
715 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
718 stuffcmd(e, "set _teams_available 0\n");
725 Called when a client connects to the server
728 string ColoredTeamName(float t);
729 //void dom_player_join_team(entity pl);
730 void ClientConnect (void)
735 if(Ban_IsClientBanned(self))
737 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
743 self.classname = "player_joining";
744 self.flags = self.flags | FL_CLIENT;
745 self.version_nagtime = time + 10 + random() * 10;
749 dprint("BUG player count is lower than zero, this cannot happen!\n");
756 // dom_player_join_team(self);
758 //JoinBestTeam(self, FALSE);
760 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
761 self.classname = "observer";
763 self.classname = "player";
764 campaign_bots_may_start = 1;
767 self.playerid = (playerid_last = playerid_last + 1);
768 if(cvar("sv_eventlog"))
770 if(clienttype(self) == CLIENTTYPE_REAL)
774 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
775 s = strcat(":team:", ftos(self.playerid), ":");
776 s = strcat(s, ftos(self.team));
777 GameLogEcho(s, FALSE);
780 //stuffcmd(self, "set tmpviewsize $viewsize \n");
782 bprint ("^4",self.netname);
783 bprint ("^4 connected");
785 if(g_domination || g_ctf)
787 bprint(" and joined the ");
788 bprint(ColoredTeamName(self.team));
793 self.welcomemessage_time = 0;
795 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
796 // TODO: is this being used for anything else than cd tracks?
797 // Remember: SVC_CDTRACK exists. Maybe it should be used.
799 FixClientCvars(self);
802 WaypointSprite_InitClient(self);
804 // Wazat's grappling hook
805 SetGrappleHookBindings();
807 // get autoswitch state from player when he toggles it
808 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
810 // get version info from player
811 stuffcmd(self, "cmd clientversion $gameversion\n");
813 // send all weapon info strings
814 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
816 while (wep <= WEP_LAST)
818 weapon_action(wep, WR_REGISTER);
822 // get other cvars from player
825 // set cvar for team scoreboard
829 t = cvar("teamplay");
830 // 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
831 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
834 stuffcmd(self, "set teamplay 0\n");
838 self.frags = LMS_NewPlayerLives();
844 self.classname = "observer";
845 Spawnqueue_Insert(self);
848 bot_relinkplayerlist();
850 self.jointime = time;
857 Called when a client disconnects from the server
860 void(entity e) DropFlag;
861 .entity chatbubbleentity;
862 .entity teambubbleentity;
863 void ClientDisconnect (void)
866 if(cvar("sv_eventlog"))
867 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
868 bprint ("^4",self.netname);
869 bprint ("^4 disconnected\n");
871 if (self.chatbubbleentity)
873 remove (self.chatbubbleentity);
874 self.chatbubbleentity = world;
877 if (self.teambubbleentity)
879 remove (self.teambubbleentity);
880 self.teambubbleentity = world;
883 WaypointSprite_PlayerGone();
886 kh_Key_DropAll(self, TRUE);
889 DropFlag(self.flagcarried);
891 DistributeFragsAmongTeam(self, self.team, 1);
894 self.flags = self.flags - (self.flags & FL_CLIENT);
895 bot_relinkplayerlist();
899 if(self.weaponentity)
900 if(self.weaponentity.lasertarget)
901 remove(self.weaponentity.lasertarget);
905 Spawnqueue_Unmark(self);
906 Spawnqueue_Remove(self);
914 void() ChatBubbleThink =
916 self.nextthink = time;
917 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
919 self.owner.chatbubbleentity = world;
923 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
924 if (self.owner.buttonchat && !self.owner.deadflag)
925 self.model = self.mdl;
930 void() UpdateChatBubble =
932 if (!self.modelindex)
934 // spawn a chatbubble entity if needed
935 if (!self.chatbubbleentity)
937 self.chatbubbleentity = spawn();
938 self.chatbubbleentity.owner = self;
939 self.chatbubbleentity.exteriormodeltoclient = self;
940 self.chatbubbleentity.think = ChatBubbleThink;
941 self.chatbubbleentity.nextthink = time;
942 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
943 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
944 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
945 self.chatbubbleentity.model = "";
946 self.chatbubbleentity.effects = EF_LOWPRECISION;
951 void() TeamBubbleThink =
953 self.nextthink = time;
954 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
956 self.owner.teambubbleentity = world;
960 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
961 if (self.owner.buttonchat || self.owner.deadflag)
964 self.model = self.mdl;
968 float() TeamBubble_customizeentityforclient
970 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
973 void() UpdateTeamBubble =
975 if (!self.modelindex || !cvar("teamplay"))
977 // spawn a teambubble entity if needed
978 if (!self.teambubbleentity && cvar("teamplay"))
980 self.teambubbleentity = spawn();
981 self.teambubbleentity.owner = self;
982 self.teambubbleentity.exteriormodeltoclient = self;
983 self.teambubbleentity.think = TeamBubbleThink;
984 self.teambubbleentity.nextthink = time;
985 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
986 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
987 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
988 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
989 self.teambubbleentity.mdl = self.teambubbleentity.model;
990 self.teambubbleentity.model = self.teambubbleentity.mdl;
991 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
992 self.teambubbleentity.effects = EF_LOWPRECISION;
996 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
997 // added to the model skins
998 /*void() UpdateColorModHack =
1001 c = self.clientcolors & 15;
1002 // LordHavoc: only bothering to support white, green, red, yellow, blue
1003 if (teamplay == 0) self.colormod = '0 0 0';
1004 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1005 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1006 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1007 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1008 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1009 else self.colormod = '1 1 1';
1015 self.effects |= EF_NODRAW; // prevent another CopyBody
1016 PutClientInServer();
1019 void player_powerups (void)
1023 if (self.items & IT_STRENGTH)
1025 if (time > self.strength_finished)
1027 if (g_minstagib_invis_alpha > 0)
1029 self.alpha = default_player_alpha;
1030 self.exteriorweaponentity.alpha = default_weapon_alpha;
1031 self.effects = self.effects | EF_FULLBRIGHT;
1035 self.effects -= self.effects & EF_NODRAW;
1037 self.items = self.items - (self.items & IT_STRENGTH);
1038 sprint(self, "^3Invisibility has worn off\n");
1043 if (time < self.strength_finished)
1045 if (g_minstagib_invis_alpha > 0)
1047 self.alpha = g_minstagib_invis_alpha;
1048 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1049 self.effects -= self.effects & EF_FULLBRIGHT;
1053 self.effects = self.effects | EF_NODRAW;
1055 self.items = self.items | IT_STRENGTH;
1056 sprint(self, "^3You are invisible\n");
1060 if (self.items & IT_INVINCIBLE)
1062 if (time > self.invincible_finished)
1064 self.items = self.items - (self.items & IT_INVINCIBLE);
1065 sprint(self, "^3Speed has worn off\n");
1070 if (time < self.invincible_finished)
1072 self.items = self.items | IT_INVINCIBLE;
1073 sprint(self, "^3You are on speed\n");
1079 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1080 if (self.items & IT_STRENGTH)
1082 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1083 if (time > self.strength_finished)
1085 self.items = self.items - (self.items & IT_STRENGTH);
1086 sprint(self, "^3Strength has worn off\n");
1091 if (time < self.strength_finished)
1093 self.items = self.items | IT_STRENGTH;
1094 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1097 if (self.items & IT_INVINCIBLE)
1099 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1100 if (time > self.invincible_finished)
1102 self.items = self.items - (self.items & IT_INVINCIBLE);
1103 sprint(self, "^3Shield has worn off\n");
1108 if (time < self.invincible_finished)
1110 self.items = self.items | IT_INVINCIBLE;
1111 sprint(self, "^3Shield surrounds you\n");
1115 if (cvar("g_fullbrightplayers"))
1116 self.effects = self.effects | EF_FULLBRIGHT;
1118 // midair gamemode: damage only while in the air
1119 // if in midair mode, being on ground grants temporary invulnerability
1120 // (this is so that multishot weapon don't clear the ground flag on the
1121 // first damage in the frame, leaving the player vulnerable to the
1122 // remaining hits in the same frame)
1123 if (self.flags & FL_ONGROUND)
1125 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1127 if (time < self.spawnshieldtime)
1128 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1131 float CalcRegen(float current, float stable, float regenfactor)
1133 if(current > stable)
1135 else if(current > stable - 0.25) // when close enough, "snap"
1138 return min(stable, current + (stable - current) * regenfactor * frametime);
1141 void player_regen (void)
1143 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1144 maxh = cvar("g_balance_health_stable");
1145 maxa = cvar("g_balance_armor_stable");
1146 limith = cvar("g_balance_health_limit");
1147 limita = cvar("g_balance_armor_limit");
1149 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1152 max_mod = regen_mod = rot_mod = limit_mod = 1;
1154 if (self.runes & RUNE_REGEN)
1156 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1158 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1159 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1160 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1164 regen_mod = cvar("g_balance_rune_regen_regenrate");
1165 max_mod = cvar("g_balance_rune_regen_hpmod");
1166 limit_mod = cvar("g_balance_rune_regen_limitmod");
1169 else if (self.runes & CURSE_VENOM)
1171 max_mod = cvar("g_balance_curse_venom_hpmod");
1172 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1173 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1175 rot_mod = cvar("g_balance_curse_venom_rotrate");
1176 limit_mod = cvar("g_balance_curse_venom_limitmod");
1177 //if (!self.runes & RUNE_REGEN)
1178 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1180 maxh = maxh * max_mod;
1181 //maxa = maxa * max_mod;
1182 limith = limith * limit_mod;
1183 limita = limita * limit_mod;
1185 if (self.armorvalue > maxa)
1187 if (time > self.pauserotarmor_finished)
1189 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1190 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1193 else if (self.armorvalue < maxa)
1195 if (time > self.pauseregen_finished)
1197 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1198 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1201 if (self.health > maxh)
1203 if (time > self.pauserothealth_finished)
1205 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1206 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1209 else if (self.health < maxh)
1211 if (time > self.pauseregen_finished)
1213 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1214 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1218 if (self.health > limith)
1219 self.health = limith;
1220 if (self.armorvalue > limita)
1221 self.armorvalue = limita;
1223 // if player rotted to death... die!
1225 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1229 ======================
1230 spectate mode routines
1231 ======================
1233 void SpectateCopy(entity spectatee) {
1234 self.armortype = spectatee.armortype;
1235 self.armorvalue = spectatee.armorvalue;
1236 self.currentammo = spectatee.currentammo;
1237 self.effects = spectatee.effects;
1238 self.health = spectatee.health;
1240 self.items = spectatee.items;
1241 self.punchangle = spectatee.punchangle;
1242 self.view_ofs = spectatee.view_ofs;
1243 self.v_angle = spectatee.v_angle;
1244 self.viewzoom = spectatee.viewzoom;
1245 self.velocity = spectatee.velocity;
1246 self.dmg_take = spectatee.dmg_take;
1247 self.dmg_save = spectatee.dmg_save;
1248 self.dmg_inflictor = spectatee.dmg_inflictor;
1249 self.angles = spectatee.v_angle;
1250 self.fixangle = TRUE;
1251 setorigin(self, spectatee.origin);
1252 setsize(self, spectatee.mins, spectatee.maxs);
1255 void SpectateUpdate() {
1257 PutObserverInServer();
1259 if (self != self.enemy) {
1260 if(self.enemy.flags & FL_NOTARGET)
1261 PutObserverInServer();
1262 SpectateCopy(self.enemy);
1263 //msg_entity = self;
1264 //WriteByte(MSG_ONE, SVC_SETANGLE);
1265 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1266 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1267 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1271 float SpectateNext() {
1272 other = find(self.enemy, classname, "player");
1274 other = find(other, classname, "player");
1279 if(self.enemy.classname == "player") {
1281 WriteByte(MSG_ONE, SVC_SETVIEW);
1282 WriteEntity(MSG_ONE, self.enemy);
1283 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1293 ShowRespawnCountdown()
1295 Update a respawn countdown display.
1298 void ShowRespawnCountdown()
1301 if(self.deadflag == DEAD_NO) // just respawned?
1305 number = ceil(self.death_time - time);
1308 if(number <= self.respawn_countdown)
1310 self.respawn_countdown = number - 1;
1311 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
1312 play2(self, strcat("announcer/robotic/", ftos(number), "announcer/.ogg"));
1317 void LeaveSpectatorMode()
1319 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1320 self.classname = "player";
1321 if(cvar("g_campaign") || cvar("g_balance_teams"))
1322 JoinBestTeam(self, 0);
1323 if(cvar("g_campaign"))
1324 campaign_bots_may_start = 1;
1325 PutClientInServer();
1326 if(!(self.flags & FL_NOTARGET))
1327 bprint ("^4", self.netname, "^4 is playing now\n");
1328 centerprint(self,"");
1331 stuffcmd(self,"menu_showteamselect\n");
1340 Called every frame for each client before the physics are run
1343 void() ctf_setstatus;
1344 .float vote_nagtime;
1345 void PlayerPreThink (void)
1348 if(self.version_nagtime)
1349 if(self.cvar_g_nexuizversion)
1350 if(time > self.version_nagtime)
1352 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1353 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1355 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");
1356 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1358 self.version_nagtime = 0;
1362 if(self.cvar_scr_centertime)
1363 if(time > self.vote_nagtime)
1366 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1370 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1372 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1373 self.max_armorvalue = 0;
1377 antilag_record(self);
1379 if(self.classname == "player") {
1380 // if(self.netname == "Wazat")
1381 // bprint(self.classname, "\n");
1383 CheckRules_Player();
1386 PrintWelcomeMessage(self);
1388 if(g_lms || !cvar("sv_spectate"))
1389 if((time - self.jointime) <= cvar("welcome_message_time"))
1390 PrintWelcomeMessage(self);
1392 if (intermission_running)
1394 IntermissionThink (); // otherwise a button could be missed between
1395 return; // the think tics
1398 if(self.teleport_time)
1399 if(time > self.teleport_time)
1401 self.teleport_time = 0;
1402 self.effects = self.effects - (self.effects & EF_NODRAW);
1403 if(self.weaponentity)
1404 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1407 Nixnex_GiveCurrentWeapon();
1409 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1410 UpdateSelectedPlayer();
1412 if (self.deadflag != DEAD_NO)
1414 float button_pressed, force_respawn;
1416 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1417 force_respawn = (g_lms || cvar("g_forced_respawn"));
1418 if (self.deadflag == DEAD_DYING)
1421 self.deadflag = DEAD_RESPAWNING;
1422 else if(!button_pressed)
1423 self.deadflag = DEAD_DEAD;
1425 else if (self.deadflag == DEAD_DEAD)
1428 self.deadflag = DEAD_RESPAWNABLE;
1430 else if (self.deadflag == DEAD_RESPAWNABLE)
1433 self.deadflag = DEAD_RESPAWNING;
1435 else if (self.deadflag == DEAD_RESPAWNING)
1437 if(time > self.death_time)
1439 self.death_time = time + 1; // only retry once a second
1443 ShowRespawnCountdown();
1447 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1451 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1452 dist = self.oldorigin - self.origin;
1454 self.lms_traveled_distance += fabs(vlen(dist));
1456 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1458 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1459 self.lms_traveled_distance = 0;
1462 if(time > self.lms_nextcheck)
1464 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1465 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1467 centerprint(self, cvar_string("g_lms_campcheck_message"));
1468 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1469 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1470 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');
1472 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1473 self.lms_traveled_distance = 0;
1477 if (self.button5 && !self.hook.state)
1482 self.view_ofs = PL_CROUCH_VIEW_OFS;
1483 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1484 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1491 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1492 if (!trace_startsolid)
1494 self.crouch = FALSE;
1495 self.view_ofs = PL_VIEW_OFS;
1496 setsize (self, PL_MIN, PL_MAX);
1503 GrapplingHookFrame();
1508 float zoomfactor, zoomspeed, zoomdir;
1509 zoomfactor = self.cvar_cl_zoomfactor;
1510 if(zoomfactor < 1 || zoomfactor > 16)
1512 zoomspeed = self.cvar_cl_zoomspeed;
1513 if(zoomspeed >= 0) // < 0 is instant zoom
1514 if(zoomspeed < 0.5 || zoomspeed > 16)
1517 zoomdir = self.button4;
1519 if(self.weapon == WEP_NEX)
1524 self.has_zoomed = 1;
1528 if(zoomspeed <= 0) // instant zoom
1531 self.viewzoom = 1 / zoomfactor;
1537 // geometric zoom would be:
1538 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1539 // however, testing showed that arithmetic/harmonic zoom works better
1541 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1542 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1543 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1545 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1546 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1547 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1551 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1559 minstagib_ammocheck();
1564 //self.angles_y=self.v_angle_y + 90; // temp
1566 //if (TetrisPreFrame()) return;
1567 } else if(gameover) {
1568 if (intermission_running)
1569 IntermissionThink (); // otherwise a button could be missed between
1571 } else if(self.classname == "observer") {
1573 if (self.flags & FL_JUMPRELEASED) {
1574 if (self.button2 && self.version == cvar("gameversion")) {
1575 self.welcomemessage_time = 0;
1576 self.flags = self.flags - FL_JUMPRELEASED;
1577 LeaveSpectatorMode();
1579 } else if(self.button0 && self.version == cvar("gameversion")) {
1580 self.welcomemessage_time = 0;
1581 self.flags = self.flags - FL_JUMPRELEASED;
1582 if(SpectateNext() == 1) {
1583 self.classname = "spectator";
1587 if (!(self.button0 || self.button2)) {
1588 self.flags = self.flags | FL_JUMPRELEASED;
1591 PrintWelcomeMessage(self);
1592 } else if(self.classname == "spectator") {
1593 if (self.flags & FL_JUMPRELEASED) {
1594 if (self.button2 && self.version == cvar("gameversion")) {
1595 self.welcomemessage_time = 0;
1596 self.flags = self.flags - FL_JUMPRELEASED;
1597 LeaveSpectatorMode();
1599 } else if(self.button0) {
1600 self.welcomemessage_time = 0;
1601 self.flags = self.flags - FL_JUMPRELEASED;
1602 if(SpectateNext() == 1) {
1603 self.classname = "spectator";
1605 self.classname = "observer";
1606 PutClientInServer();
1608 } else if (self.button3) {
1609 self.welcomemessage_time = 0;
1610 self.flags = self.flags - FL_JUMPRELEASED;
1611 self.classname = "observer";
1612 PutClientInServer();
1617 if (!(self.button0 || self.button3)) {
1618 self.flags = self.flags | FL_JUMPRELEASED;
1621 PrintWelcomeMessage(self);
1622 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1631 Called every frame for each client after the physics are run
1634 void PlayerPostThink (void)
1636 // Savage: Check for nameless players
1637 if (strlen(self.netname) < 1) {
1638 self.netname = "Player";
1639 stuffcmd(self, "seta _cl_name Player\n");
1642 if(self.classname == "player") {
1643 CheckRules_Player();
1648 if (intermission_running)
1649 return; // intermission or finale
1651 //PrintWelcomeMessage(self);
1652 //if (TetrisPostFrame()) return;
1654 // restart countdown
1655 if(time < restart_countdown)
1660 sec = ceil(restart_countdown-time);
1661 s = strcat(NEWLINES, "^1Game starts in ", ftos(sec), " seconds");
1662 centerprint(self, s);
1663 self.movetype = MOVETYPE_NONE;
1664 self.velocity = '0 0 0';
1665 self.avelocity = '0 0 0';
1666 self.movement = '0 0 0';
1668 else if(self.movetype == MOVETYPE_NONE)
1670 self.movetype = MOVETYPE_WALK;
1671 centerprint(self, "\n");
1673 } else if (self.classname == "observer") {
1675 } else if (self.classname == "spectator") {