1 .float spectatee_status;
5 float ClientData_Send(entity to, float sf)
16 if(to.classname == "spectator")
22 sf |= 1; // forced scoreboard
23 if(to.spectatee_status)
24 sf |= 2; // spectator ent number follows
27 if(e.porto_v_angle_held)
28 sf |= 8; // angles held
30 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
31 WriteByte(MSG_ENTITY, sf);
34 WriteByte(MSG_ENTITY, to.spectatee_status);
38 WriteAngle(MSG_ENTITY, e.v_angle_x);
39 WriteAngle(MSG_ENTITY, e.v_angle_y);
45 void ClientData_Attach()
47 self.clientdata = spawn();
48 self.clientdata.SendEntity = ClientData_Send;
49 self.clientdata.effects = EF_NODEPTHTEST;
50 self.clientdata.drawonlytoclient = self;
51 self.clientdata.owner = self;
52 setmodel(self.clientdata, "null");
55 void ClientData_Detach()
57 remove(self.clientdata);
58 self.clientdata = world;
61 void ClientData_Touch(entity e)
63 e.clientdata.SendFlags = 1;
65 // make it spectatable
67 FOR_EACH_REALCLIENT(e2)
70 if(e2.classname == "spectator")
72 e2.clientdata.SendFlags = 1;
77 #define SPAWNPOINT_SCORE frags
79 .float wantswelcomemessage;
80 .string netname_previous;
82 void spawnfunc_info_player_survivor (void)
84 spawnfunc_info_player_deathmatch();
87 void spawnfunc_info_player_start (void)
89 spawnfunc_info_player_deathmatch();
92 void spawnfunc_info_player_deathmatch (void)
94 self.classname = "info_player_deathmatch";
95 relocate_spawnpoint();
103 self.team = activator.team;
104 some_spawn_has_been_used = 1;
109 // -1 if a spawn can't be used
110 // otherwise, a weight of the spawnpoint
111 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
113 float shortest, thisdist;
116 // filter out spots for the wrong team
118 if(spot.team != teamcheck)
122 if(spot.target == "")
125 // filter out spots for assault
126 if(spot.target != "") {
129 ent = find(world, targetname, spot.target);
132 if(ent.classname == "target_objective")
134 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
138 else if(ent.classname == "trigger_race_checkpoint")
140 if(self.classname == "player") // spectators may spawn everywhere
142 if(g_race_qualifying)
145 if(ent.race_checkpoint != 0)
147 if(spot.race_place != race_lowest_place_spawn)
152 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
155 pl = self.race_place;
156 if(pl > race_highest_place_spawn)
158 if(spot.race_place != pl)
167 ent = find(ent, targetname, spot.target);
175 shortest = vlen(world.maxs - world.mins);
176 for(player = playerlist; player; player = player.chain)
179 thisdist = vlen(player.origin - spot.origin);
180 if (thisdist < shortest)
188 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
190 local entity spot, spotlist, spotlistend;
191 spawn_allgood = TRUE;
197 for(spot = firstspot; spot; spot = spot.chain)
199 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
201 if(cvar("spawn_debugview"))
203 setmodel(spot, "models/runematch/rune.mdl");
204 if(spot.SPAWNPOINT_SCORE < mindist)
206 spot.colormod = '1 0 0';
211 spot.colormod = '0 1 0';
212 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
216 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
218 if(spot.SPAWNPOINT_SCORE < mindist)
220 // too short distance
221 spawn_allgood = FALSE;
226 spawn_allbad = FALSE;
229 spotlistend.chain = spot;
236 if(spot.team != teamcheck)
237 error("invalid spawn added");
239 print("added ", etos(spot), "\n");
245 spotlistend.chain = world;
250 for(e = spotlist; e; e = e.chain)
252 print("seen ", etos(e), "\n");
253 if(e.team != teamcheck)
254 error("invalid spawn found");
261 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
263 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
264 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
267 RandomSelection_Init();
268 for(spot = firstspot; spot; spot = spot.chain)
269 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
271 return RandomSelection_chosen_ent;
278 Finds a point to respawn
281 entity SelectSpawnPoint (float anypoint)
283 local float teamcheck;
284 local entity firstspot_new;
285 local entity spot, firstspot, playerlist;
287 spot = find (world, classname, "testplayerstart");
293 if(!anypoint && have_team_spawns)
294 teamcheck = self.team;
296 // get the list of players
297 playerlist = findchain(classname, "player");
298 // get the entire list of spots
299 firstspot = findchain(classname, "info_player_deathmatch");
300 // filter out the bad ones
301 // (note this returns the original list if none survived)
302 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
304 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
305 firstspot = firstspot_new;
307 // there is 50/50 chance of choosing a random spot or the furthest spot
308 // (this means that roughly every other spawn will be furthest, so you
309 // usually won't get fragged at spawn twice in a row)
310 if (arena_roundbased)
312 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
314 firstspot = firstspot_new;
315 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
317 else if (random() > cvar("g_spawn_furthest"))
318 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
320 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
322 if(cvar("spawn_debugview"))
324 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
328 for(e = firstspot; e; e = e.chain)
329 if(e.team != teamcheck)
330 error("invalid spawn found");
335 if(cvar("spawn_debug"))
339 if(some_spawn_has_been_used)
340 return world; // team can't spawn any more, because of actions of other team
342 error("Cannot find a spawn point - please fix the map!");
353 Checks if the argument string can be a valid playermodel.
354 Returns a valid one in doubt.
357 string FallbackPlayerModel = "models/player/marine.zym";
358 string CheckPlayerModel(string plyermodel) {
359 if(strlen(plyermodel) < 4)
360 return FallbackPlayerModel;
361 if( substring(plyermodel,0,14) != "models/player/")
362 return FallbackPlayerModel;
363 else if(cvar("sv_servermodelsonly"))
365 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
366 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
367 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
368 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
369 return FallbackPlayerModel;
370 if(plyermodel != strtolower(plyermodel))
371 return FallbackPlayerModel;
372 if(!fexists(plyermodel))
373 return FallbackPlayerModel;
380 Client_customizeentityforclient
385 float Client_customizeentityforclient()
387 #ifdef ALLOW_VARIABLE_LOD
389 // other: the player viewing me
393 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
396 if(other.cvar_cl_playerdetailreduction <= 0)
398 if(other.cvar_cl_playerdetailreduction <= -2)
399 self.modelindex = self.modelindex_lod2;
400 else if(other.cvar_cl_playerdetailreduction <= -1)
401 self.modelindex = self.modelindex_lod1;
403 self.modelindex = self.modelindex_lod0;
407 distance = vlen(self.origin - other.origin);
408 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
410 self.modelindex = self.modelindex_lod2;
412 self.modelindex = self.modelindex_lod1;
414 self.modelindex = self.modelindex_lod0;
421 void UpdatePlayerSounds();
422 void setmodel_lod(entity e, string modelname)
424 #ifdef ALLOW_VARIABLE_LOD
427 // FIXME: this only supports 3-letter extensions
428 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
432 setmodel(e, s); // players have high precision
433 self.modelindex_lod1 = self.modelindex;
436 self.modelindex_lod1 = -1;
438 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
442 setmodel(e, s); // players have high precision
443 self.modelindex_lod2 = self.modelindex;
446 self.modelindex_lod2 = -1;
448 precache_model(modelname);
449 setmodel(e, modelname); // players have high precision
450 self.modelindex_lod0 = self.modelindex;
452 if(self.modelindex_lod1 < 0)
453 self.modelindex_lod1 = self.modelindex;
455 if(self.modelindex_lod2 < 0)
456 self.modelindex_lod2 = self.modelindex;
458 precache_model(modelname);
459 setmodel(e, modelname); // players have high precision
461 player_setupanimsformodel();
462 UpdatePlayerSounds();
469 putting a client as observer in the server
472 void PutObserverInServer (void)
476 race_PreSpawnObserver();
478 spot = SelectSpawnPoint (TRUE);
480 error("No spawnpoints for observers?!?\n");
481 RemoveGrapplingHook(self); // Wazat's Grappling Hook
483 if(clienttype(self) == CLIENTTYPE_REAL)
486 WriteByte(MSG_ONE, SVC_SETVIEW);
487 WriteEntity(MSG_ONE, self);
491 kh_Key_DropAll(self, TRUE);
493 Portal_ClearAll(self);
496 DropFlag(self.flagcarried, world, world);
498 WaypointSprite_PlayerDead();
500 if(self.killcount != -666)
504 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
505 bprint ("^4", self.netname, "^4 has no more lives left\n");
507 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
510 bprint ("^4", self.netname, "^4 is spectating now\n");
513 PlayerScore_Clear(self); // clear scores when needed
515 self.spectatortime = time;
517 self.classname = "observer";
518 self.iscreature = FALSE;
520 self.takedamage = DAMAGE_NO;
521 self.solid = SOLID_NOT;
522 self.movetype = MOVETYPE_NOCLIP;
523 self.flags = FL_CLIENT | FL_NOTARGET;
524 self.armorvalue = 666;
526 self.armorvalue = cvar("g_balance_armor_start");
527 self.pauserotarmor_finished = 0;
528 self.pauserothealth_finished = 0;
529 self.pauseregen_finished = 0;
530 self.damageforcescale = 0;
537 self.pain_finished = 0;
538 self.strength_finished = 0;
539 self.invincible_finished = 0;
541 self.think = SUB_Null;
545 self.deadflag = DEAD_NO;
546 self.angles = spot.angles;
548 self.fixangle = TRUE;
551 self.view_ofs = PL_VIEW_OFS;
552 setorigin (self, spot.origin);
553 setsize (self, '0 0 0', '0 0 0');
554 self.oldorigin = self.origin;
560 self.weaponmodel = "";
561 self.weaponentity = world;
562 self.killcount = -666;
563 self.velocity = '0 0 0';
564 self.avelocity = '0 0 0';
565 self.punchangle = '0 0 0';
566 self.punchvector = '0 0 0';
567 self.oldvelocity = self.velocity;
568 self.customizeentityforclient = Client_customizeentityforclient;
569 self.wantswelcomemessage = 1;
573 if(self.version_mismatch)
575 Spawnqueue_Unmark(self);
576 Spawnqueue_Remove(self);
580 Spawnqueue_Insert(self);
585 // Only if the player cannot play at all
586 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
587 self.frags = FRAGS_SPECTATOR;
589 self.frags = FRAGS_SPECTATOR; // this was -667 before, is this okay?
592 self.frags = FRAGS_SPECTATOR;
595 float RestrictSkin(float s)
604 void FixPlayermodel()
606 local string defaultmodel;
607 local float defaultskin;
612 if(cvar("sv_defaultcharacter") == 1) {
617 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
618 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
621 if(defaultmodel == "")
623 defaultmodel = cvar_string("sv_defaultplayermodel");
624 defaultskin = cvar("sv_defaultplayerskin");
628 if(self.modelindex == 0)
631 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
632 self.model = ""; // force the != checks to return true
635 if(defaultmodel != "")
637 if (defaultmodel != self.model)
641 setmodel_lod (self, defaultmodel);
642 setsize (self, m1, m2);
645 self.skin = defaultskin;
647 if (self.playermodel != self.model)
649 self.playermodel = CheckPlayerModel(self.playermodel);
652 setmodel_lod (self, self.playermodel);
653 setsize (self, m1, m2);
656 self.skin = RestrictSkin(stof(self.playerskin));
660 if(strlen(cvar_string("sv_defaultplayercolors")))
661 if(self.clientcolors != cvar("sv_defaultplayercolors"))
662 setcolor(self, cvar("sv_defaultplayercolors"));
665 void PlayerTouchExplode(entity p1, entity p2)
668 org = (p1.origin + p2.origin) * 0.5;
669 org_z += (p1.mins_z + p2.mins_z) * 0.5;
676 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
684 Called when a client spawns in the server
687 //void() ctf_playerchanged;
688 void PutClientInServer (void)
690 if(clienttype(self) == CLIENTTYPE_BOT)
692 self.classname = "player";
694 else if(clienttype(self) == CLIENTTYPE_REAL)
697 WriteByte(MSG_ONE, SVC_SETVIEW);
698 WriteEntity(MSG_ONE, self);
701 // player is dead and becomes observer
702 // FIXME fix LMS scoring for new system
705 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
706 self.classname = "observer";
711 self.classname = "observer";
713 if(self.classname == "player") {
714 entity spot, oldself;
718 spot = SelectSpawnPoint (FALSE);
721 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
722 return; // spawn failed
725 RemoveGrapplingHook(self); // Wazat's Grappling Hook
726 self.campingrifle_bulletcounter = 0;
728 self.classname = "player";
729 self.iscreature = TRUE;
730 self.movetype = MOVETYPE_WALK;
731 self.solid = SOLID_SLIDEBOX;
732 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
733 self.frags = FRAGS_PLAYER;
734 if(independent_players)
735 MAKE_INDEPENDENT_PLAYER(self);
736 self.flags = FL_CLIENT;
737 self.takedamage = DAMAGE_AIM;
739 self.effects = EF_FULLBRIGHT;
742 self.air_finished = time + 12;
747 self.ammo_shells = warmup_start_ammo_shells;
748 self.ammo_nails = warmup_start_ammo_nails;
749 self.ammo_rockets = warmup_start_ammo_rockets;
750 self.ammo_cells = warmup_start_ammo_cells;
751 self.health = warmup_start_health;
752 self.armorvalue = warmup_start_armorvalue;
753 self.weapons = warmup_start_weapons;
757 self.ammo_shells = start_ammo_shells;
758 self.ammo_nails = start_ammo_nails;
759 self.ammo_rockets = start_ammo_rockets;
760 self.ammo_cells = start_ammo_cells;
761 self.health = start_health;
762 self.armorvalue = start_armorvalue;
763 self.weapons = start_weapons;
765 self.items = start_items;
766 self.switchweapon = w_getbestweapon(self);
767 self.cnt = self.switchweapon;
769 self.jump_interval = time;
771 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
772 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
773 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
774 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
775 //extend the pause of rotting if client was reset at the beginning of the countdown
776 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
777 self.spawnshieldtime += game_starttime - time;
778 self.pauserotarmor_finished += game_starttime - time;
779 self.pauserothealth_finished += game_starttime - time;
780 self.pauseregen_finished += game_starttime - time;
782 self.damageforcescale = 2;
789 self.pain_finished = 0;
790 self.strength_finished = 0;
791 self.invincible_finished = 0;
793 //self.speed_finished = 0;
794 //self.slowmo_finished = 0;
795 // players have no think function
796 self.think = SUB_Null;
803 self.deadflag = DEAD_NO;
805 self.angles = spot.angles;
807 self.angles_z = 0; // never spawn tilted even if the spot says to
808 self.fixangle = TRUE; // turn this way immediately
809 self.velocity = '0 0 0';
810 self.avelocity = '0 0 0';
811 self.punchangle = '0 0 0';
812 self.punchvector = '0 0 0';
813 self.oldvelocity = self.velocity;
816 WRITESPECTATABLE_MSG_ONE({
817 WriteByte(MSG_ONE, SVC_TEMPENTITY);
818 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
821 self.customizeentityforclient = Client_customizeentityforclient;
827 self.view_ofs = PL_VIEW_OFS;
828 setsize (self, PL_MIN, PL_MAX);
829 self.spawnorigin = spot.origin;
830 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
831 // don't reset back to last position, even if new position is stuck in solid
832 self.oldorigin = self.origin;
836 Spawnqueue_Remove(self);
837 Spawnqueue_Mark(self);
840 self.event_damage = PlayerDamage;
842 self.bot_attack = TRUE;
844 self.statdraintime = time + 5;
845 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
847 if(self.killcount == -666) {
848 PlayerScore_Clear(self);
852 self.cnt = WEP_LASER;
853 self.nixnex_lastchange_id = -1;
855 CL_SpawnWeaponentity();
856 self.alpha = default_player_alpha;
857 self.colormod = '1 1 1' * cvar("g_player_brightness");
858 self.exteriorweaponentity.alpha = default_weapon_alpha;
860 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
861 self.lms_traveled_distance = 0;
862 self.speedrunning = FALSE;
864 race_PostSpawn(spot);
866 if(cvar("spawn_debug"))
868 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
869 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
872 //stuffcmd(self, "chase_active 0");
873 //stuffcmd(self, "set viewsize $tmpviewsize \n");
875 if (cvar("g_spawnsound"))
876 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
879 if(self.team == assault_attacker_team)
880 centerprint(self, "You are attacking!\n");
882 centerprint(self, "You are defending!\n");
885 target_voicescript_clear(self);
894 } else if(self.classname == "observer") {
895 PutObserverInServer ();
899 // ctf_playerchanged();
902 float ClientInit_SendEntity(entity to, float sf)
905 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
906 WriteShort(MSG_ENTITY, CSQC_REVISION);
907 WriteByte(MSG_ENTITY, maxclients);
908 for(i = 1; i <= 24; ++i)
909 WriteByte(MSG_ENTITY, (get_weaponinfo(i)).impulse + 1);
910 WriteCoord(MSG_ENTITY, hook_shotorigin_x);
911 WriteCoord(MSG_ENTITY, hook_shotorigin_y);
912 WriteCoord(MSG_ENTITY, hook_shotorigin_z);
914 if(sv_foginterval && world.fog != "")
915 WriteString(MSG_ENTITY, world.fog);
917 WriteString(MSG_ENTITY, "");
922 void ClientInit_Spawn()
926 e.classname = "ent_client_init";
927 e.SendEntity = ClientInit_SendEntity;
929 e.effects = EF_NODEPTHTEST;
937 void SetNewParms (void)
939 // initialize parms for a new player
940 parm1 = -(86400 * 366);
948 void SetChangeParms (void)
950 // save parms for level change
951 parm1 = self.parm_idlesince - time;
959 void DecodeLevelParms (void)
962 self.parm_idlesince = parm1;
963 if(self.parm_idlesince == -(86400 * 366))
964 self.parm_idlesince = time;
966 // whatever happens, allow 60 seconds of idling directly after connect for map loading
967 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
974 Called when a client types 'kill' in the console
978 void ClientKill_Now_TeamChange()
980 if(self.killindicator_teamchange == -1)
983 JoinBestTeam( self, FALSE, FALSE );
987 SV_ChangeTeam(self.killindicator_teamchange - 1);
991 void ClientKill_Now()
993 if(self.killindicator_teamchange)
994 ClientKill_Now_TeamChange();
997 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
999 if(self.killindicator)
1001 dprint("Cleaned up after a leaked kill indicator.\n");
1002 remove(self.killindicator);
1003 self.killindicator = world;
1006 void KillIndicator_Think()
1008 if (!self.owner.modelindex)
1010 self.owner.killindicator = world;
1018 ClientKill_Now(); // no oldself needed
1024 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1025 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1028 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".wav"));
1029 if(self.owner.killindicator_teamchange)
1031 if(self.owner.killindicator_teamchange == -1)
1032 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1034 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1037 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1039 self.nextthink = time + 1;
1044 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1048 killtime = cvar("g_balance_kill_delay");
1050 self.killindicator_teamchange = targetteam;
1052 if(!self.killindicator)
1054 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1060 self.killindicator = spawn();
1061 self.killindicator.owner = self;
1062 self.killindicator.scale = 0.5;
1063 setattachment(self.killindicator, self, "");
1064 setorigin(self.killindicator, '0 0 52');
1065 self.killindicator.think = KillIndicator_Think;
1066 self.killindicator.nextthink = time + (self.lip) * 0.05;
1067 self.killindicator.cnt = ceil(killtime);
1068 self.killindicator.count = bound(0, ceil(killtime), 10);
1069 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1071 for(e = world; (e = find(e, classname, "body")) != world; )
1075 e.killindicator = spawn();
1076 e.killindicator.owner = e;
1077 e.killindicator.scale = 0.5;
1078 setattachment(e.killindicator, e, "");
1079 setorigin(e.killindicator, '0 0 52');
1080 e.killindicator.think = KillIndicator_Think;
1081 e.killindicator.nextthink = time + (e.lip) * 0.05;
1082 e.killindicator.cnt = ceil(killtime);
1087 if(self.killindicator)
1090 self.killindicator.colormod = TeamColor(targetteam);
1092 self.killindicator.colormod = '0 0 0';
1096 void ClientKill (void)
1098 ClientKill_TeamChange(0);
1101 void DoTeamChange(float destteam)
1104 if(!cvar("teamplay"))
1107 SetPlayerColors(self, destteam);
1110 if(self.classname == "player")
1113 CheckAllowedTeams(self);
1114 t = FindSmallestTeam(self, TRUE);
1117 case COLOR_TEAM1: c0 = c1; break;
1118 case COLOR_TEAM2: c0 = c2; break;
1119 case COLOR_TEAM3: c0 = c3; break;
1120 case COLOR_TEAM4: c0 = c4; break;
1127 destteam = COLOR_TEAM1;
1131 destteam = COLOR_TEAM2;
1135 destteam = COLOR_TEAM3;
1139 destteam = COLOR_TEAM4;
1145 if(destteam == self.team && !self.killindicator)
1147 ClientKill_TeamChange(destteam);
1150 void FixClientCvars(entity e)
1152 // send prediction settings to the client
1153 stuffcmd(e, "\nin_bindmap 0 0\n");
1155 * we no longer need to stuff this. Remove this comment block if you feel
1156 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1157 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1158 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1159 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1160 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1161 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1162 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1163 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1164 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1165 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1166 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1167 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1168 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1169 stuffcmd(e, "cl_movement_edgefriction 1\n");
1177 Called when a client connects to the server
1180 //void ctf_clientconnect();
1181 string ColoredTeamName(float t);
1182 void DecodeLevelParms (void);
1183 //void dom_player_join_team(entity pl);
1184 void ClientConnect (void)
1188 if(self.flags & FL_CLIENT)
1190 print("Warning: ClientConnect, but already connected!\n");
1194 if(Ban_MaybeEnforceBan(self))
1199 self.classname = "player_joining";
1201 self.flags = self.flags | FL_CLIENT;
1202 self.version_nagtime = time + 10 + random() * 10;
1206 dprint("BUG player count is lower than zero, this cannot happen!\n");
1210 PlayerScore_Attach(self);
1211 ClientData_Attach();
1213 bot_clientconnect();
1215 race_PreSpawnObserver();
1218 // dom_player_join_team(self);
1220 //JoinBestTeam(self, FALSE, FALSE);
1222 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1223 self.classname = "observer";
1225 self.classname = "player";
1226 campaign_bots_may_start = 1;
1229 self.playerid = (playerid_last = playerid_last + 1);
1230 if(cvar("sv_eventlog"))
1232 if(clienttype(self) == CLIENTTYPE_REAL)
1233 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1235 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1236 s = strcat(":team:", ftos(self.playerid), ":");
1237 s = strcat(s, ftos(self.team));
1240 self.netname_previous = strzone(self.netname);
1242 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1244 bprint ("^4",self.netname);
1245 bprint ("^4 connected");
1247 if(g_domination || g_ctf)
1249 bprint(" and joined the ");
1250 bprint(ColoredTeamName(self.team));
1255 self.welcomemessage_time = 0;
1257 stuffcmd(self, strcat(clientstuff, "\n"));
1258 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1259 stuffcmd(self, "cl_particles_reloadeffects\n");
1261 FixClientCvars(self);
1263 // spawnfunc_waypoint sprites
1264 WaypointSprite_InitClient(self);
1266 // Wazat's grappling hook
1267 SetGrappleHookBindings();
1269 // get autoswitch state from player when he toggles it
1270 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1272 // get version info from player
1273 stuffcmd(self, "cmd clientversion $gameversion\n");
1275 // get other cvars from player
1278 // set cvar for team scoreboard
1282 t = cvar("teamplay");
1283 // 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
1284 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1287 stuffcmd(self, "set teamplay 0\n");
1289 // notify about available teams
1292 CheckAllowedTeams(self);
1293 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1294 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1297 stuffcmd(self, "set _teams_available 0\n");
1299 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1303 self.classname = "observer";
1304 Spawnqueue_Insert(self);
1308 ctf_clientconnect();
1314 bot_relinkplayerlist();
1316 self.spectatortime = time;
1319 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"));
1322 self.jointime = time;
1323 self.allowedTimeouts = cvar("sv_timeout_number");
1325 if(clienttype(self) == CLIENTTYPE_REAL)
1327 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1329 if(cvar("g_bugrigs"))
1330 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1335 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1337 PlayerScore_Add(self, SP_LMS_RANK, 666);
1338 self.frags = FRAGS_SPECTATOR; // FIXME do we still need this?
1342 if(!sv_foginterval && world.fog != "")
1343 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1350 Called when a client disconnects from the server
1353 .entity chatbubbleentity;
1354 .entity teambubbleentity;
1356 void ClientDisconnect (void)
1358 if not(self.flags & FL_CLIENT)
1360 print("Warning: ClientDisconnect without ClientConnect\n");
1364 bot_clientdisconnect();
1369 if(cvar("sv_eventlog"))
1370 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1371 bprint ("^4",self.netname);
1372 bprint ("^4 disconnected\n");
1375 kh_Key_DropAll(self, TRUE);
1377 Portal_ClearAll(self);
1379 if(self.flagcarried)
1380 DropFlag(self.flagcarried, world, world);
1382 // Here, everything has been done that requires this player to be a client.
1384 self.flags &~= FL_CLIENT;
1386 if (self.chatbubbleentity)
1387 remove (self.chatbubbleentity);
1389 if (self.teambubbleentity)
1390 remove (self.teambubbleentity);
1392 if (self.killindicator)
1393 remove (self.killindicator);
1395 WaypointSprite_PlayerGone();
1397 bot_relinkplayerlist();
1400 if(self.weaponentity)
1401 if(self.weaponentity.lasertarget)
1402 remove(self.weaponentity.lasertarget);
1406 Spawnqueue_Unmark(self);
1407 Spawnqueue_Remove(self);
1410 ClientData_Detach();
1411 PlayerScore_Detach(self);
1413 if(self.netname_previous)
1414 strunzone(self.netname_previous);
1416 ClearPlayerSounds();
1426 void ChatBubbleThink()
1428 self.nextthink = time;
1429 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1431 if(self.owner) // but why can that ever be world?
1432 self.owner.chatbubbleentity = world;
1436 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1437 self.model = self.mdl;
1442 void UpdateChatBubble()
1444 if (!self.modelindex)
1446 // spawn a chatbubble entity if needed
1447 if (!self.chatbubbleentity)
1449 self.chatbubbleentity = spawn();
1450 self.chatbubbleentity.owner = self;
1451 self.chatbubbleentity.exteriormodeltoclient = self;
1452 self.chatbubbleentity.think = ChatBubbleThink;
1453 self.chatbubbleentity.nextthink = time;
1454 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1455 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1456 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1457 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1458 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1459 self.chatbubbleentity.model = "";
1460 self.chatbubbleentity.effects = EF_LOWPRECISION;
1465 void TeamBubbleThink()
1467 self.nextthink = time;
1468 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1470 if(self.owner) // but why can that ever be world?
1471 self.owner.teambubbleentity = world;
1475 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1476 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1479 self.model = self.mdl;
1483 float TeamBubble_customizeentityforclient()
1485 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1488 void UpdateTeamBubble()
1490 if (!self.modelindex || !cvar("teamplay"))
1492 // spawn a teambubble entity if needed
1493 if (!self.teambubbleentity && cvar("teamplay"))
1495 self.teambubbleentity = spawn();
1496 self.teambubbleentity.owner = self;
1497 self.teambubbleentity.exteriormodeltoclient = self;
1498 self.teambubbleentity.think = TeamBubbleThink;
1499 self.teambubbleentity.nextthink = time;
1500 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1501 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1502 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1503 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1504 self.teambubbleentity.mdl = self.teambubbleentity.model;
1505 self.teambubbleentity.model = self.teambubbleentity.mdl;
1506 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1507 self.teambubbleentity.effects = EF_LOWPRECISION;
1511 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1512 // added to the model skins
1513 /*void UpdateColorModHack()
1516 c = self.clientcolors & 15;
1517 // LordHavoc: only bothering to support white, green, red, yellow, blue
1518 if (teamplay == 0) self.colormod = '0 0 0';
1519 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1520 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1521 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1522 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1523 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1524 else self.colormod = '1 1 1';
1530 self.effects |= EF_NODRAW; // prevent another CopyBody
1531 PutClientInServer();
1535 * When sv_timeout is used this function returs strings like
1536 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1537 * Called by centerprint functions
1538 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1540 string getTimeoutText(float addOneSecond) {
1541 if (!cvar("sv_timeout") || !timeoutStatus)
1544 local string retStr;
1545 if (timeoutStatus == 1) {
1546 if (addOneSecond == 1) {
1547 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1550 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1554 else if (timeoutStatus == 2) {
1556 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1557 //don't show messages like "Timeout ends in 0 seconds"...
1558 if ((remainingTimeoutTime + 1) > 0)
1564 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1565 //don't show messages like "Timeout ends in 0 seconds"...
1566 if (remainingTimeoutTime > 0)
1575 void player_powerups (void)
1579 if (self.items & IT_STRENGTH)
1581 if (time > self.strength_finished)
1583 self.alpha = default_player_alpha;
1584 self.exteriorweaponentity.alpha = default_weapon_alpha;
1585 self.items &~= IT_STRENGTH;
1586 sprint(self, "^3Invisibility has worn off\n");
1591 if (time < self.strength_finished)
1593 self.alpha = g_minstagib_invis_alpha;
1594 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1595 self.items |= IT_STRENGTH;
1596 sprint(self, "^3You are invisible\n");
1600 if (self.items & IT_INVINCIBLE)
1602 if (time > self.invincible_finished)
1604 self.items = self.items - (self.items & IT_INVINCIBLE);
1605 sprint(self, "^3Speed has worn off\n");
1610 if (time < self.invincible_finished)
1612 self.items = self.items | IT_INVINCIBLE;
1613 sprint(self, "^3You are on speed\n");
1619 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1620 if (self.items & IT_STRENGTH)
1622 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1623 if (time > self.strength_finished)
1625 self.items = self.items - (self.items & IT_STRENGTH);
1626 sprint(self, "^3Strength has worn off\n");
1631 if (time < self.strength_finished)
1633 self.items = self.items | IT_STRENGTH;
1634 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1637 if (self.items & IT_INVINCIBLE)
1639 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1640 if (time > self.invincible_finished)
1642 self.items = self.items - (self.items & IT_INVINCIBLE);
1643 sprint(self, "^3Shield has worn off\n");
1648 if (time < self.invincible_finished)
1650 self.items = self.items | IT_INVINCIBLE;
1651 sprint(self, "^3Shield surrounds you\n");
1655 if (cvar("g_fullbrightplayers"))
1656 self.effects = self.effects | EF_FULLBRIGHT;
1658 // midair gamemode: damage only while in the air
1659 // if in midair mode, being on ground grants temporary invulnerability
1660 // (this is so that multishot weapon don't clear the ground flag on the
1661 // first damage in the frame, leaving the player vulnerable to the
1662 // remaining hits in the same frame)
1663 if (self.flags & FL_ONGROUND)
1665 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1667 if (time >= game_starttime)
1668 if (time < self.spawnshieldtime)
1669 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1672 float CalcRegen(float current, float stable, float regenfactor)
1674 if(current > stable)
1676 else if(current > stable - 0.25) // when close enough, "snap"
1679 return min(stable, current + (stable - current) * regenfactor * frametime);
1682 void player_regen (void)
1684 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1685 maxh = cvar("g_balance_health_stable");
1686 maxa = cvar("g_balance_armor_stable");
1687 limith = cvar("g_balance_health_limit");
1688 limita = cvar("g_balance_armor_limit");
1690 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1693 max_mod = regen_mod = rot_mod = limit_mod = 1;
1695 if (self.runes & RUNE_REGEN)
1697 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1699 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1700 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1701 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1705 regen_mod = cvar("g_balance_rune_regen_regenrate");
1706 max_mod = cvar("g_balance_rune_regen_hpmod");
1707 limit_mod = cvar("g_balance_rune_regen_limitmod");
1710 else if (self.runes & CURSE_VENOM)
1712 max_mod = cvar("g_balance_curse_venom_hpmod");
1713 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1714 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1716 rot_mod = cvar("g_balance_curse_venom_rotrate");
1717 limit_mod = cvar("g_balance_curse_venom_limitmod");
1718 //if (!self.runes & RUNE_REGEN)
1719 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1721 maxh = maxh * max_mod;
1722 //maxa = maxa * max_mod;
1723 limith = limith * limit_mod;
1724 limita = limita * limit_mod;
1726 if (self.armorvalue > maxa)
1728 if (time > self.pauserotarmor_finished)
1730 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1731 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1734 else if (self.armorvalue < maxa)
1736 if (time > self.pauseregen_finished)
1738 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1739 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1742 if (self.health > maxh)
1744 if (time > self.pauserothealth_finished)
1746 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1747 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1750 else if (self.health < maxh)
1752 if (time > self.pauseregen_finished)
1754 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1755 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1759 if (self.health > limith)
1760 self.health = limith;
1761 if (self.armorvalue > limita)
1762 self.armorvalue = limita;
1764 // if player rotted to death... die!
1766 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1769 float zoomstate_set;
1770 void SetZoomState(float z)
1772 if(z != self.zoomstate)
1773 ClientData_Touch(self);
1778 ======================
1779 spectate mode routines
1780 ======================
1782 void SpectateCopy(entity spectatee) {
1783 self.armortype = spectatee.armortype;
1784 self.armorvalue = spectatee.armorvalue;
1785 self.currentammo = spectatee.currentammo;
1786 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1787 self.health = spectatee.health;
1789 self.items = spectatee.items;
1790 self.weapons = spectatee.weapons;
1791 self.switchweapon = spectatee.switchweapon;
1792 self.weapon = spectatee.weapon;
1793 self.punchangle = spectatee.punchangle;
1794 self.view_ofs = spectatee.view_ofs;
1795 self.v_angle = spectatee.v_angle;
1796 self.velocity = spectatee.velocity;
1797 self.dmg_take = spectatee.dmg_take;
1798 self.dmg_save = spectatee.dmg_save;
1799 self.dmg_inflictor = spectatee.dmg_inflictor;
1800 self.angles = spectatee.v_angle;
1801 self.fixangle = TRUE;
1802 setorigin(self, spectatee.origin);
1803 setsize(self, spectatee.mins, spectatee.maxs);
1804 SetZoomState(spectatee.zoomstate);
1807 float SpectateUpdate() {
1811 if (self == self.enemy)
1814 if(self.enemy.flags & FL_NOTARGET)
1817 SpectateCopy(self.enemy);
1822 float SpectateNext() {
1823 other = find(self.enemy, classname, "player");
1825 other = find(other, classname, "player");
1830 if(self.enemy.classname == "player") {
1832 WriteByte(MSG_ONE, SVC_SETVIEW);
1833 WriteEntity(MSG_ONE, self.enemy);
1834 self.wantswelcomemessage = 1;
1835 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1836 if(!SpectateUpdate())
1837 PutObserverInServer();
1846 ShowRespawnCountdown()
1848 Update a respawn countdown display.
1851 void ShowRespawnCountdown()
1854 if(self.deadflag == DEAD_NO) // just respawned?
1858 number = ceil(self.death_time - time);
1861 if(number <= self.respawn_countdown)
1863 self.respawn_countdown = number - 1;
1864 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
1865 announce(self, strcat("announcer/robotic/", ftos(number), ".wav"));
1870 void LeaveSpectatorMode()
1872 if(isJoinAllowed()) {
1873 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1874 self.classname = "player";
1875 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1876 JoinBestTeam(self, FALSE, TRUE);
1877 if(cvar("g_campaign"))
1878 campaign_bots_may_start = 1;
1879 PutClientInServer();
1880 if(!(self.flags & FL_NOTARGET))
1881 bprint ("^4", self.netname, "^4 is playing now\n");
1882 centerprint(self,"");
1885 stuffcmd(self,"menu_showteamselect\n");
1890 //player may not join because of g_maxplayers is set
1891 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1896 * Determines whether the player is allowed to join. This depends on cvar
1897 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1898 * it checks whether the number of currently playing players exceeds g_maxplayers.
1899 * @return bool TRUE if the player is allowed to join, false otherwise
1901 float isJoinAllowed() {
1902 if (!cvar("g_maxplayers"))
1906 local float currentlyPlaying;
1907 FOR_EACH_REALPLAYER(e) {
1908 if(e.classname == "player")
1909 currentlyPlaying += 1;
1911 if(currentlyPlaying < cvar("g_maxplayers"))
1918 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1919 * g_maxplayers_spectator_blocktime seconds
1921 void checkSpectatorBlock() {
1922 if(self.classname == "spectator" || self.classname == "observer") {
1923 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1924 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1930 float vercmp_recursive(string v1, string v2)
1936 dot1 = strstrofs(v1, ".", 0);
1937 dot2 = strstrofs(v2, ".", 0);
1941 s1 = substring(v1, 0, dot1);
1945 s2 = substring(v2, 0, dot2);
1947 r = stof(s1) - stof(s2);
1951 r = strcasecmp(s1, s2);
1964 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1967 float vercmp(string v1, string v2)
1969 if(strcasecmp(v1, v2) == 0) // early out check
1971 return vercmp_recursive(v1, v2);
1974 void ObserverThink()
1976 if (self.flags & FL_JUMPRELEASED) {
1977 if (self.BUTTON_JUMP && !self.version_mismatch) {
1978 self.welcomemessage_time = 0;
1979 self.flags = self.flags - FL_JUMPRELEASED;
1980 LeaveSpectatorMode();
1982 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1983 self.welcomemessage_time = 0;
1984 self.flags = self.flags - FL_JUMPRELEASED;
1985 if(SpectateNext() == 1) {
1986 self.classname = "spectator";
1990 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1991 self.flags = self.flags | FL_JUMPRELEASED;
1994 if(self.BUTTON_ZOOM)
1995 self.wantswelcomemessage = 0;
1996 if(self.wantswelcomemessage)
1997 PrintWelcomeMessage(self);
2000 void SpectatorThink()
2002 if (self.flags & FL_JUMPRELEASED) {
2003 if (self.BUTTON_JUMP && !self.version_mismatch) {
2004 self.welcomemessage_time = 0;
2005 self.flags = self.flags - FL_JUMPRELEASED;
2006 LeaveSpectatorMode();
2008 } else if(self.BUTTON_ATCK) {
2009 self.welcomemessage_time = 0;
2010 self.flags = self.flags - FL_JUMPRELEASED;
2011 if(SpectateNext() == 1) {
2012 self.classname = "spectator";
2014 self.classname = "observer";
2015 PutClientInServer();
2017 } else if (self.BUTTON_ATCK2) {
2018 self.welcomemessage_time = 0;
2019 self.flags = self.flags - FL_JUMPRELEASED;
2020 self.classname = "observer";
2021 PutClientInServer();
2023 if(!SpectateUpdate())
2024 PutObserverInServer();
2027 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2028 self.flags = self.flags | FL_JUMPRELEASED;
2031 if(self.BUTTON_ZOOM)
2032 self.wantswelcomemessage = 0;
2033 if(self.wantswelcomemessage)
2034 PrintWelcomeMessage(self);
2035 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
2038 .float touchexplode_time;
2044 Called every frame for each client before the physics are run
2047 void() ctf_setstatus;
2048 void PlayerPreThink (void)
2050 self.stat_sys_ticrate = cvar("sys_ticrate");
2051 self.stat_game_starttime = game_starttime;
2053 if(blockSpectators && frametime)
2054 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2055 checkSpectatorBlock();
2059 if(self.netname_previous != self.netname)
2061 if(cvar("sv_eventlog"))
2062 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2063 if(self.netname_previous)
2064 strunzone(self.netname_previous);
2065 self.netname_previous = strzone(self.netname);
2069 if(self.version_nagtime)
2070 if(self.cvar_g_nexuizversion)
2071 if(time > self.version_nagtime)
2073 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2075 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2077 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");
2078 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"));
2083 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2086 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");
2087 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"));
2091 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");
2092 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2096 self.version_nagtime = 0;
2100 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2102 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2103 self.max_armorvalue = 0;
2107 antilag_record(self);
2109 if(self.classname == "player") {
2110 // if(self.netname == "Wazat")
2111 // bprint(self.classname, "\n");
2113 CheckRules_Player();
2115 if(self.BUTTON_INFO)
2116 PrintWelcomeMessage(self);
2118 if(g_lms || !cvar("sv_spectate"))
2119 if((time - self.jointime) <= cvar("welcome_message_time"))
2120 PrintWelcomeMessage(self);
2122 if (intermission_running)
2124 IntermissionThink (); // otherwise a button could be missed between
2125 return; // the think tics
2128 if(self.teleport_time)
2129 if(time > self.teleport_time)
2131 self.teleport_time = 0;
2132 if(! (self.items & IT_STRENGTH))
2133 self.effects = self.effects - (self.effects & EF_NODRAW);
2136 Nixnex_GiveCurrentWeapon();
2138 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2139 UpdateSelectedPlayer();
2141 //don't allow the player to turn around while game is paused!
2142 if(timeoutStatus == 2) {
2143 self.v_angle = self.lastV_angle;
2144 self.angles = self.lastV_angle;
2145 self.fixangle = TRUE;
2148 if (self.deadflag != DEAD_NO)
2150 float button_pressed, force_respawn;
2152 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2153 force_respawn = (g_lms || cvar("g_forced_respawn"));
2154 if (self.deadflag == DEAD_DYING)
2157 self.deadflag = DEAD_RESPAWNING;
2158 else if(!button_pressed)
2159 self.deadflag = DEAD_DEAD;
2161 else if (self.deadflag == DEAD_DEAD)
2164 self.deadflag = DEAD_RESPAWNABLE;
2166 else if (self.deadflag == DEAD_RESPAWNABLE)
2169 self.deadflag = DEAD_RESPAWNING;
2171 else if (self.deadflag == DEAD_RESPAWNING)
2173 if(time > self.death_time)
2175 self.death_time = time + 1; // only retry once a second
2179 ShowRespawnCountdown();
2184 if(time > self.touchexplode_time)
2185 if(self.classname == "player")
2186 if(self.deadflag == DEAD_NO)
2187 if not(IS_INDEPENDENT_PLAYER(self))
2188 FOR_EACH_PLAYER(other) if(self != other)
2190 if(time > other.touchexplode_time)
2191 if(other.classname == "player")
2192 if(other.deadflag == DEAD_NO)
2193 if not(IS_INDEPENDENT_PLAYER(other))
2194 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2196 PlayerTouchExplode(self, other);
2197 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2201 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2205 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2206 dist = self.oldorigin - self.origin;
2208 self.lms_traveled_distance += fabs(vlen(dist));
2210 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2212 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2213 self.lms_traveled_distance = 0;
2216 if(time > self.lms_nextcheck)
2218 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2219 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2221 centerprint(self, cvar_string("g_lms_campcheck_message"));
2222 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2223 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2224 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');
2226 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2227 self.lms_traveled_distance = 0;
2231 self.oldorigin = self.origin;
2233 if (self.BUTTON_CROUCH && !self.hook.state)
2238 self.view_ofs = PL_CROUCH_VIEW_OFS;
2239 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2240 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2247 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2248 if (!trace_startsolid)
2250 self.crouch = FALSE;
2251 self.view_ofs = PL_VIEW_OFS;
2252 setsize (self, PL_MIN, PL_MAX);
2259 GrapplingHookFrame();
2268 minstagib_ammocheck();
2273 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2275 //self.angles_y=self.v_angle_y + 90; // temp
2277 //if (TetrisPreFrame()) return;
2278 } else if(gameover) {
2279 if (intermission_running)
2280 IntermissionThink (); // otherwise a button could be missed between
2282 } else if(self.classname == "observer") {
2284 } else if(self.classname == "spectator") {
2289 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2291 float oldspectatee_status;
2292 oldspectatee_status = self.spectatee_status;
2293 if(self.classname == "spectator")
2294 self.spectatee_status = num_for_edict(self.enemy);
2295 else if(self.classname == "observer")
2296 self.spectatee_status = num_for_edict(self);
2298 self.spectatee_status = 0;
2299 if(self.spectatee_status != oldspectatee_status)
2301 ClientData_Touch(self);
2303 race_InitSpectator();
2306 if(self.teamkill_soundtime)
2307 if(time > self.teamkill_soundtime)
2309 self.teamkill_soundtime = 0;
2311 entity oldpusher, oldself;
2313 oldself = self; self = self.teamkill_soundsource;
2314 oldpusher = self.pusher; self.pusher = oldself;
2316 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2318 self.pusher = oldpusher;
2322 if(self.taunt_soundtime)
2323 if(time > self.taunt_soundtime)
2325 self.taunt_soundtime = 0;
2326 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2329 target_voicescript_next(self);
2337 Called every frame for each client after the physics are run
2340 .float idlekick_lasttimeleft;
2341 .float race_penalty;
2342 .float race_penalty_nagged;
2343 .float race_penalty_nagtime;
2344 void PlayerPostThink (void)
2346 // Savage: Check for nameless players
2347 if (strlen(self.netname) < 1) {
2348 self.netname = "Player";
2349 stuffcmd(self, "seta _cl_name Player\n");
2352 if(sv_maxidle && frametime)
2354 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2356 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2359 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2360 announce(self, "announcer/robotic/terminated.wav");
2364 else if(timeleft <= 10)
2366 if(timeleft != self.idlekick_lasttimeleft)
2368 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2369 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".wav"));
2374 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2376 self.idlekick_lasttimeleft = timeleft;
2379 if(self.classname == "player") {
2380 CheckRules_Player();
2385 if (intermission_running)
2386 return; // intermission or finale
2388 //PrintWelcomeMessage(self);
2389 //if (TetrisPostFrame()) return;
2391 // restart countdown
2392 if(time < game_starttime) {
2393 if (!cvar("sv_ready_restart_after_countdown"))
2395 if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2397 if(time < game_starttime - 2)
2399 if(!self.race_penalty_nagged)
2401 // TODO better notification for this!
2402 self.race_penalty_nagtime = 0;
2403 self.race_penalty_nagged = 1;
2406 else if(!self.race_penalty)
2408 self.race_penalty_nagtime = 0;
2409 self.race_penalty = time + 5;
2412 if(time > self.race_penalty_nagtime)
2414 if(self.race_penalty > time)
2416 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2418 else if(self.race_penalty_nagged && time < game_starttime - 2)
2420 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2422 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2424 self.movetype = MOVETYPE_NONE;
2425 self.velocity = '0 0 0';
2426 self.avelocity = '0 0 0';
2427 self.movement = '0 0 0';
2430 else if (time < self.race_penalty)
2432 self.movetype = MOVETYPE_NONE;
2433 self.velocity = '0 0 0';
2434 self.avelocity = '0 0 0';
2435 self.movement = '0 0 0';
2439 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2440 if (!cvar("sv_ready_restart_after_countdown"))
2442 if(self.movetype == MOVETYPE_NONE)
2444 self.movetype = MOVETYPE_WALK;
2446 self.race_penalty = 0;
2447 self.race_penalty_nagged = 0;
2451 } else if (self.classname == "observer") {
2453 } else if (self.classname == "spectator") {
2459 for(i = 0; i < 1000; ++i)
2462 end = self.origin + '0 0 1024' + 512 * randomvec();
2463 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2464 if(trace_fraction < 1)
2465 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2467 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2475 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);