1 void info_player_start (void)
3 info_player_deathmatch();
6 void info_player_deathmatch (void)
8 self.classname = "info_player_deathmatch";
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
16 local entity spot, player, nextspot, previousspot, newfirstspot;
25 nextspot = spot.chain;
26 // count team mismatches as bad spots
28 local float spotactive;
31 // filter out spots for assault
32 if(spot.target != "") {
34 ent = find(world, targetname, spot.target);
36 if(ent.classname == "target_objective")
37 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
39 ent = find(ent, targetname, spot.target);
43 if (spot.team == teamcheck && spotactive > 0)
50 if (vlen(player.origin - spot.origin) < mindist)
52 player = player.chain;
58 previousspot.chain = spot;
65 spawn_allgood = FALSE;
69 // if we couldn't find ANY good points, return the original list
71 newfirstspot = firstspot;
75 entity Spawn_RandomPoint(entity firstspot)
79 // count number of spots
84 numspots = numspots + 1;
88 numspots = numspots * random();
90 while (spot.chain && numspots >= 1)
92 numspots = numspots - 1;
98 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
100 local entity best, spot, player;
101 local float bestrating, rating;
103 bestrating = -1000000;
112 rating = min(rating, vlen(player.origin - spot.origin));
113 player = player.chain;
115 rating = rating + random() * 16;
116 if (bestrating < rating)
130 Finds a point to respawn
133 entity SelectSpawnPoint (float anypoint)
135 local float teamcheck;
136 local entity spot, firstspot, playerlist;
138 spot = find (world, classname, "testplayerstart");
144 if(!anypoint && (g_ctf || g_assault))
145 teamcheck = self.team;
147 // get the list of players
148 playerlist = findchain(classname, "player");
149 // get the entire list of spots
150 firstspot = findchain(classname, "info_player_deathmatch");
151 // filter out the bad ones
152 // (note this returns the original list if none survived)
153 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
155 // there is 50/50 chance of choosing a random spot or the furthest spot
156 // (this means that roughly every other spawn will be furthest, so you
157 // usually won't get fragged at spawn twice in a row)
158 if (arena_roundbased)
160 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
161 spot = Spawn_RandomPoint(firstspot);
163 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
164 spot = Spawn_RandomPoint(firstspot);
166 spot = Spawn_FurthestPoint(firstspot, playerlist);
170 if(cvar("spawn_debug"))
173 error ("PutClientInServer: no start points on level");
183 Checks if the argument string can be a valid playermodel.
184 Returns a valid one in doubt.
187 string FallbackPlayerModel = "models/player/marine.zym";
188 string CheckPlayerModel(string plyermodel) {
189 if(strlen(plyermodel) < 4)
190 return FallbackPlayerModel;
191 if( substring(plyermodel,0,14) != "models/player/")
192 return FallbackPlayerModel;
193 else if(cvar("sv_servermodelsonly"))
195 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
196 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
197 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
198 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
199 return FallbackPlayerModel;
200 if(!fexists(plyermodel))
201 return FallbackPlayerModel;
208 Client_customizeentityforclient
213 float Client_customizeentityforclient()
215 #ifdef ALLOW_VARIABLE_LOD
217 // other: the player viewing me
221 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
224 if(other.cvar_cl_playerdetailreduction <= 0)
226 if(other.cvar_cl_playerdetailreduction <= -2)
227 self.modelindex = self.modelindex_lod2;
228 else if(other.cvar_cl_playerdetailreduction <= -1)
229 self.modelindex = self.modelindex_lod1;
231 self.modelindex = self.modelindex_lod0;
235 distance = vlen(self.origin - other.origin);
236 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
238 self.modelindex = self.modelindex_lod2;
240 self.modelindex = self.modelindex_lod1;
242 self.modelindex = self.modelindex_lod0;
249 void setmodel_lod(entity e, string modelname)
251 #ifdef ALLOW_VARIABLE_LOD
254 // FIXME: this only supports 3-letter extensions
255 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
259 setmodel(e, s); // players have high precision
260 self.modelindex_lod1 = self.modelindex;
263 self.modelindex_lod1 = -1;
265 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
269 setmodel(e, s); // players have high precision
270 self.modelindex_lod2 = self.modelindex;
273 self.modelindex_lod2 = -1;
275 precache_model(modelname);
276 setmodel(e, modelname); // players have high precision
277 self.modelindex_lod0 = self.modelindex;
279 if(self.modelindex_lod1 < 0)
280 self.modelindex_lod1 = self.modelindex;
282 if(self.modelindex_lod2 < 0)
283 self.modelindex_lod2 = self.modelindex;
285 precache_model(modelname);
286 setmodel(e, modelname); // players have high precision
288 player_setupanimsformodel();
295 putting a client as observer in the server
298 void PutObserverInServer (void)
301 spot = SelectSpawnPoint (TRUE);
302 RemoveGrapplingHook(self); // Wazat's Grappling Hook
304 if(clienttype(self) == CLIENTTYPE_REAL)
307 WriteByte(MSG_ONE, SVC_SETVIEW);
308 WriteEntity(MSG_ONE, self);
312 kh_Key_DropAll(self, TRUE);
315 DropFlag(self.flagcarried);
317 WaypointSprite_PlayerDead();
319 DistributeFragsAmongTeam(self, self.team, 1);
321 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
322 bprint ("^4", self.netname, "^4 has no more lives left\n");
323 else if(self.killcount != -666)
324 bprint ("^4", self.netname, "^4 is spectating now\n");
326 self.classname = "observer";
328 self.takedamage = DAMAGE_NO;
329 self.solid = SOLID_NOT;
330 self.movetype = MOVETYPE_NOCLIP;
331 self.flags = FL_CLIENT | FL_NOTARGET;
332 self.armorvalue = 666;
334 self.armorvalue = cvar("g_balance_armor_start");
335 self.pauserotarmor_finished = 0;
336 self.pauserothealth_finished = 0;
337 self.pauseregen_finished = 0;
338 self.damageforcescale = 0;
346 self.pain_finished = 0;
347 self.strength_finished = 0;
348 self.invincible_finished = 0;
350 self.think = SUB_Null;
354 self.deadflag = DEAD_NO;
355 self.angles = spot.angles;
357 self.fixangle = TRUE;
360 self.view_ofs = PL_VIEW_OFS;
361 setorigin (self, spot.origin);
362 setsize (self, '0 0 0', '0 0 0');
363 self.oldorigin = self.origin;
368 self.weaponmodel = "";
369 self.weaponentity = world;
370 self.killcount = -666;
371 self.velocity = '0 0 0';
372 self.avelocity = '0 0 0';
373 self.punchangle = '0 0 0';
374 self.punchvector = '0 0 0';
375 self.oldvelocity = self.velocity;
376 self.customizeentityforclient = Client_customizeentityforclient;
382 Spawnqueue_Insert(self);
386 Spawnqueue_Unmark(self);
387 Spawnqueue_Remove(self);
394 float RestrictSkin(float s)
400 return math_mod(s, 3);
407 Called when a client spawns in the server
410 void PutClientInServer (void)
412 if(clienttype(self) == CLIENTTYPE_BOT)
414 self.classname = "player";
416 else if(clienttype(self) == CLIENTTYPE_REAL)
419 WriteByte(MSG_ONE, SVC_SETVIEW);
420 WriteEntity(MSG_ONE, self);
423 // player is dead and becomes observer
424 if(g_lms && self.frags < 1)
425 self.classname = "observer";
429 self.classname = "observer";
431 if(self.classname == "player") {
434 spot = SelectSpawnPoint (FALSE);
436 RemoveGrapplingHook(self); // Wazat's Grappling Hook
438 self.classname = "player";
439 self.iscreature = TRUE;
440 self.movetype = MOVETYPE_WALK;
441 self.solid = SOLID_SLIDEBOX;
442 self.flags = FL_CLIENT;
443 self.takedamage = DAMAGE_AIM;
445 self.air_finished = time + 12;
448 self.ammo_shells = start_ammo_shells;
449 self.ammo_nails = start_ammo_nails;
450 self.ammo_rockets = start_ammo_rockets;
451 self.ammo_cells = start_ammo_cells;
452 self.health = start_health;
453 self.armorvalue = start_armorvalue;
454 self.items = start_items;
455 self.switchweapon = start_switchweapon;
457 self.jump_interval = time;
459 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
460 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
461 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
462 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
463 self.damageforcescale = 2;
470 self.pain_finished = 0;
471 self.strength_finished = 0;
472 self.invincible_finished = 0;
474 //self.speed_finished = 0;
475 //self.slowmo_finished = 0;
476 // players have no think function
477 self.think = SUB_Null;
483 self.deadflag = DEAD_NO;
485 self.angles = spot.angles;
487 self.angles_z = 0; // never spawn tilted even if the spot says to
488 self.fixangle = TRUE; // turn this way immediately
489 self.velocity = '0 0 0';
490 self.avelocity = '0 0 0';
491 self.punchangle = '0 0 0';
492 self.punchvector = '0 0 0';
493 self.oldvelocity = self.velocity;
498 self.customizeentityforclient = Client_customizeentityforclient;
500 if(cvar("sv_defaultcharacter") == 1) {
501 local string defaultmodel;
502 defaultmodel = cvar_string("sv_defaultplayermodel");
503 setmodel_lod (self, defaultmodel);
504 self.skin = stof(cvar_string("sv_defaultplayerskin"));
506 self.playermodel = CheckPlayerModel(self.playermodel);
507 setmodel_lod (self, self.playermodel);
508 self.skin = RestrictSkin(stof(self.playerskin));
509 self.playerskin = ftos(self.skin);
512 if(strlen(cvar_string("sv_defaultplayercolors")))
513 setcolor(self, cvar("sv_defaultplayercolors"));
516 self.view_ofs = PL_VIEW_OFS;
517 setsize (self, PL_MIN, PL_MAX);
518 self.spawnorigin = spot.origin;
519 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
520 // don't reset back to last position, even if new position is stuck in solid
521 self.oldorigin = self.origin;
525 Spawnqueue_Remove(self);
526 Spawnqueue_Mark(self);
529 self.event_damage = PlayerDamage;
531 self.bot_attack = TRUE;
533 self.statdraintime = time + 5;
534 self.button0 = self.button1 = self.button2 = self.button3 = 0;
536 if(self.killcount == -666) {
543 self.cnt = WEP_LASER;
544 self.nixnex_lastchange_id = -1;
546 CL_SpawnWeaponentity();
547 self.alpha = default_player_alpha;
548 self.colormod = '1 1 1' * cvar("g_player_brightness");
549 self.exteriorweaponentity.alpha = default_weapon_alpha;
551 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
552 self.lms_traveled_distance = 0;
554 if(cvar("spawn_debug"))
556 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
557 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
560 //stuffcmd(self, "chase_active 0");
561 //stuffcmd(self, "set viewsize $tmpviewsize \n");
563 if (cvar("g_spawnsound"))
564 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
567 if(self.team == assault_attacker_team)
568 centerprint(self, "You are attacking!\n");
570 centerprint(self, "You are defending!\n");
573 } else if(self.classname == "observer") {
574 PutObserverInServer ();
583 void SetNewParms (void)
593 void SetChangeParms (void)
602 Called when a client types 'kill' in the console
605 void ClientKill (void)
607 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
610 void FixClientCvars(entity e)
613 // send prediction settings to the client
614 stuffcmd(e, "\nin_bindmap 0 0\n");
615 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
616 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
617 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
618 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
619 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
620 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
621 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
622 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
623 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
624 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
625 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
626 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
627 stuffcmd(e, "cl_movement_edgefriction 1\n");
629 // notify about available teams
632 CheckAllowedTeams(e);
633 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
634 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
637 stuffcmd(e, "set _teams_available 0\n");
644 Called when a client connects to the server
647 string ColoredTeamName(float t);
648 //void dom_player_join_team(entity pl);
649 void ClientConnect (void)
654 if(Ban_IsClientBanned(self))
656 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
662 self.classname = "player_joining";
663 self.flags = self.flags | FL_CLIENT;
664 self.version_nagtime = time + 10 + random() * 10;
668 dprint("BUG player count is lower than zero, this cannot happen!\n");
675 // dom_player_join_team(self);
677 //JoinBestTeam(self, FALSE);
679 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
680 self.classname = "observer";
682 self.classname = "player";
683 campaign_bots_may_start = 1;
686 self.playerid = (playerid_last = playerid_last + 1);
687 if(cvar("sv_eventlog"))
689 if(clienttype(self) == CLIENTTYPE_REAL)
693 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
694 s = strcat(":team:", ftos(self.playerid), ":");
695 s = strcat(s, ftos(self.team));
696 GameLogEcho(s, FALSE);
699 //stuffcmd(self, "set tmpviewsize $viewsize \n");
701 bprint ("^4",self.netname);
702 bprint ("^4 connected");
704 if(g_domination || g_ctf)
706 bprint(" and joined the ");
707 bprint(ColoredTeamName(self.team));
712 self.welcomemessage_time = 0;
714 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
715 // TODO: is this being used for anything else than cd tracks?
716 // Remember: SVC_CDTRACK exists. Maybe it should be used.
718 FixClientCvars(self);
721 WaypointSprite_InitClient(self);
723 // Wazat's grappling hook
724 SetGrappleHookBindings();
726 // get autoswitch state from player when he toggles it
727 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
729 // get version info from player
730 stuffcmd(self, "cmd clientversion $gameversion\n");
732 // send all weapon info strings
733 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
735 while (wep <= WEP_LAST)
737 weapon_action(wep, WR_REGISTER);
741 // get other cvars from player
744 // set cvar for team scoreboard
748 t = cvar("teamplay");
749 // 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
750 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
753 stuffcmd(self, "set teamplay 0\n");
757 self.frags = LMS_NewPlayerLives();
763 self.classname = "observer";
764 Spawnqueue_Insert(self);
767 bot_relinkplayerlist();
769 self.jointime = time;
776 Called when a client disconnects from the server
779 void(entity e) DropFlag;
780 .entity chatbubbleentity;
781 .entity teambubbleentity;
782 void ClientDisconnect (void)
785 if(cvar("sv_eventlog"))
786 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
787 bprint ("^4",self.netname);
788 bprint ("^4 disconnected\n");
790 if (self.chatbubbleentity)
792 remove (self.chatbubbleentity);
793 self.chatbubbleentity = world;
796 if (self.teambubbleentity)
798 remove (self.teambubbleentity);
799 self.teambubbleentity = world;
802 WaypointSprite_PlayerGone();
805 kh_Key_DropAll(self, TRUE);
808 DropFlag(self.flagcarried);
810 DistributeFragsAmongTeam(self, self.team, 1);
813 self.flags = self.flags - (self.flags & FL_CLIENT);
814 bot_relinkplayerlist();
818 if(self.weaponentity)
819 if(self.weaponentity.lasertarget)
820 remove(self.weaponentity.lasertarget);
824 Spawnqueue_Unmark(self);
825 Spawnqueue_Remove(self);
833 void() ChatBubbleThink =
835 self.nextthink = time;
836 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
838 self.owner.chatbubbleentity = world;
842 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
843 if (self.owner.buttonchat && !self.owner.deadflag)
844 self.model = self.mdl;
849 void() UpdateChatBubble =
851 if (!self.modelindex)
853 // spawn a chatbubble entity if needed
854 if (!self.chatbubbleentity)
856 self.chatbubbleentity = spawn();
857 self.chatbubbleentity.owner = self;
858 self.chatbubbleentity.exteriormodeltoclient = self;
859 self.chatbubbleentity.think = ChatBubbleThink;
860 self.chatbubbleentity.nextthink = time;
861 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
862 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
863 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
864 self.chatbubbleentity.model = "";
865 self.chatbubbleentity.effects = EF_LOWPRECISION;
870 void() TeamBubbleThink =
872 self.nextthink = time;
873 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
875 self.owner.teambubbleentity = world;
879 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
880 if (self.owner.buttonchat || self.owner.deadflag)
883 self.model = self.mdl;
887 float() TeamBubble_customizeentityforclient
889 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
892 void() UpdateTeamBubble =
894 if (!self.modelindex || !cvar("teamplay"))
896 // spawn a teambubble entity if needed
897 if (!self.teambubbleentity && cvar("teamplay"))
899 self.teambubbleentity = spawn();
900 self.teambubbleentity.owner = self;
901 self.teambubbleentity.exteriormodeltoclient = self;
902 self.teambubbleentity.think = TeamBubbleThink;
903 self.teambubbleentity.nextthink = time;
904 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
905 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
906 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
907 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
908 self.teambubbleentity.mdl = self.teambubbleentity.model;
909 self.teambubbleentity.model = self.teambubbleentity.mdl;
910 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
911 self.teambubbleentity.effects = EF_LOWPRECISION;
915 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
916 // added to the model skins
917 /*void() UpdateColorModHack =
920 c = self.clientcolors & 15;
921 // LordHavoc: only bothering to support white, green, red, yellow, blue
922 if (teamplay == 0) self.colormod = '0 0 0';
923 else if (c == 0) self.colormod = '1.00 1.00 1.00';
924 else if (c == 3) self.colormod = '0.10 1.73 0.10';
925 else if (c == 4) self.colormod = '1.73 0.10 0.10';
926 else if (c == 12) self.colormod = '1.22 1.22 0.10';
927 else if (c == 13) self.colormod = '0.10 0.10 1.73';
928 else self.colormod = '1 1 1';
937 void player_powerups (void)
941 self.effects = EF_FULLBRIGHT;
942 if (self.items & IT_STRENGTH)
944 if (time > self.strength_finished)
946 self.alpha = default_player_alpha;
947 self.exteriorweaponentity.alpha = default_weapon_alpha;
948 self.items = self.items - (self.items & IT_STRENGTH);
949 sprint(self, "^3Invisibility has worn off\n");
954 if (time < self.strength_finished)
956 self.alpha = cvar("g_minstagib_invis_alpha");
957 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
958 self.items = self.items | IT_STRENGTH;
959 sprint(self, "^3You are invisible\n");
963 if (self.items & IT_INVINCIBLE)
965 if (time > self.invincible_finished)
967 self.items = self.items - (self.items & IT_INVINCIBLE);
968 sprint(self, "^3Speed has worn off\n");
973 if (time < self.invincible_finished)
975 self.items = self.items | IT_INVINCIBLE;
976 sprint(self, "^3You are on speed\n");
982 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
983 if (self.items & IT_STRENGTH)
985 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
986 if (time > self.strength_finished)
988 self.items = self.items - (self.items & IT_STRENGTH);
989 sprint(self, "^3Strength has worn off\n");
994 if (time < self.strength_finished)
996 self.items = self.items | IT_STRENGTH;
997 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1000 if (self.items & IT_INVINCIBLE)
1002 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1003 if (time > self.invincible_finished)
1005 self.items = self.items - (self.items & IT_INVINCIBLE);
1006 sprint(self, "^3Shield has worn off\n");
1011 if (time < self.invincible_finished)
1013 self.items = self.items | IT_INVINCIBLE;
1014 sprint(self, "^3Shield surrounds you\n");
1018 if (cvar("g_fullbrightplayers"))
1019 self.effects = self.effects | EF_FULLBRIGHT;
1021 // midair gamemode: damage only while in the air
1022 // if in midair mode, being on ground grants temporary invulnerability
1023 // (this is so that multishot weapon don't clear the ground flag on the
1024 // first damage in the frame, leaving the player vulnerable to the
1025 // remaining hits in the same frame)
1026 if (self.flags & FL_ONGROUND)
1028 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1030 if (time < self.spawnshieldtime)
1031 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1034 float CalcRegen(float current, float stable, float regenfactor)
1036 if(current > stable)
1038 else if(current > stable - 0.25) // when close enough, "snap"
1041 return min(stable, current + (stable - current) * regenfactor * frametime);
1044 void player_regen (void)
1046 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1047 maxh = cvar("g_balance_health_stable");
1048 maxa = cvar("g_balance_armor_stable");
1049 limith = cvar("g_balance_health_limit");
1050 limita = cvar("g_balance_armor_limit");
1052 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1055 max_mod = regen_mod = rot_mod = limit_mod = 1;
1057 if (self.runes & RUNE_REGEN)
1059 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1061 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1062 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1063 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1067 regen_mod = cvar("g_balance_rune_regen_regenrate");
1068 max_mod = cvar("g_balance_rune_regen_hpmod");
1069 limit_mod = cvar("g_balance_rune_regen_limitmod");
1072 else if (self.runes & CURSE_VENOM)
1074 max_mod = cvar("g_balance_curse_venom_hpmod");
1075 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1076 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1078 rot_mod = cvar("g_balance_curse_venom_rotrate");
1079 limit_mod = cvar("g_balance_curse_venom_limitmod");
1080 //if (!self.runes & RUNE_REGEN)
1081 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1083 maxh = maxh * max_mod;
1084 //maxa = maxa * max_mod;
1085 limith = limith * limit_mod;
1086 limita = limita * limit_mod;
1088 if (self.armorvalue > maxa)
1090 if (time > self.pauserotarmor_finished)
1092 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1093 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1096 else if (self.armorvalue < maxa)
1098 if (time > self.pauseregen_finished)
1100 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1101 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1104 if (self.health > maxh)
1106 if (time > self.pauserothealth_finished)
1108 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1109 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1112 else if (self.health < maxh)
1114 if (time > self.pauseregen_finished)
1116 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1117 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1121 if (self.health > limith)
1122 self.health = limith;
1123 if (self.armorvalue > limita)
1124 self.armorvalue = limita;
1126 // if player rotted to death... die!
1128 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1132 ======================
1133 spectate mode routines
1134 ======================
1136 void SpectateCopy(entity spectatee) {
1137 self.armortype = spectatee.armortype;
1138 self.armorvalue = spectatee.armorvalue;
1139 self.currentammo = spectatee.currentammo;
1140 self.effects = spectatee.effects;
1141 self.health = spectatee.health;
1143 self.items = spectatee.items;
1144 self.punchangle = spectatee.punchangle;
1145 self.view_ofs = spectatee.view_ofs;
1146 self.v_angle = spectatee.v_angle;
1147 self.viewzoom = spectatee.viewzoom;
1148 self.velocity = spectatee.velocity;
1149 self.dmg_take = spectatee.dmg_take;
1150 self.dmg_save = spectatee.dmg_save;
1151 self.dmg_inflictor = spectatee.dmg_inflictor;
1152 self.angles = spectatee.v_angle;
1153 self.fixangle = TRUE;
1154 setorigin(self, spectatee.origin);
1155 setsize(self, spectatee.mins, spectatee.maxs);
1158 void SpectateUpdate() {
1160 PutObserverInServer();
1162 if (self != self.enemy) {
1163 if(self.enemy.flags & FL_NOTARGET)
1164 PutObserverInServer();
1165 SpectateCopy(self.enemy);
1166 //msg_entity = self;
1167 //WriteByte(MSG_ONE, SVC_SETANGLE);
1168 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1169 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1170 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1174 float SpectateNext() {
1175 other = find(self.enemy, classname, "player");
1177 other = find(other, classname, "player");
1182 if(self.enemy.classname == "player") {
1184 WriteByte(MSG_ONE, SVC_SETVIEW);
1185 WriteEntity(MSG_ONE, self.enemy);
1186 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1196 ShowRespawnCountdown()
1198 Update a respawn countdown display.
1201 void ShowRespawnCountdown()
1204 if(self.deadflag == DEAD_NO) // just respawned?
1208 number = ceil(self.death_time - time);
1211 if(number <= self.respawn_countdown)
1213 self.respawn_countdown = number - 1;
1214 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
1215 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1220 void LeaveSpectatorMode()
1222 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1223 self.classname = "player";
1224 if(cvar("g_campaign") || cvar("g_balance_teams"))
1225 JoinBestTeam(self, 0);
1226 if(cvar("g_campaign"))
1227 campaign_bots_may_start = 1;
1228 PutClientInServer();
1229 if(!(self.flags & FL_NOTARGET))
1230 bprint ("^4", self.netname, "^4 is playing now\n");
1231 centerprint(self,"");
1234 stuffcmd(self,"menu_showteamselect\n");
1243 Called every frame for each client before the physics are run
1246 void() ctf_setstatus;
1247 .float vote_nagtime;
1248 void PlayerPreThink (void)
1251 if(self.version_nagtime)
1252 if(self.cvar_g_nexuizversion)
1253 if(time > self.version_nagtime)
1255 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1256 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1258 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");
1259 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1261 self.version_nagtime = 0;
1265 if(self.cvar_scr_centertime)
1266 if(time > self.vote_nagtime)
1269 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1273 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1275 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1276 self.max_armorvalue = 0;
1279 if(self.classname == "player") {
1280 local vector m1, m2;
1282 // if(self.netname == "Wazat")
1283 // bprint(self.classname, "\n");
1285 CheckRules_Player();
1288 PrintWelcomeMessage(self);
1290 if(g_lms || !cvar("sv_spectate"))
1291 if((time - self.jointime) <= cvar("welcome_message_time"))
1292 PrintWelcomeMessage(self);
1294 if (intermission_running)
1296 IntermissionThink (); // otherwise a button could be missed between
1297 return; // the think tics
1300 if(time > self.teleport_time)
1302 self.effects = self.effects - (self.effects & EF_NODRAW);
1303 if(self.weaponentity)
1304 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1307 Nixnex_GiveCurrentWeapon();
1309 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1310 UpdateSelectedPlayer();
1312 if (self.deadflag != DEAD_NO)
1314 float button_pressed, force_respawn;
1316 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1317 force_respawn = (g_lms || cvar("g_forced_respawn"));
1318 if (self.deadflag == DEAD_DYING)
1321 self.deadflag = DEAD_RESPAWNING;
1322 else if(!button_pressed)
1323 self.deadflag = DEAD_DEAD;
1325 else if (self.deadflag == DEAD_DEAD)
1328 self.deadflag = DEAD_RESPAWNABLE;
1330 else if (self.deadflag == DEAD_RESPAWNABLE)
1333 self.deadflag = DEAD_RESPAWNING;
1335 else if (self.deadflag == DEAD_RESPAWNING)
1337 if(time > self.death_time)
1340 ShowRespawnCountdown();
1344 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1348 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1349 dist = self.oldorigin - self.origin;
1351 self.lms_traveled_distance += fabs(vlen(dist));
1353 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1355 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1356 self.lms_traveled_distance = 0;
1359 if(time > self.lms_nextcheck)
1361 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1362 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1364 centerprint(self, cvar_string("g_lms_campcheck_message"));
1365 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1366 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1367 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');
1369 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1370 self.lms_traveled_distance = 0;
1374 if (self.button5 && !self.hook.state)
1379 self.view_ofs = PL_CROUCH_VIEW_OFS;
1380 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1381 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1388 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1389 if (!trace_startsolid)
1391 self.crouch = FALSE;
1392 self.view_ofs = PL_VIEW_OFS;
1393 setsize (self, PL_MIN, PL_MAX);
1398 if(cvar("sv_defaultcharacter") == 1) {
1399 local string defaultmodel;
1400 defaultmodel = cvar_string("sv_defaultplayermodel");
1402 if (defaultmodel != self.model)
1406 setmodel_lod (self, defaultmodel);
1407 setsize (self, m1, m2);
1410 if (self.skin != cvar("sv_defaultplayerskin"))
1411 self.skin = cvar("sv_defaultplayerskin");
1413 if (self.playermodel != self.model)
1415 self.playermodel = CheckPlayerModel(self.playermodel);
1418 setmodel_lod (self, self.playermodel);
1419 setsize (self, m1, m2);
1422 if(self.skin != stof(self.playerskin))
1424 self.skin = RestrictSkin(stof(self.playerskin));
1425 self.playerskin = ftos(self.skin);
1429 if(strlen(cvar_string("sv_defaultplayercolors")))
1430 if(self.clientcolors != cvar("sv_defaultplayercolors"))
1431 setcolor(self, cvar("sv_defaultplayercolors"));
1433 GrapplingHookFrame();
1438 float zoomfactor, zoomspeed, zoomdir;
1439 zoomfactor = self.cvar_cl_zoomfactor;
1440 if(zoomfactor < 1 || zoomfactor > 16)
1442 zoomspeed = self.cvar_cl_zoomspeed;
1443 if(zoomspeed >= 0) // < 0 is instant zoom
1444 if(zoomspeed < 0.5 || zoomspeed > 16)
1447 zoomdir = self.button4;
1449 if(self.weapon == WEP_NEX)
1454 self.has_zoomed = 1;
1458 if(zoomspeed <= 0) // instant zoom
1461 self.viewzoom = 1 / zoomfactor;
1467 // geometric zoom would be:
1468 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1469 // however, testing showed that arithmetic/harmonic zoom works better
1471 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1472 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1473 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1475 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1476 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1477 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1481 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1489 minstagib_ammocheck();
1494 //self.angles_y=self.v_angle_y + 90; // temp
1496 //if (TetrisPreFrame()) return;
1497 } else if(gameover) {
1498 if (intermission_running)
1499 IntermissionThink (); // otherwise a button could be missed between
1501 } else if(self.classname == "observer") {
1503 if (self.flags & FL_JUMPRELEASED) {
1504 if (self.button2 && self.version == cvar("gameversion")) {
1505 self.welcomemessage_time = 0;
1506 self.flags = self.flags - FL_JUMPRELEASED;
1507 LeaveSpectatorMode();
1509 } else if(self.button0 && self.version == cvar("gameversion")) {
1510 self.welcomemessage_time = 0;
1511 self.flags = self.flags - FL_JUMPRELEASED;
1512 if(SpectateNext() == 1) {
1513 self.classname = "spectator";
1517 if (!(self.button0 || self.button2)) {
1518 self.flags = self.flags | FL_JUMPRELEASED;
1521 PrintWelcomeMessage(self);
1522 } else if(self.classname == "spectator") {
1523 if (self.flags & FL_JUMPRELEASED) {
1524 if (self.button2 && self.version == cvar("gameversion")) {
1525 self.welcomemessage_time = 0;
1526 self.flags = self.flags - FL_JUMPRELEASED;
1527 LeaveSpectatorMode();
1529 } else if(self.button0) {
1530 self.welcomemessage_time = 0;
1531 self.flags = self.flags - FL_JUMPRELEASED;
1532 if(SpectateNext() == 1) {
1533 self.classname = "spectator";
1535 self.classname = "observer";
1536 PutClientInServer();
1538 } else if (self.button3) {
1539 self.welcomemessage_time = 0;
1540 self.flags = self.flags - FL_JUMPRELEASED;
1541 self.classname = "observer";
1542 PutClientInServer();
1547 if (!(self.button0 || self.button3)) {
1548 self.flags = self.flags | FL_JUMPRELEASED;
1551 PrintWelcomeMessage(self);
1552 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1561 Called every frame for each client after the physics are run
1564 void PlayerPostThink (void)
1566 // Savage: Check for nameless players
1567 if (strlen(self.netname) < 1) {
1568 self.netname = "Player";
1569 stuffcmd(self, "seta _cl_name Player\n");
1572 if(self.classname == "player") {
1573 CheckRules_Player();
1578 if (intermission_running)
1579 return; // intermission or finale
1581 //PrintWelcomeMessage(self);
1582 //if (TetrisPostFrame()) return;
1584 // restart countdown
1585 if(time < restart_countdown)
1590 sec = ceil(restart_countdown-time);
1591 s = strcat(NEWLINES, "^1Game starts in ", ftos(sec), " seconds");
1592 centerprint(self, s);
1593 self.movetype = MOVETYPE_NONE;
1594 self.velocity = '0 0 0';
1595 self.avelocity = '0 0 0';
1596 self.movement = '0 0 0';
1598 else if(self.movetype == MOVETYPE_NONE)
1600 self.movetype = MOVETYPE_WALK;
1601 centerprint(self, "\n");
1603 } else if (self.classname == "observer") {
1605 } else if (self.classname == "spectator") {