1 void info_player_survivor (void)
3 info_player_deathmatch();
6 void info_player_start (void)
8 info_player_deathmatch();
11 void info_player_deathmatch (void)
13 self.classname = "info_player_deathmatch";
14 relocate_spawnpoint();
17 void() spawnpoint_use =
20 self.team = activator.team;
25 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
27 local entity spot, player, nextspot, previousspot, newfirstspot;
36 nextspot = spot.chain;
37 // count team mismatches as bad spots
39 local float spotactive;
42 // filter out spots for assault
43 if(spot.target != "") {
45 ent = find(world, targetname, spot.target);
47 if(ent.classname == "target_objective")
48 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
50 ent = find(ent, targetname, spot.target);
54 if (spot.team == teamcheck && spotactive > 0)
61 if (vlen(player.origin - spot.origin) < mindist)
63 player = player.chain;
69 previousspot.chain = spot;
76 spawn_allgood = FALSE;
80 // if we couldn't find ANY good points, return the original list
82 newfirstspot = firstspot;
86 entity Spawn_RandomPoint(entity firstspot)
90 // count number of spots
95 numspots = numspots + 1;
99 numspots = numspots * random();
101 while (spot.chain && numspots >= 1)
103 numspots = numspots - 1;
109 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
111 local entity best, spot, player;
112 local float bestrating, rating;
114 bestrating = -1000000;
123 rating = min(rating, vlen(player.origin - spot.origin));
124 player = player.chain;
126 rating = rating + random() * 16;
127 if (bestrating < rating)
141 Finds a point to respawn
144 entity SelectSpawnPoint (float anypoint)
146 local float teamcheck;
147 local entity spot, firstspot, playerlist;
149 spot = find (world, classname, "testplayerstart");
155 if(!anypoint && (g_ctf || g_assault || g_onslaught))
156 teamcheck = self.team;
158 // get the list of players
159 playerlist = findchain(classname, "player");
160 // get the entire list of spots
161 firstspot = findchain(classname, "info_player_deathmatch");
162 // filter out the bad ones
163 // (note this returns the original list if none survived)
164 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
166 // there is 50/50 chance of choosing a random spot or the furthest spot
167 // (this means that roughly every other spawn will be furthest, so you
168 // usually won't get fragged at spawn twice in a row)
169 if (arena_roundbased)
171 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
172 spot = Spawn_RandomPoint(firstspot);
174 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
175 spot = Spawn_RandomPoint(firstspot);
177 spot = Spawn_FurthestPoint(firstspot, playerlist);
181 if(cvar("spawn_debug"))
194 Checks if the argument string can be a valid playermodel.
195 Returns a valid one in doubt.
198 string FallbackPlayerModel = "models/player/marine.zym";
199 string CheckPlayerModel(string plyermodel) {
200 if(strlen(plyermodel) < 4)
201 return FallbackPlayerModel;
202 if( substring(plyermodel,0,14) != "models/player/")
203 return FallbackPlayerModel;
204 else if(cvar("sv_servermodelsonly"))
206 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
207 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
208 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
209 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
210 return FallbackPlayerModel;
211 if(!fexists(plyermodel))
212 return FallbackPlayerModel;
219 Client_customizeentityforclient
224 float Client_customizeentityforclient()
226 #ifdef ALLOW_VARIABLE_LOD
228 // other: the player viewing me
232 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
235 if(other.cvar_cl_playerdetailreduction <= 0)
237 if(other.cvar_cl_playerdetailreduction <= -2)
238 self.modelindex = self.modelindex_lod2;
239 else if(other.cvar_cl_playerdetailreduction <= -1)
240 self.modelindex = self.modelindex_lod1;
242 self.modelindex = self.modelindex_lod0;
246 distance = vlen(self.origin - other.origin);
247 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
249 self.modelindex = self.modelindex_lod2;
251 self.modelindex = self.modelindex_lod1;
253 self.modelindex = self.modelindex_lod0;
260 void UpdatePlayerSounds();
261 void setmodel_lod(entity e, string modelname)
263 #ifdef ALLOW_VARIABLE_LOD
266 // FIXME: this only supports 3-letter extensions
267 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
271 setmodel(e, s); // players have high precision
272 self.modelindex_lod1 = self.modelindex;
275 self.modelindex_lod1 = -1;
277 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
281 setmodel(e, s); // players have high precision
282 self.modelindex_lod2 = self.modelindex;
285 self.modelindex_lod2 = -1;
287 precache_model(modelname);
288 setmodel(e, modelname); // players have high precision
289 self.modelindex_lod0 = self.modelindex;
291 if(self.modelindex_lod1 < 0)
292 self.modelindex_lod1 = self.modelindex;
294 if(self.modelindex_lod2 < 0)
295 self.modelindex_lod2 = self.modelindex;
297 precache_model(modelname);
298 setmodel(e, modelname); // players have high precision
300 player_setupanimsformodel();
301 UpdatePlayerSounds();
308 putting a client as observer in the server
311 void PutObserverInServer (void)
314 spot = SelectSpawnPoint (TRUE);
316 error("No spawnpoints for observers?!?\n");
317 RemoveGrapplingHook(self); // Wazat's Grappling Hook
319 if(clienttype(self) == CLIENTTYPE_REAL)
322 WriteByte(MSG_ONE, SVC_SETVIEW);
323 WriteEntity(MSG_ONE, self);
327 kh_Key_DropAll(self, TRUE);
330 DropFlag(self.flagcarried);
332 WaypointSprite_PlayerDead();
334 DistributeFragsAmongTeam(self, self.team, 1);
336 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
337 bprint ("^4", self.netname, "^4 has no more lives left\n");
338 else if(self.killcount != -666)
339 bprint ("^4", self.netname, "^4 is spectating now\n");
341 self.classname = "observer";
343 self.takedamage = DAMAGE_NO;
344 self.solid = SOLID_NOT;
345 self.movetype = MOVETYPE_NOCLIP;
346 self.flags = FL_CLIENT | FL_NOTARGET;
347 self.armorvalue = 666;
349 self.armorvalue = cvar("g_balance_armor_start");
350 self.pauserotarmor_finished = 0;
351 self.pauserothealth_finished = 0;
352 self.pauseregen_finished = 0;
353 self.damageforcescale = 0;
361 self.pain_finished = 0;
362 self.strength_finished = 0;
363 self.invincible_finished = 0;
365 self.think = SUB_Null;
369 self.deadflag = DEAD_NO;
370 self.angles = spot.angles;
372 self.fixangle = TRUE;
375 self.view_ofs = PL_VIEW_OFS;
376 setorigin (self, spot.origin);
377 setsize (self, '0 0 0', '0 0 0');
378 self.oldorigin = self.origin;
383 self.weaponmodel = "";
384 self.weaponentity = world;
385 self.killcount = -666;
386 self.velocity = '0 0 0';
387 self.avelocity = '0 0 0';
388 self.punchangle = '0 0 0';
389 self.punchvector = '0 0 0';
390 self.oldvelocity = self.velocity;
391 self.customizeentityforclient = Client_customizeentityforclient;
398 Spawnqueue_Insert(self);
402 Spawnqueue_Unmark(self);
403 Spawnqueue_Remove(self);
410 float RestrictSkin(float s)
419 void FixPlayermodel()
421 local string defaultmodel;
422 local float defaultskin;
425 if(cvar("sv_defaultcharacter") == 1) {
431 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
432 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
435 if(defaultmodel == "")
437 defaultmodel = cvar_string("sv_defaultplayermodel");
438 defaultskin = cvar("sv_defaultplayerskin");
441 if (defaultmodel != self.model)
445 setmodel_lod (self, defaultmodel);
446 setsize (self, m1, m2);
449 self.skin = defaultskin;
451 if (self.playermodel != self.model)
453 self.playermodel = CheckPlayerModel(self.playermodel);
456 setmodel_lod (self, self.playermodel);
457 setsize (self, m1, m2);
460 self.skin = RestrictSkin(stof(self.playerskin));
464 if(strlen(cvar_string("sv_defaultplayercolors")))
465 if(self.clientcolors != cvar("sv_defaultplayercolors"))
466 setcolor(self, cvar("sv_defaultplayercolors"));
473 Called when a client spawns in the server
476 void PutClientInServer (void)
478 if(clienttype(self) == CLIENTTYPE_BOT)
480 self.classname = "player";
482 else if(clienttype(self) == CLIENTTYPE_REAL)
485 WriteByte(MSG_ONE, SVC_SETVIEW);
486 WriteEntity(MSG_ONE, self);
489 // player is dead and becomes observer
490 if(g_lms && self.frags < 1)
491 self.classname = "observer";
495 self.classname = "observer";
497 if(self.classname == "player") {
500 spot = SelectSpawnPoint (FALSE);
503 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
504 return; // spawn failed
507 RemoveGrapplingHook(self); // Wazat's Grappling Hook
509 self.classname = "player";
510 self.iscreature = TRUE;
511 self.movetype = MOVETYPE_WALK;
512 self.solid = SOLID_SLIDEBOX;
513 self.flags = FL_CLIENT;
514 self.takedamage = DAMAGE_AIM;
516 self.effects = EF_FULLBRIGHT;
519 self.air_finished = time + 12;
522 self.ammo_shells = start_ammo_shells;
523 self.ammo_nails = start_ammo_nails;
524 self.ammo_rockets = start_ammo_rockets;
525 self.ammo_cells = start_ammo_cells;
526 self.health = start_health;
527 self.armorvalue = start_armorvalue;
528 self.items = start_items;
529 self.switchweapon = start_switchweapon;
531 self.jump_interval = time;
533 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
534 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
535 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
536 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
537 self.damageforcescale = 2;
544 self.pain_finished = 0;
545 self.strength_finished = 0;
546 self.invincible_finished = 0;
548 //self.speed_finished = 0;
549 //self.slowmo_finished = 0;
550 // players have no think function
551 self.think = SUB_Null;
557 self.deadflag = DEAD_NO;
559 self.angles = spot.angles;
561 self.angles_z = 0; // never spawn tilted even if the spot says to
562 self.fixangle = TRUE; // turn this way immediately
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;
572 self.customizeentityforclient = Client_customizeentityforclient;
578 self.view_ofs = PL_VIEW_OFS;
579 setsize (self, PL_MIN, PL_MAX);
580 self.spawnorigin = spot.origin;
581 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
582 // don't reset back to last position, even if new position is stuck in solid
583 self.oldorigin = self.origin;
587 Spawnqueue_Remove(self);
588 Spawnqueue_Mark(self);
591 self.event_damage = PlayerDamage;
593 self.bot_attack = TRUE;
595 self.statdraintime = time + 5;
596 self.button0 = self.button1 = self.button2 = self.button3 = 0;
598 if(self.killcount == -666) {
605 self.cnt = WEP_LASER;
606 self.nixnex_lastchange_id = -1;
608 CL_SpawnWeaponentity();
609 self.alpha = default_player_alpha;
610 self.colormod = '1 1 1' * cvar("g_player_brightness");
611 self.exteriorweaponentity.alpha = default_weapon_alpha;
613 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
614 self.lms_traveled_distance = 0;
615 self.speedrunning = FALSE;
617 if(cvar("spawn_debug"))
619 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
620 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
623 //stuffcmd(self, "chase_active 0");
624 //stuffcmd(self, "set viewsize $tmpviewsize \n");
626 if (cvar("g_spawnsound"))
627 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
630 if(self.team == assault_attacker_team)
631 centerprint(self, "You are attacking!\n");
633 centerprint(self, "You are defending!\n");
636 } else if(self.classname == "observer") {
637 PutObserverInServer ();
646 void SetNewParms (void)
656 void SetChangeParms (void)
665 Called when a client types 'kill' in the console
668 void ClientKill (void)
670 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
673 void FixClientCvars(entity e)
676 // send prediction settings to the client
677 stuffcmd(e, "\nin_bindmap 0 0\n");
678 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
679 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
680 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
681 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
682 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
683 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
684 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
685 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
686 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
687 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
688 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
689 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
690 stuffcmd(e, "cl_movement_edgefriction 1\n");
692 // notify about available teams
695 CheckAllowedTeams(e);
696 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
697 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
700 stuffcmd(e, "set _teams_available 0\n");
707 Called when a client connects to the server
710 string ColoredTeamName(float t);
711 //void dom_player_join_team(entity pl);
712 void ClientConnect (void)
717 if(Ban_IsClientBanned(self))
719 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
725 self.classname = "player_joining";
726 self.flags = self.flags | FL_CLIENT;
727 self.version_nagtime = time + 10 + random() * 10;
731 dprint("BUG player count is lower than zero, this cannot happen!\n");
738 // dom_player_join_team(self);
740 //JoinBestTeam(self, FALSE);
742 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
743 self.classname = "observer";
745 self.classname = "player";
746 campaign_bots_may_start = 1;
749 self.playerid = (playerid_last = playerid_last + 1);
750 if(cvar("sv_eventlog"))
752 if(clienttype(self) == CLIENTTYPE_REAL)
756 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
757 s = strcat(":team:", ftos(self.playerid), ":");
758 s = strcat(s, ftos(self.team));
759 GameLogEcho(s, FALSE);
762 //stuffcmd(self, "set tmpviewsize $viewsize \n");
764 bprint ("^4",self.netname);
765 bprint ("^4 connected");
767 if(g_domination || g_ctf)
769 bprint(" and joined the ");
770 bprint(ColoredTeamName(self.team));
775 self.welcomemessage_time = 0;
777 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
778 // TODO: is this being used for anything else than cd tracks?
779 // Remember: SVC_CDTRACK exists. Maybe it should be used.
781 FixClientCvars(self);
784 WaypointSprite_InitClient(self);
786 // Wazat's grappling hook
787 SetGrappleHookBindings();
789 // get autoswitch state from player when he toggles it
790 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
792 // get version info from player
793 stuffcmd(self, "cmd clientversion $gameversion\n");
795 // send all weapon info strings
796 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
798 while (wep <= WEP_LAST)
800 weapon_action(wep, WR_REGISTER);
804 // get other cvars from player
807 // set cvar for team scoreboard
811 t = cvar("teamplay");
812 // 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
813 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
816 stuffcmd(self, "set teamplay 0\n");
820 self.frags = LMS_NewPlayerLives();
826 self.classname = "observer";
827 Spawnqueue_Insert(self);
830 bot_relinkplayerlist();
832 self.jointime = time;
839 Called when a client disconnects from the server
842 void(entity e) DropFlag;
843 .entity chatbubbleentity;
844 .entity teambubbleentity;
845 void ClientDisconnect (void)
848 if(cvar("sv_eventlog"))
849 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
850 bprint ("^4",self.netname);
851 bprint ("^4 disconnected\n");
853 if (self.chatbubbleentity)
855 remove (self.chatbubbleentity);
856 self.chatbubbleentity = world;
859 if (self.teambubbleentity)
861 remove (self.teambubbleentity);
862 self.teambubbleentity = world;
865 WaypointSprite_PlayerGone();
868 kh_Key_DropAll(self, TRUE);
871 DropFlag(self.flagcarried);
873 DistributeFragsAmongTeam(self, self.team, 1);
876 self.flags = self.flags - (self.flags & FL_CLIENT);
877 bot_relinkplayerlist();
881 if(self.weaponentity)
882 if(self.weaponentity.lasertarget)
883 remove(self.weaponentity.lasertarget);
887 Spawnqueue_Unmark(self);
888 Spawnqueue_Remove(self);
896 void() ChatBubbleThink =
898 self.nextthink = time;
899 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
901 self.owner.chatbubbleentity = world;
905 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
906 if (self.owner.buttonchat && !self.owner.deadflag)
907 self.model = self.mdl;
912 void() UpdateChatBubble =
914 if (!self.modelindex)
916 // spawn a chatbubble entity if needed
917 if (!self.chatbubbleentity)
919 self.chatbubbleentity = spawn();
920 self.chatbubbleentity.owner = self;
921 self.chatbubbleentity.exteriormodeltoclient = self;
922 self.chatbubbleentity.think = ChatBubbleThink;
923 self.chatbubbleentity.nextthink = time;
924 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
925 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
926 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
927 self.chatbubbleentity.model = "";
928 self.chatbubbleentity.effects = EF_LOWPRECISION;
933 void() TeamBubbleThink =
935 self.nextthink = time;
936 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
938 self.owner.teambubbleentity = world;
942 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
943 if (self.owner.buttonchat || self.owner.deadflag)
946 self.model = self.mdl;
950 float() TeamBubble_customizeentityforclient
952 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
955 void() UpdateTeamBubble =
957 if (!self.modelindex || !cvar("teamplay"))
959 // spawn a teambubble entity if needed
960 if (!self.teambubbleentity && cvar("teamplay"))
962 self.teambubbleentity = spawn();
963 self.teambubbleentity.owner = self;
964 self.teambubbleentity.exteriormodeltoclient = self;
965 self.teambubbleentity.think = TeamBubbleThink;
966 self.teambubbleentity.nextthink = time;
967 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
968 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
969 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
970 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
971 self.teambubbleentity.mdl = self.teambubbleentity.model;
972 self.teambubbleentity.model = self.teambubbleentity.mdl;
973 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
974 self.teambubbleentity.effects = EF_LOWPRECISION;
978 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
979 // added to the model skins
980 /*void() UpdateColorModHack =
983 c = self.clientcolors & 15;
984 // LordHavoc: only bothering to support white, green, red, yellow, blue
985 if (teamplay == 0) self.colormod = '0 0 0';
986 else if (c == 0) self.colormod = '1.00 1.00 1.00';
987 else if (c == 3) self.colormod = '0.10 1.73 0.10';
988 else if (c == 4) self.colormod = '1.73 0.10 0.10';
989 else if (c == 12) self.colormod = '1.22 1.22 0.10';
990 else if (c == 13) self.colormod = '0.10 0.10 1.73';
991 else self.colormod = '1 1 1';
997 self.effects |= EF_NODRAW; // prevent another CopyBody
1001 void player_powerups (void)
1005 if (self.items & IT_STRENGTH)
1007 if (time > self.strength_finished)
1009 if (g_minstagib_invis_alpha > 0)
1011 self.alpha = default_player_alpha;
1012 self.exteriorweaponentity.alpha = default_weapon_alpha;
1013 self.effects = self.effects | EF_FULLBRIGHT;
1017 self.effects -= self.effects & EF_NODRAW;
1019 self.items = self.items - (self.items & IT_STRENGTH);
1020 sprint(self, "^3Invisibility has worn off\n");
1025 if (time < self.strength_finished)
1027 if (g_minstagib_invis_alpha > 0)
1029 self.alpha = g_minstagib_invis_alpha;
1030 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1031 self.effects -= self.effects & EF_FULLBRIGHT;
1035 self.effects = self.effects | EF_NODRAW;
1037 self.items = self.items | IT_STRENGTH;
1038 sprint(self, "^3You are invisible\n");
1042 if (self.items & IT_INVINCIBLE)
1044 if (time > self.invincible_finished)
1046 self.items = self.items - (self.items & IT_INVINCIBLE);
1047 sprint(self, "^3Speed has worn off\n");
1052 if (time < self.invincible_finished)
1054 self.items = self.items | IT_INVINCIBLE;
1055 sprint(self, "^3You are on speed\n");
1061 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1062 if (self.items & IT_STRENGTH)
1064 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1065 if (time > self.strength_finished)
1067 self.items = self.items - (self.items & IT_STRENGTH);
1068 sprint(self, "^3Strength has worn off\n");
1073 if (time < self.strength_finished)
1075 self.items = self.items | IT_STRENGTH;
1076 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1079 if (self.items & IT_INVINCIBLE)
1081 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1082 if (time > self.invincible_finished)
1084 self.items = self.items - (self.items & IT_INVINCIBLE);
1085 sprint(self, "^3Shield has worn off\n");
1090 if (time < self.invincible_finished)
1092 self.items = self.items | IT_INVINCIBLE;
1093 sprint(self, "^3Shield surrounds you\n");
1097 if (cvar("g_fullbrightplayers"))
1098 self.effects = self.effects | EF_FULLBRIGHT;
1100 // midair gamemode: damage only while in the air
1101 // if in midair mode, being on ground grants temporary invulnerability
1102 // (this is so that multishot weapon don't clear the ground flag on the
1103 // first damage in the frame, leaving the player vulnerable to the
1104 // remaining hits in the same frame)
1105 if (self.flags & FL_ONGROUND)
1107 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1109 if (time < self.spawnshieldtime)
1110 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1113 float CalcRegen(float current, float stable, float regenfactor)
1115 if(current > stable)
1117 else if(current > stable - 0.25) // when close enough, "snap"
1120 return min(stable, current + (stable - current) * regenfactor * frametime);
1123 void player_regen (void)
1125 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1126 maxh = cvar("g_balance_health_stable");
1127 maxa = cvar("g_balance_armor_stable");
1128 limith = cvar("g_balance_health_limit");
1129 limita = cvar("g_balance_armor_limit");
1131 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1134 max_mod = regen_mod = rot_mod = limit_mod = 1;
1136 if (self.runes & RUNE_REGEN)
1138 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1140 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1141 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1142 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1146 regen_mod = cvar("g_balance_rune_regen_regenrate");
1147 max_mod = cvar("g_balance_rune_regen_hpmod");
1148 limit_mod = cvar("g_balance_rune_regen_limitmod");
1151 else if (self.runes & CURSE_VENOM)
1153 max_mod = cvar("g_balance_curse_venom_hpmod");
1154 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1155 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1157 rot_mod = cvar("g_balance_curse_venom_rotrate");
1158 limit_mod = cvar("g_balance_curse_venom_limitmod");
1159 //if (!self.runes & RUNE_REGEN)
1160 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1162 maxh = maxh * max_mod;
1163 //maxa = maxa * max_mod;
1164 limith = limith * limit_mod;
1165 limita = limita * limit_mod;
1167 if (self.armorvalue > maxa)
1169 if (time > self.pauserotarmor_finished)
1171 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1172 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1175 else if (self.armorvalue < maxa)
1177 if (time > self.pauseregen_finished)
1179 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1180 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1183 if (self.health > maxh)
1185 if (time > self.pauserothealth_finished)
1187 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1188 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1191 else if (self.health < maxh)
1193 if (time > self.pauseregen_finished)
1195 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1196 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1200 if (self.health > limith)
1201 self.health = limith;
1202 if (self.armorvalue > limita)
1203 self.armorvalue = limita;
1205 // if player rotted to death... die!
1207 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1211 ======================
1212 spectate mode routines
1213 ======================
1215 void SpectateCopy(entity spectatee) {
1216 self.armortype = spectatee.armortype;
1217 self.armorvalue = spectatee.armorvalue;
1218 self.currentammo = spectatee.currentammo;
1219 self.effects = spectatee.effects;
1220 self.health = spectatee.health;
1222 self.items = spectatee.items;
1223 self.punchangle = spectatee.punchangle;
1224 self.view_ofs = spectatee.view_ofs;
1225 self.v_angle = spectatee.v_angle;
1226 self.viewzoom = spectatee.viewzoom;
1227 self.velocity = spectatee.velocity;
1228 self.dmg_take = spectatee.dmg_take;
1229 self.dmg_save = spectatee.dmg_save;
1230 self.dmg_inflictor = spectatee.dmg_inflictor;
1231 self.angles = spectatee.v_angle;
1232 self.fixangle = TRUE;
1233 setorigin(self, spectatee.origin);
1234 setsize(self, spectatee.mins, spectatee.maxs);
1237 void SpectateUpdate() {
1239 PutObserverInServer();
1241 if (self != self.enemy) {
1242 if(self.enemy.flags & FL_NOTARGET)
1243 PutObserverInServer();
1244 SpectateCopy(self.enemy);
1245 //msg_entity = self;
1246 //WriteByte(MSG_ONE, SVC_SETANGLE);
1247 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1248 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1249 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1253 float SpectateNext() {
1254 other = find(self.enemy, classname, "player");
1256 other = find(other, classname, "player");
1261 if(self.enemy.classname == "player") {
1263 WriteByte(MSG_ONE, SVC_SETVIEW);
1264 WriteEntity(MSG_ONE, self.enemy);
1265 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1275 ShowRespawnCountdown()
1277 Update a respawn countdown display.
1280 void ShowRespawnCountdown()
1283 if(self.deadflag == DEAD_NO) // just respawned?
1287 number = ceil(self.death_time - time);
1290 if(number <= self.respawn_countdown)
1292 self.respawn_countdown = number - 1;
1293 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
1294 play2(self, strcat("announcer/robotic/", ftos(number), "announcer/.ogg"));
1299 void LeaveSpectatorMode()
1301 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1302 self.classname = "player";
1303 if(cvar("g_campaign") || cvar("g_balance_teams"))
1304 JoinBestTeam(self, 0);
1305 if(cvar("g_campaign"))
1306 campaign_bots_may_start = 1;
1307 PutClientInServer();
1308 if(!(self.flags & FL_NOTARGET))
1309 bprint ("^4", self.netname, "^4 is playing now\n");
1310 centerprint(self,"");
1313 stuffcmd(self,"menu_showteamselect\n");
1322 Called every frame for each client before the physics are run
1325 void() ctf_setstatus;
1326 .float vote_nagtime;
1327 void PlayerPreThink (void)
1330 if(self.version_nagtime)
1331 if(self.cvar_g_nexuizversion)
1332 if(time > self.version_nagtime)
1334 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1335 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1337 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");
1338 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1340 self.version_nagtime = 0;
1344 if(self.cvar_scr_centertime)
1345 if(time > self.vote_nagtime)
1348 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1352 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1354 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1355 self.max_armorvalue = 0;
1358 if(self.classname == "player") {
1359 // if(self.netname == "Wazat")
1360 // bprint(self.classname, "\n");
1362 CheckRules_Player();
1365 PrintWelcomeMessage(self);
1367 if(g_lms || !cvar("sv_spectate"))
1368 if((time - self.jointime) <= cvar("welcome_message_time"))
1369 PrintWelcomeMessage(self);
1371 if (intermission_running)
1373 IntermissionThink (); // otherwise a button could be missed between
1374 return; // the think tics
1377 if(self.teleport_time)
1378 if(time > self.teleport_time)
1380 self.teleport_time = 0;
1381 self.effects = self.effects - (self.effects & EF_NODRAW);
1382 if(self.weaponentity)
1383 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1386 Nixnex_GiveCurrentWeapon();
1388 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1389 UpdateSelectedPlayer();
1391 if (self.deadflag != DEAD_NO)
1393 float button_pressed, force_respawn;
1395 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1396 force_respawn = (g_lms || cvar("g_forced_respawn"));
1397 if (self.deadflag == DEAD_DYING)
1400 self.deadflag = DEAD_RESPAWNING;
1401 else if(!button_pressed)
1402 self.deadflag = DEAD_DEAD;
1404 else if (self.deadflag == DEAD_DEAD)
1407 self.deadflag = DEAD_RESPAWNABLE;
1409 else if (self.deadflag == DEAD_RESPAWNABLE)
1412 self.deadflag = DEAD_RESPAWNING;
1414 else if (self.deadflag == DEAD_RESPAWNING)
1416 if(time > self.death_time)
1418 self.death_time = time + 1; // only retry once a second
1422 ShowRespawnCountdown();
1426 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1430 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1431 dist = self.oldorigin - self.origin;
1433 self.lms_traveled_distance += fabs(vlen(dist));
1435 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1437 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1438 self.lms_traveled_distance = 0;
1441 if(time > self.lms_nextcheck)
1443 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1444 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1446 centerprint(self, cvar_string("g_lms_campcheck_message"));
1447 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1448 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1449 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');
1451 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1452 self.lms_traveled_distance = 0;
1456 if (self.button5 && !self.hook.state)
1461 self.view_ofs = PL_CROUCH_VIEW_OFS;
1462 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1463 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1470 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1471 if (!trace_startsolid)
1473 self.crouch = FALSE;
1474 self.view_ofs = PL_VIEW_OFS;
1475 setsize (self, PL_MIN, PL_MAX);
1482 GrapplingHookFrame();
1487 float zoomfactor, zoomspeed, zoomdir;
1488 zoomfactor = self.cvar_cl_zoomfactor;
1489 if(zoomfactor < 1 || zoomfactor > 16)
1491 zoomspeed = self.cvar_cl_zoomspeed;
1492 if(zoomspeed >= 0) // < 0 is instant zoom
1493 if(zoomspeed < 0.5 || zoomspeed > 16)
1496 zoomdir = self.button4;
1498 if(self.weapon == WEP_NEX)
1503 self.has_zoomed = 1;
1507 if(zoomspeed <= 0) // instant zoom
1510 self.viewzoom = 1 / zoomfactor;
1516 // geometric zoom would be:
1517 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1518 // however, testing showed that arithmetic/harmonic zoom works better
1520 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1521 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1522 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1524 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1525 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1526 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1530 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1538 minstagib_ammocheck();
1543 //self.angles_y=self.v_angle_y + 90; // temp
1545 //if (TetrisPreFrame()) return;
1546 } else if(gameover) {
1547 if (intermission_running)
1548 IntermissionThink (); // otherwise a button could be missed between
1550 } else if(self.classname == "observer") {
1552 if (self.flags & FL_JUMPRELEASED) {
1553 if (self.button2 && self.version == cvar("gameversion")) {
1554 self.welcomemessage_time = 0;
1555 self.flags = self.flags - FL_JUMPRELEASED;
1556 LeaveSpectatorMode();
1558 } else if(self.button0 && self.version == cvar("gameversion")) {
1559 self.welcomemessage_time = 0;
1560 self.flags = self.flags - FL_JUMPRELEASED;
1561 if(SpectateNext() == 1) {
1562 self.classname = "spectator";
1566 if (!(self.button0 || self.button2)) {
1567 self.flags = self.flags | FL_JUMPRELEASED;
1570 PrintWelcomeMessage(self);
1571 } else if(self.classname == "spectator") {
1572 if (self.flags & FL_JUMPRELEASED) {
1573 if (self.button2 && self.version == cvar("gameversion")) {
1574 self.welcomemessage_time = 0;
1575 self.flags = self.flags - FL_JUMPRELEASED;
1576 LeaveSpectatorMode();
1578 } else if(self.button0) {
1579 self.welcomemessage_time = 0;
1580 self.flags = self.flags - FL_JUMPRELEASED;
1581 if(SpectateNext() == 1) {
1582 self.classname = "spectator";
1584 self.classname = "observer";
1585 PutClientInServer();
1587 } else if (self.button3) {
1588 self.welcomemessage_time = 0;
1589 self.flags = self.flags - FL_JUMPRELEASED;
1590 self.classname = "observer";
1591 PutClientInServer();
1596 if (!(self.button0 || self.button3)) {
1597 self.flags = self.flags | FL_JUMPRELEASED;
1600 PrintWelcomeMessage(self);
1601 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1610 Called every frame for each client after the physics are run
1613 void PlayerPostThink (void)
1615 // Savage: Check for nameless players
1616 if (strlen(self.netname) < 1) {
1617 self.netname = "Player";
1618 stuffcmd(self, "seta _cl_name Player\n");
1621 if(self.classname == "player") {
1622 CheckRules_Player();
1627 if (intermission_running)
1628 return; // intermission or finale
1630 //PrintWelcomeMessage(self);
1631 //if (TetrisPostFrame()) return;
1633 // restart countdown
1634 if(time < restart_countdown)
1639 sec = ceil(restart_countdown-time);
1640 s = strcat(NEWLINES, "^1Game starts in ", ftos(sec), " seconds");
1641 centerprint(self, s);
1642 self.movetype = MOVETYPE_NONE;
1643 self.velocity = '0 0 0';
1644 self.avelocity = '0 0 0';
1645 self.movement = '0 0 0';
1647 else if(self.movetype == MOVETYPE_NONE)
1649 self.movetype = MOVETYPE_WALK;
1650 centerprint(self, "\n");
1652 } else if (self.classname == "observer") {
1654 } else if (self.classname == "spectator") {
1661 antilag_record(self);