1 .float wantswelcomemessage;
2 .string netname_previous;
4 void spawnfunc_info_player_survivor (void)
6 spawnfunc_info_player_deathmatch();
9 void spawnfunc_info_player_start (void)
11 spawnfunc_info_player_deathmatch();
14 void spawnfunc_info_player_deathmatch (void)
16 self.classname = "info_player_deathmatch";
17 relocate_spawnpoint();
20 void() spawnpoint_use =
25 self.team = activator.team;
26 some_spawn_has_been_used = 1;
31 // -1 if a spawn can't be used
32 // otherwise, a weight of the spawnpoint
33 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
35 float shortest, thisdist;
38 // filter out spots for the wrong team
40 if(spot.team != teamcheck)
43 // filter out spots for assault
44 if(spot.target != "") {
46 ent = find(world, targetname, spot.target);
48 if(ent.classname == "target_objective")
49 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
51 ent = find(ent, targetname, spot.target);
56 shortest = vlen(world.maxs - world.mins);
57 for(player = playerlist; player; player = player.chain)
60 thisdist = vlen(player.origin - spot.origin);
61 if (thisdist < shortest)
69 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
71 local entity spot, spotlist, spotlistend;
78 for(spot = firstspot; spot; spot = spot.chain)
80 spot.frags = Spawn_Score(spot, playerlist, teamcheck);
82 if(cvar("spawn_debugview"))
84 setmodel(spot, "models/runematch/rune.mdl");
85 if(spot.frags < mindist)
87 spot.colormod = '1 0 0';
92 spot.colormod = '0 1 0';
93 spot.scale = spot.frags / mindist;
97 if(spot.frags >= 0) // spawning allowed here
99 if(spot.frags < mindist)
101 // too short distance
102 spawn_allgood = FALSE;
107 spawn_allbad = FALSE;
110 spotlistend.chain = spot;
117 if(spot.team != teamcheck)
118 error("invalid spawn added");
120 print("added ", etos(spot), "\n");
126 spotlistend.chain = world;
131 for(e = spotlist; e; e = e.chain)
133 print("seen ", etos(e), "\n");
134 if(e.team != teamcheck)
135 error("invalid spawn found");
142 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
144 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
145 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
148 RandomSelection_Init();
149 for(spot = firstspot; spot; spot = spot.chain)
150 RandomSelection_Add(spot, 0, pow(bound(lower, spot.frags, upper), exponent) * spot.cnt);
152 return RandomSelection_chosen_ent;
159 Finds a point to respawn
162 entity SelectSpawnPoint (float anypoint)
164 local float teamcheck;
165 local entity firstspot_new;
166 local entity spot, firstspot, playerlist;
168 spot = find (world, classname, "testplayerstart");
174 if(!anypoint && have_team_spawns)
175 teamcheck = self.team;
177 // get the list of players
178 playerlist = findchain(classname, "player");
179 // get the entire list of spots
180 firstspot = findchain(classname, "info_player_deathmatch");
181 // filter out the bad ones
182 // (note this returns the original list if none survived)
183 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
185 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
186 firstspot = firstspot_new;
188 // there is 50/50 chance of choosing a random spot or the furthest spot
189 // (this means that roughly every other spawn will be furthest, so you
190 // usually won't get fragged at spawn twice in a row)
191 if (arena_roundbased)
193 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
195 firstspot = firstspot_new;
196 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
198 else if (random() > cvar("g_spawn_furthest"))
199 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
201 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
203 if(cvar("spawn_debugview"))
205 print("spot mindistance: ", ftos(spot.frags), "\n");
209 for(e = firstspot; e; e = e.chain)
210 if(e.team != teamcheck)
211 error("invalid spawn found");
216 if(cvar("spawn_debug"))
220 if(some_spawn_has_been_used)
221 return world; // team can't spawn any more, because of actions of other team
223 error("Cannot find a spawn point - please fix the map!");
234 Checks if the argument string can be a valid playermodel.
235 Returns a valid one in doubt.
238 string FallbackPlayerModel = "models/player/marine.zym";
239 string CheckPlayerModel(string plyermodel) {
240 if(strlen(plyermodel) < 4)
241 return FallbackPlayerModel;
242 if( substring(plyermodel,0,14) != "models/player/")
243 return FallbackPlayerModel;
244 else if(cvar("sv_servermodelsonly"))
246 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
247 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
248 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
249 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
250 return FallbackPlayerModel;
251 if(!fexists(plyermodel))
252 return FallbackPlayerModel;
259 Client_customizeentityforclient
264 float Client_customizeentityforclient()
266 #ifdef ALLOW_VARIABLE_LOD
268 // other: the player viewing me
272 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
275 if(other.cvar_cl_playerdetailreduction <= 0)
277 if(other.cvar_cl_playerdetailreduction <= -2)
278 self.modelindex = self.modelindex_lod2;
279 else if(other.cvar_cl_playerdetailreduction <= -1)
280 self.modelindex = self.modelindex_lod1;
282 self.modelindex = self.modelindex_lod0;
286 distance = vlen(self.origin - other.origin);
287 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
289 self.modelindex = self.modelindex_lod2;
291 self.modelindex = self.modelindex_lod1;
293 self.modelindex = self.modelindex_lod0;
300 void UpdatePlayerSounds();
301 void setmodel_lod(entity e, string modelname)
303 #ifdef ALLOW_VARIABLE_LOD
306 // FIXME: this only supports 3-letter extensions
307 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
311 setmodel(e, s); // players have high precision
312 self.modelindex_lod1 = self.modelindex;
315 self.modelindex_lod1 = -1;
317 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
321 setmodel(e, s); // players have high precision
322 self.modelindex_lod2 = self.modelindex;
325 self.modelindex_lod2 = -1;
327 precache_model(modelname);
328 setmodel(e, modelname); // players have high precision
329 self.modelindex_lod0 = self.modelindex;
331 if(self.modelindex_lod1 < 0)
332 self.modelindex_lod1 = self.modelindex;
334 if(self.modelindex_lod2 < 0)
335 self.modelindex_lod2 = self.modelindex;
337 precache_model(modelname);
338 setmodel(e, modelname); // players have high precision
340 player_setupanimsformodel();
341 UpdatePlayerSounds();
348 putting a client as observer in the server
351 void PutObserverInServer (void)
354 spot = SelectSpawnPoint (TRUE);
356 error("No spawnpoints for observers?!?\n");
357 RemoveGrapplingHook(self); // Wazat's Grappling Hook
359 if(clienttype(self) == CLIENTTYPE_REAL)
362 WriteByte(MSG_ONE, SVC_SETVIEW);
363 WriteEntity(MSG_ONE, self);
367 kh_Key_DropAll(self, TRUE);
370 DropFlag(self.flagcarried);
372 WaypointSprite_PlayerDead();
374 DistributeFragsAmongTeam(self, self.team, 1);
376 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
377 bprint ("^4", self.netname, "^4 has no more lives left\n");
378 else if(self.killcount != -666)
379 bprint ("^4", self.netname, "^4 is spectating now\n");
381 self.spectatortime = time;
383 self.classname = "observer";
385 self.takedamage = DAMAGE_NO;
386 self.solid = SOLID_NOT;
387 self.movetype = MOVETYPE_NOCLIP;
388 self.flags = FL_CLIENT | FL_NOTARGET;
389 self.armorvalue = 666;
391 self.armorvalue = cvar("g_balance_armor_start");
392 self.pauserotarmor_finished = 0;
393 self.pauserothealth_finished = 0;
394 self.pauseregen_finished = 0;
395 self.damageforcescale = 0;
403 self.pain_finished = 0;
404 self.strength_finished = 0;
405 self.invincible_finished = 0;
407 self.think = SUB_Null;
411 self.deadflag = DEAD_NO;
412 self.angles = spot.angles;
414 self.fixangle = TRUE;
417 self.view_ofs = PL_VIEW_OFS;
418 setorigin (self, spot.origin);
419 setsize (self, '0 0 0', '0 0 0');
420 self.oldorigin = self.origin;
425 self.weaponmodel = "";
426 self.weaponentity = world;
427 self.killcount = -666;
428 self.velocity = '0 0 0';
429 self.avelocity = '0 0 0';
430 self.punchangle = '0 0 0';
431 self.punchvector = '0 0 0';
432 self.oldvelocity = self.velocity;
433 self.customizeentityforclient = Client_customizeentityforclient;
435 self.wantswelcomemessage = 1;
441 Spawnqueue_Insert(self);
445 Spawnqueue_Unmark(self);
446 Spawnqueue_Remove(self);
453 float RestrictSkin(float s)
462 void FixPlayermodel()
464 local string defaultmodel;
465 local float defaultskin;
470 if(cvar("sv_defaultcharacter") == 1) {
475 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
476 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
479 if(defaultmodel == "")
481 defaultmodel = cvar_string("sv_defaultplayermodel");
482 defaultskin = cvar("sv_defaultplayerskin");
486 if(defaultmodel != "")
488 if (defaultmodel != self.model)
492 setmodel_lod (self, defaultmodel);
493 setsize (self, m1, m2);
496 self.skin = defaultskin;
498 if (self.playermodel != self.model)
500 self.playermodel = CheckPlayerModel(self.playermodel);
503 setmodel_lod (self, self.playermodel);
504 setsize (self, m1, m2);
507 self.skin = RestrictSkin(stof(self.playerskin));
511 if(strlen(cvar_string("sv_defaultplayercolors")))
512 if(self.clientcolors != cvar("sv_defaultplayercolors"))
513 setcolor(self, cvar("sv_defaultplayercolors"));
520 Called when a client spawns in the server
523 void PutClientInServer (void)
525 if(clienttype(self) == CLIENTTYPE_BOT)
527 self.classname = "player";
529 else if(clienttype(self) == CLIENTTYPE_REAL)
532 WriteByte(MSG_ONE, SVC_SETVIEW);
533 WriteEntity(MSG_ONE, self);
536 // player is dead and becomes observer
537 if(g_lms && self.frags < 1)
538 self.classname = "observer";
542 self.classname = "observer";
544 if(self.classname == "player") {
547 spot = SelectSpawnPoint (FALSE);
550 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
551 return; // spawn failed
554 RemoveGrapplingHook(self); // Wazat's Grappling Hook
556 self.classname = "player";
557 self.iscreature = TRUE;
558 self.movetype = MOVETYPE_WALK;
559 self.solid = SOLID_SLIDEBOX;
560 self.flags = FL_CLIENT;
561 self.takedamage = DAMAGE_AIM;
563 self.effects = EF_FULLBRIGHT;
566 self.air_finished = time + 12;
569 self.ammo_shells = start_ammo_shells;
570 self.ammo_nails = start_ammo_nails;
571 self.ammo_rockets = start_ammo_rockets;
572 self.ammo_cells = start_ammo_cells;
573 self.health = start_health;
574 self.armorvalue = start_armorvalue;
575 self.items = start_items;
576 self.switchweapon = start_switchweapon;
577 self.cnt = start_switchweapon;
579 self.jump_interval = time;
581 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
582 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
583 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
584 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
585 //extend the pause of rotting if client was reset at the beginning of the countdown
586 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
587 self.spawnshieldtime += RESTART_COUNTDOWN;
588 self.pauserotarmor_finished += RESTART_COUNTDOWN;
589 self.pauserothealth_finished += RESTART_COUNTDOWN;
590 self.pauseregen_finished += RESTART_COUNTDOWN;
592 self.damageforcescale = 2;
599 self.pain_finished = 0;
600 self.strength_finished = 0;
601 self.invincible_finished = 0;
603 //self.speed_finished = 0;
604 //self.slowmo_finished = 0;
605 // players have no think function
606 self.think = SUB_Null;
612 self.deadflag = DEAD_NO;
614 self.angles = spot.angles;
616 self.angles_z = 0; // never spawn tilted even if the spot says to
617 self.fixangle = TRUE; // turn this way immediately
618 self.velocity = '0 0 0';
619 self.avelocity = '0 0 0';
620 self.punchangle = '0 0 0';
621 self.punchvector = '0 0 0';
622 self.oldvelocity = self.velocity;
627 self.customizeentityforclient = Client_customizeentityforclient;
633 self.view_ofs = PL_VIEW_OFS;
634 setsize (self, PL_MIN, PL_MAX);
635 self.spawnorigin = spot.origin;
636 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
637 // don't reset back to last position, even if new position is stuck in solid
638 self.oldorigin = self.origin;
642 Spawnqueue_Remove(self);
643 Spawnqueue_Mark(self);
646 self.event_damage = PlayerDamage;
648 self.bot_attack = TRUE;
650 self.statdraintime = time + 5;
651 self.button0 = self.button1 = self.button2 = self.button3 = 0;
653 if(self.killcount == -666) {
660 self.cnt = WEP_LASER;
661 self.nixnex_lastchange_id = -1;
663 CL_SpawnWeaponentity();
664 self.alpha = default_player_alpha;
665 self.colormod = '1 1 1' * cvar("g_player_brightness");
666 self.exteriorweaponentity.alpha = default_weapon_alpha;
668 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
669 self.lms_traveled_distance = 0;
670 self.speedrunning = FALSE;
672 if(cvar("spawn_debug"))
674 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
675 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
678 //stuffcmd(self, "chase_active 0");
679 //stuffcmd(self, "set viewsize $tmpviewsize \n");
681 if (cvar("g_spawnsound"))
682 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
685 if(self.team == assault_attacker_team)
686 centerprint(self, "You are attacking!\n");
688 centerprint(self, "You are defending!\n");
691 } else if(self.classname == "observer") {
692 PutObserverInServer ();
701 void SetNewParms (void)
711 void SetChangeParms (void)
720 Called when a client types 'kill' in the console
724 void ClientKill_Now_TeamChange()
726 if(self.killindicator_teamchange == -1)
729 JoinBestTeam( self, FALSE, FALSE );
733 SV_ChangeTeam(self.killindicator_teamchange - 1);
737 void ClientKill_Now()
739 if(self.killindicator_teamchange)
740 ClientKill_Now_TeamChange();
743 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
745 void KillIndicator_Think()
747 if (!self.owner.modelindex)
749 self.owner.killindicator = world;
757 ClientKill_Now(); // no oldself needed
763 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
764 if(clienttype(self.owner) == CLIENTTYPE_REAL)
767 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
768 if(self.owner.killindicator_teamchange)
770 if(self.owner.killindicator_teamchange == -1)
771 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
773 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
776 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
778 self.nextthink = time + 1;
783 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
787 killtime = cvar("g_balance_kill_delay");
789 self.killindicator_teamchange = targetteam;
791 if(!self.killindicator)
793 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
799 self.killindicator = spawn();
800 self.killindicator.owner = self;
801 self.killindicator.scale = 0.5;
802 setattachment(self.killindicator, self, "");
803 setorigin(self.killindicator, '0 0 52');
804 self.killindicator.think = KillIndicator_Think;
805 self.killindicator.nextthink = time + (self.lip) * 0.05;
806 self.killindicator.cnt = ceil(killtime);
807 self.killindicator.count = bound(0, ceil(killtime), 10);
808 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
810 for(e = world; (e = find(e, classname, "body")) != world; )
814 e.killindicator = spawn();
815 e.killindicator.owner = e;
816 e.killindicator.scale = 0.5;
817 setattachment(e.killindicator, e, "");
818 setorigin(e.killindicator, '0 0 52');
819 e.killindicator.think = KillIndicator_Think;
820 e.killindicator.nextthink = time + (e.lip) * 0.05;
821 e.killindicator.cnt = ceil(killtime);
826 if(self.killindicator)
829 self.killindicator.colormod = TeamColor(targetteam);
831 self.killindicator.colormod = '0 0 0';
835 void ClientKill (void)
837 ClientKill_TeamChange(0);
840 void DoTeamChange(float destteam)
843 if(!cvar("teamplay"))
846 SetPlayerColors(self, destteam);
849 if(self.classname == "player")
852 CheckAllowedTeams(self);
853 t = FindSmallestTeam(self, TRUE);
856 case COLOR_TEAM1: c0 = c1; break;
857 case COLOR_TEAM2: c0 = c2; break;
858 case COLOR_TEAM3: c0 = c3; break;
859 case COLOR_TEAM4: c0 = c4; break;
866 destteam = COLOR_TEAM1;
870 destteam = COLOR_TEAM2;
874 destteam = COLOR_TEAM3;
878 destteam = COLOR_TEAM4;
884 if(destteam == self.team && !self.killindicator)
886 ClientKill_TeamChange(destteam);
889 void FixClientCvars(entity e)
891 // send prediction settings to the client
892 stuffcmd(e, "\nin_bindmap 0 0\n");
894 * we no longer need to stuff this. Remove this comment block if you feel
895 * 2.3 and higher (or was it 2.2.3?) don't need these any more
896 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
897 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
898 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
899 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
900 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
901 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
902 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
903 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
904 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
905 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
906 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
907 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
908 stuffcmd(e, "cl_movement_edgefriction 1\n");
916 Called when a client connects to the server
919 string ColoredTeamName(float t);
920 //void dom_player_join_team(entity pl);
921 void ClientConnect (void)
926 if(Ban_IsClientBanned(self))
928 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
934 self.classname = "player_joining";
935 self.flags = self.flags | FL_CLIENT;
936 self.version_nagtime = time + 10 + random() * 10;
940 dprint("BUG player count is lower than zero, this cannot happen!\n");
947 // dom_player_join_team(self);
949 //JoinBestTeam(self, FALSE, FALSE);
951 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
952 self.classname = "observer";
954 self.classname = "player";
955 campaign_bots_may_start = 1;
958 self.playerid = (playerid_last = playerid_last + 1);
959 if(cvar("sv_eventlog"))
961 if(clienttype(self) == CLIENTTYPE_REAL)
965 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
966 s = strcat(":team:", ftos(self.playerid), ":");
967 s = strcat(s, ftos(self.team));
968 GameLogEcho(s, FALSE);
970 self.netname_previous = strzone(self.netname);
972 //stuffcmd(self, "set tmpviewsize $viewsize \n");
974 bprint ("^4",self.netname);
975 bprint ("^4 connected");
977 if(g_domination || g_ctf)
979 bprint(" and joined the ");
980 bprint(ColoredTeamName(self.team));
985 self.welcomemessage_time = 0;
987 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
988 // TODO: is this being used for anything else than cd tracks?
989 // Remember: SVC_CDTRACK exists. Maybe it should be used.
991 stuffcmd(self, "cl_particles_reloadeffects\n");
993 FixClientCvars(self);
995 // spawnfunc_waypoint sprites
996 WaypointSprite_InitClient(self);
998 // Wazat's grappling hook
999 SetGrappleHookBindings();
1001 // get autoswitch state from player when he toggles it
1002 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1004 // get version info from player
1005 stuffcmd(self, "cmd clientversion $gameversion\n");
1007 // send all weapon info strings
1008 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1010 while (wep <= WEP_LAST)
1012 weapon_action(wep, WR_REGISTER);
1016 // get other cvars from player
1019 // set cvar for team scoreboard
1023 t = cvar("teamplay");
1024 // 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
1025 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1028 stuffcmd(self, "set teamplay 0\n");
1030 // notify about available teams
1033 CheckAllowedTeams(self);
1034 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1035 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1038 stuffcmd(self, "set _teams_available 0\n");
1040 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1044 self.frags = LMS_NewPlayerLives();
1050 self.classname = "observer";
1051 Spawnqueue_Insert(self);
1054 bot_relinkplayerlist();
1056 self.spectatortime = time;
1059 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"));
1062 self.jointime = time;
1063 self.allowedTimeouts = cvar("sv_timeout_number");
1070 Called when a client disconnects from the server
1073 void(entity e) DropFlag;
1074 .entity chatbubbleentity;
1075 .entity teambubbleentity;
1076 void ClientDisconnect (void)
1079 if(cvar("sv_eventlog"))
1080 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1081 bprint ("^4",self.netname);
1082 bprint ("^4 disconnected\n");
1084 if (self.chatbubbleentity)
1086 remove (self.chatbubbleentity);
1087 self.chatbubbleentity = world;
1090 if (self.teambubbleentity)
1092 remove (self.teambubbleentity);
1093 self.teambubbleentity = world;
1096 if (self.killindicator)
1098 remove (self.killindicator);
1099 self.killindicator = world;
1102 WaypointSprite_PlayerGone();
1105 kh_Key_DropAll(self, TRUE);
1107 if(self.flagcarried)
1108 DropFlag(self.flagcarried);
1110 DistributeFragsAmongTeam(self, self.team, 1);
1113 self.flags = self.flags - (self.flags & FL_CLIENT);
1114 bot_relinkplayerlist();
1118 if(self.weaponentity)
1119 if(self.weaponentity.lasertarget)
1120 remove(self.weaponentity.lasertarget);
1124 Spawnqueue_Unmark(self);
1125 Spawnqueue_Remove(self);
1128 if(self.netname_previous)
1129 strunzone(self.netname_previous);
1136 void() ChatBubbleThink =
1138 self.nextthink = time;
1139 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1141 self.owner.chatbubbleentity = world;
1145 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1146 if (self.owner.buttonchat && !self.owner.deadflag)
1147 self.model = self.mdl;
1152 void() UpdateChatBubble =
1154 if (!self.modelindex)
1156 // spawn a chatbubble entity if needed
1157 if (!self.chatbubbleentity)
1159 self.chatbubbleentity = spawn();
1160 self.chatbubbleentity.owner = self;
1161 self.chatbubbleentity.exteriormodeltoclient = self;
1162 self.chatbubbleentity.think = ChatBubbleThink;
1163 self.chatbubbleentity.nextthink = time;
1164 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1165 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1166 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1167 self.chatbubbleentity.model = "";
1168 self.chatbubbleentity.effects = EF_LOWPRECISION;
1173 void() TeamBubbleThink =
1175 self.nextthink = time;
1176 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1178 self.owner.teambubbleentity = world;
1182 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1183 if (self.owner.buttonchat || self.owner.deadflag || self.owner.killindicator)
1186 self.model = self.mdl;
1190 float() TeamBubble_customizeentityforclient
1192 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1195 void() UpdateTeamBubble =
1197 if (!self.modelindex || !cvar("teamplay"))
1199 // spawn a teambubble entity if needed
1200 if (!self.teambubbleentity && cvar("teamplay"))
1202 self.teambubbleentity = spawn();
1203 self.teambubbleentity.owner = self;
1204 self.teambubbleentity.exteriormodeltoclient = self;
1205 self.teambubbleentity.think = TeamBubbleThink;
1206 self.teambubbleentity.nextthink = time;
1207 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1208 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1209 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1210 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1211 self.teambubbleentity.mdl = self.teambubbleentity.model;
1212 self.teambubbleentity.model = self.teambubbleentity.mdl;
1213 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1214 self.teambubbleentity.effects = EF_LOWPRECISION;
1218 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1219 // added to the model skins
1220 /*void() UpdateColorModHack =
1223 c = self.clientcolors & 15;
1224 // LordHavoc: only bothering to support white, green, red, yellow, blue
1225 if (teamplay == 0) self.colormod = '0 0 0';
1226 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1227 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1228 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1229 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1230 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1231 else self.colormod = '1 1 1';
1237 self.effects |= EF_NODRAW; // prevent another CopyBody
1238 PutClientInServer();
1242 * When sv_timeout is used this function returs strings like
1243 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1244 * Called by centerprint functions
1245 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1247 string getTimeoutText(float addOneSecond) {
1248 if (!cvar("sv_timeout") || !timeoutStatus)
1251 local string retStr;
1252 if (timeoutStatus == 1) {
1253 if (addOneSecond == 1) {
1254 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1257 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1261 else if (timeoutStatus == 2) {
1263 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1264 //don't show messages like "Timeout ends in 0 seconds"...
1265 if ((remainingTimeoutTime + 1) > 0)
1271 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1272 //don't show messages like "Timeout ends in 0 seconds"...
1273 if (remainingTimeoutTime > 0)
1282 void player_powerups (void)
1286 if (self.items & IT_STRENGTH)
1288 if (time > self.strength_finished)
1290 if (g_minstagib_invis_alpha > 0)
1292 self.alpha = default_player_alpha;
1293 self.exteriorweaponentity.alpha = default_weapon_alpha;
1294 self.effects = self.effects | EF_FULLBRIGHT;
1298 self.effects -= self.effects & EF_NODRAW;
1300 self.items = self.items - (self.items & IT_STRENGTH);
1301 sprint(self, "^3Invisibility has worn off\n");
1306 if (time < self.strength_finished)
1308 if (g_minstagib_invis_alpha > 0)
1310 self.alpha = g_minstagib_invis_alpha;
1311 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1312 self.effects -= self.effects & EF_FULLBRIGHT;
1316 self.effects = self.effects | EF_NODRAW;
1318 self.items = self.items | IT_STRENGTH;
1319 sprint(self, "^3You are invisible\n");
1323 if (self.items & IT_INVINCIBLE)
1325 if (time > self.invincible_finished)
1327 self.items = self.items - (self.items & IT_INVINCIBLE);
1328 sprint(self, "^3Speed has worn off\n");
1333 if (time < self.invincible_finished)
1335 self.items = self.items | IT_INVINCIBLE;
1336 sprint(self, "^3You are on speed\n");
1342 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1343 if (self.items & IT_STRENGTH)
1345 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1346 if (time > self.strength_finished)
1348 self.items = self.items - (self.items & IT_STRENGTH);
1349 sprint(self, "^3Strength has worn off\n");
1354 if (time < self.strength_finished)
1356 self.items = self.items | IT_STRENGTH;
1357 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1360 if (self.items & IT_INVINCIBLE)
1362 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1363 if (time > self.invincible_finished)
1365 self.items = self.items - (self.items & IT_INVINCIBLE);
1366 sprint(self, "^3Shield has worn off\n");
1371 if (time < self.invincible_finished)
1373 self.items = self.items | IT_INVINCIBLE;
1374 sprint(self, "^3Shield surrounds you\n");
1378 if (cvar("g_fullbrightplayers"))
1379 self.effects = self.effects | EF_FULLBRIGHT;
1381 // midair gamemode: damage only while in the air
1382 // if in midair mode, being on ground grants temporary invulnerability
1383 // (this is so that multishot weapon don't clear the ground flag on the
1384 // first damage in the frame, leaving the player vulnerable to the
1385 // remaining hits in the same frame)
1386 if (self.flags & FL_ONGROUND)
1388 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1390 if (time < self.spawnshieldtime)
1391 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1394 float CalcRegen(float current, float stable, float regenfactor)
1396 if(current > stable)
1398 else if(current > stable - 0.25) // when close enough, "snap"
1401 return min(stable, current + (stable - current) * regenfactor * frametime);
1404 void player_regen (void)
1406 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1407 maxh = cvar("g_balance_health_stable");
1408 maxa = cvar("g_balance_armor_stable");
1409 limith = cvar("g_balance_health_limit");
1410 limita = cvar("g_balance_armor_limit");
1412 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1415 max_mod = regen_mod = rot_mod = limit_mod = 1;
1417 if (self.runes & RUNE_REGEN)
1419 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1421 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1422 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1423 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1427 regen_mod = cvar("g_balance_rune_regen_regenrate");
1428 max_mod = cvar("g_balance_rune_regen_hpmod");
1429 limit_mod = cvar("g_balance_rune_regen_limitmod");
1432 else if (self.runes & CURSE_VENOM)
1434 max_mod = cvar("g_balance_curse_venom_hpmod");
1435 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1436 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1438 rot_mod = cvar("g_balance_curse_venom_rotrate");
1439 limit_mod = cvar("g_balance_curse_venom_limitmod");
1440 //if (!self.runes & RUNE_REGEN)
1441 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1443 maxh = maxh * max_mod;
1444 //maxa = maxa * max_mod;
1445 limith = limith * limit_mod;
1446 limita = limita * limit_mod;
1448 if (self.armorvalue > maxa)
1450 if (time > self.pauserotarmor_finished)
1452 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1453 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1456 else if (self.armorvalue < maxa)
1458 if (time > self.pauseregen_finished)
1460 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1461 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1464 if (self.health > maxh)
1466 if (time > self.pauserothealth_finished)
1468 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1469 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1472 else if (self.health < maxh)
1474 if (time > self.pauseregen_finished)
1476 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1477 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1481 if (self.health > limith)
1482 self.health = limith;
1483 if (self.armorvalue > limita)
1484 self.armorvalue = limita;
1486 // if player rotted to death... die!
1488 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1492 ======================
1493 spectate mode routines
1494 ======================
1496 void SpectateCopy(entity spectatee) {
1497 self.armortype = spectatee.armortype;
1498 self.armorvalue = spectatee.armorvalue;
1499 self.currentammo = spectatee.currentammo;
1500 self.effects = spectatee.effects;
1501 self.health = spectatee.health;
1503 self.items = spectatee.items;
1504 self.punchangle = spectatee.punchangle;
1505 self.view_ofs = spectatee.view_ofs;
1506 self.v_angle = spectatee.v_angle;
1507 self.viewzoom = spectatee.viewzoom;
1508 self.velocity = spectatee.velocity;
1509 self.dmg_take = spectatee.dmg_take;
1510 self.dmg_save = spectatee.dmg_save;
1511 self.dmg_inflictor = spectatee.dmg_inflictor;
1512 self.angles = spectatee.v_angle;
1513 self.fixangle = TRUE;
1514 setorigin(self, spectatee.origin);
1515 setsize(self, spectatee.mins, spectatee.maxs);
1518 float SpectateUpdate() {
1522 if (self == self.enemy)
1525 if(self.enemy.flags & FL_NOTARGET)
1528 SpectateCopy(self.enemy);
1533 float SpectateNext() {
1534 other = find(self.enemy, classname, "player");
1536 other = find(other, classname, "player");
1541 if(self.enemy.classname == "player") {
1543 WriteByte(MSG_ONE, SVC_SETVIEW);
1544 WriteEntity(MSG_ONE, self.enemy);
1545 self.wantswelcomemessage = 1;
1546 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1547 if(!SpectateUpdate())
1548 PutObserverInServer();
1557 ShowRespawnCountdown()
1559 Update a respawn countdown display.
1562 void ShowRespawnCountdown()
1565 if(self.deadflag == DEAD_NO) // just respawned?
1569 number = ceil(self.death_time - time);
1572 if(number <= self.respawn_countdown)
1574 self.respawn_countdown = number - 1;
1575 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
1576 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1581 void LeaveSpectatorMode()
1583 if(isJoinAllowed()) {
1584 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1585 self.classname = "player";
1586 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1587 JoinBestTeam(self, FALSE, TRUE);
1588 if(cvar("g_campaign"))
1589 campaign_bots_may_start = 1;
1590 PutClientInServer();
1591 if(!(self.flags & FL_NOTARGET))
1592 bprint ("^4", self.netname, "^4 is playing now\n");
1593 centerprint(self,"");
1596 stuffcmd(self,"menu_showteamselect\n");
1601 //player may not join because of g_maxplayers is set
1602 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1607 * Determines whether the player is allowed to join. This depends on cvar
1608 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1609 * it checks whether the number of currently playing players exceeds g_maxplayers.
1610 * @return bool TRUE if the player is allowed to join, false otherwise
1612 float isJoinAllowed() {
1613 if (!cvar("g_maxplayers"))
1617 local float currentlyPlaying;
1618 FOR_EACH_REALPLAYER(e) {
1619 if(e.classname == "player")
1620 currentlyPlaying += 1;
1622 if(currentlyPlaying < cvar("g_maxplayers"))
1629 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1630 * g_maxplayers_spectator_blocktime seconds
1632 void checkSpectatorBlock() {
1633 if(self.classname == "spectator" || self.classname == "observer") {
1634 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1635 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1641 float vercmp_recursive(string v1, string v2)
1647 dot1 = strstrofs(v1, ".", 0);
1648 dot2 = strstrofs(v2, ".", 0);
1652 s1 = substring(v1, 0, dot1);
1656 s2 = substring(v2, 0, dot2);
1658 r = stof(s1) - stof(s2);
1662 r = strcasecmp(s1, s2);
1675 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1678 float vercmp(string v1, string v2)
1680 if(strcasecmp(v1, v2) == 0) // early out check
1682 return vercmp_recursive(v1, v2);
1685 void ObserverThink()
1687 if (self.flags & FL_JUMPRELEASED) {
1688 if (self.button2 && self.version == cvar("gameversion")) {
1689 self.welcomemessage_time = 0;
1690 self.flags = self.flags - FL_JUMPRELEASED;
1691 LeaveSpectatorMode();
1693 } else if(self.button0 && self.version == cvar("gameversion")) {
1694 self.welcomemessage_time = 0;
1695 self.flags = self.flags - FL_JUMPRELEASED;
1696 if(SpectateNext() == 1) {
1697 self.classname = "spectator";
1701 if (!(self.button0 || self.button2)) {
1702 self.flags = self.flags | FL_JUMPRELEASED;
1706 self.wantswelcomemessage = 0;
1707 if(self.wantswelcomemessage)
1708 PrintWelcomeMessage(self);
1711 void SpectatorThink()
1713 if (self.flags & FL_JUMPRELEASED) {
1714 if (self.button2 && self.version == cvar("gameversion")) {
1715 self.welcomemessage_time = 0;
1716 self.flags = self.flags - FL_JUMPRELEASED;
1717 LeaveSpectatorMode();
1719 } else if(self.button0) {
1720 self.welcomemessage_time = 0;
1721 self.flags = self.flags - FL_JUMPRELEASED;
1722 if(SpectateNext() == 1) {
1723 self.classname = "spectator";
1725 self.classname = "observer";
1726 PutClientInServer();
1728 } else if (self.button3) {
1729 self.welcomemessage_time = 0;
1730 self.flags = self.flags - FL_JUMPRELEASED;
1731 self.classname = "observer";
1732 PutClientInServer();
1734 if(!SpectateUpdate())
1735 PutObserverInServer();
1738 if (!(self.button0 || self.button3)) {
1739 self.flags = self.flags | FL_JUMPRELEASED;
1743 self.wantswelcomemessage = 0;
1744 if(self.wantswelcomemessage)
1745 PrintWelcomeMessage(self);
1746 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1753 Called every frame for each client before the physics are run
1756 void() ctf_setstatus;
1757 .float vote_nagtime;
1758 void PlayerPreThink (void)
1761 checkSpectatorBlock();
1763 if(self.netname_previous != self.netname)
1765 if(cvar("sv_eventlog"))
1766 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1767 if(self.netname_previous)
1768 strunzone(self.netname_previous);
1769 self.netname_previous = strzone(self.netname);
1773 if(self.version_nagtime)
1774 if(self.cvar_g_nexuizversion)
1775 if(time > self.version_nagtime)
1777 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1779 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1781 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");
1782 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"));
1787 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1790 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");
1791 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"));
1795 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");
1796 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1800 self.version_nagtime = 0;
1804 if(self.cvar_scr_centertime)
1805 if(time > self.vote_nagtime)
1808 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1812 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1814 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1815 self.max_armorvalue = 0;
1819 antilag_record(self);
1821 if(self.classname == "player") {
1822 // if(self.netname == "Wazat")
1823 // bprint(self.classname, "\n");
1825 CheckRules_Player();
1828 PrintWelcomeMessage(self);
1830 if(g_lms || !cvar("sv_spectate"))
1831 if((time - self.jointime) <= cvar("welcome_message_time"))
1832 PrintWelcomeMessage(self);
1834 if (intermission_running)
1836 IntermissionThink (); // otherwise a button could be missed between
1837 return; // the think tics
1840 if(self.teleport_time)
1841 if(time > self.teleport_time)
1843 self.teleport_time = 0;
1844 self.effects = self.effects - (self.effects & EF_NODRAW);
1845 if(self.weaponentity)
1846 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1849 Nixnex_GiveCurrentWeapon();
1851 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1852 UpdateSelectedPlayer();
1854 //don't allow the player to turn around while game is paused!
1855 if(timeoutStatus == 2) {
1856 self.v_angle = self.lastV_angle;
1857 self.angles = self.lastV_angle;
1858 self.fixangle = TRUE;
1861 if (self.deadflag != DEAD_NO)
1863 float button_pressed, force_respawn;
1865 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1866 force_respawn = (g_lms || cvar("g_forced_respawn"));
1867 if (self.deadflag == DEAD_DYING)
1870 self.deadflag = DEAD_RESPAWNING;
1871 else if(!button_pressed)
1872 self.deadflag = DEAD_DEAD;
1874 else if (self.deadflag == DEAD_DEAD)
1877 self.deadflag = DEAD_RESPAWNABLE;
1879 else if (self.deadflag == DEAD_RESPAWNABLE)
1882 self.deadflag = DEAD_RESPAWNING;
1884 else if (self.deadflag == DEAD_RESPAWNING)
1886 if(time > self.death_time)
1888 self.death_time = time + 1; // only retry once a second
1892 ShowRespawnCountdown();
1896 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1900 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1901 dist = self.oldorigin - self.origin;
1903 self.lms_traveled_distance += fabs(vlen(dist));
1905 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1907 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1908 self.lms_traveled_distance = 0;
1911 if(time > self.lms_nextcheck)
1913 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1914 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1916 centerprint(self, cvar_string("g_lms_campcheck_message"));
1917 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1918 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1919 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');
1921 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1922 self.lms_traveled_distance = 0;
1926 if (self.button5 && !self.hook.state)
1931 self.view_ofs = PL_CROUCH_VIEW_OFS;
1932 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1933 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1940 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1941 if (!trace_startsolid)
1943 self.crouch = FALSE;
1944 self.view_ofs = PL_VIEW_OFS;
1945 setsize (self, PL_MIN, PL_MAX);
1952 GrapplingHookFrame();
1957 float zoomfactor, zoomspeed, zoomdir;
1958 zoomfactor = self.cvar_cl_zoomfactor;
1959 if(zoomfactor < 1 || zoomfactor > 16)
1961 zoomspeed = self.cvar_cl_zoomspeed;
1962 if(zoomspeed >= 0) // < 0 is instant zoom
1963 if(zoomspeed < 0.5 || zoomspeed > 16)
1966 zoomdir = self.button4;
1968 if(self.weapon == WEP_NEX)
1973 self.has_zoomed = 1;
1977 if(zoomspeed <= 0) // instant zoom
1980 self.viewzoom = 1 / zoomfactor;
1986 // geometric zoom would be:
1987 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1988 // however, testing showed that arithmetic/harmonic zoom works better
1990 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1991 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1992 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1994 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1995 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1996 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2000 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2008 minstagib_ammocheck();
2013 //self.angles_y=self.v_angle_y + 90; // temp
2015 //if (TetrisPreFrame()) return;
2016 } else if(gameover) {
2017 if (intermission_running)
2018 IntermissionThink (); // otherwise a button could be missed between
2020 } else if(self.classname == "observer") {
2022 } else if(self.classname == "spectator") {
2032 Called every frame for each client after the physics are run
2035 void PlayerPostThink (void)
2037 // Savage: Check for nameless players
2038 if (strlen(self.netname) < 1) {
2039 self.netname = "Player";
2040 stuffcmd(self, "seta _cl_name Player\n");
2043 if(self.classname == "player") {
2044 CheckRules_Player();
2049 if (intermission_running)
2050 return; // intermission or finale
2052 //PrintWelcomeMessage(self);
2053 //if (TetrisPostFrame()) return;
2055 // restart countdown
2056 if (restart_countdown) {
2057 if(time < restart_countdown) {
2058 if (!cvar("sv_ready_restart_after_countdown"))
2060 self.movetype = MOVETYPE_NONE;
2061 self.velocity = '0 0 0';
2062 self.avelocity = '0 0 0';
2063 self.movement = '0 0 0';
2068 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2069 if (!cvar("sv_ready_restart_after_countdown"))
2071 if(self.movetype == MOVETYPE_NONE)
2073 self.movetype = MOVETYPE_WALK;
2079 } else if (self.classname == "observer") {
2081 } else if (self.classname == "spectator") {