1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
7 void info_player_deathmatch (void)
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
27 if (spot.team == teamcheck)
34 if (vlen(player.origin - spot.origin) < mindist)
36 player = player.chain;
42 previousspot.chain = spot;
49 spawn_allgood = FALSE;
53 // if we couldn't find ANY good points, return the original list
55 newfirstspot = firstspot;
59 entity Spawn_RandomPoint(entity firstspot)
63 // count number of spots
68 numspots = numspots + 1;
72 numspots = numspots * random();
74 while (spot.chain && numspots >= 1)
76 numspots = numspots - 1;
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
84 local entity best, spot, player;
85 local float bestrating, rating;
87 bestrating = -1000000;
96 rating = min(rating, vlen(player.origin - spot.origin));
97 player = player.chain;
99 rating = rating + random() * 16;
100 if (bestrating < rating)
114 Finds a point to respawn
117 entity SelectSpawnPoint (float anypoint)
119 local float teamcheck;
120 local entity spot, firstspot, playerlist;
122 spot = find (world, classname, "testplayerstart");
128 if(!anypoint && cvar("g_ctf") )
129 teamcheck = self.team;
131 // get the list of players
132 playerlist = findchain(classname, "player");
133 // get the entire list of spots
134 firstspot = findchain(classname, "info_player_deathmatch");
135 // filter out the bad ones
136 // (note this returns the original list if none survived)
137 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
139 // there is 50/50 chance of choosing a random spot or the furthest spot
140 // (this means that roughly every other spawn will be furthest, so you
141 // usually won't get fragged at spawn twice in a row)
142 if (arena_roundbased)
144 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145 spot = Spawn_RandomPoint(firstspot);
147 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148 spot = Spawn_RandomPoint(firstspot);
150 spot = Spawn_FurthestPoint(firstspot, playerlist);
154 if(cvar("spawn_debug"))
157 error ("PutClientInServer: no start points on level");
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173 if(strlen(plyermodel) < 4)
174 return FallbackPlayerModel;
175 if( substring(plyermodel,0,14) != "models/player/")
176 return FallbackPlayerModel;
177 else if(cvar("sv_servermodelsonly"))
179 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180 return FallbackPlayerModel;
181 if(!fexists(plyermodel))
182 return FallbackPlayerModel;
189 Client_customizeentityforclient
194 float Client_customizeentityforclient()
196 #ifdef ALLOW_VARIABLE_LOD
198 // other: the player viewing me
202 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
205 if(other.cvar_cl_playerdetailreduction <= 0)
207 if(other.cvar_cl_playerdetailreduction <= -2)
208 self.modelindex = self.modelindex_lod2;
209 else if(other.cvar_cl_playerdetailreduction <= -1)
210 self.modelindex = self.modelindex_lod1;
212 self.modelindex = self.modelindex_lod0;
216 distance = vlen(self.origin - other.origin);
217 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
219 self.modelindex = self.modelindex_lod2;
221 self.modelindex = self.modelindex_lod1;
223 self.modelindex = self.modelindex_lod0;
230 void setmodel_lod(entity e, string modelname)
232 #ifdef ALLOW_VARIABLE_LOD
235 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
240 self.modelindex_lod1 = self.modelindex;
243 self.modelindex_lod1 = -1;
245 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
250 self.modelindex_lod2 = self.modelindex;
253 self.modelindex_lod2 = -1;
255 precache_model(modelname);
256 setmodel(e, modelname);
257 self.modelindex_lod0 = self.modelindex;
259 if(self.modelindex_lod1 < 0)
260 self.modelindex_lod1 = self.modelindex;
262 if(self.modelindex_lod2 < 0)
263 self.modelindex_lod2 = self.modelindex;
265 precache_model(modelname);
266 setmodel(e, modelname);
274 putting a client as observer in the server
277 void PutObserverInServer (void)
280 spot = SelectSpawnPoint (FALSE);
281 RemoveGrapplingHook(self); // Wazat's Grappling Hook
283 if(clienttype(self) == CLIENTTYPE_REAL)
286 WriteByte(MSG_ONE, SVC_SETVIEW);
287 WriteEntity(MSG_ONE, self);
293 DropFlag(self.flagcarried);
295 DistributeFragsAmongTeam(self, self.team, 1);
297 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
298 bprint ("^4", self.netname, "^4 has no more lives left\n");
299 else if(self.killcount != -666)
300 bprint ("^4", self.netname, "^4 is spectating now\n");
302 self.classname = "observer";
304 self.takedamage = DAMAGE_NO;
305 self.solid = SOLID_NOT;
306 self.movetype = MOVETYPE_NOCLIP;
307 self.flags = FL_CLIENT | FL_NOTARGET;
308 self.armorvalue = 666;
310 self.armorvalue = cvar("g_balance_armor_start");
311 self.pauserotarmor_finished = 0;
312 self.pauserothealth_finished = 0;
313 self.pauseregen_finished = 0;
314 self.damageforcescale = 0;
324 self.pain_finished = 0;
325 self.strength_finished = 0;
326 self.invincible_finished = 0;
328 self.think = SUB_Null;
332 self.deadflag = DEAD_NO;
333 self.angles = spot.angles;
335 self.fixangle = TRUE;
338 self.view_ofs = PL_VIEW_OFS;
339 setorigin (self, spot.origin);
340 setsize (self, '0 0 0', '0 0 0');
341 self.oldorigin = self.origin;
346 self.weaponmodel = "";
347 self.weaponentity = world;
348 self.killcount = -666;
349 self.velocity = '0 0 0';
350 self.avelocity = '0 0 0';
351 self.punchangle = '0 0 0';
352 self.punchvector = '0 0 0';
353 self.oldvelocity = self.velocity;
354 self.customizeentityforclient = Client_customizeentityforclient;
360 Spawnqueue_Insert(self);
364 Spawnqueue_Unmark(self);
365 Spawnqueue_Remove(self);
368 else if(!cvar("g_lms"))
377 Called when a client spawns in the server
380 void PutClientInServer (void)
382 if(clienttype(self) == CLIENTTYPE_BOT)
384 self.classname = "player";
386 else if(clienttype(self) == CLIENTTYPE_REAL)
389 WriteByte(MSG_ONE, SVC_SETVIEW);
390 WriteEntity(MSG_ONE, self);
393 // player is dead and becomes observer
394 if(cvar("g_lms") && self.frags < 1)
395 self.classname = "observer";
399 self.classname = "observer";
401 if(self.classname == "player") {
404 spot = SelectSpawnPoint (FALSE);
406 RemoveGrapplingHook(self); // Wazat's Grappling Hook
408 self.classname = "player";
409 self.iscreature = TRUE;
410 self.movetype = MOVETYPE_WALK;
411 self.solid = SOLID_SLIDEBOX;
412 self.flags = FL_CLIENT;
413 self.takedamage = DAMAGE_AIM;
415 self.health = cvar("g_balance_health_start");
416 self.air_finished = time + 12;
418 self.armorvalue = cvar("g_balance_armor_start");
419 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
420 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
421 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
422 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
423 self.damageforcescale = 2;
430 if(maptype == MAPTYPE_Q1BSP)
434 self.pain_finished = 0;
435 self.strength_finished = 0;
436 self.invincible_finished = 0;
438 //self.speed_finished = 0;
439 //self.slowmo_finished = 0;
440 // players have no think function
441 self.think = SUB_Null;
444 self.switchweapon = 0;
449 self.deadflag = DEAD_NO;
451 self.angles = spot.angles;
453 self.angles_z = 0; // never spawn tilted even if the spot says to
454 self.fixangle = TRUE; // turn this way immediately
455 self.velocity = '0 0 0';
456 self.avelocity = '0 0 0';
457 self.punchangle = '0 0 0';
458 self.punchvector = '0 0 0';
459 self.oldvelocity = self.velocity;
463 self.customizeentityforclient = Client_customizeentityforclient;
465 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
466 local string defaultmodel;
467 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
468 setmodel_lod (self, defaultmodel);
469 self.skin = stof(cvar_string("sv_defaultplayerskin"));
471 self.playermodel = CheckPlayerModel(self.playermodel);
472 setmodel_lod (self, self.playermodel);
474 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
476 self.skin = stof(self.playerskin);
480 self.view_ofs = PL_VIEW_OFS * self.scale;
481 setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);
482 self.spawnorigin = spot.origin;
483 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
484 // don't reset back to last position, even if new position is stuck in solid
485 self.oldorigin = self.origin;
489 self.ammo_shells = cvar("g_lms_start_ammo_shells");
490 self.ammo_nails = cvar("g_lms_start_ammo_nails");
491 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
492 self.ammo_cells = cvar("g_lms_start_ammo_cells");
493 self.health = cvar("g_lms_start_health");
494 self.armorvalue = cvar("g_lms_start_armor");
496 else if (cvar("g_use_ammunition")) {
497 self.ammo_shells = cvar("g_start_ammo_shells");
498 self.ammo_nails = cvar("g_start_ammo_nails");
499 self.ammo_rockets = cvar("g_start_ammo_rockets");
500 self.ammo_cells = cvar("g_start_ammo_cells");
502 self.ammo_shells = 999;
503 self.ammo_nails = 999;
504 self.ammo_rockets = 999;
505 self.ammo_cells = 999;
509 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
511 self.items = self.items | IT_LASER;
512 self.switchweapon = WEP_LASER;
514 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
516 self.items = self.items | IT_SHOTGUN;
517 self.switchweapon = WEP_SHOTGUN;
519 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
521 self.items = self.items | IT_UZI;
522 self.switchweapon = WEP_UZI;
524 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
526 self.items = self.items | IT_GRENADE_LAUNCHER;
527 self.switchweapon = WEP_GRENADE_LAUNCHER;
529 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
531 self.items = self.items | IT_ELECTRO;
532 self.switchweapon = WEP_ELECTRO;
534 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
536 self.items = self.items | IT_CRYLINK;
537 self.switchweapon = WEP_CRYLINK;
539 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
541 self.items = self.items | IT_NEX;
542 self.switchweapon = WEP_NEX;
544 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
546 self.items = self.items | IT_HAGAR;
547 self.switchweapon = WEP_HAGAR;
549 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
551 self.items = self.items | IT_ROCKET_LAUNCHER;
552 self.switchweapon = WEP_ROCKET_LAUNCHER;
555 if(cvar("g_instagib"))
558 self.switchweapon = WEP_NEX;
559 self.ammo_cells = 999;
562 if(cvar("g_rocketarena"))
564 self.items = IT_ROCKET_LAUNCHER;
565 self.switchweapon = WEP_ROCKET_LAUNCHER;
566 self.ammo_rockets = 999;
572 // will be done later
575 if(cvar("g_minstagib"))
580 self.switchweapon = WEP_NEX;
581 self.ammo_cells = cvar("g_minstagib_ammo_start");
582 self.jump_interval = time;
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.exteriorweaponentity.alpha = default_weapon_alpha;
612 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
613 self.lms_traveled_distance = 0;
615 if(cvar("spawn_debug"))
617 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
618 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
621 //stuffcmd(self, "chase_active 0");
622 //stuffcmd(self, "set viewsize $tmpviewsize \n");
623 } else if(self.classname == "observer") {
624 PutObserverInServer ();
633 void SetNewParms (void)
643 void SetChangeParms (void)
652 Called when a client types 'kill' in the console
655 void ClientKill (void)
657 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
660 void FixClientCvars(entity e)
662 // send prediction settings to the client
663 stuffcmd(e, "\nin_bindmap 0 0\n");
664 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
665 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
666 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
667 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
668 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
669 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
670 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
671 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
672 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
673 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
674 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
675 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
676 stuffcmd(e, "cl_movement_edgefriction 1\n");
683 Called when a client connects to the server
686 string ColoredTeamName(float t);
687 //void dom_player_join_team(entity pl);
688 void ClientConnect (void)
692 self.classname = "player_joining";
693 self.flags = self.flags | FL_CLIENT;
694 self.version_nagtime = time + 10 + random() * 10;
698 dprint("BUG player count is lower than zero, this cannot happen!\n");
704 //if(cvar("g_domination"))
705 // dom_player_join_team(self);
707 //JoinBestTeam(self, FALSE);
709 if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
710 self.classname = "observer";
712 self.classname = "player";
713 campaign_bots_may_start = 1;
716 self.playerid = (playerid_last = playerid_last + 1);
717 if(cvar("sv_eventlog"))
719 if(clienttype(self) == CLIENTTYPE_REAL)
723 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
724 s = strcat(":team:", ftos(self.playerid), ":");
725 s = strcat(s, ftos(self.team));
726 GameLogEcho(s, FALSE);
729 //stuffcmd(self, "set tmpviewsize $viewsize \n");
731 bprint ("^4",self.netname);
732 bprint ("^4 connected");
734 if(cvar("g_domination") || cvar("g_ctf"))
736 bprint(" and joined the ");
737 bprint(ColoredTeamName(self.team));
742 self.welcomemessage_time = 0;
744 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
745 // TODO: is this being used for anything else than cd tracks?
746 // Remember: SVC_CDTRACK exists. Maybe it should be used.
748 FixClientCvars(self);
750 // Wazat's grappling hook
751 SetGrappleHookBindings();
753 // get autoswitch state from player
754 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
755 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
757 // get version info from player
758 stuffcmd(self, "cmd clientversion $gameversion\n");
760 // get other cvars from player
763 // set cvar for team scoreboard
767 t = cvar("teamplay");
768 // 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
769 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
772 stuffcmd(self, "set teamplay 0\n");
776 self.frags = cvar("fraglimit");
777 // no fraglimit was set, so player gets 999 lives
781 self.frags = LMS_NewPlayerLives();
787 else if(cvar("g_arena"))
789 self.classname = "observer";
790 Spawnqueue_Insert(self);
793 bot_relinkplayerlist();
795 self.jointime = time;
802 Called when a client disconnects from the server
805 void(entity e) DropFlag;
806 .entity chatbubbleentity;
807 .entity teambubbleentity;
808 void ClientDisconnect (void)
811 if(cvar("sv_eventlog"))
812 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
813 bprint ("^4",self.netname);
814 bprint ("^4 disconnected\n");
816 if (self.chatbubbleentity)
818 remove (self.chatbubbleentity);
819 self.chatbubbleentity = world;
822 if (self.teambubbleentity)
824 remove (self.teambubbleentity);
825 self.teambubbleentity = world;
831 DropFlag(self.flagcarried);
833 DistributeFragsAmongTeam(self, self.team, 1);
836 self.flags = self.flags - (self.flags & FL_CLIENT);
837 bot_relinkplayerlist();
841 if(self.weaponentity)
842 if(self.weaponentity.lasertarget)
843 remove(self.weaponentity.lasertarget);
847 Spawnqueue_Unmark(self);
848 Spawnqueue_Remove(self);
856 void() ChatBubbleThink =
858 self.nextthink = time;
859 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
861 self.owner.chatbubbleentity = world;
865 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
866 if (self.owner.buttonchat && !self.owner.deadflag)
867 self.model = self.mdl;
872 void() UpdateChatBubble =
874 if (!self.modelindex)
876 // spawn a chatbubble entity if needed
877 if (!self.chatbubbleentity)
879 self.chatbubbleentity = spawn();
880 self.chatbubbleentity.owner = self;
881 self.chatbubbleentity.exteriormodeltoclient = self;
882 self.chatbubbleentity.think = ChatBubbleThink;
883 self.chatbubbleentity.nextthink = time;
884 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
885 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
886 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
887 self.chatbubbleentity.model = "";
892 void() TeamBubbleThink =
894 self.nextthink = time;
895 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
897 self.owner.teambubbleentity = world;
901 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
902 if (self.owner.buttonchat || self.owner.deadflag)
905 self.model = self.mdl;
909 float() TeamBubble_customizeentityforclient
911 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
914 void() UpdateTeamBubble =
916 if (!self.modelindex || !cvar("teamplay"))
918 // spawn a teambubble entity if needed
919 if (!self.teambubbleentity && cvar("teamplay"))
921 self.teambubbleentity = spawn();
922 self.teambubbleentity.owner = self;
923 self.teambubbleentity.exteriormodeltoclient = self;
924 self.teambubbleentity.think = TeamBubbleThink;
925 self.teambubbleentity.nextthink = time;
926 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
927 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
928 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
929 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
930 self.teambubbleentity.mdl = self.teambubbleentity.model;
931 self.teambubbleentity.model = self.teambubbleentity.mdl;
932 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
936 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
937 // added to the model skins
938 /*void() UpdateColorModHack =
941 c = self.clientcolors & 15;
942 // LordHavoc: only bothering to support white, green, red, yellow, blue
943 if (teamplay == 0) self.colormod = '0 0 0';
944 else if (c == 0) self.colormod = '1.00 1.00 1.00';
945 else if (c == 3) self.colormod = '0.10 1.73 0.10';
946 else if (c == 4) self.colormod = '1.73 0.10 0.10';
947 else if (c == 12) self.colormod = '1.22 1.22 0.10';
948 else if (c == 13) self.colormod = '0.10 0.10 1.73';
949 else self.colormod = '1 1 1';
958 void player_powerups (void)
960 if (cvar("g_minstagib"))
962 self.effects = EF_FULLBRIGHT;
963 if (self.items & IT_STRENGTH)
965 if (time > self.strength_finished)
967 self.alpha = default_player_alpha;
968 self.exteriorweaponentity.alpha = default_weapon_alpha;
969 self.items = self.items - (self.items & IT_STRENGTH);
970 sprint(self, "^3Invisibility has worn off\n");
975 if (time < self.strength_finished)
977 self.alpha = cvar("g_minstagib_invis_alpha");
978 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
979 self.items = self.items | IT_STRENGTH;
980 sprint(self, "^3You are invisible\n");
984 if (self.items & IT_INVINCIBLE)
986 if (time > self.invincible_finished)
988 self.items = self.items - (self.items & IT_INVINCIBLE);
989 sprint(self, "^3Speed has worn off\n");
994 if (time < self.invincible_finished)
996 self.items = self.items | IT_INVINCIBLE;
997 sprint(self, "^3You are on speed\n");
1003 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1004 if (self.items & IT_STRENGTH)
1006 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1007 if (time > self.strength_finished)
1009 self.items = self.items - (self.items & IT_STRENGTH);
1010 sprint(self, "^3Strength has worn off\n");
1015 if (time < self.strength_finished)
1017 self.items = self.items | IT_STRENGTH;
1018 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1021 if (self.items & IT_INVINCIBLE)
1023 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1024 if (time > self.invincible_finished)
1026 self.items = self.items - (self.items & IT_INVINCIBLE);
1027 sprint(self, "^3Shield has worn off\n");
1032 if (time < self.invincible_finished)
1034 self.items = self.items | IT_INVINCIBLE;
1035 sprint(self, "^3Shield surrounds you\n");
1039 if (cvar("g_fullbrightplayers"))
1040 self.effects = self.effects | EF_FULLBRIGHT;
1042 // midair gamemode: damage only while in the air
1043 // if in midair mode, being on ground grants temporary invulnerability
1044 // (this is so that multishot weapon don't clear the ground flag on the
1045 // first damage in the frame, leaving the player vulnerable to the
1046 // remaining hits in the same frame)
1047 if (self.flags & FL_ONGROUND)
1048 if (cvar("g_midair"))
1049 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1051 if (time < self.spawnshieldtime)
1052 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1055 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1057 if(current > stable)
1059 else if(current > stable - 0.25) // when close enough, "snap"
1062 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1065 void player_regen (void)
1067 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1068 maxh = cvar("g_balance_health_stable");
1069 maxa = cvar("g_balance_armor_stable");
1070 limith = cvar("g_balance_health_limit");
1071 limita = cvar("g_balance_armor_limit");
1073 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1076 if(cvar("g_runematch"))
1078 max_mod = regen_mod = rot_mod = limit_mod = 1;
1079 if (self.runes & RUNE_REGEN)
1081 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1083 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1084 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1085 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1089 regen_mod = cvar("g_balance_rune_regen_regenrate");
1090 max_mod = cvar("g_balance_rune_regen_hpmod");
1091 limit_mod = cvar("g_balance_rune_regen_limitmod");
1094 else if (self.runes & CURSE_VENOM)
1096 max_mod = cvar("g_balance_curse_venom_hpmod");
1097 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1098 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1100 rot_mod = cvar("g_balance_curse_venom_rotrate");
1101 limit_mod = cvar("g_balance_curse_venom_limitmod");
1102 //if (!self.runes & RUNE_REGEN)
1103 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1105 maxh = maxh * max_mod;
1106 //maxa = maxa * max_mod;
1108 if (time > self.pauserotarmor_finished)
1110 if (self.armorvalue > maxa)
1111 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1113 if (time > self.pauserothealth_finished)
1115 if (self.health > maxh)
1116 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1118 if (time > self.pauseregen_finished)
1120 self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1121 self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1126 if (time > self.pauserothealth_finished)
1127 if (self.health > maxh)
1128 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1129 if (time > self.pauserotarmor_finished)
1130 if (self.armorvalue > maxa)
1131 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1132 if (time > self.pauseregen_finished)
1134 self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1135 self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1139 if (self.health > limith)
1140 self.health = limith;
1142 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1143 if (self.armorvalue > limita)
1144 self.armorvalue = limita;
1148 ======================
1149 spectate mode routines
1150 ======================
1152 void SpectateCopy(entity spectatee) {
1153 self.armortype = spectatee.armortype;
1154 self.armorvalue = spectatee.armorvalue;
1155 self.currentammo = spectatee.currentammo;
1156 self.effects = spectatee.effects;
1157 self.health = spectatee.health;
1159 self.items = spectatee.items;
1160 self.punchangle = spectatee.punchangle;
1161 self.view_ofs = spectatee.view_ofs;
1162 self.v_angle = spectatee.v_angle;
1163 self.viewzoom = spectatee.viewzoom;
1164 setorigin(self, spectatee.origin);
1165 setsize(self, spectatee.mins, spectatee.maxs);
1168 void SpectateUpdate() {
1170 PutObserverInServer();
1172 if (self != self.enemy) {
1173 if(self.enemy.flags & FL_NOTARGET)
1174 PutObserverInServer();
1175 SpectateCopy(self.enemy);
1176 self.dmg_take = self.enemy.dmg_take;
1177 self.dmg_save = self.enemy.dmg_save;
1178 self.dmg_inflictor = self.enemy.dmg_inflictor;
1179 self.fixangle = TRUE;
1180 self.angles = self.enemy.v_angle;
1181 //msg_entity = self;
1182 //WriteByte(MSG_ONE, SVC_SETANGLE);
1183 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1184 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1185 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1189 float SpectateNext() {
1190 other = find(self.enemy, classname, "player");
1192 other = find(other, classname, "player");
1197 if(self.enemy.classname == "player") {
1199 WriteByte(MSG_ONE, SVC_SETVIEW);
1200 WriteEntity(MSG_ONE, self.enemy);
1201 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1211 ShowRespawnCountdown()
1213 Update a respawn countdown display.
1216 void ShowRespawnCountdown()
1219 if(self.deadflag == DEAD_NO) // just respawned?
1223 number = ceil(self.death_time - time);
1226 if(number <= self.respawn_countdown)
1228 self.respawn_countdown = number - 1;
1229 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
1230 stuffcmd(self, strcat("play2 announcer/robotic/", ftos(number), ".ogg\n"));
1235 void LeaveSpectatorMode()
1237 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1238 self.classname = "player";
1239 if(cvar("g_campaign") || cvar("g_balance_teams"))
1240 JoinBestTeam(self, 0);
1241 if(cvar("g_campaign"))
1242 campaign_bots_may_start = 1;
1243 PutClientInServer();
1244 if(!(self.flags & FL_NOTARGET))
1245 bprint ("^4", self.netname, "^4 is playing now\n");
1246 centerprint(self,"");
1249 stuffcmd(self,"menu_showteamselect\n");
1258 Called every frame for each client before the physics are run
1261 void() ctf_setstatus;
1262 .float vote_nagtime;
1263 void PlayerPreThink (void)
1265 if(strlen(self.netname) > 0)
1266 if(substring(self.netname, strlen(self.netname) - 1, 1) == "^")
1267 self.netname = strzone(strcat(substring(self.netname, 0, strlen(self.netname) - 1), " ")); // BROKEN COLORS can be annoying!
1270 if(self.version_nagtime)
1271 if(self.cvar_g_nexuizversion)
1272 if(time > self.version_nagtime)
1274 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1275 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1277 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");
1278 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1280 self.version_nagtime = 0;
1284 if(self.cvar_scr_centertime)
1285 if(time > self.vote_nagtime)
1288 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1291 if(self.classname == "player") {
1292 local vector m1, m2;
1294 // if(self.netname == "Wazat")
1295 // bprint(self.classname, "\n");
1297 CheckRules_Player();
1300 PrintWelcomeMessage(self);
1302 if(cvar("g_lms") || !cvar("sv_spectate"))
1303 if((time - self.jointime) <= cvar("welcome_message_time"))
1304 PrintWelcomeMessage(self);
1306 if (intermission_running)
1308 IntermissionThink (); // otherwise a button could be missed between
1309 return; // the think tics
1312 Nixnex_GiveCurrentWeapon();
1313 UpdateSelectedPlayer();
1315 if (self.deadflag != DEAD_NO)
1317 float button_pressed, force_respawn;
1319 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1320 force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1321 if (self.deadflag == DEAD_DYING)
1324 self.deadflag = DEAD_RESPAWNING;
1325 else if(!button_pressed)
1326 self.deadflag = DEAD_DEAD;
1328 else if (self.deadflag == DEAD_DEAD)
1331 self.deadflag = DEAD_RESPAWNABLE;
1333 else if (self.deadflag == DEAD_RESPAWNABLE)
1336 self.deadflag = DEAD_RESPAWNING;
1338 else if (self.deadflag == DEAD_RESPAWNING)
1340 if(time > self.death_time)
1343 ShowRespawnCountdown();
1347 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1351 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1352 dist = self.oldorigin - self.origin;
1354 self.lms_traveled_distance += fabs(vlen(dist));
1356 if(cvar("g_campaign"))
1357 if(!campaign_bots_may_start)
1359 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1360 self.lms_traveled_distance = 0;
1363 if(time > self.lms_nextcheck)
1365 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1366 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1368 centerprint(self, cvar_string("g_lms_campcheck_message"));
1369 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1370 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1371 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');
1373 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1374 self.lms_traveled_distance = 0;
1378 if (self.button5 && !self.hook.state)
1383 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;
1384 setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);
1391 tracebox(self.origin, PL_MIN * self.scale, PL_MAX * self.scale, self.origin, FALSE, self);
1392 if (!trace_startsolid)
1394 self.crouch = FALSE;
1395 self.view_ofs = PL_VIEW_OFS * self.scale;
1396 setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);
1401 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1402 local string defaultmodel;
1403 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1405 if (defaultmodel != self.model)
1409 setmodel_lod (self, defaultmodel);
1410 setsize (self, m1, m2);
1413 if (self.skin != cvar("sv_defaultplayerskin"))
1414 self.skin = cvar("sv_defaultplayerskin");
1416 if (self.playermodel != self.model)
1418 self.playermodel = CheckPlayerModel(self.playermodel);
1421 setmodel_lod (self, self.playermodel);
1422 setsize (self, m1, m2);
1427 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1428 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1432 if (self.skin != stof(self.playerskin))
1433 self.skin = stof(self.playerskin);
1437 GrapplingHookFrame();
1441 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1443 if (cvar("g_minstagib") && self.button3)
1445 if (self.jump_interval <= (time + 0.1))
1447 self.jump_interval = time + 1;
1451 else if (self.viewzoom > 0.4)
1452 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1454 else if (self.viewzoom < 1.0)
1455 self.viewzoom = min (1.0, self.viewzoom + frametime);
1461 if (cvar("g_minstagib"))
1462 minstagib_ammocheck();
1466 //self.angles_y=self.v_angle_y + 90; // temp
1468 //if (TetrisPreFrame()) return;
1469 } else if(gameover) {
1470 if (intermission_running)
1471 IntermissionThink (); // otherwise a button could be missed between
1473 } else if(self.classname == "observer") {
1475 if (self.flags & FL_JUMPRELEASED) {
1476 if (self.button2 && self.version == cvar("gameversion")) {
1477 self.welcomemessage_time = 0;
1478 self.flags = self.flags - FL_JUMPRELEASED;
1479 LeaveSpectatorMode();
1481 } else if(self.button0 && self.version == cvar("gameversion")) {
1482 self.welcomemessage_time = 0;
1483 self.flags = self.flags - FL_JUMPRELEASED;
1484 if(SpectateNext() == 1) {
1485 self.classname = "spectator";
1489 if (!(self.button0 || self.button2)) {
1490 self.flags = self.flags | FL_JUMPRELEASED;
1493 PrintWelcomeMessage(self);
1494 } else if(self.classname == "spectator") {
1495 if (self.flags & FL_JUMPRELEASED) {
1496 if (self.button2 && self.version == cvar("gameversion")) {
1497 self.welcomemessage_time = 0;
1498 self.flags = self.flags - FL_JUMPRELEASED;
1499 LeaveSpectatorMode();
1501 } else if(self.button0) {
1502 self.welcomemessage_time = 0;
1503 self.flags = self.flags - FL_JUMPRELEASED;
1504 if(SpectateNext() == 1) {
1505 self.classname = "spectator";
1507 self.classname = "observer";
1508 PutClientInServer();
1510 } else if (self.button3) {
1511 self.welcomemessage_time = 0;
1512 self.flags = self.flags - FL_JUMPRELEASED;
1513 self.classname = "observer";
1514 PutClientInServer();
1519 if (!(self.button0 || self.button3)) {
1520 self.flags = self.flags | FL_JUMPRELEASED;
1523 PrintWelcomeMessage(self);
1524 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1533 Called every frame for each client after the physics are run
1536 void PlayerPostThink (void)
1538 // Savage: Check for nameless players
1539 if (strlen(self.netname) < 1) {
1540 self.netname = "Player";
1541 stuffcmd(self, "seta _cl_name Player\n");
1544 if(self.classname == "player") {
1545 CheckRules_Player();
1548 if (self.deadflag == DEAD_NO)
1551 if (intermission_running)
1552 return; // intermission or finale
1554 //PrintWelcomeMessage(self);
1555 //if (TetrisPostFrame()) return;
1556 } else if (self.classname == "observer") {
1558 } else if (self.classname == "spectator") {