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;
123 spot = find (world, classname, "testplayerstart");
127 spotname = "info_player_deathmatch";
130 if(!anypoint && cvar("g_ctf") )
131 teamcheck = self.team;
133 // get the list of players
134 playerlist = findchain(classname, "player");
135 // get the entire list of spots
136 firstspot = findchain(classname, "info_player_deathmatch");
137 // filter out the bad ones
138 // (note this returns the original list if none survived)
139 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
141 // there is 50/50 chance of choosing a random spot or the furthest spot
142 // (this means that roughly every other spawn will be furthest, so you
143 // usually won't get fragged at spawn twice in a row)
144 if (random() > 0.5 || spawn_allbad || spawn_allgood)
145 spot = Spawn_RandomPoint(firstspot);
147 spot = Spawn_FurthestPoint(firstspot, playerlist);
151 if(cvar("spawn_debug"))
154 error ("PutClientInServer: no start points on level");
164 Checks if the argument string can be a valid playermodel.
165 Returns a valid one in doubt.
168 string CheckPlayerModel(string plyermodel) {
169 if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
171 /* Possible Fixme: Check if server can open the model?
172 This would kill custom models, however. */
179 Client_customizeentityforclient
184 float Client_customizeentityforclient()
186 #ifdef ALLOW_VARIABLE_LOD
188 // other: the player viewing me
192 distance = vlen(self.origin - other.origin);
193 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
196 self.modelindex = self.modelindex_lod2;
200 self.modelindex = self.modelindex_lod1;
204 self.modelindex = self.modelindex_lod0;
211 float fexists(string f)
214 fh = fopen(f, FILE_READ);
221 void setmodel_lod(entity e, string modelname)
223 #ifdef ALLOW_VARIABLE_LOD
226 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
231 self.modelindex_lod1 = self.modelindex;
234 self.modelindex_lod1 = -1;
236 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
241 self.modelindex_lod2 = self.modelindex;
244 self.modelindex_lod2 = -1;
246 precache_model(modelname);
247 setmodel(e, modelname);
248 self.modelindex_lod0 = self.modelindex;
250 if(self.modelindex_lod1 < 0)
251 self.modelindex_lod1 = self.modelindex;
253 if(self.modelindex_lod2 < 0)
254 self.modelindex_lod2 = self.modelindex;
256 precache_model(modelname);
257 setmodel(e, modelname);
265 putting a client as observer in the server
268 void PutObserverInServer (void)
271 spot = SelectSpawnPoint (FALSE);
272 RemoveGrapplingHook(self); // Wazat's Grappling Hook
274 if(clienttype(self) == CLIENTTYPE_REAL)
277 WriteByte(MSG_ONE, SVC_SETVIEW);
278 WriteEntity(MSG_ONE, self);
281 if (cvar("g_runematch"))
284 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
285 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
286 else if(self.killcount != -666)
287 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
289 self.classname = "observer";
291 self.takedamage = DAMAGE_NO;
292 self.solid = SOLID_NOT;
293 self.movetype = MOVETYPE_NOCLIP;
294 self.flags = FL_CLIENT | FL_NOTARGET;
295 self.armorvalue = 666;
297 self.armorvalue = cvar("g_balance_armor_start");
298 self.pauserotarmor_finished = 0;
299 self.pauserothealth_finished = 0;
300 self.pauseregen_finished = 0;
301 self.damageforcescale = 0;
311 self.pain_finished = 0;
312 self.strength_finished = 0;
313 self.invincible_finished = 0;
315 self.think = SUB_Null;
319 self.deadflag = DEAD_NO;
320 self.angles = spot.angles;
322 self.fixangle = TRUE;
324 self.view_ofs = PL_VIEW_OFS;
325 setorigin (self, spot.origin);
326 setsize (self, '0 0 0', '0 0 0');
327 self.oldorigin = self.origin;
332 self.weaponmodel = "";
333 self.weaponframe = 0;
334 self.weaponentity = world;
335 self.killcount = -666;
336 self.velocity = '0 0 0';
337 self.avelocity = '0 0 0';
338 self.punchangle = '0 0 0';
339 self.punchvector = '0 0 0';
340 self.oldvelocity = self.velocity;
346 Spawnqueue_Insert(self);
350 Spawnqueue_Unmark(self);
351 Spawnqueue_Remove(self);
354 else if(!cvar("g_lms"))
363 Called when a client spawns in the server
366 void PutClientInServer (void)
368 if(clienttype(self) == CLIENTTYPE_BOT)
370 self.classname = "player";
372 else if(clienttype(self) == CLIENTTYPE_REAL)
375 WriteByte(MSG_ONE, SVC_SETVIEW);
376 WriteEntity(MSG_ONE, self);
379 // player is dead and becomes observer
380 if(cvar("g_lms") && self.frags < 1)
381 self.classname = "observer";
385 self.classname = "observer";
387 if(self.classname == "player") {
390 spot = SelectSpawnPoint (FALSE);
392 RemoveGrapplingHook(self); // Wazat's Grappling Hook
394 self.classname = "player";
395 self.iscreature = TRUE;
396 self.movetype = MOVETYPE_WALK;
397 self.solid = SOLID_SLIDEBOX;
398 self.flags = FL_CLIENT;
399 self.takedamage = DAMAGE_AIM;
401 self.health = cvar("g_balance_health_start");
402 self.armorvalue = cvar("g_balance_armor_start");
403 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
404 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
405 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
406 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
407 self.damageforcescale = 2;
416 self.pain_finished = 0;
417 self.strength_finished = 0;
418 self.invincible_finished = 0;
420 //self.speed_finished = 0;
421 //self.slowmo_finished = 0;
422 // players have no think function
423 self.think = SUB_Null;
426 self.switchweapon = 0;
431 self.deadflag = DEAD_NO;
433 self.angles = spot.angles;
435 self.angles_z = 0; // never spawn tilted even if the spot says to
436 self.fixangle = TRUE; // turn this way immediately
437 self.velocity = '0 0 0';
438 self.avelocity = '0 0 0';
439 self.punchangle = '0 0 0';
440 self.punchvector = '0 0 0';
441 self.oldvelocity = self.velocity;
445 self.customizeentityforclient = Client_customizeentityforclient;
447 if(cvar("sv_defaultcharacter") == 1) {
448 local string defaultmodel;
449 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
450 setmodel_lod (self, defaultmodel);
451 self.skin = stof(cvar_string("sv_defaultplayerskin"));
453 self.playermodel = CheckPlayerModel(self.playermodel);
454 setmodel_lod (self, self.playermodel);
455 self.skin = stof(self.playerskin);
460 self.view_ofs = PL_VIEW_OFS;
461 setsize (self, PL_MIN, PL_MAX);
462 self.spawnorigin = spot.origin;
463 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
464 // don't reset back to last position, even if new position is stuck in solid
465 self.oldorigin = self.origin;
469 self.ammo_shells = cvar("g_lms_start_ammo_shells");
470 self.ammo_nails = cvar("g_lms_start_ammo_nails");
471 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
472 self.ammo_cells = cvar("g_lms_start_ammo_cells");
473 self.health = cvar("g_lms_start_health");
474 self.armorvalue = cvar("g_lms_start_armor");
476 else if (cvar("g_use_ammunition")) {
477 self.ammo_shells = cvar("g_start_ammo_shells");
478 self.ammo_nails = cvar("g_start_ammo_nails");
479 self.ammo_rockets = cvar("g_start_ammo_rockets");
480 self.ammo_cells = cvar("g_start_ammo_cells");
482 self.ammo_shells = 999;
483 self.ammo_nails = 999;
484 self.ammo_rockets = 999;
485 self.ammo_cells = 999;
489 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
491 self.items = self.items | IT_LASER;
492 self.switchweapon = WEP_LASER;
494 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
496 self.items = self.items | IT_SHOTGUN;
497 self.switchweapon = WEP_SHOTGUN;
499 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
501 self.items = self.items | IT_UZI;
502 self.switchweapon = WEP_UZI;
504 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
506 self.items = self.items | IT_GRENADE_LAUNCHER;
507 self.switchweapon = WEP_GRENADE_LAUNCHER;
509 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
511 self.items = self.items | IT_ELECTRO;
512 self.switchweapon = WEP_ELECTRO;
514 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
516 self.items = self.items | IT_CRYLINK;
517 self.switchweapon = WEP_CRYLINK;
519 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
521 self.items = self.items | IT_NEX;
522 self.switchweapon = WEP_NEX;
524 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
526 self.items = self.items | IT_HAGAR;
527 self.switchweapon = WEP_HAGAR;
529 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
531 self.items = self.items | IT_ROCKET_LAUNCHER;
532 self.switchweapon = WEP_ROCKET_LAUNCHER;
535 if(cvar("g_instagib"))
538 self.switchweapon = WEP_NEX;
539 self.ammo_cells = 999;
542 if(cvar("g_rocketarena"))
544 self.items = IT_ROCKET_LAUNCHER;
545 self.switchweapon = WEP_ROCKET_LAUNCHER;
546 self.ammo_rockets = 999;
552 // will be done later
555 if(cvar("g_minstagib"))
560 self.switchweapon = WEP_NEX;
561 self.ammo_cells = cvar("g_minstagib_ammo_start");
563 self.jump_interval = time;
567 Spawnqueue_Remove(self);
569 self.event_damage = PlayerDamage;
571 self.bot_attack = TRUE;
573 self.statdraintime = time + 5;
574 self.button0 = self.button1 = self.button2 = self.button3 = 0;
576 if(self.killcount == -666) {
582 self.cnt = WEP_LASER;
583 self.nixnex_lastchange_id = -1;
589 CL_SpawnWeaponentity();
590 self.alpha = default_player_alpha;
591 self.exteriorweaponentity.alpha = default_player_alpha;
593 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
594 self.lms_traveled_distance = 0;
596 if(cvar("spawn_debug"))
598 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
599 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
602 //stuffcmd(self, "chase_active 0");
603 //stuffcmd(self, "set viewsize $tmpviewsize \n");
604 } else if(self.classname == "observer") {
605 PutObserverInServer ();
614 void SetNewParms (void)
624 void SetChangeParms (void)
633 Called when a client types 'kill' in the console
636 void ClientKill (void)
638 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
645 Called when a client connects to the server
648 string ColoredTeamName(float t);
649 //void dom_player_join_team(entity pl);
650 void ClientConnect (void)
652 self.classname = "player_joining";
653 self.flags = self.flags | FL_CLIENT;
655 if(player_count<0) player_count = 0;
659 //if(cvar("g_domination"))
660 // dom_player_join_team(self);
662 //JoinBestTeam(self, FALSE);
664 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
665 self.classname = "observer";
667 self.classname = "player";
668 campaign_bots_may_start = 1;
671 self.playerid = (playerid_last = playerid_last + 1);
672 if(cvar("sv_eventlog"))
675 if(clienttype(self) == CLIENTTYPE_REAL)
679 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
680 s = strcat(":team:", ftos(self.playerid), ":");
681 s = strcat(s, ftos(self.team));
682 GameLogEcho(s, FALSE);
685 //stuffcmd(self, "set tmpviewsize $viewsize \n");
687 bprint ("^4",self.netname);
688 bprint ("^4 connected");
690 if(cvar("g_domination") || cvar("g_ctf"))
692 bprint(" and joined the ");
693 bprint(ColoredTeamName(self.team));
698 self.welcomemessage_time = time + cvar("welcome_message_time");
699 self.welcomemessage_time2 = 0;
701 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
702 // send prediction settings to the client
703 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
704 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
705 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
706 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
707 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
708 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
709 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
710 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
711 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
712 // Wazat's grappling hook
713 SetGrappleHookBindings();
715 // get autoswitch state from player
716 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
717 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
719 // get version info from player
720 stuffcmd(self, "cmd clientversion $gameversion\n");
722 // get other cvars from player
725 // set cvar for team scoreboard
726 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
730 self.frags = cvar("fraglimit");
731 // no fraglimit was set, so player gets 999 lives
735 // disallow player to join after the worst player has lost g_lms_last_join lives
736 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
737 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
742 else if(cvar("fraglimit") > lms_lowest_lives)
744 self.frags = lms_lowest_lives;
747 else if(cvar("g_arena"))
749 self.classname = "observer";
750 Spawnqueue_Insert(self);
753 bot_relinkplayerlist();
755 self.jointime = time;
762 Called when a client disconnects from the server
765 void(entity e) DropFlag;
766 .entity chatbubbleentity;
767 .entity teambubbleentity;
768 void ClientDisconnect (void)
771 if(cvar("sv_eventlog"))
772 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
773 bprint ("^4",self.netname);
774 bprint ("^4 disconnected\n");
776 if (self.chatbubbleentity)
778 remove (self.chatbubbleentity);
779 self.chatbubbleentity = world;
782 if (self.teambubbleentity)
784 remove (self.teambubbleentity);
785 self.teambubbleentity = world;
791 DropFlag(self.flagcarried);
794 self.flags = self.flags - (self.flags & FL_CLIENT);
795 bot_relinkplayerlist();
798 // player was dead, decrease dead count
799 if(cvar("g_lms") && self.frags < 1)
801 else if(cvar("g_arena"))
803 Spawnqueue_Unmark(self);
804 Spawnqueue_Remove(self);
809 void() ChatBubbleThink =
811 self.nextthink = time;
812 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
817 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
818 if (self.owner.buttonchat && !self.owner.deadflag)
819 self.model = self.mdl;
824 void() UpdateChatBubble =
826 if (!self.modelindex)
828 // spawn a chatbubble entity if needed
829 if (!self.chatbubbleentity)
831 self.chatbubbleentity = spawn();
832 self.chatbubbleentity.owner = self;
833 self.chatbubbleentity.exteriormodeltoclient = self;
834 self.chatbubbleentity.think = ChatBubbleThink;
835 self.chatbubbleentity.nextthink = time;
836 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
837 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
838 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
839 self.chatbubbleentity.model = "";
844 void() TeamBubbleThink =
846 self.nextthink = time;
847 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
852 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
853 if (self.owner.buttonchat || self.owner.deadflag)
856 self.model = self.mdl;
860 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
862 void() UpdateTeamBubble =
864 if (!self.modelindex || !cvar("teamplay"))
866 // spawn a teambubble entity if needed
867 if (!self.teambubbleentity && cvar("teamplay"))
869 self.teambubbleentity = spawn();
870 self.teambubbleentity.owner = self;
871 self.teambubbleentity.exteriormodeltoclient = self;
872 self.teambubbleentity.think = TeamBubbleThink;
873 self.teambubbleentity.nextthink = time;
874 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
875 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
876 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
877 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
878 self.teambubbleentity.mdl = self.teambubbleentity.model;
879 self.teambubbleentity.model = self.teambubbleentity.mdl;
880 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
884 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
885 // added to the model skins
886 /*void() UpdateColorModHack =
889 c = self.clientcolors & 15;
890 // LordHavoc: only bothering to support white, green, red, yellow, blue
891 if (teamplay == 0) self.colormod = '0 0 0';
892 else if (c == 0) self.colormod = '1.00 1.00 1.00';
893 else if (c == 3) self.colormod = '0.10 1.73 0.10';
894 else if (c == 4) self.colormod = '1.73 0.10 0.10';
895 else if (c == 12) self.colormod = '1.22 1.22 0.10';
896 else if (c == 13) self.colormod = '0.10 0.10 1.73';
897 else self.colormod = '1 1 1';
900 void UpdatePlayerColors () {
901 if(self.weaponentity) {
902 self.weaponentity.colormap = self.colormap;
903 self.exteriorweaponentity.colormap = self.colormap;
910 When you press the jump key
913 void PlayerJump (void)
917 mjumpheight = cvar("g_balance_jumpheight");
918 if (self.waterlevel >= 2)
920 if (self.watertype == CONTENT_WATER)
921 self.velocity_z = 200;
922 else if (self.watertype == CONTENT_SLIME)
923 self.velocity_z = 80;
925 self.velocity_z = 50;
931 if (!(self.flags & FL_ONGROUND))
934 if (!(self.flags & FL_JUMPRELEASED))
937 if(cvar("g_runematch"))
939 if(self.runes & RUNE_SPEED)
941 if(self.runes & CURSE_SLOW)
942 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
944 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
946 else if(self.runes & CURSE_SLOW)
948 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
952 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
954 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
957 self.velocity_z = self.velocity_z + mjumpheight;
958 self.oldvelocity_z = self.velocity_z;
960 self.flags = self.flags - FL_ONGROUND;
961 self.flags = self.flags - FL_JUMPRELEASED;
964 void() CheckWaterJump =
966 local vector start, end;
968 // check for a jump-out-of-water
969 makevectors (self.angles);
971 start_z = start_z + 8;
973 normalize(v_forward);
974 end = start + v_forward*24;
975 traceline (start, end, TRUE, self);
976 if (trace_fraction < 1)
978 start_z = start_z + self.maxs_z - 8;
979 end = start + v_forward*24;
980 self.movedir = trace_plane_normal * -50;
981 traceline (start, end, TRUE, self);
982 if (trace_fraction == 1)
983 { // open at eye level
984 self.flags = self.flags | FL_WATERJUMP;
985 self.velocity_z = 225;
986 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
987 self.teleport_time = time + 2; // safety net
1000 void player_powerups (void)
1002 if (cvar("g_minstagib"))
1004 self.effects = EF_FULLBRIGHT;
1005 if (self.items & IT_STRENGTH)
1007 if (time > self.strength_finished)
1009 self.alpha = default_player_alpha;
1010 self.exteriorweaponentity.alpha = default_player_alpha;
1011 self.items = self.items - (self.items & IT_STRENGTH);
1012 sprint(self, "^3Invisibility has worn off\n");
1017 if (time < self.strength_finished)
1019 self.alpha = cvar("g_minstagib_invis_alpha");
1020 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1021 self.items = self.items | IT_STRENGTH;
1022 sprint(self, "^3You are invisible\n");
1026 if (self.items & IT_INVINCIBLE)
1028 if (time > self.invincible_finished)
1030 self.items = self.items - (self.items & IT_INVINCIBLE);
1031 sprint(self, "^3Speed has worn off\n");
1036 if (time < self.invincible_finished)
1038 self.items = self.items | IT_INVINCIBLE;
1039 sprint(self, "^3You are on speed\n");
1045 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1046 if (self.items & IT_STRENGTH)
1048 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1049 if (time > self.strength_finished)
1051 self.items = self.items - (self.items & IT_STRENGTH);
1052 sprint(self, "^3Strength has worn off\n");
1057 if (time < self.strength_finished)
1059 self.items = self.items | IT_STRENGTH;
1060 sprint(self, "^3Strength infuses your weapons with devestating power\n");
1063 if (self.items & IT_INVINCIBLE)
1065 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1066 if (time > self.invincible_finished)
1068 self.items = self.items - (self.items & IT_INVINCIBLE);
1069 sprint(self, "^3Shield has worn off\n");
1074 if (time < self.invincible_finished)
1076 self.items = self.items | IT_INVINCIBLE;
1077 sprint(self, "^3Shield surrounds you\n");
1081 if (cvar("g_fullbrightplayers"))
1082 self.effects = self.effects | EF_FULLBRIGHT;
1084 // midair gamemode: damage only while in the air
1085 // if in midair mode, being on ground grants temporary invulnerability
1086 // (this is so that multishot weapon don't clear the ground flag on the
1087 // first damage in the frame, leaving the player vulnerable to the
1088 // remaining hits in the same frame)
1089 if (self.flags & FL_ONGROUND)
1090 if (cvar("g_midair"))
1091 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1093 if (time < self.spawnshieldtime)
1094 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1097 void player_regen (void)
1099 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1100 maxh = cvar("g_balance_health_stable");
1101 maxa = cvar("g_balance_armor_stable");
1102 limith = cvar("g_balance_health_limit");
1103 limita = cvar("g_balance_armor_limit");
1105 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1108 if(cvar("g_runematch"))
1110 max_mod = regen_mod = rot_mod = limit_mod = 1;
1111 if (self.runes & RUNE_REGEN)
1113 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1115 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1116 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1117 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1121 regen_mod = cvar("g_balance_rune_regen_regenrate");
1122 max_mod = cvar("g_balance_rune_regen_hpmod");
1123 limit_mod = cvar("g_balance_rune_regen_limitmod");
1126 else if (self.runes & CURSE_VENOM)
1128 max_mod = cvar("g_balance_curse_venom_hpmod");
1129 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1130 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1132 rot_mod = cvar("g_balance_curse_venom_rotrate");
1133 limit_mod = cvar("g_balance_curse_venom_limitmod");
1134 //if (!self.runes & RUNE_REGEN)
1135 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1137 maxh = maxh * max_mod;
1138 //maxa = maxa * max_mod;
1140 if (time > self.pauserotarmor_finished)
1142 if (self.armorvalue > maxa)
1143 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1145 if (time > self.pauserothealth_finished)
1147 if (self.health > maxh)
1148 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1150 if (time > self.pauseregen_finished)
1152 if (self.health < maxh)
1153 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1154 if (self.armorvalue < maxa)
1155 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1160 if (time > self.pauserothealth_finished)
1161 if (self.health > maxh)
1162 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1163 if (time > self.pauserotarmor_finished)
1164 if (self.armorvalue > maxa)
1165 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1166 if (time > self.pauseregen_finished)
1168 if (self.health < maxh)
1169 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1170 if (self.armorvalue < maxa)
1171 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1175 if (self.health > limith)
1176 self.health = limith;
1178 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1179 if (self.armorvalue > limita)
1180 self.armorvalue = limita;
1184 ======================
1185 spectate mode routines
1186 ======================
1188 void SpectateCopy(entity spectatee) {
1189 self.armortype = spectatee.armortype;
1190 self.armorvalue = spectatee.armorvalue;
1191 self.currentammo = spectatee.currentammo;
1192 self.effects = spectatee.effects;
1193 self.health = spectatee.health;
1195 self.items = spectatee.items;
1196 self.punchangle = spectatee.punchangle;
1197 self.view_ofs = spectatee.view_ofs;
1198 self.v_angle = spectatee.v_angle;
1199 self.viewzoom = spectatee.viewzoom;
1200 setorigin(self, spectatee.origin);
1201 setsize(self, spectatee.mins, spectatee.maxs);
1204 void SpectateUpdate() {
1205 if (self != self.enemy) {
1206 if(self.enemy.flags & FL_NOTARGET)
1207 PutObserverInServer();
1208 SpectateCopy(self.enemy);
1209 self.dmg_take = self.enemy.dmg_take;
1210 self.dmg_save = self.enemy.dmg_save;
1211 self.dmg_inflictor = self.enemy.dmg_inflictor;
1212 self.fixangle = TRUE;
1213 self.angles = self.enemy.v_angle;
1214 //msg_entity = self;
1215 //WriteByte(MSG_ONE, SVC_SETANGLE);
1216 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1217 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1218 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1222 float SpectateNext() {
1223 other = find(self.enemy, classname, "player");
1225 other = find(other, classname, "player");
1230 if(self.enemy.classname == "player") {
1232 WriteByte(MSG_ONE, SVC_SETVIEW);
1233 WriteEntity(MSG_ONE, self.enemy);
1234 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1246 Called every frame for each client before the physics are run
1249 void PlayerPreThink (void)
1251 if(self.classname == "player") {
1252 local vector m1, m2;
1254 // if(self.netname == "Wazat")
1255 // bprint(strcat(self.classname, "\n"));
1257 CheckRules_Player();
1260 PrintWelcomeMessage(self);
1262 if(cvar("g_lms") || !cvar("sv_spectate"))
1263 if((time - self.jointime) <= cvar("welcome_message_time"))
1264 PrintWelcomeMessage(self);
1266 if (intermission_running)
1268 IntermissionThink (); // otherwise a button could be missed between
1269 return; // the think tics
1272 if (self.deadflag != DEAD_NO)
1276 if (self.deadflag == DEAD_DYING)
1278 if (time > self.dead_time)
1279 self.deadflag = DEAD_DEAD;
1281 else if (self.deadflag == DEAD_DEAD)
1283 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1284 self.deadflag = DEAD_RESPAWNABLE;
1285 else if (!self.button0 && !self.button2 && !self.button3)
1286 self.deadflag = DEAD_RESPAWNABLE;
1288 else if (self.deadflag == DEAD_RESPAWNABLE)
1300 cvar("g_forced_respawn"))
1306 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1310 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1311 dist = self.oldorigin - self.origin;
1313 self.lms_traveled_distance += fabs(vlen(dist));
1315 if(time > self.lms_nextcheck)
1317 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1318 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1320 centerprint(self, cvar_string("g_lms_campcheck_message"));
1321 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1322 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1323 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');
1325 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1326 self.lms_traveled_distance = 0;
1330 if (self.button5 && !self.hook.state)
1335 self.view_ofs = PL_CROUCH_VIEW_OFS;
1336 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1343 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1344 if (!trace_startsolid)
1346 self.crouch = FALSE;
1347 self.view_ofs = PL_VIEW_OFS;
1348 setsize (self, PL_MIN, PL_MAX);
1353 if(cvar("sv_defaultcharacter") == 1) {
1354 local string defaultmodel;
1355 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1357 if (defaultmodel != self.model)
1361 setmodel_lod (self, defaultmodel);
1362 setsize (self, m1, m2);
1365 if (self.skin != cvar("sv_defaultplayerskin"))
1366 self.skin = cvar("sv_defaultplayerskin");
1368 if (self.playermodel != self.model)
1370 self.playermodel = CheckPlayerModel(self.playermodel);
1373 setmodel_lod (self, self.playermodel);
1374 setsize (self, m1, m2);
1377 if (self.skin != stof(self.playerskin))
1378 self.skin = stof(self.playerskin);
1380 // Savage: Check for nameless players
1381 if (strlen(self.netname) < 1) {
1382 self.netname = "Player";
1383 stuffcmd(self, "name Player\n");
1386 GrapplingHookFrame();
1390 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1392 if (cvar("g_minstagib") && self.button3)
1394 if (self.jump_interval <= (time + 0.1))
1396 self.jump_interval = time + 1;
1397 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1400 else if (self.viewzoom > 0.4)
1401 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1403 else if (self.viewzoom < 1.0)
1404 self.viewzoom = min (1.0, self.viewzoom + frametime);
1410 self.flags = self.flags | FL_JUMPRELEASED;
1416 //self.angles_y=self.v_angle_y + 90; // temp
1418 if (self.waterlevel == 2)
1421 //if (TetrisPreFrame()) return;
1422 } else if(gameover) {
1423 if (intermission_running)
1424 IntermissionThink (); // otherwise a button could be missed between
1426 } else if(self.classname == "observer") {
1428 if (self.flags & FL_JUMPRELEASED) {
1429 if (self.button2 && self.version == cvar("gameversion")) {
1430 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1431 self.flags = self.flags & !FL_JUMPRELEASED;
1432 self.classname = "player";
1433 if(cvar("g_campaign") || cvar("g_balance_teams"))
1434 JoinBestTeam(self, 0);
1435 if(cvar("g_campaign"))
1436 campaign_bots_may_start = 1;
1437 PutClientInServer();
1438 if(self.flags & !FL_NOTARGET)
1439 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1440 centerprint(self,"");
1443 self.flags = self.flags & !FL_JUMPRELEASED;
1444 stuffcmd(self,"menu_showteamselect\n");
1447 } else if(self.button0 && self.version == cvar("gameversion")) {
1448 self.flags = self.flags & !FL_JUMPRELEASED;
1449 if(SpectateNext() == 1) {
1450 self.classname = "spectator";
1454 if (!(self.button0 || self.button2)) {
1455 self.flags = self.flags | FL_JUMPRELEASED;
1458 PrintWelcomeMessage(self);
1459 } else if(self.classname == "spectator") {
1461 if (self.flags & FL_JUMPRELEASED) {
1462 if (self.button2 && self.version == cvar("gameversion")) {
1463 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1464 self.flags = self.flags & !FL_JUMPRELEASED;
1465 self.classname = "player";
1467 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1469 if(cvar("g_campaign") || cvar("g_balance_teams"))
1470 JoinBestTeam(self, 0);
1471 if(cvar("g_campaign"))
1472 campaign_bots_may_start = 1;
1473 PutClientInServer();
1474 centerprint(self,"");
1477 self.flags = self.flags & !FL_JUMPRELEASED;
1478 stuffcmd(self,"menu_showteamselect\n");
1481 } else if(self.button0) {
1482 self.flags = self.flags & !FL_JUMPRELEASED;
1483 if(SpectateNext() == 1) {
1484 self.classname = "spectator";
1486 self.classname = "observer";
1487 PutClientInServer();
1489 } else if (self.button3) {
1490 self.flags = self.flags & !FL_JUMPRELEASED;
1491 self.classname = "observer";
1492 PutClientInServer();
1497 if (!(self.button0 || self.button3)) {
1498 self.flags = self.flags | FL_JUMPRELEASED;
1501 PrintWelcomeMessage(self);
1510 Called every frame for each client after the physics are run
1513 void PlayerPostThink (void)
1515 if(self.classname == "player") {
1516 CheckRules_Player();
1519 UpdatePlayerColors();
1520 if (self.deadflag == DEAD_NO)
1523 if (intermission_running)
1524 return; // intermission or finale
1526 //PrintWelcomeMessage(self);
1527 //if (TetrisPostFrame()) return;
1528 } else if (self.classname == "observer") {
1530 } else if (self.classname == "spectator") {