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)
143 spot = Spawn_FurthestPoint(firstspot, playerlist);
144 else 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 FallbackPlayerModel = "models/player/marine.zym";
169 string CheckPlayerModel(string plyermodel) {
170 if(strlen(plyermodel) < 4)
171 return FallbackPlayerModel;
172 if( substring(plyermodel,0,14) != "models/player/")
173 return FallbackPlayerModel;
174 else if(cvar("sv_servermodelsonly"))
176 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
177 return FallbackPlayerModel;
178 if(!fexists(plyermodel))
179 return FallbackPlayerModel;
186 Client_customizeentityforclient
191 float Client_customizeentityforclient()
193 #ifdef ALLOW_VARIABLE_LOD
195 // other: the player viewing me
199 if(other.cvar_cl_playerdetailreduction <= 0)
201 if(other.cvar_cl_playerdetailreduction <= -2)
202 self.modelindex = self.modelindex_lod2;
203 else if(other.cvar_cl_playerdetailreduction <= -1)
204 self.modelindex = self.modelindex_lod1;
206 self.modelindex = self.modelindex_lod0;
210 distance = vlen(self.origin - other.origin);
211 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
213 self.modelindex = self.modelindex_lod2;
215 self.modelindex = self.modelindex_lod1;
217 self.modelindex = self.modelindex_lod0;
224 void setmodel_lod(entity e, string modelname)
226 #ifdef ALLOW_VARIABLE_LOD
229 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
234 self.modelindex_lod1 = self.modelindex;
237 self.modelindex_lod1 = -1;
239 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
244 self.modelindex_lod2 = self.modelindex;
247 self.modelindex_lod2 = -1;
249 precache_model(modelname);
250 setmodel(e, modelname);
251 self.modelindex_lod0 = self.modelindex;
253 if(self.modelindex_lod1 < 0)
254 self.modelindex_lod1 = self.modelindex;
256 if(self.modelindex_lod2 < 0)
257 self.modelindex_lod2 = self.modelindex;
259 precache_model(modelname);
260 setmodel(e, modelname);
268 putting a client as observer in the server
271 void PutObserverInServer (void)
274 spot = SelectSpawnPoint (FALSE);
275 RemoveGrapplingHook(self); // Wazat's Grappling Hook
277 if(clienttype(self) == CLIENTTYPE_REAL)
280 WriteByte(MSG_ONE, SVC_SETVIEW);
281 WriteEntity(MSG_ONE, self);
284 if (cvar("g_runematch"))
287 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
288 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
289 else if(self.killcount != -666)
290 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
292 self.classname = "observer";
294 self.takedamage = DAMAGE_NO;
295 self.solid = SOLID_NOT;
296 self.movetype = MOVETYPE_NOCLIP;
297 self.flags = FL_CLIENT | FL_NOTARGET;
298 self.armorvalue = 666;
300 self.armorvalue = cvar("g_balance_armor_start");
301 self.pauserotarmor_finished = 0;
302 self.pauserothealth_finished = 0;
303 self.pauseregen_finished = 0;
304 self.damageforcescale = 0;
314 self.pain_finished = 0;
315 self.strength_finished = 0;
316 self.invincible_finished = 0;
318 self.think = SUB_Null;
322 self.deadflag = DEAD_NO;
323 self.angles = spot.angles;
325 self.fixangle = TRUE;
327 self.view_ofs = PL_VIEW_OFS;
328 setorigin (self, spot.origin);
329 setsize (self, '0 0 0', '0 0 0');
330 self.oldorigin = self.origin;
335 self.weaponmodel = "";
336 self.weaponframe = 0;
337 self.weaponentity = world;
338 self.killcount = -666;
339 self.velocity = '0 0 0';
340 self.avelocity = '0 0 0';
341 self.punchangle = '0 0 0';
342 self.punchvector = '0 0 0';
343 self.oldvelocity = self.velocity;
349 Spawnqueue_Insert(self);
353 Spawnqueue_Unmark(self);
354 Spawnqueue_Remove(self);
357 else if(!cvar("g_lms"))
366 Called when a client spawns in the server
369 void PutClientInServer (void)
371 if(clienttype(self) == CLIENTTYPE_BOT)
373 self.classname = "player";
375 else if(clienttype(self) == CLIENTTYPE_REAL)
378 WriteByte(MSG_ONE, SVC_SETVIEW);
379 WriteEntity(MSG_ONE, self);
382 // player is dead and becomes observer
383 if(cvar("g_lms") && self.frags < 1)
384 self.classname = "observer";
388 self.classname = "observer";
390 if(self.classname == "player") {
393 spot = SelectSpawnPoint (FALSE);
395 RemoveGrapplingHook(self); // Wazat's Grappling Hook
397 self.classname = "player";
398 self.iscreature = TRUE;
399 self.movetype = MOVETYPE_WALK;
400 self.solid = SOLID_SLIDEBOX;
401 self.flags = FL_CLIENT;
402 self.takedamage = DAMAGE_AIM;
404 self.health = cvar("g_balance_health_start");
405 self.armorvalue = cvar("g_balance_armor_start");
406 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
407 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
408 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
409 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
410 self.damageforcescale = 2;
419 self.pain_finished = 0;
420 self.strength_finished = 0;
421 self.invincible_finished = 0;
423 //self.speed_finished = 0;
424 //self.slowmo_finished = 0;
425 // players have no think function
426 self.think = SUB_Null;
429 self.switchweapon = 0;
434 self.deadflag = DEAD_NO;
436 self.angles = spot.angles;
438 self.angles_z = 0; // never spawn tilted even if the spot says to
439 self.fixangle = TRUE; // turn this way immediately
440 self.velocity = '0 0 0';
441 self.avelocity = '0 0 0';
442 self.punchangle = '0 0 0';
443 self.punchvector = '0 0 0';
444 self.oldvelocity = self.velocity;
448 self.customizeentityforclient = Client_customizeentityforclient;
450 if(cvar("sv_defaultcharacter") == 1) {
451 local string defaultmodel;
452 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
453 setmodel_lod (self, defaultmodel);
454 self.skin = stof(cvar_string("sv_defaultplayerskin"));
456 self.playermodel = CheckPlayerModel(self.playermodel);
457 setmodel_lod (self, self.playermodel);
458 self.skin = stof(self.playerskin);
463 self.view_ofs = PL_VIEW_OFS;
464 setsize (self, PL_MIN, PL_MAX);
465 self.spawnorigin = spot.origin;
466 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
467 // don't reset back to last position, even if new position is stuck in solid
468 self.oldorigin = self.origin;
472 self.ammo_shells = cvar("g_lms_start_ammo_shells");
473 self.ammo_nails = cvar("g_lms_start_ammo_nails");
474 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
475 self.ammo_cells = cvar("g_lms_start_ammo_cells");
476 self.health = cvar("g_lms_start_health");
477 self.armorvalue = cvar("g_lms_start_armor");
479 else if (cvar("g_use_ammunition")) {
480 self.ammo_shells = cvar("g_start_ammo_shells");
481 self.ammo_nails = cvar("g_start_ammo_nails");
482 self.ammo_rockets = cvar("g_start_ammo_rockets");
483 self.ammo_cells = cvar("g_start_ammo_cells");
485 self.ammo_shells = 999;
486 self.ammo_nails = 999;
487 self.ammo_rockets = 999;
488 self.ammo_cells = 999;
492 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
494 self.items = self.items | IT_LASER;
495 self.switchweapon = WEP_LASER;
497 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
499 self.items = self.items | IT_SHOTGUN;
500 self.switchweapon = WEP_SHOTGUN;
502 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
504 self.items = self.items | IT_UZI;
505 self.switchweapon = WEP_UZI;
507 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
509 self.items = self.items | IT_GRENADE_LAUNCHER;
510 self.switchweapon = WEP_GRENADE_LAUNCHER;
512 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
514 self.items = self.items | IT_ELECTRO;
515 self.switchweapon = WEP_ELECTRO;
517 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
519 self.items = self.items | IT_CRYLINK;
520 self.switchweapon = WEP_CRYLINK;
522 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
524 self.items = self.items | IT_NEX;
525 self.switchweapon = WEP_NEX;
527 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
529 self.items = self.items | IT_HAGAR;
530 self.switchweapon = WEP_HAGAR;
532 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
534 self.items = self.items | IT_ROCKET_LAUNCHER;
535 self.switchweapon = WEP_ROCKET_LAUNCHER;
538 if(cvar("g_instagib"))
541 self.switchweapon = WEP_NEX;
542 self.ammo_cells = 999;
545 if(cvar("g_rocketarena"))
547 self.items = IT_ROCKET_LAUNCHER;
548 self.switchweapon = WEP_ROCKET_LAUNCHER;
549 self.ammo_rockets = 999;
555 // will be done later
558 if(cvar("g_minstagib"))
563 self.switchweapon = WEP_NEX;
564 self.ammo_cells = cvar("g_minstagib_ammo_start");
566 self.jump_interval = time;
570 Spawnqueue_Remove(self);
572 self.event_damage = PlayerDamage;
574 self.bot_attack = TRUE;
576 self.statdraintime = time + 5;
577 self.button0 = self.button1 = self.button2 = self.button3 = 0;
579 if(self.killcount == -666) {
585 self.cnt = WEP_LASER;
586 self.nixnex_lastchange_id = -1;
592 CL_SpawnWeaponentity();
593 self.alpha = default_player_alpha;
594 self.exteriorweaponentity.alpha = default_player_alpha;
596 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
597 self.lms_traveled_distance = 0;
599 if(cvar("spawn_debug"))
601 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
602 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
605 //stuffcmd(self, "chase_active 0");
606 //stuffcmd(self, "set viewsize $tmpviewsize \n");
607 } else if(self.classname == "observer") {
608 PutObserverInServer ();
617 void SetNewParms (void)
627 void SetChangeParms (void)
636 Called when a client types 'kill' in the console
639 void ClientKill (void)
641 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
648 Called when a client connects to the server
651 string ColoredTeamName(float t);
652 //void dom_player_join_team(entity pl);
653 void ClientConnect (void)
655 self.classname = "player_joining";
656 self.flags = self.flags | FL_CLIENT;
658 if(player_count<0) player_count = 0;
662 //if(cvar("g_domination"))
663 // dom_player_join_team(self);
665 //JoinBestTeam(self, FALSE);
667 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
668 self.classname = "observer";
670 self.classname = "player";
671 campaign_bots_may_start = 1;
674 self.playerid = (playerid_last = playerid_last + 1);
675 if(cvar("sv_eventlog"))
678 if(clienttype(self) == CLIENTTYPE_REAL)
682 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
683 s = strcat(":team:", ftos(self.playerid), ":");
684 s = strcat(s, ftos(self.team));
685 GameLogEcho(s, FALSE);
688 //stuffcmd(self, "set tmpviewsize $viewsize \n");
690 bprint ("^4",self.netname);
691 bprint ("^4 connected");
693 if(cvar("g_domination") || cvar("g_ctf"))
695 bprint(" and joined the ");
696 bprint(ColoredTeamName(self.team));
701 self.welcomemessage_time = time + cvar("welcome_message_time");
702 self.welcomemessage_time2 = 0;
704 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
705 // send prediction settings to the client
706 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
707 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
708 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
709 stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
710 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
711 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
712 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
713 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
714 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
715 stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
716 stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
717 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
718 // Wazat's grappling hook
719 SetGrappleHookBindings();
721 // get autoswitch state from player
722 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
723 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
725 // get version info from player
726 stuffcmd(self, "cmd clientversion $gameversion\n");
728 // get other cvars from player
731 // set cvar for team scoreboard
732 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
736 self.frags = cvar("fraglimit");
737 // no fraglimit was set, so player gets 999 lives
741 // disallow player to join after the worst player has lost g_lms_last_join lives
742 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
743 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
748 else if(cvar("fraglimit") > lms_lowest_lives)
750 self.frags = lms_lowest_lives;
753 else if(cvar("g_arena"))
755 self.classname = "observer";
756 Spawnqueue_Insert(self);
759 bot_relinkplayerlist();
761 self.jointime = time;
768 Called when a client disconnects from the server
771 void(entity e) DropFlag;
772 .entity chatbubbleentity;
773 .entity teambubbleentity;
774 void ClientDisconnect (void)
777 if(cvar("sv_eventlog"))
778 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
779 bprint ("^4",self.netname);
780 bprint ("^4 disconnected\n");
782 if (self.chatbubbleentity)
784 remove (self.chatbubbleentity);
785 self.chatbubbleentity = world;
788 if (self.teambubbleentity)
790 remove (self.teambubbleentity);
791 self.teambubbleentity = world;
797 DropFlag(self.flagcarried);
800 self.flags = self.flags - (self.flags & FL_CLIENT);
801 bot_relinkplayerlist();
804 // player was dead, decrease dead count
805 if(cvar("g_lms") && self.frags < 1)
807 else if(cvar("g_arena"))
809 Spawnqueue_Unmark(self);
810 Spawnqueue_Remove(self);
815 void() ChatBubbleThink =
817 self.nextthink = time;
818 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
823 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
824 if (self.owner.buttonchat && !self.owner.deadflag)
825 self.model = self.mdl;
830 void() UpdateChatBubble =
832 if (!self.modelindex)
834 // spawn a chatbubble entity if needed
835 if (!self.chatbubbleentity)
837 self.chatbubbleentity = spawn();
838 self.chatbubbleentity.owner = self;
839 self.chatbubbleentity.exteriormodeltoclient = self;
840 self.chatbubbleentity.think = ChatBubbleThink;
841 self.chatbubbleentity.nextthink = time;
842 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
843 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
844 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
845 self.chatbubbleentity.model = "";
850 void() TeamBubbleThink =
852 self.nextthink = time;
853 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
858 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
859 if (self.owner.buttonchat || self.owner.deadflag)
862 self.model = self.mdl;
866 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
868 void() UpdateTeamBubble =
870 if (!self.modelindex || !cvar("teamplay"))
872 // spawn a teambubble entity if needed
873 if (!self.teambubbleentity && cvar("teamplay"))
875 self.teambubbleentity = spawn();
876 self.teambubbleentity.owner = self;
877 self.teambubbleentity.exteriormodeltoclient = self;
878 self.teambubbleentity.think = TeamBubbleThink;
879 self.teambubbleentity.nextthink = time;
880 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
881 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
882 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
883 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
884 self.teambubbleentity.mdl = self.teambubbleentity.model;
885 self.teambubbleentity.model = self.teambubbleentity.mdl;
886 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
890 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
891 // added to the model skins
892 /*void() UpdateColorModHack =
895 c = self.clientcolors & 15;
896 // LordHavoc: only bothering to support white, green, red, yellow, blue
897 if (teamplay == 0) self.colormod = '0 0 0';
898 else if (c == 0) self.colormod = '1.00 1.00 1.00';
899 else if (c == 3) self.colormod = '0.10 1.73 0.10';
900 else if (c == 4) self.colormod = '1.73 0.10 0.10';
901 else if (c == 12) self.colormod = '1.22 1.22 0.10';
902 else if (c == 13) self.colormod = '0.10 0.10 1.73';
903 else self.colormod = '1 1 1';
906 void UpdatePlayerColors () {
907 if(self.weaponentity) {
908 self.weaponentity.colormap = self.colormap;
909 self.exteriorweaponentity.colormap = self.colormap;
916 When you press the jump key
919 void PlayerJump (void)
923 mjumpheight = cvar("g_balance_jumpheight");
924 if (self.waterlevel >= 2)
926 if (self.watertype == CONTENT_WATER)
927 self.velocity_z = 200;
928 else if (self.watertype == CONTENT_SLIME)
929 self.velocity_z = 80;
931 self.velocity_z = 50;
937 if (!(self.flags & FL_ONGROUND))
940 if (!(self.flags & FL_JUMPRELEASED))
943 if(cvar("g_runematch"))
945 if(self.runes & RUNE_SPEED)
947 if(self.runes & CURSE_SLOW)
948 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
950 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
952 else if(self.runes & CURSE_SLOW)
954 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
958 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
960 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
963 self.velocity_z = self.velocity_z + mjumpheight;
964 self.oldvelocity_z = self.velocity_z;
966 self.flags = self.flags - FL_ONGROUND;
967 self.flags = self.flags - FL_JUMPRELEASED;
970 void() CheckWaterJump =
972 local vector start, end;
974 // check for a jump-out-of-water
975 makevectors (self.angles);
977 start_z = start_z + 8;
979 normalize(v_forward);
980 end = start + v_forward*24;
981 traceline (start, end, TRUE, self);
982 if (trace_fraction < 1)
984 start_z = start_z + self.maxs_z - 8;
985 end = start + v_forward*24;
986 self.movedir = trace_plane_normal * -50;
987 traceline (start, end, TRUE, self);
988 if (trace_fraction == 1)
989 { // open at eye level
990 self.flags = self.flags | FL_WATERJUMP;
991 self.velocity_z = 225;
992 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
993 self.teleport_time = time + 2; // safety net
1003 PutClientInServer();
1006 void player_powerups (void)
1008 if (cvar("g_minstagib"))
1010 self.effects = EF_FULLBRIGHT;
1011 if (self.items & IT_STRENGTH)
1013 if (time > self.strength_finished)
1015 self.alpha = default_player_alpha;
1016 self.exteriorweaponentity.alpha = default_player_alpha;
1017 self.items = self.items - (self.items & IT_STRENGTH);
1018 sprint(self, "^3Invisibility has worn off\n");
1023 if (time < self.strength_finished)
1025 self.alpha = cvar("g_minstagib_invis_alpha");
1026 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1027 self.items = self.items | IT_STRENGTH;
1028 sprint(self, "^3You are invisible\n");
1032 if (self.items & IT_INVINCIBLE)
1034 if (time > self.invincible_finished)
1036 self.items = self.items - (self.items & IT_INVINCIBLE);
1037 sprint(self, "^3Speed has worn off\n");
1042 if (time < self.invincible_finished)
1044 self.items = self.items | IT_INVINCIBLE;
1045 sprint(self, "^3You are on speed\n");
1051 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1052 if (self.items & IT_STRENGTH)
1054 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1055 if (time > self.strength_finished)
1057 self.items = self.items - (self.items & IT_STRENGTH);
1058 sprint(self, "^3Strength has worn off\n");
1063 if (time < self.strength_finished)
1065 self.items = self.items | IT_STRENGTH;
1066 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1069 if (self.items & IT_INVINCIBLE)
1071 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1072 if (time > self.invincible_finished)
1074 self.items = self.items - (self.items & IT_INVINCIBLE);
1075 sprint(self, "^3Shield has worn off\n");
1080 if (time < self.invincible_finished)
1082 self.items = self.items | IT_INVINCIBLE;
1083 sprint(self, "^3Shield surrounds you\n");
1087 if (cvar("g_fullbrightplayers"))
1088 self.effects = self.effects | EF_FULLBRIGHT;
1090 // midair gamemode: damage only while in the air
1091 // if in midair mode, being on ground grants temporary invulnerability
1092 // (this is so that multishot weapon don't clear the ground flag on the
1093 // first damage in the frame, leaving the player vulnerable to the
1094 // remaining hits in the same frame)
1095 if (self.flags & FL_ONGROUND)
1096 if (cvar("g_midair"))
1097 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1099 if (time < self.spawnshieldtime)
1100 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1103 void player_regen (void)
1105 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1106 maxh = cvar("g_balance_health_stable");
1107 maxa = cvar("g_balance_armor_stable");
1108 limith = cvar("g_balance_health_limit");
1109 limita = cvar("g_balance_armor_limit");
1111 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1114 if(cvar("g_runematch"))
1116 max_mod = regen_mod = rot_mod = limit_mod = 1;
1117 if (self.runes & RUNE_REGEN)
1119 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1121 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1122 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1123 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1127 regen_mod = cvar("g_balance_rune_regen_regenrate");
1128 max_mod = cvar("g_balance_rune_regen_hpmod");
1129 limit_mod = cvar("g_balance_rune_regen_limitmod");
1132 else if (self.runes & CURSE_VENOM)
1134 max_mod = cvar("g_balance_curse_venom_hpmod");
1135 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1136 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1138 rot_mod = cvar("g_balance_curse_venom_rotrate");
1139 limit_mod = cvar("g_balance_curse_venom_limitmod");
1140 //if (!self.runes & RUNE_REGEN)
1141 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1143 maxh = maxh * max_mod;
1144 //maxa = maxa * max_mod;
1146 if (time > self.pauserotarmor_finished)
1148 if (self.armorvalue > maxa)
1149 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1151 if (time > self.pauserothealth_finished)
1153 if (self.health > maxh)
1154 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1156 if (time > self.pauseregen_finished)
1158 if (self.health < maxh)
1159 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1160 if (self.armorvalue < maxa)
1161 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1166 if (time > self.pauserothealth_finished)
1167 if (self.health > maxh)
1168 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1169 if (time > self.pauserotarmor_finished)
1170 if (self.armorvalue > maxa)
1171 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1172 if (time > self.pauseregen_finished)
1174 if (self.health < maxh)
1175 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1176 if (self.armorvalue < maxa)
1177 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1181 if (self.health > limith)
1182 self.health = limith;
1184 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1185 if (self.armorvalue > limita)
1186 self.armorvalue = limita;
1190 ======================
1191 spectate mode routines
1192 ======================
1194 void SpectateCopy(entity spectatee) {
1195 self.armortype = spectatee.armortype;
1196 self.armorvalue = spectatee.armorvalue;
1197 self.currentammo = spectatee.currentammo;
1198 self.effects = spectatee.effects;
1199 self.health = spectatee.health;
1201 self.items = spectatee.items;
1202 self.punchangle = spectatee.punchangle;
1203 self.view_ofs = spectatee.view_ofs;
1204 self.v_angle = spectatee.v_angle;
1205 self.viewzoom = spectatee.viewzoom;
1206 setorigin(self, spectatee.origin);
1207 setsize(self, spectatee.mins, spectatee.maxs);
1210 void SpectateUpdate() {
1211 if (self != self.enemy) {
1212 if(self.enemy.flags & FL_NOTARGET)
1213 PutObserverInServer();
1214 SpectateCopy(self.enemy);
1215 self.dmg_take = self.enemy.dmg_take;
1216 self.dmg_save = self.enemy.dmg_save;
1217 self.dmg_inflictor = self.enemy.dmg_inflictor;
1218 self.fixangle = TRUE;
1219 self.angles = self.enemy.v_angle;
1220 //msg_entity = self;
1221 //WriteByte(MSG_ONE, SVC_SETANGLE);
1222 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1223 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1224 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1228 float SpectateNext() {
1229 other = find(self.enemy, classname, "player");
1231 other = find(other, classname, "player");
1236 if(self.enemy.classname == "player") {
1238 WriteByte(MSG_ONE, SVC_SETVIEW);
1239 WriteEntity(MSG_ONE, self.enemy);
1240 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1252 Called every frame for each client before the physics are run
1255 void PlayerPreThink (void)
1257 if(self.classname == "player") {
1258 local vector m1, m2;
1260 // if(self.netname == "Wazat")
1261 // bprint(strcat(self.classname, "\n"));
1263 CheckRules_Player();
1265 Nixnex_GiveCurrentWeapon();
1268 PrintWelcomeMessage(self);
1270 if(cvar("g_lms") || !cvar("sv_spectate"))
1271 if((time - self.jointime) <= cvar("welcome_message_time"))
1272 PrintWelcomeMessage(self);
1274 if (intermission_running)
1276 IntermissionThink (); // otherwise a button could be missed between
1277 return; // the think tics
1280 if (self.deadflag != DEAD_NO)
1284 if (self.deadflag == DEAD_DYING)
1286 if (time > self.dead_time)
1287 self.deadflag = DEAD_DEAD;
1289 else if (self.deadflag == DEAD_DEAD)
1291 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1292 self.deadflag = DEAD_RESPAWNABLE;
1293 else if (!self.button0 && !self.button2 && !self.button3)
1294 self.deadflag = DEAD_RESPAWNABLE;
1296 else if (self.deadflag == DEAD_RESPAWNABLE)
1308 cvar("g_forced_respawn"))
1314 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1318 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1319 dist = self.oldorigin - self.origin;
1321 self.lms_traveled_distance += fabs(vlen(dist));
1323 if(time > self.lms_nextcheck)
1325 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1326 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1328 centerprint(self, cvar_string("g_lms_campcheck_message"));
1329 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1330 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1331 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');
1333 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1334 self.lms_traveled_distance = 0;
1338 if (self.button5 && !self.hook.state)
1343 self.view_ofs = PL_CROUCH_VIEW_OFS;
1344 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1351 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1352 if (!trace_startsolid)
1354 self.crouch = FALSE;
1355 self.view_ofs = PL_VIEW_OFS;
1356 setsize (self, PL_MIN, PL_MAX);
1361 if(cvar("sv_defaultcharacter") == 1) {
1362 local string defaultmodel;
1363 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1365 if (defaultmodel != self.model)
1369 setmodel_lod (self, defaultmodel);
1370 setsize (self, m1, m2);
1373 if (self.skin != cvar("sv_defaultplayerskin"))
1374 self.skin = cvar("sv_defaultplayerskin");
1376 if (self.playermodel != self.model)
1378 self.playermodel = CheckPlayerModel(self.playermodel);
1381 setmodel_lod (self, self.playermodel);
1382 setsize (self, m1, m2);
1385 if (self.skin != stof(self.playerskin))
1386 self.skin = stof(self.playerskin);
1388 // Savage: Check for nameless players
1389 if (strlen(self.netname) < 1) {
1390 self.netname = "Player";
1391 stuffcmd(self, "name Player\n");
1394 GrapplingHookFrame();
1398 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1400 if (cvar("g_minstagib") && self.button3)
1402 if (self.jump_interval <= (time + 0.1))
1404 self.jump_interval = time + 1;
1405 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1408 else if (self.viewzoom > 0.4)
1409 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1411 else if (self.viewzoom < 1.0)
1412 self.viewzoom = min (1.0, self.viewzoom + frametime);
1418 self.flags = self.flags | FL_JUMPRELEASED;
1424 //self.angles_y=self.v_angle_y + 90; // temp
1426 if (self.waterlevel == 2)
1429 //if (TetrisPreFrame()) return;
1430 } else if(gameover) {
1431 if (intermission_running)
1432 IntermissionThink (); // otherwise a button could be missed between
1434 } else if(self.classname == "observer") {
1436 if (self.flags & FL_JUMPRELEASED) {
1437 if (self.button2 && self.version == cvar("gameversion")) {
1438 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1439 self.flags = self.flags & !FL_JUMPRELEASED;
1440 self.classname = "player";
1441 if(cvar("g_campaign") || cvar("g_balance_teams"))
1442 JoinBestTeam(self, 0);
1443 if(cvar("g_campaign"))
1444 campaign_bots_may_start = 1;
1445 PutClientInServer();
1446 if(self.flags & !FL_NOTARGET)
1447 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1448 centerprint(self,"");
1451 self.flags = self.flags & !FL_JUMPRELEASED;
1452 stuffcmd(self,"menu_showteamselect\n");
1455 } else if(self.button0 && self.version == cvar("gameversion")) {
1456 self.flags = self.flags & !FL_JUMPRELEASED;
1457 if(SpectateNext() == 1) {
1458 self.classname = "spectator";
1462 if (!(self.button0 || self.button2)) {
1463 self.flags = self.flags | FL_JUMPRELEASED;
1466 PrintWelcomeMessage(self);
1467 } else if(self.classname == "spectator") {
1469 if (self.flags & FL_JUMPRELEASED) {
1470 if (self.button2 && self.version == cvar("gameversion")) {
1471 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1472 self.flags = self.flags & !FL_JUMPRELEASED;
1473 self.classname = "player";
1475 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1477 if(cvar("g_campaign") || cvar("g_balance_teams"))
1478 JoinBestTeam(self, 0);
1479 if(cvar("g_campaign"))
1480 campaign_bots_may_start = 1;
1481 PutClientInServer();
1482 centerprint(self,"");
1485 self.flags = self.flags & !FL_JUMPRELEASED;
1486 stuffcmd(self,"menu_showteamselect\n");
1489 } else if(self.button0) {
1490 self.flags = self.flags & !FL_JUMPRELEASED;
1491 if(SpectateNext() == 1) {
1492 self.classname = "spectator";
1494 self.classname = "observer";
1495 PutClientInServer();
1497 } else if (self.button3) {
1498 self.flags = self.flags & !FL_JUMPRELEASED;
1499 self.classname = "observer";
1500 PutClientInServer();
1505 if (!(self.button0 || self.button3)) {
1506 self.flags = self.flags | FL_JUMPRELEASED;
1509 PrintWelcomeMessage(self);
1518 Called every frame for each client after the physics are run
1521 void PlayerPostThink (void)
1523 if(self.classname == "player") {
1524 CheckRules_Player();
1527 UpdatePlayerColors();
1528 if (self.deadflag == DEAD_NO)
1531 if (intermission_running)
1532 return; // intermission or finale
1534 //PrintWelcomeMessage(self);
1535 //if (TetrisPostFrame()) return;
1536 } else if (self.classname == "observer") {
1538 } else if (self.classname == "spectator") {