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. */
181 putting a client as observer in the server
184 void PutObserverInServer (void)
187 spot = SelectSpawnPoint (FALSE);
188 RemoveGrapplingHook(self); // Wazat's Grappling Hook
190 if(clienttype(self) == CLIENTTYPE_REAL)
193 WriteByte(MSG_ONE, SVC_SETVIEW);
194 WriteEntity(MSG_ONE, self);
197 if (cvar("g_runematch"))
200 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
201 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
202 else if(self.killcount != -666)
203 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
205 self.classname = "observer";
207 self.takedamage = DAMAGE_NO;
208 self.solid = SOLID_NOT;
209 self.movetype = MOVETYPE_NOCLIP;
210 self.flags = FL_CLIENT | FL_NOTARGET;
211 self.armorvalue = 666;
213 self.armorvalue = cvar("g_balance_armor_start");
214 self.pauserotarmor_finished = 0;
215 self.pauserothealth_finished = 0;
216 self.pauseregen_finished = 0;
217 self.damageforcescale = 0;
227 self.pain_finished = 0;
228 self.strength_finished = 0;
229 self.invincible_finished = 0;
231 self.think = SUB_Null;
235 self.deadflag = DEAD_NO;
236 self.angles = spot.angles;
238 self.fixangle = TRUE;
240 self.view_ofs = PL_VIEW_OFS;
241 setorigin (self, spot.origin);
242 setsize (self, '0 0 0', '0 0 0');
243 self.oldorigin = self.origin;
248 self.weaponmodel = "";
249 self.weaponframe = 0;
250 self.weaponentity = world;
251 self.killcount = -666;
252 self.velocity = '0 0 0';
253 self.avelocity = '0 0 0';
254 self.punchangle = '0 0 0';
255 self.punchvector = '0 0 0';
256 self.oldvelocity = self.velocity;
262 Spawnqueue_Insert(self);
266 Spawnqueue_Unmark(self);
267 Spawnqueue_Remove(self);
270 else if(!cvar("g_lms"))
279 Called when a client spawns in the server
282 void PutClientInServer (void)
284 if(clienttype(self) == CLIENTTYPE_BOT)
286 self.classname = "player";
288 else if(clienttype(self) == CLIENTTYPE_REAL)
291 WriteByte(MSG_ONE, SVC_SETVIEW);
292 WriteEntity(MSG_ONE, self);
295 // player is dead and becomes observer
296 if(cvar("g_lms") && self.frags < 1)
297 self.classname = "observer";
301 self.classname = "observer";
303 if(self.classname == "player") {
306 spot = SelectSpawnPoint (FALSE);
308 RemoveGrapplingHook(self); // Wazat's Grappling Hook
310 self.classname = "player";
311 self.iscreature = TRUE;
312 self.movetype = MOVETYPE_WALK;
313 self.solid = SOLID_SLIDEBOX;
314 self.flags = FL_CLIENT;
315 self.takedamage = DAMAGE_AIM;
317 self.health = cvar("g_balance_health_start");
318 self.armorvalue = cvar("g_balance_armor_start");
319 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
320 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
321 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
322 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
323 self.damageforcescale = 2;
332 self.pain_finished = 0;
333 self.strength_finished = 0;
334 self.invincible_finished = 0;
336 //self.speed_finished = 0;
337 //self.slowmo_finished = 0;
338 // players have no think function
339 self.think = SUB_Null;
342 self.switchweapon = 0;
347 self.deadflag = DEAD_NO;
349 self.angles = spot.angles;
351 self.angles_z = 0; // never spawn tilted even if the spot says to
352 self.fixangle = TRUE; // turn this way immediately
353 self.velocity = '0 0 0';
354 self.avelocity = '0 0 0';
355 self.punchangle = '0 0 0';
356 self.punchvector = '0 0 0';
357 self.oldvelocity = self.velocity;
361 if(cvar("sv_defaultcharacter") == 1) {
362 local string defaultmodel;
363 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
365 precache_model (defaultmodel);
366 setmodel (self, defaultmodel);
367 self.skin = stof(cvar_string("sv_defaultplayerskin"));
369 self.playermodel = CheckPlayerModel(self.playermodel);
371 precache_model (self.playermodel);
372 setmodel (self, self.playermodel);
373 self.skin = stof(self.playerskin);
378 self.view_ofs = PL_VIEW_OFS;
379 setsize (self, PL_MIN, PL_MAX);
380 self.spawnorigin = spot.origin;
381 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
382 // don't reset back to last position, even if new position is stuck in solid
383 self.oldorigin = self.origin;
387 self.ammo_shells = cvar("g_lms_start_ammo_shells");
388 self.ammo_nails = cvar("g_lms_start_ammo_nails");
389 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
390 self.ammo_cells = cvar("g_lms_start_ammo_cells");
391 self.health = cvar("g_lms_start_health");
392 self.armorvalue = cvar("g_lms_start_armor");
394 else if (cvar("g_use_ammunition")) {
395 self.ammo_shells = cvar("g_start_ammo_shells");
396 self.ammo_nails = cvar("g_start_ammo_nails");
397 self.ammo_rockets = cvar("g_start_ammo_rockets");
398 self.ammo_cells = cvar("g_start_ammo_cells");
400 self.ammo_shells = 999;
401 self.ammo_nails = 999;
402 self.ammo_rockets = 999;
403 self.ammo_cells = 999;
407 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
409 self.items = self.items | IT_LASER;
410 self.switchweapon = WEP_LASER;
412 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
414 self.items = self.items | IT_SHOTGUN;
415 self.switchweapon = WEP_SHOTGUN;
417 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
419 self.items = self.items | IT_UZI;
420 self.switchweapon = WEP_UZI;
422 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
424 self.items = self.items | IT_GRENADE_LAUNCHER;
425 self.switchweapon = WEP_GRENADE_LAUNCHER;
427 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
429 self.items = self.items | IT_ELECTRO;
430 self.switchweapon = WEP_ELECTRO;
432 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
434 self.items = self.items | IT_CRYLINK;
435 self.switchweapon = WEP_CRYLINK;
437 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
439 self.items = self.items | IT_NEX;
440 self.switchweapon = WEP_NEX;
442 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
444 self.items = self.items | IT_HAGAR;
445 self.switchweapon = WEP_HAGAR;
447 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
449 self.items = self.items | IT_ROCKET_LAUNCHER;
450 self.switchweapon = WEP_ROCKET_LAUNCHER;
453 if(cvar("g_instagib"))
456 self.switchweapon = WEP_NEX;
457 self.ammo_cells = 999;
460 if(cvar("g_rocketarena"))
462 self.items = IT_ROCKET_LAUNCHER;
463 self.switchweapon = WEP_ROCKET_LAUNCHER;
464 self.ammo_rockets = 999;
470 // will be done later
473 if(cvar("g_minstagib"))
478 self.switchweapon = WEP_NEX;
479 self.ammo_cells = cvar("g_minstagib_ammo_start");
481 self.jump_interval = time;
485 Spawnqueue_Remove(self);
487 self.event_damage = PlayerDamage;
489 self.statdraintime = time + 5;
490 self.button0 = self.button1 = self.button2 = self.button3 = 0;
492 if(self.killcount == -666) {
498 self.cnt = WEP_LASER;
499 self.nixnex_lastchange_id = -1;
505 CL_SpawnWeaponentity();
506 self.alpha = default_player_alpha;
507 self.exteriorweaponentity.alpha = default_player_alpha;
509 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
510 self.lms_traveled_distance = 0;
512 if(cvar("spawn_debug"))
514 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
515 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
518 //stuffcmd(self, "chase_active 0");
519 //stuffcmd(self, "set viewsize $tmpviewsize \n");
520 } else if(self.classname == "observer") {
521 PutObserverInServer ();
530 void SetNewParms (void)
540 void SetChangeParms (void)
549 Called when a client types 'kill' in the console
552 void ClientKill (void)
554 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
561 Called when a client connects to the server
564 string ColoredTeamName(float t);
565 //void dom_player_join_team(entity pl);
566 void ClientConnect (void)
568 self.classname = "player_joining";
570 if(player_count<0) player_count = 0;
572 //if(cvar("g_domination"))
573 // dom_player_join_team(self);
575 //JoinBestTeam(self, FALSE);
577 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
578 self.classname = "observer";
580 self.classname = "player";
583 self.playerid = (playerid_last = playerid_last + 1);
584 if(cvar("sv_eventlog"))
587 if(clienttype(self) == CLIENTTYPE_REAL)
591 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
592 s = strcat(":team:", ftos(self.playerid), ":");
593 s = strcat(s, ftos(self.team));
594 GameLogEcho(s, FALSE);
597 //stuffcmd(self, "set tmpviewsize $viewsize \n");
599 bprint ("^4",self.netname);
600 bprint ("^4 connected");
602 if(cvar("g_domination") || cvar("g_ctf"))
604 bprint(" and joined the ");
605 bprint(ColoredTeamName(self.team));
610 self.welcomemessage_time = time + cvar("welcome_message_time");
611 self.welcomemessage_time2 = 0;
613 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
614 // send prediction settings to the client
615 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
616 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
617 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
618 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
619 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
620 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
621 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
622 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
623 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
624 // Wazat's grappling hook
625 SetGrappleHookBindings();
627 // get autoswitch state from player
628 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
629 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
631 // get version info from player
632 stuffcmd(self, "cmd clientversion $gameversion\n");
634 // set cvar for team scoreboard
635 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
639 self.frags = cvar("fraglimit");
640 // no fraglimit was set, so player gets 999 lives
644 // disallow player to join after the worst player has lost g_lms_last_join lives
645 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
646 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
651 else if(cvar("fraglimit") > lms_lowest_lives)
653 self.frags = lms_lowest_lives;
656 else if(cvar("g_arena"))
658 self.classname = "observer";
659 Spawnqueue_Insert(self);
663 self.jointime = time;
670 Called when a client disconnects from the server
673 void(entity e) DropFlag;
674 .entity chatbubbleentity;
675 .entity teambubbleentity;
676 void ClientDisconnect (void)
678 if(cvar("sv_eventlog"))
679 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
680 bprint ("^4",self.netname);
681 bprint ("^4 disconnected\n");
683 if (self.chatbubbleentity)
685 remove (self.chatbubbleentity);
686 self.chatbubbleentity = world;
689 if (self.teambubbleentity)
691 remove (self.teambubbleentity);
692 self.teambubbleentity = world;
698 DropFlag(self.flagcarried);
700 // decrease player count for lms
702 // player was dead, decrease dead count
703 if(cvar("g_lms") && self.frags < 1)
705 else if(cvar("g_arena"))
707 Spawnqueue_Unmark(self);
708 Spawnqueue_Remove(self);
713 void() ChatBubbleThink =
715 self.nextthink = time;
716 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
721 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
722 if (self.owner.buttonchat && !self.owner.deadflag)
723 self.model = self.mdl;
728 void() UpdateChatBubble =
730 if (!self.modelindex)
732 // spawn a chatbubble entity if needed
733 if (!self.chatbubbleentity)
735 self.chatbubbleentity = spawn();
736 self.chatbubbleentity.owner = self;
737 self.chatbubbleentity.exteriormodeltoclient = self;
738 self.chatbubbleentity.think = ChatBubbleThink;
739 self.chatbubbleentity.nextthink = time;
740 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
741 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
742 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
743 self.chatbubbleentity.model = "";
748 void() TeamBubbleThink =
750 self.nextthink = time;
751 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
756 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
757 if (self.owner.buttonchat || self.owner.deadflag)
760 self.model = self.mdl;
764 .float() customizeentityforclient;
765 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
767 void() UpdateTeamBubble =
769 if (!self.modelindex || !cvar("teamplay"))
771 // spawn a teambubble entity if needed
772 if (!self.teambubbleentity && cvar("teamplay"))
774 self.teambubbleentity = spawn();
775 self.teambubbleentity.owner = self;
776 self.teambubbleentity.exteriormodeltoclient = self;
777 self.teambubbleentity.think = TeamBubbleThink;
778 self.teambubbleentity.nextthink = time;
779 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
780 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
781 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
782 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
783 self.teambubbleentity.mdl = self.teambubbleentity.model;
784 self.teambubbleentity.model = self.teambubbleentity.mdl;
785 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
789 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
790 // added to the model skins
791 /*void() UpdateColorModHack =
794 c = self.clientcolors & 15;
795 // LordHavoc: only bothering to support white, green, red, yellow, blue
796 if (teamplay == 0) self.colormod = '0 0 0';
797 else if (c == 0) self.colormod = '1.00 1.00 1.00';
798 else if (c == 3) self.colormod = '0.10 1.73 0.10';
799 else if (c == 4) self.colormod = '1.73 0.10 0.10';
800 else if (c == 12) self.colormod = '1.22 1.22 0.10';
801 else if (c == 13) self.colormod = '0.10 0.10 1.73';
802 else self.colormod = '1 1 1';
805 void UpdatePlayerColors () {
806 if(self.weaponentity) {
807 self.weaponentity.colormap = self.colormap;
808 self.exteriorweaponentity.colormap = self.colormap;
815 When you press the jump key
818 void PlayerJump (void)
822 mjumpheight = cvar("g_balance_jumpheight");
823 if (self.waterlevel >= 2)
825 if (self.watertype == CONTENT_WATER)
826 self.velocity_z = 200;
827 else if (self.watertype == CONTENT_SLIME)
828 self.velocity_z = 80;
830 self.velocity_z = 50;
836 if (!(self.flags & FL_ONGROUND))
839 if (!(self.flags & FL_JUMPRELEASED))
842 if(cvar("g_runematch"))
844 if(self.runes & RUNE_SPEED)
846 if(self.runes & CURSE_SLOW)
847 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
849 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
851 else if(self.runes & CURSE_SLOW)
853 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
857 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
859 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
862 self.velocity_z = self.velocity_z + mjumpheight;
863 self.oldvelocity_z = self.velocity_z;
865 self.flags = self.flags - FL_ONGROUND;
866 self.flags = self.flags - FL_JUMPRELEASED;
869 void() CheckWaterJump =
871 local vector start, end;
873 // check for a jump-out-of-water
874 makevectors (self.angles);
876 start_z = start_z + 8;
878 normalize(v_forward);
879 end = start + v_forward*24;
880 traceline (start, end, TRUE, self);
881 if (trace_fraction < 1)
883 start_z = start_z + self.maxs_z - 8;
884 end = start + v_forward*24;
885 self.movedir = trace_plane_normal * -50;
886 traceline (start, end, TRUE, self);
887 if (trace_fraction == 1)
888 { // open at eye level
889 self.flags = self.flags | FL_WATERJUMP;
890 self.velocity_z = 225;
891 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
892 self.teleport_time = time + 2; // safety net
905 void player_powerups (void)
907 if (cvar("g_minstagib"))
909 self.effects = EF_FULLBRIGHT;
910 if (self.items & IT_STRENGTH)
912 if (time > self.strength_finished)
914 self.alpha = default_player_alpha;
915 self.exteriorweaponentity.alpha = default_player_alpha;
916 self.items = self.items - (self.items & IT_STRENGTH);
917 sprint(self, "^3Invisibility has worn off\n");
922 if (time < self.strength_finished)
924 self.alpha = cvar("g_minstagib_invis_alpha");
925 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
926 self.items = self.items | IT_STRENGTH;
927 sprint(self, "^3You are invisible\n");
931 if (self.items & IT_INVINCIBLE)
933 if (time > self.invincible_finished)
935 self.items = self.items - (self.items & IT_INVINCIBLE);
936 sprint(self, "^3Speed has worn off\n");
941 if (time < self.invincible_finished)
943 self.items = self.items | IT_INVINCIBLE;
944 sprint(self, "^3You are on speed\n");
950 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
951 if (self.items & IT_STRENGTH)
953 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
954 if (time > self.strength_finished)
956 self.items = self.items - (self.items & IT_STRENGTH);
957 sprint(self, "^3Strength has worn off\n");
962 if (time < self.strength_finished)
964 self.items = self.items | IT_STRENGTH;
965 sprint(self, "^3Strength infuses your weapons with devestating power\n");
968 if (self.items & IT_INVINCIBLE)
970 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
971 if (time > self.invincible_finished)
973 self.items = self.items - (self.items & IT_INVINCIBLE);
974 sprint(self, "^3Shield has worn off\n");
979 if (time < self.invincible_finished)
981 self.items = self.items | IT_INVINCIBLE;
982 sprint(self, "^3Shield surrounds you\n");
986 if (cvar("g_fullbrightplayers"))
987 self.effects = self.effects | EF_FULLBRIGHT;
989 // midair gamemode: damage only while in the air
990 // if in midair mode, being on ground grants temporary invulnerability
991 // (this is so that multishot weapon don't clear the ground flag on the
992 // first damage in the frame, leaving the player vulnerable to the
993 // remaining hits in the same frame)
994 if (self.flags & FL_ONGROUND)
995 if (cvar("g_midair"))
996 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
998 if (time < self.spawnshieldtime)
999 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1002 void player_regen (void)
1004 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1005 maxh = cvar("g_balance_health_stable");
1006 maxa = cvar("g_balance_armor_stable");
1007 limith = cvar("g_balance_health_limit");
1008 limita = cvar("g_balance_armor_limit");
1010 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1013 if(cvar("g_runematch"))
1015 max_mod = regen_mod = rot_mod = limit_mod = 1;
1016 if (self.runes & RUNE_REGEN)
1018 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1020 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1021 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1022 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1026 regen_mod = cvar("g_balance_rune_regen_regenrate");
1027 max_mod = cvar("g_balance_rune_regen_hpmod");
1028 limit_mod = cvar("g_balance_rune_regen_limitmod");
1031 else if (self.runes & CURSE_VENOM)
1033 max_mod = cvar("g_balance_curse_venom_hpmod");
1034 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1035 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1037 rot_mod = cvar("g_balance_curse_venom_rotrate");
1038 limit_mod = cvar("g_balance_curse_venom_limitmod");
1039 //if (!self.runes & RUNE_REGEN)
1040 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1042 maxh = maxh * max_mod;
1043 //maxa = maxa * max_mod;
1045 if (time > self.pauserotarmor_finished)
1047 if (self.armorvalue > maxa)
1048 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1050 if (time > self.pauserothealth_finished)
1052 if (self.health > maxh)
1053 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1055 if (time > self.pauseregen_finished)
1057 if (self.health < maxh)
1058 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1059 if (self.armorvalue < maxa)
1060 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1065 if (time > self.pauserothealth_finished)
1066 if (self.health > maxh)
1067 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1068 if (time > self.pauserotarmor_finished)
1069 if (self.armorvalue > maxa)
1070 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1071 if (time > self.pauseregen_finished)
1073 if (self.health < maxh)
1074 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1075 if (self.armorvalue < maxa)
1076 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1079 if (self.health > limith)
1080 self.health = limith;
1081 if (self.armorvalue > limita)
1082 self.armorvalue = limita;
1086 ======================
1087 spectate mode routines
1088 ======================
1090 void SpectateCopy(entity spectatee) {
1091 self.armortype = spectatee.armortype;
1092 self.armorvalue = spectatee.armorvalue;
1093 self.currentammo = spectatee.currentammo;
1094 self.effects = spectatee.effects;
1095 self.health = spectatee.health;
1097 self.items = spectatee.items;
1098 self.punchangle = spectatee.punchangle;
1099 self.view_ofs = spectatee.view_ofs;
1100 self.v_angle = spectatee.v_angle;
1101 self.viewzoom = spectatee.viewzoom;
1102 setorigin(self, spectatee.origin);
1103 setsize(self, spectatee.mins, spectatee.maxs);
1106 void SpectateUpdate() {
1107 if (self != self.enemy) {
1108 if(self.enemy.flags & FL_NOTARGET)
1109 PutObserverInServer();
1110 SpectateCopy(self.enemy);
1112 WriteByte(MSG_ONE, SVC_SETANGLE);
1113 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1114 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1115 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1119 float SpectateNext() {
1120 other = find(self.enemy, classname, "player");
1122 other = find(other, classname, "player");
1127 if(self.enemy.classname == "player") {
1129 WriteByte(MSG_ONE, SVC_SETVIEW);
1130 WriteEntity(MSG_ONE, self.enemy);
1131 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1143 Called every frame for each client before the physics are run
1146 void PlayerPreThink (void)
1148 if(self.classname == "player") {
1149 local vector m1, m2;
1153 // if(self.netname == "Wazat")
1154 // bprint(strcat(self.classname, "\n"));
1156 CheckRules_Player();
1159 PrintWelcomeMessage(self);
1161 if(cvar("g_lms") || !cvar("sv_spectate"))
1162 if((time - self.jointime) <= cvar("welcome_message_time"))
1163 PrintWelcomeMessage(self);
1165 if (intermission_running)
1167 IntermissionThink (); // otherwise a button could be missed between
1168 return; // the think tics
1171 if (self.deadflag != DEAD_NO)
1175 if (self.deadflag == DEAD_DYING)
1177 if (time > self.dead_time)
1178 self.deadflag = DEAD_DEAD;
1180 else if (self.deadflag == DEAD_DEAD)
1182 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1183 self.button0 = self.button2 = self.button3 = 0;
1185 if (!self.button0 && !self.button2 && !self.button3)
1186 self.deadflag = DEAD_RESPAWNABLE;
1188 else if (self.deadflag == DEAD_RESPAWNABLE)
1195 cvar("g_forced_respawn"))
1201 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1205 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1206 dist = self.oldorigin - self.origin;
1208 self.lms_traveled_distance += fabs(vlen(dist));
1210 if(time > self.lms_nextcheck)
1212 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1213 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1215 centerprint(self, cvar_string("g_lms_campcheck_message"));
1216 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1217 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1218 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');
1220 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1221 self.lms_traveled_distance = 0;
1225 if (self.button5 && !self.hook.state)
1230 self.view_ofs = PL_CROUCH_VIEW_OFS;
1231 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1238 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1239 if (!trace_startsolid)
1241 self.crouch = FALSE;
1242 self.view_ofs = PL_VIEW_OFS;
1243 setsize (self, PL_MIN, PL_MAX);
1248 if(cvar("sv_defaultcharacter") == 1) {
1249 local string defaultmodel;
1250 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1252 if (defaultmodel != self.model)
1256 precache_model (defaultmodel);
1257 setmodel (self, defaultmodel);
1258 setsize (self, m1, m2);
1261 if (self.skin != cvar("sv_defaultplayerskin"))
1262 self.skin = cvar("sv_defaultplayerskin");
1264 if (self.playermodel != self.model)
1266 self.playermodel = CheckPlayerModel(self.playermodel);
1269 precache_model (self.playermodel);
1270 setmodel (self, self.playermodel);
1271 setsize (self, m1, m2);
1274 if (self.skin != stof(self.playerskin))
1275 self.skin = stof(self.playerskin);
1277 // Savage: Check for nameless players
1278 if (strlen(self.netname) < 1) {
1279 self.netname = "Player";
1280 stuffcmd(self, "name Player\n");
1283 GrapplingHookFrame();
1287 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1289 if (cvar("g_minstagib") && self.button3)
1291 if (self.jump_interval <= (time + 0.1))
1293 self.jump_interval = time + 1;
1294 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1297 else if (self.viewzoom > 0.4)
1298 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1300 else if (self.viewzoom < 1.0)
1301 self.viewzoom = min (1.0, self.viewzoom + frametime);
1307 self.flags = self.flags | FL_JUMPRELEASED;
1313 //self.angles_y=self.v_angle_y + 90; // temp
1315 if (self.waterlevel == 2)
1318 //if (TetrisPreFrame()) return;
1319 } else if(gameover) {
1320 if (intermission_running)
1321 IntermissionThink (); // otherwise a button could be missed between
1323 } else if(self.classname == "observer") {
1325 if (self.flags & FL_JUMPRELEASED) {
1326 if (self.button2 && self.version == cvar("gameversion")) {
1327 if(!cvar("teamplay")) {
1328 self.flags = self.flags & !FL_JUMPRELEASED;
1329 self.classname = "player";
1330 PutClientInServer();
1331 if(self.flags & !FL_NOTARGET)
1332 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1333 centerprint(self,"");
1336 self.flags = self.flags & !FL_JUMPRELEASED;
1337 stuffcmd(self,"menu_showteamselect\n");
1340 } else if(self.button0 && self.version == cvar("gameversion")) {
1341 self.flags = self.flags & !FL_JUMPRELEASED;
1342 if(SpectateNext() == 1) {
1343 self.classname = "spectator";
1347 if (!(self.button0 || self.button2)) {
1348 self.flags = self.flags | FL_JUMPRELEASED;
1351 PrintWelcomeMessage(self);
1352 } else if(self.classname == "spectator") {
1354 if (self.flags & FL_JUMPRELEASED) {
1355 if (self.button2 && self.version == cvar("gameversion")) {
1356 if(!cvar("teamplay")) {
1357 self.flags = self.flags & !FL_JUMPRELEASED;
1358 self.classname = "player";
1360 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1362 PutClientInServer();
1363 centerprint(self,"");
1366 self.flags = self.flags & !FL_JUMPRELEASED;
1367 stuffcmd(self,"menu_showteamselect\n");
1370 } else if(self.button0) {
1371 self.flags = self.flags & !FL_JUMPRELEASED;
1372 if(SpectateNext() == 1) {
1373 self.classname = "spectator";
1375 self.classname = "observer";
1376 PutClientInServer();
1378 } else if (self.button3) {
1379 self.flags = self.flags & !FL_JUMPRELEASED;
1380 self.classname = "observer";
1381 PutClientInServer();
1386 if (!(self.button0 || self.button3)) {
1387 self.flags = self.flags | FL_JUMPRELEASED;
1390 PrintWelcomeMessage(self);
1399 Called every frame for each client after the physics are run
1402 void PlayerPostThink (void)
1404 if(self.classname == "player") {
1405 CheckRules_Player();
1408 UpdatePlayerColors();
1409 if (self.deadflag == DEAD_NO)
1412 if (intermission_running)
1413 return; // intermission or finale
1415 //PrintWelcomeMessage(self);
1416 //if (TetrisPostFrame()) return;
1417 } else if (self.classname == "observer") {
1419 } else if (self.classname == "spectator") {