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 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_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
707 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
708 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
709 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
710 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
711 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
712 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
713 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
714 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
715 // Wazat's grappling hook
716 SetGrappleHookBindings();
718 // get autoswitch state from player
719 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
720 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
722 // get version info from player
723 stuffcmd(self, "cmd clientversion $gameversion\n");
725 // get other cvars from player
728 // set cvar for team scoreboard
729 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
733 self.frags = cvar("fraglimit");
734 // no fraglimit was set, so player gets 999 lives
738 // disallow player to join after the worst player has lost g_lms_last_join lives
739 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
740 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
745 else if(cvar("fraglimit") > lms_lowest_lives)
747 self.frags = lms_lowest_lives;
750 else if(cvar("g_arena"))
752 self.classname = "observer";
753 Spawnqueue_Insert(self);
756 bot_relinkplayerlist();
758 self.jointime = time;
765 Called when a client disconnects from the server
768 void(entity e) DropFlag;
769 .entity chatbubbleentity;
770 .entity teambubbleentity;
771 void ClientDisconnect (void)
774 if(cvar("sv_eventlog"))
775 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
776 bprint ("^4",self.netname);
777 bprint ("^4 disconnected\n");
779 if (self.chatbubbleentity)
781 remove (self.chatbubbleentity);
782 self.chatbubbleentity = world;
785 if (self.teambubbleentity)
787 remove (self.teambubbleentity);
788 self.teambubbleentity = world;
794 DropFlag(self.flagcarried);
797 self.flags = self.flags - (self.flags & FL_CLIENT);
798 bot_relinkplayerlist();
801 // player was dead, decrease dead count
802 if(cvar("g_lms") && self.frags < 1)
804 else if(cvar("g_arena"))
806 Spawnqueue_Unmark(self);
807 Spawnqueue_Remove(self);
812 void() ChatBubbleThink =
814 self.nextthink = time;
815 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
820 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
821 if (self.owner.buttonchat && !self.owner.deadflag)
822 self.model = self.mdl;
827 void() UpdateChatBubble =
829 if (!self.modelindex)
831 // spawn a chatbubble entity if needed
832 if (!self.chatbubbleentity)
834 self.chatbubbleentity = spawn();
835 self.chatbubbleentity.owner = self;
836 self.chatbubbleentity.exteriormodeltoclient = self;
837 self.chatbubbleentity.think = ChatBubbleThink;
838 self.chatbubbleentity.nextthink = time;
839 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
840 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
841 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
842 self.chatbubbleentity.model = "";
847 void() TeamBubbleThink =
849 self.nextthink = time;
850 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
855 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
856 if (self.owner.buttonchat || self.owner.deadflag)
859 self.model = self.mdl;
863 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
865 void() UpdateTeamBubble =
867 if (!self.modelindex || !cvar("teamplay"))
869 // spawn a teambubble entity if needed
870 if (!self.teambubbleentity && cvar("teamplay"))
872 self.teambubbleentity = spawn();
873 self.teambubbleentity.owner = self;
874 self.teambubbleentity.exteriormodeltoclient = self;
875 self.teambubbleentity.think = TeamBubbleThink;
876 self.teambubbleentity.nextthink = time;
877 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
878 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
879 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
880 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
881 self.teambubbleentity.mdl = self.teambubbleentity.model;
882 self.teambubbleentity.model = self.teambubbleentity.mdl;
883 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
887 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
888 // added to the model skins
889 /*void() UpdateColorModHack =
892 c = self.clientcolors & 15;
893 // LordHavoc: only bothering to support white, green, red, yellow, blue
894 if (teamplay == 0) self.colormod = '0 0 0';
895 else if (c == 0) self.colormod = '1.00 1.00 1.00';
896 else if (c == 3) self.colormod = '0.10 1.73 0.10';
897 else if (c == 4) self.colormod = '1.73 0.10 0.10';
898 else if (c == 12) self.colormod = '1.22 1.22 0.10';
899 else if (c == 13) self.colormod = '0.10 0.10 1.73';
900 else self.colormod = '1 1 1';
903 void UpdatePlayerColors () {
904 if(self.weaponentity) {
905 self.weaponentity.colormap = self.colormap;
906 self.exteriorweaponentity.colormap = self.colormap;
913 When you press the jump key
916 void PlayerJump (void)
920 mjumpheight = cvar("g_balance_jumpheight");
921 if (self.waterlevel >= 2)
923 if (self.watertype == CONTENT_WATER)
924 self.velocity_z = 200;
925 else if (self.watertype == CONTENT_SLIME)
926 self.velocity_z = 80;
928 self.velocity_z = 50;
934 if (!(self.flags & FL_ONGROUND))
937 if (!(self.flags & FL_JUMPRELEASED))
940 if(cvar("g_runematch"))
942 if(self.runes & RUNE_SPEED)
944 if(self.runes & CURSE_SLOW)
945 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
947 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
949 else if(self.runes & CURSE_SLOW)
951 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
955 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
957 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
960 self.velocity_z = self.velocity_z + mjumpheight;
961 self.oldvelocity_z = self.velocity_z;
963 self.flags = self.flags - FL_ONGROUND;
964 self.flags = self.flags - FL_JUMPRELEASED;
967 void() CheckWaterJump =
969 local vector start, end;
971 // check for a jump-out-of-water
972 makevectors (self.angles);
974 start_z = start_z + 8;
976 normalize(v_forward);
977 end = start + v_forward*24;
978 traceline (start, end, TRUE, self);
979 if (trace_fraction < 1)
981 start_z = start_z + self.maxs_z - 8;
982 end = start + v_forward*24;
983 self.movedir = trace_plane_normal * -50;
984 traceline (start, end, TRUE, self);
985 if (trace_fraction == 1)
986 { // open at eye level
987 self.flags = self.flags | FL_WATERJUMP;
988 self.velocity_z = 225;
989 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
990 self.teleport_time = time + 2; // safety net
1000 PutClientInServer();
1003 void player_powerups (void)
1005 if (cvar("g_minstagib"))
1007 self.effects = EF_FULLBRIGHT;
1008 if (self.items & IT_STRENGTH)
1010 if (time > self.strength_finished)
1012 self.alpha = default_player_alpha;
1013 self.exteriorweaponentity.alpha = default_player_alpha;
1014 self.items = self.items - (self.items & IT_STRENGTH);
1015 sprint(self, "^3Invisibility has worn off\n");
1020 if (time < self.strength_finished)
1022 self.alpha = cvar("g_minstagib_invis_alpha");
1023 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1024 self.items = self.items | IT_STRENGTH;
1025 sprint(self, "^3You are invisible\n");
1029 if (self.items & IT_INVINCIBLE)
1031 if (time > self.invincible_finished)
1033 self.items = self.items - (self.items & IT_INVINCIBLE);
1034 sprint(self, "^3Speed has worn off\n");
1039 if (time < self.invincible_finished)
1041 self.items = self.items | IT_INVINCIBLE;
1042 sprint(self, "^3You are on speed\n");
1048 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1049 if (self.items & IT_STRENGTH)
1051 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1052 if (time > self.strength_finished)
1054 self.items = self.items - (self.items & IT_STRENGTH);
1055 sprint(self, "^3Strength has worn off\n");
1060 if (time < self.strength_finished)
1062 self.items = self.items | IT_STRENGTH;
1063 sprint(self, "^3Strength infuses your weapons with devestating power\n");
1066 if (self.items & IT_INVINCIBLE)
1068 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1069 if (time > self.invincible_finished)
1071 self.items = self.items - (self.items & IT_INVINCIBLE);
1072 sprint(self, "^3Shield has worn off\n");
1077 if (time < self.invincible_finished)
1079 self.items = self.items | IT_INVINCIBLE;
1080 sprint(self, "^3Shield surrounds you\n");
1084 if (cvar("g_fullbrightplayers"))
1085 self.effects = self.effects | EF_FULLBRIGHT;
1087 // midair gamemode: damage only while in the air
1088 // if in midair mode, being on ground grants temporary invulnerability
1089 // (this is so that multishot weapon don't clear the ground flag on the
1090 // first damage in the frame, leaving the player vulnerable to the
1091 // remaining hits in the same frame)
1092 if (self.flags & FL_ONGROUND)
1093 if (cvar("g_midair"))
1094 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1096 if (time < self.spawnshieldtime)
1097 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1100 void player_regen (void)
1102 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1103 maxh = cvar("g_balance_health_stable");
1104 maxa = cvar("g_balance_armor_stable");
1105 limith = cvar("g_balance_health_limit");
1106 limita = cvar("g_balance_armor_limit");
1108 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1111 if(cvar("g_runematch"))
1113 max_mod = regen_mod = rot_mod = limit_mod = 1;
1114 if (self.runes & RUNE_REGEN)
1116 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1118 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1119 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1120 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1124 regen_mod = cvar("g_balance_rune_regen_regenrate");
1125 max_mod = cvar("g_balance_rune_regen_hpmod");
1126 limit_mod = cvar("g_balance_rune_regen_limitmod");
1129 else if (self.runes & CURSE_VENOM)
1131 max_mod = cvar("g_balance_curse_venom_hpmod");
1132 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1133 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1135 rot_mod = cvar("g_balance_curse_venom_rotrate");
1136 limit_mod = cvar("g_balance_curse_venom_limitmod");
1137 //if (!self.runes & RUNE_REGEN)
1138 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1140 maxh = maxh * max_mod;
1141 //maxa = maxa * max_mod;
1143 if (time > self.pauserotarmor_finished)
1145 if (self.armorvalue > maxa)
1146 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1148 if (time > self.pauserothealth_finished)
1150 if (self.health > maxh)
1151 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1153 if (time > self.pauseregen_finished)
1155 if (self.health < maxh)
1156 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1157 if (self.armorvalue < maxa)
1158 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1163 if (time > self.pauserothealth_finished)
1164 if (self.health > maxh)
1165 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1166 if (time > self.pauserotarmor_finished)
1167 if (self.armorvalue > maxa)
1168 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1169 if (time > self.pauseregen_finished)
1171 if (self.health < maxh)
1172 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1173 if (self.armorvalue < maxa)
1174 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1178 if (self.health > limith)
1179 self.health = limith;
1181 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1182 if (self.armorvalue > limita)
1183 self.armorvalue = limita;
1187 ======================
1188 spectate mode routines
1189 ======================
1191 void SpectateCopy(entity spectatee) {
1192 self.armortype = spectatee.armortype;
1193 self.armorvalue = spectatee.armorvalue;
1194 self.currentammo = spectatee.currentammo;
1195 self.effects = spectatee.effects;
1196 self.health = spectatee.health;
1198 self.items = spectatee.items;
1199 self.punchangle = spectatee.punchangle;
1200 self.view_ofs = spectatee.view_ofs;
1201 self.v_angle = spectatee.v_angle;
1202 self.viewzoom = spectatee.viewzoom;
1203 setorigin(self, spectatee.origin);
1204 setsize(self, spectatee.mins, spectatee.maxs);
1207 void SpectateUpdate() {
1208 if (self != self.enemy) {
1209 if(self.enemy.flags & FL_NOTARGET)
1210 PutObserverInServer();
1211 SpectateCopy(self.enemy);
1212 self.dmg_take = self.enemy.dmg_take;
1213 self.dmg_save = self.enemy.dmg_save;
1214 self.dmg_inflictor = self.enemy.dmg_inflictor;
1215 self.fixangle = TRUE;
1216 self.angles = self.enemy.v_angle;
1217 //msg_entity = self;
1218 //WriteByte(MSG_ONE, SVC_SETANGLE);
1219 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1220 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1221 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1225 float SpectateNext() {
1226 other = find(self.enemy, classname, "player");
1228 other = find(other, classname, "player");
1233 if(self.enemy.classname == "player") {
1235 WriteByte(MSG_ONE, SVC_SETVIEW);
1236 WriteEntity(MSG_ONE, self.enemy);
1237 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1249 Called every frame for each client before the physics are run
1252 void PlayerPreThink (void)
1254 if(self.classname == "player") {
1255 local vector m1, m2;
1257 // if(self.netname == "Wazat")
1258 // bprint(strcat(self.classname, "\n"));
1260 CheckRules_Player();
1262 Nixnex_GiveCurrentWeapon();
1265 PrintWelcomeMessage(self);
1267 if(cvar("g_lms") || !cvar("sv_spectate"))
1268 if((time - self.jointime) <= cvar("welcome_message_time"))
1269 PrintWelcomeMessage(self);
1271 if (intermission_running)
1273 IntermissionThink (); // otherwise a button could be missed between
1274 return; // the think tics
1277 if (self.deadflag != DEAD_NO)
1281 if (self.deadflag == DEAD_DYING)
1283 if (time > self.dead_time)
1284 self.deadflag = DEAD_DEAD;
1286 else if (self.deadflag == DEAD_DEAD)
1288 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1289 self.deadflag = DEAD_RESPAWNABLE;
1290 else if (!self.button0 && !self.button2 && !self.button3)
1291 self.deadflag = DEAD_RESPAWNABLE;
1293 else if (self.deadflag == DEAD_RESPAWNABLE)
1305 cvar("g_forced_respawn"))
1311 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1315 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1316 dist = self.oldorigin - self.origin;
1318 self.lms_traveled_distance += fabs(vlen(dist));
1320 if(time > self.lms_nextcheck)
1322 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1323 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1325 centerprint(self, cvar_string("g_lms_campcheck_message"));
1326 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1327 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1328 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');
1330 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1331 self.lms_traveled_distance = 0;
1335 if (self.button5 && !self.hook.state)
1340 self.view_ofs = PL_CROUCH_VIEW_OFS;
1341 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1348 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1349 if (!trace_startsolid)
1351 self.crouch = FALSE;
1352 self.view_ofs = PL_VIEW_OFS;
1353 setsize (self, PL_MIN, PL_MAX);
1358 if(cvar("sv_defaultcharacter") == 1) {
1359 local string defaultmodel;
1360 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1362 if (defaultmodel != self.model)
1366 setmodel_lod (self, defaultmodel);
1367 setsize (self, m1, m2);
1370 if (self.skin != cvar("sv_defaultplayerskin"))
1371 self.skin = cvar("sv_defaultplayerskin");
1373 if (self.playermodel != self.model)
1375 self.playermodel = CheckPlayerModel(self.playermodel);
1378 setmodel_lod (self, self.playermodel);
1379 setsize (self, m1, m2);
1382 if (self.skin != stof(self.playerskin))
1383 self.skin = stof(self.playerskin);
1385 // Savage: Check for nameless players
1386 if (strlen(self.netname) < 1) {
1387 self.netname = "Player";
1388 stuffcmd(self, "name Player\n");
1391 GrapplingHookFrame();
1395 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1397 if (cvar("g_minstagib") && self.button3)
1399 if (self.jump_interval <= (time + 0.1))
1401 self.jump_interval = time + 1;
1402 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1405 else if (self.viewzoom > 0.4)
1406 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1408 else if (self.viewzoom < 1.0)
1409 self.viewzoom = min (1.0, self.viewzoom + frametime);
1415 self.flags = self.flags | FL_JUMPRELEASED;
1421 //self.angles_y=self.v_angle_y + 90; // temp
1423 if (self.waterlevel == 2)
1426 //if (TetrisPreFrame()) return;
1427 } else if(gameover) {
1428 if (intermission_running)
1429 IntermissionThink (); // otherwise a button could be missed between
1431 } else if(self.classname == "observer") {
1433 if (self.flags & FL_JUMPRELEASED) {
1434 if (self.button2 && self.version == cvar("gameversion")) {
1435 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1436 self.flags = self.flags & !FL_JUMPRELEASED;
1437 self.classname = "player";
1438 if(cvar("g_campaign") || cvar("g_balance_teams"))
1439 JoinBestTeam(self, 0);
1440 if(cvar("g_campaign"))
1441 campaign_bots_may_start = 1;
1442 PutClientInServer();
1443 if(self.flags & !FL_NOTARGET)
1444 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1445 centerprint(self,"");
1448 self.flags = self.flags & !FL_JUMPRELEASED;
1449 stuffcmd(self,"menu_showteamselect\n");
1452 } else if(self.button0 && self.version == cvar("gameversion")) {
1453 self.flags = self.flags & !FL_JUMPRELEASED;
1454 if(SpectateNext() == 1) {
1455 self.classname = "spectator";
1459 if (!(self.button0 || self.button2)) {
1460 self.flags = self.flags | FL_JUMPRELEASED;
1463 PrintWelcomeMessage(self);
1464 } else if(self.classname == "spectator") {
1466 if (self.flags & FL_JUMPRELEASED) {
1467 if (self.button2 && self.version == cvar("gameversion")) {
1468 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1469 self.flags = self.flags & !FL_JUMPRELEASED;
1470 self.classname = "player";
1472 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1474 if(cvar("g_campaign") || cvar("g_balance_teams"))
1475 JoinBestTeam(self, 0);
1476 if(cvar("g_campaign"))
1477 campaign_bots_may_start = 1;
1478 PutClientInServer();
1479 centerprint(self,"");
1482 self.flags = self.flags & !FL_JUMPRELEASED;
1483 stuffcmd(self,"menu_showteamselect\n");
1486 } else if(self.button0) {
1487 self.flags = self.flags & !FL_JUMPRELEASED;
1488 if(SpectateNext() == 1) {
1489 self.classname = "spectator";
1491 self.classname = "observer";
1492 PutClientInServer();
1494 } else if (self.button3) {
1495 self.flags = self.flags & !FL_JUMPRELEASED;
1496 self.classname = "observer";
1497 PutClientInServer();
1502 if (!(self.button0 || self.button3)) {
1503 self.flags = self.flags | FL_JUMPRELEASED;
1506 PrintWelcomeMessage(self);
1515 Called every frame for each client after the physics are run
1518 void PlayerPostThink (void)
1520 if(self.classname == "player") {
1521 CheckRules_Player();
1524 UpdatePlayerColors();
1525 if (self.deadflag == DEAD_NO)
1528 if (intermission_running)
1529 return; // intermission or finale
1531 //PrintWelcomeMessage(self);
1532 //if (TetrisPostFrame()) return;
1533 } else if (self.classname == "observer") {
1535 } else if (self.classname == "spectator") {