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(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
191 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
192 else if(self.killcount != -666)
193 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
195 self.classname = "observer";
197 self.takedamage = DAMAGE_NO;
198 self.solid = SOLID_NOT;
199 self.movetype = MOVETYPE_NOCLIP;
200 self.flags = FL_CLIENT | FL_NOTARGET;
201 self.armorvalue = 666;
203 self.armorvalue = cvar("g_balance_armor_start");
204 self.pauserotarmor_finished = 0;
205 self.pauserothealth_finished = 0;
206 self.pauseregen_finished = 0;
207 self.damageforcescale = 0;
217 self.pain_finished = 0;
218 self.strength_finished = 0;
219 self.invincible_finished = 0;
221 self.think = SUB_Null;
225 self.deadflag = DEAD_NO;
226 self.angles = spot.angles;
228 self.fixangle = TRUE;
230 self.view_ofs = PL_VIEW_OFS;
231 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
232 self.oldorigin = self.origin;
237 self.weaponmodel = "";
238 self.weaponframe = 0;
239 self.weaponentity = world;
240 self.killcount = -666;
241 self.velocity = '0 0 0';
242 self.avelocity = '0 0 0';
243 self.punchangle = '0 0 0';
244 self.punchvector = '0 0 0';
245 self.oldvelocity = self.velocity;
249 //stuffcmd(self, "set viewsize 120 \n");
250 // bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
258 Called when a client spawns in the server
261 void PutClientInServer (void)
263 if(clienttype(self) == CLIENTTYPE_BOT)
265 self.classname = "player";
268 // player is dead and becomes observer
269 if(cvar("g_lms") && self.frags < 1)
270 self.classname = "observer";
272 if(self.classname == "player") {
275 spot = SelectSpawnPoint (FALSE);
277 RemoveGrapplingHook(self); // Wazat's Grappling Hook
279 self.classname = "player";
280 self.iscreature = TRUE;
281 self.movetype = MOVETYPE_WALK;
282 self.solid = SOLID_SLIDEBOX;
283 self.flags = FL_CLIENT;
284 self.takedamage = DAMAGE_AIM;
286 self.health = cvar("g_balance_health_start");
287 self.armorvalue = cvar("g_balance_armor_start");
288 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
289 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
290 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
291 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
292 self.damageforcescale = 2;
301 self.pain_finished = 0;
302 self.strength_finished = 0;
303 self.invincible_finished = 0;
305 //self.speed_finished = 0;
306 //self.slowmo_finished = 0;
307 // players have no think function
308 self.think = SUB_Null;
311 self.switchweapon = 0;
316 self.deadflag = DEAD_NO;
318 self.angles = spot.angles;
320 self.angles_z = 0; // never spawn tilted even if the spot says to
321 self.fixangle = TRUE; // turn this way immediately
322 self.velocity = '0 0 0';
323 self.avelocity = '0 0 0';
324 self.punchangle = '0 0 0';
325 self.punchvector = '0 0 0';
326 self.oldvelocity = self.velocity;
330 if(cvar("sv_defaultcharacter") == 1) {
331 local string defaultmodel;
332 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
334 precache_model (defaultmodel);
335 setmodel (self, defaultmodel);
336 self.skin = stof(cvar_string("sv_defaultplayerskin"));
338 self.playermodel = CheckPlayerModel(self.playermodel);
340 precache_model (self.playermodel);
341 setmodel (self, self.playermodel);
342 self.skin = stof(self.playerskin);
347 self.view_ofs = PL_VIEW_OFS;
348 setsize (self, PL_MIN, PL_MAX);
349 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
350 // don't reset back to last position, even if new position is stuck in solid
351 self.oldorigin = self.origin;
355 self.ammo_shells = cvar("g_lms_start_ammo_shells");
356 self.ammo_nails = cvar("g_lms_start_ammo_nails");
357 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
358 self.ammo_cells = cvar("g_lms_start_ammo_cells");
359 self.health = cvar("g_lms_start_health");
360 self.armorvalue = cvar("g_lms_start_armor");
362 else if (cvar("g_use_ammunition")) {
363 self.ammo_shells = cvar("g_start_ammo_shells");
364 self.ammo_nails = cvar("g_start_ammo_nails");
365 self.ammo_rockets = cvar("g_start_ammo_rockets");
366 self.ammo_cells = cvar("g_start_ammo_cells");
368 self.ammo_shells = 999;
369 self.ammo_nails = 999;
370 self.ammo_rockets = 999;
371 self.ammo_cells = 999;
375 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
377 self.items = self.items | IT_LASER;
378 self.switchweapon = WEP_LASER;
380 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
382 self.items = self.items | IT_SHOTGUN;
383 self.switchweapon = WEP_SHOTGUN;
385 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
387 self.items = self.items | IT_UZI;
388 self.switchweapon = WEP_UZI;
390 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
392 self.items = self.items | IT_GRENADE_LAUNCHER;
393 self.switchweapon = WEP_GRENADE_LAUNCHER;
395 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
397 self.items = self.items | IT_ELECTRO;
398 self.switchweapon = WEP_ELECTRO;
400 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
402 self.items = self.items | IT_CRYLINK;
403 self.switchweapon = WEP_CRYLINK;
405 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
407 self.items = self.items | IT_NEX;
408 self.switchweapon = WEP_NEX;
410 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
412 self.items = self.items | IT_HAGAR;
413 self.switchweapon = WEP_HAGAR;
415 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
417 self.items = self.items | IT_ROCKET_LAUNCHER;
418 self.switchweapon = WEP_ROCKET_LAUNCHER;
421 if(cvar("g_instagib"))
424 self.switchweapon = WEP_NEX;
425 self.ammo_cells = 999;
428 if(cvar("g_rocketarena"))
430 self.items = IT_ROCKET_LAUNCHER;
431 self.switchweapon = WEP_ROCKET_LAUNCHER;
432 self.ammo_rockets = 999;
438 // will be done later
441 if(cvar("g_minstagib"))
446 self.switchweapon = WEP_NEX;
447 self.ammo_cells = cvar("g_minstagib_ammo_start");
449 self.jump_interval = time;
452 self.event_damage = PlayerDamage;
454 self.statdraintime = time + 5;
455 self.button0 = self.button1 = self.button2 = self.button3 = 0;
457 if(self.killcount == -666) {
462 self.cnt = WEP_LASER;
463 self.nixnex_lastchange_id = -1;
469 CL_SpawnWeaponentity();
471 self.exteriorweaponentity.alpha = 1;
473 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
474 self.lms_traveled_distance = 0;
476 if(cvar("spawn_debug"))
478 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
479 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
482 //stuffcmd(self, "chase_active 0");
483 //stuffcmd(self, "set viewsize $tmpviewsize \n");
484 } else if(self.classname == "observer") {
485 PutObserverInServer ();
494 void SetNewParms (void)
504 void SetChangeParms (void)
513 Called when a client types 'kill' in the console
516 void ClientKill (void)
518 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
525 Called when a client connects to the server
528 string ColoredTeamName(float t);
529 //void dom_player_join_team(entity pl);
530 void ClientConnect (void)
532 self.classname = "player_joining";
534 if(player_count<0) player_count = 0;
536 //if(cvar("g_domination"))
537 // dom_player_join_team(self);
539 //JoinBestTeam(self, FALSE);
541 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
542 self.classname = "observer";
544 self.classname = "player";
547 self.playerid = (playerid_last = playerid_last + 1);
548 if(cvar("sv_eventlog"))
551 if(clienttype(self) == CLIENTTYPE_REAL)
555 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
556 s = strcat(":team:", ftos(self.playerid), ":");
557 s = strcat(s, ftos(self.team));
558 GameLogEcho(s, FALSE);
561 //stuffcmd(self, "set tmpviewsize $viewsize \n");
563 bprint ("^4",self.netname);
564 bprint ("^4 connected");
566 if(cvar("g_domination") || cvar("g_ctf"))
568 bprint(" and joined the ");
569 bprint(ColoredTeamName(self.team));
574 self.welcomemessage_time = time + cvar("welcome_message_time");
575 self.welcomemessage_time2 = 0;
577 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
578 // send prediction settings to the client
579 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
580 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
581 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
582 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
583 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
584 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
585 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
586 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
587 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
588 // Wazat's grappling hook
589 SetGrappleHookBindings();
591 // get autoswitch state from player
592 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
593 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
595 // get version info from player
596 stuffcmd(self, "cmd clientversion $gameversion\n");
598 // set cvar for team scoreboard
599 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
603 self.frags = cvar("fraglimit");
604 // no fraglimit was set, so player gets 999 lives
608 // disallow player to join after the worst player has lost g_lms_last_join lives
609 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
610 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
615 else if(cvar("fraglimit") > lms_lowest_lives)
617 self.frags = lms_lowest_lives;
622 self.jointime = time;
629 Called when a client disconnects from the server
632 void(entity e) DropFlag;
633 .entity chatbubbleentity;
634 .entity teambubbleentity;
635 void ClientDisconnect (void)
637 if(cvar("sv_eventlog"))
638 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
639 bprint ("^4",self.netname);
640 bprint ("^4 disconnected\n");
642 if (self.chatbubbleentity)
644 remove (self.chatbubbleentity);
645 self.chatbubbleentity = world;
648 if (self.teambubbleentity)
650 remove (self.teambubbleentity);
651 self.teambubbleentity = world;
657 DropFlag(self.flagcarried);
659 // decrease player count for lms
661 // player was dead, decrease dead count
662 if(cvar("g_lms") && self.frags < 1)
664 //stuffcmd(self, "set viewsize $tmpviewsize \n");
668 void() ChatBubbleThink =
670 self.nextthink = time;
671 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
676 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
677 if (self.owner.buttonchat && !self.owner.deadflag)
678 self.model = self.mdl;
683 void() UpdateChatBubble =
685 if (!self.modelindex)
687 // spawn a chatbubble entity if needed
688 if (!self.chatbubbleentity)
690 self.chatbubbleentity = spawn();
691 self.chatbubbleentity.owner = self;
692 self.chatbubbleentity.exteriormodeltoclient = self;
693 self.chatbubbleentity.think = ChatBubbleThink;
694 self.chatbubbleentity.nextthink = time;
695 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
696 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
697 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
698 self.chatbubbleentity.model = "";
703 void() TeamBubbleThink =
705 self.nextthink = time;
706 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
711 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
712 if (self.owner.buttonchat || self.owner.deadflag)
715 self.model = self.mdl;
719 .float() customizeentityforclient;
720 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
722 void() UpdateTeamBubble =
724 if (!self.modelindex || !cvar("teamplay"))
726 // spawn a teambubble entity if needed
727 if (!self.teambubbleentity && cvar("teamplay"))
729 self.teambubbleentity = spawn();
730 self.teambubbleentity.owner = self;
731 self.teambubbleentity.exteriormodeltoclient = self;
732 self.teambubbleentity.think = TeamBubbleThink;
733 self.teambubbleentity.nextthink = time;
734 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
735 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
736 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
737 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
738 self.teambubbleentity.mdl = self.teambubbleentity.model;
739 self.teambubbleentity.model = self.teambubbleentity.mdl;
740 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
744 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
745 // added to the model skins
746 /*void() UpdateColorModHack =
749 c = self.clientcolors & 15;
750 // LordHavoc: only bothering to support white, green, red, yellow, blue
751 if (teamplay == 0) self.colormod = '0 0 0';
752 else if (c == 0) self.colormod = '1.00 1.00 1.00';
753 else if (c == 3) self.colormod = '0.10 1.73 0.10';
754 else if (c == 4) self.colormod = '1.73 0.10 0.10';
755 else if (c == 12) self.colormod = '1.22 1.22 0.10';
756 else if (c == 13) self.colormod = '0.10 0.10 1.73';
757 else self.colormod = '1 1 1';
760 void UpdatePlayerColors () {
761 if(self.weaponentity) {
762 self.weaponentity.colormap = self.colormap;
763 self.exteriorweaponentity.colormap = self.colormap;
770 When you press the jump key
773 void PlayerJump (void)
777 mjumpheight = cvar("g_balance_jumpheight");
778 if (self.waterlevel >= 2)
780 if (self.watertype == CONTENT_WATER)
781 self.velocity_z = 200;
782 else if (self.watertype == CONTENT_SLIME)
783 self.velocity_z = 80;
785 self.velocity_z = 50;
791 if (!(self.flags & FL_ONGROUND))
794 if (!(self.flags & FL_JUMPRELEASED))
797 if(cvar("g_runematch"))
799 if(self.runes & RUNE_SPEED)
801 if(self.runes & CURSE_SLOW)
802 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
804 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
806 else if(self.runes & CURSE_SLOW)
808 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
812 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
814 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
817 self.velocity_z = self.velocity_z + mjumpheight;
818 self.oldvelocity_z = self.velocity_z;
820 self.flags = self.flags - FL_ONGROUND;
821 self.flags = self.flags - FL_JUMPRELEASED;
824 void() CheckWaterJump =
826 local vector start, end;
828 // check for a jump-out-of-water
829 makevectors (self.angles);
831 start_z = start_z + 8;
833 normalize(v_forward);
834 end = start + v_forward*24;
835 traceline (start, end, TRUE, self);
836 if (trace_fraction < 1)
838 start_z = start_z + self.maxs_z - 8;
839 end = start + v_forward*24;
840 self.movedir = trace_plane_normal * -50;
841 traceline (start, end, TRUE, self);
842 if (trace_fraction == 1)
843 { // open at eye level
844 self.flags = self.flags | FL_WATERJUMP;
845 self.velocity_z = 225;
846 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
847 self.teleport_time = time + 2; // safety net
860 void player_powerups (void)
862 if (cvar("g_minstagib"))
864 self.effects = EF_FULLBRIGHT;
865 if (self.items & IT_STRENGTH)
867 if (time > self.strength_finished)
870 self.exteriorweaponentity.alpha = 1;
871 self.items = self.items - (self.items & IT_STRENGTH);
872 sprint(self, "^3Invisibility has worn off\n");
877 if (time < self.strength_finished)
879 self.alpha = cvar("g_minstagib_invis_alpha");
880 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
881 self.items = self.items | IT_STRENGTH;
882 sprint(self, "^3You are invisible\n");
886 if (self.items & IT_INVINCIBLE)
888 if (time > self.invincible_finished)
890 self.items = self.items - (self.items & IT_INVINCIBLE);
891 sprint(self, "^3Speed has worn off\n");
896 if (time < self.invincible_finished)
898 self.items = self.items | IT_INVINCIBLE;
899 sprint(self, "^3You are on speed\n");
905 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
906 if (self.items & IT_STRENGTH)
908 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
909 if (time > self.strength_finished)
911 self.items = self.items - (self.items & IT_STRENGTH);
912 sprint(self, "^3Strength has worn off\n");
917 if (time < self.strength_finished)
919 self.items = self.items | IT_STRENGTH;
920 sprint(self, "^3Strength infuses your weapons with devestating power\n");
923 if (self.items & IT_INVINCIBLE)
925 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
926 if (time > self.invincible_finished)
928 self.items = self.items - (self.items & IT_INVINCIBLE);
929 sprint(self, "^3Shield has worn off\n");
934 if (time < self.invincible_finished)
936 self.items = self.items | IT_INVINCIBLE;
937 sprint(self, "^3Shield surrounds you\n");
941 if (cvar("g_fullbrightplayers"))
942 self.effects = self.effects | EF_FULLBRIGHT;
944 // midair gamemode: damage only while in the air
945 // if in midair mode, being on ground grants temporary invulnerability
946 // (this is so that multishot weapon don't clear the ground flag on the
947 // first damage in the frame, leaving the player vulnerable to the
948 // remaining hits in the same frame)
949 if (self.flags & FL_ONGROUND)
950 if (cvar("g_midair"))
951 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
953 if (time < self.spawnshieldtime)
954 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
957 void player_regen (void)
959 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
960 maxh = cvar("g_balance_health_stable");
961 maxa = cvar("g_balance_armor_stable");
962 limith = cvar("g_balance_health_limit");
963 limita = cvar("g_balance_armor_limit");
965 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
968 if(cvar("g_runematch"))
970 max_mod = regen_mod = rot_mod = limit_mod = 1;
971 if (self.runes & RUNE_REGEN)
973 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
975 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
976 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
977 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
981 regen_mod = cvar("g_balance_rune_regen_regenrate");
982 max_mod = cvar("g_balance_rune_regen_hpmod");
983 limit_mod = cvar("g_balance_rune_regen_limitmod");
986 else if (self.runes & CURSE_VENOM)
988 max_mod = cvar("g_balance_curse_venom_hpmod");
989 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
990 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
992 rot_mod = cvar("g_balance_curse_venom_rotrate");
993 limit_mod = cvar("g_balance_curse_venom_limitmod");
994 //if (!self.runes & RUNE_REGEN)
995 // rot_mod = cvar("g_balance_curse_venom_rotrate");
997 maxh = maxh * max_mod;
998 //maxa = maxa * max_mod;
1000 if (time > self.pauserotarmor_finished)
1002 if (self.armorvalue > maxa)
1003 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1005 if (time > self.pauserothealth_finished)
1007 if (self.health > maxh)
1008 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1010 if (time > self.pauseregen_finished)
1012 if (self.health < maxh)
1013 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1014 if (self.armorvalue < maxa)
1015 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1020 if (time > self.pauserothealth_finished)
1021 if (self.health > maxh)
1022 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1023 if (time > self.pauserotarmor_finished)
1024 if (self.armorvalue > maxa)
1025 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1026 if (time > self.pauseregen_finished)
1028 if (self.health < maxh)
1029 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1030 if (self.armorvalue < maxa)
1031 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1034 if (self.health > limith)
1035 self.health = limith;
1036 if (self.armorvalue > limita)
1037 self.armorvalue = limita;
1041 ======================
1042 spectate mode routines
1043 ======================
1045 void SpectateCopy(entity spectatee) {
1046 self.armortype = spectatee.armortype;
1047 self.armorvalue = spectatee.armorvalue;
1048 self.currentammo = spectatee.currentammo;
1049 self.effects = spectatee.effects;
1050 self.health = spectatee.health;
1052 self.items = spectatee.items;
1053 self.punchangle = spectatee.punchangle;
1054 self.view_ofs = spectatee.view_ofs;
1055 self.v_angle = spectatee.v_angle;
1056 self.viewzoom = spectatee.viewzoom;
1057 setorigin(self, spectatee.origin);
1058 setsize(self, spectatee.mins, spectatee.maxs);
1061 void SpectateUpdate() {
1062 if (self != self.enemy) {
1063 SpectateCopy(self.enemy);
1065 WriteByte(MSG_ONE, SVC_SETANGLE);
1066 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1067 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1068 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1072 float SpectateNext() {
1073 other = find(self.enemy, classname, "player");
1075 other = find(other, classname, "player");
1080 if(self.enemy.classname == "player") {
1082 WriteByte(MSG_ONE, SVC_SETVIEW);
1083 WriteEntity(MSG_ONE, self.enemy);
1084 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1096 Called every frame for each client before the physics are run
1099 void PlayerPreThink (void)
1101 if(self.classname == "player") {
1102 local vector m1, m2;
1106 // if(self.netname == "Wazat")
1107 // bprint(strcat(self.classname, "\n"));
1109 CheckRules_Player();
1112 PrintWelcomeMessage(self);
1114 if(cvar("g_lms") || !cvar("sv_spectate"))
1115 if((time - self.jointime) <= cvar("welcome_message_time"))
1116 PrintWelcomeMessage(self);
1118 if (intermission_running)
1120 IntermissionThink (); // otherwise a button could be missed between
1121 return; // the think tics
1124 if (self.deadflag != DEAD_NO)
1128 if (self.deadflag == DEAD_DYING)
1130 if (time > self.dead_time)
1131 self.deadflag = DEAD_DEAD;
1133 else if (self.deadflag == DEAD_DEAD)
1135 if (cvar("g_lms") || cvar("g_forced_respawn"))
1136 self.button0 = self.button2 = self.button3 = 0;
1138 if (!self.button0 && !self.button2 && !self.button3)
1139 self.deadflag = DEAD_RESPAWNABLE;
1141 else if (self.deadflag == DEAD_RESPAWNABLE)
1148 cvar("g_forced_respawn"))
1154 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1158 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1159 dist = self.oldorigin - self.origin;
1161 self.lms_traveled_distance += fabs(vlen(dist));
1163 if(time > self.lms_nextcheck)
1165 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1166 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1168 centerprint(self, cvar_string("g_lms_campcheck_message"));
1169 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1170 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1171 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');
1173 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1174 self.lms_traveled_distance = 0;
1183 self.view_ofs = PL_CROUCH_VIEW_OFS;
1184 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1191 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1192 if (!trace_startsolid)
1194 self.crouch = FALSE;
1195 self.view_ofs = PL_VIEW_OFS;
1196 setsize (self, PL_MIN, PL_MAX);
1201 if(cvar("sv_defaultcharacter") == 1) {
1202 local string defaultmodel;
1203 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1205 if (defaultmodel != self.model)
1209 precache_model (defaultmodel);
1210 setmodel (self, defaultmodel);
1211 setsize (self, m1, m2);
1214 if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1215 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1217 if (self.playermodel != self.model)
1219 self.playermodel = CheckPlayerModel(self.playermodel);
1222 precache_model (self.playermodel);
1223 setmodel (self, self.playermodel);
1224 setsize (self, m1, m2);
1227 if (self.skin != stof(self.playerskin))
1228 self.skin = stof(self.playerskin);
1230 // Savage: Check for nameless players
1231 if (strlen(self.netname) < 1) {
1232 self.netname = "Player";
1233 stuffcmd(self, "name Player\n");
1236 GrapplingHookFrame();
1240 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1242 if (cvar("g_minstagib") && self.button3)
1244 if (self.jump_interval <= (time + 0.1))
1246 self.jump_interval = time + 1;
1247 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1250 else if (self.viewzoom > 0.4)
1251 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1253 else if (self.viewzoom < 1.0)
1254 self.viewzoom = min (1.0, self.viewzoom + frametime);
1260 self.flags = self.flags | FL_JUMPRELEASED;
1266 //self.angles_y=self.v_angle_y + 90; // temp
1268 if (self.waterlevel == 2)
1271 //if (TetrisPreFrame()) return;
1272 } else if(gameover) {
1273 if (intermission_running)
1274 IntermissionThink (); // otherwise a button could be missed between
1276 } else if(self.classname == "observer") {
1278 if (self.flags & FL_JUMPRELEASED) {
1279 if (self.button2 && self.version == cvar("gameversion")) {
1280 if(!cvar("teamplay")) {
1281 self.flags = self.flags & !FL_JUMPRELEASED;
1282 self.classname = "player";
1284 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1285 PutClientInServer();
1286 centerprint(self,"");
1289 self.flags = self.flags & !FL_JUMPRELEASED;
1290 stuffcmd(self,"menu_showteamselect\n");
1293 } else if(self.button0 && self.version == cvar("gameversion")) {
1294 self.flags = self.flags & !FL_JUMPRELEASED;
1295 if(SpectateNext() == 1) {
1296 self.classname = "spectator";
1300 if (!(self.button0 || self.button2)) {
1301 self.flags = self.flags | FL_JUMPRELEASED;
1304 if(cvar("g_lms") && self.frags <= 0 && self.frags > -666)
1305 centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1306 else if(cvar("g_lms") && self.frags == -666)
1307 centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1309 PrintWelcomeMessage(self);
1310 //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1311 } else if(self.classname == "spectator") {
1313 if (self.flags & FL_JUMPRELEASED) {
1314 if (self.button2 && self.version == cvar("gameversion")) {
1315 if(!cvar("teamplay")) {
1316 self.flags = self.flags & !FL_JUMPRELEASED;
1317 self.classname = "player";
1319 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1322 WriteByte(MSG_ONE, SVC_SETVIEW);
1323 WriteEntity(MSG_ONE, self);
1324 PutClientInServer();
1325 centerprint(self,"");
1328 self.flags = self.flags & !FL_JUMPRELEASED;
1329 stuffcmd(self,"menu_showteamselect\n");
1332 } else if(self.button0) {
1333 self.flags = self.flags & !FL_JUMPRELEASED;
1334 if(SpectateNext() == 1) {
1335 self.classname = "spectator";
1337 self.classname = "observer";
1339 WriteByte(MSG_ONE, SVC_SETVIEW);
1340 WriteEntity(MSG_ONE, self);
1341 PutClientInServer();
1343 } else if (self.button3) {
1344 self.flags = self.flags & !FL_JUMPRELEASED;
1345 self.classname = "observer";
1347 WriteByte(MSG_ONE, SVC_SETVIEW);
1348 WriteEntity(MSG_ONE, self);
1349 PutClientInServer();
1354 if (!(self.button0 || self.button3)) {
1355 self.flags = self.flags | FL_JUMPRELEASED;
1358 if (cvar("g_lms") && self.frags < 1)
1359 centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1361 centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1371 Called every frame for each client after the physics are run
1374 void PlayerPostThink (void)
1376 if(self.classname == "player") {
1377 CheckRules_Player();
1380 UpdatePlayerColors();
1381 if (self.deadflag == DEAD_NO)
1384 if (intermission_running)
1385 return; // intermission or finale
1387 //PrintWelcomeMessage(self);
1388 //if (TetrisPostFrame()) return;
1389 } else if (self.classname == "observer") {
1391 } else if (self.classname == "spectator") {