1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
6 void info_player_deathmatch (void)
12 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
14 local entity spot, player, nextspot, previousspot, newfirstspot;
23 nextspot = spot.chain;
24 // count team mismatches as bad spots
25 if (spot.team == teamcheck)
32 if (vlen(player.origin - spot.origin) < mindist)
34 player = player.chain;
40 previousspot.chain = spot;
47 spawn_allgood = FALSE;
51 // if we couldn't find ANY good points, return the original list
53 newfirstspot = firstspot;
57 entity Spawn_RandomPoint(entity firstspot)
61 // count number of spots
66 numspots = numspots + 1;
70 numspots = numspots * random();
72 while (spot.chain && numspots >= 1)
74 numspots = numspots - 1;
80 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
82 local entity best, spot, player;
83 local float bestrating, rating;
85 bestrating = -1000000;
94 rating = min(rating, vlen(player.origin - spot.origin));
95 player = player.chain;
97 rating = rating + random() * 16;
98 if (bestrating < rating)
112 Finds a point to respawn
115 entity SelectSpawnPoint (float anypoint)
117 local float teamcheck;
118 local entity spot, firstspot, playerlist;
121 spot = find (world, classname, "testplayerstart");
125 spotname = "info_player_deathmatch";
128 if(!anypoint && cvar("g_ctf") )
129 teamcheck = self.team;
131 // get the list of players
132 playerlist = findchain(classname, "player");
133 // get the entire list of spots
134 firstspot = findchain(classname, "info_player_deathmatch");
135 // filter out the bad ones
136 // (note this returns the original list if none survived)
137 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
139 // there is 50/50 chance of choosing a random spot or the furthest spot
140 // (this means that roughly every other spawn will be furthest, so you
141 // usually won't get fragged at spawn twice in a row)
142 if (random() > 0.5 || spawn_allbad || spawn_allgood)
143 spot = Spawn_RandomPoint(firstspot);
145 spot = Spawn_FurthestPoint(firstspot, playerlist);
148 error ("PutClientInServer: no start points on level");
157 Checks if the argument string can be a valid playermodel.
158 Returns a valid one in doubt.
161 string CheckPlayerModel(string plyermodel) {
162 if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
164 /* Possible Fixme: Check if server can open the model?
165 This would kill custom models, however. */
174 putting a client as observer in the server
177 void PutObserverInServer (void)
180 spot = SelectSpawnPoint (FALSE);
181 RemoveGrapplingHook(self); // Wazat's Grappling Hook
183 if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
184 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
185 else if(self.killcount != -666)
186 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
188 self.classname = "observer";
190 self.takedamage = DAMAGE_NO;
191 self.solid = SOLID_NOT;
192 self.movetype = MOVETYPE_NOCLIP;
193 self.flags = FL_CLIENT | FL_NOTARGET;
194 self.armorvalue = 666;
196 self.armorvalue = cvar("g_balance_armor_start");
197 self.pauserotarmor_finished = 0;
198 self.pauserothealth_finished = 0;
199 self.pauseregen_finished = 0;
200 self.damageforcescale = 0;
210 self.pain_finished = 0;
211 self.strength_finished = 0;
212 self.invincible_finished = 0;
214 self.think = SUB_Null;
218 self.deadflag = DEAD_NO;
219 self.angles = spot.angles;
221 self.fixangle = TRUE;
223 self.view_ofs = PL_VIEW_OFS;
224 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
225 self.oldorigin = self.origin;
230 self.weaponmodel = "";
231 self.weaponframe = 0;
232 self.weaponentity = world;
233 self.killcount = -666;
236 //stuffcmd(self, "set viewsize 120 \n");
237 // bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
245 Called when a client spawns in the server
248 void PutClientInServer (void)
250 if(clienttype(self) == CLIENTTYPE_BOT)
252 self.classname = "player";
255 // player is dead and becomes observer
256 if(cvar("g_lms") && self.frags < 1)
257 self.classname = "observer";
259 if(self.classname == "player") {
262 spot = SelectSpawnPoint (FALSE);
264 RemoveGrapplingHook(self); // Wazat's Grappling Hook
266 self.classname = "player";
267 self.iscreature = TRUE;
268 self.movetype = MOVETYPE_WALK;
269 self.solid = SOLID_SLIDEBOX;
270 self.flags = FL_CLIENT;
271 self.takedamage = DAMAGE_AIM;
273 self.health = cvar("g_balance_health_start");
274 self.armorvalue = cvar("g_balance_armor_start");
275 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
276 self.pauserotarmor_finished = time + 10;
277 self.pauserothealth_finished = time + 10;
278 self.pauseregen_finished = 0;
279 self.damageforcescale = 2;
288 self.pain_finished = 0;
289 self.strength_finished = 0;
290 self.invincible_finished = 0;
292 //self.speed_finished = 0;
293 //self.slowmo_finished = 0;
294 // players have no think function
295 self.think = SUB_Null;
298 self.switchweapon = 0;
303 self.deadflag = DEAD_NO;
305 self.angles = spot.angles;
307 self.angles_z = 0; // never spawn tilted even if the spot says to
308 self.fixangle = TRUE; // turn this way immediately
309 self.velocity = '0 0 0';
310 self.avelocity = '0 0 0';
311 self.punchangle = '0 0 0';
312 self.punchvector = '0 0 0';
313 self.oldvelocity = self.velocity;
317 if(cvar("sv_defaultcharacter") == 1) {
318 local string defaultmodel;
319 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
321 precache_model (defaultmodel);
322 setmodel (self, defaultmodel);
323 self.skin = stof(cvar_string("sv_defaultplayerskin"));
325 self.playermodel = CheckPlayerModel(self.playermodel);
327 precache_model (self.playermodel);
328 setmodel (self, self.playermodel);
329 self.skin = stof(self.playerskin);
334 self.view_ofs = PL_VIEW_OFS;
335 setsize (self, PL_MIN, PL_MAX);
336 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
337 // don't reset back to last position, even if new position is stuck in solid
338 self.oldorigin = self.origin;
342 self.ammo_shells = cvar("g_lms_start_ammo_shells");
343 self.ammo_nails = cvar("g_lms_start_ammo_nails");
344 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
345 self.ammo_cells = cvar("g_lms_start_ammo_cells");
346 self.health = cvar("g_lms_start_health");
347 self.armorvalue = cvar("g_lms_start_armor");
349 else if (cvar("g_use_ammunition")) {
350 self.ammo_shells = cvar("g_start_ammo_shells");
351 self.ammo_nails = cvar("g_start_ammo_nails");
352 self.ammo_rockets = cvar("g_start_ammo_rockets");
353 self.ammo_cells = cvar("g_start_ammo_cells");
355 self.ammo_shells = 999;
356 self.ammo_nails = 999;
357 self.ammo_rockets = 999;
358 self.ammo_cells = 999;
362 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
364 self.items = self.items | IT_LASER;
365 self.switchweapon = WEP_LASER;
367 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
369 self.items = self.items | IT_SHOTGUN;
370 self.switchweapon = WEP_SHOTGUN;
372 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
374 self.items = self.items | IT_UZI;
375 self.switchweapon = WEP_UZI;
377 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
379 self.items = self.items | IT_GRENADE_LAUNCHER;
380 self.switchweapon = WEP_GRENADE_LAUNCHER;
382 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
384 self.items = self.items | IT_ELECTRO;
385 self.switchweapon = WEP_ELECTRO;
387 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
389 self.items = self.items | IT_CRYLINK;
390 self.switchweapon = WEP_CRYLINK;
392 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
394 self.items = self.items | IT_NEX;
395 self.switchweapon = WEP_NEX;
397 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
399 self.items = self.items | IT_HAGAR;
400 self.switchweapon = WEP_HAGAR;
402 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
404 self.items = self.items | IT_ROCKET_LAUNCHER;
405 self.switchweapon = WEP_ROCKET_LAUNCHER;
408 if(cvar("g_instagib"))
411 self.switchweapon = WEP_NEX;
412 self.ammo_cells = 999;
415 if(cvar("g_rocketarena"))
417 self.items = IT_ROCKET_LAUNCHER;
418 self.switchweapon = WEP_ROCKET_LAUNCHER;
419 self.ammo_rockets = 999;
425 // will be done later
428 if(cvar("g_minstagib"))
433 self.switchweapon = WEP_NEX;
434 self.ammo_cells = cvar("g_minstagib_ammo_start");
436 self.jump_interval = time;
439 self.event_damage = PlayerDamage;
441 self.statdraintime = time + 5;
442 self.button0 = self.button1 = self.button2 = self.button3 = 0;
444 if(self.killcount == -666) {
449 self.cnt = WEP_LASER;
450 self.nixnex_lastchange_id = -1;
456 CL_SpawnWeaponentity();
458 self.exteriorweaponentity.alpha = 1;
460 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
461 self.lms_traveled_distance = 0;
463 if(cvar("spawn_debug"))
465 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
466 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
469 //stuffcmd(self, "chase_active 0");
470 //stuffcmd(self, "set viewsize $tmpviewsize \n");
471 } else if(self.classname == "observer") {
472 PutObserverInServer ();
481 void SetNewParms (void)
491 void SetChangeParms (void)
500 Called when a client types 'kill' in the console
503 void ClientKill (void)
505 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
512 Called when a client connects to the server
515 string ColoredTeamName(float t);
516 //void dom_player_join_team(entity pl);
517 void ClientConnect (void)
519 self.classname = "player_joining";
521 if(player_count<0) player_count = 0;
523 //if(cvar("g_domination"))
524 // dom_player_join_team(self);
526 //JoinBestTeam(self, FALSE);
528 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
529 self.classname = "observer";
531 self.classname = "player";
534 //stuffcmd(self, "set tmpviewsize $viewsize \n");
536 bprint ("^4",self.netname);
537 bprint ("^4 connected");
539 if(cvar("g_domination") || cvar("g_ctf"))
541 bprint(" and joined the ");
542 bprint(ColoredTeamName(self.team));
547 self.welcomemessage_time = time + cvar("welcome_message_time");
548 self.welcomemessage_time2 = 0;
550 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
551 // send prediction settings to the client
552 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
553 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
554 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
555 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
556 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
557 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
558 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
559 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
560 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
561 // Wazat's grappling hook
562 SetGrappleHookBindings();
564 // get autoswitch state from player
565 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
566 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
568 // get version info from player
569 stuffcmd(self, "cmd clientversion $gameversion\n");
571 // set cvar for team scoreboard
572 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
576 self.frags = cvar("fraglimit");
577 // no fraglimit was set, so player gets 999 lives
581 // disallow player to join after the worst player has lost g_lms_last_join lives
582 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
583 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
588 else if(cvar("fraglimit") > lms_lowest_lives)
590 self.frags = lms_lowest_lives;
595 self.jointime = time;
602 Called when a client disconnects from the server
605 void(entity e) DropFlag;
606 .entity chatbubbleentity;
607 .entity teambubbleentity;
608 void ClientDisconnect (void)
610 bprint ("^4",self.netname);
611 bprint ("^4 disconnected\n");
613 if (self.chatbubbleentity)
615 remove (self.chatbubbleentity);
616 self.chatbubbleentity = world;
619 if (self.teambubbleentity)
621 remove (self.teambubbleentity);
622 self.teambubbleentity = world;
628 DropFlag(self.flagcarried);
630 // decrease player count for lms
632 // player was dead, decrease dead count
633 if(cvar("g_lms") && self.frags < 1)
635 //stuffcmd(self, "set viewsize $tmpviewsize \n");
639 void() ChatBubbleThink =
641 self.nextthink = time;
642 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
647 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
648 if (self.owner.buttonchat && !self.owner.deadflag)
649 self.model = self.mdl;
654 void() UpdateChatBubble =
656 if (!self.modelindex)
658 // spawn a chatbubble entity if needed
659 if (!self.chatbubbleentity)
661 self.chatbubbleentity = spawn();
662 self.chatbubbleentity.owner = self;
663 self.chatbubbleentity.exteriormodeltoclient = self;
664 self.chatbubbleentity.think = ChatBubbleThink;
665 self.chatbubbleentity.nextthink = time;
666 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
667 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
668 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
669 self.chatbubbleentity.model = "";
674 void() TeamBubbleThink =
676 self.nextthink = time;
677 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
682 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
683 if (self.owner.buttonchat || self.owner.deadflag)
686 self.model = self.mdl;
690 .float() customizeentityforclient;
691 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
693 void() UpdateTeamBubble =
695 if (!self.modelindex || !cvar("teamplay"))
697 // spawn a teambubble entity if needed
698 if (!self.teambubbleentity && cvar("teamplay"))
700 self.teambubbleentity = spawn();
701 self.teambubbleentity.owner = self;
702 self.teambubbleentity.exteriormodeltoclient = self;
703 self.teambubbleentity.think = TeamBubbleThink;
704 self.teambubbleentity.nextthink = time;
705 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
706 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
707 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
708 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
709 self.teambubbleentity.mdl = self.teambubbleentity.model;
710 self.teambubbleentity.model = self.teambubbleentity.mdl;
711 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
715 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
716 // added to the model skins
717 /*void() UpdateColorModHack =
720 c = self.clientcolors & 15;
721 // LordHavoc: only bothering to support white, green, red, yellow, blue
722 if (teamplay == 0) self.colormod = '0 0 0';
723 else if (c == 0) self.colormod = '1.00 1.00 1.00';
724 else if (c == 3) self.colormod = '0.10 1.73 0.10';
725 else if (c == 4) self.colormod = '1.73 0.10 0.10';
726 else if (c == 12) self.colormod = '1.22 1.22 0.10';
727 else if (c == 13) self.colormod = '0.10 0.10 1.73';
728 else self.colormod = '1 1 1';
731 void UpdatePlayerColors () {
732 if(self.weaponentity) {
733 self.weaponentity.colormap = self.colormap;
734 self.exteriorweaponentity.colormap = self.colormap;
741 When you press the jump key
744 void PlayerJump (void)
748 mjumpheight = cvar("g_balance_jumpheight");
749 if (self.waterlevel >= 2)
751 if (self.watertype == CONTENT_WATER)
752 self.velocity_z = 200;
753 else if (self.watertype == CONTENT_SLIME)
754 self.velocity_z = 80;
756 self.velocity_z = 50;
762 if (!(self.flags & FL_ONGROUND))
765 if (!(self.flags & FL_JUMPRELEASED))
768 if(cvar("g_runematch"))
770 if(self.runes & RUNE_SPEED)
772 if(self.runes & CURSE_SLOW)
773 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
775 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
777 else if(self.runes & CURSE_SLOW)
779 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
783 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
785 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
788 self.velocity_z = self.velocity_z + mjumpheight;
789 self.oldvelocity_z = self.velocity_z;
791 self.flags = self.flags - FL_ONGROUND;
792 self.flags = self.flags - FL_JUMPRELEASED;
795 void() CheckWaterJump =
797 local vector start, end;
799 // check for a jump-out-of-water
800 makevectors (self.angles);
802 start_z = start_z + 8;
804 normalize(v_forward);
805 end = start + v_forward*24;
806 traceline (start, end, TRUE, self);
807 if (trace_fraction < 1)
809 start_z = start_z + self.maxs_z - 8;
810 end = start + v_forward*24;
811 self.movedir = trace_plane_normal * -50;
812 traceline (start, end, TRUE, self);
813 if (trace_fraction == 1)
814 { // open at eye level
815 self.flags = self.flags | FL_WATERJUMP;
816 self.velocity_z = 225;
817 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
818 self.teleport_time = time + 2; // safety net
831 void player_powerups (void)
833 if (cvar("g_minstagib"))
835 self.effects = EF_FULLBRIGHT;
836 if (self.items & IT_STRENGTH)
838 if (time > self.strength_finished)
841 self.exteriorweaponentity.alpha = 1;
842 self.items = self.items - (self.items & IT_STRENGTH);
843 sprint(self, "^3Invisibility has worn off\n");
848 if (time < self.strength_finished)
850 self.alpha = cvar("g_minstagib_invis_alpha");
851 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
852 self.items = self.items | IT_STRENGTH;
853 sprint(self, "^3You are invisible\n");
857 if (self.items & IT_INVINCIBLE)
859 if (time > self.invincible_finished)
861 self.items = self.items - (self.items & IT_INVINCIBLE);
862 sprint(self, "^3Speed has worn off\n");
867 if (time < self.invincible_finished)
869 self.items = self.items | IT_INVINCIBLE;
870 sprint(self, "^3You are on speed\n");
876 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
877 if (self.items & IT_STRENGTH)
879 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
880 if (time > self.strength_finished)
882 self.items = self.items - (self.items & IT_STRENGTH);
883 sprint(self, "^3Strength has worn off\n");
888 if (time < self.strength_finished)
890 self.items = self.items | IT_STRENGTH;
891 sprint(self, "^3Strength infuses your weapons with devestating power\n");
894 if (self.items & IT_INVINCIBLE)
896 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
897 if (time > self.invincible_finished)
899 self.items = self.items - (self.items & IT_INVINCIBLE);
900 sprint(self, "^3Shield has worn off\n");
905 if (time < self.invincible_finished)
907 self.items = self.items | IT_INVINCIBLE;
908 sprint(self, "^3Shield surrounds you\n");
912 if (cvar("g_fullbrightplayers"))
913 self.effects = self.effects | EF_FULLBRIGHT;
915 // midair gamemode: damage only while in the air
916 // if in midair mode, being on ground grants temporary invulnerability
917 // (this is so that multishot weapon don't clear the ground flag on the
918 // first damage in the frame, leaving the player vulnerable to the
919 // remaining hits in the same frame)
920 if (self.flags & FL_ONGROUND)
921 if (cvar("g_midair"))
922 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
924 if (time < self.spawnshieldtime)
925 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
928 void player_regen (void)
930 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
931 maxh = cvar("g_balance_health_stable");
932 maxa = cvar("g_balance_armor_stable");
933 limith = cvar("g_balance_health_limit");
934 limita = cvar("g_balance_armor_limit");
936 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
939 if(cvar("g_runematch"))
941 max_mod = regen_mod = rot_mod = limit_mod = 1;
942 if (self.runes & RUNE_REGEN)
944 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
946 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
947 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
948 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
952 regen_mod = cvar("g_balance_rune_regen_regenrate");
953 max_mod = cvar("g_balance_rune_regen_hpmod");
954 limit_mod = cvar("g_balance_rune_regen_limitmod");
957 else if (self.runes & CURSE_VENOM)
959 max_mod = cvar("g_balance_curse_venom_hpmod");
960 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
961 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
963 rot_mod = cvar("g_balance_curse_venom_rotrate");
964 limit_mod = cvar("g_balance_curse_venom_limitmod");
965 //if (!self.runes & RUNE_REGEN)
966 // rot_mod = cvar("g_balance_curse_venom_rotrate");
968 maxh = maxh * max_mod;
969 //maxa = maxa * max_mod;
971 if (time > self.pauserotarmor_finished)
973 if (self.armorvalue > maxa)
974 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
976 if (time > self.pauserothealth_finished)
978 if (self.health > maxh)
979 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
981 if (time > self.pauseregen_finished)
983 if (self.health < maxh)
984 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
985 if (self.armorvalue < maxa)
986 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
991 if (time > self.pauserothealth_finished)
992 if (self.health > maxh)
993 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
994 if (time > self.pauserotarmor_finished)
995 if (self.armorvalue > maxa)
996 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
997 if (time > self.pauseregen_finished)
999 if (self.health < maxh)
1000 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1001 if (self.armorvalue < maxa)
1002 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1005 if (self.health > limith)
1006 self.health = limith;
1007 if (self.armorvalue > limita)
1008 self.armorvalue = limita;
1012 ======================
1013 spectate mode routines
1014 ======================
1016 void SpectateCopy(entity spectatee) {
1017 self.armortype = spectatee.armortype;
1018 self.armorvalue = spectatee.armorvalue;
1019 self.currentammo = spectatee.currentammo;
1020 self.effects = spectatee.effects;
1021 self.health = spectatee.health;
1023 self.items = spectatee.items;
1024 self.punchangle = spectatee.punchangle;
1025 self.view_ofs = spectatee.view_ofs;
1026 self.v_angle = spectatee.v_angle;
1027 self.viewzoom = spectatee.viewzoom;
1028 setorigin(self, spectatee.origin);
1029 setsize(self, spectatee.mins, spectatee.maxs);
1032 void SpectateUpdate() {
1033 if (self != self.enemy) {
1034 SpectateCopy(self.enemy);
1036 WriteByte(MSG_ONE, SVC_SETANGLE);
1037 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1038 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1039 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1043 float SpectateNext() {
1044 other = find(self.enemy, classname, "player");
1046 other = find(other, classname, "player");
1051 if(self.enemy.classname == "player") {
1053 WriteByte(MSG_ONE, SVC_SETVIEW);
1054 WriteEntity(MSG_ONE, self.enemy);
1055 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1067 Called every frame for each client before the physics are run
1070 void PlayerPreThink (void)
1072 if(self.classname == "player") {
1073 local vector m1, m2;
1077 // if(self.netname == "Wazat")
1078 // bprint(strcat(self.classname, "\n"));
1080 CheckRules_Player();
1083 PrintWelcomeMessage(self);
1085 if(cvar("g_lms") || !cvar("sv_spectate"))
1086 if((time - self.jointime) <= cvar("welcome_message_time"))
1087 PrintWelcomeMessage(self);
1089 if (intermission_running)
1091 IntermissionThink (); // otherwise a button could be missed between
1092 return; // the think tics
1095 if (self.deadflag != DEAD_NO)
1099 if (self.deadflag == DEAD_DYING)
1101 if (time > self.dead_time)
1102 self.deadflag = DEAD_DEAD;
1104 else if (self.deadflag == DEAD_DEAD)
1106 if (cvar("g_lms") || cvar("g_forced_respawn"))
1107 self.button0 = self.button2 = self.button3 = 0;
1109 if (!self.button0 && !self.button2 && !self.button3)
1110 self.deadflag = DEAD_RESPAWNABLE;
1112 else if (self.deadflag == DEAD_RESPAWNABLE)
1119 cvar("g_forced_respawn"))
1125 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1129 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1130 dist = self.oldorigin - self.origin;
1132 self.lms_traveled_distance += fabs(vlen(dist));
1134 if(time > self.lms_nextcheck)
1136 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1137 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1139 centerprint(self, cvar_string("g_lms_campcheck_message"));
1140 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1141 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1142 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');
1144 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1145 self.lms_traveled_distance = 0;
1154 self.view_ofs = PL_CROUCH_VIEW_OFS;
1155 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1162 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1163 if (!trace_startsolid)
1165 self.crouch = FALSE;
1166 self.view_ofs = PL_VIEW_OFS;
1167 setsize (self, PL_MIN, PL_MAX);
1172 if(cvar("sv_defaultcharacter") == 1) {
1173 local string defaultmodel;
1174 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1176 if (defaultmodel != self.model)
1180 precache_model (defaultmodel);
1181 setmodel (self, defaultmodel);
1182 setsize (self, m1, m2);
1185 if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1186 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1188 if (self.playermodel != self.model)
1190 self.playermodel = CheckPlayerModel(self.playermodel);
1193 precache_model (self.playermodel);
1194 setmodel (self, self.playermodel);
1195 setsize (self, m1, m2);
1198 if (self.skin != stof(self.playerskin))
1199 self.skin = stof(self.playerskin);
1201 // Savage: Check for nameless players
1202 if (strlen(self.netname) < 1) {
1203 self.netname = "Player";
1204 stuffcmd(self, "name Player\n");
1207 GrapplingHookFrame();
1211 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1213 if (cvar("g_minstagib") && self.button3)
1215 if (self.jump_interval <= (time + 0.1))
1217 self.jump_interval = time + 1;
1218 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1221 else if (self.viewzoom > 0.4)
1222 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1224 else if (self.viewzoom < 1.0)
1225 self.viewzoom = min (1.0, self.viewzoom + frametime);
1231 self.flags = self.flags | FL_JUMPRELEASED;
1237 //self.angles_y=self.v_angle_y + 90; // temp
1239 if (self.waterlevel == 2)
1242 //if (TetrisPreFrame()) return;
1243 } else if(gameover) {
1244 if (intermission_running)
1245 IntermissionThink (); // otherwise a button could be missed between
1247 } else if(self.classname == "observer") {
1249 if (self.flags & FL_JUMPRELEASED) {
1250 if (self.button2 && self.version == cvar("gameversion")) {
1251 if(!cvar("teamplay")) {
1252 self.flags = self.flags & !FL_JUMPRELEASED;
1253 self.classname = "player";
1255 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1256 PutClientInServer();
1257 centerprint(self,"");
1260 self.flags = self.flags & !FL_JUMPRELEASED;
1261 stuffcmd(self,"menu_showteamselect\n");
1264 } else if(self.button0 && self.version == cvar("gameversion")) {
1265 self.flags = self.flags & !FL_JUMPRELEASED;
1266 if(SpectateNext() == 1) {
1267 self.classname = "spectator";
1271 if (!(self.button0 || self.button2)) {
1272 self.flags = self.flags | FL_JUMPRELEASED;
1275 if(cvar("g_lms") && self.frags == 0)
1276 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");
1277 else if(cvar("g_lms") && self.frags == -1)
1278 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");
1280 PrintWelcomeMessage(self);
1281 //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1282 } else if(self.classname == "spectator") {
1284 if (self.flags & FL_JUMPRELEASED) {
1285 if (self.button2 && self.version == cvar("gameversion")) {
1286 if(!cvar("teamplay")) {
1287 self.flags = self.flags & !FL_JUMPRELEASED;
1288 self.classname = "player";
1290 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1293 WriteByte(MSG_ONE, SVC_SETVIEW);
1294 WriteEntity(MSG_ONE, self);
1295 PutClientInServer();
1296 centerprint(self,"");
1299 self.flags = self.flags & !FL_JUMPRELEASED;
1300 stuffcmd(self,"menu_showteamselect\n");
1303 } else if(self.button0) {
1304 self.flags = self.flags & !FL_JUMPRELEASED;
1305 if(SpectateNext() == 1) {
1306 self.classname = "spectator";
1308 self.classname = "observer";
1310 WriteByte(MSG_ONE, SVC_SETVIEW);
1311 WriteEntity(MSG_ONE, self);
1312 PutClientInServer();
1314 } else if (self.button3) {
1315 self.flags = self.flags & !FL_JUMPRELEASED;
1316 self.classname = "observer";
1318 WriteByte(MSG_ONE, SVC_SETVIEW);
1319 WriteEntity(MSG_ONE, self);
1320 PutClientInServer();
1325 if (!(self.button0 || self.button3)) {
1326 self.flags = self.flags | FL_JUMPRELEASED;
1329 if (cvar("g_lms") && self.frags < 1)
1330 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"));
1332 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"));
1342 Called every frame for each client after the physics are run
1345 void PlayerPostThink (void)
1347 if(self.classname == "player") {
1348 CheckRules_Player();
1351 UpdatePlayerColors();
1352 if (self.deadflag == DEAD_NO)
1355 if (intermission_running)
1356 return; // intermission or finale
1358 //PrintWelcomeMessage(self);
1359 //if (TetrisPostFrame()) return;
1360 } else if (self.classname == "observer") {
1362 } else if (self.classname == "spectator") {