1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
6 void info_player_deathmatch (void)
10 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
12 local entity spot, player, nextspot, previousspot, newfirstspot;
19 nextspot = spot.chain;
20 // count team mismatches as bad spots
21 if (spot.team == teamcheck)
28 if (vlen(player.origin - spot.origin) < mindist)
30 player = player.chain;
35 previousspot.chain = spot;
44 // if we couldn't find ANY good points, return the original list
46 newfirstspot = firstspot;
50 entity Spawn_RandomPoint(entity firstspot)
54 // count number of spots
59 numspots = numspots + 1;
63 numspots = numspots * random();
65 while (spot.chain && numspots >= 1)
67 numspots = numspots - 1;
73 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
75 local entity best, spot, player;
76 local float bestrating, rating;
78 bestrating = -1000000;
87 rating = min(rating, vlen(player.origin - spot.origin));
88 player = player.chain;
90 rating = rating + random() * 16;
91 if (bestrating < rating)
105 Finds a point to respawn
108 entity SelectSpawnPoint (float anypoint)
110 local float teamcheck;
111 local entity spot, firstspot, playerlist;
114 spot = find (world, classname, "testplayerstart");
118 spotname = "info_player_deathmatch";
121 if(!anypoint && cvar("g_ctf") )
122 teamcheck = self.team;
124 // get the list of players
125 playerlist = findchain(classname, "player");
126 // get the entire list of spots
127 firstspot = findchain(classname, "info_player_deathmatch");
128 // filter out the bad ones
129 // (note this returns the original list if none survived)
130 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
132 // there is 50/50 chance of choosing a random spot or the furthest spot
133 // (this means that roughly every other spawn will be furthest, so you
134 // usually won't get fragged at spawn twice in a row)
136 spot = Spawn_RandomPoint(firstspot);
138 spot = Spawn_FurthestPoint(firstspot, playerlist);
141 error ("PutClientInServer: no start points on level");
150 Checks if the argument string can be a valid playermodel.
151 Returns a valid one in doubt.
154 string CheckPlayerModel(string plyermodel) {
155 if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
157 /* Possible Fixme: Check if server can open the model?
158 This would kill custom models, however. */
167 putting a client as observer in the server
170 void PutObserverInServer (void)
173 spot = SelectSpawnPoint (FALSE);
174 RemoveGrapplingHook(self); // Wazat's Grappling Hook
176 if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
177 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
178 else if(self.killcount != -666)
179 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
181 self.classname = "observer";
183 self.takedamage = DAMAGE_NO;
184 self.solid = SOLID_NOT;
185 self.movetype = MOVETYPE_NOCLIP;
186 self.flags = FL_CLIENT | FL_NOTARGET;
187 self.armorvalue = 666;
189 self.armorvalue = cvar("g_balance_armor_start");
190 self.pauserotarmor_finished = 0;
191 self.pauserothealth_finished = 0;
192 self.pauseregen_finished = 0;
193 self.damageforcescale = 0;
202 self.pain_finished = 0;
203 self.strength_finished = 0;
204 self.invincible_finished = 0;
206 self.think = SUB_Null;
210 self.deadflag = DEAD_NO;
211 self.angles = spot.angles;
213 self.fixangle = TRUE;
215 self.view_ofs = PL_VIEW_OFS;
216 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
217 self.oldorigin = self.origin;
222 self.weaponmodel = "";
223 self.weaponframe = 0;
224 self.weaponentity = world;
225 self.killcount = -666;
228 //stuffcmd(self, "set viewsize 120 \n");
229 // bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
237 Called when a client spawns in the server
240 void PutClientInServer (void)
242 if(clienttype(self) == CLIENTTYPE_BOT)
244 self.classname = "player";
247 // player is dead and becomes observer
248 if(cvar("g_lms") && self.frags < 1)
249 self.classname = "observer";
251 if(self.classname == "player") {
254 spot = SelectSpawnPoint (FALSE);
256 RemoveGrapplingHook(self); // Wazat's Grappling Hook
258 self.classname = "player";
259 self.iscreature = TRUE;
260 self.movetype = MOVETYPE_WALK;
261 self.solid = SOLID_SLIDEBOX;
262 self.flags = FL_CLIENT;
263 self.takedamage = DAMAGE_AIM;
265 self.health = cvar("g_balance_health_start");
266 self.armorvalue = cvar("g_balance_armor_start");
267 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
268 self.pauserotarmor_finished = time + 10;
269 self.pauserothealth_finished = time + 10;
270 self.pauseregen_finished = 0;
271 self.damageforcescale = 2;
280 self.pain_finished = 0;
281 self.strength_finished = 0;
282 self.invincible_finished = 0;
284 //self.speed_finished = 0;
285 //self.slowmo_finished = 0;
286 // players have no think function
287 self.think = SUB_Null;
294 self.deadflag = DEAD_NO;
296 self.angles = spot.angles;
298 self.angles_z = 0; // never spawn tilted even if the spot says to
299 self.fixangle = TRUE; // turn this way immediately
300 self.velocity = '0 0 0';
301 self.avelocity = '0 0 0';
302 self.punchangle = '0 0 0';
303 self.punchvector = '0 0 0';
304 self.oldvelocity = self.velocity;
308 if(cvar("sv_defaultcharacter") == 1) {
309 local string defaultmodel;
310 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
312 precache_model (defaultmodel);
313 setmodel (self, defaultmodel);
314 self.skin = stof(cvar_string("sv_defaultplayerskin"));
316 self.playermodel = CheckPlayerModel(self.playermodel);
318 precache_model (self.playermodel);
319 setmodel (self, self.playermodel);
320 self.skin = stof(self.playerskin);
325 self.view_ofs = PL_VIEW_OFS;
326 setsize (self, PL_MIN, PL_MAX);
327 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
328 // don't reset back to last position, even if new position is stuck in solid
329 self.oldorigin = self.origin;
333 self.ammo_shells = cvar("g_lms_start_ammo_shells");
334 self.ammo_nails = cvar("g_lms_start_ammo_nails");
335 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
336 self.ammo_cells = cvar("g_lms_start_ammo_cells");
337 self.health = cvar("g_lms_start_health");
338 self.armorvalue = cvar("g_lms_start_armor");
340 else if (cvar("g_use_ammunition")) {
341 self.ammo_shells = cvar("g_start_ammo_shells");
342 self.ammo_nails = cvar("g_start_ammo_nails");
343 self.ammo_rockets = cvar("g_start_ammo_rockets");
344 self.ammo_cells = cvar("g_start_ammo_cells");
346 self.ammo_shells = 999;
347 self.ammo_nails = 999;
348 self.ammo_rockets = 999;
349 self.ammo_cells = 999;
353 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
355 self.items = self.items | IT_LASER;
356 self.switchweapon = WEP_LASER;
358 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
360 self.items = self.items | IT_SHOTGUN;
361 self.switchweapon = WEP_SHOTGUN;
363 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
365 self.items = self.items | IT_UZI;
366 self.switchweapon = WEP_UZI;
368 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
370 self.items = self.items | IT_GRENADE_LAUNCHER;
371 self.switchweapon = WEP_GRENADE_LAUNCHER;
373 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
375 self.items = self.items | IT_ELECTRO;
376 self.switchweapon = WEP_ELECTRO;
378 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
380 self.items = self.items | IT_CRYLINK;
381 self.switchweapon = WEP_CRYLINK;
383 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
385 self.items = self.items | IT_NEX;
386 self.switchweapon = WEP_NEX;
388 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
390 self.items = self.items | IT_HAGAR;
391 self.switchweapon = WEP_HAGAR;
393 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
395 self.items = self.items | IT_ROCKET_LAUNCHER;
396 self.switchweapon = WEP_ROCKET_LAUNCHER;
399 if(cvar("g_instagib"))
402 self.switchweapon = WEP_NEX;
403 self.ammo_cells = 999;
406 if(cvar("g_rocketarena"))
408 self.items = IT_ROCKET_LAUNCHER;
409 self.switchweapon = WEP_ROCKET_LAUNCHER;
410 self.ammo_rockets = 999;
413 if(cvar("g_minstagib"))
418 self.switchweapon = WEP_NEX;
419 self.ammo_cells = cvar("g_minstagib_ammo_start");
421 self.jump_interval = time;
424 self.event_damage = PlayerDamage;
426 self.statdraintime = time + 5;
427 self.button0 = self.button1 = self.button2 = self.button3 = 0;
429 if(self.killcount == -666) {
434 self.cnt = WEP_LASER;
440 CL_SpawnWeaponentity();
442 self.exteriorweaponentity.alpha = 1;
444 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
445 self.lms_traveled_distance = 0;
447 //stuffcmd(self, "chase_active 0");
448 //stuffcmd(self, "set viewsize $tmpviewsize \n");
449 } else if(self.classname == "observer") {
450 PutObserverInServer ();
459 void SetNewParms (void)
469 void SetChangeParms (void)
478 Called when a client types 'kill' in the console
481 void ClientKill (void)
483 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
490 Called when a client connects to the server
493 string ColoredTeamName(float t);
494 //void dom_player_join_team(entity pl);
495 void ClientConnect (void)
497 self.classname = "player_joining";
499 if(player_count<0) player_count = 0;
501 //if(cvar("g_domination"))
502 // dom_player_join_team(self);
504 //JoinBestTeam(self, FALSE);
506 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
507 self.classname = "observer";
509 self.classname = "player";
512 //stuffcmd(self, "set tmpviewsize $viewsize \n");
514 bprint ("^4",self.netname);
515 bprint ("^4 connected");
517 if(cvar("g_domination") || cvar("g_ctf"))
519 bprint(" and joined the ");
520 bprint(ColoredTeamName(self.team));
525 self.welcomemessage_time = time + cvar("welcome_message_time");
526 self.welcomemessage_time2 = 0;
528 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
529 // send prediction settings to the client
530 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
531 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
532 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
533 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
534 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
535 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
536 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
537 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
538 // Wazat's grappling hook
539 SetGrappleHookBindings();
541 // get autoswitch state from player
542 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
543 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
545 // get version info from player
546 stuffcmd(self, "cmd clientversion $gameversion\n");
548 // set cvar for team scoreboard
549 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
553 self.frags = cvar("fraglimit");
554 // no fraglimit was set, so player gets 999 lives
558 // disallow player to join after the worst player has lost g_lms_last_join lives
559 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
560 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
565 else if(cvar("fraglimit") > lms_lowest_lives)
567 self.frags = lms_lowest_lives;
572 self.jointime = time;
579 Called when a client disconnects from the server
582 void(entity e) DropFlag;
583 .entity chatbubbleentity;
584 .entity teambubbleentity;
585 void ClientDisconnect (void)
587 bprint ("^4",self.netname);
588 bprint ("^4 disconnected\n");
590 if (self.chatbubbleentity)
592 remove (self.chatbubbleentity);
593 self.chatbubbleentity = world;
596 if (self.teambubbleentity)
598 remove (self.teambubbleentity);
599 self.teambubbleentity = world;
605 DropFlag(self.flagcarried);
607 // decrease player count for lms
609 // player was dead, decrease dead count
610 if(cvar("g_lms") && self.frags < 1)
612 //stuffcmd(self, "set viewsize $tmpviewsize \n");
616 void() ChatBubbleThink =
618 self.nextthink = time;
619 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
624 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
625 if (self.owner.buttonchat && !self.owner.deadflag)
626 self.model = self.mdl;
631 void() UpdateChatBubble =
633 if (!self.modelindex)
635 // spawn a chatbubble entity if needed
636 if (!self.chatbubbleentity)
638 self.chatbubbleentity = spawn();
639 self.chatbubbleentity.owner = self;
640 self.chatbubbleentity.exteriormodeltoclient = self;
641 self.chatbubbleentity.think = ChatBubbleThink;
642 self.chatbubbleentity.nextthink = time;
643 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
644 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
645 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
646 self.chatbubbleentity.model = "";
651 void() TeamBubbleThink =
653 self.nextthink = time;
654 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
659 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
660 if (self.owner.buttonchat || self.owner.deadflag)
663 self.model = self.mdl;
667 .float() customizeentityforclient;
668 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
670 void() UpdateTeamBubble =
672 if (!self.modelindex || !cvar("teamplay"))
674 // spawn a teambubble entity if needed
675 if (!self.teambubbleentity && cvar("teamplay"))
677 self.teambubbleentity = spawn();
678 self.teambubbleentity.owner = self;
679 self.teambubbleentity.exteriormodeltoclient = self;
680 self.teambubbleentity.think = TeamBubbleThink;
681 self.teambubbleentity.nextthink = time;
682 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
683 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
684 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
685 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
686 self.teambubbleentity.mdl = self.teambubbleentity.model;
687 self.teambubbleentity.model = self.teambubbleentity.mdl;
688 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
692 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
693 // added to the model skins
694 /*void() UpdateColorModHack =
697 c = self.clientcolors & 15;
698 // LordHavoc: only bothering to support white, green, red, yellow, blue
699 if (teamplay == 0) self.colormod = '0 0 0';
700 else if (c == 0) self.colormod = '1.00 1.00 1.00';
701 else if (c == 3) self.colormod = '0.10 1.73 0.10';
702 else if (c == 4) self.colormod = '1.73 0.10 0.10';
703 else if (c == 12) self.colormod = '1.22 1.22 0.10';
704 else if (c == 13) self.colormod = '0.10 0.10 1.73';
705 else self.colormod = '1 1 1';
708 void UpdatePlayerColors () {
709 if(self.weaponentity) {
710 self.weaponentity.colormap = self.colormap;
711 self.exteriorweaponentity.colormap = self.colormap;
718 When you press the jump key
721 void PlayerJump (void)
725 mjumpheight = cvar("g_balance_jumpheight");
726 if (self.waterlevel >= 2)
728 if (self.watertype == CONTENT_WATER)
729 self.velocity_z = 200;
730 else if (self.watertype == CONTENT_SLIME)
731 self.velocity_z = 80;
733 self.velocity_z = 50;
739 if (!(self.flags & FL_ONGROUND))
742 if (!(self.flags & FL_JUMPRELEASED))
745 if(cvar("g_runematch"))
747 if(self.runes & RUNE_SPEED)
749 if(self.runes & CURSE_SLOW)
750 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
752 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
754 else if(self.runes & CURSE_SLOW)
756 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
760 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
762 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
765 self.velocity_z = self.velocity_z + mjumpheight;
766 self.oldvelocity_z = self.velocity_z;
768 self.flags = self.flags - FL_ONGROUND;
769 self.flags = self.flags - FL_JUMPRELEASED;
772 void() CheckWaterJump =
774 local vector start, end;
776 // check for a jump-out-of-water
777 makevectors (self.angles);
779 start_z = start_z + 8;
781 normalize(v_forward);
782 end = start + v_forward*24;
783 traceline (start, end, TRUE, self);
784 if (trace_fraction < 1)
786 start_z = start_z + self.maxs_z - 8;
787 end = start + v_forward*24;
788 self.movedir = trace_plane_normal * -50;
789 traceline (start, end, TRUE, self);
790 if (trace_fraction == 1)
791 { // open at eye level
792 self.flags = self.flags | FL_WATERJUMP;
793 self.velocity_z = 225;
794 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
795 self.teleport_time = time + 2; // safety net
808 void player_powerups (void)
810 if (cvar("g_minstagib"))
812 self.effects = EF_FULLBRIGHT;
813 if (self.items & IT_STRENGTH)
815 if (time > self.strength_finished)
818 self.exteriorweaponentity.alpha = 1;
819 self.items = self.items - (self.items & IT_STRENGTH);
820 sprint(self, "^3Invisibility has worn off\n");
825 if (time < self.strength_finished)
827 self.alpha = cvar("g_minstagib_invis_alpha");
828 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
829 self.items = self.items | IT_STRENGTH;
830 sprint(self, "^3You are invisible\n");
834 if (self.items & IT_INVINCIBLE)
836 if (time > self.invincible_finished)
838 self.items = self.items - (self.items & IT_INVINCIBLE);
839 sprint(self, "^3Speed has worn off\n");
844 if (time < self.invincible_finished)
846 self.items = self.items | IT_INVINCIBLE;
847 sprint(self, "^3You are on speed\n");
853 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
854 if (self.items & IT_STRENGTH)
856 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
857 if (time > self.strength_finished)
859 self.items = self.items - (self.items & IT_STRENGTH);
860 sprint(self, "^3Strength has worn off\n");
865 if (time < self.strength_finished)
867 self.items = self.items | IT_STRENGTH;
868 sprint(self, "^3Strength infuses your weapons with devestating power\n");
871 if (self.items & IT_INVINCIBLE)
873 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
874 if (time > self.invincible_finished)
876 self.items = self.items - (self.items & IT_INVINCIBLE);
877 sprint(self, "^3Shield has worn off\n");
882 if (time < self.invincible_finished)
884 self.items = self.items | IT_INVINCIBLE;
885 sprint(self, "^3Shield surrounds you\n");
889 if (cvar("g_fullbrightplayers"))
890 self.effects = self.effects | EF_FULLBRIGHT;
892 // midair gamemode: damage only while in the air
893 // if in midair mode, being on ground grants temporary invulnerability
894 // (this is so that multishot weapon don't clear the ground flag on the
895 // first damage in the frame, leaving the player vulnerable to the
896 // remaining hits in the same frame)
897 if (self.flags & FL_ONGROUND)
898 if (cvar("g_midair"))
899 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
901 if (time < self.spawnshieldtime)
902 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
905 void player_regen (void)
907 float maxh, maxa, max_mod, regen_mod, rot_mod;
908 maxh = cvar("g_balance_health_stable");
909 maxa = cvar("g_balance_armor_stable");
911 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
914 if(cvar("g_runematch"))
916 max_mod = regen_mod = rot_mod = 1;
917 if (self.runes & RUNE_REGEN)
919 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
921 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
922 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
926 regen_mod = cvar("g_balance_rune_regen_regenrate");
927 max_mod = cvar("g_balance_rune_regen_hpmod");
930 else if (self.runes & CURSE_VENOM)
932 max_mod = cvar("g_balance_curse_venom_hpmod");
933 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
934 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
936 rot_mod = cvar("g_balance_curse_venom_rotrate");
937 //if (!self.runes & RUNE_REGEN)
938 // rot_mod = cvar("g_balance_curse_venom_rotrate");
940 maxh = maxh * max_mod;
941 //maxa = maxa * max_mod;
943 if (time > self.pauserotarmor_finished)
945 if (self.armorvalue > maxa)
946 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
948 if (time > self.pauserothealth_finished)
950 if (self.health > maxh)
951 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
953 if (time > self.pauseregen_finished)
955 if (self.health < maxh)
956 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
957 if (self.armorvalue < maxa)
958 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
963 if (time > self.pauserothealth_finished)
964 if (self.health > maxh)
965 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
966 if (time > self.pauserotarmor_finished)
967 if (self.armorvalue > maxa)
968 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
969 if (time > self.pauseregen_finished)
971 if (self.health < maxh)
972 self.health = bound(0, self.health + (maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
973 if (self.armorvalue < maxa)
974 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
980 ======================
981 spectate mode routines
982 ======================
984 void SpectateCopy(entity spectatee) {
985 self.armortype = spectatee.armortype;
986 self.armorvalue = spectatee.armorvalue;
987 self.currentammo = spectatee.currentammo;
988 self.effects = spectatee.effects;
989 self.health = spectatee.health;
991 self.items = spectatee.items;
992 self.punchangle = spectatee.punchangle;
993 self.view_ofs = spectatee.view_ofs;
994 self.v_angle = spectatee.v_angle;
995 self.viewzoom = spectatee.viewzoom;
996 setorigin(self, spectatee.origin);
997 setsize(self, spectatee.mins, spectatee.maxs);
1000 void SpectateUpdate() {
1001 if (self != self.enemy) {
1002 SpectateCopy(self.enemy);
1004 WriteByte(MSG_ONE, SVC_SETANGLE);
1005 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1006 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1007 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1011 float SpectateNext() {
1012 other = find(self.enemy, classname, "player");
1014 other = find(other, classname, "player");
1019 if(self.enemy.classname == "player") {
1021 WriteByte(MSG_ONE, SVC_SETVIEW);
1022 WriteEntity(MSG_ONE, self.enemy);
1023 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1035 Called every frame for each client before the physics are run
1038 void PlayerPreThink (void)
1040 if(self.classname == "player") {
1041 local vector m1, m2;
1045 // if(self.netname == "Wazat")
1046 // bprint(strcat(self.classname, "\n"));
1048 CheckRules_Player();
1051 PrintWelcomeMessage(self);
1053 if(cvar("g_lms") || !cvar("sv_spectate"))
1054 if((time - self.jointime) <= cvar("welcome_message_time"))
1055 PrintWelcomeMessage(self);
1057 if (intermission_running)
1059 IntermissionThink (); // otherwise a button could be missed between
1060 return; // the think tics
1063 if (self.deadflag != DEAD_NO)
1067 if (self.deadflag == DEAD_DYING)
1069 if (time > self.dead_time)
1070 self.deadflag = DEAD_DEAD;
1072 else if (self.deadflag == DEAD_DEAD)
1074 if (cvar("g_lms") || cvar("g_forced_respawn"))
1075 self.button0 = self.button2 = self.button3 = 0;
1077 if (!self.button0 && !self.button2 && !self.button3)
1078 self.deadflag = DEAD_RESPAWNABLE;
1080 else if (self.deadflag == DEAD_RESPAWNABLE)
1087 cvar("g_forced_respawn"))
1093 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1097 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1098 dist = self.oldorigin - self.origin;
1100 self.lms_traveled_distance += fabs(vlen(dist));
1102 if(time > self.lms_nextcheck)
1104 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1105 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1107 centerprint(self, cvar_string("g_lms_campcheck_message"));
1108 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1109 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1110 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');
1112 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1113 self.lms_traveled_distance = 0;
1122 self.view_ofs = PL_CROUCH_VIEW_OFS;
1123 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1130 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1131 if (!trace_startsolid)
1133 self.crouch = FALSE;
1134 self.view_ofs = PL_VIEW_OFS;
1135 setsize (self, PL_MIN, PL_MAX);
1140 if(cvar("sv_defaultcharacter") == 1) {
1141 local string defaultmodel;
1142 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1144 if (defaultmodel != self.model)
1148 precache_model (defaultmodel);
1149 setmodel (self, defaultmodel);
1150 setsize (self, m1, m2);
1153 if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1154 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1156 if (self.playermodel != self.model)
1158 self.playermodel = CheckPlayerModel(self.playermodel);
1161 precache_model (self.playermodel);
1162 setmodel (self, self.playermodel);
1163 setsize (self, m1, m2);
1166 if (self.skin != stof(self.playerskin))
1167 self.skin = stof(self.playerskin);
1169 // Savage: Check for nameless players
1170 if (strlen(self.netname) < 1) {
1171 self.netname = "Player";
1172 stuffcmd(self, "name Player\n");
1175 GrapplingHookFrame();
1179 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1181 if (cvar("g_minstagib") && self.button3)
1183 if (self.jump_interval <= (time + 0.1))
1185 self.jump_interval = time + 1;
1186 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1189 else if (self.viewzoom > 0.4)
1190 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1192 else if (self.viewzoom < 1.0)
1193 self.viewzoom = min (1.0, self.viewzoom + frametime);
1199 self.flags = self.flags | FL_JUMPRELEASED;
1205 //self.angles_y=self.v_angle_y + 90; // temp
1207 if (self.waterlevel == 2)
1210 //if (TetrisPreFrame()) return;
1211 } else if(gameover) {
1212 if (intermission_running)
1213 IntermissionThink (); // otherwise a button could be missed between
1215 } else if(self.classname == "observer") {
1217 if (self.flags & FL_JUMPRELEASED) {
1218 if (self.button2 && self.version == cvar("gameversion")) {
1219 if(!cvar("teamplay")) {
1220 self.flags = self.flags & !FL_JUMPRELEASED;
1221 self.classname = "player";
1223 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1224 PutClientInServer();
1225 centerprint(self,"");
1228 self.flags = self.flags & !FL_JUMPRELEASED;
1229 stuffcmd(self,"menu_showteamselect\n");
1232 } else if(self.button0 && self.version == cvar("gameversion")) {
1233 self.flags = self.flags & !FL_JUMPRELEASED;
1234 if(SpectateNext() == 1) {
1235 self.classname = "spectator";
1239 if (!(self.button0 || self.button2)) {
1240 self.flags = self.flags | FL_JUMPRELEASED;
1243 if(cvar("g_lms") && self.frags == 0)
1244 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");
1245 else if(cvar("g_lms") && self.frags == -1)
1246 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");
1248 PrintWelcomeMessage(self);
1249 //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1250 } else if(self.classname == "spectator") {
1252 if (self.flags & FL_JUMPRELEASED) {
1253 if (self.button2 && self.version == cvar("gameversion")) {
1254 if(!cvar("teamplay")) {
1255 self.flags = self.flags & !FL_JUMPRELEASED;
1256 self.classname = "player";
1258 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1261 WriteByte(MSG_ONE, SVC_SETVIEW);
1262 WriteEntity(MSG_ONE, self);
1263 PutClientInServer();
1264 centerprint(self,"");
1267 self.flags = self.flags & !FL_JUMPRELEASED;
1268 stuffcmd(self,"menu_showteamselect\n");
1271 } else if(self.button0) {
1272 self.flags = self.flags & !FL_JUMPRELEASED;
1273 if(SpectateNext() == 1) {
1274 self.classname = "spectator";
1276 self.classname = "observer";
1278 WriteByte(MSG_ONE, SVC_SETVIEW);
1279 WriteEntity(MSG_ONE, self);
1280 PutClientInServer();
1282 } else if (self.button3) {
1283 self.flags = self.flags & !FL_JUMPRELEASED;
1284 self.classname = "observer";
1286 WriteByte(MSG_ONE, SVC_SETVIEW);
1287 WriteEntity(MSG_ONE, self);
1288 PutClientInServer();
1293 if (!(self.button0 || self.button3)) {
1294 self.flags = self.flags | FL_JUMPRELEASED;
1297 if (cvar("g_lms") && self.frags < 1)
1298 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"));
1300 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"));
1309 Called every frame for each client after the physics are run
1312 void PlayerPostThink (void)
1314 if(self.classname == "player") {
1315 CheckRules_Player();
1318 UpdatePlayerColors();
1319 if (self.deadflag == DEAD_NO)
1322 if (intermission_running)
1323 return; // intermission or finale
1325 //PrintWelcomeMessage(self);
1326 //if (TetrisPostFrame()) return;
1327 } else if (self.classname == "observer") {
1329 } else if (self.classname == "spectator") {