1 void info_player_survivor (void)
3 info_player_deathmatch();
6 void info_player_start (void)
8 info_player_deathmatch();
11 void info_player_deathmatch (void)
13 self.classname = "info_player_deathmatch";
14 relocate_spawnpoint();
17 void() spawnpoint_use =
20 self.team = activator.team;
25 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
27 local entity spot, player, nextspot, previousspot, newfirstspot;
36 nextspot = spot.chain;
37 // count team mismatches as bad spots
39 local float spotactive;
42 // filter out spots for assault
43 if(spot.target != "") {
45 ent = find(world, targetname, spot.target);
47 if(ent.classname == "target_objective")
48 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
50 ent = find(ent, targetname, spot.target);
54 if (spot.team == teamcheck && spotactive > 0)
61 if (vlen(player.origin - spot.origin) < mindist)
63 player = player.chain;
69 previousspot.chain = spot;
76 spawn_allgood = FALSE;
80 // if we couldn't find ANY good points, return the original list
82 newfirstspot = firstspot;
86 entity Spawn_RandomPoint(entity firstspot)
90 // count number of spots
95 numspots = numspots + 1;
99 numspots = numspots * random();
101 while (spot.chain && numspots >= 1)
103 numspots = numspots - 1;
109 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
111 local entity best, spot, player;
112 local float bestrating, rating;
114 bestrating = -1000000;
123 rating = min(rating, vlen(player.origin - spot.origin));
124 player = player.chain;
126 rating = rating + random() * 16;
127 if (bestrating < rating)
141 Finds a point to respawn
144 entity SelectSpawnPoint (float anypoint)
146 local float teamcheck;
147 local entity spot, firstspot, playerlist;
149 spot = find (world, classname, "testplayerstart");
155 if(!anypoint && (g_ctf || g_assault || g_onslaught))
156 teamcheck = self.team;
158 // get the list of players
159 playerlist = findchain(classname, "player");
160 // get the entire list of spots
161 firstspot = findchain(classname, "info_player_deathmatch");
162 // filter out the bad ones
163 // (note this returns the original list if none survived)
164 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
166 // there is 50/50 chance of choosing a random spot or the furthest spot
167 // (this means that roughly every other spawn will be furthest, so you
168 // usually won't get fragged at spawn twice in a row)
169 if (arena_roundbased)
171 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
172 spot = Spawn_RandomPoint(firstspot);
174 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
175 spot = Spawn_RandomPoint(firstspot);
177 spot = Spawn_FurthestPoint(firstspot, playerlist);
181 if(cvar("spawn_debug"))
184 error ("PutClientInServer: no start points on level");
194 Checks if the argument string can be a valid playermodel.
195 Returns a valid one in doubt.
198 string FallbackPlayerModel = "models/player/marine.zym";
199 string CheckPlayerModel(string plyermodel) {
200 if(strlen(plyermodel) < 4)
201 return FallbackPlayerModel;
202 if( substring(plyermodel,0,14) != "models/player/")
203 return FallbackPlayerModel;
204 else if(cvar("sv_servermodelsonly"))
206 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
207 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
208 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
209 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
210 return FallbackPlayerModel;
211 if(!fexists(plyermodel))
212 return FallbackPlayerModel;
219 Client_customizeentityforclient
224 float Client_customizeentityforclient()
226 #ifdef ALLOW_VARIABLE_LOD
228 // other: the player viewing me
232 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
235 if(other.cvar_cl_playerdetailreduction <= 0)
237 if(other.cvar_cl_playerdetailreduction <= -2)
238 self.modelindex = self.modelindex_lod2;
239 else if(other.cvar_cl_playerdetailreduction <= -1)
240 self.modelindex = self.modelindex_lod1;
242 self.modelindex = self.modelindex_lod0;
246 distance = vlen(self.origin - other.origin);
247 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
249 self.modelindex = self.modelindex_lod2;
251 self.modelindex = self.modelindex_lod1;
253 self.modelindex = self.modelindex_lod0;
260 void UpdatePlayerSounds();
261 void setmodel_lod(entity e, string modelname)
263 #ifdef ALLOW_VARIABLE_LOD
266 // FIXME: this only supports 3-letter extensions
267 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
271 setmodel(e, s); // players have high precision
272 self.modelindex_lod1 = self.modelindex;
275 self.modelindex_lod1 = -1;
277 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
281 setmodel(e, s); // players have high precision
282 self.modelindex_lod2 = self.modelindex;
285 self.modelindex_lod2 = -1;
287 precache_model(modelname);
288 setmodel(e, modelname); // players have high precision
289 self.modelindex_lod0 = self.modelindex;
291 if(self.modelindex_lod1 < 0)
292 self.modelindex_lod1 = self.modelindex;
294 if(self.modelindex_lod2 < 0)
295 self.modelindex_lod2 = self.modelindex;
297 precache_model(modelname);
298 setmodel(e, modelname); // players have high precision
300 player_setupanimsformodel();
301 UpdatePlayerSounds();
308 putting a client as observer in the server
311 void PutObserverInServer (void)
314 spot = SelectSpawnPoint (TRUE);
315 RemoveGrapplingHook(self); // Wazat's Grappling Hook
317 if(clienttype(self) == CLIENTTYPE_REAL)
320 WriteByte(MSG_ONE, SVC_SETVIEW);
321 WriteEntity(MSG_ONE, self);
325 kh_Key_DropAll(self, TRUE);
328 DropFlag(self.flagcarried);
330 WaypointSprite_PlayerDead();
332 DistributeFragsAmongTeam(self, self.team, 1);
334 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
335 bprint ("^4", self.netname, "^4 has no more lives left\n");
336 else if(self.killcount != -666)
337 bprint ("^4", self.netname, "^4 is spectating now\n");
339 self.classname = "observer";
341 self.takedamage = DAMAGE_NO;
342 self.solid = SOLID_NOT;
343 self.movetype = MOVETYPE_NOCLIP;
344 self.flags = FL_CLIENT | FL_NOTARGET;
345 self.armorvalue = 666;
347 self.armorvalue = cvar("g_balance_armor_start");
348 self.pauserotarmor_finished = 0;
349 self.pauserothealth_finished = 0;
350 self.pauseregen_finished = 0;
351 self.damageforcescale = 0;
359 self.pain_finished = 0;
360 self.strength_finished = 0;
361 self.invincible_finished = 0;
363 self.think = SUB_Null;
367 self.deadflag = DEAD_NO;
368 self.angles = spot.angles;
370 self.fixangle = TRUE;
373 self.view_ofs = PL_VIEW_OFS;
374 setorigin (self, spot.origin);
375 setsize (self, '0 0 0', '0 0 0');
376 self.oldorigin = self.origin;
381 self.weaponmodel = "";
382 self.weaponentity = world;
383 self.killcount = -666;
384 self.velocity = '0 0 0';
385 self.avelocity = '0 0 0';
386 self.punchangle = '0 0 0';
387 self.punchvector = '0 0 0';
388 self.oldvelocity = self.velocity;
389 self.customizeentityforclient = Client_customizeentityforclient;
395 Spawnqueue_Insert(self);
399 Spawnqueue_Unmark(self);
400 Spawnqueue_Remove(self);
407 float RestrictSkin(float s)
416 void FixPlayermodel()
418 local string defaultmodel;
419 local float defaultskin;
422 if(cvar("sv_defaultcharacter") == 1) {
428 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
429 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
432 if(defaultmodel == "")
434 defaultmodel = cvar_string("sv_defaultplayermodel");
435 defaultskin = cvar("sv_defaultplayerskin");
438 if (defaultmodel != self.model)
442 setmodel_lod (self, defaultmodel);
443 setsize (self, m1, m2);
446 self.skin = defaultskin;
448 if (self.playermodel != self.model)
450 self.playermodel = CheckPlayerModel(self.playermodel);
453 setmodel_lod (self, self.playermodel);
454 setsize (self, m1, m2);
457 self.skin = RestrictSkin(stof(self.playerskin));
461 if(strlen(cvar_string("sv_defaultplayercolors")))
462 if(self.clientcolors != cvar("sv_defaultplayercolors"))
463 setcolor(self, cvar("sv_defaultplayercolors"));
470 Called when a client spawns in the server
473 void PutClientInServer (void)
475 if(clienttype(self) == CLIENTTYPE_BOT)
477 self.classname = "player";
479 else if(clienttype(self) == CLIENTTYPE_REAL)
482 WriteByte(MSG_ONE, SVC_SETVIEW);
483 WriteEntity(MSG_ONE, self);
486 // player is dead and becomes observer
487 if(g_lms && self.frags < 1)
488 self.classname = "observer";
492 self.classname = "observer";
494 if(self.classname == "player") {
497 spot = SelectSpawnPoint (FALSE);
499 RemoveGrapplingHook(self); // Wazat's Grappling Hook
501 self.classname = "player";
502 self.iscreature = TRUE;
503 self.movetype = MOVETYPE_WALK;
504 self.solid = SOLID_SLIDEBOX;
505 self.flags = FL_CLIENT;
506 self.takedamage = DAMAGE_AIM;
508 self.effects = EF_FULLBRIGHT;
511 self.air_finished = time + 12;
514 self.ammo_shells = start_ammo_shells;
515 self.ammo_nails = start_ammo_nails;
516 self.ammo_rockets = start_ammo_rockets;
517 self.ammo_cells = start_ammo_cells;
518 self.health = start_health;
519 self.armorvalue = start_armorvalue;
520 self.items = start_items;
521 self.switchweapon = start_switchweapon;
523 self.jump_interval = time;
525 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
526 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
527 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
528 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
529 self.damageforcescale = 2;
536 self.pain_finished = 0;
537 self.strength_finished = 0;
538 self.invincible_finished = 0;
540 //self.speed_finished = 0;
541 //self.slowmo_finished = 0;
542 // players have no think function
543 self.think = SUB_Null;
549 self.deadflag = DEAD_NO;
551 self.angles = spot.angles;
553 self.angles_z = 0; // never spawn tilted even if the spot says to
554 self.fixangle = TRUE; // turn this way immediately
555 self.velocity = '0 0 0';
556 self.avelocity = '0 0 0';
557 self.punchangle = '0 0 0';
558 self.punchvector = '0 0 0';
559 self.oldvelocity = self.velocity;
564 self.customizeentityforclient = Client_customizeentityforclient;
570 self.view_ofs = PL_VIEW_OFS;
571 setsize (self, PL_MIN, PL_MAX);
572 self.spawnorigin = spot.origin;
573 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
574 // don't reset back to last position, even if new position is stuck in solid
575 self.oldorigin = self.origin;
579 Spawnqueue_Remove(self);
580 Spawnqueue_Mark(self);
583 self.event_damage = PlayerDamage;
585 self.bot_attack = TRUE;
587 self.statdraintime = time + 5;
588 self.button0 = self.button1 = self.button2 = self.button3 = 0;
590 if(self.killcount == -666) {
597 self.cnt = WEP_LASER;
598 self.nixnex_lastchange_id = -1;
600 CL_SpawnWeaponentity();
601 self.alpha = default_player_alpha;
602 self.colormod = '1 1 1' * cvar("g_player_brightness");
603 self.exteriorweaponentity.alpha = default_weapon_alpha;
605 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
606 self.lms_traveled_distance = 0;
607 self.speedrunning = FALSE;
609 if(cvar("spawn_debug"))
611 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
612 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
615 //stuffcmd(self, "chase_active 0");
616 //stuffcmd(self, "set viewsize $tmpviewsize \n");
618 if (cvar("g_spawnsound"))
619 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
622 if(self.team == assault_attacker_team)
623 centerprint(self, "You are attacking!\n");
625 centerprint(self, "You are defending!\n");
628 } else if(self.classname == "observer") {
629 PutObserverInServer ();
638 void SetNewParms (void)
648 void SetChangeParms (void)
657 Called when a client types 'kill' in the console
660 void ClientKill (void)
662 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
665 void FixClientCvars(entity e)
668 // send prediction settings to the client
669 stuffcmd(e, "\nin_bindmap 0 0\n");
670 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
671 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
672 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
673 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
674 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
675 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
676 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
677 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
678 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
679 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
680 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
681 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
682 stuffcmd(e, "cl_movement_edgefriction 1\n");
684 // notify about available teams
687 CheckAllowedTeams(e);
688 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
689 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
692 stuffcmd(e, "set _teams_available 0\n");
699 Called when a client connects to the server
702 string ColoredTeamName(float t);
703 //void dom_player_join_team(entity pl);
704 void ClientConnect (void)
709 if(Ban_IsClientBanned(self))
711 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
717 self.classname = "player_joining";
718 self.flags = self.flags | FL_CLIENT;
719 self.version_nagtime = time + 10 + random() * 10;
723 dprint("BUG player count is lower than zero, this cannot happen!\n");
730 // dom_player_join_team(self);
732 //JoinBestTeam(self, FALSE);
734 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
735 self.classname = "observer";
737 self.classname = "player";
738 campaign_bots_may_start = 1;
741 self.playerid = (playerid_last = playerid_last + 1);
742 if(cvar("sv_eventlog"))
744 if(clienttype(self) == CLIENTTYPE_REAL)
748 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
749 s = strcat(":team:", ftos(self.playerid), ":");
750 s = strcat(s, ftos(self.team));
751 GameLogEcho(s, FALSE);
754 //stuffcmd(self, "set tmpviewsize $viewsize \n");
756 bprint ("^4",self.netname);
757 bprint ("^4 connected");
759 if(g_domination || g_ctf)
761 bprint(" and joined the ");
762 bprint(ColoredTeamName(self.team));
767 self.welcomemessage_time = 0;
769 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
770 // TODO: is this being used for anything else than cd tracks?
771 // Remember: SVC_CDTRACK exists. Maybe it should be used.
773 FixClientCvars(self);
776 WaypointSprite_InitClient(self);
778 // Wazat's grappling hook
779 SetGrappleHookBindings();
781 // get autoswitch state from player when he toggles it
782 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
784 // get version info from player
785 stuffcmd(self, "cmd clientversion $gameversion\n");
787 // send all weapon info strings
788 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
790 while (wep <= WEP_LAST)
792 weapon_action(wep, WR_REGISTER);
796 // get other cvars from player
799 // set cvar for team scoreboard
803 t = cvar("teamplay");
804 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
805 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
808 stuffcmd(self, "set teamplay 0\n");
812 self.frags = LMS_NewPlayerLives();
818 self.classname = "observer";
819 Spawnqueue_Insert(self);
822 bot_relinkplayerlist();
824 self.jointime = time;
831 Called when a client disconnects from the server
834 void(entity e) DropFlag;
835 .entity chatbubbleentity;
836 .entity teambubbleentity;
837 void ClientDisconnect (void)
840 if(cvar("sv_eventlog"))
841 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
842 bprint ("^4",self.netname);
843 bprint ("^4 disconnected\n");
845 if (self.chatbubbleentity)
847 remove (self.chatbubbleentity);
848 self.chatbubbleentity = world;
851 if (self.teambubbleentity)
853 remove (self.teambubbleentity);
854 self.teambubbleentity = world;
857 WaypointSprite_PlayerGone();
860 kh_Key_DropAll(self, TRUE);
863 DropFlag(self.flagcarried);
865 DistributeFragsAmongTeam(self, self.team, 1);
868 self.flags = self.flags - (self.flags & FL_CLIENT);
869 bot_relinkplayerlist();
873 if(self.weaponentity)
874 if(self.weaponentity.lasertarget)
875 remove(self.weaponentity.lasertarget);
879 Spawnqueue_Unmark(self);
880 Spawnqueue_Remove(self);
888 void() ChatBubbleThink =
890 self.nextthink = time;
891 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
893 self.owner.chatbubbleentity = world;
897 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
898 if (self.owner.buttonchat && !self.owner.deadflag)
899 self.model = self.mdl;
904 void() UpdateChatBubble =
906 if (!self.modelindex)
908 // spawn a chatbubble entity if needed
909 if (!self.chatbubbleentity)
911 self.chatbubbleentity = spawn();
912 self.chatbubbleentity.owner = self;
913 self.chatbubbleentity.exteriormodeltoclient = self;
914 self.chatbubbleentity.think = ChatBubbleThink;
915 self.chatbubbleentity.nextthink = time;
916 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
917 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
918 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
919 self.chatbubbleentity.model = "";
920 self.chatbubbleentity.effects = EF_LOWPRECISION;
925 void() TeamBubbleThink =
927 self.nextthink = time;
928 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
930 self.owner.teambubbleentity = world;
934 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
935 if (self.owner.buttonchat || self.owner.deadflag)
938 self.model = self.mdl;
942 float() TeamBubble_customizeentityforclient
944 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
947 void() UpdateTeamBubble =
949 if (!self.modelindex || !cvar("teamplay"))
951 // spawn a teambubble entity if needed
952 if (!self.teambubbleentity && cvar("teamplay"))
954 self.teambubbleentity = spawn();
955 self.teambubbleentity.owner = self;
956 self.teambubbleentity.exteriormodeltoclient = self;
957 self.teambubbleentity.think = TeamBubbleThink;
958 self.teambubbleentity.nextthink = time;
959 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
960 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
961 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
962 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
963 self.teambubbleentity.mdl = self.teambubbleentity.model;
964 self.teambubbleentity.model = self.teambubbleentity.mdl;
965 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
966 self.teambubbleentity.effects = EF_LOWPRECISION;
970 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
971 // added to the model skins
972 /*void() UpdateColorModHack =
975 c = self.clientcolors & 15;
976 // LordHavoc: only bothering to support white, green, red, yellow, blue
977 if (teamplay == 0) self.colormod = '0 0 0';
978 else if (c == 0) self.colormod = '1.00 1.00 1.00';
979 else if (c == 3) self.colormod = '0.10 1.73 0.10';
980 else if (c == 4) self.colormod = '1.73 0.10 0.10';
981 else if (c == 12) self.colormod = '1.22 1.22 0.10';
982 else if (c == 13) self.colormod = '0.10 0.10 1.73';
983 else self.colormod = '1 1 1';
992 void player_powerups (void)
996 if (self.items & IT_STRENGTH)
998 if (time > self.strength_finished)
1000 if (g_minstagib_invis_alpha > 0)
1002 self.alpha = default_player_alpha;
1003 self.exteriorweaponentity.alpha = default_weapon_alpha;
1004 self.effects = self.effects | EF_FULLBRIGHT;
1008 self.effects -= self.effects & EF_NODRAW;
1010 self.items = self.items - (self.items & IT_STRENGTH);
1011 sprint(self, "^3Invisibility has worn off\n");
1016 if (time < self.strength_finished)
1018 if (g_minstagib_invis_alpha > 0)
1020 self.alpha = g_minstagib_invis_alpha;
1021 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1022 self.effects -= self.effects & EF_FULLBRIGHT;
1026 self.effects = self.effects | EF_NODRAW;
1028 self.items = self.items | IT_STRENGTH;
1029 sprint(self, "^3You are invisible\n");
1033 if (self.items & IT_INVINCIBLE)
1035 if (time > self.invincible_finished)
1037 self.items = self.items - (self.items & IT_INVINCIBLE);
1038 sprint(self, "^3Speed has worn off\n");
1043 if (time < self.invincible_finished)
1045 self.items = self.items | IT_INVINCIBLE;
1046 sprint(self, "^3You are on speed\n");
1052 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1053 if (self.items & IT_STRENGTH)
1055 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1056 if (time > self.strength_finished)
1058 self.items = self.items - (self.items & IT_STRENGTH);
1059 sprint(self, "^3Strength has worn off\n");
1064 if (time < self.strength_finished)
1066 self.items = self.items | IT_STRENGTH;
1067 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1070 if (self.items & IT_INVINCIBLE)
1072 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1073 if (time > self.invincible_finished)
1075 self.items = self.items - (self.items & IT_INVINCIBLE);
1076 sprint(self, "^3Shield has worn off\n");
1081 if (time < self.invincible_finished)
1083 self.items = self.items | IT_INVINCIBLE;
1084 sprint(self, "^3Shield surrounds you\n");
1088 if (cvar("g_fullbrightplayers"))
1089 self.effects = self.effects | EF_FULLBRIGHT;
1091 // midair gamemode: damage only while in the air
1092 // if in midair mode, being on ground grants temporary invulnerability
1093 // (this is so that multishot weapon don't clear the ground flag on the
1094 // first damage in the frame, leaving the player vulnerable to the
1095 // remaining hits in the same frame)
1096 if (self.flags & FL_ONGROUND)
1098 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1100 if (time < self.spawnshieldtime)
1101 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1104 float CalcRegen(float current, float stable, float regenfactor)
1106 if(current > stable)
1108 else if(current > stable - 0.25) // when close enough, "snap"
1111 return min(stable, current + (stable - current) * regenfactor * frametime);
1114 void player_regen (void)
1116 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1117 maxh = cvar("g_balance_health_stable");
1118 maxa = cvar("g_balance_armor_stable");
1119 limith = cvar("g_balance_health_limit");
1120 limita = cvar("g_balance_armor_limit");
1122 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1125 max_mod = regen_mod = rot_mod = limit_mod = 1;
1127 if (self.runes & RUNE_REGEN)
1129 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1131 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1132 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1133 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1137 regen_mod = cvar("g_balance_rune_regen_regenrate");
1138 max_mod = cvar("g_balance_rune_regen_hpmod");
1139 limit_mod = cvar("g_balance_rune_regen_limitmod");
1142 else if (self.runes & CURSE_VENOM)
1144 max_mod = cvar("g_balance_curse_venom_hpmod");
1145 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1146 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1148 rot_mod = cvar("g_balance_curse_venom_rotrate");
1149 limit_mod = cvar("g_balance_curse_venom_limitmod");
1150 //if (!self.runes & RUNE_REGEN)
1151 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1153 maxh = maxh * max_mod;
1154 //maxa = maxa * max_mod;
1155 limith = limith * limit_mod;
1156 limita = limita * limit_mod;
1158 if (self.armorvalue > maxa)
1160 if (time > self.pauserotarmor_finished)
1162 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1163 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1166 else if (self.armorvalue < maxa)
1168 if (time > self.pauseregen_finished)
1170 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1171 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1174 if (self.health > maxh)
1176 if (time > self.pauserothealth_finished)
1178 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1179 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1182 else if (self.health < maxh)
1184 if (time > self.pauseregen_finished)
1186 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1187 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1191 if (self.health > limith)
1192 self.health = limith;
1193 if (self.armorvalue > limita)
1194 self.armorvalue = limita;
1196 // if player rotted to death... die!
1198 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1202 ======================
1203 spectate mode routines
1204 ======================
1206 void SpectateCopy(entity spectatee) {
1207 self.armortype = spectatee.armortype;
1208 self.armorvalue = spectatee.armorvalue;
1209 self.currentammo = spectatee.currentammo;
1210 self.effects = spectatee.effects;
1211 self.health = spectatee.health;
1213 self.items = spectatee.items;
1214 self.punchangle = spectatee.punchangle;
1215 self.view_ofs = spectatee.view_ofs;
1216 self.v_angle = spectatee.v_angle;
1217 self.viewzoom = spectatee.viewzoom;
1218 self.velocity = spectatee.velocity;
1219 self.dmg_take = spectatee.dmg_take;
1220 self.dmg_save = spectatee.dmg_save;
1221 self.dmg_inflictor = spectatee.dmg_inflictor;
1222 self.angles = spectatee.v_angle;
1223 self.fixangle = TRUE;
1224 setorigin(self, spectatee.origin);
1225 setsize(self, spectatee.mins, spectatee.maxs);
1228 void SpectateUpdate() {
1230 PutObserverInServer();
1232 if (self != self.enemy) {
1233 if(self.enemy.flags & FL_NOTARGET)
1234 PutObserverInServer();
1235 SpectateCopy(self.enemy);
1236 //msg_entity = self;
1237 //WriteByte(MSG_ONE, SVC_SETANGLE);
1238 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1239 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1240 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1244 float SpectateNext() {
1245 other = find(self.enemy, classname, "player");
1247 other = find(other, classname, "player");
1252 if(self.enemy.classname == "player") {
1254 WriteByte(MSG_ONE, SVC_SETVIEW);
1255 WriteEntity(MSG_ONE, self.enemy);
1256 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1266 ShowRespawnCountdown()
1268 Update a respawn countdown display.
1271 void ShowRespawnCountdown()
1274 if(self.deadflag == DEAD_NO) // just respawned?
1278 number = ceil(self.death_time - time);
1281 if(number <= self.respawn_countdown)
1283 self.respawn_countdown = number - 1;
1284 if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1285 play2(self, strcat("announcer/robotic/", ftos(number), "announcer/.ogg"));
1290 void LeaveSpectatorMode()
1292 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1293 self.classname = "player";
1294 if(cvar("g_campaign") || cvar("g_balance_teams"))
1295 JoinBestTeam(self, 0);
1296 if(cvar("g_campaign"))
1297 campaign_bots_may_start = 1;
1298 PutClientInServer();
1299 if(!(self.flags & FL_NOTARGET))
1300 bprint ("^4", self.netname, "^4 is playing now\n");
1301 centerprint(self,"");
1304 stuffcmd(self,"menu_showteamselect\n");
1313 Called every frame for each client before the physics are run
1316 void() ctf_setstatus;
1317 .float vote_nagtime;
1318 void PlayerPreThink (void)
1321 if(self.version_nagtime)
1322 if(self.cvar_g_nexuizversion)
1323 if(time > self.version_nagtime)
1325 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1326 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1328 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1329 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1331 self.version_nagtime = 0;
1335 if(self.cvar_scr_centertime)
1336 if(time > self.vote_nagtime)
1339 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1343 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1345 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1346 self.max_armorvalue = 0;
1349 if(self.classname == "player") {
1350 // if(self.netname == "Wazat")
1351 // bprint(self.classname, "\n");
1353 CheckRules_Player();
1356 PrintWelcomeMessage(self);
1358 if(g_lms || !cvar("sv_spectate"))
1359 if((time - self.jointime) <= cvar("welcome_message_time"))
1360 PrintWelcomeMessage(self);
1362 if (intermission_running)
1364 IntermissionThink (); // otherwise a button could be missed between
1365 return; // the think tics
1368 if(self.teleport_time)
1369 if(time > self.teleport_time)
1371 self.teleport_time = 0;
1372 self.effects = self.effects - (self.effects & EF_NODRAW);
1373 if(self.weaponentity)
1374 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1377 Nixnex_GiveCurrentWeapon();
1379 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1380 UpdateSelectedPlayer();
1382 if (self.deadflag != DEAD_NO)
1384 float button_pressed, force_respawn;
1386 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1387 force_respawn = (g_lms || cvar("g_forced_respawn"));
1388 if (self.deadflag == DEAD_DYING)
1391 self.deadflag = DEAD_RESPAWNING;
1392 else if(!button_pressed)
1393 self.deadflag = DEAD_DEAD;
1395 else if (self.deadflag == DEAD_DEAD)
1398 self.deadflag = DEAD_RESPAWNABLE;
1400 else if (self.deadflag == DEAD_RESPAWNABLE)
1403 self.deadflag = DEAD_RESPAWNING;
1405 else if (self.deadflag == DEAD_RESPAWNING)
1407 if(time > self.death_time)
1410 ShowRespawnCountdown();
1414 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1418 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1419 dist = self.oldorigin - self.origin;
1421 self.lms_traveled_distance += fabs(vlen(dist));
1423 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1425 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1426 self.lms_traveled_distance = 0;
1429 if(time > self.lms_nextcheck)
1431 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1432 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1434 centerprint(self, cvar_string("g_lms_campcheck_message"));
1435 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1436 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1437 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');
1439 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1440 self.lms_traveled_distance = 0;
1444 if (self.button5 && !self.hook.state)
1449 self.view_ofs = PL_CROUCH_VIEW_OFS;
1450 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1451 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1458 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1459 if (!trace_startsolid)
1461 self.crouch = FALSE;
1462 self.view_ofs = PL_VIEW_OFS;
1463 setsize (self, PL_MIN, PL_MAX);
1470 GrapplingHookFrame();
1475 float zoomfactor, zoomspeed, zoomdir;
1476 zoomfactor = self.cvar_cl_zoomfactor;
1477 if(zoomfactor < 1 || zoomfactor > 16)
1479 zoomspeed = self.cvar_cl_zoomspeed;
1480 if(zoomspeed >= 0) // < 0 is instant zoom
1481 if(zoomspeed < 0.5 || zoomspeed > 16)
1484 zoomdir = self.button4;
1486 if(self.weapon == WEP_NEX)
1491 self.has_zoomed = 1;
1495 if(zoomspeed <= 0) // instant zoom
1498 self.viewzoom = 1 / zoomfactor;
1504 // geometric zoom would be:
1505 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1506 // however, testing showed that arithmetic/harmonic zoom works better
1508 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1509 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1510 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1512 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1513 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1514 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1518 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1526 minstagib_ammocheck();
1531 //self.angles_y=self.v_angle_y + 90; // temp
1533 //if (TetrisPreFrame()) return;
1534 } else if(gameover) {
1535 if (intermission_running)
1536 IntermissionThink (); // otherwise a button could be missed between
1538 } else if(self.classname == "observer") {
1540 if (self.flags & FL_JUMPRELEASED) {
1541 if (self.button2 && self.version == cvar("gameversion")) {
1542 self.welcomemessage_time = 0;
1543 self.flags = self.flags - FL_JUMPRELEASED;
1544 LeaveSpectatorMode();
1546 } else if(self.button0 && self.version == cvar("gameversion")) {
1547 self.welcomemessage_time = 0;
1548 self.flags = self.flags - FL_JUMPRELEASED;
1549 if(SpectateNext() == 1) {
1550 self.classname = "spectator";
1554 if (!(self.button0 || self.button2)) {
1555 self.flags = self.flags | FL_JUMPRELEASED;
1558 PrintWelcomeMessage(self);
1559 } else if(self.classname == "spectator") {
1560 if (self.flags & FL_JUMPRELEASED) {
1561 if (self.button2 && self.version == cvar("gameversion")) {
1562 self.welcomemessage_time = 0;
1563 self.flags = self.flags - FL_JUMPRELEASED;
1564 LeaveSpectatorMode();
1566 } else if(self.button0) {
1567 self.welcomemessage_time = 0;
1568 self.flags = self.flags - FL_JUMPRELEASED;
1569 if(SpectateNext() == 1) {
1570 self.classname = "spectator";
1572 self.classname = "observer";
1573 PutClientInServer();
1575 } else if (self.button3) {
1576 self.welcomemessage_time = 0;
1577 self.flags = self.flags - FL_JUMPRELEASED;
1578 self.classname = "observer";
1579 PutClientInServer();
1584 if (!(self.button0 || self.button3)) {
1585 self.flags = self.flags | FL_JUMPRELEASED;
1588 PrintWelcomeMessage(self);
1589 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1598 Called every frame for each client after the physics are run
1601 void PlayerPostThink (void)
1603 // Savage: Check for nameless players
1604 if (strlen(self.netname) < 1) {
1605 self.netname = "Player";
1606 stuffcmd(self, "seta _cl_name Player\n");
1609 if(self.classname == "player") {
1610 CheckRules_Player();
1615 if (intermission_running)
1616 return; // intermission or finale
1618 //PrintWelcomeMessage(self);
1619 //if (TetrisPostFrame()) return;
1621 // restart countdown
1622 if(time < restart_countdown)
1627 sec = ceil(restart_countdown-time);
1628 s = strcat(NEWLINES, "^1Game starts in ", ftos(sec), " seconds");
1629 centerprint(self, s);
1630 self.movetype = MOVETYPE_NONE;
1631 self.velocity = '0 0 0';
1632 self.avelocity = '0 0 0';
1633 self.movement = '0 0 0';
1635 else if(self.movetype == MOVETYPE_NONE)
1637 self.movetype = MOVETYPE_WALK;
1638 centerprint(self, "\n");
1640 } else if (self.classname == "observer") {
1642 } else if (self.classname == "spectator") {
1649 antilag_record(self);