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"))
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);
316 error("No spawnpoints for observers?!?\n");
317 RemoveGrapplingHook(self); // Wazat's Grappling Hook
319 if(clienttype(self) == CLIENTTYPE_REAL)
322 WriteByte(MSG_ONE, SVC_SETVIEW);
323 WriteEntity(MSG_ONE, self);
327 kh_Key_DropAll(self, TRUE);
330 DropFlag(self.flagcarried);
332 WaypointSprite_PlayerDead();
334 DistributeFragsAmongTeam(self, self.team, 1);
336 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
337 bprint ("^4", self.netname, "^4 has no more lives left\n");
338 else if(self.killcount != -666)
339 bprint ("^4", self.netname, "^4 is spectating now\n");
341 self.classname = "observer";
343 self.takedamage = DAMAGE_NO;
344 self.solid = SOLID_NOT;
345 self.movetype = MOVETYPE_NOCLIP;
346 self.flags = FL_CLIENT | FL_NOTARGET;
347 self.armorvalue = 666;
349 self.armorvalue = cvar("g_balance_armor_start");
350 self.pauserotarmor_finished = 0;
351 self.pauserothealth_finished = 0;
352 self.pauseregen_finished = 0;
353 self.damageforcescale = 0;
361 self.pain_finished = 0;
362 self.strength_finished = 0;
363 self.invincible_finished = 0;
365 self.think = SUB_Null;
369 self.deadflag = DEAD_NO;
370 self.angles = spot.angles;
372 self.fixangle = TRUE;
375 self.view_ofs = PL_VIEW_OFS;
376 setorigin (self, spot.origin);
377 setsize (self, '0 0 0', '0 0 0');
378 self.oldorigin = self.origin;
383 self.weaponmodel = "";
384 self.weaponentity = world;
385 self.killcount = -666;
386 self.velocity = '0 0 0';
387 self.avelocity = '0 0 0';
388 self.punchangle = '0 0 0';
389 self.punchvector = '0 0 0';
390 self.oldvelocity = self.velocity;
391 self.customizeentityforclient = Client_customizeentityforclient;
397 Spawnqueue_Insert(self);
401 Spawnqueue_Unmark(self);
402 Spawnqueue_Remove(self);
409 float RestrictSkin(float s)
418 void FixPlayermodel()
420 local string defaultmodel;
421 local float defaultskin;
424 if(cvar("sv_defaultcharacter") == 1) {
430 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
431 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
434 if(defaultmodel == "")
436 defaultmodel = cvar_string("sv_defaultplayermodel");
437 defaultskin = cvar("sv_defaultplayerskin");
440 if (defaultmodel != self.model)
444 setmodel_lod (self, defaultmodel);
445 setsize (self, m1, m2);
448 self.skin = defaultskin;
450 if (self.playermodel != self.model)
452 self.playermodel = CheckPlayerModel(self.playermodel);
455 setmodel_lod (self, self.playermodel);
456 setsize (self, m1, m2);
459 self.skin = RestrictSkin(stof(self.playerskin));
463 if(strlen(cvar_string("sv_defaultplayercolors")))
464 if(self.clientcolors != cvar("sv_defaultplayercolors"))
465 setcolor(self, cvar("sv_defaultplayercolors"));
472 Called when a client spawns in the server
475 void PutClientInServer (void)
477 if(clienttype(self) == CLIENTTYPE_BOT)
479 self.classname = "player";
481 else if(clienttype(self) == CLIENTTYPE_REAL)
484 WriteByte(MSG_ONE, SVC_SETVIEW);
485 WriteEntity(MSG_ONE, self);
488 // player is dead and becomes observer
489 if(g_lms && self.frags < 1)
490 self.classname = "observer";
494 self.classname = "observer";
496 if(self.classname == "player") {
499 spot = SelectSpawnPoint (FALSE);
502 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
503 return; // spawn failed
506 RemoveGrapplingHook(self); // Wazat's Grappling Hook
508 self.classname = "player";
509 self.iscreature = TRUE;
510 self.movetype = MOVETYPE_WALK;
511 self.solid = SOLID_SLIDEBOX;
512 self.flags = FL_CLIENT;
513 self.takedamage = DAMAGE_AIM;
515 self.effects = EF_FULLBRIGHT;
518 self.air_finished = time + 12;
521 self.ammo_shells = start_ammo_shells;
522 self.ammo_nails = start_ammo_nails;
523 self.ammo_rockets = start_ammo_rockets;
524 self.ammo_cells = start_ammo_cells;
525 self.health = start_health;
526 self.armorvalue = start_armorvalue;
527 self.items = start_items;
528 self.switchweapon = start_switchweapon;
530 self.jump_interval = time;
532 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
533 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
534 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
535 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
536 self.damageforcescale = 2;
543 self.pain_finished = 0;
544 self.strength_finished = 0;
545 self.invincible_finished = 0;
547 //self.speed_finished = 0;
548 //self.slowmo_finished = 0;
549 // players have no think function
550 self.think = SUB_Null;
556 self.deadflag = DEAD_NO;
558 self.angles = spot.angles;
560 self.angles_z = 0; // never spawn tilted even if the spot says to
561 self.fixangle = TRUE; // turn this way immediately
562 self.velocity = '0 0 0';
563 self.avelocity = '0 0 0';
564 self.punchangle = '0 0 0';
565 self.punchvector = '0 0 0';
566 self.oldvelocity = self.velocity;
571 self.customizeentityforclient = Client_customizeentityforclient;
577 self.view_ofs = PL_VIEW_OFS;
578 setsize (self, PL_MIN, PL_MAX);
579 self.spawnorigin = spot.origin;
580 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
581 // don't reset back to last position, even if new position is stuck in solid
582 self.oldorigin = self.origin;
586 Spawnqueue_Remove(self);
587 Spawnqueue_Mark(self);
590 self.event_damage = PlayerDamage;
592 self.bot_attack = TRUE;
594 self.statdraintime = time + 5;
595 self.button0 = self.button1 = self.button2 = self.button3 = 0;
597 if(self.killcount == -666) {
604 self.cnt = WEP_LASER;
605 self.nixnex_lastchange_id = -1;
607 CL_SpawnWeaponentity();
608 self.alpha = default_player_alpha;
609 self.colormod = '1 1 1' * cvar("g_player_brightness");
610 self.exteriorweaponentity.alpha = default_weapon_alpha;
612 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
613 self.lms_traveled_distance = 0;
614 self.speedrunning = FALSE;
616 if(cvar("spawn_debug"))
618 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
619 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
622 //stuffcmd(self, "chase_active 0");
623 //stuffcmd(self, "set viewsize $tmpviewsize \n");
625 if (cvar("g_spawnsound"))
626 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
629 if(self.team == assault_attacker_team)
630 centerprint(self, "You are attacking!\n");
632 centerprint(self, "You are defending!\n");
635 } else if(self.classname == "observer") {
636 PutObserverInServer ();
645 void SetNewParms (void)
655 void SetChangeParms (void)
664 Called when a client types 'kill' in the console
667 void ClientKill (void)
669 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
672 void FixClientCvars(entity e)
675 // send prediction settings to the client
676 stuffcmd(e, "\nin_bindmap 0 0\n");
677 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
678 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
679 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
680 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
681 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
682 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
683 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
684 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
685 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
686 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
687 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
688 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
689 stuffcmd(e, "cl_movement_edgefriction 1\n");
691 // notify about available teams
694 CheckAllowedTeams(e);
695 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
696 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
699 stuffcmd(e, "set _teams_available 0\n");
706 Called when a client connects to the server
709 string ColoredTeamName(float t);
710 //void dom_player_join_team(entity pl);
711 void ClientConnect (void)
716 if(Ban_IsClientBanned(self))
718 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
724 self.classname = "player_joining";
725 self.flags = self.flags | FL_CLIENT;
726 self.version_nagtime = time + 10 + random() * 10;
730 dprint("BUG player count is lower than zero, this cannot happen!\n");
737 // dom_player_join_team(self);
739 //JoinBestTeam(self, FALSE);
741 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
742 self.classname = "observer";
744 self.classname = "player";
745 campaign_bots_may_start = 1;
748 self.playerid = (playerid_last = playerid_last + 1);
749 if(cvar("sv_eventlog"))
751 if(clienttype(self) == CLIENTTYPE_REAL)
755 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
756 s = strcat(":team:", ftos(self.playerid), ":");
757 s = strcat(s, ftos(self.team));
758 GameLogEcho(s, FALSE);
761 //stuffcmd(self, "set tmpviewsize $viewsize \n");
763 bprint ("^4",self.netname);
764 bprint ("^4 connected");
766 if(g_domination || g_ctf)
768 bprint(" and joined the ");
769 bprint(ColoredTeamName(self.team));
774 self.welcomemessage_time = 0;
776 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
777 // TODO: is this being used for anything else than cd tracks?
778 // Remember: SVC_CDTRACK exists. Maybe it should be used.
780 FixClientCvars(self);
783 WaypointSprite_InitClient(self);
785 // Wazat's grappling hook
786 SetGrappleHookBindings();
788 // get autoswitch state from player when he toggles it
789 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
791 // get version info from player
792 stuffcmd(self, "cmd clientversion $gameversion\n");
794 // send all weapon info strings
795 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
797 while (wep <= WEP_LAST)
799 weapon_action(wep, WR_REGISTER);
803 // get other cvars from player
806 // set cvar for team scoreboard
810 t = cvar("teamplay");
811 // 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
812 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
815 stuffcmd(self, "set teamplay 0\n");
819 self.frags = LMS_NewPlayerLives();
825 self.classname = "observer";
826 Spawnqueue_Insert(self);
829 bot_relinkplayerlist();
831 self.jointime = time;
838 Called when a client disconnects from the server
841 void(entity e) DropFlag;
842 .entity chatbubbleentity;
843 .entity teambubbleentity;
844 void ClientDisconnect (void)
847 if(cvar("sv_eventlog"))
848 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
849 bprint ("^4",self.netname);
850 bprint ("^4 disconnected\n");
852 if (self.chatbubbleentity)
854 remove (self.chatbubbleentity);
855 self.chatbubbleentity = world;
858 if (self.teambubbleentity)
860 remove (self.teambubbleentity);
861 self.teambubbleentity = world;
864 WaypointSprite_PlayerGone();
867 kh_Key_DropAll(self, TRUE);
870 DropFlag(self.flagcarried);
872 DistributeFragsAmongTeam(self, self.team, 1);
875 self.flags = self.flags - (self.flags & FL_CLIENT);
876 bot_relinkplayerlist();
880 if(self.weaponentity)
881 if(self.weaponentity.lasertarget)
882 remove(self.weaponentity.lasertarget);
886 Spawnqueue_Unmark(self);
887 Spawnqueue_Remove(self);
895 void() ChatBubbleThink =
897 self.nextthink = time;
898 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
900 self.owner.chatbubbleentity = world;
904 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
905 if (self.owner.buttonchat && !self.owner.deadflag)
906 self.model = self.mdl;
911 void() UpdateChatBubble =
913 if (!self.modelindex)
915 // spawn a chatbubble entity if needed
916 if (!self.chatbubbleentity)
918 self.chatbubbleentity = spawn();
919 self.chatbubbleentity.owner = self;
920 self.chatbubbleentity.exteriormodeltoclient = self;
921 self.chatbubbleentity.think = ChatBubbleThink;
922 self.chatbubbleentity.nextthink = time;
923 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
924 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
925 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
926 self.chatbubbleentity.model = "";
927 self.chatbubbleentity.effects = EF_LOWPRECISION;
932 void() TeamBubbleThink =
934 self.nextthink = time;
935 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
937 self.owner.teambubbleentity = world;
941 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
942 if (self.owner.buttonchat || self.owner.deadflag)
945 self.model = self.mdl;
949 float() TeamBubble_customizeentityforclient
951 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
954 void() UpdateTeamBubble =
956 if (!self.modelindex || !cvar("teamplay"))
958 // spawn a teambubble entity if needed
959 if (!self.teambubbleentity && cvar("teamplay"))
961 self.teambubbleentity = spawn();
962 self.teambubbleentity.owner = self;
963 self.teambubbleentity.exteriormodeltoclient = self;
964 self.teambubbleentity.think = TeamBubbleThink;
965 self.teambubbleentity.nextthink = time;
966 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
967 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
968 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
969 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
970 self.teambubbleentity.mdl = self.teambubbleentity.model;
971 self.teambubbleentity.model = self.teambubbleentity.mdl;
972 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
973 self.teambubbleentity.effects = EF_LOWPRECISION;
977 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
978 // added to the model skins
979 /*void() UpdateColorModHack =
982 c = self.clientcolors & 15;
983 // LordHavoc: only bothering to support white, green, red, yellow, blue
984 if (teamplay == 0) self.colormod = '0 0 0';
985 else if (c == 0) self.colormod = '1.00 1.00 1.00';
986 else if (c == 3) self.colormod = '0.10 1.73 0.10';
987 else if (c == 4) self.colormod = '1.73 0.10 0.10';
988 else if (c == 12) self.colormod = '1.22 1.22 0.10';
989 else if (c == 13) self.colormod = '0.10 0.10 1.73';
990 else self.colormod = '1 1 1';
996 self.effects |= EF_NODRAW; // prevent another CopyBody
1000 void player_powerups (void)
1004 if (self.items & IT_STRENGTH)
1006 if (time > self.strength_finished)
1008 if (g_minstagib_invis_alpha > 0)
1010 self.alpha = default_player_alpha;
1011 self.exteriorweaponentity.alpha = default_weapon_alpha;
1012 self.effects = self.effects | EF_FULLBRIGHT;
1016 self.effects -= self.effects & EF_NODRAW;
1018 self.items = self.items - (self.items & IT_STRENGTH);
1019 sprint(self, "^3Invisibility has worn off\n");
1024 if (time < self.strength_finished)
1026 if (g_minstagib_invis_alpha > 0)
1028 self.alpha = g_minstagib_invis_alpha;
1029 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1030 self.effects -= self.effects & EF_FULLBRIGHT;
1034 self.effects = self.effects | EF_NODRAW;
1036 self.items = self.items | IT_STRENGTH;
1037 sprint(self, "^3You are invisible\n");
1041 if (self.items & IT_INVINCIBLE)
1043 if (time > self.invincible_finished)
1045 self.items = self.items - (self.items & IT_INVINCIBLE);
1046 sprint(self, "^3Speed has worn off\n");
1051 if (time < self.invincible_finished)
1053 self.items = self.items | IT_INVINCIBLE;
1054 sprint(self, "^3You are on speed\n");
1060 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1061 if (self.items & IT_STRENGTH)
1063 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1064 if (time > self.strength_finished)
1066 self.items = self.items - (self.items & IT_STRENGTH);
1067 sprint(self, "^3Strength has worn off\n");
1072 if (time < self.strength_finished)
1074 self.items = self.items | IT_STRENGTH;
1075 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1078 if (self.items & IT_INVINCIBLE)
1080 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1081 if (time > self.invincible_finished)
1083 self.items = self.items - (self.items & IT_INVINCIBLE);
1084 sprint(self, "^3Shield has worn off\n");
1089 if (time < self.invincible_finished)
1091 self.items = self.items | IT_INVINCIBLE;
1092 sprint(self, "^3Shield surrounds you\n");
1096 if (cvar("g_fullbrightplayers"))
1097 self.effects = self.effects | EF_FULLBRIGHT;
1099 // midair gamemode: damage only while in the air
1100 // if in midair mode, being on ground grants temporary invulnerability
1101 // (this is so that multishot weapon don't clear the ground flag on the
1102 // first damage in the frame, leaving the player vulnerable to the
1103 // remaining hits in the same frame)
1104 if (self.flags & FL_ONGROUND)
1106 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1108 if (time < self.spawnshieldtime)
1109 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1112 float CalcRegen(float current, float stable, float regenfactor)
1114 if(current > stable)
1116 else if(current > stable - 0.25) // when close enough, "snap"
1119 return min(stable, current + (stable - current) * regenfactor * frametime);
1122 void player_regen (void)
1124 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1125 maxh = cvar("g_balance_health_stable");
1126 maxa = cvar("g_balance_armor_stable");
1127 limith = cvar("g_balance_health_limit");
1128 limita = cvar("g_balance_armor_limit");
1130 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1133 max_mod = regen_mod = rot_mod = limit_mod = 1;
1135 if (self.runes & RUNE_REGEN)
1137 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1139 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1140 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1141 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1145 regen_mod = cvar("g_balance_rune_regen_regenrate");
1146 max_mod = cvar("g_balance_rune_regen_hpmod");
1147 limit_mod = cvar("g_balance_rune_regen_limitmod");
1150 else if (self.runes & CURSE_VENOM)
1152 max_mod = cvar("g_balance_curse_venom_hpmod");
1153 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1154 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1156 rot_mod = cvar("g_balance_curse_venom_rotrate");
1157 limit_mod = cvar("g_balance_curse_venom_limitmod");
1158 //if (!self.runes & RUNE_REGEN)
1159 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1161 maxh = maxh * max_mod;
1162 //maxa = maxa * max_mod;
1163 limith = limith * limit_mod;
1164 limita = limita * limit_mod;
1166 if (self.armorvalue > maxa)
1168 if (time > self.pauserotarmor_finished)
1170 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1171 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1174 else if (self.armorvalue < maxa)
1176 if (time > self.pauseregen_finished)
1178 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1179 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1182 if (self.health > maxh)
1184 if (time > self.pauserothealth_finished)
1186 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1187 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1190 else if (self.health < maxh)
1192 if (time > self.pauseregen_finished)
1194 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1195 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1199 if (self.health > limith)
1200 self.health = limith;
1201 if (self.armorvalue > limita)
1202 self.armorvalue = limita;
1204 // if player rotted to death... die!
1206 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1210 ======================
1211 spectate mode routines
1212 ======================
1214 void SpectateCopy(entity spectatee) {
1215 self.armortype = spectatee.armortype;
1216 self.armorvalue = spectatee.armorvalue;
1217 self.currentammo = spectatee.currentammo;
1218 self.effects = spectatee.effects;
1219 self.health = spectatee.health;
1221 self.items = spectatee.items;
1222 self.punchangle = spectatee.punchangle;
1223 self.view_ofs = spectatee.view_ofs;
1224 self.v_angle = spectatee.v_angle;
1225 self.viewzoom = spectatee.viewzoom;
1226 self.velocity = spectatee.velocity;
1227 self.dmg_take = spectatee.dmg_take;
1228 self.dmg_save = spectatee.dmg_save;
1229 self.dmg_inflictor = spectatee.dmg_inflictor;
1230 self.angles = spectatee.v_angle;
1231 self.fixangle = TRUE;
1232 setorigin(self, spectatee.origin);
1233 setsize(self, spectatee.mins, spectatee.maxs);
1236 void SpectateUpdate() {
1238 PutObserverInServer();
1240 if (self != self.enemy) {
1241 if(self.enemy.flags & FL_NOTARGET)
1242 PutObserverInServer();
1243 SpectateCopy(self.enemy);
1244 //msg_entity = self;
1245 //WriteByte(MSG_ONE, SVC_SETANGLE);
1246 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1247 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1248 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1252 float SpectateNext() {
1253 other = find(self.enemy, classname, "player");
1255 other = find(other, classname, "player");
1260 if(self.enemy.classname == "player") {
1262 WriteByte(MSG_ONE, SVC_SETVIEW);
1263 WriteEntity(MSG_ONE, self.enemy);
1264 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1274 ShowRespawnCountdown()
1276 Update a respawn countdown display.
1279 void ShowRespawnCountdown()
1282 if(self.deadflag == DEAD_NO) // just respawned?
1286 number = ceil(self.death_time - time);
1289 if(number <= self.respawn_countdown)
1291 self.respawn_countdown = number - 1;
1292 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
1293 play2(self, strcat("announcer/robotic/", ftos(number), "announcer/.ogg"));
1298 void LeaveSpectatorMode()
1300 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1301 self.classname = "player";
1302 if(cvar("g_campaign") || cvar("g_balance_teams"))
1303 JoinBestTeam(self, 0);
1304 if(cvar("g_campaign"))
1305 campaign_bots_may_start = 1;
1306 PutClientInServer();
1307 if(!(self.flags & FL_NOTARGET))
1308 bprint ("^4", self.netname, "^4 is playing now\n");
1309 centerprint(self,"");
1312 stuffcmd(self,"menu_showteamselect\n");
1321 Called every frame for each client before the physics are run
1324 void() ctf_setstatus;
1325 .float vote_nagtime;
1326 void PlayerPreThink (void)
1329 if(self.version_nagtime)
1330 if(self.cvar_g_nexuizversion)
1331 if(time > self.version_nagtime)
1333 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1334 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1336 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");
1337 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1339 self.version_nagtime = 0;
1343 if(self.cvar_scr_centertime)
1344 if(time > self.vote_nagtime)
1347 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1351 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1353 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1354 self.max_armorvalue = 0;
1357 if(self.classname == "player") {
1358 // if(self.netname == "Wazat")
1359 // bprint(self.classname, "\n");
1361 CheckRules_Player();
1364 PrintWelcomeMessage(self);
1366 if(g_lms || !cvar("sv_spectate"))
1367 if((time - self.jointime) <= cvar("welcome_message_time"))
1368 PrintWelcomeMessage(self);
1370 if (intermission_running)
1372 IntermissionThink (); // otherwise a button could be missed between
1373 return; // the think tics
1376 if(self.teleport_time)
1377 if(time > self.teleport_time)
1379 self.teleport_time = 0;
1380 self.effects = self.effects - (self.effects & EF_NODRAW);
1381 if(self.weaponentity)
1382 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1385 Nixnex_GiveCurrentWeapon();
1387 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1388 UpdateSelectedPlayer();
1390 if (self.deadflag != DEAD_NO)
1392 float button_pressed, force_respawn;
1394 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1395 force_respawn = (g_lms || cvar("g_forced_respawn"));
1396 if (self.deadflag == DEAD_DYING)
1399 self.deadflag = DEAD_RESPAWNING;
1400 else if(!button_pressed)
1401 self.deadflag = DEAD_DEAD;
1403 else if (self.deadflag == DEAD_DEAD)
1406 self.deadflag = DEAD_RESPAWNABLE;
1408 else if (self.deadflag == DEAD_RESPAWNABLE)
1411 self.deadflag = DEAD_RESPAWNING;
1413 else if (self.deadflag == DEAD_RESPAWNING)
1415 if(time > self.death_time)
1417 self.death_time = time + 1; // only retry once a second
1421 ShowRespawnCountdown();
1425 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1429 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1430 dist = self.oldorigin - self.origin;
1432 self.lms_traveled_distance += fabs(vlen(dist));
1434 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1436 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1437 self.lms_traveled_distance = 0;
1440 if(time > self.lms_nextcheck)
1442 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1443 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1445 centerprint(self, cvar_string("g_lms_campcheck_message"));
1446 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1447 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1448 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');
1450 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1451 self.lms_traveled_distance = 0;
1455 if (self.button5 && !self.hook.state)
1460 self.view_ofs = PL_CROUCH_VIEW_OFS;
1461 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1462 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1469 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1470 if (!trace_startsolid)
1472 self.crouch = FALSE;
1473 self.view_ofs = PL_VIEW_OFS;
1474 setsize (self, PL_MIN, PL_MAX);
1481 GrapplingHookFrame();
1486 float zoomfactor, zoomspeed, zoomdir;
1487 zoomfactor = self.cvar_cl_zoomfactor;
1488 if(zoomfactor < 1 || zoomfactor > 16)
1490 zoomspeed = self.cvar_cl_zoomspeed;
1491 if(zoomspeed >= 0) // < 0 is instant zoom
1492 if(zoomspeed < 0.5 || zoomspeed > 16)
1495 zoomdir = self.button4;
1497 if(self.weapon == WEP_NEX)
1502 self.has_zoomed = 1;
1506 if(zoomspeed <= 0) // instant zoom
1509 self.viewzoom = 1 / zoomfactor;
1515 // geometric zoom would be:
1516 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1517 // however, testing showed that arithmetic/harmonic zoom works better
1519 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1520 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1521 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1523 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1524 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1525 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1529 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1537 minstagib_ammocheck();
1542 //self.angles_y=self.v_angle_y + 90; // temp
1544 //if (TetrisPreFrame()) return;
1545 } else if(gameover) {
1546 if (intermission_running)
1547 IntermissionThink (); // otherwise a button could be missed between
1549 } else if(self.classname == "observer") {
1551 if (self.flags & FL_JUMPRELEASED) {
1552 if (self.button2 && self.version == cvar("gameversion")) {
1553 self.welcomemessage_time = 0;
1554 self.flags = self.flags - FL_JUMPRELEASED;
1555 LeaveSpectatorMode();
1557 } else if(self.button0 && self.version == cvar("gameversion")) {
1558 self.welcomemessage_time = 0;
1559 self.flags = self.flags - FL_JUMPRELEASED;
1560 if(SpectateNext() == 1) {
1561 self.classname = "spectator";
1565 if (!(self.button0 || self.button2)) {
1566 self.flags = self.flags | FL_JUMPRELEASED;
1569 PrintWelcomeMessage(self);
1570 } else if(self.classname == "spectator") {
1571 if (self.flags & FL_JUMPRELEASED) {
1572 if (self.button2 && self.version == cvar("gameversion")) {
1573 self.welcomemessage_time = 0;
1574 self.flags = self.flags - FL_JUMPRELEASED;
1575 LeaveSpectatorMode();
1577 } else if(self.button0) {
1578 self.welcomemessage_time = 0;
1579 self.flags = self.flags - FL_JUMPRELEASED;
1580 if(SpectateNext() == 1) {
1581 self.classname = "spectator";
1583 self.classname = "observer";
1584 PutClientInServer();
1586 } else if (self.button3) {
1587 self.welcomemessage_time = 0;
1588 self.flags = self.flags - FL_JUMPRELEASED;
1589 self.classname = "observer";
1590 PutClientInServer();
1595 if (!(self.button0 || self.button3)) {
1596 self.flags = self.flags | FL_JUMPRELEASED;
1599 PrintWelcomeMessage(self);
1600 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1609 Called every frame for each client after the physics are run
1612 void PlayerPostThink (void)
1614 // Savage: Check for nameless players
1615 if (strlen(self.netname) < 1) {
1616 self.netname = "Player";
1617 stuffcmd(self, "seta _cl_name Player\n");
1620 if(self.classname == "player") {
1621 CheckRules_Player();
1626 if (intermission_running)
1627 return; // intermission or finale
1629 //PrintWelcomeMessage(self);
1630 //if (TetrisPostFrame()) return;
1632 // restart countdown
1633 if(time < restart_countdown)
1638 sec = ceil(restart_countdown-time);
1639 s = strcat(NEWLINES, "^1Game starts in ", ftos(sec), " seconds");
1640 centerprint(self, s);
1641 self.movetype = MOVETYPE_NONE;
1642 self.velocity = '0 0 0';
1643 self.avelocity = '0 0 0';
1644 self.movement = '0 0 0';
1646 else if(self.movetype == MOVETYPE_NONE)
1648 self.movetype = MOVETYPE_WALK;
1649 centerprint(self, "\n");
1651 } else if (self.classname == "observer") {
1653 } else if (self.classname == "spectator") {
1660 antilag_record(self);