1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
7 void info_player_deathmatch (void)
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
16 local entity spot, player, nextspot, previousspot, newfirstspot;
25 nextspot = spot.chain;
26 // count team mismatches as bad spots
27 if (spot.team == teamcheck)
34 if (vlen(player.origin - spot.origin) < mindist)
36 player = player.chain;
42 previousspot.chain = spot;
49 spawn_allgood = FALSE;
53 // if we couldn't find ANY good points, return the original list
55 newfirstspot = firstspot;
59 entity Spawn_RandomPoint(entity firstspot)
63 // count number of spots
68 numspots = numspots + 1;
72 numspots = numspots * random();
74 while (spot.chain && numspots >= 1)
76 numspots = numspots - 1;
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
84 local entity best, spot, player;
85 local float bestrating, rating;
87 bestrating = -1000000;
96 rating = min(rating, vlen(player.origin - spot.origin));
97 player = player.chain;
99 rating = rating + random() * 16;
100 if (bestrating < rating)
114 Finds a point to respawn
117 entity SelectSpawnPoint (float anypoint)
119 local float teamcheck;
120 local entity spot, firstspot, playerlist;
122 spot = find (world, classname, "testplayerstart");
128 if(!anypoint && cvar("g_ctf") )
129 teamcheck = self.team;
131 // get the list of players
132 playerlist = findchain(classname, "player");
133 // get the entire list of spots
134 firstspot = findchain(classname, "info_player_deathmatch");
135 // filter out the bad ones
136 // (note this returns the original list if none survived)
137 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
139 // there is 50/50 chance of choosing a random spot or the furthest spot
140 // (this means that roughly every other spawn will be furthest, so you
141 // usually won't get fragged at spawn twice in a row)
142 if (arena_roundbased)
143 spot = Spawn_FurthestPoint(firstspot, playerlist);
144 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
145 spot = Spawn_RandomPoint(firstspot);
147 spot = Spawn_FurthestPoint(firstspot, playerlist);
151 if(cvar("spawn_debug"))
154 error ("PutClientInServer: no start points on level");
164 Checks if the argument string can be a valid playermodel.
165 Returns a valid one in doubt.
168 string FallbackPlayerModel = "models/player/marine.zym";
169 string CheckPlayerModel(string plyermodel) {
170 if(strlen(plyermodel) < 4)
171 return FallbackPlayerModel;
172 if( substring(plyermodel,0,14) != "models/player/")
173 return FallbackPlayerModel;
174 else if(cvar("sv_servermodelsonly"))
176 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
177 return FallbackPlayerModel;
178 if(!fexists(plyermodel))
179 return FallbackPlayerModel;
186 Client_customizeentityforclient
191 float Client_customizeentityforclient()
193 #ifdef ALLOW_VARIABLE_LOD
195 // other: the player viewing me
199 if(other.cvar_cl_playerdetailreduction <= 0)
201 if(other.cvar_cl_playerdetailreduction <= -2)
202 self.modelindex = self.modelindex_lod2;
203 else if(other.cvar_cl_playerdetailreduction <= -1)
204 self.modelindex = self.modelindex_lod1;
206 self.modelindex = self.modelindex_lod0;
210 distance = vlen(self.origin - other.origin);
211 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
213 self.modelindex = self.modelindex_lod2;
215 self.modelindex = self.modelindex_lod1;
217 self.modelindex = self.modelindex_lod0;
224 void setmodel_lod(entity e, string modelname)
226 #ifdef ALLOW_VARIABLE_LOD
229 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
234 self.modelindex_lod1 = self.modelindex;
237 self.modelindex_lod1 = -1;
239 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
244 self.modelindex_lod2 = self.modelindex;
247 self.modelindex_lod2 = -1;
249 precache_model(modelname);
250 setmodel(e, modelname);
251 self.modelindex_lod0 = self.modelindex;
253 if(self.modelindex_lod1 < 0)
254 self.modelindex_lod1 = self.modelindex;
256 if(self.modelindex_lod2 < 0)
257 self.modelindex_lod2 = self.modelindex;
259 precache_model(modelname);
260 setmodel(e, modelname);
268 putting a client as observer in the server
271 void PutObserverInServer (void)
274 spot = SelectSpawnPoint (FALSE);
275 RemoveGrapplingHook(self); // Wazat's Grappling Hook
277 if(clienttype(self) == CLIENTTYPE_REAL)
280 WriteByte(MSG_ONE, SVC_SETVIEW);
281 WriteEntity(MSG_ONE, self);
284 if (cvar("g_runematch"))
287 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
288 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
289 else if(self.killcount != -666)
290 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
292 self.classname = "observer";
294 self.takedamage = DAMAGE_NO;
295 self.solid = SOLID_NOT;
296 self.movetype = MOVETYPE_NOCLIP;
297 self.flags = FL_CLIENT | FL_NOTARGET;
298 self.armorvalue = 666;
300 self.armorvalue = cvar("g_balance_armor_start");
301 self.pauserotarmor_finished = 0;
302 self.pauserothealth_finished = 0;
303 self.pauseregen_finished = 0;
304 self.damageforcescale = 0;
314 self.pain_finished = 0;
315 self.strength_finished = 0;
316 self.invincible_finished = 0;
318 self.think = SUB_Null;
322 self.deadflag = DEAD_NO;
323 self.angles = spot.angles;
325 self.fixangle = TRUE;
327 self.view_ofs = PL_VIEW_OFS;
328 setorigin (self, spot.origin);
329 setsize (self, '0 0 0', '0 0 0');
330 self.oldorigin = self.origin;
335 self.weaponmodel = "";
336 self.weaponentity = world;
337 self.killcount = -666;
338 self.velocity = '0 0 0';
339 self.avelocity = '0 0 0';
340 self.punchangle = '0 0 0';
341 self.punchvector = '0 0 0';
342 self.oldvelocity = self.velocity;
348 Spawnqueue_Insert(self);
352 Spawnqueue_Unmark(self);
353 Spawnqueue_Remove(self);
356 else if(!cvar("g_lms"))
365 Called when a client spawns in the server
368 void PutClientInServer (void)
370 if(clienttype(self) == CLIENTTYPE_BOT)
372 self.classname = "player";
374 else if(clienttype(self) == CLIENTTYPE_REAL)
377 WriteByte(MSG_ONE, SVC_SETVIEW);
378 WriteEntity(MSG_ONE, self);
381 // player is dead and becomes observer
382 if(cvar("g_lms") && self.frags < 1)
383 self.classname = "observer";
387 self.classname = "observer";
389 if(self.classname == "player") {
392 spot = SelectSpawnPoint (FALSE);
394 RemoveGrapplingHook(self); // Wazat's Grappling Hook
396 self.classname = "player";
397 self.iscreature = TRUE;
398 self.movetype = MOVETYPE_WALK;
399 self.solid = SOLID_SLIDEBOX;
400 self.flags = FL_CLIENT;
401 self.takedamage = DAMAGE_AIM;
403 self.health = cvar("g_balance_health_start");
404 self.armorvalue = cvar("g_balance_armor_start");
405 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
406 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
407 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
408 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
409 self.damageforcescale = 2;
418 self.pain_finished = 0;
419 self.strength_finished = 0;
420 self.invincible_finished = 0;
422 //self.speed_finished = 0;
423 //self.slowmo_finished = 0;
424 // players have no think function
425 self.think = SUB_Null;
428 self.switchweapon = 0;
433 self.deadflag = DEAD_NO;
435 self.angles = spot.angles;
437 self.angles_z = 0; // never spawn tilted even if the spot says to
438 self.fixangle = TRUE; // turn this way immediately
439 self.velocity = '0 0 0';
440 self.avelocity = '0 0 0';
441 self.punchangle = '0 0 0';
442 self.punchvector = '0 0 0';
443 self.oldvelocity = self.velocity;
447 self.customizeentityforclient = Client_customizeentityforclient;
449 if(cvar("sv_defaultcharacter") == 1) {
450 local string defaultmodel;
451 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
452 setmodel_lod (self, defaultmodel);
453 self.skin = stof(cvar_string("sv_defaultplayerskin"));
455 self.playermodel = CheckPlayerModel(self.playermodel);
456 setmodel_lod (self, self.playermodel);
457 self.skin = stof(self.playerskin);
462 self.view_ofs = PL_VIEW_OFS;
463 setsize (self, PL_MIN, PL_MAX);
464 self.spawnorigin = spot.origin;
465 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
466 // don't reset back to last position, even if new position is stuck in solid
467 self.oldorigin = self.origin;
471 self.ammo_shells = cvar("g_lms_start_ammo_shells");
472 self.ammo_nails = cvar("g_lms_start_ammo_nails");
473 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
474 self.ammo_cells = cvar("g_lms_start_ammo_cells");
475 self.health = cvar("g_lms_start_health");
476 self.armorvalue = cvar("g_lms_start_armor");
478 else if (cvar("g_use_ammunition")) {
479 self.ammo_shells = cvar("g_start_ammo_shells");
480 self.ammo_nails = cvar("g_start_ammo_nails");
481 self.ammo_rockets = cvar("g_start_ammo_rockets");
482 self.ammo_cells = cvar("g_start_ammo_cells");
484 self.ammo_shells = 999;
485 self.ammo_nails = 999;
486 self.ammo_rockets = 999;
487 self.ammo_cells = 999;
491 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
493 self.items = self.items | IT_LASER;
494 self.switchweapon = WEP_LASER;
496 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
498 self.items = self.items | IT_SHOTGUN;
499 self.switchweapon = WEP_SHOTGUN;
501 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
503 self.items = self.items | IT_UZI;
504 self.switchweapon = WEP_UZI;
506 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
508 self.items = self.items | IT_GRENADE_LAUNCHER;
509 self.switchweapon = WEP_GRENADE_LAUNCHER;
511 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
513 self.items = self.items | IT_ELECTRO;
514 self.switchweapon = WEP_ELECTRO;
516 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
518 self.items = self.items | IT_CRYLINK;
519 self.switchweapon = WEP_CRYLINK;
521 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
523 self.items = self.items | IT_NEX;
524 self.switchweapon = WEP_NEX;
526 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
528 self.items = self.items | IT_HAGAR;
529 self.switchweapon = WEP_HAGAR;
531 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
533 self.items = self.items | IT_ROCKET_LAUNCHER;
534 self.switchweapon = WEP_ROCKET_LAUNCHER;
537 if(cvar("g_instagib"))
540 self.switchweapon = WEP_NEX;
541 self.ammo_cells = 999;
544 if(cvar("g_rocketarena"))
546 self.items = IT_ROCKET_LAUNCHER;
547 self.switchweapon = WEP_ROCKET_LAUNCHER;
548 self.ammo_rockets = 999;
554 // will be done later
557 if(cvar("g_minstagib"))
562 self.switchweapon = WEP_NEX;
563 self.ammo_cells = cvar("g_minstagib_ammo_start");
565 self.jump_interval = time;
569 Spawnqueue_Remove(self);
571 self.event_damage = PlayerDamage;
573 self.bot_attack = TRUE;
575 self.statdraintime = time + 5;
576 self.button0 = self.button1 = self.button2 = self.button3 = 0;
578 if(self.killcount == -666) {
585 self.cnt = WEP_LASER;
586 self.nixnex_lastchange_id = -1;
588 CL_SpawnWeaponentity();
589 self.alpha = default_player_alpha;
590 self.exteriorweaponentity.alpha = default_player_alpha;
592 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
593 self.lms_traveled_distance = 0;
595 if(cvar("spawn_debug"))
597 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
598 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
601 //stuffcmd(self, "chase_active 0");
602 //stuffcmd(self, "set viewsize $tmpviewsize \n");
603 } else if(self.classname == "observer") {
604 PutObserverInServer ();
613 void SetNewParms (void)
623 void SetChangeParms (void)
632 Called when a client types 'kill' in the console
635 void ClientKill (void)
637 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
644 Called when a client connects to the server
647 string ColoredTeamName(float t);
648 //void dom_player_join_team(entity pl);
649 void ClientConnect (void)
651 self.classname = "player_joining";
652 self.flags = self.flags | FL_CLIENT;
654 if(player_count<0) player_count = 0;
658 //if(cvar("g_domination"))
659 // dom_player_join_team(self);
661 //JoinBestTeam(self, FALSE);
663 if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
664 self.classname = "observer";
666 self.classname = "player";
667 campaign_bots_may_start = 1;
670 self.playerid = (playerid_last = playerid_last + 1);
671 if(cvar("sv_eventlog"))
674 if(clienttype(self) == CLIENTTYPE_REAL)
678 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
679 s = strcat(":team:", ftos(self.playerid), ":");
680 s = strcat(s, ftos(self.team));
681 GameLogEcho(s, FALSE);
684 //stuffcmd(self, "set tmpviewsize $viewsize \n");
686 bprint ("^4",self.netname);
687 bprint ("^4 connected");
689 if(cvar("g_domination") || cvar("g_ctf"))
691 bprint(" and joined the ");
692 bprint(ColoredTeamName(self.team));
697 self.welcomemessage_time = time + cvar("welcome_message_time");
698 self.welcomemessage_time2 = 0;
700 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
701 // send prediction settings to the client
702 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
703 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
704 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
705 stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
706 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
707 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
708 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
709 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
710 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
711 stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
712 stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
713 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
714 // Wazat's grappling hook
715 SetGrappleHookBindings();
717 // get autoswitch state from player
718 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
719 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
721 // get version info from player
722 stuffcmd(self, "cmd clientversion $gameversion\n");
724 // get other cvars from player
727 // set cvar for team scoreboard
728 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
732 self.frags = cvar("fraglimit");
733 // no fraglimit was set, so player gets 999 lives
737 // disallow player to join after the worst player has lost g_lms_last_join lives
738 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
739 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
744 else if(cvar("fraglimit") > lms_lowest_lives)
746 self.frags = lms_lowest_lives;
749 else if(cvar("g_arena"))
751 self.classname = "observer";
752 Spawnqueue_Insert(self);
755 bot_relinkplayerlist();
757 self.jointime = time;
764 Called when a client disconnects from the server
767 void(entity e) DropFlag;
768 .entity chatbubbleentity;
769 .entity teambubbleentity;
770 void ClientDisconnect (void)
773 if(cvar("sv_eventlog"))
774 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
775 bprint ("^4",self.netname);
776 bprint ("^4 disconnected\n");
778 if (self.chatbubbleentity)
780 remove (self.chatbubbleentity);
781 self.chatbubbleentity = world;
784 if (self.teambubbleentity)
786 remove (self.teambubbleentity);
787 self.teambubbleentity = world;
793 DropFlag(self.flagcarried);
796 self.flags = self.flags - (self.flags & FL_CLIENT);
797 bot_relinkplayerlist();
800 // player was dead, decrease dead count
801 if(cvar("g_lms") && self.frags < 1)
803 else if(cvar("g_arena"))
805 Spawnqueue_Unmark(self);
806 Spawnqueue_Remove(self);
811 void() ChatBubbleThink =
813 self.nextthink = time;
814 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
819 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
820 if (self.owner.buttonchat && !self.owner.deadflag)
821 self.model = self.mdl;
826 void() UpdateChatBubble =
828 if (!self.modelindex)
830 // spawn a chatbubble entity if needed
831 if (!self.chatbubbleentity)
833 self.chatbubbleentity = spawn();
834 self.chatbubbleentity.owner = self;
835 self.chatbubbleentity.exteriormodeltoclient = self;
836 self.chatbubbleentity.think = ChatBubbleThink;
837 self.chatbubbleentity.nextthink = time;
838 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
839 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
840 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
841 self.chatbubbleentity.model = "";
846 void() TeamBubbleThink =
848 self.nextthink = time;
849 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
854 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
855 if (self.owner.buttonchat || self.owner.deadflag)
858 self.model = self.mdl;
862 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
864 void() UpdateTeamBubble =
866 if (!self.modelindex || !cvar("teamplay"))
868 // spawn a teambubble entity if needed
869 if (!self.teambubbleentity && cvar("teamplay"))
871 self.teambubbleentity = spawn();
872 self.teambubbleentity.owner = self;
873 self.teambubbleentity.exteriormodeltoclient = self;
874 self.teambubbleentity.think = TeamBubbleThink;
875 self.teambubbleentity.nextthink = time;
876 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
877 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
878 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
879 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
880 self.teambubbleentity.mdl = self.teambubbleentity.model;
881 self.teambubbleentity.model = self.teambubbleentity.mdl;
882 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
886 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
887 // added to the model skins
888 /*void() UpdateColorModHack =
891 c = self.clientcolors & 15;
892 // LordHavoc: only bothering to support white, green, red, yellow, blue
893 if (teamplay == 0) self.colormod = '0 0 0';
894 else if (c == 0) self.colormod = '1.00 1.00 1.00';
895 else if (c == 3) self.colormod = '0.10 1.73 0.10';
896 else if (c == 4) self.colormod = '1.73 0.10 0.10';
897 else if (c == 12) self.colormod = '1.22 1.22 0.10';
898 else if (c == 13) self.colormod = '0.10 0.10 1.73';
899 else self.colormod = '1 1 1';
906 When you press the jump key
909 void PlayerJump (void)
913 mjumpheight = cvar("g_balance_jumpheight");
914 if (self.waterlevel >= 2)
916 if (self.watertype == CONTENT_WATER)
917 self.velocity_z = 200;
918 else if (self.watertype == CONTENT_SLIME)
919 self.velocity_z = 80;
921 self.velocity_z = 50;
927 if (!(self.flags & FL_ONGROUND))
930 if (!(self.flags & FL_JUMPRELEASED))
933 if(cvar("g_runematch"))
935 if(self.runes & RUNE_SPEED)
937 if(self.runes & CURSE_SLOW)
938 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
940 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
942 else if(self.runes & CURSE_SLOW)
944 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
948 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
950 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
953 self.velocity_z = self.velocity_z + mjumpheight;
954 self.oldvelocity_z = self.velocity_z;
956 self.flags = self.flags - FL_ONGROUND;
957 self.flags = self.flags - FL_JUMPRELEASED;
960 void() CheckWaterJump =
962 local vector start, end;
964 // check for a jump-out-of-water
965 makevectors (self.angles);
967 start_z = start_z + 8;
969 normalize(v_forward);
970 end = start + v_forward*24;
971 traceline (start, end, TRUE, self);
972 if (trace_fraction < 1)
974 start_z = start_z + self.maxs_z - 8;
975 end = start + v_forward*24;
976 self.movedir = trace_plane_normal * -50;
977 traceline (start, end, TRUE, self);
978 if (trace_fraction == 1)
979 { // open at eye level
980 self.flags = self.flags | FL_WATERJUMP;
981 self.velocity_z = 225;
982 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
983 self.teleport_time = time + 2; // safety net
996 void player_powerups (void)
998 if (cvar("g_minstagib"))
1000 self.effects = EF_FULLBRIGHT;
1001 if (self.items & IT_STRENGTH)
1003 if (time > self.strength_finished)
1005 self.alpha = default_player_alpha;
1006 self.exteriorweaponentity.alpha = default_player_alpha;
1007 self.items = self.items - (self.items & IT_STRENGTH);
1008 sprint(self, "^3Invisibility has worn off\n");
1013 if (time < self.strength_finished)
1015 self.alpha = cvar("g_minstagib_invis_alpha");
1016 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1017 self.items = self.items | IT_STRENGTH;
1018 sprint(self, "^3You are invisible\n");
1022 if (self.items & IT_INVINCIBLE)
1024 if (time > self.invincible_finished)
1026 self.items = self.items - (self.items & IT_INVINCIBLE);
1027 sprint(self, "^3Speed has worn off\n");
1032 if (time < self.invincible_finished)
1034 self.items = self.items | IT_INVINCIBLE;
1035 sprint(self, "^3You are on speed\n");
1041 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1042 if (self.items & IT_STRENGTH)
1044 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1045 if (time > self.strength_finished)
1047 self.items = self.items - (self.items & IT_STRENGTH);
1048 sprint(self, "^3Strength has worn off\n");
1053 if (time < self.strength_finished)
1055 self.items = self.items | IT_STRENGTH;
1056 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1059 if (self.items & IT_INVINCIBLE)
1061 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1062 if (time > self.invincible_finished)
1064 self.items = self.items - (self.items & IT_INVINCIBLE);
1065 sprint(self, "^3Shield has worn off\n");
1070 if (time < self.invincible_finished)
1072 self.items = self.items | IT_INVINCIBLE;
1073 sprint(self, "^3Shield surrounds you\n");
1077 if (cvar("g_fullbrightplayers"))
1078 self.effects = self.effects | EF_FULLBRIGHT;
1080 // midair gamemode: damage only while in the air
1081 // if in midair mode, being on ground grants temporary invulnerability
1082 // (this is so that multishot weapon don't clear the ground flag on the
1083 // first damage in the frame, leaving the player vulnerable to the
1084 // remaining hits in the same frame)
1085 if (self.flags & FL_ONGROUND)
1086 if (cvar("g_midair"))
1087 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1089 if (time < self.spawnshieldtime)
1090 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1093 void player_regen (void)
1095 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1096 maxh = cvar("g_balance_health_stable");
1097 maxa = cvar("g_balance_armor_stable");
1098 limith = cvar("g_balance_health_limit");
1099 limita = cvar("g_balance_armor_limit");
1101 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1104 if(cvar("g_runematch"))
1106 max_mod = regen_mod = rot_mod = limit_mod = 1;
1107 if (self.runes & RUNE_REGEN)
1109 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1111 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1112 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1113 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1117 regen_mod = cvar("g_balance_rune_regen_regenrate");
1118 max_mod = cvar("g_balance_rune_regen_hpmod");
1119 limit_mod = cvar("g_balance_rune_regen_limitmod");
1122 else if (self.runes & CURSE_VENOM)
1124 max_mod = cvar("g_balance_curse_venom_hpmod");
1125 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1126 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1128 rot_mod = cvar("g_balance_curse_venom_rotrate");
1129 limit_mod = cvar("g_balance_curse_venom_limitmod");
1130 //if (!self.runes & RUNE_REGEN)
1131 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1133 maxh = maxh * max_mod;
1134 //maxa = maxa * max_mod;
1136 if (time > self.pauserotarmor_finished)
1138 if (self.armorvalue > maxa)
1139 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1141 if (time > self.pauserothealth_finished)
1143 if (self.health > maxh)
1144 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1146 if (time > self.pauseregen_finished)
1148 if (self.health < maxh)
1149 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1150 if (self.armorvalue < maxa)
1151 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1156 if (time > self.pauserothealth_finished)
1157 if (self.health > maxh)
1158 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1159 if (time > self.pauserotarmor_finished)
1160 if (self.armorvalue > maxa)
1161 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1162 if (time > self.pauseregen_finished)
1164 if (self.health < maxh)
1165 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1166 if (self.armorvalue < maxa)
1167 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1171 if (self.health > limith)
1172 self.health = limith;
1174 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1175 if (self.armorvalue > limita)
1176 self.armorvalue = limita;
1180 ======================
1181 spectate mode routines
1182 ======================
1184 void SpectateCopy(entity spectatee) {
1185 self.armortype = spectatee.armortype;
1186 self.armorvalue = spectatee.armorvalue;
1187 self.currentammo = spectatee.currentammo;
1188 self.effects = spectatee.effects;
1189 self.health = spectatee.health;
1191 self.items = spectatee.items;
1192 self.punchangle = spectatee.punchangle;
1193 self.view_ofs = spectatee.view_ofs;
1194 self.v_angle = spectatee.v_angle;
1195 self.viewzoom = spectatee.viewzoom;
1196 setorigin(self, spectatee.origin);
1197 setsize(self, spectatee.mins, spectatee.maxs);
1200 void SpectateUpdate() {
1201 if (self != self.enemy) {
1202 if(self.enemy.flags & FL_NOTARGET)
1203 PutObserverInServer();
1204 SpectateCopy(self.enemy);
1205 self.dmg_take = self.enemy.dmg_take;
1206 self.dmg_save = self.enemy.dmg_save;
1207 self.dmg_inflictor = self.enemy.dmg_inflictor;
1208 self.fixangle = TRUE;
1209 self.angles = self.enemy.v_angle;
1210 //msg_entity = self;
1211 //WriteByte(MSG_ONE, SVC_SETANGLE);
1212 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1213 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1214 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1218 float SpectateNext() {
1219 other = find(self.enemy, classname, "player");
1221 other = find(other, classname, "player");
1226 if(self.enemy.classname == "player") {
1228 WriteByte(MSG_ONE, SVC_SETVIEW);
1229 WriteEntity(MSG_ONE, self.enemy);
1230 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1242 Called every frame for each client before the physics are run
1245 void PlayerPreThink (void)
1247 if(self.classname == "player") {
1248 local vector m1, m2;
1250 // if(self.netname == "Wazat")
1251 // bprint(strcat(self.classname, "\n"));
1253 CheckRules_Player();
1255 Nixnex_GiveCurrentWeapon();
1258 PrintWelcomeMessage(self);
1260 if(cvar("g_lms") || !cvar("sv_spectate"))
1261 if((time - self.jointime) <= cvar("welcome_message_time"))
1262 PrintWelcomeMessage(self);
1264 if (intermission_running)
1266 IntermissionThink (); // otherwise a button could be missed between
1267 return; // the think tics
1270 if (self.deadflag != DEAD_NO)
1273 if (self.deadflag == DEAD_DYING)
1275 if (time > self.dead_time)
1276 self.deadflag = DEAD_DEAD;
1278 else if (self.deadflag == DEAD_DEAD)
1280 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1281 self.deadflag = DEAD_RESPAWNABLE;
1282 else if (!self.button0 && !self.button2 && !self.button3)
1283 self.deadflag = DEAD_RESPAWNABLE;
1285 else if (self.deadflag == DEAD_RESPAWNABLE)
1297 cvar("g_forced_respawn"))
1303 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1307 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1308 dist = self.oldorigin - self.origin;
1310 self.lms_traveled_distance += fabs(vlen(dist));
1312 if(time > self.lms_nextcheck)
1314 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1315 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1317 centerprint(self, cvar_string("g_lms_campcheck_message"));
1318 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1319 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1320 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');
1322 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1323 self.lms_traveled_distance = 0;
1327 if (self.button5 && !self.hook.state)
1332 self.view_ofs = PL_CROUCH_VIEW_OFS;
1333 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1340 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1341 if (!trace_startsolid)
1343 self.crouch = FALSE;
1344 self.view_ofs = PL_VIEW_OFS;
1345 setsize (self, PL_MIN, PL_MAX);
1350 if(cvar("sv_defaultcharacter") == 1) {
1351 local string defaultmodel;
1352 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1354 if (defaultmodel != self.model)
1358 setmodel_lod (self, defaultmodel);
1359 setsize (self, m1, m2);
1362 if (self.skin != cvar("sv_defaultplayerskin"))
1363 self.skin = cvar("sv_defaultplayerskin");
1365 if (self.playermodel != self.model)
1367 self.playermodel = CheckPlayerModel(self.playermodel);
1370 setmodel_lod (self, self.playermodel);
1371 setsize (self, m1, m2);
1374 if (self.skin != stof(self.playerskin))
1375 self.skin = stof(self.playerskin);
1377 // Savage: Check for nameless players
1378 if (strlen(self.netname) < 1) {
1379 self.netname = "Player";
1380 stuffcmd(self, "name Player\n");
1383 GrapplingHookFrame();
1387 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1389 if (cvar("g_minstagib") && self.button3)
1391 if (self.jump_interval <= (time + 0.1))
1393 self.jump_interval = time + 1;
1397 else if (self.viewzoom > 0.4)
1398 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1400 else if (self.viewzoom < 1.0)
1401 self.viewzoom = min (1.0, self.viewzoom + frametime);
1407 self.flags = self.flags | FL_JUMPRELEASED;
1413 if (cvar("g_minstagib"))
1414 minstagib_ammocheck();
1416 //self.angles_y=self.v_angle_y + 90; // temp
1418 if (self.waterlevel == 2)
1421 //if (TetrisPreFrame()) return;
1422 } else if(gameover) {
1423 if (intermission_running)
1424 IntermissionThink (); // otherwise a button could be missed between
1426 } else if(self.classname == "observer") {
1428 if (self.flags & FL_JUMPRELEASED) {
1429 if (self.button2 && self.version == cvar("gameversion")) {
1430 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1431 self.flags = self.flags & !FL_JUMPRELEASED;
1432 self.classname = "player";
1433 if(cvar("g_campaign") || cvar("g_balance_teams"))
1434 JoinBestTeam(self, 0);
1435 if(cvar("g_campaign"))
1436 campaign_bots_may_start = 1;
1437 PutClientInServer();
1438 if(self.flags & !FL_NOTARGET)
1439 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1440 centerprint(self,"");
1443 self.flags = self.flags & !FL_JUMPRELEASED;
1444 stuffcmd(self,"menu_showteamselect\n");
1447 } else if(self.button0 && self.version == cvar("gameversion")) {
1448 self.flags = self.flags & !FL_JUMPRELEASED;
1449 if(SpectateNext() == 1) {
1450 self.classname = "spectator";
1454 if (!(self.button0 || self.button2)) {
1455 self.flags = self.flags | FL_JUMPRELEASED;
1458 PrintWelcomeMessage(self);
1459 } else if(self.classname == "spectator") {
1461 if (self.flags & FL_JUMPRELEASED) {
1462 if (self.button2 && self.version == cvar("gameversion")) {
1463 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1464 self.flags = self.flags & !FL_JUMPRELEASED;
1465 self.classname = "player";
1467 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1469 if(cvar("g_campaign") || cvar("g_balance_teams"))
1470 JoinBestTeam(self, 0);
1471 if(cvar("g_campaign"))
1472 campaign_bots_may_start = 1;
1473 PutClientInServer();
1474 centerprint(self,"");
1477 self.flags = self.flags & !FL_JUMPRELEASED;
1478 stuffcmd(self,"menu_showteamselect\n");
1481 } else if(self.button0) {
1482 self.flags = self.flags & !FL_JUMPRELEASED;
1483 if(SpectateNext() == 1) {
1484 self.classname = "spectator";
1486 self.classname = "observer";
1487 PutClientInServer();
1489 } else if (self.button3) {
1490 self.flags = self.flags & !FL_JUMPRELEASED;
1491 self.classname = "observer";
1492 PutClientInServer();
1497 if (!(self.button0 || self.button3)) {
1498 self.flags = self.flags | FL_JUMPRELEASED;
1501 PrintWelcomeMessage(self);
1510 Called every frame for each client after the physics are run
1513 void PlayerPostThink (void)
1515 if(self.classname == "player") {
1516 CheckRules_Player();
1519 if (self.deadflag == DEAD_NO)
1522 if (intermission_running)
1523 return; // intermission or finale
1525 //PrintWelcomeMessage(self);
1526 //if (TetrisPostFrame()) return;
1527 } else if (self.classname == "observer") {
1529 } else if (self.classname == "spectator") {