1 // let's abuse an existing field
2 #define SPAWNPOINT_SCORE frags
4 .float wantswelcomemessage;
5 .string netname_previous;
7 void spawnfunc_info_player_survivor (void)
9 spawnfunc_info_player_deathmatch();
12 void spawnfunc_info_player_start (void)
14 spawnfunc_info_player_deathmatch();
17 void spawnfunc_info_player_deathmatch (void)
19 self.classname = "info_player_deathmatch";
20 relocate_spawnpoint();
28 self.team = activator.team;
29 some_spawn_has_been_used = 1;
34 // -1 if a spawn can't be used
35 // otherwise, a weight of the spawnpoint
36 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
38 float shortest, thisdist;
41 // filter out spots for the wrong team
43 if(spot.team != teamcheck)
50 // filter out spots for assault
51 if(spot.target != "") {
53 ent = find(world, targetname, spot.target);
59 if(ent.classname == "target_objective")
61 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
64 else if(ent.classname == "trigger_race_checkpoint")
66 if(self.classname == "player") // spectators may spawn everywhere
67 if(ent.cnt != race_PreviousCheckpoint(self.race_checkpoint))
68 // checkpoint -1 players (freshly spawned) spawn close to finish!
74 ent = find(ent, targetname, spot.target);
79 shortest = vlen(world.maxs - world.mins);
80 for(player = playerlist; player; player = player.chain)
83 thisdist = vlen(player.origin - spot.origin);
84 if (thisdist < shortest)
92 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
94 local entity spot, spotlist, spotlistend;
101 for(spot = firstspot; spot; spot = spot.chain)
103 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
105 if(cvar("spawn_debugview"))
107 setmodel(spot, "models/runematch/rune.mdl");
108 if(spot.SPAWNPOINT_SCORE < mindist)
110 spot.colormod = '1 0 0';
115 spot.colormod = '0 1 0';
116 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
120 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
122 if(spot.SPAWNPOINT_SCORE < mindist)
124 // too short distance
125 spawn_allgood = FALSE;
130 spawn_allbad = FALSE;
133 spotlistend.chain = spot;
140 if(spot.team != teamcheck)
141 error("invalid spawn added");
143 print("added ", etos(spot), "\n");
149 spotlistend.chain = world;
154 for(e = spotlist; e; e = e.chain)
156 print("seen ", etos(e), "\n");
157 if(e.team != teamcheck)
158 error("invalid spawn found");
165 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
167 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
168 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
171 RandomSelection_Init();
172 for(spot = firstspot; spot; spot = spot.chain)
173 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
175 return RandomSelection_chosen_ent;
182 Finds a point to respawn
185 entity SelectSpawnPoint (float anypoint)
187 local float teamcheck;
188 local entity firstspot_new;
189 local entity spot, firstspot, playerlist;
191 spot = find (world, classname, "testplayerstart");
197 if(!anypoint && have_team_spawns)
198 teamcheck = self.team;
200 // get the list of players
201 playerlist = findchain(classname, "player");
202 // get the entire list of spots
203 firstspot = findchain(classname, "info_player_deathmatch");
204 // filter out the bad ones
205 // (note this returns the original list if none survived)
206 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
208 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
209 firstspot = firstspot_new;
211 // there is 50/50 chance of choosing a random spot or the furthest spot
212 // (this means that roughly every other spawn will be furthest, so you
213 // usually won't get fragged at spawn twice in a row)
214 if (arena_roundbased)
216 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
218 firstspot = firstspot_new;
219 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
221 else if (random() > cvar("g_spawn_furthest"))
222 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
224 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
226 if(cvar("spawn_debugview"))
228 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
232 for(e = firstspot; e; e = e.chain)
233 if(e.team != teamcheck)
234 error("invalid spawn found");
239 if(cvar("spawn_debug"))
243 if(some_spawn_has_been_used)
244 return world; // team can't spawn any more, because of actions of other team
246 error("Cannot find a spawn point - please fix the map!");
257 Checks if the argument string can be a valid playermodel.
258 Returns a valid one in doubt.
261 string FallbackPlayerModel = "models/player/marine.zym";
262 string CheckPlayerModel(string plyermodel) {
263 if(strlen(plyermodel) < 4)
264 return FallbackPlayerModel;
265 if( substring(plyermodel,0,14) != "models/player/")
266 return FallbackPlayerModel;
267 else if(cvar("sv_servermodelsonly"))
269 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
270 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
271 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
272 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
273 return FallbackPlayerModel;
274 if(!fexists(plyermodel))
275 return FallbackPlayerModel;
282 Client_customizeentityforclient
287 float Client_customizeentityforclient()
289 #ifdef ALLOW_VARIABLE_LOD
291 // other: the player viewing me
295 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
298 if(other.cvar_cl_playerdetailreduction <= 0)
300 if(other.cvar_cl_playerdetailreduction <= -2)
301 self.modelindex = self.modelindex_lod2;
302 else if(other.cvar_cl_playerdetailreduction <= -1)
303 self.modelindex = self.modelindex_lod1;
305 self.modelindex = self.modelindex_lod0;
309 distance = vlen(self.origin - other.origin);
310 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
312 self.modelindex = self.modelindex_lod2;
314 self.modelindex = self.modelindex_lod1;
316 self.modelindex = self.modelindex_lod0;
323 void UpdatePlayerSounds();
324 void setmodel_lod(entity e, string modelname)
326 #ifdef ALLOW_VARIABLE_LOD
329 // FIXME: this only supports 3-letter extensions
330 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
334 setmodel(e, s); // players have high precision
335 self.modelindex_lod1 = self.modelindex;
338 self.modelindex_lod1 = -1;
340 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
344 setmodel(e, s); // players have high precision
345 self.modelindex_lod2 = self.modelindex;
348 self.modelindex_lod2 = -1;
350 precache_model(modelname);
351 setmodel(e, modelname); // players have high precision
352 self.modelindex_lod0 = self.modelindex;
354 if(self.modelindex_lod1 < 0)
355 self.modelindex_lod1 = self.modelindex;
357 if(self.modelindex_lod2 < 0)
358 self.modelindex_lod2 = self.modelindex;
360 precache_model(modelname);
361 setmodel(e, modelname); // players have high precision
363 player_setupanimsformodel();
364 UpdatePlayerSounds();
371 putting a client as observer in the server
374 void PutObserverInServer (void)
377 spot = SelectSpawnPoint (TRUE);
379 error("No spawnpoints for observers?!?\n");
380 RemoveGrapplingHook(self); // Wazat's Grappling Hook
382 if(clienttype(self) == CLIENTTYPE_REAL)
385 WriteByte(MSG_ONE, SVC_SETVIEW);
386 WriteEntity(MSG_ONE, self);
390 kh_Key_DropAll(self, TRUE);
393 DropFlag(self.flagcarried);
395 WaypointSprite_PlayerDead();
397 if(self.killcount != -666)
401 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
402 bprint ("^4", self.netname, "^4 has no more lives left\n");
404 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
407 bprint ("^4", self.netname, "^4 is spectating now\n");
410 PlayerScore_Clear(self); // clear scores when needed
412 self.spectatortime = time;
414 self.classname = "observer";
416 self.takedamage = DAMAGE_NO;
417 self.solid = SOLID_NOT;
418 self.movetype = MOVETYPE_NOCLIP;
419 self.flags = FL_CLIENT | FL_NOTARGET;
420 self.armorvalue = 666;
422 self.armorvalue = cvar("g_balance_armor_start");
423 self.pauserotarmor_finished = 0;
424 self.pauserothealth_finished = 0;
425 self.pauseregen_finished = 0;
426 self.damageforcescale = 0;
433 self.pain_finished = 0;
434 self.strength_finished = 0;
435 self.invincible_finished = 0;
437 self.think = SUB_Null;
441 self.deadflag = DEAD_NO;
442 self.angles = spot.angles;
444 self.fixangle = TRUE;
447 self.view_ofs = PL_VIEW_OFS;
448 setorigin (self, spot.origin);
449 setsize (self, '0 0 0', '0 0 0');
450 self.oldorigin = self.origin;
455 self.weaponmodel = "";
456 self.weaponentity = world;
457 self.killcount = -666;
458 self.velocity = '0 0 0';
459 self.avelocity = '0 0 0';
460 self.punchangle = '0 0 0';
461 self.punchvector = '0 0 0';
462 self.oldvelocity = self.velocity;
463 self.customizeentityforclient = Client_customizeentityforclient;
465 self.wantswelcomemessage = 1;
468 race_PreparePlayer();
472 if(self.version_mismatch)
474 Spawnqueue_Unmark(self);
475 Spawnqueue_Remove(self);
479 Spawnqueue_Insert(self);
484 // Only if the player cannot play at all
485 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
494 float RestrictSkin(float s)
503 void FixPlayermodel()
505 local string defaultmodel;
506 local float defaultskin;
511 if(cvar("sv_defaultcharacter") == 1) {
516 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
517 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
520 if(defaultmodel == "")
522 defaultmodel = cvar_string("sv_defaultplayermodel");
523 defaultskin = cvar("sv_defaultplayerskin");
527 if(defaultmodel != "")
529 if (defaultmodel != self.model)
533 setmodel_lod (self, defaultmodel);
534 setsize (self, m1, m2);
537 self.skin = defaultskin;
539 if (self.playermodel != self.model)
541 self.playermodel = CheckPlayerModel(self.playermodel);
544 setmodel_lod (self, self.playermodel);
545 setsize (self, m1, m2);
548 self.skin = RestrictSkin(stof(self.playerskin));
552 if(strlen(cvar_string("sv_defaultplayercolors")))
553 if(self.clientcolors != cvar("sv_defaultplayercolors"))
554 setcolor(self, cvar("sv_defaultplayercolors"));
561 Called when a client spawns in the server
564 //void() ctf_playerchanged;
565 void PutClientInServer (void)
567 if(clienttype(self) == CLIENTTYPE_BOT)
569 self.classname = "player";
571 else if(clienttype(self) == CLIENTTYPE_REAL)
574 WriteByte(MSG_ONE, SVC_SETVIEW);
575 WriteEntity(MSG_ONE, self);
578 // player is dead and becomes observer
579 // FIXME fix LMS scoring for new system
582 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
583 self.classname = "observer";
588 self.classname = "observer";
590 if(self.classname == "player") {
594 if(self.killcount == -666)
595 race_PreparePlayer();
597 spot = SelectSpawnPoint (FALSE);
600 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
601 return; // spawn failed
604 RemoveGrapplingHook(self); // Wazat's Grappling Hook
606 self.classname = "player";
607 self.iscreature = TRUE;
608 self.movetype = MOVETYPE_WALK;
609 self.solid = SOLID_SLIDEBOX;
610 self.flags = FL_CLIENT;
611 self.takedamage = DAMAGE_AIM;
613 self.effects = EF_FULLBRIGHT;
616 self.air_finished = time + 12;
619 self.ammo_shells = start_ammo_shells;
620 self.ammo_nails = start_ammo_nails;
621 self.ammo_rockets = start_ammo_rockets;
622 self.ammo_cells = start_ammo_cells;
623 self.health = start_health;
624 self.armorvalue = start_armorvalue;
625 self.items = start_items;
626 self.switchweapon = start_switchweapon;
627 self.cnt = start_switchweapon;
629 self.jump_interval = time;
631 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
632 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
633 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
634 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
635 //extend the pause of rotting if client was reset at the beginning of the countdown
636 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
637 self.spawnshieldtime += RESTART_COUNTDOWN;
638 self.pauserotarmor_finished += RESTART_COUNTDOWN;
639 self.pauserothealth_finished += RESTART_COUNTDOWN;
640 self.pauseregen_finished += RESTART_COUNTDOWN;
642 self.damageforcescale = 2;
649 self.pain_finished = 0;
650 self.strength_finished = 0;
651 self.invincible_finished = 0;
653 //self.speed_finished = 0;
654 //self.slowmo_finished = 0;
655 // players have no think function
656 self.think = SUB_Null;
662 self.deadflag = DEAD_NO;
664 self.angles = spot.angles;
666 self.angles_z = 0; // never spawn tilted even if the spot says to
667 self.fixangle = TRUE; // turn this way immediately
668 self.velocity = '0 0 0';
669 self.avelocity = '0 0 0';
670 self.punchangle = '0 0 0';
671 self.punchvector = '0 0 0';
672 self.oldvelocity = self.velocity;
677 self.customizeentityforclient = Client_customizeentityforclient;
683 self.view_ofs = PL_VIEW_OFS;
684 setsize (self, PL_MIN, PL_MAX);
685 self.spawnorigin = spot.origin;
686 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
687 // don't reset back to last position, even if new position is stuck in solid
688 self.oldorigin = self.origin;
692 Spawnqueue_Remove(self);
693 Spawnqueue_Mark(self);
696 self.event_damage = PlayerDamage;
698 self.bot_attack = TRUE;
700 self.statdraintime = time + 5;
701 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
704 if(self.killcount != -666)
705 if(spot.target == "")
706 // let the player run without timing, if he did not spawn at a targetting spawnpoint
707 race_PreparePlayer();
709 if(self.killcount == -666) {
710 PlayerScore_Clear(self);
715 self.cnt = WEP_LASER;
716 self.nixnex_lastchange_id = -1;
718 CL_SpawnWeaponentity();
719 self.alpha = default_player_alpha;
720 self.colormod = '1 1 1' * cvar("g_player_brightness");
721 self.exteriorweaponentity.alpha = default_weapon_alpha;
723 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
724 self.lms_traveled_distance = 0;
725 self.speedrunning = FALSE;
727 if(cvar("spawn_debug"))
729 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
730 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
733 //stuffcmd(self, "chase_active 0");
734 //stuffcmd(self, "set viewsize $tmpviewsize \n");
736 if (cvar("g_spawnsound"))
737 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
740 if(self.team == assault_attacker_team)
741 centerprint(self, "You are attacking!\n");
743 centerprint(self, "You are defending!\n");
746 } else if(self.classname == "observer") {
747 PutObserverInServer ();
751 // ctf_playerchanged();
758 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
761 void SendCSQCInfo(void)
763 if(clienttype(self) != CLIENTTYPE_REAL)
766 WriteByte(MSG_ONE, SVC_TEMPENTITY);
767 WriteByte(MSG_ONE, TE_CSQC_INIT);
768 WriteShort(MSG_ONE, CSQC_REVISION);
769 WriteByte(MSG_ONE, maxclients);
777 void SetNewParms (void)
779 // initialize parms for a new player
780 parm1 = -(86400 * 366);
788 void SetChangeParms (void)
790 // save parms for level change
791 parm1 = self.parm_idlesince - time;
799 void DecodeLevelParms (void)
802 self.parm_idlesince = parm1;
803 if(self.parm_idlesince == -(86400 * 366))
804 self.parm_idlesince = time;
811 Called when a client types 'kill' in the console
815 void ClientKill_Now_TeamChange()
817 if(self.killindicator_teamchange == -1)
820 JoinBestTeam( self, FALSE, FALSE );
824 SV_ChangeTeam(self.killindicator_teamchange - 1);
828 void ClientKill_Now()
830 if(self.killindicator_teamchange)
831 ClientKill_Now_TeamChange();
834 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
836 if(self.killindicator)
838 dprint("Cleaned up after a leaked kill indicator.\n");
839 remove(self.killindicator);
840 self.killindicator = world;
843 void KillIndicator_Think()
845 if (!self.owner.modelindex)
847 self.owner.killindicator = world;
855 ClientKill_Now(); // no oldself needed
861 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
862 if(clienttype(self.owner) == CLIENTTYPE_REAL)
865 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
866 if(self.owner.killindicator_teamchange)
868 if(self.owner.killindicator_teamchange == -1)
869 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
871 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
874 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
876 self.nextthink = time + 1;
881 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
885 killtime = cvar("g_balance_kill_delay");
887 self.killindicator_teamchange = targetteam;
889 if(!self.killindicator)
891 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
897 self.killindicator = spawn();
898 self.killindicator.owner = self;
899 self.killindicator.scale = 0.5;
900 setattachment(self.killindicator, self, "");
901 setorigin(self.killindicator, '0 0 52');
902 self.killindicator.think = KillIndicator_Think;
903 self.killindicator.nextthink = time + (self.lip) * 0.05;
904 self.killindicator.cnt = ceil(killtime);
905 self.killindicator.count = bound(0, ceil(killtime), 10);
906 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
908 for(e = world; (e = find(e, classname, "body")) != world; )
912 e.killindicator = spawn();
913 e.killindicator.owner = e;
914 e.killindicator.scale = 0.5;
915 setattachment(e.killindicator, e, "");
916 setorigin(e.killindicator, '0 0 52');
917 e.killindicator.think = KillIndicator_Think;
918 e.killindicator.nextthink = time + (e.lip) * 0.05;
919 e.killindicator.cnt = ceil(killtime);
924 if(self.killindicator)
927 self.killindicator.colormod = TeamColor(targetteam);
929 self.killindicator.colormod = '0 0 0';
933 void ClientKill (void)
935 ClientKill_TeamChange(0);
938 void DoTeamChange(float destteam)
941 if(!cvar("teamplay"))
944 SetPlayerColors(self, destteam);
947 if(self.classname == "player")
950 CheckAllowedTeams(self);
951 t = FindSmallestTeam(self, TRUE);
954 case COLOR_TEAM1: c0 = c1; break;
955 case COLOR_TEAM2: c0 = c2; break;
956 case COLOR_TEAM3: c0 = c3; break;
957 case COLOR_TEAM4: c0 = c4; break;
964 destteam = COLOR_TEAM1;
968 destteam = COLOR_TEAM2;
972 destteam = COLOR_TEAM3;
976 destteam = COLOR_TEAM4;
982 if(destteam == self.team && !self.killindicator)
984 ClientKill_TeamChange(destteam);
987 void FixClientCvars(entity e)
989 // send prediction settings to the client
990 stuffcmd(e, "\nin_bindmap 0 0\n");
992 * we no longer need to stuff this. Remove this comment block if you feel
993 * 2.3 and higher (or was it 2.2.3?) don't need these any more
994 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
995 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
996 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
997 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
998 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
999 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1000 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1001 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1002 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1003 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1004 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1005 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1006 stuffcmd(e, "cl_movement_edgefriction 1\n");
1014 Called when a client connects to the server
1017 //void ctf_clientconnect();
1018 string ColoredTeamName(float t);
1019 void DecodeLevelParms (void);
1020 //void dom_player_join_team(entity pl);
1021 void ClientConnect (void)
1026 if(self.flags & FL_CLIENT)
1028 print("Warning: ClientConnect, but already connected!\n");
1032 if(Ban_IsClientBanned(self))
1034 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1042 self.classname = "player_joining";
1044 self.flags = self.flags | FL_CLIENT;
1045 self.version_nagtime = time + 10 + random() * 10;
1049 dprint("BUG player count is lower than zero, this cannot happen!\n");
1053 PlayerScore_Attach(self);
1055 bot_clientconnect();
1058 // dom_player_join_team(self);
1060 //JoinBestTeam(self, FALSE, FALSE);
1062 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1063 self.classname = "observer";
1065 self.classname = "player";
1066 campaign_bots_may_start = 1;
1069 self.playerid = (playerid_last = playerid_last + 1);
1070 if(cvar("sv_eventlog"))
1072 if(clienttype(self) == CLIENTTYPE_REAL)
1076 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1077 s = strcat(":team:", ftos(self.playerid), ":");
1078 s = strcat(s, ftos(self.team));
1079 GameLogEcho(s, FALSE);
1081 self.netname_previous = strzone(self.netname);
1083 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1085 bprint ("^4",self.netname);
1086 bprint ("^4 connected");
1088 if(g_domination || g_ctf)
1090 bprint(" and joined the ");
1091 bprint(ColoredTeamName(self.team));
1096 self.welcomemessage_time = 0;
1098 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1099 // TODO: is this being used for anything else than cd tracks?
1100 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1102 stuffcmd(self, "cl_particles_reloadeffects\n");
1104 FixClientCvars(self);
1106 // spawnfunc_waypoint sprites
1107 WaypointSprite_InitClient(self);
1109 // Wazat's grappling hook
1110 SetGrappleHookBindings();
1112 // get autoswitch state from player when he toggles it
1113 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1115 // get version info from player
1116 stuffcmd(self, "cmd clientversion $gameversion\n");
1118 // send all weapon info strings
1119 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1121 while (wep <= WEP_LAST)
1123 weapon_action(wep, WR_REGISTER);
1127 // get other cvars from player
1130 // set cvar for team scoreboard
1134 t = cvar("teamplay");
1135 // 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
1136 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1139 stuffcmd(self, "set teamplay 0\n");
1141 // notify about available teams
1144 CheckAllowedTeams(self);
1145 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1146 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1149 stuffcmd(self, "set _teams_available 0\n");
1151 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1155 self.classname = "observer";
1156 Spawnqueue_Insert(self);
1160 ctf_clientconnect();
1166 bot_relinkplayerlist();
1168 self.spectatortime = time;
1171 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1174 self.jointime = time;
1175 self.allowedTimeouts = cvar("sv_timeout_number");
1177 if(clienttype(self) == CLIENTTYPE_REAL)
1179 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1182 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1184 MapVote_SendData(MSG_ONE);
1185 MapVote_UpdateData(MSG_ONE);
1187 ScoreInfo_Write(MSG_ONE);
1192 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1194 PlayerScore_Add(self, SP_LMS_RANK, 666);
1195 self.frags = -666; // FIXME do we still need this?
1204 Called when a client disconnects from the server
1207 void(entity e) DropFlag;
1208 .entity chatbubbleentity;
1209 .entity teambubbleentity;
1210 //void() ctf_clientdisconnect;
1211 void ClientDisconnect (void)
1215 if not(self.flags & FL_CLIENT)
1217 print("Warning: ClientDisconnect without ClientConnect\n");
1221 bot_clientdisconnect();
1226 if(cvar("sv_eventlog"))
1227 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1228 bprint ("^4",self.netname);
1229 bprint ("^4 disconnected\n");
1231 if (self.chatbubbleentity)
1233 remove (self.chatbubbleentity);
1234 self.chatbubbleentity = world;
1237 if (self.teambubbleentity)
1239 remove (self.teambubbleentity);
1240 self.teambubbleentity = world;
1243 if (self.killindicator)
1245 remove (self.killindicator);
1246 self.killindicator = world;
1249 WaypointSprite_PlayerGone();
1252 kh_Key_DropAll(self, TRUE);
1254 if(self.flagcarried)
1255 DropFlag(self.flagcarried);
1258 self.flags = self.flags - (self.flags & FL_CLIENT);
1259 bot_relinkplayerlist();
1263 if(self.weaponentity)
1264 if(self.weaponentity.lasertarget)
1265 remove(self.weaponentity.lasertarget);
1269 Spawnqueue_Unmark(self);
1270 Spawnqueue_Remove(self);
1274 ctf_clientdisconnect();
1278 PlayerScore_Detach(self);
1280 if(self.netname_previous)
1281 strunzone(self.netname_previous);
1283 ClearPlayerSounds();
1291 void ChatBubbleThink()
1293 self.nextthink = time;
1294 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1296 self.owner.chatbubbleentity = world;
1300 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1301 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1302 self.model = self.mdl;
1307 void UpdateChatBubble()
1309 if (!self.modelindex)
1311 // spawn a chatbubble entity if needed
1312 if (!self.chatbubbleentity)
1314 self.chatbubbleentity = spawn();
1315 self.chatbubbleentity.owner = self;
1316 self.chatbubbleentity.exteriormodeltoclient = self;
1317 self.chatbubbleentity.think = ChatBubbleThink;
1318 self.chatbubbleentity.nextthink = time;
1319 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1320 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1321 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1322 self.chatbubbleentity.model = "";
1323 self.chatbubbleentity.effects = EF_LOWPRECISION;
1328 void TeamBubbleThink()
1330 self.nextthink = time;
1331 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1333 self.owner.teambubbleentity = world;
1337 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1338 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1341 self.model = self.mdl;
1345 float TeamBubble_customizeentityforclient()
1347 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1350 void UpdateTeamBubble()
1352 if (!self.modelindex || !cvar("teamplay"))
1354 // spawn a teambubble entity if needed
1355 if (!self.teambubbleentity && cvar("teamplay"))
1357 self.teambubbleentity = spawn();
1358 self.teambubbleentity.owner = self;
1359 self.teambubbleentity.exteriormodeltoclient = self;
1360 self.teambubbleentity.think = TeamBubbleThink;
1361 self.teambubbleentity.nextthink = time;
1362 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1363 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1364 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1365 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1366 self.teambubbleentity.mdl = self.teambubbleentity.model;
1367 self.teambubbleentity.model = self.teambubbleentity.mdl;
1368 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1369 self.teambubbleentity.effects = EF_LOWPRECISION;
1373 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1374 // added to the model skins
1375 /*void UpdateColorModHack()
1378 c = self.clientcolors & 15;
1379 // LordHavoc: only bothering to support white, green, red, yellow, blue
1380 if (teamplay == 0) self.colormod = '0 0 0';
1381 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1382 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1383 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1384 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1385 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1386 else self.colormod = '1 1 1';
1392 self.effects |= EF_NODRAW; // prevent another CopyBody
1393 PutClientInServer();
1397 * When sv_timeout is used this function returs strings like
1398 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1399 * Called by centerprint functions
1400 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1402 string getTimeoutText(float addOneSecond) {
1403 if (!cvar("sv_timeout") || !timeoutStatus)
1406 local string retStr;
1407 if (timeoutStatus == 1) {
1408 if (addOneSecond == 1) {
1409 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1412 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1416 else if (timeoutStatus == 2) {
1418 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1419 //don't show messages like "Timeout ends in 0 seconds"...
1420 if ((remainingTimeoutTime + 1) > 0)
1426 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1427 //don't show messages like "Timeout ends in 0 seconds"...
1428 if (remainingTimeoutTime > 0)
1437 void player_powerups (void)
1441 if (self.items & IT_STRENGTH)
1443 if (time > self.strength_finished)
1445 if (g_minstagib_invis_alpha > 0)
1447 self.alpha = default_player_alpha;
1448 self.exteriorweaponentity.alpha = default_weapon_alpha;
1449 self.effects = self.effects | EF_FULLBRIGHT;
1453 self.effects -= self.effects & EF_NODRAW;
1455 self.items = self.items - (self.items & IT_STRENGTH);
1456 sprint(self, "^3Invisibility has worn off\n");
1461 if (time < self.strength_finished)
1463 if (g_minstagib_invis_alpha > 0)
1465 self.alpha = g_minstagib_invis_alpha;
1466 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1467 self.effects -= self.effects & EF_FULLBRIGHT;
1471 self.effects = self.effects | EF_NODRAW;
1473 self.items = self.items | IT_STRENGTH;
1474 sprint(self, "^3You are invisible\n");
1478 if (self.items & IT_INVINCIBLE)
1480 if (time > self.invincible_finished)
1482 self.items = self.items - (self.items & IT_INVINCIBLE);
1483 sprint(self, "^3Speed has worn off\n");
1488 if (time < self.invincible_finished)
1490 self.items = self.items | IT_INVINCIBLE;
1491 sprint(self, "^3You are on speed\n");
1497 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1498 if (self.items & IT_STRENGTH)
1500 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1501 if (time > self.strength_finished)
1503 self.items = self.items - (self.items & IT_STRENGTH);
1504 sprint(self, "^3Strength has worn off\n");
1509 if (time < self.strength_finished)
1511 self.items = self.items | IT_STRENGTH;
1512 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1515 if (self.items & IT_INVINCIBLE)
1517 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1518 if (time > self.invincible_finished)
1520 self.items = self.items - (self.items & IT_INVINCIBLE);
1521 sprint(self, "^3Shield has worn off\n");
1526 if (time < self.invincible_finished)
1528 self.items = self.items | IT_INVINCIBLE;
1529 sprint(self, "^3Shield surrounds you\n");
1533 if (cvar("g_fullbrightplayers"))
1534 self.effects = self.effects | EF_FULLBRIGHT;
1536 // midair gamemode: damage only while in the air
1537 // if in midair mode, being on ground grants temporary invulnerability
1538 // (this is so that multishot weapon don't clear the ground flag on the
1539 // first damage in the frame, leaving the player vulnerable to the
1540 // remaining hits in the same frame)
1541 if (self.flags & FL_ONGROUND)
1543 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1545 if (time < self.spawnshieldtime)
1546 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1549 float CalcRegen(float current, float stable, float regenfactor)
1551 if(current > stable)
1553 else if(current > stable - 0.25) // when close enough, "snap"
1556 return min(stable, current + (stable - current) * regenfactor * frametime);
1559 void player_regen (void)
1561 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1562 maxh = cvar("g_balance_health_stable");
1563 maxa = cvar("g_balance_armor_stable");
1564 limith = cvar("g_balance_health_limit");
1565 limita = cvar("g_balance_armor_limit");
1567 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1570 max_mod = regen_mod = rot_mod = limit_mod = 1;
1572 if (self.runes & RUNE_REGEN)
1574 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1576 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1577 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1578 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1582 regen_mod = cvar("g_balance_rune_regen_regenrate");
1583 max_mod = cvar("g_balance_rune_regen_hpmod");
1584 limit_mod = cvar("g_balance_rune_regen_limitmod");
1587 else if (self.runes & CURSE_VENOM)
1589 max_mod = cvar("g_balance_curse_venom_hpmod");
1590 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1591 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1593 rot_mod = cvar("g_balance_curse_venom_rotrate");
1594 limit_mod = cvar("g_balance_curse_venom_limitmod");
1595 //if (!self.runes & RUNE_REGEN)
1596 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1598 maxh = maxh * max_mod;
1599 //maxa = maxa * max_mod;
1600 limith = limith * limit_mod;
1601 limita = limita * limit_mod;
1603 if (self.armorvalue > maxa)
1605 if (time > self.pauserotarmor_finished)
1607 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1608 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1611 else if (self.armorvalue < maxa)
1613 if (time > self.pauseregen_finished)
1615 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1616 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1619 if (self.health > maxh)
1621 if (time > self.pauserothealth_finished)
1623 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1624 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1627 else if (self.health < maxh)
1629 if (time > self.pauseregen_finished)
1631 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1632 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1636 if (self.health > limith)
1637 self.health = limith;
1638 if (self.armorvalue > limita)
1639 self.armorvalue = limita;
1641 // if player rotted to death... die!
1643 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1647 ======================
1648 spectate mode routines
1649 ======================
1651 void SpectateCopy(entity spectatee) {
1652 self.armortype = spectatee.armortype;
1653 self.armorvalue = spectatee.armorvalue;
1654 self.currentammo = spectatee.currentammo;
1655 self.effects = spectatee.effects;
1656 self.health = spectatee.health;
1658 self.items = spectatee.items;
1659 self.punchangle = spectatee.punchangle;
1660 self.view_ofs = spectatee.view_ofs;
1661 self.v_angle = spectatee.v_angle;
1662 self.viewzoom = spectatee.viewzoom;
1663 self.velocity = spectatee.velocity;
1664 self.dmg_take = spectatee.dmg_take;
1665 self.dmg_save = spectatee.dmg_save;
1666 self.dmg_inflictor = spectatee.dmg_inflictor;
1667 self.angles = spectatee.v_angle;
1668 self.fixangle = TRUE;
1669 setorigin(self, spectatee.origin);
1670 setsize(self, spectatee.mins, spectatee.maxs);
1673 float SpectateUpdate() {
1677 if (self == self.enemy)
1680 if(self.enemy.flags & FL_NOTARGET)
1683 SpectateCopy(self.enemy);
1688 float SpectateNext() {
1689 other = find(self.enemy, classname, "player");
1691 other = find(other, classname, "player");
1696 if(self.enemy.classname == "player") {
1698 WriteByte(MSG_ONE, SVC_SETVIEW);
1699 WriteEntity(MSG_ONE, self.enemy);
1700 self.wantswelcomemessage = 1;
1701 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1702 if(!SpectateUpdate())
1703 PutObserverInServer();
1712 ShowRespawnCountdown()
1714 Update a respawn countdown display.
1717 void ShowRespawnCountdown()
1720 if(self.deadflag == DEAD_NO) // just respawned?
1724 number = ceil(self.death_time - time);
1727 if(number <= self.respawn_countdown)
1729 self.respawn_countdown = number - 1;
1730 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
1731 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1736 void LeaveSpectatorMode()
1738 if(isJoinAllowed()) {
1739 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1740 self.classname = "player";
1741 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1742 JoinBestTeam(self, FALSE, TRUE);
1743 if(cvar("g_campaign"))
1744 campaign_bots_may_start = 1;
1745 PutClientInServer();
1746 if(!(self.flags & FL_NOTARGET))
1747 bprint ("^4", self.netname, "^4 is playing now\n");
1748 centerprint(self,"");
1751 stuffcmd(self,"menu_showteamselect\n");
1756 //player may not join because of g_maxplayers is set
1757 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1762 * Determines whether the player is allowed to join. This depends on cvar
1763 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1764 * it checks whether the number of currently playing players exceeds g_maxplayers.
1765 * @return bool TRUE if the player is allowed to join, false otherwise
1767 float isJoinAllowed() {
1768 if (!cvar("g_maxplayers"))
1772 local float currentlyPlaying;
1773 FOR_EACH_REALPLAYER(e) {
1774 if(e.classname == "player")
1775 currentlyPlaying += 1;
1777 if(currentlyPlaying < cvar("g_maxplayers"))
1784 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1785 * g_maxplayers_spectator_blocktime seconds
1787 void checkSpectatorBlock() {
1788 if(self.classname == "spectator" || self.classname == "observer") {
1789 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1790 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1796 float vercmp_recursive(string v1, string v2)
1802 dot1 = strstrofs(v1, ".", 0);
1803 dot2 = strstrofs(v2, ".", 0);
1807 s1 = substring(v1, 0, dot1);
1811 s2 = substring(v2, 0, dot2);
1813 r = stof(s1) - stof(s2);
1817 r = strcasecmp(s1, s2);
1830 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1833 float vercmp(string v1, string v2)
1835 if(strcasecmp(v1, v2) == 0) // early out check
1837 return vercmp_recursive(v1, v2);
1840 void ObserverThink()
1842 if (self.flags & FL_JUMPRELEASED) {
1843 if (self.BUTTON_JUMP && !self.version_mismatch) {
1844 self.welcomemessage_time = 0;
1845 self.flags = self.flags - FL_JUMPRELEASED;
1846 LeaveSpectatorMode();
1848 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1849 self.welcomemessage_time = 0;
1850 self.flags = self.flags - FL_JUMPRELEASED;
1851 if(SpectateNext() == 1) {
1852 self.classname = "spectator";
1856 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1857 self.flags = self.flags | FL_JUMPRELEASED;
1860 if(self.BUTTON_ZOOM)
1861 self.wantswelcomemessage = 0;
1862 if(self.wantswelcomemessage)
1863 PrintWelcomeMessage(self);
1866 void SpectatorThink()
1868 if (self.flags & FL_JUMPRELEASED) {
1869 if (self.BUTTON_JUMP && !self.version_mismatch) {
1870 self.welcomemessage_time = 0;
1871 self.flags = self.flags - FL_JUMPRELEASED;
1872 LeaveSpectatorMode();
1874 } else if(self.BUTTON_ATCK) {
1875 self.welcomemessage_time = 0;
1876 self.flags = self.flags - FL_JUMPRELEASED;
1877 if(SpectateNext() == 1) {
1878 self.classname = "spectator";
1880 self.classname = "observer";
1881 PutClientInServer();
1883 } else if (self.BUTTON_ATCK2) {
1884 self.welcomemessage_time = 0;
1885 self.flags = self.flags - FL_JUMPRELEASED;
1886 self.classname = "observer";
1887 PutClientInServer();
1889 if(!SpectateUpdate())
1890 PutObserverInServer();
1893 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1894 self.flags = self.flags | FL_JUMPRELEASED;
1897 if(self.BUTTON_ZOOM)
1898 self.wantswelcomemessage = 0;
1899 if(self.wantswelcomemessage)
1900 PrintWelcomeMessage(self);
1901 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1908 Called every frame for each client before the physics are run
1911 void() ctf_setstatus;
1912 .float vote_nagtime;
1913 void PlayerPreThink (void)
1916 checkSpectatorBlock();
1918 if(self.netname_previous != self.netname)
1920 if(cvar("sv_eventlog"))
1921 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1922 if(self.netname_previous)
1923 strunzone(self.netname_previous);
1924 self.netname_previous = strzone(self.netname);
1928 if(self.version_nagtime)
1929 if(self.cvar_g_nexuizversion)
1930 if(time > self.version_nagtime)
1932 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1934 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1936 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1937 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1942 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1945 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n");
1946 sprint(self, strcat("\{1}^1NOTE: ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n"));
1950 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
1951 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1955 self.version_nagtime = 0;
1959 if(self.cvar_scr_centertime)
1960 if(time > self.vote_nagtime)
1963 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1967 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1969 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1970 self.max_armorvalue = 0;
1974 antilag_record(self);
1976 if(self.classname == "player") {
1977 // if(self.netname == "Wazat")
1978 // bprint(self.classname, "\n");
1980 CheckRules_Player();
1982 if(self.BUTTON_INFO)
1983 PrintWelcomeMessage(self);
1985 if(g_lms || !cvar("sv_spectate"))
1986 if((time - self.jointime) <= cvar("welcome_message_time"))
1987 PrintWelcomeMessage(self);
1989 if (intermission_running)
1991 IntermissionThink (); // otherwise a button could be missed between
1992 return; // the think tics
1995 if(self.teleport_time)
1996 if(time > self.teleport_time)
1998 self.teleport_time = 0;
1999 self.effects = self.effects - (self.effects & EF_NODRAW);
2000 if(self.weaponentity)
2001 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2004 Nixnex_GiveCurrentWeapon();
2006 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2007 UpdateSelectedPlayer();
2009 //don't allow the player to turn around while game is paused!
2010 if(timeoutStatus == 2) {
2011 self.v_angle = self.lastV_angle;
2012 self.angles = self.lastV_angle;
2013 self.fixangle = TRUE;
2016 if (self.deadflag != DEAD_NO)
2018 float button_pressed, force_respawn;
2020 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2021 force_respawn = (g_lms || cvar("g_forced_respawn"));
2022 if (self.deadflag == DEAD_DYING)
2025 self.deadflag = DEAD_RESPAWNING;
2026 else if(!button_pressed)
2027 self.deadflag = DEAD_DEAD;
2029 else if (self.deadflag == DEAD_DEAD)
2032 self.deadflag = DEAD_RESPAWNABLE;
2034 else if (self.deadflag == DEAD_RESPAWNABLE)
2037 self.deadflag = DEAD_RESPAWNING;
2039 else if (self.deadflag == DEAD_RESPAWNING)
2041 if(time > self.death_time)
2043 self.death_time = time + 1; // only retry once a second
2047 ShowRespawnCountdown();
2051 if((g_race || g_lms) && !self.deadflag && cvar("g_lms_campcheck_interval"))
2055 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2056 dist = self.oldorigin - self.origin;
2058 self.lms_traveled_distance += fabs(vlen(dist));
2060 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2062 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2063 self.lms_traveled_distance = 0;
2066 if(time > self.lms_nextcheck)
2068 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2069 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2071 centerprint(self, cvar_string("g_lms_campcheck_message"));
2072 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2073 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2074 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');
2076 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2077 self.lms_traveled_distance = 0;
2081 if (self.BUTTON_CROUCH && !self.hook.state)
2086 self.view_ofs = PL_CROUCH_VIEW_OFS;
2087 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2088 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2095 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2096 if (!trace_startsolid)
2098 self.crouch = FALSE;
2099 self.view_ofs = PL_VIEW_OFS;
2100 setsize (self, PL_MIN, PL_MAX);
2107 GrapplingHookFrame();
2112 float zoomfactor, zoomspeed, zoomdir;
2113 zoomfactor = self.cvar_cl_zoomfactor;
2114 if(zoomfactor < 1 || zoomfactor > 16)
2116 zoomspeed = self.cvar_cl_zoomspeed;
2117 if(zoomspeed >= 0) // < 0 is instant zoom
2118 if(zoomspeed < 0.5 || zoomspeed > 16)
2121 zoomdir = self.BUTTON_ZOOM;
2122 if(self.BUTTON_ATCK2)
2123 if(self.weapon == WEP_NEX)
2128 self.has_zoomed = 1;
2132 if(zoomspeed <= 0) // instant zoom
2135 self.viewzoom = 1 / zoomfactor;
2141 // geometric zoom would be:
2142 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2143 // however, testing showed that arithmetic/harmonic zoom works better
2145 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2146 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2147 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2149 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2150 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2151 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2155 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2163 minstagib_ammocheck();
2168 //self.angles_y=self.v_angle_y + 90; // temp
2170 //if (TetrisPreFrame()) return;
2171 } else if(gameover) {
2172 if (intermission_running)
2173 IntermissionThink (); // otherwise a button could be missed between
2175 } else if(self.classname == "observer") {
2177 } else if(self.classname == "spectator") {
2187 Called every frame for each client after the physics are run
2190 .float idlekick_lasttimeleft;
2191 void PlayerPostThink (void)
2193 // Savage: Check for nameless players
2194 if (strlen(self.netname) < 1) {
2195 self.netname = "Player";
2196 stuffcmd(self, "seta _cl_name Player\n");
2202 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2205 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2206 announce(self, "announcer/robotic/terminated.ogg");
2210 else if(timeleft <= 10)
2212 if(timeleft != self.idlekick_lasttimeleft)
2214 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2215 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2220 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2222 self.idlekick_lasttimeleft = timeleft;
2225 if(self.classname == "player") {
2226 CheckRules_Player();
2231 if (intermission_running)
2232 return; // intermission or finale
2234 //PrintWelcomeMessage(self);
2235 //if (TetrisPostFrame()) return;
2237 // restart countdown
2238 if (restart_countdown) {
2239 if(time < restart_countdown) {
2240 if (!cvar("sv_ready_restart_after_countdown"))
2242 self.movetype = MOVETYPE_NONE;
2243 self.velocity = '0 0 0';
2244 self.avelocity = '0 0 0';
2245 self.movement = '0 0 0';
2250 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2251 if (!cvar("sv_ready_restart_after_countdown"))
2253 if(self.movetype == MOVETYPE_NONE)
2255 self.movetype = MOVETYPE_WALK;
2261 } else if (self.classname == "observer") {
2263 } else if (self.classname == "spectator") {
2269 for(i = 0; i < 1000; ++i)
2272 end = self.origin + '0 0 1024' + 512 * randomvec();
2273 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2274 if(trace_fraction < 1)
2275 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2277 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");