1 .float wantswelcomemessage;
2 .string netname_previous;
4 void spawnfunc_info_player_survivor (void)
6 spawnfunc_info_player_deathmatch();
9 void spawnfunc_info_player_start (void)
11 spawnfunc_info_player_deathmatch();
14 void spawnfunc_info_player_deathmatch (void)
16 self.classname = "info_player_deathmatch";
17 relocate_spawnpoint();
25 self.team = activator.team;
26 some_spawn_has_been_used = 1;
31 // -1 if a spawn can't be used
32 // otherwise, a weight of the spawnpoint
33 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
35 float shortest, thisdist;
38 // filter out spots for the wrong team
40 if(spot.team != teamcheck)
43 // filter out spots for assault
44 if(spot.target != "") {
46 ent = find(world, targetname, spot.target);
48 if(ent.classname == "target_objective")
49 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
51 ent = find(ent, targetname, spot.target);
56 shortest = vlen(world.maxs - world.mins);
57 for(player = playerlist; player; player = player.chain)
60 thisdist = vlen(player.origin - spot.origin);
61 if (thisdist < shortest)
69 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
71 local entity spot, spotlist, spotlistend;
78 for(spot = firstspot; spot; spot = spot.chain)
80 spot.frags = Spawn_Score(spot, playerlist, teamcheck);
82 if(cvar("spawn_debugview"))
84 setmodel(spot, "models/runematch/rune.mdl");
85 if(spot.frags < mindist)
87 spot.colormod = '1 0 0';
92 spot.colormod = '0 1 0';
93 spot.scale = spot.frags / mindist;
97 if(spot.frags >= 0) // spawning allowed here
99 if(spot.frags < mindist)
101 // too short distance
102 spawn_allgood = FALSE;
107 spawn_allbad = FALSE;
110 spotlistend.chain = spot;
117 if(spot.team != teamcheck)
118 error("invalid spawn added");
120 print("added ", etos(spot), "\n");
126 spotlistend.chain = world;
131 for(e = spotlist; e; e = e.chain)
133 print("seen ", etos(e), "\n");
134 if(e.team != teamcheck)
135 error("invalid spawn found");
142 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
144 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
145 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
148 RandomSelection_Init();
149 for(spot = firstspot; spot; spot = spot.chain)
150 RandomSelection_Add(spot, 0, pow(bound(lower, spot.frags, upper), exponent) * spot.cnt);
152 return RandomSelection_chosen_ent;
159 Finds a point to respawn
162 entity SelectSpawnPoint (float anypoint)
164 local float teamcheck;
165 local entity firstspot_new;
166 local entity spot, firstspot, playerlist;
168 spot = find (world, classname, "testplayerstart");
174 if(!anypoint && have_team_spawns)
175 teamcheck = self.team;
177 // get the list of players
178 playerlist = findchain(classname, "player");
179 // get the entire list of spots
180 firstspot = findchain(classname, "info_player_deathmatch");
181 // filter out the bad ones
182 // (note this returns the original list if none survived)
183 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
185 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
186 firstspot = firstspot_new;
188 // there is 50/50 chance of choosing a random spot or the furthest spot
189 // (this means that roughly every other spawn will be furthest, so you
190 // usually won't get fragged at spawn twice in a row)
191 if (arena_roundbased)
193 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
195 firstspot = firstspot_new;
196 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
198 else if (random() > cvar("g_spawn_furthest"))
199 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
201 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
203 if(cvar("spawn_debugview"))
205 print("spot mindistance: ", ftos(spot.frags), "\n");
209 for(e = firstspot; e; e = e.chain)
210 if(e.team != teamcheck)
211 error("invalid spawn found");
216 if(cvar("spawn_debug"))
220 if(some_spawn_has_been_used)
221 return world; // team can't spawn any more, because of actions of other team
223 error("Cannot find a spawn point - please fix the map!");
234 Checks if the argument string can be a valid playermodel.
235 Returns a valid one in doubt.
238 string FallbackPlayerModel = "models/player/marine.zym";
239 string CheckPlayerModel(string plyermodel) {
240 if(strlen(plyermodel) < 4)
241 return FallbackPlayerModel;
242 if( substring(plyermodel,0,14) != "models/player/")
243 return FallbackPlayerModel;
244 else if(cvar("sv_servermodelsonly"))
246 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
247 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
248 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
249 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
250 return FallbackPlayerModel;
251 if(!fexists(plyermodel))
252 return FallbackPlayerModel;
259 Client_customizeentityforclient
264 float Client_customizeentityforclient()
266 #ifdef ALLOW_VARIABLE_LOD
268 // other: the player viewing me
272 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
275 if(other.cvar_cl_playerdetailreduction <= 0)
277 if(other.cvar_cl_playerdetailreduction <= -2)
278 self.modelindex = self.modelindex_lod2;
279 else if(other.cvar_cl_playerdetailreduction <= -1)
280 self.modelindex = self.modelindex_lod1;
282 self.modelindex = self.modelindex_lod0;
286 distance = vlen(self.origin - other.origin);
287 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
289 self.modelindex = self.modelindex_lod2;
291 self.modelindex = self.modelindex_lod1;
293 self.modelindex = self.modelindex_lod0;
300 void UpdatePlayerSounds();
301 void setmodel_lod(entity e, string modelname)
303 #ifdef ALLOW_VARIABLE_LOD
306 // FIXME: this only supports 3-letter extensions
307 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
311 setmodel(e, s); // players have high precision
312 self.modelindex_lod1 = self.modelindex;
315 self.modelindex_lod1 = -1;
317 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
321 setmodel(e, s); // players have high precision
322 self.modelindex_lod2 = self.modelindex;
325 self.modelindex_lod2 = -1;
327 precache_model(modelname);
328 setmodel(e, modelname); // players have high precision
329 self.modelindex_lod0 = self.modelindex;
331 if(self.modelindex_lod1 < 0)
332 self.modelindex_lod1 = self.modelindex;
334 if(self.modelindex_lod2 < 0)
335 self.modelindex_lod2 = self.modelindex;
337 precache_model(modelname);
338 setmodel(e, modelname); // players have high precision
340 player_setupanimsformodel();
341 UpdatePlayerSounds();
348 putting a client as observer in the server
351 void PutObserverInServer (void)
354 spot = SelectSpawnPoint (TRUE);
356 error("No spawnpoints for observers?!?\n");
357 RemoveGrapplingHook(self); // Wazat's Grappling Hook
359 if(clienttype(self) == CLIENTTYPE_REAL)
362 WriteByte(MSG_ONE, SVC_SETVIEW);
363 WriteEntity(MSG_ONE, self);
367 kh_Key_DropAll(self, TRUE);
370 DropFlag(self.flagcarried);
372 WaypointSprite_PlayerDead();
374 DistributeFragsAmongTeam(self, self.team, 1);
376 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
377 bprint ("^4", self.netname, "^4 has no more lives left\n");
378 else if(self.killcount != -666)
379 bprint ("^4", self.netname, "^4 is spectating now\n");
381 self.spectatortime = time;
383 self.classname = "observer";
385 self.takedamage = DAMAGE_NO;
386 self.solid = SOLID_NOT;
387 self.movetype = MOVETYPE_NOCLIP;
388 self.flags = FL_CLIENT | FL_NOTARGET;
389 self.armorvalue = 666;
391 self.armorvalue = cvar("g_balance_armor_start");
392 self.pauserotarmor_finished = 0;
393 self.pauserothealth_finished = 0;
394 self.pauseregen_finished = 0;
395 self.damageforcescale = 0;
403 self.pain_finished = 0;
404 self.strength_finished = 0;
405 self.invincible_finished = 0;
407 self.think = SUB_Null;
411 self.deadflag = DEAD_NO;
412 self.angles = spot.angles;
414 self.fixangle = TRUE;
417 self.view_ofs = PL_VIEW_OFS;
418 setorigin (self, spot.origin);
419 setsize (self, '0 0 0', '0 0 0');
420 self.oldorigin = self.origin;
425 self.weaponmodel = "";
426 self.weaponentity = world;
427 self.killcount = -666;
428 self.velocity = '0 0 0';
429 self.avelocity = '0 0 0';
430 self.punchangle = '0 0 0';
431 self.punchvector = '0 0 0';
432 self.oldvelocity = self.velocity;
433 self.customizeentityforclient = Client_customizeentityforclient;
435 self.wantswelcomemessage = 1;
441 Spawnqueue_Insert(self);
445 Spawnqueue_Unmark(self);
446 Spawnqueue_Remove(self);
453 float RestrictSkin(float s)
462 void FixPlayermodel()
464 local string defaultmodel;
465 local float defaultskin;
470 if(cvar("sv_defaultcharacter") == 1) {
475 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
476 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
479 if(defaultmodel == "")
481 defaultmodel = cvar_string("sv_defaultplayermodel");
482 defaultskin = cvar("sv_defaultplayerskin");
486 if(defaultmodel != "")
488 if (defaultmodel != self.model)
492 setmodel_lod (self, defaultmodel);
493 setsize (self, m1, m2);
496 self.skin = defaultskin;
498 if (self.playermodel != self.model)
500 self.playermodel = CheckPlayerModel(self.playermodel);
503 setmodel_lod (self, self.playermodel);
504 setsize (self, m1, m2);
507 self.skin = RestrictSkin(stof(self.playerskin));
511 if(strlen(cvar_string("sv_defaultplayercolors")))
512 if(self.clientcolors != cvar("sv_defaultplayercolors"))
513 setcolor(self, cvar("sv_defaultplayercolors"));
520 Called when a client spawns in the server
523 //void() ctf_playerchanged;
524 void PutClientInServer (void)
526 if(clienttype(self) == CLIENTTYPE_BOT)
528 self.classname = "player";
530 else if(clienttype(self) == CLIENTTYPE_REAL)
533 WriteByte(MSG_ONE, SVC_SETVIEW);
534 WriteEntity(MSG_ONE, self);
537 // player is dead and becomes observer
538 if(g_lms && self.frags < 1)
539 self.classname = "observer";
543 self.classname = "observer";
545 if(self.classname == "player") {
548 spot = SelectSpawnPoint (FALSE);
551 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
552 return; // spawn failed
555 RemoveGrapplingHook(self); // Wazat's Grappling Hook
557 self.classname = "player";
558 self.iscreature = TRUE;
559 self.movetype = MOVETYPE_WALK;
560 self.solid = SOLID_SLIDEBOX;
561 self.flags = FL_CLIENT;
562 self.takedamage = DAMAGE_AIM;
564 self.effects = EF_FULLBRIGHT;
567 self.air_finished = time + 12;
570 self.ammo_shells = start_ammo_shells;
571 self.ammo_nails = start_ammo_nails;
572 self.ammo_rockets = start_ammo_rockets;
573 self.ammo_cells = start_ammo_cells;
574 self.health = start_health;
575 self.armorvalue = start_armorvalue;
576 self.items = start_items;
577 self.switchweapon = start_switchweapon;
578 self.cnt = start_switchweapon;
580 self.jump_interval = time;
582 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
583 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
584 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
585 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
586 //extend the pause of rotting if client was reset at the beginning of the countdown
587 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
588 self.spawnshieldtime += RESTART_COUNTDOWN;
589 self.pauserotarmor_finished += RESTART_COUNTDOWN;
590 self.pauserothealth_finished += RESTART_COUNTDOWN;
591 self.pauseregen_finished += RESTART_COUNTDOWN;
593 self.damageforcescale = 2;
600 self.pain_finished = 0;
601 self.strength_finished = 0;
602 self.invincible_finished = 0;
604 //self.speed_finished = 0;
605 //self.slowmo_finished = 0;
606 // players have no think function
607 self.think = SUB_Null;
613 self.deadflag = DEAD_NO;
615 self.angles = spot.angles;
617 self.angles_z = 0; // never spawn tilted even if the spot says to
618 self.fixangle = TRUE; // turn this way immediately
619 self.velocity = '0 0 0';
620 self.avelocity = '0 0 0';
621 self.punchangle = '0 0 0';
622 self.punchvector = '0 0 0';
623 self.oldvelocity = self.velocity;
628 self.customizeentityforclient = Client_customizeentityforclient;
634 self.view_ofs = PL_VIEW_OFS;
635 setsize (self, PL_MIN, PL_MAX);
636 self.spawnorigin = spot.origin;
637 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
638 // don't reset back to last position, even if new position is stuck in solid
639 self.oldorigin = self.origin;
643 Spawnqueue_Remove(self);
644 Spawnqueue_Mark(self);
647 self.event_damage = PlayerDamage;
649 self.bot_attack = TRUE;
651 self.statdraintime = time + 5;
652 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
654 if(self.killcount == -666) {
661 self.cnt = WEP_LASER;
662 self.nixnex_lastchange_id = -1;
664 CL_SpawnWeaponentity();
665 self.alpha = default_player_alpha;
666 self.colormod = '1 1 1' * cvar("g_player_brightness");
667 self.exteriorweaponentity.alpha = default_weapon_alpha;
669 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
670 self.lms_traveled_distance = 0;
671 self.speedrunning = FALSE;
673 if(cvar("spawn_debug"))
675 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
676 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
679 //stuffcmd(self, "chase_active 0");
680 //stuffcmd(self, "set viewsize $tmpviewsize \n");
682 if (cvar("g_spawnsound"))
683 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
686 if(self.team == assault_attacker_team)
687 centerprint(self, "You are attacking!\n");
689 centerprint(self, "You are defending!\n");
692 } else if(self.classname == "observer") {
693 PutObserverInServer ();
697 // ctf_playerchanged();
705 void SetNewParms (void)
707 // initialize parms for a new player
708 print("SetNewParms\n");
709 parm1 = -(86400 * 366);
717 void SetChangeParms (void)
719 // save parms for level change
720 print("SetChangeParms\n");
721 parm1 = self.parm_idlesince - time;
729 void DecodeLevelParms (void)
732 print("DecodeLevelParms\n");
733 self.parm_idlesince = parm1;
734 if(self.parm_idlesince == -(86400 * 366))
735 self.parm_idlesince = time;
742 Called when a client types 'kill' in the console
746 void ClientKill_Now_TeamChange()
748 if(self.killindicator_teamchange == -1)
751 JoinBestTeam( self, FALSE, FALSE );
755 SV_ChangeTeam(self.killindicator_teamchange - 1);
759 void ClientKill_Now()
761 if(self.killindicator_teamchange)
762 ClientKill_Now_TeamChange();
765 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
767 void KillIndicator_Think()
769 if (!self.owner.modelindex)
771 self.owner.killindicator = world;
779 ClientKill_Now(); // no oldself needed
785 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
786 if(clienttype(self.owner) == CLIENTTYPE_REAL)
789 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
790 if(self.owner.killindicator_teamchange)
792 if(self.owner.killindicator_teamchange == -1)
793 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
795 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
798 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
800 self.nextthink = time + 1;
805 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
809 killtime = cvar("g_balance_kill_delay");
811 self.killindicator_teamchange = targetteam;
813 if(!self.killindicator)
815 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
821 self.killindicator = spawn();
822 self.killindicator.owner = self;
823 self.killindicator.scale = 0.5;
824 setattachment(self.killindicator, self, "");
825 setorigin(self.killindicator, '0 0 52');
826 self.killindicator.think = KillIndicator_Think;
827 self.killindicator.nextthink = time + (self.lip) * 0.05;
828 self.killindicator.cnt = ceil(killtime);
829 self.killindicator.count = bound(0, ceil(killtime), 10);
830 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
832 for(e = world; (e = find(e, classname, "body")) != world; )
836 e.killindicator = spawn();
837 e.killindicator.owner = e;
838 e.killindicator.scale = 0.5;
839 setattachment(e.killindicator, e, "");
840 setorigin(e.killindicator, '0 0 52');
841 e.killindicator.think = KillIndicator_Think;
842 e.killindicator.nextthink = time + (e.lip) * 0.05;
843 e.killindicator.cnt = ceil(killtime);
848 if(self.killindicator)
851 self.killindicator.colormod = TeamColor(targetteam);
853 self.killindicator.colormod = '0 0 0';
857 void ClientKill (void)
859 ClientKill_TeamChange(0);
862 void DoTeamChange(float destteam)
865 if(!cvar("teamplay"))
868 SetPlayerColors(self, destteam);
871 if(self.classname == "player")
874 CheckAllowedTeams(self);
875 t = FindSmallestTeam(self, TRUE);
878 case COLOR_TEAM1: c0 = c1; break;
879 case COLOR_TEAM2: c0 = c2; break;
880 case COLOR_TEAM3: c0 = c3; break;
881 case COLOR_TEAM4: c0 = c4; break;
888 destteam = COLOR_TEAM1;
892 destteam = COLOR_TEAM2;
896 destteam = COLOR_TEAM3;
900 destteam = COLOR_TEAM4;
906 if(destteam == self.team && !self.killindicator)
908 ClientKill_TeamChange(destteam);
911 void FixClientCvars(entity e)
913 // send prediction settings to the client
914 stuffcmd(e, "\nin_bindmap 0 0\n");
916 * we no longer need to stuff this. Remove this comment block if you feel
917 * 2.3 and higher (or was it 2.2.3?) don't need these any more
918 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
919 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
920 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
921 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
922 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
923 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
924 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
925 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
926 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
927 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
928 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
929 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
930 stuffcmd(e, "cl_movement_edgefriction 1\n");
938 Called when a client connects to the server
941 //void ctf_clientconnect();
942 string ColoredTeamName(float t);
943 void DecodeLevelParms (void);
944 //void dom_player_join_team(entity pl);
945 void ClientConnect (void)
950 if(Ban_IsClientBanned(self))
952 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
960 self.classname = "player_joining";
961 self.flags = self.flags | FL_CLIENT;
962 self.version_nagtime = time + 10 + random() * 10;
966 dprint("BUG player count is lower than zero, this cannot happen!\n");
973 // dom_player_join_team(self);
975 //JoinBestTeam(self, FALSE, FALSE);
977 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
978 self.classname = "observer";
980 self.classname = "player";
981 campaign_bots_may_start = 1;
984 self.playerid = (playerid_last = playerid_last + 1);
985 if(cvar("sv_eventlog"))
987 if(clienttype(self) == CLIENTTYPE_REAL)
991 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
992 s = strcat(":team:", ftos(self.playerid), ":");
993 s = strcat(s, ftos(self.team));
994 GameLogEcho(s, FALSE);
996 self.netname_previous = strzone(self.netname);
998 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1000 bprint ("^4",self.netname);
1001 bprint ("^4 connected");
1003 if(g_domination || g_ctf)
1005 bprint(" and joined the ");
1006 bprint(ColoredTeamName(self.team));
1011 self.welcomemessage_time = 0;
1013 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1014 // TODO: is this being used for anything else than cd tracks?
1015 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1017 stuffcmd(self, "cl_particles_reloadeffects\n");
1019 FixClientCvars(self);
1021 // spawnfunc_waypoint sprites
1022 WaypointSprite_InitClient(self);
1024 // Wazat's grappling hook
1025 SetGrappleHookBindings();
1027 // get autoswitch state from player when he toggles it
1028 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1030 // get version info from player
1031 stuffcmd(self, "cmd clientversion $gameversion\n");
1033 // send all weapon info strings
1034 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1036 while (wep <= WEP_LAST)
1038 weapon_action(wep, WR_REGISTER);
1042 // get other cvars from player
1045 // set cvar for team scoreboard
1049 t = cvar("teamplay");
1050 // 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
1051 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1054 stuffcmd(self, "set teamplay 0\n");
1056 // notify about available teams
1059 CheckAllowedTeams(self);
1060 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1061 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1064 stuffcmd(self, "set _teams_available 0\n");
1066 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1070 self.frags = LMS_NewPlayerLives();
1076 self.classname = "observer";
1077 Spawnqueue_Insert(self);
1081 ctf_clientconnect();
1087 bot_relinkplayerlist();
1089 self.spectatortime = time;
1092 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"));
1095 self.jointime = time;
1096 self.allowedTimeouts = cvar("sv_timeout_number");
1103 Called when a client disconnects from the server
1106 void(entity e) DropFlag;
1107 .entity chatbubbleentity;
1108 .entity teambubbleentity;
1109 //void() ctf_clientdisconnect;
1110 void ClientDisconnect (void)
1117 if(cvar("sv_eventlog"))
1118 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1119 bprint ("^4",self.netname);
1120 bprint ("^4 disconnected\n");
1122 if (self.chatbubbleentity)
1124 remove (self.chatbubbleentity);
1125 self.chatbubbleentity = world;
1128 if (self.teambubbleentity)
1130 remove (self.teambubbleentity);
1131 self.teambubbleentity = world;
1134 if (self.killindicator)
1136 remove (self.killindicator);
1137 self.killindicator = world;
1140 WaypointSprite_PlayerGone();
1143 kh_Key_DropAll(self, TRUE);
1145 if(self.flagcarried)
1146 DropFlag(self.flagcarried);
1148 DistributeFragsAmongTeam(self, self.team, 1);
1151 self.flags = self.flags - (self.flags & FL_CLIENT);
1152 bot_relinkplayerlist();
1156 if(self.weaponentity)
1157 if(self.weaponentity.lasertarget)
1158 remove(self.weaponentity.lasertarget);
1162 Spawnqueue_Unmark(self);
1163 Spawnqueue_Remove(self);
1167 ctf_clientdisconnect();
1171 if(self.netname_previous)
1172 strunzone(self.netname_previous);
1179 void ChatBubbleThink()
1181 self.nextthink = time;
1182 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1184 self.owner.chatbubbleentity = world;
1188 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1189 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1190 self.model = self.mdl;
1195 void UpdateChatBubble()
1197 if (!self.modelindex)
1199 // spawn a chatbubble entity if needed
1200 if (!self.chatbubbleentity)
1202 self.chatbubbleentity = spawn();
1203 self.chatbubbleentity.owner = self;
1204 self.chatbubbleentity.exteriormodeltoclient = self;
1205 self.chatbubbleentity.think = ChatBubbleThink;
1206 self.chatbubbleentity.nextthink = time;
1207 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1208 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1209 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1210 self.chatbubbleentity.model = "";
1211 self.chatbubbleentity.effects = EF_LOWPRECISION;
1216 void TeamBubbleThink()
1218 self.nextthink = time;
1219 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1221 self.owner.teambubbleentity = world;
1225 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1226 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1229 self.model = self.mdl;
1233 float TeamBubble_customizeentityforclient()
1235 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1238 void UpdateTeamBubble()
1240 if (!self.modelindex || !cvar("teamplay"))
1242 // spawn a teambubble entity if needed
1243 if (!self.teambubbleentity && cvar("teamplay"))
1245 self.teambubbleentity = spawn();
1246 self.teambubbleentity.owner = self;
1247 self.teambubbleentity.exteriormodeltoclient = self;
1248 self.teambubbleentity.think = TeamBubbleThink;
1249 self.teambubbleentity.nextthink = time;
1250 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1251 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1252 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1253 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1254 self.teambubbleentity.mdl = self.teambubbleentity.model;
1255 self.teambubbleentity.model = self.teambubbleentity.mdl;
1256 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1257 self.teambubbleentity.effects = EF_LOWPRECISION;
1261 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1262 // added to the model skins
1263 /*void UpdateColorModHack()
1266 c = self.clientcolors & 15;
1267 // LordHavoc: only bothering to support white, green, red, yellow, blue
1268 if (teamplay == 0) self.colormod = '0 0 0';
1269 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1270 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1271 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1272 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1273 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1274 else self.colormod = '1 1 1';
1280 self.effects |= EF_NODRAW; // prevent another CopyBody
1281 PutClientInServer();
1285 * When sv_timeout is used this function returs strings like
1286 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1287 * Called by centerprint functions
1288 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1290 string getTimeoutText(float addOneSecond) {
1291 if (!cvar("sv_timeout") || !timeoutStatus)
1294 local string retStr;
1295 if (timeoutStatus == 1) {
1296 if (addOneSecond == 1) {
1297 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1300 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1304 else if (timeoutStatus == 2) {
1306 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1307 //don't show messages like "Timeout ends in 0 seconds"...
1308 if ((remainingTimeoutTime + 1) > 0)
1314 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1315 //don't show messages like "Timeout ends in 0 seconds"...
1316 if (remainingTimeoutTime > 0)
1325 void player_powerups (void)
1329 if (self.items & IT_STRENGTH)
1331 if (time > self.strength_finished)
1333 if (g_minstagib_invis_alpha > 0)
1335 self.alpha = default_player_alpha;
1336 self.exteriorweaponentity.alpha = default_weapon_alpha;
1337 self.effects = self.effects | EF_FULLBRIGHT;
1341 self.effects -= self.effects & EF_NODRAW;
1343 self.items = self.items - (self.items & IT_STRENGTH);
1344 sprint(self, "^3Invisibility has worn off\n");
1349 if (time < self.strength_finished)
1351 if (g_minstagib_invis_alpha > 0)
1353 self.alpha = g_minstagib_invis_alpha;
1354 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1355 self.effects -= self.effects & EF_FULLBRIGHT;
1359 self.effects = self.effects | EF_NODRAW;
1361 self.items = self.items | IT_STRENGTH;
1362 sprint(self, "^3You are invisible\n");
1366 if (self.items & IT_INVINCIBLE)
1368 if (time > self.invincible_finished)
1370 self.items = self.items - (self.items & IT_INVINCIBLE);
1371 sprint(self, "^3Speed has worn off\n");
1376 if (time < self.invincible_finished)
1378 self.items = self.items | IT_INVINCIBLE;
1379 sprint(self, "^3You are on speed\n");
1385 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1386 if (self.items & IT_STRENGTH)
1388 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1389 if (time > self.strength_finished)
1391 self.items = self.items - (self.items & IT_STRENGTH);
1392 sprint(self, "^3Strength has worn off\n");
1397 if (time < self.strength_finished)
1399 self.items = self.items | IT_STRENGTH;
1400 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1403 if (self.items & IT_INVINCIBLE)
1405 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1406 if (time > self.invincible_finished)
1408 self.items = self.items - (self.items & IT_INVINCIBLE);
1409 sprint(self, "^3Shield has worn off\n");
1414 if (time < self.invincible_finished)
1416 self.items = self.items | IT_INVINCIBLE;
1417 sprint(self, "^3Shield surrounds you\n");
1421 if (cvar("g_fullbrightplayers"))
1422 self.effects = self.effects | EF_FULLBRIGHT;
1424 // midair gamemode: damage only while in the air
1425 // if in midair mode, being on ground grants temporary invulnerability
1426 // (this is so that multishot weapon don't clear the ground flag on the
1427 // first damage in the frame, leaving the player vulnerable to the
1428 // remaining hits in the same frame)
1429 if (self.flags & FL_ONGROUND)
1431 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1433 if (time < self.spawnshieldtime)
1434 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1437 float CalcRegen(float current, float stable, float regenfactor)
1439 if(current > stable)
1441 else if(current > stable - 0.25) // when close enough, "snap"
1444 return min(stable, current + (stable - current) * regenfactor * frametime);
1447 void player_regen (void)
1449 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1450 maxh = cvar("g_balance_health_stable");
1451 maxa = cvar("g_balance_armor_stable");
1452 limith = cvar("g_balance_health_limit");
1453 limita = cvar("g_balance_armor_limit");
1455 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1458 max_mod = regen_mod = rot_mod = limit_mod = 1;
1460 if (self.runes & RUNE_REGEN)
1462 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1464 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1465 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1466 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1470 regen_mod = cvar("g_balance_rune_regen_regenrate");
1471 max_mod = cvar("g_balance_rune_regen_hpmod");
1472 limit_mod = cvar("g_balance_rune_regen_limitmod");
1475 else if (self.runes & CURSE_VENOM)
1477 max_mod = cvar("g_balance_curse_venom_hpmod");
1478 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1479 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1481 rot_mod = cvar("g_balance_curse_venom_rotrate");
1482 limit_mod = cvar("g_balance_curse_venom_limitmod");
1483 //if (!self.runes & RUNE_REGEN)
1484 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1486 maxh = maxh * max_mod;
1487 //maxa = maxa * max_mod;
1488 limith = limith * limit_mod;
1489 limita = limita * limit_mod;
1491 if (self.armorvalue > maxa)
1493 if (time > self.pauserotarmor_finished)
1495 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1496 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1499 else if (self.armorvalue < maxa)
1501 if (time > self.pauseregen_finished)
1503 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1504 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1507 if (self.health > maxh)
1509 if (time > self.pauserothealth_finished)
1511 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1512 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1515 else if (self.health < maxh)
1517 if (time > self.pauseregen_finished)
1519 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1520 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1524 if (self.health > limith)
1525 self.health = limith;
1526 if (self.armorvalue > limita)
1527 self.armorvalue = limita;
1529 // if player rotted to death... die!
1531 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1535 ======================
1536 spectate mode routines
1537 ======================
1539 void SpectateCopy(entity spectatee) {
1540 self.armortype = spectatee.armortype;
1541 self.armorvalue = spectatee.armorvalue;
1542 self.currentammo = spectatee.currentammo;
1543 self.effects = spectatee.effects;
1544 self.health = spectatee.health;
1546 self.items = spectatee.items;
1547 self.punchangle = spectatee.punchangle;
1548 self.view_ofs = spectatee.view_ofs;
1549 self.v_angle = spectatee.v_angle;
1550 self.viewzoom = spectatee.viewzoom;
1551 self.velocity = spectatee.velocity;
1552 self.dmg_take = spectatee.dmg_take;
1553 self.dmg_save = spectatee.dmg_save;
1554 self.dmg_inflictor = spectatee.dmg_inflictor;
1555 self.angles = spectatee.v_angle;
1556 self.fixangle = TRUE;
1557 setorigin(self, spectatee.origin);
1558 setsize(self, spectatee.mins, spectatee.maxs);
1561 float SpectateUpdate() {
1565 if (self == self.enemy)
1568 if(self.enemy.flags & FL_NOTARGET)
1571 SpectateCopy(self.enemy);
1576 float SpectateNext() {
1577 other = find(self.enemy, classname, "player");
1579 other = find(other, classname, "player");
1584 if(self.enemy.classname == "player") {
1586 WriteByte(MSG_ONE, SVC_SETVIEW);
1587 WriteEntity(MSG_ONE, self.enemy);
1588 self.wantswelcomemessage = 1;
1589 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1590 if(!SpectateUpdate())
1591 PutObserverInServer();
1600 ShowRespawnCountdown()
1602 Update a respawn countdown display.
1605 void ShowRespawnCountdown()
1608 if(self.deadflag == DEAD_NO) // just respawned?
1612 number = ceil(self.death_time - time);
1615 if(number <= self.respawn_countdown)
1617 self.respawn_countdown = number - 1;
1618 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
1619 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1624 void LeaveSpectatorMode()
1626 if(isJoinAllowed()) {
1627 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1628 self.classname = "player";
1629 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1630 JoinBestTeam(self, FALSE, TRUE);
1631 if(cvar("g_campaign"))
1632 campaign_bots_may_start = 1;
1633 PutClientInServer();
1634 if(!(self.flags & FL_NOTARGET))
1635 bprint ("^4", self.netname, "^4 is playing now\n");
1636 centerprint(self,"");
1639 stuffcmd(self,"menu_showteamselect\n");
1644 //player may not join because of g_maxplayers is set
1645 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1650 * Determines whether the player is allowed to join. This depends on cvar
1651 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1652 * it checks whether the number of currently playing players exceeds g_maxplayers.
1653 * @return bool TRUE if the player is allowed to join, false otherwise
1655 float isJoinAllowed() {
1656 if (!cvar("g_maxplayers"))
1660 local float currentlyPlaying;
1661 FOR_EACH_REALPLAYER(e) {
1662 if(e.classname == "player")
1663 currentlyPlaying += 1;
1665 if(currentlyPlaying < cvar("g_maxplayers"))
1672 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1673 * g_maxplayers_spectator_blocktime seconds
1675 void checkSpectatorBlock() {
1676 if(self.classname == "spectator" || self.classname == "observer") {
1677 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1678 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1684 float vercmp_recursive(string v1, string v2)
1690 dot1 = strstrofs(v1, ".", 0);
1691 dot2 = strstrofs(v2, ".", 0);
1695 s1 = substring(v1, 0, dot1);
1699 s2 = substring(v2, 0, dot2);
1701 r = stof(s1) - stof(s2);
1705 r = strcasecmp(s1, s2);
1718 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1721 float vercmp(string v1, string v2)
1723 if(strcasecmp(v1, v2) == 0) // early out check
1725 return vercmp_recursive(v1, v2);
1728 void ObserverThink()
1730 if (self.flags & FL_JUMPRELEASED) {
1731 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1732 self.welcomemessage_time = 0;
1733 self.flags = self.flags - FL_JUMPRELEASED;
1734 LeaveSpectatorMode();
1736 } else if(self.BUTTON_ATCK && self.version == cvar("gameversion")) {
1737 self.welcomemessage_time = 0;
1738 self.flags = self.flags - FL_JUMPRELEASED;
1739 if(SpectateNext() == 1) {
1740 self.classname = "spectator";
1744 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1745 self.flags = self.flags | FL_JUMPRELEASED;
1748 if(self.BUTTON_ZOOM)
1749 self.wantswelcomemessage = 0;
1750 if(self.wantswelcomemessage)
1751 PrintWelcomeMessage(self);
1754 void SpectatorThink()
1756 if (self.flags & FL_JUMPRELEASED) {
1757 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1758 self.welcomemessage_time = 0;
1759 self.flags = self.flags - FL_JUMPRELEASED;
1760 LeaveSpectatorMode();
1762 } else if(self.BUTTON_ATCK) {
1763 self.welcomemessage_time = 0;
1764 self.flags = self.flags - FL_JUMPRELEASED;
1765 if(SpectateNext() == 1) {
1766 self.classname = "spectator";
1768 self.classname = "observer";
1769 PutClientInServer();
1771 } else if (self.BUTTON_ATCK2) {
1772 self.welcomemessage_time = 0;
1773 self.flags = self.flags - FL_JUMPRELEASED;
1774 self.classname = "observer";
1775 PutClientInServer();
1777 if(!SpectateUpdate())
1778 PutObserverInServer();
1781 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1782 self.flags = self.flags | FL_JUMPRELEASED;
1785 if(self.BUTTON_ZOOM)
1786 self.wantswelcomemessage = 0;
1787 if(self.wantswelcomemessage)
1788 PrintWelcomeMessage(self);
1789 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1796 Called every frame for each client before the physics are run
1799 void() ctf_setstatus;
1800 .float vote_nagtime;
1801 void PlayerPreThink (void)
1804 checkSpectatorBlock();
1806 if(self.netname_previous != self.netname)
1808 if(cvar("sv_eventlog"))
1809 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1810 if(self.netname_previous)
1811 strunzone(self.netname_previous);
1812 self.netname_previous = strzone(self.netname);
1816 if(self.version_nagtime)
1817 if(self.cvar_g_nexuizversion)
1818 if(time > self.version_nagtime)
1820 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1822 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1824 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");
1825 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"));
1830 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1833 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");
1834 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"));
1838 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");
1839 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1843 self.version_nagtime = 0;
1847 if(self.cvar_scr_centertime)
1848 if(time > self.vote_nagtime)
1851 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1855 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1857 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1858 self.max_armorvalue = 0;
1862 antilag_record(self);
1864 if(self.classname == "player") {
1865 // if(self.netname == "Wazat")
1866 // bprint(self.classname, "\n");
1868 CheckRules_Player();
1870 if(self.BUTTON_INFO)
1871 PrintWelcomeMessage(self);
1873 if(g_lms || !cvar("sv_spectate"))
1874 if((time - self.jointime) <= cvar("welcome_message_time"))
1875 PrintWelcomeMessage(self);
1877 if (intermission_running)
1879 IntermissionThink (); // otherwise a button could be missed between
1880 return; // the think tics
1883 if(self.teleport_time)
1884 if(time > self.teleport_time)
1886 self.teleport_time = 0;
1887 self.effects = self.effects - (self.effects & EF_NODRAW);
1888 if(self.weaponentity)
1889 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1892 Nixnex_GiveCurrentWeapon();
1894 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1895 UpdateSelectedPlayer();
1897 //don't allow the player to turn around while game is paused!
1898 if(timeoutStatus == 2) {
1899 self.v_angle = self.lastV_angle;
1900 self.angles = self.lastV_angle;
1901 self.fixangle = TRUE;
1904 if (self.deadflag != DEAD_NO)
1906 float button_pressed, force_respawn;
1908 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1909 force_respawn = (g_lms || cvar("g_forced_respawn"));
1910 if (self.deadflag == DEAD_DYING)
1913 self.deadflag = DEAD_RESPAWNING;
1914 else if(!button_pressed)
1915 self.deadflag = DEAD_DEAD;
1917 else if (self.deadflag == DEAD_DEAD)
1920 self.deadflag = DEAD_RESPAWNABLE;
1922 else if (self.deadflag == DEAD_RESPAWNABLE)
1925 self.deadflag = DEAD_RESPAWNING;
1927 else if (self.deadflag == DEAD_RESPAWNING)
1929 if(time > self.death_time)
1931 self.death_time = time + 1; // only retry once a second
1935 ShowRespawnCountdown();
1939 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1943 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1944 dist = self.oldorigin - self.origin;
1946 self.lms_traveled_distance += fabs(vlen(dist));
1948 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1950 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1951 self.lms_traveled_distance = 0;
1954 if(time > self.lms_nextcheck)
1956 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1957 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1959 centerprint(self, cvar_string("g_lms_campcheck_message"));
1960 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1961 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1962 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');
1964 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1965 self.lms_traveled_distance = 0;
1969 if (self.BUTTON_CROUCH && !self.hook.state)
1974 self.view_ofs = PL_CROUCH_VIEW_OFS;
1975 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1976 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1983 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1984 if (!trace_startsolid)
1986 self.crouch = FALSE;
1987 self.view_ofs = PL_VIEW_OFS;
1988 setsize (self, PL_MIN, PL_MAX);
1995 GrapplingHookFrame();
2000 float zoomfactor, zoomspeed, zoomdir;
2001 zoomfactor = self.cvar_cl_zoomfactor;
2002 if(zoomfactor < 1 || zoomfactor > 16)
2004 zoomspeed = self.cvar_cl_zoomspeed;
2005 if(zoomspeed >= 0) // < 0 is instant zoom
2006 if(zoomspeed < 0.5 || zoomspeed > 16)
2009 zoomdir = self.BUTTON_ZOOM;
2010 if(self.BUTTON_ATCK2)
2011 if(self.weapon == WEP_NEX)
2016 self.has_zoomed = 1;
2020 if(zoomspeed <= 0) // instant zoom
2023 self.viewzoom = 1 / zoomfactor;
2029 // geometric zoom would be:
2030 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2031 // however, testing showed that arithmetic/harmonic zoom works better
2033 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2034 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2035 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2037 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2038 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2039 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2043 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2051 minstagib_ammocheck();
2056 //self.angles_y=self.v_angle_y + 90; // temp
2058 //if (TetrisPreFrame()) return;
2059 } else if(gameover) {
2060 if (intermission_running)
2061 IntermissionThink (); // otherwise a button could be missed between
2063 } else if(self.classname == "observer") {
2065 } else if(self.classname == "spectator") {
2075 Called every frame for each client after the physics are run
2078 .float idlekick_lasttimeleft;
2079 void PlayerPostThink (void)
2081 // Savage: Check for nameless players
2082 if (strlen(self.netname) < 1) {
2083 self.netname = "Player";
2084 stuffcmd(self, "seta _cl_name Player\n");
2090 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2093 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2094 play2(self, "announcer/robotic/terminated.ogg");
2098 else if(timeleft <= 10)
2100 if(timeleft != self.idlekick_lasttimeleft)
2102 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2103 play2(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2108 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2110 self.idlekick_lasttimeleft = timeleft;
2113 if(self.classname == "player") {
2114 CheckRules_Player();
2119 if (intermission_running)
2120 return; // intermission or finale
2122 //PrintWelcomeMessage(self);
2123 //if (TetrisPostFrame()) return;
2125 // restart countdown
2126 if (restart_countdown) {
2127 if(time < restart_countdown) {
2128 if (!cvar("sv_ready_restart_after_countdown"))
2130 self.movetype = MOVETYPE_NONE;
2131 self.velocity = '0 0 0';
2132 self.avelocity = '0 0 0';
2133 self.movement = '0 0 0';
2138 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2139 if (!cvar("sv_ready_restart_after_countdown"))
2141 if(self.movetype == MOVETYPE_NONE)
2143 self.movetype = MOVETYPE_WALK;
2149 } else if (self.classname == "observer") {
2151 } else if (self.classname == "spectator") {