1 .float wantswelcomemessage;
3 void info_player_survivor (void)
5 info_player_deathmatch();
8 void info_player_start (void)
10 info_player_deathmatch();
13 void info_player_deathmatch (void)
15 self.classname = "info_player_deathmatch";
16 relocate_spawnpoint();
19 void() spawnpoint_use =
24 self.team = activator.team;
25 some_spawn_has_been_used = 1;
31 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
33 local entity spot, player, nextspot, previousspot, newfirstspot;
42 nextspot = spot.chain;
43 // count team mismatches as bad spots
45 local float spotactive;
48 // filter out spots for assault
49 if(spot.target != "") {
51 ent = find(world, targetname, spot.target);
53 if(ent.classname == "target_objective")
54 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
56 ent = find(ent, targetname, spot.target);
60 if ((!teamcheck || spot.team == teamcheck) && spotactive > 0)
67 if (vlen(player.origin - spot.origin) < mindist)
69 player = player.chain;
75 previousspot.chain = spot;
82 spawn_allgood = FALSE;
86 // if we couldn't find ANY good points, return world
90 entity Spawn_RandomPoint(entity firstspot)
94 // count number of spots
99 numspots = numspots + 1;
103 numspots = numspots * random();
105 while (spot.chain && numspots >= 1)
107 numspots = numspots - 1;
113 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
115 local entity best, spot, player;
116 local float bestrating, rating;
118 bestrating = -1000000;
127 rating = min(rating, vlen(player.origin - spot.origin));
128 player = player.chain;
130 rating = rating + random() * 16;
131 if (bestrating < rating)
145 Finds a point to respawn
148 entity SelectSpawnPoint (float anypoint)
150 local float teamcheck;
151 local entity firstspot_new;
152 local entity spot, firstspot, playerlist;
154 spot = find (world, classname, "testplayerstart");
160 if(!anypoint && have_team_spawns)
161 teamcheck = self.team;
163 // get the list of players
164 playerlist = findchain(classname, "player");
165 // get the entire list of spots
166 firstspot = findchain(classname, "info_player_deathmatch");
167 // filter out the bad ones
168 // (note this returns the original list if none survived)
169 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
171 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
172 firstspot = firstspot_new;
174 // there is 50/50 chance of choosing a random spot or the furthest spot
175 // (this means that roughly every other spawn will be furthest, so you
176 // usually won't get fragged at spawn twice in a row)
177 if (arena_roundbased)
179 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
181 firstspot = firstspot_new;
182 spot = Spawn_RandomPoint(firstspot);
184 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
185 spot = Spawn_RandomPoint(firstspot);
187 spot = Spawn_FurthestPoint(firstspot, playerlist);
191 if(cvar("spawn_debug"))
195 if(some_spawn_has_been_used)
196 return world; // team can't spawn any more, because of actions of other team
198 error("Cannot find a spawn point - please fix the map!");
209 Checks if the argument string can be a valid playermodel.
210 Returns a valid one in doubt.
213 string FallbackPlayerModel = "models/player/marine.zym";
214 string CheckPlayerModel(string plyermodel) {
215 if(strlen(plyermodel) < 4)
216 return FallbackPlayerModel;
217 if( substring(plyermodel,0,14) != "models/player/")
218 return FallbackPlayerModel;
219 else if(cvar("sv_servermodelsonly"))
221 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
222 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
223 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
224 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
225 return FallbackPlayerModel;
226 if(!fexists(plyermodel))
227 return FallbackPlayerModel;
234 Client_customizeentityforclient
239 float Client_customizeentityforclient()
241 #ifdef ALLOW_VARIABLE_LOD
243 // other: the player viewing me
247 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
250 if(other.cvar_cl_playerdetailreduction <= 0)
252 if(other.cvar_cl_playerdetailreduction <= -2)
253 self.modelindex = self.modelindex_lod2;
254 else if(other.cvar_cl_playerdetailreduction <= -1)
255 self.modelindex = self.modelindex_lod1;
257 self.modelindex = self.modelindex_lod0;
261 distance = vlen(self.origin - other.origin);
262 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
264 self.modelindex = self.modelindex_lod2;
266 self.modelindex = self.modelindex_lod1;
268 self.modelindex = self.modelindex_lod0;
275 void UpdatePlayerSounds();
276 void setmodel_lod(entity e, string modelname)
278 #ifdef ALLOW_VARIABLE_LOD
281 // FIXME: this only supports 3-letter extensions
282 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
286 setmodel(e, s); // players have high precision
287 self.modelindex_lod1 = self.modelindex;
290 self.modelindex_lod1 = -1;
292 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
296 setmodel(e, s); // players have high precision
297 self.modelindex_lod2 = self.modelindex;
300 self.modelindex_lod2 = -1;
302 precache_model(modelname);
303 setmodel(e, modelname); // players have high precision
304 self.modelindex_lod0 = self.modelindex;
306 if(self.modelindex_lod1 < 0)
307 self.modelindex_lod1 = self.modelindex;
309 if(self.modelindex_lod2 < 0)
310 self.modelindex_lod2 = self.modelindex;
312 precache_model(modelname);
313 setmodel(e, modelname); // players have high precision
315 player_setupanimsformodel();
316 UpdatePlayerSounds();
323 putting a client as observer in the server
326 void PutObserverInServer (void)
329 spot = SelectSpawnPoint (TRUE);
331 error("No spawnpoints for observers?!?\n");
332 RemoveGrapplingHook(self); // Wazat's Grappling Hook
334 if(clienttype(self) == CLIENTTYPE_REAL)
337 WriteByte(MSG_ONE, SVC_SETVIEW);
338 WriteEntity(MSG_ONE, self);
342 kh_Key_DropAll(self, TRUE);
345 DropFlag(self.flagcarried);
347 WaypointSprite_PlayerDead();
349 DistributeFragsAmongTeam(self, self.team, 1);
351 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
352 bprint ("^4", self.netname, "^4 has no more lives left\n");
353 else if(self.killcount != -666)
354 bprint ("^4", self.netname, "^4 is spectating now\n");
356 self.classname = "observer";
358 self.takedamage = DAMAGE_NO;
359 self.solid = SOLID_NOT;
360 self.movetype = MOVETYPE_NOCLIP;
361 self.flags = FL_CLIENT | FL_NOTARGET;
362 self.armorvalue = 666;
364 self.armorvalue = cvar("g_balance_armor_start");
365 self.pauserotarmor_finished = 0;
366 self.pauserothealth_finished = 0;
367 self.pauseregen_finished = 0;
368 self.damageforcescale = 0;
376 self.pain_finished = 0;
377 self.strength_finished = 0;
378 self.invincible_finished = 0;
380 self.think = SUB_Null;
384 self.deadflag = DEAD_NO;
385 self.angles = spot.angles;
387 self.fixangle = TRUE;
390 self.view_ofs = PL_VIEW_OFS;
391 setorigin (self, spot.origin);
392 setsize (self, '0 0 0', '0 0 0');
393 self.oldorigin = self.origin;
398 self.weaponmodel = "";
399 self.weaponentity = world;
400 self.killcount = -666;
401 self.velocity = '0 0 0';
402 self.avelocity = '0 0 0';
403 self.punchangle = '0 0 0';
404 self.punchvector = '0 0 0';
405 self.oldvelocity = self.velocity;
406 self.customizeentityforclient = Client_customizeentityforclient;
408 self.wantswelcomemessage = 1;
414 Spawnqueue_Insert(self);
418 Spawnqueue_Unmark(self);
419 Spawnqueue_Remove(self);
426 float RestrictSkin(float s)
435 void FixPlayermodel()
437 local string defaultmodel;
438 local float defaultskin;
443 if(cvar("sv_defaultcharacter") == 1) {
448 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
449 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
452 if(defaultmodel == "")
454 defaultmodel = cvar_string("sv_defaultplayermodel");
455 defaultskin = cvar("sv_defaultplayerskin");
459 if(defaultmodel != "")
461 if (defaultmodel != self.model)
465 setmodel_lod (self, defaultmodel);
466 setsize (self, m1, m2);
469 self.skin = defaultskin;
471 if (self.playermodel != self.model)
473 self.playermodel = CheckPlayerModel(self.playermodel);
476 setmodel_lod (self, self.playermodel);
477 setsize (self, m1, m2);
480 self.skin = RestrictSkin(stof(self.playerskin));
484 if(strlen(cvar_string("sv_defaultplayercolors")))
485 if(self.clientcolors != cvar("sv_defaultplayercolors"))
486 setcolor(self, cvar("sv_defaultplayercolors"));
493 Called when a client spawns in the server
496 void PutClientInServer (void)
498 if(clienttype(self) == CLIENTTYPE_BOT)
500 self.classname = "player";
502 else if(clienttype(self) == CLIENTTYPE_REAL)
505 WriteByte(MSG_ONE, SVC_SETVIEW);
506 WriteEntity(MSG_ONE, self);
509 // player is dead and becomes observer
510 if(g_lms && self.frags < 1)
511 self.classname = "observer";
515 self.classname = "observer";
517 if(self.classname == "player") {
520 spot = SelectSpawnPoint (FALSE);
523 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
524 return; // spawn failed
527 RemoveGrapplingHook(self); // Wazat's Grappling Hook
529 self.classname = "player";
530 self.iscreature = TRUE;
531 self.movetype = MOVETYPE_WALK;
532 self.solid = SOLID_SLIDEBOX;
533 self.flags = FL_CLIENT;
534 self.takedamage = DAMAGE_AIM;
536 self.effects = EF_FULLBRIGHT;
539 self.air_finished = time + 12;
542 self.ammo_shells = start_ammo_shells;
543 self.ammo_nails = start_ammo_nails;
544 self.ammo_rockets = start_ammo_rockets;
545 self.ammo_cells = start_ammo_cells;
546 self.health = start_health;
547 self.armorvalue = start_armorvalue;
548 self.items = start_items;
549 self.switchweapon = start_switchweapon;
550 self.cnt = start_switchweapon;
552 self.jump_interval = time;
554 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
555 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
556 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
557 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
558 //extend the pause of rotting if client was reset at the beginning of the countdown
559 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
560 self.spawnshieldtime += RESTART_COUNTDOWN;
561 self.pauserotarmor_finished += RESTART_COUNTDOWN;
562 self.pauserothealth_finished += RESTART_COUNTDOWN;
563 self.pauseregen_finished += RESTART_COUNTDOWN;
565 self.damageforcescale = 2;
572 self.pain_finished = 0;
573 self.strength_finished = 0;
574 self.invincible_finished = 0;
576 //self.speed_finished = 0;
577 //self.slowmo_finished = 0;
578 // players have no think function
579 self.think = SUB_Null;
585 self.deadflag = DEAD_NO;
587 self.angles = spot.angles;
589 self.angles_z = 0; // never spawn tilted even if the spot says to
590 self.fixangle = TRUE; // turn this way immediately
591 self.velocity = '0 0 0';
592 self.avelocity = '0 0 0';
593 self.punchangle = '0 0 0';
594 self.punchvector = '0 0 0';
595 self.oldvelocity = self.velocity;
600 self.customizeentityforclient = Client_customizeentityforclient;
606 self.view_ofs = PL_VIEW_OFS;
607 setsize (self, PL_MIN, PL_MAX);
608 self.spawnorigin = spot.origin;
609 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
610 // don't reset back to last position, even if new position is stuck in solid
611 self.oldorigin = self.origin;
615 Spawnqueue_Remove(self);
616 Spawnqueue_Mark(self);
619 self.event_damage = PlayerDamage;
621 self.bot_attack = TRUE;
623 self.statdraintime = time + 5;
624 self.button0 = self.button1 = self.button2 = self.button3 = 0;
626 if(self.killcount == -666) {
633 self.cnt = WEP_LASER;
634 self.nixnex_lastchange_id = -1;
636 CL_SpawnWeaponentity();
637 self.alpha = default_player_alpha;
638 self.colormod = '1 1 1' * cvar("g_player_brightness");
639 self.exteriorweaponentity.alpha = default_weapon_alpha;
641 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
642 self.lms_traveled_distance = 0;
643 self.speedrunning = FALSE;
645 if(cvar("spawn_debug"))
647 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
648 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
651 //stuffcmd(self, "chase_active 0");
652 //stuffcmd(self, "set viewsize $tmpviewsize \n");
654 if (cvar("g_spawnsound"))
655 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
658 if(self.team == assault_attacker_team)
659 centerprint(self, "You are attacking!\n");
661 centerprint(self, "You are defending!\n");
664 } else if(self.classname == "observer") {
665 PutObserverInServer ();
674 void SetNewParms (void)
684 void SetChangeParms (void)
693 Called when a client types 'kill' in the console
697 void ClientKill_Now_TeamChange()
699 if(self.killindicator_teamchange == -1)
702 JoinBestTeam( self, FALSE, FALSE );
706 SV_ChangeTeam(self.killindicator_teamchange - 1);
710 void ClientKill_Now()
712 if(self.killindicator_teamchange)
713 ClientKill_Now_TeamChange();
716 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
718 void KillIndicator_Think()
720 if (!self.owner.modelindex)
722 self.owner.killindicator = world;
730 ClientKill_Now(); // no oldself needed
737 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
738 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
740 if(self.owner.killindicator_teamchange)
742 if(self.owner.killindicator_teamchange == -1)
743 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
745 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
748 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
749 self.nextthink = time + 1;
754 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
757 killtime = cvar("g_balance_kill_delay");
759 self.killindicator_teamchange = targetteam;
761 if(!self.killindicator)
763 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
769 self.killindicator = spawn();
770 self.killindicator.owner = self;
771 self.killindicator.scale = 0.5;
772 setattachment(self.killindicator, self, "");
773 setorigin(self.killindicator, '0 0 52');
774 self.killindicator.think = KillIndicator_Think;
775 self.killindicator.nextthink = time;
776 self.killindicator.cnt = ceil(killtime);
777 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
780 if(self.killindicator)
783 self.killindicator.colormod = TeamColor(targetteam);
785 self.killindicator.colormod = '0 0 0';
789 void ClientKill (void)
791 ClientKill_TeamChange(0);
794 void DoTeamChange(float destteam)
796 if(!cvar("teamplay"))
799 SetPlayerColors(self, destteam);
802 if(destteam == self.team && !self.killindicator)
804 ClientKill_TeamChange(destteam);
807 void FixClientCvars(entity e)
809 // send prediction settings to the client
810 stuffcmd(e, "\nin_bindmap 0 0\n");
812 * we no longer need to stuff this. Remove this comment block if you feel
813 * 2.3 and higher (or was it 2.2.3?) don't need these any more
814 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
815 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
816 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
817 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
818 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
819 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
820 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
821 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
822 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
823 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
824 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
825 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
826 stuffcmd(e, "cl_movement_edgefriction 1\n");
834 Called when a client connects to the server
837 string ColoredTeamName(float t);
838 //void dom_player_join_team(entity pl);
839 void ClientConnect (void)
844 if(Ban_IsClientBanned(self))
846 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
852 self.classname = "player_joining";
853 self.flags = self.flags | FL_CLIENT;
854 self.version_nagtime = time + 10 + random() * 10;
858 dprint("BUG player count is lower than zero, this cannot happen!\n");
865 // dom_player_join_team(self);
867 //JoinBestTeam(self, FALSE, FALSE);
869 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
870 self.classname = "observer";
872 self.classname = "player";
873 campaign_bots_may_start = 1;
876 self.playerid = (playerid_last = playerid_last + 1);
877 if(cvar("sv_eventlog"))
879 if(clienttype(self) == CLIENTTYPE_REAL)
883 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
884 s = strcat(":team:", ftos(self.playerid), ":");
885 s = strcat(s, ftos(self.team));
886 GameLogEcho(s, FALSE);
889 //stuffcmd(self, "set tmpviewsize $viewsize \n");
891 bprint ("^4",self.netname);
892 bprint ("^4 connected");
894 if(g_domination || g_ctf)
896 bprint(" and joined the ");
897 bprint(ColoredTeamName(self.team));
902 self.welcomemessage_time = 0;
904 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
905 // TODO: is this being used for anything else than cd tracks?
906 // Remember: SVC_CDTRACK exists. Maybe it should be used.
908 stuffcmd(self, "cl_particles_reloadeffects\n");
910 FixClientCvars(self);
913 WaypointSprite_InitClient(self);
915 // Wazat's grappling hook
916 SetGrappleHookBindings();
918 // get autoswitch state from player when he toggles it
919 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
921 // get version info from player
922 stuffcmd(self, "cmd clientversion $gameversion\n");
924 // send all weapon info strings
925 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
927 while (wep <= WEP_LAST)
929 weapon_action(wep, WR_REGISTER);
933 // get other cvars from player
936 // set cvar for team scoreboard
940 t = cvar("teamplay");
941 // 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
942 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
945 stuffcmd(self, "set teamplay 0\n");
947 // notify about available teams
950 CheckAllowedTeams(self);
951 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
952 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
955 stuffcmd(self, "set _teams_available 0\n");
957 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
961 self.frags = LMS_NewPlayerLives();
967 self.classname = "observer";
968 Spawnqueue_Insert(self);
971 bot_relinkplayerlist();
973 self.jointime = time;
980 Called when a client disconnects from the server
983 void(entity e) DropFlag;
984 .entity chatbubbleentity;
985 .entity teambubbleentity;
986 void ClientDisconnect (void)
989 if(cvar("sv_eventlog"))
990 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
991 bprint ("^4",self.netname);
992 bprint ("^4 disconnected\n");
994 if (self.chatbubbleentity)
996 remove (self.chatbubbleentity);
997 self.chatbubbleentity = world;
1000 if (self.teambubbleentity)
1002 remove (self.teambubbleentity);
1003 self.teambubbleentity = world;
1006 if (self.killindicator)
1008 remove (self.killindicator);
1009 self.killindicator = world;
1012 WaypointSprite_PlayerGone();
1015 kh_Key_DropAll(self, TRUE);
1017 if(self.flagcarried)
1018 DropFlag(self.flagcarried);
1020 DistributeFragsAmongTeam(self, self.team, 1);
1023 self.flags = self.flags - (self.flags & FL_CLIENT);
1024 bot_relinkplayerlist();
1028 if(self.weaponentity)
1029 if(self.weaponentity.lasertarget)
1030 remove(self.weaponentity.lasertarget);
1034 Spawnqueue_Unmark(self);
1035 Spawnqueue_Remove(self);
1043 void() ChatBubbleThink =
1045 self.nextthink = time;
1046 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1048 self.owner.chatbubbleentity = world;
1052 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1053 if (self.owner.buttonchat && !self.owner.deadflag)
1054 self.model = self.mdl;
1059 void() UpdateChatBubble =
1061 if (!self.modelindex)
1063 // spawn a chatbubble entity if needed
1064 if (!self.chatbubbleentity)
1066 self.chatbubbleentity = spawn();
1067 self.chatbubbleentity.owner = self;
1068 self.chatbubbleentity.exteriormodeltoclient = self;
1069 self.chatbubbleentity.think = ChatBubbleThink;
1070 self.chatbubbleentity.nextthink = time;
1071 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1072 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1073 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1074 self.chatbubbleentity.model = "";
1075 self.chatbubbleentity.effects = EF_LOWPRECISION;
1080 void() TeamBubbleThink =
1082 self.nextthink = time;
1083 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1085 self.owner.teambubbleentity = world;
1089 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1090 if (self.owner.buttonchat || self.owner.deadflag || self.owner.killindicator)
1093 self.model = self.mdl;
1097 float() TeamBubble_customizeentityforclient
1099 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1102 void() UpdateTeamBubble =
1104 if (!self.modelindex || !cvar("teamplay"))
1106 // spawn a teambubble entity if needed
1107 if (!self.teambubbleentity && cvar("teamplay"))
1109 self.teambubbleentity = spawn();
1110 self.teambubbleentity.owner = self;
1111 self.teambubbleentity.exteriormodeltoclient = self;
1112 self.teambubbleentity.think = TeamBubbleThink;
1113 self.teambubbleentity.nextthink = time;
1114 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1115 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1116 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1117 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1118 self.teambubbleentity.mdl = self.teambubbleentity.model;
1119 self.teambubbleentity.model = self.teambubbleentity.mdl;
1120 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1121 self.teambubbleentity.effects = EF_LOWPRECISION;
1125 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1126 // added to the model skins
1127 /*void() UpdateColorModHack =
1130 c = self.clientcolors & 15;
1131 // LordHavoc: only bothering to support white, green, red, yellow, blue
1132 if (teamplay == 0) self.colormod = '0 0 0';
1133 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1134 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1135 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1136 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1137 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1138 else self.colormod = '1 1 1';
1144 self.effects |= EF_NODRAW; // prevent another CopyBody
1145 PutClientInServer();
1148 void player_powerups (void)
1152 if (self.items & IT_STRENGTH)
1154 if (time > self.strength_finished)
1156 if (g_minstagib_invis_alpha > 0)
1158 self.alpha = default_player_alpha;
1159 self.exteriorweaponentity.alpha = default_weapon_alpha;
1160 self.effects = self.effects | EF_FULLBRIGHT;
1164 self.effects -= self.effects & EF_NODRAW;
1166 self.items = self.items - (self.items & IT_STRENGTH);
1167 sprint(self, "^3Invisibility has worn off\n");
1172 if (time < self.strength_finished)
1174 if (g_minstagib_invis_alpha > 0)
1176 self.alpha = g_minstagib_invis_alpha;
1177 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1178 self.effects -= self.effects & EF_FULLBRIGHT;
1182 self.effects = self.effects | EF_NODRAW;
1184 self.items = self.items | IT_STRENGTH;
1185 sprint(self, "^3You are invisible\n");
1189 if (self.items & IT_INVINCIBLE)
1191 if (time > self.invincible_finished)
1193 self.items = self.items - (self.items & IT_INVINCIBLE);
1194 sprint(self, "^3Speed has worn off\n");
1199 if (time < self.invincible_finished)
1201 self.items = self.items | IT_INVINCIBLE;
1202 sprint(self, "^3You are on speed\n");
1208 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1209 if (self.items & IT_STRENGTH)
1211 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1212 if (time > self.strength_finished)
1214 self.items = self.items - (self.items & IT_STRENGTH);
1215 sprint(self, "^3Strength has worn off\n");
1220 if (time < self.strength_finished)
1222 self.items = self.items | IT_STRENGTH;
1223 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1226 if (self.items & IT_INVINCIBLE)
1228 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1229 if (time > self.invincible_finished)
1231 self.items = self.items - (self.items & IT_INVINCIBLE);
1232 sprint(self, "^3Shield has worn off\n");
1237 if (time < self.invincible_finished)
1239 self.items = self.items | IT_INVINCIBLE;
1240 sprint(self, "^3Shield surrounds you\n");
1244 if (cvar("g_fullbrightplayers"))
1245 self.effects = self.effects | EF_FULLBRIGHT;
1247 // midair gamemode: damage only while in the air
1248 // if in midair mode, being on ground grants temporary invulnerability
1249 // (this is so that multishot weapon don't clear the ground flag on the
1250 // first damage in the frame, leaving the player vulnerable to the
1251 // remaining hits in the same frame)
1252 if (self.flags & FL_ONGROUND)
1254 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1256 if (time < self.spawnshieldtime)
1257 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1260 float CalcRegen(float current, float stable, float regenfactor)
1262 if(current > stable)
1264 else if(current > stable - 0.25) // when close enough, "snap"
1267 return min(stable, current + (stable - current) * regenfactor * frametime);
1270 void player_regen (void)
1272 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1273 maxh = cvar("g_balance_health_stable");
1274 maxa = cvar("g_balance_armor_stable");
1275 limith = cvar("g_balance_health_limit");
1276 limita = cvar("g_balance_armor_limit");
1278 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1281 max_mod = regen_mod = rot_mod = limit_mod = 1;
1283 if (self.runes & RUNE_REGEN)
1285 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1287 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1288 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1289 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1293 regen_mod = cvar("g_balance_rune_regen_regenrate");
1294 max_mod = cvar("g_balance_rune_regen_hpmod");
1295 limit_mod = cvar("g_balance_rune_regen_limitmod");
1298 else if (self.runes & CURSE_VENOM)
1300 max_mod = cvar("g_balance_curse_venom_hpmod");
1301 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1302 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1304 rot_mod = cvar("g_balance_curse_venom_rotrate");
1305 limit_mod = cvar("g_balance_curse_venom_limitmod");
1306 //if (!self.runes & RUNE_REGEN)
1307 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1309 maxh = maxh * max_mod;
1310 //maxa = maxa * max_mod;
1311 limith = limith * limit_mod;
1312 limita = limita * limit_mod;
1314 if (self.armorvalue > maxa)
1316 if (time > self.pauserotarmor_finished)
1318 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1319 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1322 else if (self.armorvalue < maxa)
1324 if (time > self.pauseregen_finished)
1326 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1327 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1330 if (self.health > maxh)
1332 if (time > self.pauserothealth_finished)
1334 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1335 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1338 else if (self.health < maxh)
1340 if (time > self.pauseregen_finished)
1342 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1343 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1347 if (self.health > limith)
1348 self.health = limith;
1349 if (self.armorvalue > limita)
1350 self.armorvalue = limita;
1352 // if player rotted to death... die!
1354 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1358 ======================
1359 spectate mode routines
1360 ======================
1362 void SpectateCopy(entity spectatee) {
1363 self.armortype = spectatee.armortype;
1364 self.armorvalue = spectatee.armorvalue;
1365 self.currentammo = spectatee.currentammo;
1366 self.effects = spectatee.effects;
1367 self.health = spectatee.health;
1369 self.items = spectatee.items;
1370 self.punchangle = spectatee.punchangle;
1371 self.view_ofs = spectatee.view_ofs;
1372 self.v_angle = spectatee.v_angle;
1373 self.viewzoom = spectatee.viewzoom;
1374 self.velocity = spectatee.velocity;
1375 self.dmg_take = spectatee.dmg_take;
1376 self.dmg_save = spectatee.dmg_save;
1377 self.dmg_inflictor = spectatee.dmg_inflictor;
1378 self.angles = spectatee.v_angle;
1379 self.fixangle = TRUE;
1380 setorigin(self, spectatee.origin);
1381 setsize(self, spectatee.mins, spectatee.maxs);
1384 void SpectateUpdate() {
1386 PutObserverInServer();
1388 if (self != self.enemy) {
1389 if(self.enemy.flags & FL_NOTARGET)
1390 PutObserverInServer();
1391 SpectateCopy(self.enemy);
1392 //msg_entity = self;
1393 //WriteByte(MSG_ONE, SVC_SETANGLE);
1394 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1395 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1396 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1400 float SpectateNext() {
1401 other = find(self.enemy, classname, "player");
1403 other = find(other, classname, "player");
1408 if(self.enemy.classname == "player") {
1410 WriteByte(MSG_ONE, SVC_SETVIEW);
1411 WriteEntity(MSG_ONE, self.enemy);
1412 self.wantswelcomemessage = 1;
1413 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1423 ShowRespawnCountdown()
1425 Update a respawn countdown display.
1428 void ShowRespawnCountdown()
1431 if(self.deadflag == DEAD_NO) // just respawned?
1435 number = ceil(self.death_time - time);
1438 if(number <= self.respawn_countdown)
1440 self.respawn_countdown = number - 1;
1441 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
1442 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1447 void LeaveSpectatorMode()
1449 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1450 self.classname = "player";
1451 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1452 JoinBestTeam(self, FALSE, TRUE);
1453 if(cvar("g_campaign"))
1454 campaign_bots_may_start = 1;
1455 PutClientInServer();
1456 if(!(self.flags & FL_NOTARGET))
1457 bprint ("^4", self.netname, "^4 is playing now\n");
1458 centerprint(self,"");
1461 stuffcmd(self,"menu_showteamselect\n");
1470 Called every frame for each client before the physics are run
1473 void() ctf_setstatus;
1474 .float vote_nagtime;
1475 void PlayerPreThink (void)
1478 if(self.version_nagtime)
1479 if(self.cvar_g_nexuizversion)
1480 if(time > self.version_nagtime)
1482 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1483 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1485 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1486 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1488 self.version_nagtime = 0;
1492 if(self.cvar_scr_centertime)
1493 if(time > self.vote_nagtime)
1496 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1500 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1502 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1503 self.max_armorvalue = 0;
1507 antilag_record(self);
1509 if(self.classname == "player") {
1510 // if(self.netname == "Wazat")
1511 // bprint(self.classname, "\n");
1513 CheckRules_Player();
1516 PrintWelcomeMessage(self);
1518 if(g_lms || !cvar("sv_spectate"))
1519 if((time - self.jointime) <= cvar("welcome_message_time"))
1520 PrintWelcomeMessage(self);
1522 if (intermission_running)
1524 IntermissionThink (); // otherwise a button could be missed between
1525 return; // the think tics
1528 if(self.teleport_time)
1529 if(time > self.teleport_time)
1531 self.teleport_time = 0;
1532 self.effects = self.effects - (self.effects & EF_NODRAW);
1533 if(self.weaponentity)
1534 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1537 Nixnex_GiveCurrentWeapon();
1539 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1540 UpdateSelectedPlayer();
1542 if (self.deadflag != DEAD_NO)
1544 float button_pressed, force_respawn;
1546 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1547 force_respawn = (g_lms || cvar("g_forced_respawn"));
1548 if (self.deadflag == DEAD_DYING)
1551 self.deadflag = DEAD_RESPAWNING;
1552 else if(!button_pressed)
1553 self.deadflag = DEAD_DEAD;
1555 else if (self.deadflag == DEAD_DEAD)
1558 self.deadflag = DEAD_RESPAWNABLE;
1560 else if (self.deadflag == DEAD_RESPAWNABLE)
1563 self.deadflag = DEAD_RESPAWNING;
1565 else if (self.deadflag == DEAD_RESPAWNING)
1567 if(time > self.death_time)
1569 self.death_time = time + 1; // only retry once a second
1573 ShowRespawnCountdown();
1577 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1581 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1582 dist = self.oldorigin - self.origin;
1584 self.lms_traveled_distance += fabs(vlen(dist));
1586 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1588 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1589 self.lms_traveled_distance = 0;
1592 if(time > self.lms_nextcheck)
1594 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1595 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1597 centerprint(self, cvar_string("g_lms_campcheck_message"));
1598 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1599 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1600 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');
1602 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1603 self.lms_traveled_distance = 0;
1607 if (self.button5 && !self.hook.state)
1612 self.view_ofs = PL_CROUCH_VIEW_OFS;
1613 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1614 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1621 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1622 if (!trace_startsolid)
1624 self.crouch = FALSE;
1625 self.view_ofs = PL_VIEW_OFS;
1626 setsize (self, PL_MIN, PL_MAX);
1633 GrapplingHookFrame();
1638 float zoomfactor, zoomspeed, zoomdir;
1639 zoomfactor = self.cvar_cl_zoomfactor;
1640 if(zoomfactor < 1 || zoomfactor > 16)
1642 zoomspeed = self.cvar_cl_zoomspeed;
1643 if(zoomspeed >= 0) // < 0 is instant zoom
1644 if(zoomspeed < 0.5 || zoomspeed > 16)
1647 zoomdir = self.button4;
1649 if(self.weapon == WEP_NEX)
1654 self.has_zoomed = 1;
1658 if(zoomspeed <= 0) // instant zoom
1661 self.viewzoom = 1 / zoomfactor;
1667 // geometric zoom would be:
1668 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1669 // however, testing showed that arithmetic/harmonic zoom works better
1671 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1672 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1673 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1675 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1676 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1677 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1681 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1689 minstagib_ammocheck();
1694 //self.angles_y=self.v_angle_y + 90; // temp
1696 //if (TetrisPreFrame()) return;
1697 } else if(gameover) {
1698 if (intermission_running)
1699 IntermissionThink (); // otherwise a button could be missed between
1701 } else if(self.classname == "observer") {
1702 if (self.flags & FL_JUMPRELEASED) {
1703 if (self.button2 && self.version == cvar("gameversion")) {
1704 self.welcomemessage_time = 0;
1705 self.flags = self.flags - FL_JUMPRELEASED;
1706 LeaveSpectatorMode();
1708 } else if(self.button0 && self.version == cvar("gameversion")) {
1709 self.welcomemessage_time = 0;
1710 self.flags = self.flags - FL_JUMPRELEASED;
1711 if(SpectateNext() == 1) {
1712 self.classname = "spectator";
1716 if (!(self.button0 || self.button2)) {
1717 self.flags = self.flags | FL_JUMPRELEASED;
1721 self.wantswelcomemessage = 0;
1722 if(self.wantswelcomemessage)
1723 PrintWelcomeMessage(self);
1724 } else if(self.classname == "spectator") {
1725 if (self.flags & FL_JUMPRELEASED) {
1726 if (self.button2 && self.version == cvar("gameversion")) {
1727 self.welcomemessage_time = 0;
1728 self.flags = self.flags - FL_JUMPRELEASED;
1729 LeaveSpectatorMode();
1731 } else if(self.button0) {
1732 self.welcomemessage_time = 0;
1733 self.flags = self.flags - FL_JUMPRELEASED;
1734 if(SpectateNext() == 1) {
1735 self.classname = "spectator";
1737 self.classname = "observer";
1738 PutClientInServer();
1740 } else if (self.button3) {
1741 self.welcomemessage_time = 0;
1742 self.flags = self.flags - FL_JUMPRELEASED;
1743 self.classname = "observer";
1744 PutClientInServer();
1749 if (!(self.button0 || self.button3)) {
1750 self.flags = self.flags | FL_JUMPRELEASED;
1754 self.wantswelcomemessage = 0;
1755 if(self.wantswelcomemessage)
1756 PrintWelcomeMessage(self);
1757 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1766 Called every frame for each client after the physics are run
1769 void PlayerPostThink (void)
1771 // Savage: Check for nameless players
1772 if (strlen(self.netname) < 1) {
1773 self.netname = "Player";
1774 stuffcmd(self, "seta _cl_name Player\n");
1777 if(self.classname == "player") {
1778 CheckRules_Player();
1783 if (intermission_running)
1784 return; // intermission or finale
1786 //PrintWelcomeMessage(self);
1787 //if (TetrisPostFrame()) return;
1789 // restart countdown
1790 if (restart_countdown) {
1791 if(time < restart_countdown) {
1792 if (!cvar("sv_ready_restart_after_countdown"))
1794 self.movetype = MOVETYPE_NONE;
1795 self.velocity = '0 0 0';
1796 self.avelocity = '0 0 0';
1797 self.movement = '0 0 0';
1802 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
1803 if (!cvar("sv_ready_restart_after_countdown"))
1805 if(self.movetype == MOVETYPE_NONE)
1807 self.movetype = MOVETYPE_WALK;
1813 } else if (self.classname == "observer") {
1815 } else if (self.classname == "spectator") {