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)
46 // filter out spots for assault
47 if(spot.target != "") {
49 ent = find(world, targetname, spot.target);
51 if(ent.classname == "target_objective")
52 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
54 ent = find(ent, targetname, spot.target);
59 shortest = vlen(world.maxs - world.mins);
60 for(player = playerlist; player; player = player.chain)
63 thisdist = vlen(player.origin - spot.origin);
64 if (thisdist < shortest)
72 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
74 local entity spot, spotlist, spotlistend;
81 for(spot = firstspot; spot; spot = spot.chain)
83 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
85 if(cvar("spawn_debugview"))
87 setmodel(spot, "models/runematch/rune.mdl");
88 if(spot.SPAWNPOINT_SCORE < mindist)
90 spot.colormod = '1 0 0';
95 spot.colormod = '0 1 0';
96 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
100 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
102 if(spot.SPAWNPOINT_SCORE < mindist)
104 // too short distance
105 spawn_allgood = FALSE;
110 spawn_allbad = FALSE;
113 spotlistend.chain = spot;
120 if(spot.team != teamcheck)
121 error("invalid spawn added");
123 print("added ", etos(spot), "\n");
129 spotlistend.chain = world;
134 for(e = spotlist; e; e = e.chain)
136 print("seen ", etos(e), "\n");
137 if(e.team != teamcheck)
138 error("invalid spawn found");
145 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
147 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
148 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
151 RandomSelection_Init();
152 for(spot = firstspot; spot; spot = spot.chain)
153 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
155 return RandomSelection_chosen_ent;
162 Finds a point to respawn
165 entity SelectSpawnPoint (float anypoint)
167 local float teamcheck;
168 local entity firstspot_new;
169 local entity spot, firstspot, playerlist;
171 spot = find (world, classname, "testplayerstart");
177 if(!anypoint && have_team_spawns)
178 teamcheck = self.team;
180 // get the list of players
181 playerlist = findchain(classname, "player");
182 // get the entire list of spots
183 firstspot = findchain(classname, "info_player_deathmatch");
184 // filter out the bad ones
185 // (note this returns the original list if none survived)
186 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
188 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
189 firstspot = firstspot_new;
191 // there is 50/50 chance of choosing a random spot or the furthest spot
192 // (this means that roughly every other spawn will be furthest, so you
193 // usually won't get fragged at spawn twice in a row)
194 if (arena_roundbased)
196 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
198 firstspot = firstspot_new;
199 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
201 else if (random() > cvar("g_spawn_furthest"))
202 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
204 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
206 if(cvar("spawn_debugview"))
208 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
212 for(e = firstspot; e; e = e.chain)
213 if(e.team != teamcheck)
214 error("invalid spawn found");
219 if(cvar("spawn_debug"))
223 if(some_spawn_has_been_used)
224 return world; // team can't spawn any more, because of actions of other team
226 error("Cannot find a spawn point - please fix the map!");
237 Checks if the argument string can be a valid playermodel.
238 Returns a valid one in doubt.
241 string FallbackPlayerModel = "models/player/marine.zym";
242 string CheckPlayerModel(string plyermodel) {
243 if(strlen(plyermodel) < 4)
244 return FallbackPlayerModel;
245 if( substring(plyermodel,0,14) != "models/player/")
246 return FallbackPlayerModel;
247 else if(cvar("sv_servermodelsonly"))
249 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
250 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
251 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
252 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
253 return FallbackPlayerModel;
254 if(!fexists(plyermodel))
255 return FallbackPlayerModel;
262 Client_customizeentityforclient
267 float Client_customizeentityforclient()
269 #ifdef ALLOW_VARIABLE_LOD
271 // other: the player viewing me
275 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
278 if(other.cvar_cl_playerdetailreduction <= 0)
280 if(other.cvar_cl_playerdetailreduction <= -2)
281 self.modelindex = self.modelindex_lod2;
282 else if(other.cvar_cl_playerdetailreduction <= -1)
283 self.modelindex = self.modelindex_lod1;
285 self.modelindex = self.modelindex_lod0;
289 distance = vlen(self.origin - other.origin);
290 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
292 self.modelindex = self.modelindex_lod2;
294 self.modelindex = self.modelindex_lod1;
296 self.modelindex = self.modelindex_lod0;
303 void UpdatePlayerSounds();
304 void setmodel_lod(entity e, string modelname)
306 #ifdef ALLOW_VARIABLE_LOD
309 // FIXME: this only supports 3-letter extensions
310 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
314 setmodel(e, s); // players have high precision
315 self.modelindex_lod1 = self.modelindex;
318 self.modelindex_lod1 = -1;
320 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
324 setmodel(e, s); // players have high precision
325 self.modelindex_lod2 = self.modelindex;
328 self.modelindex_lod2 = -1;
330 precache_model(modelname);
331 setmodel(e, modelname); // players have high precision
332 self.modelindex_lod0 = self.modelindex;
334 if(self.modelindex_lod1 < 0)
335 self.modelindex_lod1 = self.modelindex;
337 if(self.modelindex_lod2 < 0)
338 self.modelindex_lod2 = self.modelindex;
340 precache_model(modelname);
341 setmodel(e, modelname); // players have high precision
343 player_setupanimsformodel();
344 UpdatePlayerSounds();
351 putting a client as observer in the server
354 void ctf_UpdateCaptures(float);
355 void ctf_UpdateReturns(float);
356 void PutObserverInServer (void)
359 spot = SelectSpawnPoint (TRUE);
361 error("No spawnpoints for observers?!?\n");
362 RemoveGrapplingHook(self); // Wazat's Grappling Hook
364 if(clienttype(self) == CLIENTTYPE_REAL)
367 WriteByte(MSG_ONE, SVC_SETVIEW);
368 WriteEntity(MSG_ONE, self);
372 kh_Key_DropAll(self, TRUE);
375 DropFlag(self.flagcarried);
377 WaypointSprite_PlayerDead();
379 if(self.killcount != -666)
383 if(PlayerScoreAdd(self, SP_LMS_PLACE, 0) > 0)
384 bprint ("^4", self.netname, "^4 has no more lives left\n");
386 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
389 bprint ("^4", self.netname, "^4 is spectating now\n");
392 PlayerScore_Clear(self); // clear scores when needed
394 self.spectatortime = time;
396 self.classname = "observer";
398 self.takedamage = DAMAGE_NO;
399 self.solid = SOLID_NOT;
400 self.movetype = MOVETYPE_NOCLIP;
401 self.flags = FL_CLIENT | FL_NOTARGET;
402 self.armorvalue = 666;
404 self.armorvalue = cvar("g_balance_armor_start");
405 self.pauserotarmor_finished = 0;
406 self.pauserothealth_finished = 0;
407 self.pauseregen_finished = 0;
408 self.damageforcescale = 0;
418 self.pain_finished = 0;
419 self.strength_finished = 0;
420 self.invincible_finished = 0;
422 self.think = SUB_Null;
426 self.deadflag = DEAD_NO;
427 self.angles = spot.angles;
429 self.fixangle = TRUE;
432 self.view_ofs = PL_VIEW_OFS;
433 setorigin (self, spot.origin);
434 setsize (self, '0 0 0', '0 0 0');
435 self.oldorigin = self.origin;
440 self.weaponmodel = "";
441 self.weaponentity = world;
442 self.killcount = -666;
443 self.velocity = '0 0 0';
444 self.avelocity = '0 0 0';
445 self.punchangle = '0 0 0';
446 self.punchvector = '0 0 0';
447 self.oldvelocity = self.velocity;
448 self.customizeentityforclient = Client_customizeentityforclient;
450 self.wantswelcomemessage = 1;
456 Spawnqueue_Insert(self);
457 // FIXME what IS this?
461 Spawnqueue_Unmark(self);
462 Spawnqueue_Remove(self);
468 net_UpdateDeaths(MSG_BROADCAST);
471 float RestrictSkin(float s)
480 void FixPlayermodel()
482 local string defaultmodel;
483 local float defaultskin;
488 if(cvar("sv_defaultcharacter") == 1) {
493 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
494 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
497 if(defaultmodel == "")
499 defaultmodel = cvar_string("sv_defaultplayermodel");
500 defaultskin = cvar("sv_defaultplayerskin");
504 if(defaultmodel != "")
506 if (defaultmodel != self.model)
510 setmodel_lod (self, defaultmodel);
511 setsize (self, m1, m2);
514 self.skin = defaultskin;
516 if (self.playermodel != self.model)
518 self.playermodel = CheckPlayerModel(self.playermodel);
521 setmodel_lod (self, self.playermodel);
522 setsize (self, m1, m2);
525 self.skin = RestrictSkin(stof(self.playerskin));
529 if(strlen(cvar_string("sv_defaultplayercolors")))
530 if(self.clientcolors != cvar("sv_defaultplayercolors"))
531 setcolor(self, cvar("sv_defaultplayercolors"));
538 Called when a client spawns in the server
541 //void() ctf_playerchanged;
542 void PutClientInServer (void)
544 if(clienttype(self) == CLIENTTYPE_BOT)
546 self.classname = "player";
548 else if(clienttype(self) == CLIENTTYPE_REAL)
551 WriteByte(MSG_ONE, SVC_SETVIEW);
552 WriteEntity(MSG_ONE, self);
555 // player is dead and becomes observer
556 // FIXME fix LMS scoring for new system
559 if(PlayerScoreAdd(self, SP_LMS_PLACE, 0) > 0)
560 self.classname = "observer";
565 self.classname = "observer";
567 if(self.classname == "player") {
570 spot = SelectSpawnPoint (FALSE);
573 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
574 return; // spawn failed
577 RemoveGrapplingHook(self); // Wazat's Grappling Hook
579 self.classname = "player";
580 self.iscreature = TRUE;
581 self.movetype = MOVETYPE_WALK;
582 self.solid = SOLID_SLIDEBOX;
583 self.flags = FL_CLIENT;
584 self.takedamage = DAMAGE_AIM;
586 self.effects = EF_FULLBRIGHT;
589 self.air_finished = time + 12;
592 self.ammo_shells = start_ammo_shells;
593 self.ammo_nails = start_ammo_nails;
594 self.ammo_rockets = start_ammo_rockets;
595 self.ammo_cells = start_ammo_cells;
596 self.health = start_health;
597 self.armorvalue = start_armorvalue;
598 self.items = start_items;
599 self.switchweapon = start_switchweapon;
600 self.cnt = start_switchweapon;
602 self.jump_interval = time;
604 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
605 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
606 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
607 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
608 //extend the pause of rotting if client was reset at the beginning of the countdown
609 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
610 self.spawnshieldtime += RESTART_COUNTDOWN;
611 self.pauserotarmor_finished += RESTART_COUNTDOWN;
612 self.pauserothealth_finished += RESTART_COUNTDOWN;
613 self.pauseregen_finished += RESTART_COUNTDOWN;
615 self.damageforcescale = 2;
622 self.pain_finished = 0;
623 self.strength_finished = 0;
624 self.invincible_finished = 0;
626 //self.speed_finished = 0;
627 //self.slowmo_finished = 0;
628 // players have no think function
629 self.think = SUB_Null;
635 self.deadflag = DEAD_NO;
637 self.angles = spot.angles;
639 self.angles_z = 0; // never spawn tilted even if the spot says to
640 self.fixangle = TRUE; // turn this way immediately
641 self.velocity = '0 0 0';
642 self.avelocity = '0 0 0';
643 self.punchangle = '0 0 0';
644 self.punchvector = '0 0 0';
645 self.oldvelocity = self.velocity;
650 self.customizeentityforclient = Client_customizeentityforclient;
656 self.view_ofs = PL_VIEW_OFS;
657 setsize (self, PL_MIN, PL_MAX);
658 self.spawnorigin = spot.origin;
659 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
660 // don't reset back to last position, even if new position is stuck in solid
661 self.oldorigin = self.origin;
665 Spawnqueue_Remove(self);
666 Spawnqueue_Mark(self);
669 self.event_damage = PlayerDamage;
671 self.bot_attack = TRUE;
673 self.statdraintime = time + 5;
674 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
676 if(self.killcount == -666) {
677 PlayerScore_Clear(self);
682 self.cnt = WEP_LASER;
683 self.nixnex_lastchange_id = -1;
685 CL_SpawnWeaponentity();
686 self.alpha = default_player_alpha;
687 self.colormod = '1 1 1' * cvar("g_player_brightness");
688 self.exteriorweaponentity.alpha = default_weapon_alpha;
690 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
691 self.lms_traveled_distance = 0;
692 self.speedrunning = FALSE;
694 if(cvar("spawn_debug"))
696 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
697 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
700 //stuffcmd(self, "chase_active 0");
701 //stuffcmd(self, "set viewsize $tmpviewsize \n");
703 if (cvar("g_spawnsound"))
704 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
707 if(self.team == assault_attacker_team)
708 centerprint(self, "You are attacking!\n");
710 centerprint(self, "You are defending!\n");
713 } else if(self.classname == "observer") {
714 PutObserverInServer ();
718 // ctf_playerchanged();
725 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
728 void SendCSQCInfo(void)
730 if(clienttype(self) != CLIENTTYPE_REAL)
733 WriteByte(MSG_ONE, SVC_TEMPENTITY);
734 WriteByte(MSG_ONE, TE_CSQC_INIT);
735 WriteShort(MSG_ONE, CSQC_REVISION);
736 WriteByte(MSG_ONE, maxclients);
744 void SetNewParms (void)
746 // initialize parms for a new player
747 parm1 = -(86400 * 366);
755 void SetChangeParms (void)
757 // save parms for level change
758 parm1 = self.parm_idlesince - time;
766 void DecodeLevelParms (void)
769 self.parm_idlesince = parm1;
770 if(self.parm_idlesince == -(86400 * 366))
771 self.parm_idlesince = time;
778 Called when a client types 'kill' in the console
782 void ClientKill_Now_TeamChange()
788 ctf_UpdateCaptures(MSG_BROADCAST);
789 ctf_UpdateReturns(MSG_BROADCAST);
792 net_UpdateDeaths(MSG_BROADCAST);
793 if(self.killindicator_teamchange == -1)
796 JoinBestTeam( self, FALSE, FALSE );
800 SV_ChangeTeam(self.killindicator_teamchange - 1);
804 void ClientKill_Now()
806 if(self.killindicator_teamchange)
807 ClientKill_Now_TeamChange();
810 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
812 void KillIndicator_Think()
814 if (!self.owner.modelindex)
816 self.owner.killindicator = world;
824 ClientKill_Now(); // no oldself needed
830 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
831 if(clienttype(self.owner) == CLIENTTYPE_REAL)
834 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
835 if(self.owner.killindicator_teamchange)
837 if(self.owner.killindicator_teamchange == -1)
838 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
840 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
843 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
845 self.nextthink = time + 1;
850 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
854 killtime = cvar("g_balance_kill_delay");
856 self.killindicator_teamchange = targetteam;
858 if(!self.killindicator)
860 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
866 self.killindicator = spawn();
867 self.killindicator.owner = self;
868 self.killindicator.scale = 0.5;
869 setattachment(self.killindicator, self, "");
870 setorigin(self.killindicator, '0 0 52');
871 self.killindicator.think = KillIndicator_Think;
872 self.killindicator.nextthink = time + (self.lip) * 0.05;
873 self.killindicator.cnt = ceil(killtime);
874 self.killindicator.count = bound(0, ceil(killtime), 10);
875 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
877 for(e = world; (e = find(e, classname, "body")) != world; )
881 e.killindicator = spawn();
882 e.killindicator.owner = e;
883 e.killindicator.scale = 0.5;
884 setattachment(e.killindicator, e, "");
885 setorigin(e.killindicator, '0 0 52');
886 e.killindicator.think = KillIndicator_Think;
887 e.killindicator.nextthink = time + (e.lip) * 0.05;
888 e.killindicator.cnt = ceil(killtime);
893 if(self.killindicator)
896 self.killindicator.colormod = TeamColor(targetteam);
898 self.killindicator.colormod = '0 0 0';
902 void ClientKill (void)
904 ClientKill_TeamChange(0);
907 void DoTeamChange(float destteam)
910 if(!cvar("teamplay"))
913 SetPlayerColors(self, destteam);
916 if(self.classname == "player")
919 CheckAllowedTeams(self);
920 t = FindSmallestTeam(self, TRUE);
923 case COLOR_TEAM1: c0 = c1; break;
924 case COLOR_TEAM2: c0 = c2; break;
925 case COLOR_TEAM3: c0 = c3; break;
926 case COLOR_TEAM4: c0 = c4; break;
933 destteam = COLOR_TEAM1;
937 destteam = COLOR_TEAM2;
941 destteam = COLOR_TEAM3;
945 destteam = COLOR_TEAM4;
951 if(destteam == self.team && !self.killindicator)
953 ClientKill_TeamChange(destteam);
956 void FixClientCvars(entity e)
958 // send prediction settings to the client
959 stuffcmd(e, "\nin_bindmap 0 0\n");
961 * we no longer need to stuff this. Remove this comment block if you feel
962 * 2.3 and higher (or was it 2.2.3?) don't need these any more
963 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
964 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
965 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
966 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
967 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
968 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
969 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
970 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
971 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
972 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
973 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
974 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
975 stuffcmd(e, "cl_movement_edgefriction 1\n");
983 Called when a client connects to the server
986 //void ctf_clientconnect();
987 string ColoredTeamName(float t);
988 void DecodeLevelParms (void);
989 //void dom_player_join_team(entity pl);
990 void ClientConnect (void)
995 if(Ban_IsClientBanned(self))
997 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1005 self.classname = "player_joining";
1006 self.flags = self.flags | FL_CLIENT;
1007 self.version_nagtime = time + 10 + random() * 10;
1011 dprint("BUG player count is lower than zero, this cannot happen!\n");
1015 bot_clientconnect();
1018 // dom_player_join_team(self);
1020 //JoinBestTeam(self, FALSE, FALSE);
1022 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1023 self.classname = "observer";
1025 self.classname = "player";
1026 campaign_bots_may_start = 1;
1029 self.playerid = (playerid_last = playerid_last + 1);
1030 if(cvar("sv_eventlog"))
1032 if(clienttype(self) == CLIENTTYPE_REAL)
1036 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1037 s = strcat(":team:", ftos(self.playerid), ":");
1038 s = strcat(s, ftos(self.team));
1039 GameLogEcho(s, FALSE);
1041 self.netname_previous = strzone(self.netname);
1043 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1045 bprint ("^4",self.netname);
1046 bprint ("^4 connected");
1048 if(g_domination || g_ctf)
1050 bprint(" and joined the ");
1051 bprint(ColoredTeamName(self.team));
1056 self.welcomemessage_time = 0;
1058 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1059 // TODO: is this being used for anything else than cd tracks?
1060 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1062 stuffcmd(self, "cl_particles_reloadeffects\n");
1064 FixClientCvars(self);
1066 // spawnfunc_waypoint sprites
1067 WaypointSprite_InitClient(self);
1069 // Wazat's grappling hook
1070 SetGrappleHookBindings();
1072 // get autoswitch state from player when he toggles it
1073 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1075 // get version info from player
1076 stuffcmd(self, "cmd clientversion $gameversion\n");
1078 // send all weapon info strings
1079 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1081 while (wep <= WEP_LAST)
1083 weapon_action(wep, WR_REGISTER);
1087 // get other cvars from player
1090 // set cvar for team scoreboard
1094 t = cvar("teamplay");
1095 // 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
1096 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1099 stuffcmd(self, "set teamplay 0\n");
1101 // notify about available teams
1104 CheckAllowedTeams(self);
1105 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1106 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1109 stuffcmd(self, "set _teams_available 0\n");
1111 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1115 self.classname = "observer";
1116 Spawnqueue_Insert(self);
1120 ctf_clientconnect();
1126 PlayerScore_Attach(self);
1128 bot_relinkplayerlist();
1130 self.spectatortime = time;
1133 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"));
1136 self.jointime = time;
1137 self.allowedTimeouts = cvar("sv_timeout_number");
1139 if(clienttype(self) == CLIENTTYPE_REAL)
1141 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1144 ctf_UpdateCaptures(MSG_ONE);
1145 ctf_UpdateReturns(MSG_ONE);
1146 net_UpdateDeaths(MSG_ONE);
1147 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1149 MapVote_SendData(MSG_ONE);
1150 MapVote_UpdateData(MSG_ONE);
1156 if(PlayerScoreAdd(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1158 PlayerScoreAdd(self, SP_LMS_PLACE, 666);
1159 self.frags = -666; // FIXME do we still need this?
1168 Called when a client disconnects from the server
1171 void(entity e) DropFlag;
1172 .entity chatbubbleentity;
1173 .entity teambubbleentity;
1174 //void() ctf_clientdisconnect;
1175 void ClientDisconnect (void)
1179 bot_clientdisconnect();
1184 if(cvar("sv_eventlog"))
1185 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1186 bprint ("^4",self.netname);
1187 bprint ("^4 disconnected\n");
1189 if (self.chatbubbleentity)
1191 remove (self.chatbubbleentity);
1192 self.chatbubbleentity = world;
1195 if (self.teambubbleentity)
1197 remove (self.teambubbleentity);
1198 self.teambubbleentity = world;
1201 if (self.killindicator)
1203 remove (self.killindicator);
1204 self.killindicator = world;
1207 WaypointSprite_PlayerGone();
1210 kh_Key_DropAll(self, TRUE);
1212 if(self.flagcarried)
1213 DropFlag(self.flagcarried);
1216 self.flags = self.flags - (self.flags & FL_CLIENT);
1217 bot_relinkplayerlist();
1221 if(self.weaponentity)
1222 if(self.weaponentity.lasertarget)
1223 remove(self.weaponentity.lasertarget);
1227 Spawnqueue_Unmark(self);
1228 Spawnqueue_Remove(self);
1232 ctf_clientdisconnect();
1236 PlayerScore_Detach(self);
1238 if(self.netname_previous)
1239 strunzone(self.netname_previous);
1246 void ChatBubbleThink()
1248 self.nextthink = time;
1249 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1251 self.owner.chatbubbleentity = world;
1255 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1256 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1257 self.model = self.mdl;
1262 void UpdateChatBubble()
1264 if (!self.modelindex)
1266 // spawn a chatbubble entity if needed
1267 if (!self.chatbubbleentity)
1269 self.chatbubbleentity = spawn();
1270 self.chatbubbleentity.owner = self;
1271 self.chatbubbleentity.exteriormodeltoclient = self;
1272 self.chatbubbleentity.think = ChatBubbleThink;
1273 self.chatbubbleentity.nextthink = time;
1274 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1275 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1276 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1277 self.chatbubbleentity.model = "";
1278 self.chatbubbleentity.effects = EF_LOWPRECISION;
1283 void TeamBubbleThink()
1285 self.nextthink = time;
1286 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1288 self.owner.teambubbleentity = world;
1292 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1293 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1296 self.model = self.mdl;
1300 float TeamBubble_customizeentityforclient()
1302 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1305 void UpdateTeamBubble()
1307 if (!self.modelindex || !cvar("teamplay"))
1309 // spawn a teambubble entity if needed
1310 if (!self.teambubbleentity && cvar("teamplay"))
1312 self.teambubbleentity = spawn();
1313 self.teambubbleentity.owner = self;
1314 self.teambubbleentity.exteriormodeltoclient = self;
1315 self.teambubbleentity.think = TeamBubbleThink;
1316 self.teambubbleentity.nextthink = time;
1317 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1318 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1319 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1320 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1321 self.teambubbleentity.mdl = self.teambubbleentity.model;
1322 self.teambubbleentity.model = self.teambubbleentity.mdl;
1323 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1324 self.teambubbleentity.effects = EF_LOWPRECISION;
1328 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1329 // added to the model skins
1330 /*void UpdateColorModHack()
1333 c = self.clientcolors & 15;
1334 // LordHavoc: only bothering to support white, green, red, yellow, blue
1335 if (teamplay == 0) self.colormod = '0 0 0';
1336 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1337 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1338 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1339 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1340 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1341 else self.colormod = '1 1 1';
1347 self.effects |= EF_NODRAW; // prevent another CopyBody
1348 PutClientInServer();
1352 * When sv_timeout is used this function returs strings like
1353 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1354 * Called by centerprint functions
1355 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1357 string getTimeoutText(float addOneSecond) {
1358 if (!cvar("sv_timeout") || !timeoutStatus)
1361 local string retStr;
1362 if (timeoutStatus == 1) {
1363 if (addOneSecond == 1) {
1364 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1367 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1371 else if (timeoutStatus == 2) {
1373 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1374 //don't show messages like "Timeout ends in 0 seconds"...
1375 if ((remainingTimeoutTime + 1) > 0)
1381 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1382 //don't show messages like "Timeout ends in 0 seconds"...
1383 if (remainingTimeoutTime > 0)
1392 void player_powerups (void)
1396 if (self.items & IT_STRENGTH)
1398 if (time > self.strength_finished)
1400 if (g_minstagib_invis_alpha > 0)
1402 self.alpha = default_player_alpha;
1403 self.exteriorweaponentity.alpha = default_weapon_alpha;
1404 self.effects = self.effects | EF_FULLBRIGHT;
1408 self.effects -= self.effects & EF_NODRAW;
1410 self.items = self.items - (self.items & IT_STRENGTH);
1411 sprint(self, "^3Invisibility has worn off\n");
1416 if (time < self.strength_finished)
1418 if (g_minstagib_invis_alpha > 0)
1420 self.alpha = g_minstagib_invis_alpha;
1421 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1422 self.effects -= self.effects & EF_FULLBRIGHT;
1426 self.effects = self.effects | EF_NODRAW;
1428 self.items = self.items | IT_STRENGTH;
1429 sprint(self, "^3You are invisible\n");
1433 if (self.items & IT_INVINCIBLE)
1435 if (time > self.invincible_finished)
1437 self.items = self.items - (self.items & IT_INVINCIBLE);
1438 sprint(self, "^3Speed has worn off\n");
1443 if (time < self.invincible_finished)
1445 self.items = self.items | IT_INVINCIBLE;
1446 sprint(self, "^3You are on speed\n");
1452 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1453 if (self.items & IT_STRENGTH)
1455 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1456 if (time > self.strength_finished)
1458 self.items = self.items - (self.items & IT_STRENGTH);
1459 sprint(self, "^3Strength has worn off\n");
1464 if (time < self.strength_finished)
1466 self.items = self.items | IT_STRENGTH;
1467 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1470 if (self.items & IT_INVINCIBLE)
1472 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1473 if (time > self.invincible_finished)
1475 self.items = self.items - (self.items & IT_INVINCIBLE);
1476 sprint(self, "^3Shield has worn off\n");
1481 if (time < self.invincible_finished)
1483 self.items = self.items | IT_INVINCIBLE;
1484 sprint(self, "^3Shield surrounds you\n");
1488 if (cvar("g_fullbrightplayers"))
1489 self.effects = self.effects | EF_FULLBRIGHT;
1491 // midair gamemode: damage only while in the air
1492 // if in midair mode, being on ground grants temporary invulnerability
1493 // (this is so that multishot weapon don't clear the ground flag on the
1494 // first damage in the frame, leaving the player vulnerable to the
1495 // remaining hits in the same frame)
1496 if (self.flags & FL_ONGROUND)
1498 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1500 if (time < self.spawnshieldtime)
1501 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1504 float CalcRegen(float current, float stable, float regenfactor)
1506 if(current > stable)
1508 else if(current > stable - 0.25) // when close enough, "snap"
1511 return min(stable, current + (stable - current) * regenfactor * frametime);
1514 void player_regen (void)
1516 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1517 maxh = cvar("g_balance_health_stable");
1518 maxa = cvar("g_balance_armor_stable");
1519 limith = cvar("g_balance_health_limit");
1520 limita = cvar("g_balance_armor_limit");
1522 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1525 max_mod = regen_mod = rot_mod = limit_mod = 1;
1527 if (self.runes & RUNE_REGEN)
1529 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1531 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1532 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1533 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1537 regen_mod = cvar("g_balance_rune_regen_regenrate");
1538 max_mod = cvar("g_balance_rune_regen_hpmod");
1539 limit_mod = cvar("g_balance_rune_regen_limitmod");
1542 else if (self.runes & CURSE_VENOM)
1544 max_mod = cvar("g_balance_curse_venom_hpmod");
1545 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1546 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1548 rot_mod = cvar("g_balance_curse_venom_rotrate");
1549 limit_mod = cvar("g_balance_curse_venom_limitmod");
1550 //if (!self.runes & RUNE_REGEN)
1551 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1553 maxh = maxh * max_mod;
1554 //maxa = maxa * max_mod;
1555 limith = limith * limit_mod;
1556 limita = limita * limit_mod;
1558 if (self.armorvalue > maxa)
1560 if (time > self.pauserotarmor_finished)
1562 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1563 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1566 else if (self.armorvalue < maxa)
1568 if (time > self.pauseregen_finished)
1570 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1571 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1574 if (self.health > maxh)
1576 if (time > self.pauserothealth_finished)
1578 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1579 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1582 else if (self.health < maxh)
1584 if (time > self.pauseregen_finished)
1586 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1587 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1591 if (self.health > limith)
1592 self.health = limith;
1593 if (self.armorvalue > limita)
1594 self.armorvalue = limita;
1596 // if player rotted to death... die!
1598 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1602 ======================
1603 spectate mode routines
1604 ======================
1606 void SpectateCopy(entity spectatee) {
1607 self.armortype = spectatee.armortype;
1608 self.armorvalue = spectatee.armorvalue;
1609 self.currentammo = spectatee.currentammo;
1610 self.effects = spectatee.effects;
1611 self.health = spectatee.health;
1613 self.items = spectatee.items;
1614 self.punchangle = spectatee.punchangle;
1615 self.view_ofs = spectatee.view_ofs;
1616 self.v_angle = spectatee.v_angle;
1617 self.viewzoom = spectatee.viewzoom;
1618 self.velocity = spectatee.velocity;
1619 self.dmg_take = spectatee.dmg_take;
1620 self.dmg_save = spectatee.dmg_save;
1621 self.dmg_inflictor = spectatee.dmg_inflictor;
1622 self.angles = spectatee.v_angle;
1623 self.fixangle = TRUE;
1624 setorigin(self, spectatee.origin);
1625 setsize(self, spectatee.mins, spectatee.maxs);
1628 float SpectateUpdate() {
1632 if (self == self.enemy)
1635 if(self.enemy.flags & FL_NOTARGET)
1638 SpectateCopy(self.enemy);
1643 float SpectateNext() {
1644 other = find(self.enemy, classname, "player");
1646 other = find(other, classname, "player");
1651 if(self.enemy.classname == "player") {
1653 WriteByte(MSG_ONE, SVC_SETVIEW);
1654 WriteEntity(MSG_ONE, self.enemy);
1655 self.wantswelcomemessage = 1;
1656 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1657 if(!SpectateUpdate())
1658 PutObserverInServer();
1667 ShowRespawnCountdown()
1669 Update a respawn countdown display.
1672 void ShowRespawnCountdown()
1675 if(self.deadflag == DEAD_NO) // just respawned?
1679 number = ceil(self.death_time - time);
1682 if(number <= self.respawn_countdown)
1684 self.respawn_countdown = number - 1;
1685 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
1686 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1691 void LeaveSpectatorMode()
1693 if(isJoinAllowed()) {
1694 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1695 self.classname = "player";
1696 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1697 JoinBestTeam(self, FALSE, TRUE);
1698 if(cvar("g_campaign"))
1699 campaign_bots_may_start = 1;
1700 PutClientInServer();
1701 if(!(self.flags & FL_NOTARGET))
1702 bprint ("^4", self.netname, "^4 is playing now\n");
1703 centerprint(self,"");
1706 stuffcmd(self,"menu_showteamselect\n");
1711 //player may not join because of g_maxplayers is set
1712 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1717 * Determines whether the player is allowed to join. This depends on cvar
1718 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1719 * it checks whether the number of currently playing players exceeds g_maxplayers.
1720 * @return bool TRUE if the player is allowed to join, false otherwise
1722 float isJoinAllowed() {
1723 if (!cvar("g_maxplayers"))
1727 local float currentlyPlaying;
1728 FOR_EACH_REALPLAYER(e) {
1729 if(e.classname == "player")
1730 currentlyPlaying += 1;
1732 if(currentlyPlaying < cvar("g_maxplayers"))
1739 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1740 * g_maxplayers_spectator_blocktime seconds
1742 void checkSpectatorBlock() {
1743 if(self.classname == "spectator" || self.classname == "observer") {
1744 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1745 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1751 float vercmp_recursive(string v1, string v2)
1757 dot1 = strstrofs(v1, ".", 0);
1758 dot2 = strstrofs(v2, ".", 0);
1762 s1 = substring(v1, 0, dot1);
1766 s2 = substring(v2, 0, dot2);
1768 r = stof(s1) - stof(s2);
1772 r = strcasecmp(s1, s2);
1785 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1788 float vercmp(string v1, string v2)
1790 if(strcasecmp(v1, v2) == 0) // early out check
1792 return vercmp_recursive(v1, v2);
1795 void ObserverThink()
1797 if (self.flags & FL_JUMPRELEASED) {
1798 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1799 self.welcomemessage_time = 0;
1800 self.flags = self.flags - FL_JUMPRELEASED;
1801 LeaveSpectatorMode();
1803 } else if(self.BUTTON_ATCK && self.version == cvar("gameversion")) {
1804 self.welcomemessage_time = 0;
1805 self.flags = self.flags - FL_JUMPRELEASED;
1806 if(SpectateNext() == 1) {
1807 self.classname = "spectator";
1811 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1812 self.flags = self.flags | FL_JUMPRELEASED;
1815 if(self.BUTTON_ZOOM)
1816 self.wantswelcomemessage = 0;
1817 if(self.wantswelcomemessage)
1818 PrintWelcomeMessage(self);
1821 void SpectatorThink()
1823 if (self.flags & FL_JUMPRELEASED) {
1824 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1825 self.welcomemessage_time = 0;
1826 self.flags = self.flags - FL_JUMPRELEASED;
1827 LeaveSpectatorMode();
1829 } else if(self.BUTTON_ATCK) {
1830 self.welcomemessage_time = 0;
1831 self.flags = self.flags - FL_JUMPRELEASED;
1832 if(SpectateNext() == 1) {
1833 self.classname = "spectator";
1835 self.classname = "observer";
1836 PutClientInServer();
1838 } else if (self.BUTTON_ATCK2) {
1839 self.welcomemessage_time = 0;
1840 self.flags = self.flags - FL_JUMPRELEASED;
1841 self.classname = "observer";
1842 PutClientInServer();
1844 if(!SpectateUpdate())
1845 PutObserverInServer();
1848 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1849 self.flags = self.flags | FL_JUMPRELEASED;
1852 if(self.BUTTON_ZOOM)
1853 self.wantswelcomemessage = 0;
1854 if(self.wantswelcomemessage)
1855 PrintWelcomeMessage(self);
1856 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1863 Called every frame for each client before the physics are run
1866 void() ctf_setstatus;
1867 .float vote_nagtime;
1868 void PlayerPreThink (void)
1871 checkSpectatorBlock();
1873 if(self.netname_previous != self.netname)
1875 if(cvar("sv_eventlog"))
1876 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1877 if(self.netname_previous)
1878 strunzone(self.netname_previous);
1879 self.netname_previous = strzone(self.netname);
1883 if(self.version_nagtime)
1884 if(self.cvar_g_nexuizversion)
1885 if(time > self.version_nagtime)
1887 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1889 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1891 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");
1892 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"));
1897 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1900 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");
1901 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"));
1905 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");
1906 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1910 self.version_nagtime = 0;
1914 if(self.cvar_scr_centertime)
1915 if(time > self.vote_nagtime)
1918 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1922 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1924 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1925 self.max_armorvalue = 0;
1929 antilag_record(self);
1931 if(self.classname == "player") {
1932 // if(self.netname == "Wazat")
1933 // bprint(self.classname, "\n");
1935 CheckRules_Player();
1937 if(self.BUTTON_INFO)
1938 PrintWelcomeMessage(self);
1940 if(g_lms || !cvar("sv_spectate"))
1941 if((time - self.jointime) <= cvar("welcome_message_time"))
1942 PrintWelcomeMessage(self);
1944 if (intermission_running)
1946 IntermissionThink (); // otherwise a button could be missed between
1947 return; // the think tics
1950 if(self.teleport_time)
1951 if(time > self.teleport_time)
1953 self.teleport_time = 0;
1954 self.effects = self.effects - (self.effects & EF_NODRAW);
1955 if(self.weaponentity)
1956 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1959 Nixnex_GiveCurrentWeapon();
1961 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1962 UpdateSelectedPlayer();
1964 //don't allow the player to turn around while game is paused!
1965 if(timeoutStatus == 2) {
1966 self.v_angle = self.lastV_angle;
1967 self.angles = self.lastV_angle;
1968 self.fixangle = TRUE;
1971 if (self.deadflag != DEAD_NO)
1973 float button_pressed, force_respawn;
1975 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1976 force_respawn = (g_lms || cvar("g_forced_respawn"));
1977 if (self.deadflag == DEAD_DYING)
1980 self.deadflag = DEAD_RESPAWNING;
1981 else if(!button_pressed)
1982 self.deadflag = DEAD_DEAD;
1984 else if (self.deadflag == DEAD_DEAD)
1987 self.deadflag = DEAD_RESPAWNABLE;
1989 else if (self.deadflag == DEAD_RESPAWNABLE)
1992 self.deadflag = DEAD_RESPAWNING;
1994 else if (self.deadflag == DEAD_RESPAWNING)
1996 if(time > self.death_time)
1998 self.death_time = time + 1; // only retry once a second
2002 ShowRespawnCountdown();
2006 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2010 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2011 dist = self.oldorigin - self.origin;
2013 self.lms_traveled_distance += fabs(vlen(dist));
2015 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2017 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2018 self.lms_traveled_distance = 0;
2021 if(time > self.lms_nextcheck)
2023 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2024 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2026 centerprint(self, cvar_string("g_lms_campcheck_message"));
2027 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2028 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2029 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');
2031 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2032 self.lms_traveled_distance = 0;
2036 if (self.BUTTON_CROUCH && !self.hook.state)
2041 self.view_ofs = PL_CROUCH_VIEW_OFS;
2042 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2043 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2050 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2051 if (!trace_startsolid)
2053 self.crouch = FALSE;
2054 self.view_ofs = PL_VIEW_OFS;
2055 setsize (self, PL_MIN, PL_MAX);
2062 GrapplingHookFrame();
2067 float zoomfactor, zoomspeed, zoomdir;
2068 zoomfactor = self.cvar_cl_zoomfactor;
2069 if(zoomfactor < 1 || zoomfactor > 16)
2071 zoomspeed = self.cvar_cl_zoomspeed;
2072 if(zoomspeed >= 0) // < 0 is instant zoom
2073 if(zoomspeed < 0.5 || zoomspeed > 16)
2076 zoomdir = self.BUTTON_ZOOM;
2077 if(self.BUTTON_ATCK2)
2078 if(self.weapon == WEP_NEX)
2083 self.has_zoomed = 1;
2087 if(zoomspeed <= 0) // instant zoom
2090 self.viewzoom = 1 / zoomfactor;
2096 // geometric zoom would be:
2097 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2098 // however, testing showed that arithmetic/harmonic zoom works better
2100 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2101 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2102 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2104 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2105 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2106 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2110 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2118 minstagib_ammocheck();
2123 //self.angles_y=self.v_angle_y + 90; // temp
2125 //if (TetrisPreFrame()) return;
2126 } else if(gameover) {
2127 if (intermission_running)
2128 IntermissionThink (); // otherwise a button could be missed between
2130 } else if(self.classname == "observer") {
2132 } else if(self.classname == "spectator") {
2142 Called every frame for each client after the physics are run
2145 .float idlekick_lasttimeleft;
2146 void PlayerPostThink (void)
2148 // Savage: Check for nameless players
2149 if (strlen(self.netname) < 1) {
2150 self.netname = "Player";
2151 stuffcmd(self, "seta _cl_name Player\n");
2157 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2160 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2161 play2(self, "announcer/robotic/terminated.ogg");
2165 else if(timeleft <= 10)
2167 if(timeleft != self.idlekick_lasttimeleft)
2169 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2170 play2(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2175 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2177 self.idlekick_lasttimeleft = timeleft;
2180 if(self.classname == "player") {
2181 CheckRules_Player();
2186 if (intermission_running)
2187 return; // intermission or finale
2189 //PrintWelcomeMessage(self);
2190 //if (TetrisPostFrame()) return;
2192 // restart countdown
2193 if (restart_countdown) {
2194 if(time < restart_countdown) {
2195 if (!cvar("sv_ready_restart_after_countdown"))
2197 self.movetype = MOVETYPE_NONE;
2198 self.velocity = '0 0 0';
2199 self.avelocity = '0 0 0';
2200 self.movement = '0 0 0';
2205 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2206 if (!cvar("sv_ready_restart_after_countdown"))
2208 if(self.movetype == MOVETYPE_NONE)
2210 self.movetype = MOVETYPE_WALK;
2216 } else if (self.classname == "observer") {
2218 } else if (self.classname == "spectator") {
2224 for(i = 0; i < 1000; ++i)
2227 end = self.origin + '0 0 1024' + 512 * randomvec();
2228 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2229 if(trace_fraction < 1)
2230 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2232 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");