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);
53 if(ent.classname == "target_objective")
54 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
56 else if(ent.classname == "trigger_race_checkpoint")
57 if(self.race_checkpoint != -1 && self.race_checkpoint != ent.cnt)
59 ent = find(ent, targetname, spot.target);
64 shortest = vlen(world.maxs - world.mins);
65 for(player = playerlist; player; player = player.chain)
68 thisdist = vlen(player.origin - spot.origin);
69 if (thisdist < shortest)
77 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
79 local entity spot, spotlist, spotlistend;
86 for(spot = firstspot; spot; spot = spot.chain)
88 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
90 if(cvar("spawn_debugview"))
92 setmodel(spot, "models/runematch/rune.mdl");
93 if(spot.SPAWNPOINT_SCORE < mindist)
95 spot.colormod = '1 0 0';
100 spot.colormod = '0 1 0';
101 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
105 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
107 if(spot.SPAWNPOINT_SCORE < mindist)
109 // too short distance
110 spawn_allgood = FALSE;
115 spawn_allbad = FALSE;
118 spotlistend.chain = spot;
125 if(spot.team != teamcheck)
126 error("invalid spawn added");
128 print("added ", etos(spot), "\n");
134 spotlistend.chain = world;
139 for(e = spotlist; e; e = e.chain)
141 print("seen ", etos(e), "\n");
142 if(e.team != teamcheck)
143 error("invalid spawn found");
150 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
152 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
153 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
156 RandomSelection_Init();
157 for(spot = firstspot; spot; spot = spot.chain)
158 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
160 return RandomSelection_chosen_ent;
167 Finds a point to respawn
170 entity SelectSpawnPoint (float anypoint)
172 local float teamcheck;
173 local entity firstspot_new;
174 local entity spot, firstspot, playerlist;
176 spot = find (world, classname, "testplayerstart");
182 if(!anypoint && have_team_spawns)
183 teamcheck = self.team;
185 // get the list of players
186 playerlist = findchain(classname, "player");
187 // get the entire list of spots
188 firstspot = findchain(classname, "info_player_deathmatch");
189 // filter out the bad ones
190 // (note this returns the original list if none survived)
191 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
193 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
194 firstspot = firstspot_new;
196 // there is 50/50 chance of choosing a random spot or the furthest spot
197 // (this means that roughly every other spawn will be furthest, so you
198 // usually won't get fragged at spawn twice in a row)
199 if (arena_roundbased)
201 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
203 firstspot = firstspot_new;
204 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
206 else if (random() > cvar("g_spawn_furthest"))
207 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
209 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
211 if(cvar("spawn_debugview"))
213 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
217 for(e = firstspot; e; e = e.chain)
218 if(e.team != teamcheck)
219 error("invalid spawn found");
224 if(cvar("spawn_debug"))
228 if(some_spawn_has_been_used)
229 return world; // team can't spawn any more, because of actions of other team
231 error("Cannot find a spawn point - please fix the map!");
242 Checks if the argument string can be a valid playermodel.
243 Returns a valid one in doubt.
246 string FallbackPlayerModel = "models/player/marine.zym";
247 string CheckPlayerModel(string plyermodel) {
248 if(strlen(plyermodel) < 4)
249 return FallbackPlayerModel;
250 if( substring(plyermodel,0,14) != "models/player/")
251 return FallbackPlayerModel;
252 else if(cvar("sv_servermodelsonly"))
254 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
255 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
256 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
257 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
258 return FallbackPlayerModel;
259 if(!fexists(plyermodel))
260 return FallbackPlayerModel;
267 Client_customizeentityforclient
272 float Client_customizeentityforclient()
274 #ifdef ALLOW_VARIABLE_LOD
276 // other: the player viewing me
280 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
283 if(other.cvar_cl_playerdetailreduction <= 0)
285 if(other.cvar_cl_playerdetailreduction <= -2)
286 self.modelindex = self.modelindex_lod2;
287 else if(other.cvar_cl_playerdetailreduction <= -1)
288 self.modelindex = self.modelindex_lod1;
290 self.modelindex = self.modelindex_lod0;
294 distance = vlen(self.origin - other.origin);
295 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
297 self.modelindex = self.modelindex_lod2;
299 self.modelindex = self.modelindex_lod1;
301 self.modelindex = self.modelindex_lod0;
308 void UpdatePlayerSounds();
309 void setmodel_lod(entity e, string modelname)
311 #ifdef ALLOW_VARIABLE_LOD
314 // FIXME: this only supports 3-letter extensions
315 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
319 setmodel(e, s); // players have high precision
320 self.modelindex_lod1 = self.modelindex;
323 self.modelindex_lod1 = -1;
325 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
329 setmodel(e, s); // players have high precision
330 self.modelindex_lod2 = self.modelindex;
333 self.modelindex_lod2 = -1;
335 precache_model(modelname);
336 setmodel(e, modelname); // players have high precision
337 self.modelindex_lod0 = self.modelindex;
339 if(self.modelindex_lod1 < 0)
340 self.modelindex_lod1 = self.modelindex;
342 if(self.modelindex_lod2 < 0)
343 self.modelindex_lod2 = self.modelindex;
345 precache_model(modelname);
346 setmodel(e, modelname); // players have high precision
348 player_setupanimsformodel();
349 UpdatePlayerSounds();
356 putting a client as observer in the server
359 void PutObserverInServer (void)
362 spot = SelectSpawnPoint (TRUE);
364 error("No spawnpoints for observers?!?\n");
365 RemoveGrapplingHook(self); // Wazat's Grappling Hook
367 if(clienttype(self) == CLIENTTYPE_REAL)
370 WriteByte(MSG_ONE, SVC_SETVIEW);
371 WriteEntity(MSG_ONE, self);
375 kh_Key_DropAll(self, TRUE);
378 DropFlag(self.flagcarried);
380 WaypointSprite_PlayerDead();
382 if(self.killcount != -666)
386 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
387 bprint ("^4", self.netname, "^4 has no more lives left\n");
389 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
392 bprint ("^4", self.netname, "^4 is spectating now\n");
395 PlayerScore_Clear(self); // clear scores when needed
397 self.spectatortime = time;
399 self.classname = "observer";
401 self.takedamage = DAMAGE_NO;
402 self.solid = SOLID_NOT;
403 self.movetype = MOVETYPE_NOCLIP;
404 self.flags = FL_CLIENT | FL_NOTARGET;
405 self.armorvalue = 666;
407 self.armorvalue = cvar("g_balance_armor_start");
408 self.pauserotarmor_finished = 0;
409 self.pauserothealth_finished = 0;
410 self.pauseregen_finished = 0;
411 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;
453 race_PreparePlayer();
457 if(self.version_mismatch)
459 Spawnqueue_Unmark(self);
460 Spawnqueue_Remove(self);
464 Spawnqueue_Insert(self);
469 // Only if the player cannot play at all
470 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
479 float RestrictSkin(float s)
488 void FixPlayermodel()
490 local string defaultmodel;
491 local float defaultskin;
496 if(cvar("sv_defaultcharacter") == 1) {
501 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
502 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
505 if(defaultmodel == "")
507 defaultmodel = cvar_string("sv_defaultplayermodel");
508 defaultskin = cvar("sv_defaultplayerskin");
512 if(defaultmodel != "")
514 if (defaultmodel != self.model)
518 setmodel_lod (self, defaultmodel);
519 setsize (self, m1, m2);
522 self.skin = defaultskin;
524 if (self.playermodel != self.model)
526 self.playermodel = CheckPlayerModel(self.playermodel);
529 setmodel_lod (self, self.playermodel);
530 setsize (self, m1, m2);
533 self.skin = RestrictSkin(stof(self.playerskin));
537 if(strlen(cvar_string("sv_defaultplayercolors")))
538 if(self.clientcolors != cvar("sv_defaultplayercolors"))
539 setcolor(self, cvar("sv_defaultplayercolors"));
546 Called when a client spawns in the server
549 //void() ctf_playerchanged;
550 void PutClientInServer (void)
552 if(clienttype(self) == CLIENTTYPE_BOT)
554 self.classname = "player";
556 else if(clienttype(self) == CLIENTTYPE_REAL)
559 WriteByte(MSG_ONE, SVC_SETVIEW);
560 WriteEntity(MSG_ONE, self);
563 // player is dead and becomes observer
564 // FIXME fix LMS scoring for new system
567 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
568 self.classname = "observer";
573 self.classname = "observer";
575 if(self.classname == "player") {
579 if(self.killcount == -666)
580 race_PreparePlayer();
582 spot = SelectSpawnPoint (FALSE);
585 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
586 return; // spawn failed
589 RemoveGrapplingHook(self); // Wazat's Grappling Hook
591 self.classname = "player";
592 self.iscreature = TRUE;
593 self.movetype = MOVETYPE_WALK;
594 self.solid = SOLID_SLIDEBOX;
595 self.flags = FL_CLIENT;
596 self.takedamage = DAMAGE_AIM;
598 self.effects = EF_FULLBRIGHT;
601 self.air_finished = time + 12;
604 self.ammo_shells = start_ammo_shells;
605 self.ammo_nails = start_ammo_nails;
606 self.ammo_rockets = start_ammo_rockets;
607 self.ammo_cells = start_ammo_cells;
608 self.health = start_health;
609 self.armorvalue = start_armorvalue;
610 self.items = start_items;
611 self.switchweapon = start_switchweapon;
612 self.cnt = start_switchweapon;
614 self.jump_interval = time;
616 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
617 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
618 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
619 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
620 //extend the pause of rotting if client was reset at the beginning of the countdown
621 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
622 self.spawnshieldtime += RESTART_COUNTDOWN;
623 self.pauserotarmor_finished += RESTART_COUNTDOWN;
624 self.pauserothealth_finished += RESTART_COUNTDOWN;
625 self.pauseregen_finished += RESTART_COUNTDOWN;
627 self.damageforcescale = 2;
634 self.pain_finished = 0;
635 self.strength_finished = 0;
636 self.invincible_finished = 0;
638 //self.speed_finished = 0;
639 //self.slowmo_finished = 0;
640 // players have no think function
641 self.think = SUB_Null;
647 self.deadflag = DEAD_NO;
649 self.angles = spot.angles;
651 self.angles_z = 0; // never spawn tilted even if the spot says to
652 self.fixangle = TRUE; // turn this way immediately
653 self.velocity = '0 0 0';
654 self.avelocity = '0 0 0';
655 self.punchangle = '0 0 0';
656 self.punchvector = '0 0 0';
657 self.oldvelocity = self.velocity;
662 self.customizeentityforclient = Client_customizeentityforclient;
668 self.view_ofs = PL_VIEW_OFS;
669 setsize (self, PL_MIN, PL_MAX);
670 self.spawnorigin = spot.origin;
671 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
672 // don't reset back to last position, even if new position is stuck in solid
673 self.oldorigin = self.origin;
677 Spawnqueue_Remove(self);
678 Spawnqueue_Mark(self);
681 self.event_damage = PlayerDamage;
683 self.bot_attack = TRUE;
685 self.statdraintime = time + 5;
686 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
689 if(self.killcount != -666)
690 if(spot.target == "")
691 // let the player run without timing, if he did not spawn at a targetting spawnpoint
692 race_PreparePlayer();
694 if(self.killcount == -666) {
695 PlayerScore_Clear(self);
700 self.cnt = WEP_LASER;
701 self.nixnex_lastchange_id = -1;
703 CL_SpawnWeaponentity();
704 self.alpha = default_player_alpha;
705 self.colormod = '1 1 1' * cvar("g_player_brightness");
706 self.exteriorweaponentity.alpha = default_weapon_alpha;
708 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
709 self.lms_traveled_distance = 0;
710 self.speedrunning = FALSE;
712 if(cvar("spawn_debug"))
714 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
715 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
718 //stuffcmd(self, "chase_active 0");
719 //stuffcmd(self, "set viewsize $tmpviewsize \n");
721 if (cvar("g_spawnsound"))
722 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
725 if(self.team == assault_attacker_team)
726 centerprint(self, "You are attacking!\n");
728 centerprint(self, "You are defending!\n");
731 } else if(self.classname == "observer") {
732 PutObserverInServer ();
736 // ctf_playerchanged();
743 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
746 void SendCSQCInfo(void)
748 if(clienttype(self) != CLIENTTYPE_REAL)
751 WriteByte(MSG_ONE, SVC_TEMPENTITY);
752 WriteByte(MSG_ONE, TE_CSQC_INIT);
753 WriteShort(MSG_ONE, CSQC_REVISION);
754 WriteByte(MSG_ONE, maxclients);
762 void SetNewParms (void)
764 // initialize parms for a new player
765 parm1 = -(86400 * 366);
773 void SetChangeParms (void)
775 // save parms for level change
776 parm1 = self.parm_idlesince - time;
784 void DecodeLevelParms (void)
787 self.parm_idlesince = parm1;
788 if(self.parm_idlesince == -(86400 * 366))
789 self.parm_idlesince = time;
796 Called when a client types 'kill' in the console
800 void ClientKill_Now_TeamChange()
802 if(self.killindicator_teamchange == -1)
805 JoinBestTeam( self, FALSE, FALSE );
809 SV_ChangeTeam(self.killindicator_teamchange - 1);
813 void ClientKill_Now()
815 if(self.killindicator_teamchange)
816 ClientKill_Now_TeamChange();
819 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
821 if(self.killindicator)
823 dprint("Cleaned up after a leaked kill indicator.\n");
824 remove(self.killindicator);
825 self.killindicator = world;
828 void KillIndicator_Think()
830 if (!self.owner.modelindex)
832 self.owner.killindicator = world;
840 ClientKill_Now(); // no oldself needed
846 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
847 if(clienttype(self.owner) == CLIENTTYPE_REAL)
850 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
851 if(self.owner.killindicator_teamchange)
853 if(self.owner.killindicator_teamchange == -1)
854 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
856 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
859 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
861 self.nextthink = time + 1;
866 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
870 killtime = cvar("g_balance_kill_delay");
872 self.killindicator_teamchange = targetteam;
874 if(!self.killindicator)
876 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
882 self.killindicator = spawn();
883 self.killindicator.owner = self;
884 self.killindicator.scale = 0.5;
885 setattachment(self.killindicator, self, "");
886 setorigin(self.killindicator, '0 0 52');
887 self.killindicator.think = KillIndicator_Think;
888 self.killindicator.nextthink = time + (self.lip) * 0.05;
889 self.killindicator.cnt = ceil(killtime);
890 self.killindicator.count = bound(0, ceil(killtime), 10);
891 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
893 for(e = world; (e = find(e, classname, "body")) != world; )
897 e.killindicator = spawn();
898 e.killindicator.owner = e;
899 e.killindicator.scale = 0.5;
900 setattachment(e.killindicator, e, "");
901 setorigin(e.killindicator, '0 0 52');
902 e.killindicator.think = KillIndicator_Think;
903 e.killindicator.nextthink = time + (e.lip) * 0.05;
904 e.killindicator.cnt = ceil(killtime);
909 if(self.killindicator)
912 self.killindicator.colormod = TeamColor(targetteam);
914 self.killindicator.colormod = '0 0 0';
918 void ClientKill (void)
920 ClientKill_TeamChange(0);
923 void DoTeamChange(float destteam)
926 if(!cvar("teamplay"))
929 SetPlayerColors(self, destteam);
932 if(self.classname == "player")
935 CheckAllowedTeams(self);
936 t = FindSmallestTeam(self, TRUE);
939 case COLOR_TEAM1: c0 = c1; break;
940 case COLOR_TEAM2: c0 = c2; break;
941 case COLOR_TEAM3: c0 = c3; break;
942 case COLOR_TEAM4: c0 = c4; break;
949 destteam = COLOR_TEAM1;
953 destteam = COLOR_TEAM2;
957 destteam = COLOR_TEAM3;
961 destteam = COLOR_TEAM4;
967 if(destteam == self.team && !self.killindicator)
969 ClientKill_TeamChange(destteam);
972 void FixClientCvars(entity e)
974 // send prediction settings to the client
975 stuffcmd(e, "\nin_bindmap 0 0\n");
977 * we no longer need to stuff this. Remove this comment block if you feel
978 * 2.3 and higher (or was it 2.2.3?) don't need these any more
979 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
980 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
981 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
982 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
983 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
984 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
985 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
986 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
987 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
988 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
989 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
990 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
991 stuffcmd(e, "cl_movement_edgefriction 1\n");
999 Called when a client connects to the server
1002 //void ctf_clientconnect();
1003 string ColoredTeamName(float t);
1004 void DecodeLevelParms (void);
1005 //void dom_player_join_team(entity pl);
1006 void ClientConnect (void)
1011 if(self.flags & FL_CLIENT)
1013 print("Warning: ClientConnect, but already connected!\n");
1017 if(Ban_IsClientBanned(self))
1019 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1027 self.classname = "player_joining";
1029 self.flags = self.flags | FL_CLIENT;
1030 self.version_nagtime = time + 10 + random() * 10;
1034 dprint("BUG player count is lower than zero, this cannot happen!\n");
1038 PlayerScore_Attach(self);
1040 bot_clientconnect();
1043 // dom_player_join_team(self);
1045 //JoinBestTeam(self, FALSE, FALSE);
1047 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1048 self.classname = "observer";
1050 self.classname = "player";
1051 campaign_bots_may_start = 1;
1054 self.playerid = (playerid_last = playerid_last + 1);
1055 if(cvar("sv_eventlog"))
1057 if(clienttype(self) == CLIENTTYPE_REAL)
1061 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1062 s = strcat(":team:", ftos(self.playerid), ":");
1063 s = strcat(s, ftos(self.team));
1064 GameLogEcho(s, FALSE);
1066 self.netname_previous = strzone(self.netname);
1068 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1070 bprint ("^4",self.netname);
1071 bprint ("^4 connected");
1073 if(g_domination || g_ctf)
1075 bprint(" and joined the ");
1076 bprint(ColoredTeamName(self.team));
1081 self.welcomemessage_time = 0;
1083 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1084 // TODO: is this being used for anything else than cd tracks?
1085 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1087 stuffcmd(self, "cl_particles_reloadeffects\n");
1089 FixClientCvars(self);
1091 // spawnfunc_waypoint sprites
1092 WaypointSprite_InitClient(self);
1094 // Wazat's grappling hook
1095 SetGrappleHookBindings();
1097 // get autoswitch state from player when he toggles it
1098 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1100 // get version info from player
1101 stuffcmd(self, "cmd clientversion $gameversion\n");
1103 // send all weapon info strings
1104 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1106 while (wep <= WEP_LAST)
1108 weapon_action(wep, WR_REGISTER);
1112 // get other cvars from player
1115 // set cvar for team scoreboard
1119 t = cvar("teamplay");
1120 // 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
1121 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1124 stuffcmd(self, "set teamplay 0\n");
1126 // notify about available teams
1129 CheckAllowedTeams(self);
1130 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1131 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1134 stuffcmd(self, "set _teams_available 0\n");
1136 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1140 self.classname = "observer";
1141 Spawnqueue_Insert(self);
1145 ctf_clientconnect();
1151 bot_relinkplayerlist();
1153 self.spectatortime = time;
1156 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"));
1159 self.jointime = time;
1160 self.allowedTimeouts = cvar("sv_timeout_number");
1162 if(clienttype(self) == CLIENTTYPE_REAL)
1164 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1167 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1169 MapVote_SendData(MSG_ONE);
1170 MapVote_UpdateData(MSG_ONE);
1172 ScoreInfo_Write(MSG_ONE);
1177 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1179 PlayerScore_Add(self, SP_LMS_RANK, 666);
1180 self.frags = -666; // FIXME do we still need this?
1189 Called when a client disconnects from the server
1192 void(entity e) DropFlag;
1193 .entity chatbubbleentity;
1194 .entity teambubbleentity;
1195 //void() ctf_clientdisconnect;
1196 void ClientDisconnect (void)
1200 if not(self.flags & FL_CLIENT)
1202 print("Warning: ClientDisconnect without ClientConnect\n");
1206 bot_clientdisconnect();
1211 if(cvar("sv_eventlog"))
1212 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1213 bprint ("^4",self.netname);
1214 bprint ("^4 disconnected\n");
1216 if (self.chatbubbleentity)
1218 remove (self.chatbubbleentity);
1219 self.chatbubbleentity = world;
1222 if (self.teambubbleentity)
1224 remove (self.teambubbleentity);
1225 self.teambubbleentity = world;
1228 if (self.killindicator)
1230 remove (self.killindicator);
1231 self.killindicator = world;
1234 WaypointSprite_PlayerGone();
1237 kh_Key_DropAll(self, TRUE);
1239 if(self.flagcarried)
1240 DropFlag(self.flagcarried);
1243 self.flags = self.flags - (self.flags & FL_CLIENT);
1244 bot_relinkplayerlist();
1248 if(self.weaponentity)
1249 if(self.weaponentity.lasertarget)
1250 remove(self.weaponentity.lasertarget);
1254 Spawnqueue_Unmark(self);
1255 Spawnqueue_Remove(self);
1259 ctf_clientdisconnect();
1263 PlayerScore_Detach(self);
1265 if(self.netname_previous)
1266 strunzone(self.netname_previous);
1268 ClearPlayerSounds();
1276 void ChatBubbleThink()
1278 self.nextthink = time;
1279 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1281 self.owner.chatbubbleentity = world;
1285 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1286 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1287 self.model = self.mdl;
1292 void UpdateChatBubble()
1294 if (!self.modelindex)
1296 // spawn a chatbubble entity if needed
1297 if (!self.chatbubbleentity)
1299 self.chatbubbleentity = spawn();
1300 self.chatbubbleentity.owner = self;
1301 self.chatbubbleentity.exteriormodeltoclient = self;
1302 self.chatbubbleentity.think = ChatBubbleThink;
1303 self.chatbubbleentity.nextthink = time;
1304 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1305 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1306 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1307 self.chatbubbleentity.model = "";
1308 self.chatbubbleentity.effects = EF_LOWPRECISION;
1313 void TeamBubbleThink()
1315 self.nextthink = time;
1316 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1318 self.owner.teambubbleentity = world;
1322 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1323 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1326 self.model = self.mdl;
1330 float TeamBubble_customizeentityforclient()
1332 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1335 void UpdateTeamBubble()
1337 if (!self.modelindex || !cvar("teamplay"))
1339 // spawn a teambubble entity if needed
1340 if (!self.teambubbleentity && cvar("teamplay"))
1342 self.teambubbleentity = spawn();
1343 self.teambubbleentity.owner = self;
1344 self.teambubbleentity.exteriormodeltoclient = self;
1345 self.teambubbleentity.think = TeamBubbleThink;
1346 self.teambubbleentity.nextthink = time;
1347 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1348 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1349 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1350 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1351 self.teambubbleentity.mdl = self.teambubbleentity.model;
1352 self.teambubbleentity.model = self.teambubbleentity.mdl;
1353 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1354 self.teambubbleentity.effects = EF_LOWPRECISION;
1358 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1359 // added to the model skins
1360 /*void UpdateColorModHack()
1363 c = self.clientcolors & 15;
1364 // LordHavoc: only bothering to support white, green, red, yellow, blue
1365 if (teamplay == 0) self.colormod = '0 0 0';
1366 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1367 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1368 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1369 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1370 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1371 else self.colormod = '1 1 1';
1377 self.effects |= EF_NODRAW; // prevent another CopyBody
1378 PutClientInServer();
1382 * When sv_timeout is used this function returs strings like
1383 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1384 * Called by centerprint functions
1385 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1387 string getTimeoutText(float addOneSecond) {
1388 if (!cvar("sv_timeout") || !timeoutStatus)
1391 local string retStr;
1392 if (timeoutStatus == 1) {
1393 if (addOneSecond == 1) {
1394 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1397 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1401 else if (timeoutStatus == 2) {
1403 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1404 //don't show messages like "Timeout ends in 0 seconds"...
1405 if ((remainingTimeoutTime + 1) > 0)
1411 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1412 //don't show messages like "Timeout ends in 0 seconds"...
1413 if (remainingTimeoutTime > 0)
1422 void player_powerups (void)
1426 if (self.items & IT_STRENGTH)
1428 if (time > self.strength_finished)
1430 if (g_minstagib_invis_alpha > 0)
1432 self.alpha = default_player_alpha;
1433 self.exteriorweaponentity.alpha = default_weapon_alpha;
1434 self.effects = self.effects | EF_FULLBRIGHT;
1438 self.effects -= self.effects & EF_NODRAW;
1440 self.items = self.items - (self.items & IT_STRENGTH);
1441 sprint(self, "^3Invisibility has worn off\n");
1446 if (time < self.strength_finished)
1448 if (g_minstagib_invis_alpha > 0)
1450 self.alpha = g_minstagib_invis_alpha;
1451 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1452 self.effects -= self.effects & EF_FULLBRIGHT;
1456 self.effects = self.effects | EF_NODRAW;
1458 self.items = self.items | IT_STRENGTH;
1459 sprint(self, "^3You are invisible\n");
1463 if (self.items & IT_INVINCIBLE)
1465 if (time > self.invincible_finished)
1467 self.items = self.items - (self.items & IT_INVINCIBLE);
1468 sprint(self, "^3Speed has worn off\n");
1473 if (time < self.invincible_finished)
1475 self.items = self.items | IT_INVINCIBLE;
1476 sprint(self, "^3You are on speed\n");
1482 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1483 if (self.items & IT_STRENGTH)
1485 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1486 if (time > self.strength_finished)
1488 self.items = self.items - (self.items & IT_STRENGTH);
1489 sprint(self, "^3Strength has worn off\n");
1494 if (time < self.strength_finished)
1496 self.items = self.items | IT_STRENGTH;
1497 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1500 if (self.items & IT_INVINCIBLE)
1502 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1503 if (time > self.invincible_finished)
1505 self.items = self.items - (self.items & IT_INVINCIBLE);
1506 sprint(self, "^3Shield has worn off\n");
1511 if (time < self.invincible_finished)
1513 self.items = self.items | IT_INVINCIBLE;
1514 sprint(self, "^3Shield surrounds you\n");
1518 if (cvar("g_fullbrightplayers"))
1519 self.effects = self.effects | EF_FULLBRIGHT;
1521 // midair gamemode: damage only while in the air
1522 // if in midair mode, being on ground grants temporary invulnerability
1523 // (this is so that multishot weapon don't clear the ground flag on the
1524 // first damage in the frame, leaving the player vulnerable to the
1525 // remaining hits in the same frame)
1526 if (self.flags & FL_ONGROUND)
1528 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1530 if (time < self.spawnshieldtime)
1531 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1534 float CalcRegen(float current, float stable, float regenfactor)
1536 if(current > stable)
1538 else if(current > stable - 0.25) // when close enough, "snap"
1541 return min(stable, current + (stable - current) * regenfactor * frametime);
1544 void player_regen (void)
1546 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1547 maxh = cvar("g_balance_health_stable");
1548 maxa = cvar("g_balance_armor_stable");
1549 limith = cvar("g_balance_health_limit");
1550 limita = cvar("g_balance_armor_limit");
1552 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1555 max_mod = regen_mod = rot_mod = limit_mod = 1;
1557 if (self.runes & RUNE_REGEN)
1559 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1561 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1562 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1563 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1567 regen_mod = cvar("g_balance_rune_regen_regenrate");
1568 max_mod = cvar("g_balance_rune_regen_hpmod");
1569 limit_mod = cvar("g_balance_rune_regen_limitmod");
1572 else if (self.runes & CURSE_VENOM)
1574 max_mod = cvar("g_balance_curse_venom_hpmod");
1575 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1576 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1578 rot_mod = cvar("g_balance_curse_venom_rotrate");
1579 limit_mod = cvar("g_balance_curse_venom_limitmod");
1580 //if (!self.runes & RUNE_REGEN)
1581 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1583 maxh = maxh * max_mod;
1584 //maxa = maxa * max_mod;
1585 limith = limith * limit_mod;
1586 limita = limita * limit_mod;
1588 if (self.armorvalue > maxa)
1590 if (time > self.pauserotarmor_finished)
1592 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1593 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1596 else if (self.armorvalue < maxa)
1598 if (time > self.pauseregen_finished)
1600 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1601 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1604 if (self.health > maxh)
1606 if (time > self.pauserothealth_finished)
1608 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1609 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1612 else if (self.health < maxh)
1614 if (time > self.pauseregen_finished)
1616 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1617 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1621 if (self.health > limith)
1622 self.health = limith;
1623 if (self.armorvalue > limita)
1624 self.armorvalue = limita;
1626 // if player rotted to death... die!
1628 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1632 ======================
1633 spectate mode routines
1634 ======================
1636 void SpectateCopy(entity spectatee) {
1637 self.armortype = spectatee.armortype;
1638 self.armorvalue = spectatee.armorvalue;
1639 self.currentammo = spectatee.currentammo;
1640 self.effects = spectatee.effects;
1641 self.health = spectatee.health;
1643 self.items = spectatee.items;
1644 self.punchangle = spectatee.punchangle;
1645 self.view_ofs = spectatee.view_ofs;
1646 self.v_angle = spectatee.v_angle;
1647 self.viewzoom = spectatee.viewzoom;
1648 self.velocity = spectatee.velocity;
1649 self.dmg_take = spectatee.dmg_take;
1650 self.dmg_save = spectatee.dmg_save;
1651 self.dmg_inflictor = spectatee.dmg_inflictor;
1652 self.angles = spectatee.v_angle;
1653 self.fixangle = TRUE;
1654 setorigin(self, spectatee.origin);
1655 setsize(self, spectatee.mins, spectatee.maxs);
1658 float SpectateUpdate() {
1662 if (self == self.enemy)
1665 if(self.enemy.flags & FL_NOTARGET)
1668 SpectateCopy(self.enemy);
1673 float SpectateNext() {
1674 other = find(self.enemy, classname, "player");
1676 other = find(other, classname, "player");
1681 if(self.enemy.classname == "player") {
1683 WriteByte(MSG_ONE, SVC_SETVIEW);
1684 WriteEntity(MSG_ONE, self.enemy);
1685 self.wantswelcomemessage = 1;
1686 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1687 if(!SpectateUpdate())
1688 PutObserverInServer();
1697 ShowRespawnCountdown()
1699 Update a respawn countdown display.
1702 void ShowRespawnCountdown()
1705 if(self.deadflag == DEAD_NO) // just respawned?
1709 number = ceil(self.death_time - time);
1712 if(number <= self.respawn_countdown)
1714 self.respawn_countdown = number - 1;
1715 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
1716 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1721 void LeaveSpectatorMode()
1723 if(isJoinAllowed()) {
1724 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1725 self.classname = "player";
1726 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1727 JoinBestTeam(self, FALSE, TRUE);
1728 if(cvar("g_campaign"))
1729 campaign_bots_may_start = 1;
1730 PutClientInServer();
1731 if(!(self.flags & FL_NOTARGET))
1732 bprint ("^4", self.netname, "^4 is playing now\n");
1733 centerprint(self,"");
1736 stuffcmd(self,"menu_showteamselect\n");
1741 //player may not join because of g_maxplayers is set
1742 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1747 * Determines whether the player is allowed to join. This depends on cvar
1748 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1749 * it checks whether the number of currently playing players exceeds g_maxplayers.
1750 * @return bool TRUE if the player is allowed to join, false otherwise
1752 float isJoinAllowed() {
1753 if (!cvar("g_maxplayers"))
1757 local float currentlyPlaying;
1758 FOR_EACH_REALPLAYER(e) {
1759 if(e.classname == "player")
1760 currentlyPlaying += 1;
1762 if(currentlyPlaying < cvar("g_maxplayers"))
1769 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1770 * g_maxplayers_spectator_blocktime seconds
1772 void checkSpectatorBlock() {
1773 if(self.classname == "spectator" || self.classname == "observer") {
1774 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1775 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1781 float vercmp_recursive(string v1, string v2)
1787 dot1 = strstrofs(v1, ".", 0);
1788 dot2 = strstrofs(v2, ".", 0);
1792 s1 = substring(v1, 0, dot1);
1796 s2 = substring(v2, 0, dot2);
1798 r = stof(s1) - stof(s2);
1802 r = strcasecmp(s1, s2);
1815 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1818 float vercmp(string v1, string v2)
1820 if(strcasecmp(v1, v2) == 0) // early out check
1822 return vercmp_recursive(v1, v2);
1825 void ObserverThink()
1827 if (self.flags & FL_JUMPRELEASED) {
1828 if (self.BUTTON_JUMP && !self.version_mismatch) {
1829 self.welcomemessage_time = 0;
1830 self.flags = self.flags - FL_JUMPRELEASED;
1831 LeaveSpectatorMode();
1833 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1834 self.welcomemessage_time = 0;
1835 self.flags = self.flags - FL_JUMPRELEASED;
1836 if(SpectateNext() == 1) {
1837 self.classname = "spectator";
1841 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1842 self.flags = self.flags | FL_JUMPRELEASED;
1845 if(self.BUTTON_ZOOM)
1846 self.wantswelcomemessage = 0;
1847 if(self.wantswelcomemessage)
1848 PrintWelcomeMessage(self);
1851 void SpectatorThink()
1853 if (self.flags & FL_JUMPRELEASED) {
1854 if (self.BUTTON_JUMP && !self.version_mismatch) {
1855 self.welcomemessage_time = 0;
1856 self.flags = self.flags - FL_JUMPRELEASED;
1857 LeaveSpectatorMode();
1859 } else if(self.BUTTON_ATCK) {
1860 self.welcomemessage_time = 0;
1861 self.flags = self.flags - FL_JUMPRELEASED;
1862 if(SpectateNext() == 1) {
1863 self.classname = "spectator";
1865 self.classname = "observer";
1866 PutClientInServer();
1868 } else if (self.BUTTON_ATCK2) {
1869 self.welcomemessage_time = 0;
1870 self.flags = self.flags - FL_JUMPRELEASED;
1871 self.classname = "observer";
1872 PutClientInServer();
1874 if(!SpectateUpdate())
1875 PutObserverInServer();
1878 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1879 self.flags = self.flags | FL_JUMPRELEASED;
1882 if(self.BUTTON_ZOOM)
1883 self.wantswelcomemessage = 0;
1884 if(self.wantswelcomemessage)
1885 PrintWelcomeMessage(self);
1886 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1893 Called every frame for each client before the physics are run
1896 void() ctf_setstatus;
1897 .float vote_nagtime;
1898 void PlayerPreThink (void)
1901 checkSpectatorBlock();
1903 if(self.netname_previous != self.netname)
1905 if(cvar("sv_eventlog"))
1906 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1907 if(self.netname_previous)
1908 strunzone(self.netname_previous);
1909 self.netname_previous = strzone(self.netname);
1913 if(self.version_nagtime)
1914 if(self.cvar_g_nexuizversion)
1915 if(time > self.version_nagtime)
1917 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1919 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1921 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");
1922 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"));
1927 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1930 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");
1931 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"));
1935 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");
1936 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1940 self.version_nagtime = 0;
1944 if(self.cvar_scr_centertime)
1945 if(time > self.vote_nagtime)
1948 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1952 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1954 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1955 self.max_armorvalue = 0;
1959 antilag_record(self);
1961 if(self.classname == "player") {
1962 // if(self.netname == "Wazat")
1963 // bprint(self.classname, "\n");
1965 CheckRules_Player();
1967 if(self.BUTTON_INFO)
1968 PrintWelcomeMessage(self);
1970 if(g_lms || !cvar("sv_spectate"))
1971 if((time - self.jointime) <= cvar("welcome_message_time"))
1972 PrintWelcomeMessage(self);
1974 if (intermission_running)
1976 IntermissionThink (); // otherwise a button could be missed between
1977 return; // the think tics
1980 if(self.teleport_time)
1981 if(time > self.teleport_time)
1983 self.teleport_time = 0;
1984 self.effects = self.effects - (self.effects & EF_NODRAW);
1985 if(self.weaponentity)
1986 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1989 Nixnex_GiveCurrentWeapon();
1991 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1992 UpdateSelectedPlayer();
1994 //don't allow the player to turn around while game is paused!
1995 if(timeoutStatus == 2) {
1996 self.v_angle = self.lastV_angle;
1997 self.angles = self.lastV_angle;
1998 self.fixangle = TRUE;
2001 if (self.deadflag != DEAD_NO)
2003 float button_pressed, force_respawn;
2005 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2006 force_respawn = (g_lms || cvar("g_forced_respawn"));
2007 if (self.deadflag == DEAD_DYING)
2010 self.deadflag = DEAD_RESPAWNING;
2011 else if(!button_pressed)
2012 self.deadflag = DEAD_DEAD;
2014 else if (self.deadflag == DEAD_DEAD)
2017 self.deadflag = DEAD_RESPAWNABLE;
2019 else if (self.deadflag == DEAD_RESPAWNABLE)
2022 self.deadflag = DEAD_RESPAWNING;
2024 else if (self.deadflag == DEAD_RESPAWNING)
2026 if(time > self.death_time)
2028 self.death_time = time + 1; // only retry once a second
2032 ShowRespawnCountdown();
2036 if((g_race || g_lms) && !self.deadflag && cvar("g_lms_campcheck_interval"))
2040 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2041 dist = self.oldorigin - self.origin;
2043 self.lms_traveled_distance += fabs(vlen(dist));
2045 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2047 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2048 self.lms_traveled_distance = 0;
2051 if(time > self.lms_nextcheck)
2053 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2054 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2056 centerprint(self, cvar_string("g_lms_campcheck_message"));
2057 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2058 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2059 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');
2061 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2062 self.lms_traveled_distance = 0;
2066 if (self.BUTTON_CROUCH && !self.hook.state)
2071 self.view_ofs = PL_CROUCH_VIEW_OFS;
2072 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2073 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2080 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2081 if (!trace_startsolid)
2083 self.crouch = FALSE;
2084 self.view_ofs = PL_VIEW_OFS;
2085 setsize (self, PL_MIN, PL_MAX);
2092 GrapplingHookFrame();
2097 float zoomfactor, zoomspeed, zoomdir;
2098 zoomfactor = self.cvar_cl_zoomfactor;
2099 if(zoomfactor < 1 || zoomfactor > 16)
2101 zoomspeed = self.cvar_cl_zoomspeed;
2102 if(zoomspeed >= 0) // < 0 is instant zoom
2103 if(zoomspeed < 0.5 || zoomspeed > 16)
2106 zoomdir = self.BUTTON_ZOOM;
2107 if(self.BUTTON_ATCK2)
2108 if(self.weapon == WEP_NEX)
2113 self.has_zoomed = 1;
2117 if(zoomspeed <= 0) // instant zoom
2120 self.viewzoom = 1 / zoomfactor;
2126 // geometric zoom would be:
2127 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2128 // however, testing showed that arithmetic/harmonic zoom works better
2130 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2131 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2132 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2134 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2135 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2136 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2140 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2148 minstagib_ammocheck();
2153 //self.angles_y=self.v_angle_y + 90; // temp
2155 //if (TetrisPreFrame()) return;
2156 } else if(gameover) {
2157 if (intermission_running)
2158 IntermissionThink (); // otherwise a button could be missed between
2160 } else if(self.classname == "observer") {
2162 } else if(self.classname == "spectator") {
2172 Called every frame for each client after the physics are run
2175 .float idlekick_lasttimeleft;
2176 void PlayerPostThink (void)
2178 // Savage: Check for nameless players
2179 if (strlen(self.netname) < 1) {
2180 self.netname = "Player";
2181 stuffcmd(self, "seta _cl_name Player\n");
2187 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2190 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2191 announce(self, "announcer/robotic/terminated.ogg");
2195 else if(timeleft <= 10)
2197 if(timeleft != self.idlekick_lasttimeleft)
2199 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2200 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2205 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2207 self.idlekick_lasttimeleft = timeleft;
2210 if(self.classname == "player") {
2211 CheckRules_Player();
2216 if (intermission_running)
2217 return; // intermission or finale
2219 //PrintWelcomeMessage(self);
2220 //if (TetrisPostFrame()) return;
2222 // restart countdown
2223 if (restart_countdown) {
2224 if(time < restart_countdown) {
2225 if (!cvar("sv_ready_restart_after_countdown"))
2227 self.movetype = MOVETYPE_NONE;
2228 self.velocity = '0 0 0';
2229 self.avelocity = '0 0 0';
2230 self.movement = '0 0 0';
2235 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2236 if (!cvar("sv_ready_restart_after_countdown"))
2238 if(self.movetype == MOVETYPE_NONE)
2240 self.movetype = MOVETYPE_WALK;
2246 } else if (self.classname == "observer") {
2248 } else if (self.classname == "spectator") {
2254 for(i = 0; i < 1000; ++i)
2257 end = self.origin + '0 0 1024' + 512 * randomvec();
2258 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2259 if(trace_fraction < 1)
2260 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2262 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");