1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
6 void info_player_deathmatch (void)
10 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
12 local entity spot, player, nextspot, previousspot, newfirstspot;
19 nextspot = spot.chain;
20 // count team mismatches as bad spots
21 if (spot.team == teamcheck)
28 if (vlen(player.origin - spot.origin) < mindist)
30 player = player.chain;
35 previousspot.chain = spot;
44 // if we couldn't find ANY good points, return the original list
46 newfirstspot = firstspot;
50 entity Spawn_RandomPoint(entity firstspot)
54 // count number of spots
59 numspots = numspots + 1;
63 numspots = numspots * random();
65 while (spot.chain && numspots >= 1)
67 numspots = numspots - 1;
73 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
75 local entity best, spot, player;
76 local float bestrating, rating;
78 bestrating = -1000000;
87 rating = min(rating, vlen(player.origin - spot.origin));
88 player = player.chain;
90 rating = rating + random() * 16;
91 if (bestrating < rating)
105 Finds a point to respawn
108 entity SelectSpawnPoint (float anypoint)
110 local float teamcheck;
111 local entity spot, firstspot, playerlist;
114 spot = find (world, classname, "testplayerstart");
118 spotname = "info_player_deathmatch";
121 if(!anypoint && cvar("g_ctf") )
122 teamcheck = self.team;
124 // get the list of players
125 playerlist = findchain(classname, "player");
126 // get the entire list of spots
127 firstspot = findchain(classname, "info_player_deathmatch");
128 // filter out the bad ones
129 // (note this returns the original list if none survived)
130 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
132 // there is 50/50 chance of choosing a random spot or the furthest spot
133 // (this means that roughly every other spawn will be furthest, so you
134 // usually won't get fragged at spawn twice in a row)
136 spot = Spawn_RandomPoint(firstspot);
138 spot = Spawn_FurthestPoint(firstspot, playerlist);
141 error ("PutClientInServer: no start points on level");
150 Checks if the argument string can be a valid playermodel.
151 Returns a valid one in doubt.
154 string CheckPlayerModel(string plyermodel) {
155 if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
157 /* Possible Fixme: Check if server can open the model?
158 This would kill custom models, however. */
167 putting a client as observer in the server
170 void PutObserverInServer (void)
173 spot = SelectSpawnPoint (FALSE);
174 RemoveGrapplingHook(self); // Wazat's Grappling Hook
176 if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
177 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
178 else if(self.killcount != -666)
179 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
181 self.classname = "observer";
183 self.takedamage = DAMAGE_NO;
184 self.solid = SOLID_NOT;
185 self.movetype = MOVETYPE_NOCLIP;
186 self.flags = FL_CLIENT | FL_NOTARGET;
187 self.armorvalue = 666;
189 self.armorvalue = cvar("g_balance_armor_start");
190 self.pauserotarmor_finished = 0;
191 self.pauserothealth_finished = 0;
192 self.pauseregen_finished = 0;
193 self.damageforcescale = 0;
203 self.pain_finished = 0;
204 self.strength_finished = 0;
205 self.invincible_finished = 0;
207 self.think = SUB_Null;
211 self.deadflag = DEAD_NO;
212 self.angles = spot.angles;
214 self.fixangle = TRUE;
216 self.view_ofs = PL_VIEW_OFS;
217 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
218 self.oldorigin = self.origin;
223 self.weaponmodel = "";
224 self.weaponframe = 0;
225 self.weaponentity = world;
226 self.killcount = -666;
229 //stuffcmd(self, "set viewsize 120 \n");
230 // bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
238 Called when a client spawns in the server
241 void PutClientInServer (void)
243 if(clienttype(self) == CLIENTTYPE_BOT)
245 self.classname = "player";
248 // player is dead and becomes observer
249 if(cvar("g_lms") && self.frags < 1)
250 self.classname = "observer";
252 if(self.classname == "player") {
255 spot = SelectSpawnPoint (FALSE);
257 RemoveGrapplingHook(self); // Wazat's Grappling Hook
259 self.classname = "player";
260 self.iscreature = TRUE;
261 self.movetype = MOVETYPE_WALK;
262 self.solid = SOLID_SLIDEBOX;
263 self.flags = FL_CLIENT;
264 self.takedamage = DAMAGE_AIM;
266 self.health = cvar("g_balance_health_start");
267 self.armorvalue = cvar("g_balance_armor_start");
268 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
269 self.pauserotarmor_finished = time + 10;
270 self.pauserothealth_finished = time + 10;
271 self.pauseregen_finished = 0;
272 self.damageforcescale = 2;
281 self.pain_finished = 0;
282 self.strength_finished = 0;
283 self.invincible_finished = 0;
285 //self.speed_finished = 0;
286 //self.slowmo_finished = 0;
287 // players have no think function
288 self.think = SUB_Null;
291 self.switchweapon = 0;
296 self.deadflag = DEAD_NO;
298 self.angles = spot.angles;
300 self.angles_z = 0; // never spawn tilted even if the spot says to
301 self.fixangle = TRUE; // turn this way immediately
302 self.velocity = '0 0 0';
303 self.avelocity = '0 0 0';
304 self.punchangle = '0 0 0';
305 self.punchvector = '0 0 0';
306 self.oldvelocity = self.velocity;
310 if(cvar("sv_defaultcharacter") == 1) {
311 local string defaultmodel;
312 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
314 precache_model (defaultmodel);
315 setmodel (self, defaultmodel);
316 self.skin = stof(cvar_string("sv_defaultplayerskin"));
318 self.playermodel = CheckPlayerModel(self.playermodel);
320 precache_model (self.playermodel);
321 setmodel (self, self.playermodel);
322 self.skin = stof(self.playerskin);
327 self.view_ofs = PL_VIEW_OFS;
328 setsize (self, PL_MIN, PL_MAX);
329 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
330 // don't reset back to last position, even if new position is stuck in solid
331 self.oldorigin = self.origin;
335 self.ammo_shells = cvar("g_lms_start_ammo_shells");
336 self.ammo_nails = cvar("g_lms_start_ammo_nails");
337 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
338 self.ammo_cells = cvar("g_lms_start_ammo_cells");
339 self.health = cvar("g_lms_start_health");
340 self.armorvalue = cvar("g_lms_start_armor");
342 else if (cvar("g_use_ammunition")) {
343 self.ammo_shells = cvar("g_start_ammo_shells");
344 self.ammo_nails = cvar("g_start_ammo_nails");
345 self.ammo_rockets = cvar("g_start_ammo_rockets");
346 self.ammo_cells = cvar("g_start_ammo_cells");
348 self.ammo_shells = 999;
349 self.ammo_nails = 999;
350 self.ammo_rockets = 999;
351 self.ammo_cells = 999;
355 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
357 self.items = self.items | IT_LASER;
358 self.switchweapon = WEP_LASER;
360 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
362 self.items = self.items | IT_SHOTGUN;
363 self.switchweapon = WEP_SHOTGUN;
365 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
367 self.items = self.items | IT_UZI;
368 self.switchweapon = WEP_UZI;
370 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
372 self.items = self.items | IT_GRENADE_LAUNCHER;
373 self.switchweapon = WEP_GRENADE_LAUNCHER;
375 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
377 self.items = self.items | IT_ELECTRO;
378 self.switchweapon = WEP_ELECTRO;
380 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
382 self.items = self.items | IT_CRYLINK;
383 self.switchweapon = WEP_CRYLINK;
385 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
387 self.items = self.items | IT_NEX;
388 self.switchweapon = WEP_NEX;
390 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
392 self.items = self.items | IT_HAGAR;
393 self.switchweapon = WEP_HAGAR;
395 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
397 self.items = self.items | IT_ROCKET_LAUNCHER;
398 self.switchweapon = WEP_ROCKET_LAUNCHER;
401 if(cvar("g_instagib"))
404 self.switchweapon = WEP_NEX;
405 self.ammo_cells = 999;
408 if(cvar("g_rocketarena"))
410 self.items = IT_ROCKET_LAUNCHER;
411 self.switchweapon = WEP_ROCKET_LAUNCHER;
412 self.ammo_rockets = 999;
415 if(cvar("g_minstagib"))
420 self.switchweapon = WEP_NEX;
421 self.ammo_cells = cvar("g_minstagib_ammo_start");
423 self.jump_interval = time;
426 self.event_damage = PlayerDamage;
428 self.statdraintime = time + 5;
429 self.button0 = self.button1 = self.button2 = self.button3 = 0;
431 if(self.killcount == -666) {
436 self.cnt = WEP_LASER;
442 CL_SpawnWeaponentity();
444 self.exteriorweaponentity.alpha = 1;
446 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
447 self.lms_traveled_distance = 0;
449 //stuffcmd(self, "chase_active 0");
450 //stuffcmd(self, "set viewsize $tmpviewsize \n");
451 } else if(self.classname == "observer") {
452 PutObserverInServer ();
461 void SetNewParms (void)
471 void SetChangeParms (void)
480 Called when a client types 'kill' in the console
483 void ClientKill (void)
485 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
492 Called when a client connects to the server
495 string ColoredTeamName(float t);
496 //void dom_player_join_team(entity pl);
497 void ClientConnect (void)
499 self.classname = "player_joining";
501 if(player_count<0) player_count = 0;
503 //if(cvar("g_domination"))
504 // dom_player_join_team(self);
506 //JoinBestTeam(self, FALSE);
508 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
509 self.classname = "observer";
511 self.classname = "player";
514 //stuffcmd(self, "set tmpviewsize $viewsize \n");
516 bprint ("^4",self.netname);
517 bprint ("^4 connected");
519 if(cvar("g_domination") || cvar("g_ctf"))
521 bprint(" and joined the ");
522 bprint(ColoredTeamName(self.team));
527 self.welcomemessage_time = time + cvar("welcome_message_time");
528 self.welcomemessage_time2 = 0;
530 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
531 // send prediction settings to the client
532 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
533 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
534 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
535 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
536 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
537 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
538 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
539 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
540 // Wazat's grappling hook
541 SetGrappleHookBindings();
543 // get autoswitch state from player
544 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
545 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
547 // get version info from player
548 stuffcmd(self, "cmd clientversion $gameversion\n");
550 // set cvar for team scoreboard
551 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
555 self.frags = cvar("fraglimit");
556 // no fraglimit was set, so player gets 999 lives
560 // disallow player to join after the worst player has lost g_lms_last_join lives
561 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
562 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
567 else if(cvar("fraglimit") > lms_lowest_lives)
569 self.frags = lms_lowest_lives;
574 self.jointime = time;
581 Called when a client disconnects from the server
584 void(entity e) DropFlag;
585 .entity chatbubbleentity;
586 .entity teambubbleentity;
587 void ClientDisconnect (void)
589 bprint ("^4",self.netname);
590 bprint ("^4 disconnected\n");
592 if (self.chatbubbleentity)
594 remove (self.chatbubbleentity);
595 self.chatbubbleentity = world;
598 if (self.teambubbleentity)
600 remove (self.teambubbleentity);
601 self.teambubbleentity = world;
607 DropFlag(self.flagcarried);
609 // decrease player count for lms
611 // player was dead, decrease dead count
612 if(cvar("g_lms") && self.frags < 1)
614 //stuffcmd(self, "set viewsize $tmpviewsize \n");
618 void() ChatBubbleThink =
620 self.nextthink = time;
621 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
626 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
627 if (self.owner.buttonchat && !self.owner.deadflag)
628 self.model = self.mdl;
633 void() UpdateChatBubble =
635 if (!self.modelindex)
637 // spawn a chatbubble entity if needed
638 if (!self.chatbubbleentity)
640 self.chatbubbleentity = spawn();
641 self.chatbubbleentity.owner = self;
642 self.chatbubbleentity.exteriormodeltoclient = self;
643 self.chatbubbleentity.think = ChatBubbleThink;
644 self.chatbubbleentity.nextthink = time;
645 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
646 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
647 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
648 self.chatbubbleentity.model = "";
653 void() TeamBubbleThink =
655 self.nextthink = time;
656 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
661 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
662 if (self.owner.buttonchat || self.owner.deadflag)
665 self.model = self.mdl;
669 .float() customizeentityforclient;
670 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
672 void() UpdateTeamBubble =
674 if (!self.modelindex || !cvar("teamplay"))
676 // spawn a teambubble entity if needed
677 if (!self.teambubbleentity && cvar("teamplay"))
679 self.teambubbleentity = spawn();
680 self.teambubbleentity.owner = self;
681 self.teambubbleentity.exteriormodeltoclient = self;
682 self.teambubbleentity.think = TeamBubbleThink;
683 self.teambubbleentity.nextthink = time;
684 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
685 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
686 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
687 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
688 self.teambubbleentity.mdl = self.teambubbleentity.model;
689 self.teambubbleentity.model = self.teambubbleentity.mdl;
690 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
694 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
695 // added to the model skins
696 /*void() UpdateColorModHack =
699 c = self.clientcolors & 15;
700 // LordHavoc: only bothering to support white, green, red, yellow, blue
701 if (teamplay == 0) self.colormod = '0 0 0';
702 else if (c == 0) self.colormod = '1.00 1.00 1.00';
703 else if (c == 3) self.colormod = '0.10 1.73 0.10';
704 else if (c == 4) self.colormod = '1.73 0.10 0.10';
705 else if (c == 12) self.colormod = '1.22 1.22 0.10';
706 else if (c == 13) self.colormod = '0.10 0.10 1.73';
707 else self.colormod = '1 1 1';
710 void UpdatePlayerColors () {
711 if(self.weaponentity) {
712 self.weaponentity.colormap = self.colormap;
713 self.exteriorweaponentity.colormap = self.colormap;
720 When you press the jump key
723 void PlayerJump (void)
727 mjumpheight = cvar("g_balance_jumpheight");
728 if (self.waterlevel >= 2)
730 if (self.watertype == CONTENT_WATER)
731 self.velocity_z = 200;
732 else if (self.watertype == CONTENT_SLIME)
733 self.velocity_z = 80;
735 self.velocity_z = 50;
741 if (!(self.flags & FL_ONGROUND))
744 if (!(self.flags & FL_JUMPRELEASED))
747 if(cvar("g_runematch"))
749 if(self.runes & RUNE_SPEED)
751 if(self.runes & CURSE_SLOW)
752 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
754 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
756 else if(self.runes & CURSE_SLOW)
758 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
762 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
764 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
767 self.velocity_z = self.velocity_z + mjumpheight;
768 self.oldvelocity_z = self.velocity_z;
770 self.flags = self.flags - FL_ONGROUND;
771 self.flags = self.flags - FL_JUMPRELEASED;
774 void() CheckWaterJump =
776 local vector start, end;
778 // check for a jump-out-of-water
779 makevectors (self.angles);
781 start_z = start_z + 8;
783 normalize(v_forward);
784 end = start + v_forward*24;
785 traceline (start, end, TRUE, self);
786 if (trace_fraction < 1)
788 start_z = start_z + self.maxs_z - 8;
789 end = start + v_forward*24;
790 self.movedir = trace_plane_normal * -50;
791 traceline (start, end, TRUE, self);
792 if (trace_fraction == 1)
793 { // open at eye level
794 self.flags = self.flags | FL_WATERJUMP;
795 self.velocity_z = 225;
796 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
797 self.teleport_time = time + 2; // safety net
810 void player_powerups (void)
812 if (cvar("g_minstagib"))
814 self.effects = EF_FULLBRIGHT;
815 if (self.items & IT_STRENGTH)
817 if (time > self.strength_finished)
820 self.exteriorweaponentity.alpha = 1;
821 self.items = self.items - (self.items & IT_STRENGTH);
822 sprint(self, "^3Invisibility has worn off\n");
827 if (time < self.strength_finished)
829 self.alpha = cvar("g_minstagib_invis_alpha");
830 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
831 self.items = self.items | IT_STRENGTH;
832 sprint(self, "^3You are invisible\n");
836 if (self.items & IT_INVINCIBLE)
838 if (time > self.invincible_finished)
840 self.items = self.items - (self.items & IT_INVINCIBLE);
841 sprint(self, "^3Speed has worn off\n");
846 if (time < self.invincible_finished)
848 self.items = self.items | IT_INVINCIBLE;
849 sprint(self, "^3You are on speed\n");
855 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
856 if (self.items & IT_STRENGTH)
858 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
859 if (time > self.strength_finished)
861 self.items = self.items - (self.items & IT_STRENGTH);
862 sprint(self, "^3Strength has worn off\n");
867 if (time < self.strength_finished)
869 self.items = self.items | IT_STRENGTH;
870 sprint(self, "^3Strength infuses your weapons with devestating power\n");
873 if (self.items & IT_INVINCIBLE)
875 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
876 if (time > self.invincible_finished)
878 self.items = self.items - (self.items & IT_INVINCIBLE);
879 sprint(self, "^3Shield has worn off\n");
884 if (time < self.invincible_finished)
886 self.items = self.items | IT_INVINCIBLE;
887 sprint(self, "^3Shield surrounds you\n");
891 if (cvar("g_fullbrightplayers"))
892 self.effects = self.effects | EF_FULLBRIGHT;
894 // midair gamemode: damage only while in the air
895 // if in midair mode, being on ground grants temporary invulnerability
896 // (this is so that multishot weapon don't clear the ground flag on the
897 // first damage in the frame, leaving the player vulnerable to the
898 // remaining hits in the same frame)
899 if (self.flags & FL_ONGROUND)
900 if (cvar("g_midair"))
901 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
903 if (time < self.spawnshieldtime)
904 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
907 void player_regen (void)
909 float maxh, maxa, max_mod, regen_mod, rot_mod;
910 maxh = cvar("g_balance_health_stable");
911 maxa = cvar("g_balance_armor_stable");
913 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
916 if(cvar("g_runematch"))
918 max_mod = regen_mod = rot_mod = 1;
919 if (self.runes & RUNE_REGEN)
921 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
923 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
924 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
928 regen_mod = cvar("g_balance_rune_regen_regenrate");
929 max_mod = cvar("g_balance_rune_regen_hpmod");
932 else if (self.runes & CURSE_VENOM)
934 max_mod = cvar("g_balance_curse_venom_hpmod");
935 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
936 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
938 rot_mod = cvar("g_balance_curse_venom_rotrate");
939 //if (!self.runes & RUNE_REGEN)
940 // rot_mod = cvar("g_balance_curse_venom_rotrate");
942 maxh = maxh * max_mod;
943 //maxa = maxa * max_mod;
945 if (time > self.pauserotarmor_finished)
947 if (self.armorvalue > maxa)
948 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
950 if (time > self.pauserothealth_finished)
952 if (self.health > maxh)
953 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
955 if (time > self.pauseregen_finished)
957 if (self.health < maxh)
958 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
959 if (self.armorvalue < maxa)
960 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
965 if (time > self.pauserothealth_finished)
966 if (self.health > maxh)
967 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
968 if (time > self.pauserotarmor_finished)
969 if (self.armorvalue > maxa)
970 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
971 if (time > self.pauseregen_finished)
973 if (self.health < maxh)
974 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
975 if (self.armorvalue < maxa)
976 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
982 ======================
983 spectate mode routines
984 ======================
986 void SpectateCopy(entity spectatee) {
987 self.armortype = spectatee.armortype;
988 self.armorvalue = spectatee.armorvalue;
989 self.currentammo = spectatee.currentammo;
990 self.effects = spectatee.effects;
991 self.health = spectatee.health;
993 self.items = spectatee.items;
994 self.punchangle = spectatee.punchangle;
995 self.view_ofs = spectatee.view_ofs;
996 self.v_angle = spectatee.v_angle;
997 self.viewzoom = spectatee.viewzoom;
998 setorigin(self, spectatee.origin);
999 setsize(self, spectatee.mins, spectatee.maxs);
1002 void SpectateUpdate() {
1003 if (self != self.enemy) {
1004 SpectateCopy(self.enemy);
1006 WriteByte(MSG_ONE, SVC_SETANGLE);
1007 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1008 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1009 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1013 float SpectateNext() {
1014 other = find(self.enemy, classname, "player");
1016 other = find(other, classname, "player");
1021 if(self.enemy.classname == "player") {
1023 WriteByte(MSG_ONE, SVC_SETVIEW);
1024 WriteEntity(MSG_ONE, self.enemy);
1025 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1037 Called every frame for each client before the physics are run
1040 void PlayerPreThink (void)
1042 if(self.classname == "player") {
1043 local vector m1, m2;
1047 // if(self.netname == "Wazat")
1048 // bprint(strcat(self.classname, "\n"));
1050 CheckRules_Player();
1053 PrintWelcomeMessage(self);
1055 if(cvar("g_lms") || !cvar("sv_spectate"))
1056 if((time - self.jointime) <= cvar("welcome_message_time"))
1057 PrintWelcomeMessage(self);
1059 if (intermission_running)
1061 IntermissionThink (); // otherwise a button could be missed between
1062 return; // the think tics
1065 if (self.deadflag != DEAD_NO)
1069 if (self.deadflag == DEAD_DYING)
1071 if (time > self.dead_time)
1072 self.deadflag = DEAD_DEAD;
1074 else if (self.deadflag == DEAD_DEAD)
1076 if (cvar("g_lms") || cvar("g_forced_respawn"))
1077 self.button0 = self.button2 = self.button3 = 0;
1079 if (!self.button0 && !self.button2 && !self.button3)
1080 self.deadflag = DEAD_RESPAWNABLE;
1082 else if (self.deadflag == DEAD_RESPAWNABLE)
1089 cvar("g_forced_respawn"))
1095 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1099 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1100 dist = self.oldorigin - self.origin;
1102 self.lms_traveled_distance += fabs(vlen(dist));
1104 if(time > self.lms_nextcheck)
1106 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1107 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1109 centerprint(self, cvar_string("g_lms_campcheck_message"));
1110 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1111 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1112 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');
1114 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1115 self.lms_traveled_distance = 0;
1124 self.view_ofs = PL_CROUCH_VIEW_OFS;
1125 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1132 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1133 if (!trace_startsolid)
1135 self.crouch = FALSE;
1136 self.view_ofs = PL_VIEW_OFS;
1137 setsize (self, PL_MIN, PL_MAX);
1142 if(cvar("sv_defaultcharacter") == 1) {
1143 local string defaultmodel;
1144 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1146 if (defaultmodel != self.model)
1150 precache_model (defaultmodel);
1151 setmodel (self, defaultmodel);
1152 setsize (self, m1, m2);
1155 if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1156 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1158 if (self.playermodel != self.model)
1160 self.playermodel = CheckPlayerModel(self.playermodel);
1163 precache_model (self.playermodel);
1164 setmodel (self, self.playermodel);
1165 setsize (self, m1, m2);
1168 if (self.skin != stof(self.playerskin))
1169 self.skin = stof(self.playerskin);
1171 // Savage: Check for nameless players
1172 if (strlen(self.netname) < 1) {
1173 self.netname = "Player";
1174 stuffcmd(self, "name Player\n");
1177 GrapplingHookFrame();
1181 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1183 if (cvar("g_minstagib") && self.button3)
1185 if (self.jump_interval <= (time + 0.1))
1187 self.jump_interval = time + 1;
1188 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1191 else if (self.viewzoom > 0.4)
1192 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1194 else if (self.viewzoom < 1.0)
1195 self.viewzoom = min (1.0, self.viewzoom + frametime);
1201 self.flags = self.flags | FL_JUMPRELEASED;
1207 //self.angles_y=self.v_angle_y + 90; // temp
1209 if (self.waterlevel == 2)
1212 //if (TetrisPreFrame()) return;
1213 } else if(gameover) {
1214 if (intermission_running)
1215 IntermissionThink (); // otherwise a button could be missed between
1217 } else if(self.classname == "observer") {
1219 if (self.flags & FL_JUMPRELEASED) {
1220 if (self.button2 && self.version == cvar("gameversion")) {
1221 if(!cvar("teamplay")) {
1222 self.flags = self.flags & !FL_JUMPRELEASED;
1223 self.classname = "player";
1225 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1226 PutClientInServer();
1227 centerprint(self,"");
1230 self.flags = self.flags & !FL_JUMPRELEASED;
1231 stuffcmd(self,"menu_showteamselect\n");
1234 } else if(self.button0 && self.version == cvar("gameversion")) {
1235 self.flags = self.flags & !FL_JUMPRELEASED;
1236 if(SpectateNext() == 1) {
1237 self.classname = "spectator";
1241 if (!(self.button0 || self.button2)) {
1242 self.flags = self.flags | FL_JUMPRELEASED;
1245 if(cvar("g_lms") && self.frags == 0)
1246 centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1247 else if(cvar("g_lms") && self.frags == -1)
1248 centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1250 PrintWelcomeMessage(self);
1251 //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1252 } else if(self.classname == "spectator") {
1254 if (self.flags & FL_JUMPRELEASED) {
1255 if (self.button2 && self.version == cvar("gameversion")) {
1256 if(!cvar("teamplay")) {
1257 self.flags = self.flags & !FL_JUMPRELEASED;
1258 self.classname = "player";
1260 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1263 WriteByte(MSG_ONE, SVC_SETVIEW);
1264 WriteEntity(MSG_ONE, self);
1265 PutClientInServer();
1266 centerprint(self,"");
1269 self.flags = self.flags & !FL_JUMPRELEASED;
1270 stuffcmd(self,"menu_showteamselect\n");
1273 } else if(self.button0) {
1274 self.flags = self.flags & !FL_JUMPRELEASED;
1275 if(SpectateNext() == 1) {
1276 self.classname = "spectator";
1278 self.classname = "observer";
1280 WriteByte(MSG_ONE, SVC_SETVIEW);
1281 WriteEntity(MSG_ONE, self);
1282 PutClientInServer();
1284 } else if (self.button3) {
1285 self.flags = self.flags & !FL_JUMPRELEASED;
1286 self.classname = "observer";
1288 WriteByte(MSG_ONE, SVC_SETVIEW);
1289 WriteEntity(MSG_ONE, self);
1290 PutClientInServer();
1295 if (!(self.button0 || self.button3)) {
1296 self.flags = self.flags | FL_JUMPRELEASED;
1299 if (cvar("g_lms") && self.frags < 1)
1300 centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1302 centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1311 Called every frame for each client after the physics are run
1314 void PlayerPostThink (void)
1316 if(self.classname == "player") {
1317 CheckRules_Player();
1320 UpdatePlayerColors();
1321 if (self.deadflag == DEAD_NO)
1324 if (intermission_running)
1325 return; // intermission or finale
1327 //PrintWelcomeMessage(self);
1328 //if (TetrisPostFrame()) return;
1329 } else if (self.classname == "observer") {
1331 } else if (self.classname == "spectator") {