1 .float wantswelcomemessage;
2 .string netname_previous;
4 void spawnfunc_info_player_survivor (void)
6 spawnfunc_info_player_deathmatch();
9 void spawnfunc_info_player_start (void)
11 spawnfunc_info_player_deathmatch();
14 void spawnfunc_info_player_deathmatch (void)
16 self.classname = "info_player_deathmatch";
17 relocate_spawnpoint();
20 void() spawnpoint_use =
25 self.team = activator.team;
26 some_spawn_has_been_used = 1;
31 // -1 if a spawn can't be used
32 // otherwise, a weight of the spawnpoint
33 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
35 float shortest, thisdist;
38 // filter out spots for the wrong team
40 if(spot.team != teamcheck)
43 // filter out spots for assault
44 if(spot.target != "") {
46 ent = find(world, targetname, spot.target);
48 if(ent.classname == "target_objective")
49 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
51 ent = find(ent, targetname, spot.target);
56 shortest = vlen(world.maxs - world.mins);
57 for(player = playerlist; player; player = player.chain)
60 thisdist = vlen(player.origin - spot.origin);
61 if (thisdist < shortest)
69 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
71 local entity spot, spotlist, spotlistend;
78 for(spot = firstspot; spot; spot = spot.chain)
80 spot.frags = Spawn_Score(spot, playerlist, teamcheck);
82 if(cvar("spawn_debugview"))
84 setmodel(spot, "models/runematch/rune.mdl");
85 if(spot.frags < mindist)
87 spot.colormod = '1 0 0';
92 spot.colormod = '0 1 0';
93 spot.scale = spot.frags / mindist;
97 if(spot.frags >= 0) // spawning allowed here
99 if(spot.frags < mindist)
101 // too short distance
102 spawn_allgood = FALSE;
107 spawn_allbad = FALSE;
110 spotlistend.chain = spot;
117 if(spot.team != teamcheck)
118 error("invalid spawn added");
121 print("added ", etos(spot), "\n");
125 spotlistend.chain = world;
130 for(e = spotlist; e; e = e.chain)
132 print("seen ", etos(e), "\n");
133 if(e.team != teamcheck)
134 error("invalid spawn found");
141 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
143 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
144 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
147 RandomSelection_Init();
148 for(spot = firstspot; spot; spot = spot.chain)
149 RandomSelection_Add(spot, 0, pow(bound(lower, spot.frags, upper), exponent) * spot.cnt);
151 return RandomSelection_chosen_ent;
158 Finds a point to respawn
161 entity SelectSpawnPoint (float anypoint)
163 local float teamcheck;
164 local entity firstspot_new;
165 local entity spot, firstspot, playerlist;
167 spot = find (world, classname, "testplayerstart");
173 if(!anypoint && have_team_spawns)
174 teamcheck = self.team;
176 // get the list of players
177 playerlist = findchain(classname, "player");
178 // get the entire list of spots
179 firstspot = findchain(classname, "info_player_deathmatch");
180 // filter out the bad ones
181 // (note this returns the original list if none survived)
182 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
184 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
185 firstspot = firstspot_new;
187 // there is 50/50 chance of choosing a random spot or the furthest spot
188 // (this means that roughly every other spawn will be furthest, so you
189 // usually won't get fragged at spawn twice in a row)
190 if (arena_roundbased)
192 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
194 firstspot = firstspot_new;
195 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
197 else if (random() > cvar("g_spawn_furthest"))
198 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
200 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
202 if(cvar("spawn_debugview"))
204 print("spot mindistance: ", ftos(spot.frags), "\n");
208 for(e = firstspot; e; e = e.chain)
209 if(e.team != teamcheck)
210 error("invalid spawn found");
215 if(cvar("spawn_debug"))
219 if(some_spawn_has_been_used)
220 return world; // team can't spawn any more, because of actions of other team
222 error("Cannot find a spawn point - please fix the map!");
233 Checks if the argument string can be a valid playermodel.
234 Returns a valid one in doubt.
237 string FallbackPlayerModel = "models/player/marine.zym";
238 string CheckPlayerModel(string plyermodel) {
239 if(strlen(plyermodel) < 4)
240 return FallbackPlayerModel;
241 if( substring(plyermodel,0,14) != "models/player/")
242 return FallbackPlayerModel;
243 else if(cvar("sv_servermodelsonly"))
245 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
246 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
247 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
248 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
249 return FallbackPlayerModel;
250 if(!fexists(plyermodel))
251 return FallbackPlayerModel;
258 Client_customizeentityforclient
263 float Client_customizeentityforclient()
265 #ifdef ALLOW_VARIABLE_LOD
267 // other: the player viewing me
271 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
274 if(other.cvar_cl_playerdetailreduction <= 0)
276 if(other.cvar_cl_playerdetailreduction <= -2)
277 self.modelindex = self.modelindex_lod2;
278 else if(other.cvar_cl_playerdetailreduction <= -1)
279 self.modelindex = self.modelindex_lod1;
281 self.modelindex = self.modelindex_lod0;
285 distance = vlen(self.origin - other.origin);
286 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
288 self.modelindex = self.modelindex_lod2;
290 self.modelindex = self.modelindex_lod1;
292 self.modelindex = self.modelindex_lod0;
299 void UpdatePlayerSounds();
300 void setmodel_lod(entity e, string modelname)
302 #ifdef ALLOW_VARIABLE_LOD
305 // FIXME: this only supports 3-letter extensions
306 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
310 setmodel(e, s); // players have high precision
311 self.modelindex_lod1 = self.modelindex;
314 self.modelindex_lod1 = -1;
316 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
320 setmodel(e, s); // players have high precision
321 self.modelindex_lod2 = self.modelindex;
324 self.modelindex_lod2 = -1;
326 precache_model(modelname);
327 setmodel(e, modelname); // players have high precision
328 self.modelindex_lod0 = self.modelindex;
330 if(self.modelindex_lod1 < 0)
331 self.modelindex_lod1 = self.modelindex;
333 if(self.modelindex_lod2 < 0)
334 self.modelindex_lod2 = self.modelindex;
336 precache_model(modelname);
337 setmodel(e, modelname); // players have high precision
339 player_setupanimsformodel();
340 UpdatePlayerSounds();
347 putting a client as observer in the server
350 void PutObserverInServer (void)
353 spot = SelectSpawnPoint (TRUE);
355 error("No spawnpoints for observers?!?\n");
356 RemoveGrapplingHook(self); // Wazat's Grappling Hook
358 if(clienttype(self) == CLIENTTYPE_REAL)
361 WriteByte(MSG_ONE, SVC_SETVIEW);
362 WriteEntity(MSG_ONE, self);
366 kh_Key_DropAll(self, TRUE);
369 DropFlag(self.flagcarried);
371 WaypointSprite_PlayerDead();
373 DistributeFragsAmongTeam(self, self.team, 1);
375 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
376 bprint ("^4", self.netname, "^4 has no more lives left\n");
377 else if(self.killcount != -666)
378 bprint ("^4", self.netname, "^4 is spectating now\n");
380 self.spectatortime = time;
382 self.classname = "observer";
384 self.takedamage = DAMAGE_NO;
385 self.solid = SOLID_NOT;
386 self.movetype = MOVETYPE_NOCLIP;
387 self.flags = FL_CLIENT | FL_NOTARGET;
388 self.armorvalue = 666;
390 self.armorvalue = cvar("g_balance_armor_start");
391 self.pauserotarmor_finished = 0;
392 self.pauserothealth_finished = 0;
393 self.pauseregen_finished = 0;
394 self.damageforcescale = 0;
402 self.pain_finished = 0;
403 self.strength_finished = 0;
404 self.invincible_finished = 0;
406 self.think = SUB_Null;
410 self.deadflag = DEAD_NO;
411 self.angles = spot.angles;
413 self.fixangle = TRUE;
416 self.view_ofs = PL_VIEW_OFS;
417 setorigin (self, spot.origin);
418 setsize (self, '0 0 0', '0 0 0');
419 self.oldorigin = self.origin;
424 self.weaponmodel = "";
425 self.weaponentity = world;
426 self.killcount = -666;
427 self.velocity = '0 0 0';
428 self.avelocity = '0 0 0';
429 self.punchangle = '0 0 0';
430 self.punchvector = '0 0 0';
431 self.oldvelocity = self.velocity;
432 self.customizeentityforclient = Client_customizeentityforclient;
434 self.wantswelcomemessage = 1;
440 Spawnqueue_Insert(self);
444 Spawnqueue_Unmark(self);
445 Spawnqueue_Remove(self);
452 float RestrictSkin(float s)
461 void FixPlayermodel()
463 local string defaultmodel;
464 local float defaultskin;
469 if(cvar("sv_defaultcharacter") == 1) {
474 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
475 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
478 if(defaultmodel == "")
480 defaultmodel = cvar_string("sv_defaultplayermodel");
481 defaultskin = cvar("sv_defaultplayerskin");
485 if(defaultmodel != "")
487 if (defaultmodel != self.model)
491 setmodel_lod (self, defaultmodel);
492 setsize (self, m1, m2);
495 self.skin = defaultskin;
497 if (self.playermodel != self.model)
499 self.playermodel = CheckPlayerModel(self.playermodel);
502 setmodel_lod (self, self.playermodel);
503 setsize (self, m1, m2);
506 self.skin = RestrictSkin(stof(self.playerskin));
510 if(strlen(cvar_string("sv_defaultplayercolors")))
511 if(self.clientcolors != cvar("sv_defaultplayercolors"))
512 setcolor(self, cvar("sv_defaultplayercolors"));
519 Called when a client spawns in the server
522 void PutClientInServer (void)
524 if(clienttype(self) == CLIENTTYPE_BOT)
526 self.classname = "player";
528 else if(clienttype(self) == CLIENTTYPE_REAL)
531 WriteByte(MSG_ONE, SVC_SETVIEW);
532 WriteEntity(MSG_ONE, self);
535 // player is dead and becomes observer
536 if(g_lms && self.frags < 1)
537 self.classname = "observer";
541 self.classname = "observer";
543 if(self.classname == "player") {
546 spot = SelectSpawnPoint (FALSE);
549 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
550 return; // spawn failed
553 RemoveGrapplingHook(self); // Wazat's Grappling Hook
555 self.classname = "player";
556 self.iscreature = TRUE;
557 self.movetype = MOVETYPE_WALK;
558 self.solid = SOLID_SLIDEBOX;
559 self.flags = FL_CLIENT;
560 self.takedamage = DAMAGE_AIM;
562 self.effects = EF_FULLBRIGHT;
565 self.air_finished = time + 12;
568 self.ammo_shells = start_ammo_shells;
569 self.ammo_nails = start_ammo_nails;
570 self.ammo_rockets = start_ammo_rockets;
571 self.ammo_cells = start_ammo_cells;
572 self.health = start_health;
573 self.armorvalue = start_armorvalue;
574 self.items = start_items;
575 self.switchweapon = start_switchweapon;
576 self.cnt = start_switchweapon;
578 self.jump_interval = time;
580 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
581 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
582 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
583 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
584 //extend the pause of rotting if client was reset at the beginning of the countdown
585 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
586 self.spawnshieldtime += RESTART_COUNTDOWN;
587 self.pauserotarmor_finished += RESTART_COUNTDOWN;
588 self.pauserothealth_finished += RESTART_COUNTDOWN;
589 self.pauseregen_finished += RESTART_COUNTDOWN;
591 self.damageforcescale = 2;
598 self.pain_finished = 0;
599 self.strength_finished = 0;
600 self.invincible_finished = 0;
602 //self.speed_finished = 0;
603 //self.slowmo_finished = 0;
604 // players have no think function
605 self.think = SUB_Null;
611 self.deadflag = DEAD_NO;
613 self.angles = spot.angles;
615 self.angles_z = 0; // never spawn tilted even if the spot says to
616 self.fixangle = TRUE; // turn this way immediately
617 self.velocity = '0 0 0';
618 self.avelocity = '0 0 0';
619 self.punchangle = '0 0 0';
620 self.punchvector = '0 0 0';
621 self.oldvelocity = self.velocity;
626 self.customizeentityforclient = Client_customizeentityforclient;
632 self.view_ofs = PL_VIEW_OFS;
633 setsize (self, PL_MIN, PL_MAX);
634 self.spawnorigin = spot.origin;
635 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
636 // don't reset back to last position, even if new position is stuck in solid
637 self.oldorigin = self.origin;
641 Spawnqueue_Remove(self);
642 Spawnqueue_Mark(self);
645 self.event_damage = PlayerDamage;
647 self.bot_attack = TRUE;
649 self.statdraintime = time + 5;
650 self.button0 = self.button1 = self.button2 = self.button3 = 0;
652 if(self.killcount == -666) {
659 self.cnt = WEP_LASER;
660 self.nixnex_lastchange_id = -1;
662 CL_SpawnWeaponentity();
663 self.alpha = default_player_alpha;
664 self.colormod = '1 1 1' * cvar("g_player_brightness");
665 self.exteriorweaponentity.alpha = default_weapon_alpha;
667 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
668 self.lms_traveled_distance = 0;
669 self.speedrunning = FALSE;
671 if(cvar("spawn_debug"))
673 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
674 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
677 //stuffcmd(self, "chase_active 0");
678 //stuffcmd(self, "set viewsize $tmpviewsize \n");
680 if (cvar("g_spawnsound"))
681 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
684 if(self.team == assault_attacker_team)
685 centerprint(self, "You are attacking!\n");
687 centerprint(self, "You are defending!\n");
690 } else if(self.classname == "observer") {
691 PutObserverInServer ();
700 void SetNewParms (void)
710 void SetChangeParms (void)
719 Called when a client types 'kill' in the console
723 void ClientKill_Now_TeamChange()
725 if(self.killindicator_teamchange == -1)
728 JoinBestTeam( self, FALSE, FALSE );
732 SV_ChangeTeam(self.killindicator_teamchange - 1);
736 void ClientKill_Now()
738 if(self.killindicator_teamchange)
739 ClientKill_Now_TeamChange();
742 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
744 void KillIndicator_Think()
746 if (!self.owner.modelindex)
748 self.owner.killindicator = world;
756 ClientKill_Now(); // no oldself needed
762 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
763 if(clienttype(self.owner) == CLIENTTYPE_REAL)
766 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
767 if(self.owner.killindicator_teamchange)
769 if(self.owner.killindicator_teamchange == -1)
770 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
772 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
775 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
777 self.nextthink = time + 1;
782 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
786 killtime = cvar("g_balance_kill_delay");
788 self.killindicator_teamchange = targetteam;
790 if(!self.killindicator)
792 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
798 self.killindicator = spawn();
799 self.killindicator.owner = self;
800 self.killindicator.scale = 0.5;
801 setattachment(self.killindicator, self, "");
802 setorigin(self.killindicator, '0 0 52');
803 self.killindicator.think = KillIndicator_Think;
804 self.killindicator.nextthink = time + (self.lip) * 0.05;
805 self.killindicator.cnt = ceil(killtime);
806 self.killindicator.count = bound(0, ceil(killtime), 10);
807 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
809 for(e = world; (e = find(e, classname, "body")) != world; )
813 e.killindicator = spawn();
814 e.killindicator.owner = e;
815 e.killindicator.scale = 0.5;
816 setattachment(e.killindicator, e, "");
817 setorigin(e.killindicator, '0 0 52');
818 e.killindicator.think = KillIndicator_Think;
819 e.killindicator.nextthink = time + (e.lip) * 0.05;
820 e.killindicator.cnt = ceil(killtime);
825 if(self.killindicator)
828 self.killindicator.colormod = TeamColor(targetteam);
830 self.killindicator.colormod = '0 0 0';
834 void ClientKill (void)
836 ClientKill_TeamChange(0);
839 void DoTeamChange(float destteam)
842 if(!cvar("teamplay"))
845 SetPlayerColors(self, destteam);
848 if(self.classname == "player")
851 CheckAllowedTeams(self);
852 t = FindSmallestTeam(self, TRUE);
855 case COLOR_TEAM1: c0 = c1; break;
856 case COLOR_TEAM2: c0 = c2; break;
857 case COLOR_TEAM3: c0 = c3; break;
858 case COLOR_TEAM4: c0 = c4; break;
865 destteam = COLOR_TEAM1;
869 destteam = COLOR_TEAM2;
873 destteam = COLOR_TEAM3;
877 destteam = COLOR_TEAM4;
883 if(destteam == self.team && !self.killindicator)
885 ClientKill_TeamChange(destteam);
888 void FixClientCvars(entity e)
890 // send prediction settings to the client
891 stuffcmd(e, "\nin_bindmap 0 0\n");
893 * we no longer need to stuff this. Remove this comment block if you feel
894 * 2.3 and higher (or was it 2.2.3?) don't need these any more
895 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
896 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
897 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
898 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
899 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
900 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
901 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
902 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
903 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
904 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
905 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
906 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
907 stuffcmd(e, "cl_movement_edgefriction 1\n");
915 Called when a client connects to the server
918 string ColoredTeamName(float t);
919 //void dom_player_join_team(entity pl);
920 void ClientConnect (void)
925 if(Ban_IsClientBanned(self))
927 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
933 self.classname = "player_joining";
934 self.flags = self.flags | FL_CLIENT;
935 self.version_nagtime = time + 10 + random() * 10;
939 dprint("BUG player count is lower than zero, this cannot happen!\n");
946 // dom_player_join_team(self);
948 //JoinBestTeam(self, FALSE, FALSE);
950 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
951 self.classname = "observer";
953 self.classname = "player";
954 campaign_bots_may_start = 1;
957 self.playerid = (playerid_last = playerid_last + 1);
958 if(cvar("sv_eventlog"))
960 if(clienttype(self) == CLIENTTYPE_REAL)
964 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
965 s = strcat(":team:", ftos(self.playerid), ":");
966 s = strcat(s, ftos(self.team));
967 GameLogEcho(s, FALSE);
969 self.netname_previous = strzone(self.netname);
971 //stuffcmd(self, "set tmpviewsize $viewsize \n");
973 bprint ("^4",self.netname);
974 bprint ("^4 connected");
976 if(g_domination || g_ctf)
978 bprint(" and joined the ");
979 bprint(ColoredTeamName(self.team));
984 self.welcomemessage_time = 0;
986 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
987 // TODO: is this being used for anything else than cd tracks?
988 // Remember: SVC_CDTRACK exists. Maybe it should be used.
990 stuffcmd(self, "cl_particles_reloadeffects\n");
992 FixClientCvars(self);
994 // spawnfunc_waypoint sprites
995 WaypointSprite_InitClient(self);
997 // Wazat's grappling hook
998 SetGrappleHookBindings();
1000 // get autoswitch state from player when he toggles it
1001 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1003 // get version info from player
1004 stuffcmd(self, "cmd clientversion $gameversion\n");
1006 // send all weapon info strings
1007 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1009 while (wep <= WEP_LAST)
1011 weapon_action(wep, WR_REGISTER);
1015 // get other cvars from player
1018 // set cvar for team scoreboard
1022 t = cvar("teamplay");
1023 // 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
1024 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1027 stuffcmd(self, "set teamplay 0\n");
1029 // notify about available teams
1032 CheckAllowedTeams(self);
1033 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1034 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1037 stuffcmd(self, "set _teams_available 0\n");
1039 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1043 self.frags = LMS_NewPlayerLives();
1049 self.classname = "observer";
1050 Spawnqueue_Insert(self);
1053 bot_relinkplayerlist();
1055 self.spectatortime = time;
1058 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"));
1061 self.jointime = time;
1062 self.allowedTimeouts = cvar("sv_timeout_number");
1069 Called when a client disconnects from the server
1072 void(entity e) DropFlag;
1073 .entity chatbubbleentity;
1074 .entity teambubbleentity;
1075 void ClientDisconnect (void)
1078 if(cvar("sv_eventlog"))
1079 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1080 bprint ("^4",self.netname);
1081 bprint ("^4 disconnected\n");
1083 if (self.chatbubbleentity)
1085 remove (self.chatbubbleentity);
1086 self.chatbubbleentity = world;
1089 if (self.teambubbleentity)
1091 remove (self.teambubbleentity);
1092 self.teambubbleentity = world;
1095 if (self.killindicator)
1097 remove (self.killindicator);
1098 self.killindicator = world;
1101 WaypointSprite_PlayerGone();
1104 kh_Key_DropAll(self, TRUE);
1106 if(self.flagcarried)
1107 DropFlag(self.flagcarried);
1109 DistributeFragsAmongTeam(self, self.team, 1);
1112 self.flags = self.flags - (self.flags & FL_CLIENT);
1113 bot_relinkplayerlist();
1117 if(self.weaponentity)
1118 if(self.weaponentity.lasertarget)
1119 remove(self.weaponentity.lasertarget);
1123 Spawnqueue_Unmark(self);
1124 Spawnqueue_Remove(self);
1127 if(self.netname_previous)
1128 strunzone(self.netname_previous);
1135 void() ChatBubbleThink =
1137 self.nextthink = time;
1138 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1140 self.owner.chatbubbleentity = world;
1144 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1145 if (self.owner.buttonchat && !self.owner.deadflag)
1146 self.model = self.mdl;
1151 void() UpdateChatBubble =
1153 if (!self.modelindex)
1155 // spawn a chatbubble entity if needed
1156 if (!self.chatbubbleentity)
1158 self.chatbubbleentity = spawn();
1159 self.chatbubbleentity.owner = self;
1160 self.chatbubbleentity.exteriormodeltoclient = self;
1161 self.chatbubbleentity.think = ChatBubbleThink;
1162 self.chatbubbleentity.nextthink = time;
1163 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1164 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1165 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1166 self.chatbubbleentity.model = "";
1167 self.chatbubbleentity.effects = EF_LOWPRECISION;
1172 void() TeamBubbleThink =
1174 self.nextthink = time;
1175 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1177 self.owner.teambubbleentity = world;
1181 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1182 if (self.owner.buttonchat || self.owner.deadflag || self.owner.killindicator)
1185 self.model = self.mdl;
1189 float() TeamBubble_customizeentityforclient
1191 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1194 void() UpdateTeamBubble =
1196 if (!self.modelindex || !cvar("teamplay"))
1198 // spawn a teambubble entity if needed
1199 if (!self.teambubbleentity && cvar("teamplay"))
1201 self.teambubbleentity = spawn();
1202 self.teambubbleentity.owner = self;
1203 self.teambubbleentity.exteriormodeltoclient = self;
1204 self.teambubbleentity.think = TeamBubbleThink;
1205 self.teambubbleentity.nextthink = time;
1206 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1207 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1208 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1209 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1210 self.teambubbleentity.mdl = self.teambubbleentity.model;
1211 self.teambubbleentity.model = self.teambubbleentity.mdl;
1212 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1213 self.teambubbleentity.effects = EF_LOWPRECISION;
1217 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1218 // added to the model skins
1219 /*void() UpdateColorModHack =
1222 c = self.clientcolors & 15;
1223 // LordHavoc: only bothering to support white, green, red, yellow, blue
1224 if (teamplay == 0) self.colormod = '0 0 0';
1225 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1226 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1227 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1228 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1229 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1230 else self.colormod = '1 1 1';
1236 self.effects |= EF_NODRAW; // prevent another CopyBody
1237 PutClientInServer();
1241 * When sv_timeout is used this function returs strings like
1242 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1243 * Called by centerprint functions
1244 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1246 string getTimeoutText(float addOneSecond) {
1247 if (!cvar("sv_timeout") || !timeoutStatus)
1250 local string retStr;
1251 if (timeoutStatus == 1) {
1252 if (addOneSecond == 1) {
1253 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1256 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1260 else if (timeoutStatus == 2) {
1262 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1263 //don't show messages like "Timeout ends in 0 seconds"...
1264 if ((remainingTimeoutTime + 1) > 0)
1270 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1271 //don't show messages like "Timeout ends in 0 seconds"...
1272 if (remainingTimeoutTime > 0)
1281 void player_powerups (void)
1285 if (self.items & IT_STRENGTH)
1287 if (time > self.strength_finished)
1289 if (g_minstagib_invis_alpha > 0)
1291 self.alpha = default_player_alpha;
1292 self.exteriorweaponentity.alpha = default_weapon_alpha;
1293 self.effects = self.effects | EF_FULLBRIGHT;
1297 self.effects -= self.effects & EF_NODRAW;
1299 self.items = self.items - (self.items & IT_STRENGTH);
1300 sprint(self, "^3Invisibility has worn off\n");
1305 if (time < self.strength_finished)
1307 if (g_minstagib_invis_alpha > 0)
1309 self.alpha = g_minstagib_invis_alpha;
1310 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1311 self.effects -= self.effects & EF_FULLBRIGHT;
1315 self.effects = self.effects | EF_NODRAW;
1317 self.items = self.items | IT_STRENGTH;
1318 sprint(self, "^3You are invisible\n");
1322 if (self.items & IT_INVINCIBLE)
1324 if (time > self.invincible_finished)
1326 self.items = self.items - (self.items & IT_INVINCIBLE);
1327 sprint(self, "^3Speed has worn off\n");
1332 if (time < self.invincible_finished)
1334 self.items = self.items | IT_INVINCIBLE;
1335 sprint(self, "^3You are on speed\n");
1341 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1342 if (self.items & IT_STRENGTH)
1344 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1345 if (time > self.strength_finished)
1347 self.items = self.items - (self.items & IT_STRENGTH);
1348 sprint(self, "^3Strength has worn off\n");
1353 if (time < self.strength_finished)
1355 self.items = self.items | IT_STRENGTH;
1356 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1359 if (self.items & IT_INVINCIBLE)
1361 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1362 if (time > self.invincible_finished)
1364 self.items = self.items - (self.items & IT_INVINCIBLE);
1365 sprint(self, "^3Shield has worn off\n");
1370 if (time < self.invincible_finished)
1372 self.items = self.items | IT_INVINCIBLE;
1373 sprint(self, "^3Shield surrounds you\n");
1377 if (cvar("g_fullbrightplayers"))
1378 self.effects = self.effects | EF_FULLBRIGHT;
1380 // midair gamemode: damage only while in the air
1381 // if in midair mode, being on ground grants temporary invulnerability
1382 // (this is so that multishot weapon don't clear the ground flag on the
1383 // first damage in the frame, leaving the player vulnerable to the
1384 // remaining hits in the same frame)
1385 if (self.flags & FL_ONGROUND)
1387 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1389 if (time < self.spawnshieldtime)
1390 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1393 float CalcRegen(float current, float stable, float regenfactor)
1395 if(current > stable)
1397 else if(current > stable - 0.25) // when close enough, "snap"
1400 return min(stable, current + (stable - current) * regenfactor * frametime);
1403 void player_regen (void)
1405 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1406 maxh = cvar("g_balance_health_stable");
1407 maxa = cvar("g_balance_armor_stable");
1408 limith = cvar("g_balance_health_limit");
1409 limita = cvar("g_balance_armor_limit");
1411 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1414 max_mod = regen_mod = rot_mod = limit_mod = 1;
1416 if (self.runes & RUNE_REGEN)
1418 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1420 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1421 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1422 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1426 regen_mod = cvar("g_balance_rune_regen_regenrate");
1427 max_mod = cvar("g_balance_rune_regen_hpmod");
1428 limit_mod = cvar("g_balance_rune_regen_limitmod");
1431 else if (self.runes & CURSE_VENOM)
1433 max_mod = cvar("g_balance_curse_venom_hpmod");
1434 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1435 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1437 rot_mod = cvar("g_balance_curse_venom_rotrate");
1438 limit_mod = cvar("g_balance_curse_venom_limitmod");
1439 //if (!self.runes & RUNE_REGEN)
1440 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1442 maxh = maxh * max_mod;
1443 //maxa = maxa * max_mod;
1444 limith = limith * limit_mod;
1445 limita = limita * limit_mod;
1447 if (self.armorvalue > maxa)
1449 if (time > self.pauserotarmor_finished)
1451 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1452 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1455 else if (self.armorvalue < maxa)
1457 if (time > self.pauseregen_finished)
1459 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1460 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1463 if (self.health > maxh)
1465 if (time > self.pauserothealth_finished)
1467 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1468 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1471 else if (self.health < maxh)
1473 if (time > self.pauseregen_finished)
1475 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1476 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1480 if (self.health > limith)
1481 self.health = limith;
1482 if (self.armorvalue > limita)
1483 self.armorvalue = limita;
1485 // if player rotted to death... die!
1487 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1491 ======================
1492 spectate mode routines
1493 ======================
1495 void SpectateCopy(entity spectatee) {
1496 self.armortype = spectatee.armortype;
1497 self.armorvalue = spectatee.armorvalue;
1498 self.currentammo = spectatee.currentammo;
1499 self.effects = spectatee.effects;
1500 self.health = spectatee.health;
1502 self.items = spectatee.items;
1503 self.punchangle = spectatee.punchangle;
1504 self.view_ofs = spectatee.view_ofs;
1505 self.v_angle = spectatee.v_angle;
1506 self.viewzoom = spectatee.viewzoom;
1507 self.velocity = spectatee.velocity;
1508 self.dmg_take = spectatee.dmg_take;
1509 self.dmg_save = spectatee.dmg_save;
1510 self.dmg_inflictor = spectatee.dmg_inflictor;
1511 self.angles = spectatee.v_angle;
1512 self.fixangle = TRUE;
1513 setorigin(self, spectatee.origin);
1514 setsize(self, spectatee.mins, spectatee.maxs);
1517 float SpectateUpdate() {
1521 if (self == self.enemy)
1524 if(self.enemy.flags & FL_NOTARGET)
1527 SpectateCopy(self.enemy);
1532 float SpectateNext() {
1533 other = find(self.enemy, classname, "player");
1535 other = find(other, classname, "player");
1540 if(self.enemy.classname == "player") {
1542 WriteByte(MSG_ONE, SVC_SETVIEW);
1543 WriteEntity(MSG_ONE, self.enemy);
1544 self.wantswelcomemessage = 1;
1545 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1546 if(!SpectateUpdate())
1547 PutObserverInServer();
1556 ShowRespawnCountdown()
1558 Update a respawn countdown display.
1561 void ShowRespawnCountdown()
1564 if(self.deadflag == DEAD_NO) // just respawned?
1568 number = ceil(self.death_time - time);
1571 if(number <= self.respawn_countdown)
1573 self.respawn_countdown = number - 1;
1574 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
1575 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1580 void LeaveSpectatorMode()
1582 if(isJoinAllowed()) {
1583 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1584 self.classname = "player";
1585 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1586 JoinBestTeam(self, FALSE, TRUE);
1587 if(cvar("g_campaign"))
1588 campaign_bots_may_start = 1;
1589 PutClientInServer();
1590 if(!(self.flags & FL_NOTARGET))
1591 bprint ("^4", self.netname, "^4 is playing now\n");
1592 centerprint(self,"");
1595 stuffcmd(self,"menu_showteamselect\n");
1600 //player may not join because of g_maxplayers is set
1601 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1606 * Determines whether the player is allowed to join. This depends on cvar
1607 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1608 * it checks whether the number of currently playing players exceeds g_maxplayers.
1609 * @return bool TRUE if the player is allowed to join, false otherwise
1611 float isJoinAllowed() {
1612 if (!cvar("g_maxplayers"))
1616 local float currentlyPlaying;
1617 FOR_EACH_REALPLAYER(e) {
1618 if(e.classname == "player")
1619 currentlyPlaying += 1;
1621 if(currentlyPlaying < cvar("g_maxplayers"))
1628 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1629 * g_maxplayers_spectator_blocktime seconds
1631 void checkSpectatorBlock() {
1632 if(self.classname == "spectator" || self.classname == "observer") {
1633 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1634 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1640 float vercmp_recursive(string v1, string v2)
1646 dot1 = strstrofs(v1, ".", 0);
1647 dot2 = strstrofs(v2, ".", 0);
1651 s1 = substring(v1, 0, dot1);
1655 s2 = substring(v2, 0, dot2);
1657 r = stof(s1) - stof(s2);
1661 r = strcasecmp(s1, s2);
1674 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1677 float vercmp(string v1, string v2)
1679 if(strcasecmp(v1, v2) == 0) // early out check
1681 return vercmp_recursive(v1, v2);
1684 void ObserverThink()
1686 if (self.flags & FL_JUMPRELEASED) {
1687 if (self.button2 && self.version == cvar("gameversion")) {
1688 self.welcomemessage_time = 0;
1689 self.flags = self.flags - FL_JUMPRELEASED;
1690 LeaveSpectatorMode();
1692 } else if(self.button0 && self.version == cvar("gameversion")) {
1693 self.welcomemessage_time = 0;
1694 self.flags = self.flags - FL_JUMPRELEASED;
1695 if(SpectateNext() == 1) {
1696 self.classname = "spectator";
1700 if (!(self.button0 || self.button2)) {
1701 self.flags = self.flags | FL_JUMPRELEASED;
1705 self.wantswelcomemessage = 0;
1706 if(self.wantswelcomemessage)
1707 PrintWelcomeMessage(self);
1710 void SpectatorThink()
1712 if (self.flags & FL_JUMPRELEASED) {
1713 if (self.button2 && self.version == cvar("gameversion")) {
1714 self.welcomemessage_time = 0;
1715 self.flags = self.flags - FL_JUMPRELEASED;
1716 LeaveSpectatorMode();
1718 } else if(self.button0) {
1719 self.welcomemessage_time = 0;
1720 self.flags = self.flags - FL_JUMPRELEASED;
1721 if(SpectateNext() == 1) {
1722 self.classname = "spectator";
1724 self.classname = "observer";
1725 PutClientInServer();
1727 } else if (self.button3) {
1728 self.welcomemessage_time = 0;
1729 self.flags = self.flags - FL_JUMPRELEASED;
1730 self.classname = "observer";
1731 PutClientInServer();
1733 if(!SpectateUpdate())
1734 PutObserverInServer();
1737 if (!(self.button0 || self.button3)) {
1738 self.flags = self.flags | FL_JUMPRELEASED;
1742 self.wantswelcomemessage = 0;
1743 if(self.wantswelcomemessage)
1744 PrintWelcomeMessage(self);
1745 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1752 Called every frame for each client before the physics are run
1755 void() ctf_setstatus;
1756 .float vote_nagtime;
1757 void PlayerPreThink (void)
1760 checkSpectatorBlock();
1762 if(self.netname_previous != self.netname)
1764 if(cvar("sv_eventlog"))
1765 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1766 if(self.netname_previous)
1767 strunzone(self.netname_previous);
1768 self.netname_previous = strzone(self.netname);
1772 if(self.version_nagtime)
1773 if(self.cvar_g_nexuizversion)
1774 if(time > self.version_nagtime)
1776 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1778 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1780 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");
1781 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"));
1786 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1789 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");
1790 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"));
1794 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");
1795 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1799 self.version_nagtime = 0;
1803 if(self.cvar_scr_centertime)
1804 if(time > self.vote_nagtime)
1807 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1811 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1813 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1814 self.max_armorvalue = 0;
1818 antilag_record(self);
1820 if(self.classname == "player") {
1821 // if(self.netname == "Wazat")
1822 // bprint(self.classname, "\n");
1824 CheckRules_Player();
1827 PrintWelcomeMessage(self);
1829 if(g_lms || !cvar("sv_spectate"))
1830 if((time - self.jointime) <= cvar("welcome_message_time"))
1831 PrintWelcomeMessage(self);
1833 if (intermission_running)
1835 IntermissionThink (); // otherwise a button could be missed between
1836 return; // the think tics
1839 if(self.teleport_time)
1840 if(time > self.teleport_time)
1842 self.teleport_time = 0;
1843 self.effects = self.effects - (self.effects & EF_NODRAW);
1844 if(self.weaponentity)
1845 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1848 Nixnex_GiveCurrentWeapon();
1850 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1851 UpdateSelectedPlayer();
1853 //don't allow the player to turn around while game is paused!
1854 if(timeoutStatus == 2) {
1855 self.v_angle = self.lastV_angle;
1856 self.angles = self.lastV_angle;
1857 self.fixangle = TRUE;
1860 if (self.deadflag != DEAD_NO)
1862 float button_pressed, force_respawn;
1864 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1865 force_respawn = (g_lms || cvar("g_forced_respawn"));
1866 if (self.deadflag == DEAD_DYING)
1869 self.deadflag = DEAD_RESPAWNING;
1870 else if(!button_pressed)
1871 self.deadflag = DEAD_DEAD;
1873 else if (self.deadflag == DEAD_DEAD)
1876 self.deadflag = DEAD_RESPAWNABLE;
1878 else if (self.deadflag == DEAD_RESPAWNABLE)
1881 self.deadflag = DEAD_RESPAWNING;
1883 else if (self.deadflag == DEAD_RESPAWNING)
1885 if(time > self.death_time)
1887 self.death_time = time + 1; // only retry once a second
1891 ShowRespawnCountdown();
1895 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1899 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1900 dist = self.oldorigin - self.origin;
1902 self.lms_traveled_distance += fabs(vlen(dist));
1904 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1906 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1907 self.lms_traveled_distance = 0;
1910 if(time > self.lms_nextcheck)
1912 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1913 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1915 centerprint(self, cvar_string("g_lms_campcheck_message"));
1916 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1917 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1918 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');
1920 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1921 self.lms_traveled_distance = 0;
1925 if (self.button5 && !self.hook.state)
1930 self.view_ofs = PL_CROUCH_VIEW_OFS;
1931 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1932 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1939 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1940 if (!trace_startsolid)
1942 self.crouch = FALSE;
1943 self.view_ofs = PL_VIEW_OFS;
1944 setsize (self, PL_MIN, PL_MAX);
1951 GrapplingHookFrame();
1956 float zoomfactor, zoomspeed, zoomdir;
1957 zoomfactor = self.cvar_cl_zoomfactor;
1958 if(zoomfactor < 1 || zoomfactor > 16)
1960 zoomspeed = self.cvar_cl_zoomspeed;
1961 if(zoomspeed >= 0) // < 0 is instant zoom
1962 if(zoomspeed < 0.5 || zoomspeed > 16)
1965 zoomdir = self.button4;
1967 if(self.weapon == WEP_NEX)
1972 self.has_zoomed = 1;
1976 if(zoomspeed <= 0) // instant zoom
1979 self.viewzoom = 1 / zoomfactor;
1985 // geometric zoom would be:
1986 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1987 // however, testing showed that arithmetic/harmonic zoom works better
1989 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1990 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1991 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1993 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1994 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1995 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1999 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2007 minstagib_ammocheck();
2012 //self.angles_y=self.v_angle_y + 90; // temp
2014 //if (TetrisPreFrame()) return;
2015 } else if(gameover) {
2016 if (intermission_running)
2017 IntermissionThink (); // otherwise a button could be missed between
2019 } else if(self.classname == "observer") {
2021 } else if(self.classname == "spectator") {
2031 Called every frame for each client after the physics are run
2034 void PlayerPostThink (void)
2036 // Savage: Check for nameless players
2037 if (strlen(self.netname) < 1) {
2038 self.netname = "Player";
2039 stuffcmd(self, "seta _cl_name Player\n");
2042 if(self.classname == "player") {
2043 CheckRules_Player();
2048 if (intermission_running)
2049 return; // intermission or finale
2051 //PrintWelcomeMessage(self);
2052 //if (TetrisPostFrame()) return;
2054 // restart countdown
2055 if (restart_countdown) {
2056 if(time < restart_countdown) {
2057 if (!cvar("sv_ready_restart_after_countdown"))
2059 self.movetype = MOVETYPE_NONE;
2060 self.velocity = '0 0 0';
2061 self.avelocity = '0 0 0';
2062 self.movement = '0 0 0';
2067 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2068 if (!cvar("sv_ready_restart_after_countdown"))
2070 if(self.movetype == MOVETYPE_NONE)
2072 self.movetype = MOVETYPE_WALK;
2078 } else if (self.classname == "observer") {
2080 } else if (self.classname == "spectator") {