1 .float wantswelcomemessage;
3 void info_player_survivor (void)
5 info_player_deathmatch();
8 void info_player_start (void)
10 info_player_deathmatch();
13 void info_player_deathmatch (void)
15 self.classname = "info_player_deathmatch";
16 relocate_spawnpoint();
19 void() spawnpoint_use =
24 self.team = activator.team;
25 some_spawn_has_been_used = 1;
31 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
33 local entity spot, player, nextspot, previousspot, newfirstspot;
42 nextspot = spot.chain;
43 // count team mismatches as bad spots
45 local float spotactive;
48 // filter out spots for assault
49 if(spot.target != "") {
51 ent = find(world, targetname, spot.target);
53 if(ent.classname == "target_objective")
54 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
56 ent = find(ent, targetname, spot.target);
60 if ((!teamcheck || spot.team == teamcheck) && spotactive > 0)
67 if (vlen(player.origin - spot.origin) < mindist)
69 player = player.chain;
75 previousspot.chain = spot;
82 spawn_allgood = FALSE;
86 // if we couldn't find ANY good points, return world
90 entity Spawn_RandomPoint(entity firstspot)
94 // count number of spots
99 numspots = numspots + 1;
103 numspots = numspots * random();
105 while (spot.chain && numspots >= 1)
107 numspots = numspots - 1;
113 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
115 local entity best, spot, player;
116 local float bestrating, rating;
118 bestrating = -1000000;
127 rating = min(rating, vlen(player.origin - spot.origin));
128 player = player.chain;
130 rating = rating + random() * 16;
131 if (bestrating < rating)
145 Finds a point to respawn
148 entity SelectSpawnPoint (float anypoint)
150 local float teamcheck;
151 local entity firstspot_new;
152 local entity spot, firstspot, playerlist;
154 spot = find (world, classname, "testplayerstart");
160 if(!anypoint && have_team_spawns)
161 teamcheck = self.team;
163 // get the list of players
164 playerlist = findchain(classname, "player");
165 // get the entire list of spots
166 firstspot = findchain(classname, "info_player_deathmatch");
167 // filter out the bad ones
168 // (note this returns the original list if none survived)
169 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
171 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
172 firstspot = firstspot_new;
174 // there is 50/50 chance of choosing a random spot or the furthest spot
175 // (this means that roughly every other spawn will be furthest, so you
176 // usually won't get fragged at spawn twice in a row)
177 if (arena_roundbased)
179 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
181 firstspot = firstspot_new;
182 spot = Spawn_RandomPoint(firstspot);
184 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
185 spot = Spawn_RandomPoint(firstspot);
187 spot = Spawn_FurthestPoint(firstspot, playerlist);
191 if(cvar("spawn_debug"))
195 if(some_spawn_has_been_used)
196 return world; // team can't spawn any more, because of actions of other team
198 error("Cannot find a spawn point - please fix the map!");
209 Checks if the argument string can be a valid playermodel.
210 Returns a valid one in doubt.
213 string FallbackPlayerModel = "models/player/marine.zym";
214 string CheckPlayerModel(string plyermodel) {
215 if(strlen(plyermodel) < 4)
216 return FallbackPlayerModel;
217 if( substring(plyermodel,0,14) != "models/player/")
218 return FallbackPlayerModel;
219 else if(cvar("sv_servermodelsonly"))
221 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
222 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
223 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
224 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
225 return FallbackPlayerModel;
226 if(!fexists(plyermodel))
227 return FallbackPlayerModel;
234 Client_customizeentityforclient
239 float Client_customizeentityforclient()
241 #ifdef ALLOW_VARIABLE_LOD
243 // other: the player viewing me
247 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
250 if(other.cvar_cl_playerdetailreduction <= 0)
252 if(other.cvar_cl_playerdetailreduction <= -2)
253 self.modelindex = self.modelindex_lod2;
254 else if(other.cvar_cl_playerdetailreduction <= -1)
255 self.modelindex = self.modelindex_lod1;
257 self.modelindex = self.modelindex_lod0;
261 distance = vlen(self.origin - other.origin);
262 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
264 self.modelindex = self.modelindex_lod2;
266 self.modelindex = self.modelindex_lod1;
268 self.modelindex = self.modelindex_lod0;
275 void UpdatePlayerSounds();
276 void setmodel_lod(entity e, string modelname)
278 #ifdef ALLOW_VARIABLE_LOD
281 // FIXME: this only supports 3-letter extensions
282 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
286 setmodel(e, s); // players have high precision
287 self.modelindex_lod1 = self.modelindex;
290 self.modelindex_lod1 = -1;
292 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
296 setmodel(e, s); // players have high precision
297 self.modelindex_lod2 = self.modelindex;
300 self.modelindex_lod2 = -1;
302 precache_model(modelname);
303 setmodel(e, modelname); // players have high precision
304 self.modelindex_lod0 = self.modelindex;
306 if(self.modelindex_lod1 < 0)
307 self.modelindex_lod1 = self.modelindex;
309 if(self.modelindex_lod2 < 0)
310 self.modelindex_lod2 = self.modelindex;
312 precache_model(modelname);
313 setmodel(e, modelname); // players have high precision
315 player_setupanimsformodel();
316 UpdatePlayerSounds();
323 putting a client as observer in the server
326 void PutObserverInServer (void)
329 spot = SelectSpawnPoint (TRUE);
331 error("No spawnpoints for observers?!?\n");
332 RemoveGrapplingHook(self); // Wazat's Grappling Hook
334 if(clienttype(self) == CLIENTTYPE_REAL)
337 WriteByte(MSG_ONE, SVC_SETVIEW);
338 WriteEntity(MSG_ONE, self);
342 kh_Key_DropAll(self, TRUE);
345 DropFlag(self.flagcarried);
347 WaypointSprite_PlayerDead();
349 DistributeFragsAmongTeam(self, self.team, 1);
351 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
352 bprint ("^4", self.netname, "^4 has no more lives left\n");
353 else if(self.killcount != -666)
354 bprint ("^4", self.netname, "^4 is spectating now\n");
356 self.classname = "observer";
358 self.takedamage = DAMAGE_NO;
359 self.solid = SOLID_NOT;
360 self.movetype = MOVETYPE_NOCLIP;
361 self.flags = FL_CLIENT | FL_NOTARGET;
362 self.armorvalue = 666;
364 self.armorvalue = cvar("g_balance_armor_start");
365 self.pauserotarmor_finished = 0;
366 self.pauserothealth_finished = 0;
367 self.pauseregen_finished = 0;
368 self.damageforcescale = 0;
376 self.pain_finished = 0;
377 self.strength_finished = 0;
378 self.invincible_finished = 0;
380 self.think = SUB_Null;
384 self.deadflag = DEAD_NO;
385 self.angles = spot.angles;
387 self.fixangle = TRUE;
390 self.view_ofs = PL_VIEW_OFS;
391 setorigin (self, spot.origin);
392 setsize (self, '0 0 0', '0 0 0');
393 self.oldorigin = self.origin;
398 self.weaponmodel = "";
399 self.weaponentity = world;
400 self.killcount = -666;
401 self.velocity = '0 0 0';
402 self.avelocity = '0 0 0';
403 self.punchangle = '0 0 0';
404 self.punchvector = '0 0 0';
405 self.oldvelocity = self.velocity;
406 self.customizeentityforclient = Client_customizeentityforclient;
408 self.wantswelcomemessage = 1;
414 Spawnqueue_Insert(self);
418 Spawnqueue_Unmark(self);
419 Spawnqueue_Remove(self);
426 float RestrictSkin(float s)
435 void FixPlayermodel()
437 local string defaultmodel;
438 local float defaultskin;
443 if(cvar("sv_defaultcharacter") == 1) {
448 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
449 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
452 if(defaultmodel == "")
454 defaultmodel = cvar_string("sv_defaultplayermodel");
455 defaultskin = cvar("sv_defaultplayerskin");
459 if(defaultmodel != "")
461 if (defaultmodel != self.model)
465 setmodel_lod (self, defaultmodel);
466 setsize (self, m1, m2);
469 self.skin = defaultskin;
471 if (self.playermodel != self.model)
473 self.playermodel = CheckPlayerModel(self.playermodel);
476 setmodel_lod (self, self.playermodel);
477 setsize (self, m1, m2);
480 self.skin = RestrictSkin(stof(self.playerskin));
484 if(strlen(cvar_string("sv_defaultplayercolors")))
485 if(self.clientcolors != cvar("sv_defaultplayercolors"))
486 setcolor(self, cvar("sv_defaultplayercolors"));
493 Called when a client spawns in the server
496 void PutClientInServer (void)
498 if(clienttype(self) == CLIENTTYPE_BOT)
500 self.classname = "player";
502 else if(clienttype(self) == CLIENTTYPE_REAL)
505 WriteByte(MSG_ONE, SVC_SETVIEW);
506 WriteEntity(MSG_ONE, self);
509 // player is dead and becomes observer
510 if(g_lms && self.frags < 1)
511 self.classname = "observer";
515 self.classname = "observer";
517 if(self.classname == "player") {
520 spot = SelectSpawnPoint (FALSE);
523 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
524 return; // spawn failed
527 RemoveGrapplingHook(self); // Wazat's Grappling Hook
529 self.classname = "player";
530 self.iscreature = TRUE;
531 self.movetype = MOVETYPE_WALK;
532 self.solid = SOLID_SLIDEBOX;
533 self.flags = FL_CLIENT;
534 self.takedamage = DAMAGE_AIM;
536 self.effects = EF_FULLBRIGHT;
539 self.air_finished = time + 12;
542 self.ammo_shells = start_ammo_shells;
543 self.ammo_nails = start_ammo_nails;
544 self.ammo_rockets = start_ammo_rockets;
545 self.ammo_cells = start_ammo_cells;
546 self.health = start_health;
547 self.armorvalue = start_armorvalue;
548 self.items = start_items;
549 self.switchweapon = start_switchweapon;
550 self.cnt = start_switchweapon;
552 self.jump_interval = time;
554 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
555 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
556 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
557 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
558 self.damageforcescale = 2;
565 self.pain_finished = 0;
566 self.strength_finished = 0;
567 self.invincible_finished = 0;
569 //self.speed_finished = 0;
570 //self.slowmo_finished = 0;
571 // players have no think function
572 self.think = SUB_Null;
578 self.deadflag = DEAD_NO;
580 self.angles = spot.angles;
582 self.angles_z = 0; // never spawn tilted even if the spot says to
583 self.fixangle = TRUE; // turn this way immediately
584 self.velocity = '0 0 0';
585 self.avelocity = '0 0 0';
586 self.punchangle = '0 0 0';
587 self.punchvector = '0 0 0';
588 self.oldvelocity = self.velocity;
593 self.customizeentityforclient = Client_customizeentityforclient;
599 self.view_ofs = PL_VIEW_OFS;
600 setsize (self, PL_MIN, PL_MAX);
601 self.spawnorigin = spot.origin;
602 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
603 // don't reset back to last position, even if new position is stuck in solid
604 self.oldorigin = self.origin;
608 Spawnqueue_Remove(self);
609 Spawnqueue_Mark(self);
612 self.event_damage = PlayerDamage;
614 self.bot_attack = TRUE;
616 self.statdraintime = time + 5;
617 self.button0 = self.button1 = self.button2 = self.button3 = 0;
619 if(self.killcount == -666) {
626 self.cnt = WEP_LASER;
627 self.nixnex_lastchange_id = -1;
629 CL_SpawnWeaponentity();
630 self.alpha = default_player_alpha;
631 self.colormod = '1 1 1' * cvar("g_player_brightness");
632 self.exteriorweaponentity.alpha = default_weapon_alpha;
634 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
635 self.lms_traveled_distance = 0;
636 self.speedrunning = FALSE;
638 if(cvar("spawn_debug"))
640 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
641 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
644 //stuffcmd(self, "chase_active 0");
645 //stuffcmd(self, "set viewsize $tmpviewsize \n");
647 if (cvar("g_spawnsound"))
648 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
651 if(self.team == assault_attacker_team)
652 centerprint(self, "You are attacking!\n");
654 centerprint(self, "You are defending!\n");
657 } else if(self.classname == "observer") {
658 PutObserverInServer ();
667 void SetNewParms (void)
677 void SetChangeParms (void)
686 Called when a client types 'kill' in the console
689 void ClientKill (void)
691 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
694 void FixClientCvars(entity e)
697 // send prediction settings to the client
698 stuffcmd(e, "\nin_bindmap 0 0\n");
699 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
700 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
701 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
702 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
703 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
704 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
705 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
706 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
707 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
708 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
709 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
710 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
711 stuffcmd(e, "cl_movement_edgefriction 1\n");
713 // notify about available teams
716 CheckAllowedTeams(e);
717 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
718 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
721 stuffcmd(e, "set _teams_available 0\n");
728 Called when a client connects to the server
731 string ColoredTeamName(float t);
732 //void dom_player_join_team(entity pl);
733 void ClientConnect (void)
738 if(Ban_IsClientBanned(self))
740 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
746 self.classname = "player_joining";
747 self.flags = self.flags | FL_CLIENT;
748 self.version_nagtime = time + 10 + random() * 10;
752 dprint("BUG player count is lower than zero, this cannot happen!\n");
759 // dom_player_join_team(self);
761 //JoinBestTeam(self, FALSE);
763 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
764 self.classname = "observer";
766 self.classname = "player";
767 campaign_bots_may_start = 1;
770 self.playerid = (playerid_last = playerid_last + 1);
771 if(cvar("sv_eventlog"))
773 if(clienttype(self) == CLIENTTYPE_REAL)
777 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
778 s = strcat(":team:", ftos(self.playerid), ":");
779 s = strcat(s, ftos(self.team));
780 GameLogEcho(s, FALSE);
783 //stuffcmd(self, "set tmpviewsize $viewsize \n");
785 bprint ("^4",self.netname);
786 bprint ("^4 connected");
788 if(g_domination || g_ctf)
790 bprint(" and joined the ");
791 bprint(ColoredTeamName(self.team));
796 self.welcomemessage_time = 0;
798 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
799 // TODO: is this being used for anything else than cd tracks?
800 // Remember: SVC_CDTRACK exists. Maybe it should be used.
802 FixClientCvars(self);
805 WaypointSprite_InitClient(self);
807 // Wazat's grappling hook
808 SetGrappleHookBindings();
810 // get autoswitch state from player when he toggles it
811 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
813 // get version info from player
814 stuffcmd(self, "cmd clientversion $gameversion\n");
816 // send all weapon info strings
817 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
819 while (wep <= WEP_LAST)
821 weapon_action(wep, WR_REGISTER);
825 // get other cvars from player
828 // set cvar for team scoreboard
832 t = cvar("teamplay");
833 // 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
834 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
837 stuffcmd(self, "set teamplay 0\n");
841 self.frags = LMS_NewPlayerLives();
847 self.classname = "observer";
848 Spawnqueue_Insert(self);
851 bot_relinkplayerlist();
853 self.jointime = time;
860 Called when a client disconnects from the server
863 void(entity e) DropFlag;
864 .entity chatbubbleentity;
865 .entity teambubbleentity;
866 void ClientDisconnect (void)
869 if(cvar("sv_eventlog"))
870 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
871 bprint ("^4",self.netname);
872 bprint ("^4 disconnected\n");
874 if (self.chatbubbleentity)
876 remove (self.chatbubbleentity);
877 self.chatbubbleentity = world;
880 if (self.teambubbleentity)
882 remove (self.teambubbleentity);
883 self.teambubbleentity = world;
886 WaypointSprite_PlayerGone();
889 kh_Key_DropAll(self, TRUE);
892 DropFlag(self.flagcarried);
894 DistributeFragsAmongTeam(self, self.team, 1);
897 self.flags = self.flags - (self.flags & FL_CLIENT);
898 bot_relinkplayerlist();
902 if(self.weaponentity)
903 if(self.weaponentity.lasertarget)
904 remove(self.weaponentity.lasertarget);
908 Spawnqueue_Unmark(self);
909 Spawnqueue_Remove(self);
917 void() ChatBubbleThink =
919 self.nextthink = time;
920 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
922 self.owner.chatbubbleentity = world;
926 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
927 if (self.owner.buttonchat && !self.owner.deadflag)
928 self.model = self.mdl;
933 void() UpdateChatBubble =
935 if (!self.modelindex)
937 // spawn a chatbubble entity if needed
938 if (!self.chatbubbleentity)
940 self.chatbubbleentity = spawn();
941 self.chatbubbleentity.owner = self;
942 self.chatbubbleentity.exteriormodeltoclient = self;
943 self.chatbubbleentity.think = ChatBubbleThink;
944 self.chatbubbleentity.nextthink = time;
945 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
946 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
947 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
948 self.chatbubbleentity.model = "";
949 self.chatbubbleentity.effects = EF_LOWPRECISION;
954 void() TeamBubbleThink =
956 self.nextthink = time;
957 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
959 self.owner.teambubbleentity = world;
963 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
964 if (self.owner.buttonchat || self.owner.deadflag)
967 self.model = self.mdl;
971 float() TeamBubble_customizeentityforclient
973 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
976 void() UpdateTeamBubble =
978 if (!self.modelindex || !cvar("teamplay"))
980 // spawn a teambubble entity if needed
981 if (!self.teambubbleentity && cvar("teamplay"))
983 self.teambubbleentity = spawn();
984 self.teambubbleentity.owner = self;
985 self.teambubbleentity.exteriormodeltoclient = self;
986 self.teambubbleentity.think = TeamBubbleThink;
987 self.teambubbleentity.nextthink = time;
988 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
989 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
990 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
991 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
992 self.teambubbleentity.mdl = self.teambubbleentity.model;
993 self.teambubbleentity.model = self.teambubbleentity.mdl;
994 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
995 self.teambubbleentity.effects = EF_LOWPRECISION;
999 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1000 // added to the model skins
1001 /*void() UpdateColorModHack =
1004 c = self.clientcolors & 15;
1005 // LordHavoc: only bothering to support white, green, red, yellow, blue
1006 if (teamplay == 0) self.colormod = '0 0 0';
1007 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1008 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1009 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1010 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1011 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1012 else self.colormod = '1 1 1';
1018 self.effects |= EF_NODRAW; // prevent another CopyBody
1019 PutClientInServer();
1022 void player_powerups (void)
1026 if (self.items & IT_STRENGTH)
1028 if (time > self.strength_finished)
1030 if (g_minstagib_invis_alpha > 0)
1032 self.alpha = default_player_alpha;
1033 self.exteriorweaponentity.alpha = default_weapon_alpha;
1034 self.effects = self.effects | EF_FULLBRIGHT;
1038 self.effects -= self.effects & EF_NODRAW;
1040 self.items = self.items - (self.items & IT_STRENGTH);
1041 sprint(self, "^3Invisibility has worn off\n");
1046 if (time < self.strength_finished)
1048 if (g_minstagib_invis_alpha > 0)
1050 self.alpha = g_minstagib_invis_alpha;
1051 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1052 self.effects -= self.effects & EF_FULLBRIGHT;
1056 self.effects = self.effects | EF_NODRAW;
1058 self.items = self.items | IT_STRENGTH;
1059 sprint(self, "^3You are invisible\n");
1063 if (self.items & IT_INVINCIBLE)
1065 if (time > self.invincible_finished)
1067 self.items = self.items - (self.items & IT_INVINCIBLE);
1068 sprint(self, "^3Speed has worn off\n");
1073 if (time < self.invincible_finished)
1075 self.items = self.items | IT_INVINCIBLE;
1076 sprint(self, "^3You are on speed\n");
1082 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1083 if (self.items & IT_STRENGTH)
1085 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1086 if (time > self.strength_finished)
1088 self.items = self.items - (self.items & IT_STRENGTH);
1089 sprint(self, "^3Strength has worn off\n");
1094 if (time < self.strength_finished)
1096 self.items = self.items | IT_STRENGTH;
1097 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1100 if (self.items & IT_INVINCIBLE)
1102 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1103 if (time > self.invincible_finished)
1105 self.items = self.items - (self.items & IT_INVINCIBLE);
1106 sprint(self, "^3Shield has worn off\n");
1111 if (time < self.invincible_finished)
1113 self.items = self.items | IT_INVINCIBLE;
1114 sprint(self, "^3Shield surrounds you\n");
1118 if (cvar("g_fullbrightplayers"))
1119 self.effects = self.effects | EF_FULLBRIGHT;
1121 // midair gamemode: damage only while in the air
1122 // if in midair mode, being on ground grants temporary invulnerability
1123 // (this is so that multishot weapon don't clear the ground flag on the
1124 // first damage in the frame, leaving the player vulnerable to the
1125 // remaining hits in the same frame)
1126 if (self.flags & FL_ONGROUND)
1128 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1130 if (time < self.spawnshieldtime)
1131 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1134 float CalcRegen(float current, float stable, float regenfactor)
1136 if(current > stable)
1138 else if(current > stable - 0.25) // when close enough, "snap"
1141 return min(stable, current + (stable - current) * regenfactor * frametime);
1144 void player_regen (void)
1146 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1147 maxh = cvar("g_balance_health_stable");
1148 maxa = cvar("g_balance_armor_stable");
1149 limith = cvar("g_balance_health_limit");
1150 limita = cvar("g_balance_armor_limit");
1152 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1155 max_mod = regen_mod = rot_mod = limit_mod = 1;
1157 if (self.runes & RUNE_REGEN)
1159 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1161 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1162 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1163 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1167 regen_mod = cvar("g_balance_rune_regen_regenrate");
1168 max_mod = cvar("g_balance_rune_regen_hpmod");
1169 limit_mod = cvar("g_balance_rune_regen_limitmod");
1172 else if (self.runes & CURSE_VENOM)
1174 max_mod = cvar("g_balance_curse_venom_hpmod");
1175 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1176 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1178 rot_mod = cvar("g_balance_curse_venom_rotrate");
1179 limit_mod = cvar("g_balance_curse_venom_limitmod");
1180 //if (!self.runes & RUNE_REGEN)
1181 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1183 maxh = maxh * max_mod;
1184 //maxa = maxa * max_mod;
1185 limith = limith * limit_mod;
1186 limita = limita * limit_mod;
1188 if (self.armorvalue > maxa)
1190 if (time > self.pauserotarmor_finished)
1192 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1193 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1196 else if (self.armorvalue < maxa)
1198 if (time > self.pauseregen_finished)
1200 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1201 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1204 if (self.health > maxh)
1206 if (time > self.pauserothealth_finished)
1208 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1209 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1212 else if (self.health < maxh)
1214 if (time > self.pauseregen_finished)
1216 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1217 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1221 if (self.health > limith)
1222 self.health = limith;
1223 if (self.armorvalue > limita)
1224 self.armorvalue = limita;
1226 // if player rotted to death... die!
1228 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1232 ======================
1233 spectate mode routines
1234 ======================
1236 void SpectateCopy(entity spectatee) {
1237 self.armortype = spectatee.armortype;
1238 self.armorvalue = spectatee.armorvalue;
1239 self.currentammo = spectatee.currentammo;
1240 self.effects = spectatee.effects;
1241 self.health = spectatee.health;
1243 self.items = spectatee.items;
1244 self.punchangle = spectatee.punchangle;
1245 self.view_ofs = spectatee.view_ofs;
1246 self.v_angle = spectatee.v_angle;
1247 self.viewzoom = spectatee.viewzoom;
1248 self.velocity = spectatee.velocity;
1249 self.dmg_take = spectatee.dmg_take;
1250 self.dmg_save = spectatee.dmg_save;
1251 self.dmg_inflictor = spectatee.dmg_inflictor;
1252 self.angles = spectatee.v_angle;
1253 self.fixangle = TRUE;
1254 setorigin(self, spectatee.origin);
1255 setsize(self, spectatee.mins, spectatee.maxs);
1258 void SpectateUpdate() {
1260 PutObserverInServer();
1262 if (self != self.enemy) {
1263 if(self.enemy.flags & FL_NOTARGET)
1264 PutObserverInServer();
1265 SpectateCopy(self.enemy);
1266 //msg_entity = self;
1267 //WriteByte(MSG_ONE, SVC_SETANGLE);
1268 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1269 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1270 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1274 float SpectateNext() {
1275 other = find(self.enemy, classname, "player");
1277 other = find(other, classname, "player");
1282 if(self.enemy.classname == "player") {
1284 WriteByte(MSG_ONE, SVC_SETVIEW);
1285 WriteEntity(MSG_ONE, self.enemy);
1286 self.wantswelcomemessage = 1;
1287 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1297 ShowRespawnCountdown()
1299 Update a respawn countdown display.
1302 void ShowRespawnCountdown()
1305 if(self.deadflag == DEAD_NO) // just respawned?
1309 number = ceil(self.death_time - time);
1312 if(number <= self.respawn_countdown)
1314 self.respawn_countdown = number - 1;
1315 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
1316 play2(self, strcat("announcer/robotic/", ftos(number), "announcer/.ogg"));
1321 void LeaveSpectatorMode()
1323 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1324 self.classname = "player";
1325 if(cvar("g_campaign") || cvar("g_balance_teams"))
1326 JoinBestTeam(self, 0);
1327 if(cvar("g_campaign"))
1328 campaign_bots_may_start = 1;
1329 PutClientInServer();
1330 if(!(self.flags & FL_NOTARGET))
1331 bprint ("^4", self.netname, "^4 is playing now\n");
1332 centerprint(self,"");
1335 stuffcmd(self,"menu_showteamselect\n");
1344 Called every frame for each client before the physics are run
1347 void() ctf_setstatus;
1348 .float vote_nagtime;
1349 void PlayerPreThink (void)
1352 if(self.version_nagtime)
1353 if(self.cvar_g_nexuizversion)
1354 if(time > self.version_nagtime)
1356 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1357 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1359 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1360 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1362 self.version_nagtime = 0;
1366 if(self.cvar_scr_centertime)
1367 if(time > self.vote_nagtime)
1370 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1374 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1376 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1377 self.max_armorvalue = 0;
1381 antilag_record(self);
1383 if(self.classname == "player") {
1384 // if(self.netname == "Wazat")
1385 // bprint(self.classname, "\n");
1387 CheckRules_Player();
1390 PrintWelcomeMessage(self);
1392 if(g_lms || !cvar("sv_spectate"))
1393 if((time - self.jointime) <= cvar("welcome_message_time"))
1394 PrintWelcomeMessage(self);
1396 if (intermission_running)
1398 IntermissionThink (); // otherwise a button could be missed between
1399 return; // the think tics
1402 if(self.teleport_time)
1403 if(time > self.teleport_time)
1405 self.teleport_time = 0;
1406 self.effects = self.effects - (self.effects & EF_NODRAW);
1407 if(self.weaponentity)
1408 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1411 Nixnex_GiveCurrentWeapon();
1413 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1414 UpdateSelectedPlayer();
1416 if (self.deadflag != DEAD_NO)
1418 float button_pressed, force_respawn;
1420 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1421 force_respawn = (g_lms || cvar("g_forced_respawn"));
1422 if (self.deadflag == DEAD_DYING)
1425 self.deadflag = DEAD_RESPAWNING;
1426 else if(!button_pressed)
1427 self.deadflag = DEAD_DEAD;
1429 else if (self.deadflag == DEAD_DEAD)
1432 self.deadflag = DEAD_RESPAWNABLE;
1434 else if (self.deadflag == DEAD_RESPAWNABLE)
1437 self.deadflag = DEAD_RESPAWNING;
1439 else if (self.deadflag == DEAD_RESPAWNING)
1441 if(time > self.death_time)
1443 self.death_time = time + 1; // only retry once a second
1447 ShowRespawnCountdown();
1451 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1455 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1456 dist = self.oldorigin - self.origin;
1458 self.lms_traveled_distance += fabs(vlen(dist));
1460 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1462 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1463 self.lms_traveled_distance = 0;
1466 if(time > self.lms_nextcheck)
1468 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1469 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1471 centerprint(self, cvar_string("g_lms_campcheck_message"));
1472 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1473 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1474 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');
1476 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1477 self.lms_traveled_distance = 0;
1481 if (self.button5 && !self.hook.state)
1486 self.view_ofs = PL_CROUCH_VIEW_OFS;
1487 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1488 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1495 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1496 if (!trace_startsolid)
1498 self.crouch = FALSE;
1499 self.view_ofs = PL_VIEW_OFS;
1500 setsize (self, PL_MIN, PL_MAX);
1507 GrapplingHookFrame();
1512 float zoomfactor, zoomspeed, zoomdir;
1513 zoomfactor = self.cvar_cl_zoomfactor;
1514 if(zoomfactor < 1 || zoomfactor > 16)
1516 zoomspeed = self.cvar_cl_zoomspeed;
1517 if(zoomspeed >= 0) // < 0 is instant zoom
1518 if(zoomspeed < 0.5 || zoomspeed > 16)
1521 zoomdir = self.button4;
1523 if(self.weapon == WEP_NEX)
1528 self.has_zoomed = 1;
1532 if(zoomspeed <= 0) // instant zoom
1535 self.viewzoom = 1 / zoomfactor;
1541 // geometric zoom would be:
1542 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1543 // however, testing showed that arithmetic/harmonic zoom works better
1545 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1546 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1547 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1549 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1550 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1551 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1555 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1563 minstagib_ammocheck();
1568 //self.angles_y=self.v_angle_y + 90; // temp
1570 //if (TetrisPreFrame()) return;
1571 } else if(gameover) {
1572 if (intermission_running)
1573 IntermissionThink (); // otherwise a button could be missed between
1575 } else if(self.classname == "observer") {
1576 if (self.flags & FL_JUMPRELEASED) {
1577 if (self.button2 && self.version == cvar("gameversion")) {
1578 self.welcomemessage_time = 0;
1579 self.flags = self.flags - FL_JUMPRELEASED;
1580 LeaveSpectatorMode();
1582 } else if(self.button0 && self.version == cvar("gameversion")) {
1583 self.welcomemessage_time = 0;
1584 self.flags = self.flags - FL_JUMPRELEASED;
1585 if(SpectateNext() == 1) {
1586 self.classname = "spectator";
1590 if (!(self.button0 || self.button2)) {
1591 self.flags = self.flags | FL_JUMPRELEASED;
1595 self.wantswelcomemessage = 0;
1596 if(self.wantswelcomemessage)
1597 PrintWelcomeMessage(self);
1598 } else if(self.classname == "spectator") {
1599 if (self.flags & FL_JUMPRELEASED) {
1600 if (self.button2 && self.version == cvar("gameversion")) {
1601 self.welcomemessage_time = 0;
1602 self.flags = self.flags - FL_JUMPRELEASED;
1603 LeaveSpectatorMode();
1605 } else if(self.button0) {
1606 self.welcomemessage_time = 0;
1607 self.flags = self.flags - FL_JUMPRELEASED;
1608 if(SpectateNext() == 1) {
1609 self.classname = "spectator";
1611 self.classname = "observer";
1612 PutClientInServer();
1614 } else if (self.button3) {
1615 self.welcomemessage_time = 0;
1616 self.flags = self.flags - FL_JUMPRELEASED;
1617 self.classname = "observer";
1618 PutClientInServer();
1623 if (!(self.button0 || self.button3)) {
1624 self.flags = self.flags | FL_JUMPRELEASED;
1628 self.wantswelcomemessage = 0;
1629 if(self.wantswelcomemessage)
1630 PrintWelcomeMessage(self);
1631 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1640 Called every frame for each client after the physics are run
1643 void PlayerPostThink (void)
1645 // Savage: Check for nameless players
1646 if (strlen(self.netname) < 1) {
1647 self.netname = "Player";
1648 stuffcmd(self, "seta _cl_name Player\n");
1651 if(self.classname == "player") {
1652 CheckRules_Player();
1657 if (intermission_running)
1658 return; // intermission or finale
1660 //PrintWelcomeMessage(self);
1661 //if (TetrisPostFrame()) return;
1663 // restart countdown
1664 if(time < restart_countdown)
1669 sec = ceil(restart_countdown-time);
1670 s = strcat(NEWLINES, "^1Game starts in ", ftos(sec), " seconds");
1671 centerprint(self, s);
1672 self.movetype = MOVETYPE_NONE;
1673 self.velocity = '0 0 0';
1674 self.avelocity = '0 0 0';
1675 self.movement = '0 0 0';
1677 else if(self.movetype == MOVETYPE_NONE)
1679 self.movetype = MOVETYPE_WALK;
1680 centerprint(self, "\n");
1682 } else if (self.classname == "observer") {
1684 } else if (self.classname == "spectator") {