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();
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");
120 print("added ", etos(spot), "\n");
126 spotlistend.chain = world;
131 for(e = spotlist; e; e = e.chain)
133 print("seen ", etos(e), "\n");
134 if(e.team != teamcheck)
135 error("invalid spawn found");
142 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
144 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
145 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
148 RandomSelection_Init();
149 for(spot = firstspot; spot; spot = spot.chain)
150 RandomSelection_Add(spot, 0, pow(bound(lower, spot.frags, upper), exponent) * spot.cnt, spot.frags >= lower);
152 return RandomSelection_chosen_ent;
159 Finds a point to respawn
162 entity SelectSpawnPoint (float anypoint)
164 local float teamcheck;
165 local entity firstspot_new;
166 local entity spot, firstspot, playerlist;
168 spot = find (world, classname, "testplayerstart");
174 if(!anypoint && have_team_spawns)
175 teamcheck = self.team;
177 // get the list of players
178 playerlist = findchain(classname, "player");
179 // get the entire list of spots
180 firstspot = findchain(classname, "info_player_deathmatch");
181 // filter out the bad ones
182 // (note this returns the original list if none survived)
183 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
185 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
186 firstspot = firstspot_new;
188 // there is 50/50 chance of choosing a random spot or the furthest spot
189 // (this means that roughly every other spawn will be furthest, so you
190 // usually won't get fragged at spawn twice in a row)
191 if (arena_roundbased)
193 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
195 firstspot = firstspot_new;
196 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
198 else if (random() > cvar("g_spawn_furthest"))
199 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
201 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
203 if(cvar("spawn_debugview"))
205 print("spot mindistance: ", ftos(spot.frags), "\n");
209 for(e = firstspot; e; e = e.chain)
210 if(e.team != teamcheck)
211 error("invalid spawn found");
216 if(cvar("spawn_debug"))
220 if(some_spawn_has_been_used)
221 return world; // team can't spawn any more, because of actions of other team
223 error("Cannot find a spawn point - please fix the map!");
234 Checks if the argument string can be a valid playermodel.
235 Returns a valid one in doubt.
238 string FallbackPlayerModel = "models/player/marine.zym";
239 string CheckPlayerModel(string plyermodel) {
240 if(strlen(plyermodel) < 4)
241 return FallbackPlayerModel;
242 if( substring(plyermodel,0,14) != "models/player/")
243 return FallbackPlayerModel;
244 else if(cvar("sv_servermodelsonly"))
246 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
247 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
248 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
249 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
250 return FallbackPlayerModel;
251 if(!fexists(plyermodel))
252 return FallbackPlayerModel;
259 Client_customizeentityforclient
264 float Client_customizeentityforclient()
266 #ifdef ALLOW_VARIABLE_LOD
268 // other: the player viewing me
272 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
275 if(other.cvar_cl_playerdetailreduction <= 0)
277 if(other.cvar_cl_playerdetailreduction <= -2)
278 self.modelindex = self.modelindex_lod2;
279 else if(other.cvar_cl_playerdetailreduction <= -1)
280 self.modelindex = self.modelindex_lod1;
282 self.modelindex = self.modelindex_lod0;
286 distance = vlen(self.origin - other.origin);
287 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
289 self.modelindex = self.modelindex_lod2;
291 self.modelindex = self.modelindex_lod1;
293 self.modelindex = self.modelindex_lod0;
300 void UpdatePlayerSounds();
301 void setmodel_lod(entity e, string modelname)
303 #ifdef ALLOW_VARIABLE_LOD
306 // FIXME: this only supports 3-letter extensions
307 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
311 setmodel(e, s); // players have high precision
312 self.modelindex_lod1 = self.modelindex;
315 self.modelindex_lod1 = -1;
317 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
321 setmodel(e, s); // players have high precision
322 self.modelindex_lod2 = self.modelindex;
325 self.modelindex_lod2 = -1;
327 precache_model(modelname);
328 setmodel(e, modelname); // players have high precision
329 self.modelindex_lod0 = self.modelindex;
331 if(self.modelindex_lod1 < 0)
332 self.modelindex_lod1 = self.modelindex;
334 if(self.modelindex_lod2 < 0)
335 self.modelindex_lod2 = self.modelindex;
337 precache_model(modelname);
338 setmodel(e, modelname); // players have high precision
340 player_setupanimsformodel();
341 UpdatePlayerSounds();
348 putting a client as observer in the server
351 void ctf_UpdateCaptures(float);
352 void ctf_UpdateReturns(float);
353 void PutObserverInServer (void)
356 spot = SelectSpawnPoint (TRUE);
358 error("No spawnpoints for observers?!?\n");
359 RemoveGrapplingHook(self); // Wazat's Grappling Hook
361 if(clienttype(self) == CLIENTTYPE_REAL)
364 WriteByte(MSG_ONE, SVC_SETVIEW);
365 WriteEntity(MSG_ONE, self);
369 kh_Key_DropAll(self, TRUE);
372 DropFlag(self.flagcarried);
374 WaypointSprite_PlayerDead();
376 DistributeFragsAmongTeam(self, self.team, 1);
380 ctf_UpdateCaptures(MSG_BROADCAST);
383 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
384 bprint ("^4", self.netname, "^4 has no more lives left\n");
385 else if(self.killcount != -666)
386 bprint ("^4", self.netname, "^4 is spectating now\n");
388 PlayerScore_Clear(self); // clear scores when needed
390 self.spectatortime = time;
392 self.classname = "observer";
394 self.takedamage = DAMAGE_NO;
395 self.solid = SOLID_NOT;
396 self.movetype = MOVETYPE_NOCLIP;
397 self.flags = FL_CLIENT | FL_NOTARGET;
398 self.armorvalue = 666;
400 self.armorvalue = cvar("g_balance_armor_start");
401 self.pauserotarmor_finished = 0;
402 self.pauserothealth_finished = 0;
403 self.pauseregen_finished = 0;
404 self.damageforcescale = 0;
414 self.pain_finished = 0;
415 self.strength_finished = 0;
416 self.invincible_finished = 0;
418 self.think = SUB_Null;
422 self.deadflag = DEAD_NO;
423 self.angles = spot.angles;
425 self.fixangle = TRUE;
428 self.view_ofs = PL_VIEW_OFS;
429 setorigin (self, spot.origin);
430 setsize (self, '0 0 0', '0 0 0');
431 self.oldorigin = self.origin;
436 self.weaponmodel = "";
437 self.weaponentity = world;
438 self.killcount = -666;
439 self.velocity = '0 0 0';
440 self.avelocity = '0 0 0';
441 self.punchangle = '0 0 0';
442 self.punchvector = '0 0 0';
443 self.oldvelocity = self.velocity;
444 self.customizeentityforclient = Client_customizeentityforclient;
446 self.wantswelcomemessage = 1;
452 Spawnqueue_Insert(self);
456 Spawnqueue_Unmark(self);
457 Spawnqueue_Remove(self);
463 net_UpdateDeaths(MSG_BROADCAST);
466 float RestrictSkin(float s)
475 void FixPlayermodel()
477 local string defaultmodel;
478 local float defaultskin;
483 if(cvar("sv_defaultcharacter") == 1) {
488 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
489 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
492 if(defaultmodel == "")
494 defaultmodel = cvar_string("sv_defaultplayermodel");
495 defaultskin = cvar("sv_defaultplayerskin");
499 if(defaultmodel != "")
501 if (defaultmodel != self.model)
505 setmodel_lod (self, defaultmodel);
506 setsize (self, m1, m2);
509 self.skin = defaultskin;
511 if (self.playermodel != self.model)
513 self.playermodel = CheckPlayerModel(self.playermodel);
516 setmodel_lod (self, self.playermodel);
517 setsize (self, m1, m2);
520 self.skin = RestrictSkin(stof(self.playerskin));
524 if(strlen(cvar_string("sv_defaultplayercolors")))
525 if(self.clientcolors != cvar("sv_defaultplayercolors"))
526 setcolor(self, cvar("sv_defaultplayercolors"));
533 Called when a client spawns in the server
536 //void() ctf_playerchanged;
537 void PutClientInServer (void)
539 if(clienttype(self) == CLIENTTYPE_BOT)
541 self.classname = "player";
543 else if(clienttype(self) == CLIENTTYPE_REAL)
546 WriteByte(MSG_ONE, SVC_SETVIEW);
547 WriteEntity(MSG_ONE, self);
550 // player is dead and becomes observer
551 if(g_lms && self.frags < 1)
552 self.classname = "observer";
556 self.classname = "observer";
558 if(self.classname == "player") {
561 spot = SelectSpawnPoint (FALSE);
564 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
565 return; // spawn failed
568 RemoveGrapplingHook(self); // Wazat's Grappling Hook
570 self.classname = "player";
571 self.iscreature = TRUE;
572 self.movetype = MOVETYPE_WALK;
573 self.solid = SOLID_SLIDEBOX;
574 self.flags = FL_CLIENT;
575 self.takedamage = DAMAGE_AIM;
577 self.effects = EF_FULLBRIGHT;
580 self.air_finished = time + 12;
583 self.ammo_shells = start_ammo_shells;
584 self.ammo_nails = start_ammo_nails;
585 self.ammo_rockets = start_ammo_rockets;
586 self.ammo_cells = start_ammo_cells;
587 self.health = start_health;
588 self.armorvalue = start_armorvalue;
589 self.items = start_items;
590 self.switchweapon = start_switchweapon;
591 self.cnt = start_switchweapon;
593 self.jump_interval = time;
595 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
596 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
597 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
598 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
599 //extend the pause of rotting if client was reset at the beginning of the countdown
600 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
601 self.spawnshieldtime += RESTART_COUNTDOWN;
602 self.pauserotarmor_finished += RESTART_COUNTDOWN;
603 self.pauserothealth_finished += RESTART_COUNTDOWN;
604 self.pauseregen_finished += RESTART_COUNTDOWN;
606 self.damageforcescale = 2;
613 self.pain_finished = 0;
614 self.strength_finished = 0;
615 self.invincible_finished = 0;
617 //self.speed_finished = 0;
618 //self.slowmo_finished = 0;
619 // players have no think function
620 self.think = SUB_Null;
626 self.deadflag = DEAD_NO;
628 self.angles = spot.angles;
630 self.angles_z = 0; // never spawn tilted even if the spot says to
631 self.fixangle = TRUE; // turn this way immediately
632 self.velocity = '0 0 0';
633 self.avelocity = '0 0 0';
634 self.punchangle = '0 0 0';
635 self.punchvector = '0 0 0';
636 self.oldvelocity = self.velocity;
641 self.customizeentityforclient = Client_customizeentityforclient;
647 self.view_ofs = PL_VIEW_OFS;
648 setsize (self, PL_MIN, PL_MAX);
649 self.spawnorigin = spot.origin;
650 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
651 // don't reset back to last position, even if new position is stuck in solid
652 self.oldorigin = self.origin;
656 Spawnqueue_Remove(self);
657 Spawnqueue_Mark(self);
660 self.event_damage = PlayerDamage;
662 self.bot_attack = TRUE;
664 self.statdraintime = time + 5;
665 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
667 if(self.killcount == -666) {
676 ctf_UpdateCaptures(MSG_BROADCAST);
677 ctf_UpdateReturns(MSG_BROADCAST);
680 net_UpdateDeaths(MSG_BROADCAST);
683 self.cnt = WEP_LASER;
684 self.nixnex_lastchange_id = -1;
686 CL_SpawnWeaponentity();
687 self.alpha = default_player_alpha;
688 self.colormod = '1 1 1' * cvar("g_player_brightness");
689 self.exteriorweaponentity.alpha = default_weapon_alpha;
691 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
692 self.lms_traveled_distance = 0;
693 self.speedrunning = FALSE;
695 if(cvar("spawn_debug"))
697 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
698 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
701 //stuffcmd(self, "chase_active 0");
702 //stuffcmd(self, "set viewsize $tmpviewsize \n");
704 if (cvar("g_spawnsound"))
705 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
708 if(self.team == assault_attacker_team)
709 centerprint(self, "You are attacking!\n");
711 centerprint(self, "You are defending!\n");
714 } else if(self.classname == "observer") {
715 PutObserverInServer ();
719 // ctf_playerchanged();
726 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
729 void SendCSQCInfo(void)
731 if(clienttype(self) != CLIENTTYPE_REAL)
734 WriteByte(MSG_ONE, SVC_TEMPENTITY);
735 WriteByte(MSG_ONE, TE_CSQC_INIT);
736 WriteShort(MSG_ONE, CSQC_REVISION);
737 WriteByte(MSG_ONE, maxclients);
745 void SetNewParms (void)
747 // initialize parms for a new player
748 parm1 = -(86400 * 366);
756 void SetChangeParms (void)
758 // save parms for level change
759 parm1 = self.parm_idlesince - time;
767 void DecodeLevelParms (void)
770 self.parm_idlesince = parm1;
771 if(self.parm_idlesince == -(86400 * 366))
772 self.parm_idlesince = time;
779 Called when a client types 'kill' in the console
783 void ClientKill_Now_TeamChange()
789 ctf_UpdateCaptures(MSG_BROADCAST);
790 ctf_UpdateReturns(MSG_BROADCAST);
793 net_UpdateDeaths(MSG_BROADCAST);
794 if(self.killindicator_teamchange == -1)
797 JoinBestTeam( self, FALSE, FALSE );
801 SV_ChangeTeam(self.killindicator_teamchange - 1);
805 void ClientKill_Now()
807 if(self.killindicator_teamchange)
808 ClientKill_Now_TeamChange();
811 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
813 void KillIndicator_Think()
815 if (!self.owner.modelindex)
817 self.owner.killindicator = world;
825 ClientKill_Now(); // no oldself needed
831 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
832 if(clienttype(self.owner) == CLIENTTYPE_REAL)
835 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
836 if(self.owner.killindicator_teamchange)
838 if(self.owner.killindicator_teamchange == -1)
839 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
841 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
844 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
846 self.nextthink = time + 1;
851 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
855 killtime = cvar("g_balance_kill_delay");
857 self.killindicator_teamchange = targetteam;
859 if(!self.killindicator)
861 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
867 self.killindicator = spawn();
868 self.killindicator.owner = self;
869 self.killindicator.scale = 0.5;
870 setattachment(self.killindicator, self, "");
871 setorigin(self.killindicator, '0 0 52');
872 self.killindicator.think = KillIndicator_Think;
873 self.killindicator.nextthink = time + (self.lip) * 0.05;
874 self.killindicator.cnt = ceil(killtime);
875 self.killindicator.count = bound(0, ceil(killtime), 10);
876 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
878 for(e = world; (e = find(e, classname, "body")) != world; )
882 e.killindicator = spawn();
883 e.killindicator.owner = e;
884 e.killindicator.scale = 0.5;
885 setattachment(e.killindicator, e, "");
886 setorigin(e.killindicator, '0 0 52');
887 e.killindicator.think = KillIndicator_Think;
888 e.killindicator.nextthink = time + (e.lip) * 0.05;
889 e.killindicator.cnt = ceil(killtime);
894 if(self.killindicator)
897 self.killindicator.colormod = TeamColor(targetteam);
899 self.killindicator.colormod = '0 0 0';
903 void ClientKill (void)
905 ClientKill_TeamChange(0);
908 void DoTeamChange(float destteam)
911 if(!cvar("teamplay"))
914 SetPlayerColors(self, destteam);
917 if(self.classname == "player")
920 CheckAllowedTeams(self);
921 t = FindSmallestTeam(self, TRUE);
924 case COLOR_TEAM1: c0 = c1; break;
925 case COLOR_TEAM2: c0 = c2; break;
926 case COLOR_TEAM3: c0 = c3; break;
927 case COLOR_TEAM4: c0 = c4; break;
934 destteam = COLOR_TEAM1;
938 destteam = COLOR_TEAM2;
942 destteam = COLOR_TEAM3;
946 destteam = COLOR_TEAM4;
952 if(destteam == self.team && !self.killindicator)
954 ClientKill_TeamChange(destteam);
957 void FixClientCvars(entity e)
959 // send prediction settings to the client
960 stuffcmd(e, "\nin_bindmap 0 0\n");
962 * we no longer need to stuff this. Remove this comment block if you feel
963 * 2.3 and higher (or was it 2.2.3?) don't need these any more
964 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
965 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
966 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
967 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
968 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
969 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
970 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
971 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
972 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
973 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
974 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
975 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
976 stuffcmd(e, "cl_movement_edgefriction 1\n");
984 Called when a client connects to the server
987 //void ctf_clientconnect();
988 string ColoredTeamName(float t);
989 void DecodeLevelParms (void);
990 //void dom_player_join_team(entity pl);
991 void ClientConnect (void)
996 if(Ban_IsClientBanned(self))
998 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1006 self.classname = "player_joining";
1007 self.flags = self.flags | FL_CLIENT;
1008 self.version_nagtime = time + 10 + random() * 10;
1012 dprint("BUG player count is lower than zero, this cannot happen!\n");
1016 bot_clientconnect();
1019 // dom_player_join_team(self);
1021 //JoinBestTeam(self, FALSE, FALSE);
1023 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1024 self.classname = "observer";
1026 self.classname = "player";
1027 campaign_bots_may_start = 1;
1030 self.playerid = (playerid_last = playerid_last + 1);
1031 if(cvar("sv_eventlog"))
1033 if(clienttype(self) == CLIENTTYPE_REAL)
1037 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1038 s = strcat(":team:", ftos(self.playerid), ":");
1039 s = strcat(s, ftos(self.team));
1040 GameLogEcho(s, FALSE);
1042 self.netname_previous = strzone(self.netname);
1044 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1046 bprint ("^4",self.netname);
1047 bprint ("^4 connected");
1049 if(g_domination || g_ctf)
1051 bprint(" and joined the ");
1052 bprint(ColoredTeamName(self.team));
1057 self.welcomemessage_time = 0;
1059 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1060 // TODO: is this being used for anything else than cd tracks?
1061 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1063 stuffcmd(self, "cl_particles_reloadeffects\n");
1065 FixClientCvars(self);
1067 // spawnfunc_waypoint sprites
1068 WaypointSprite_InitClient(self);
1070 // Wazat's grappling hook
1071 SetGrappleHookBindings();
1073 // get autoswitch state from player when he toggles it
1074 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1076 // get version info from player
1077 stuffcmd(self, "cmd clientversion $gameversion\n");
1079 // send all weapon info strings
1080 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1082 while (wep <= WEP_LAST)
1084 weapon_action(wep, WR_REGISTER);
1088 // get other cvars from player
1091 // set cvar for team scoreboard
1095 t = cvar("teamplay");
1096 // 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
1097 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1100 stuffcmd(self, "set teamplay 0\n");
1102 // notify about available teams
1105 CheckAllowedTeams(self);
1106 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1107 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1110 stuffcmd(self, "set _teams_available 0\n");
1112 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1116 self.frags = LMS_NewPlayerLives();
1122 self.classname = "observer";
1123 Spawnqueue_Insert(self);
1127 ctf_clientconnect();
1134 PlayerScore_Attach(self);
1137 bot_relinkplayerlist();
1139 self.spectatortime = time;
1142 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"));
1145 self.jointime = time;
1146 self.allowedTimeouts = cvar("sv_timeout_number");
1148 if(clienttype(self) == CLIENTTYPE_REAL)
1150 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1153 ctf_UpdateCaptures(MSG_ONE);
1154 ctf_UpdateReturns(MSG_ONE);
1155 net_UpdateDeaths(MSG_ONE);
1156 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1158 MapVote_SendData(MSG_ONE);
1159 MapVote_UpdateData(MSG_ONE);
1168 Called when a client disconnects from the server
1171 void(entity e) DropFlag;
1172 .entity chatbubbleentity;
1173 .entity teambubbleentity;
1174 //void() ctf_clientdisconnect;
1175 void ClientDisconnect (void)
1179 bot_clientdisconnect();
1184 if(cvar("sv_eventlog"))
1185 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1186 bprint ("^4",self.netname);
1187 bprint ("^4 disconnected\n");
1189 if (self.chatbubbleentity)
1191 remove (self.chatbubbleentity);
1192 self.chatbubbleentity = world;
1195 if (self.teambubbleentity)
1197 remove (self.teambubbleentity);
1198 self.teambubbleentity = world;
1201 if (self.killindicator)
1203 remove (self.killindicator);
1204 self.killindicator = world;
1207 WaypointSprite_PlayerGone();
1210 kh_Key_DropAll(self, TRUE);
1212 if(self.flagcarried)
1213 DropFlag(self.flagcarried);
1215 DistributeFragsAmongTeam(self, self.team, 1);
1219 ctf_UpdateCaptures(MSG_BROADCAST);
1223 self.flags = self.flags - (self.flags & FL_CLIENT);
1224 bot_relinkplayerlist();
1228 if(self.weaponentity)
1229 if(self.weaponentity.lasertarget)
1230 remove(self.weaponentity.lasertarget);
1234 Spawnqueue_Unmark(self);
1235 Spawnqueue_Remove(self);
1239 ctf_clientdisconnect();
1244 PlayerScore_Detach(self);
1247 if(self.netname_previous)
1248 strunzone(self.netname_previous);
1255 void ChatBubbleThink()
1257 self.nextthink = time;
1258 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1260 self.owner.chatbubbleentity = world;
1264 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1265 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1266 self.model = self.mdl;
1271 void UpdateChatBubble()
1273 if (!self.modelindex)
1275 // spawn a chatbubble entity if needed
1276 if (!self.chatbubbleentity)
1278 self.chatbubbleentity = spawn();
1279 self.chatbubbleentity.owner = self;
1280 self.chatbubbleentity.exteriormodeltoclient = self;
1281 self.chatbubbleentity.think = ChatBubbleThink;
1282 self.chatbubbleentity.nextthink = time;
1283 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1284 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1285 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1286 self.chatbubbleentity.model = "";
1287 self.chatbubbleentity.effects = EF_LOWPRECISION;
1292 void TeamBubbleThink()
1294 self.nextthink = time;
1295 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1297 self.owner.teambubbleentity = world;
1301 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1302 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1305 self.model = self.mdl;
1309 float TeamBubble_customizeentityforclient()
1311 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1314 void UpdateTeamBubble()
1316 if (!self.modelindex || !cvar("teamplay"))
1318 // spawn a teambubble entity if needed
1319 if (!self.teambubbleentity && cvar("teamplay"))
1321 self.teambubbleentity = spawn();
1322 self.teambubbleentity.owner = self;
1323 self.teambubbleentity.exteriormodeltoclient = self;
1324 self.teambubbleentity.think = TeamBubbleThink;
1325 self.teambubbleentity.nextthink = time;
1326 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1327 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1328 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1329 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1330 self.teambubbleentity.mdl = self.teambubbleentity.model;
1331 self.teambubbleentity.model = self.teambubbleentity.mdl;
1332 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1333 self.teambubbleentity.effects = EF_LOWPRECISION;
1337 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1338 // added to the model skins
1339 /*void UpdateColorModHack()
1342 c = self.clientcolors & 15;
1343 // LordHavoc: only bothering to support white, green, red, yellow, blue
1344 if (teamplay == 0) self.colormod = '0 0 0';
1345 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1346 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1347 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1348 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1349 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1350 else self.colormod = '1 1 1';
1356 self.effects |= EF_NODRAW; // prevent another CopyBody
1357 PutClientInServer();
1361 * When sv_timeout is used this function returs strings like
1362 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1363 * Called by centerprint functions
1364 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1366 string getTimeoutText(float addOneSecond) {
1367 if (!cvar("sv_timeout") || !timeoutStatus)
1370 local string retStr;
1371 if (timeoutStatus == 1) {
1372 if (addOneSecond == 1) {
1373 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1376 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1380 else if (timeoutStatus == 2) {
1382 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1383 //don't show messages like "Timeout ends in 0 seconds"...
1384 if ((remainingTimeoutTime + 1) > 0)
1390 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1391 //don't show messages like "Timeout ends in 0 seconds"...
1392 if (remainingTimeoutTime > 0)
1401 void player_powerups (void)
1405 if (self.items & IT_STRENGTH)
1407 if (time > self.strength_finished)
1409 if (g_minstagib_invis_alpha > 0)
1411 self.alpha = default_player_alpha;
1412 self.exteriorweaponentity.alpha = default_weapon_alpha;
1413 self.effects = self.effects | EF_FULLBRIGHT;
1417 self.effects -= self.effects & EF_NODRAW;
1419 self.items = self.items - (self.items & IT_STRENGTH);
1420 sprint(self, "^3Invisibility has worn off\n");
1425 if (time < self.strength_finished)
1427 if (g_minstagib_invis_alpha > 0)
1429 self.alpha = g_minstagib_invis_alpha;
1430 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1431 self.effects -= self.effects & EF_FULLBRIGHT;
1435 self.effects = self.effects | EF_NODRAW;
1437 self.items = self.items | IT_STRENGTH;
1438 sprint(self, "^3You are invisible\n");
1442 if (self.items & IT_INVINCIBLE)
1444 if (time > self.invincible_finished)
1446 self.items = self.items - (self.items & IT_INVINCIBLE);
1447 sprint(self, "^3Speed has worn off\n");
1452 if (time < self.invincible_finished)
1454 self.items = self.items | IT_INVINCIBLE;
1455 sprint(self, "^3You are on speed\n");
1461 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1462 if (self.items & IT_STRENGTH)
1464 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1465 if (time > self.strength_finished)
1467 self.items = self.items - (self.items & IT_STRENGTH);
1468 sprint(self, "^3Strength has worn off\n");
1473 if (time < self.strength_finished)
1475 self.items = self.items | IT_STRENGTH;
1476 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1479 if (self.items & IT_INVINCIBLE)
1481 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1482 if (time > self.invincible_finished)
1484 self.items = self.items - (self.items & IT_INVINCIBLE);
1485 sprint(self, "^3Shield has worn off\n");
1490 if (time < self.invincible_finished)
1492 self.items = self.items | IT_INVINCIBLE;
1493 sprint(self, "^3Shield surrounds you\n");
1497 if (cvar("g_fullbrightplayers"))
1498 self.effects = self.effects | EF_FULLBRIGHT;
1500 // midair gamemode: damage only while in the air
1501 // if in midair mode, being on ground grants temporary invulnerability
1502 // (this is so that multishot weapon don't clear the ground flag on the
1503 // first damage in the frame, leaving the player vulnerable to the
1504 // remaining hits in the same frame)
1505 if (self.flags & FL_ONGROUND)
1507 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1509 if (time < self.spawnshieldtime)
1510 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1513 float CalcRegen(float current, float stable, float regenfactor)
1515 if(current > stable)
1517 else if(current > stable - 0.25) // when close enough, "snap"
1520 return min(stable, current + (stable - current) * regenfactor * frametime);
1523 void player_regen (void)
1525 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1526 maxh = cvar("g_balance_health_stable");
1527 maxa = cvar("g_balance_armor_stable");
1528 limith = cvar("g_balance_health_limit");
1529 limita = cvar("g_balance_armor_limit");
1531 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1534 max_mod = regen_mod = rot_mod = limit_mod = 1;
1536 if (self.runes & RUNE_REGEN)
1538 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1540 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1541 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1542 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1546 regen_mod = cvar("g_balance_rune_regen_regenrate");
1547 max_mod = cvar("g_balance_rune_regen_hpmod");
1548 limit_mod = cvar("g_balance_rune_regen_limitmod");
1551 else if (self.runes & CURSE_VENOM)
1553 max_mod = cvar("g_balance_curse_venom_hpmod");
1554 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1555 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1557 rot_mod = cvar("g_balance_curse_venom_rotrate");
1558 limit_mod = cvar("g_balance_curse_venom_limitmod");
1559 //if (!self.runes & RUNE_REGEN)
1560 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1562 maxh = maxh * max_mod;
1563 //maxa = maxa * max_mod;
1564 limith = limith * limit_mod;
1565 limita = limita * limit_mod;
1567 if (self.armorvalue > maxa)
1569 if (time > self.pauserotarmor_finished)
1571 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1572 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1575 else if (self.armorvalue < maxa)
1577 if (time > self.pauseregen_finished)
1579 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1580 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1583 if (self.health > maxh)
1585 if (time > self.pauserothealth_finished)
1587 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1588 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1591 else if (self.health < maxh)
1593 if (time > self.pauseregen_finished)
1595 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1596 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1600 if (self.health > limith)
1601 self.health = limith;
1602 if (self.armorvalue > limita)
1603 self.armorvalue = limita;
1605 // if player rotted to death... die!
1607 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1611 ======================
1612 spectate mode routines
1613 ======================
1615 void SpectateCopy(entity spectatee) {
1616 self.armortype = spectatee.armortype;
1617 self.armorvalue = spectatee.armorvalue;
1618 self.currentammo = spectatee.currentammo;
1619 self.effects = spectatee.effects;
1620 self.health = spectatee.health;
1622 self.items = spectatee.items;
1623 self.punchangle = spectatee.punchangle;
1624 self.view_ofs = spectatee.view_ofs;
1625 self.v_angle = spectatee.v_angle;
1626 self.viewzoom = spectatee.viewzoom;
1627 self.velocity = spectatee.velocity;
1628 self.dmg_take = spectatee.dmg_take;
1629 self.dmg_save = spectatee.dmg_save;
1630 self.dmg_inflictor = spectatee.dmg_inflictor;
1631 self.angles = spectatee.v_angle;
1632 self.fixangle = TRUE;
1633 setorigin(self, spectatee.origin);
1634 setsize(self, spectatee.mins, spectatee.maxs);
1637 float SpectateUpdate() {
1641 if (self == self.enemy)
1644 if(self.enemy.flags & FL_NOTARGET)
1647 SpectateCopy(self.enemy);
1652 float SpectateNext() {
1653 other = find(self.enemy, classname, "player");
1655 other = find(other, classname, "player");
1660 if(self.enemy.classname == "player") {
1662 WriteByte(MSG_ONE, SVC_SETVIEW);
1663 WriteEntity(MSG_ONE, self.enemy);
1664 self.wantswelcomemessage = 1;
1665 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1666 if(!SpectateUpdate())
1667 PutObserverInServer();
1676 ShowRespawnCountdown()
1678 Update a respawn countdown display.
1681 void ShowRespawnCountdown()
1684 if(self.deadflag == DEAD_NO) // just respawned?
1688 number = ceil(self.death_time - time);
1691 if(number <= self.respawn_countdown)
1693 self.respawn_countdown = number - 1;
1694 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
1695 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1700 void LeaveSpectatorMode()
1702 if(isJoinAllowed()) {
1703 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1704 self.classname = "player";
1705 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1706 JoinBestTeam(self, FALSE, TRUE);
1707 if(cvar("g_campaign"))
1708 campaign_bots_may_start = 1;
1709 PutClientInServer();
1710 if(!(self.flags & FL_NOTARGET))
1711 bprint ("^4", self.netname, "^4 is playing now\n");
1712 centerprint(self,"");
1715 stuffcmd(self,"menu_showteamselect\n");
1720 //player may not join because of g_maxplayers is set
1721 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1726 * Determines whether the player is allowed to join. This depends on cvar
1727 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1728 * it checks whether the number of currently playing players exceeds g_maxplayers.
1729 * @return bool TRUE if the player is allowed to join, false otherwise
1731 float isJoinAllowed() {
1732 if (!cvar("g_maxplayers"))
1736 local float currentlyPlaying;
1737 FOR_EACH_REALPLAYER(e) {
1738 if(e.classname == "player")
1739 currentlyPlaying += 1;
1741 if(currentlyPlaying < cvar("g_maxplayers"))
1748 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1749 * g_maxplayers_spectator_blocktime seconds
1751 void checkSpectatorBlock() {
1752 if(self.classname == "spectator" || self.classname == "observer") {
1753 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1754 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1760 float vercmp_recursive(string v1, string v2)
1766 dot1 = strstrofs(v1, ".", 0);
1767 dot2 = strstrofs(v2, ".", 0);
1771 s1 = substring(v1, 0, dot1);
1775 s2 = substring(v2, 0, dot2);
1777 r = stof(s1) - stof(s2);
1781 r = strcasecmp(s1, s2);
1794 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1797 float vercmp(string v1, string v2)
1799 if(strcasecmp(v1, v2) == 0) // early out check
1801 return vercmp_recursive(v1, v2);
1804 void ObserverThink()
1806 if (self.flags & FL_JUMPRELEASED) {
1807 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1808 self.welcomemessage_time = 0;
1809 self.flags = self.flags - FL_JUMPRELEASED;
1810 LeaveSpectatorMode();
1812 } else if(self.BUTTON_ATCK && self.version == cvar("gameversion")) {
1813 self.welcomemessage_time = 0;
1814 self.flags = self.flags - FL_JUMPRELEASED;
1815 if(SpectateNext() == 1) {
1816 self.classname = "spectator";
1820 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1821 self.flags = self.flags | FL_JUMPRELEASED;
1824 if(self.BUTTON_ZOOM)
1825 self.wantswelcomemessage = 0;
1826 if(self.wantswelcomemessage)
1827 PrintWelcomeMessage(self);
1830 void SpectatorThink()
1832 if (self.flags & FL_JUMPRELEASED) {
1833 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1834 self.welcomemessage_time = 0;
1835 self.flags = self.flags - FL_JUMPRELEASED;
1836 LeaveSpectatorMode();
1838 } else if(self.BUTTON_ATCK) {
1839 self.welcomemessage_time = 0;
1840 self.flags = self.flags - FL_JUMPRELEASED;
1841 if(SpectateNext() == 1) {
1842 self.classname = "spectator";
1844 self.classname = "observer";
1845 PutClientInServer();
1847 } else if (self.BUTTON_ATCK2) {
1848 self.welcomemessage_time = 0;
1849 self.flags = self.flags - FL_JUMPRELEASED;
1850 self.classname = "observer";
1851 PutClientInServer();
1853 if(!SpectateUpdate())
1854 PutObserverInServer();
1857 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1858 self.flags = self.flags | FL_JUMPRELEASED;
1861 if(self.BUTTON_ZOOM)
1862 self.wantswelcomemessage = 0;
1863 if(self.wantswelcomemessage)
1864 PrintWelcomeMessage(self);
1865 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1872 Called every frame for each client before the physics are run
1875 void() ctf_setstatus;
1876 .float vote_nagtime;
1877 void PlayerPreThink (void)
1880 checkSpectatorBlock();
1882 if(self.netname_previous != self.netname)
1884 if(cvar("sv_eventlog"))
1885 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1886 if(self.netname_previous)
1887 strunzone(self.netname_previous);
1888 self.netname_previous = strzone(self.netname);
1892 if(self.version_nagtime)
1893 if(self.cvar_g_nexuizversion)
1894 if(time > self.version_nagtime)
1896 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1898 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1900 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");
1901 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"));
1906 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1909 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");
1910 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"));
1914 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");
1915 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1919 self.version_nagtime = 0;
1923 if(self.cvar_scr_centertime)
1924 if(time > self.vote_nagtime)
1927 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1931 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1933 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1934 self.max_armorvalue = 0;
1938 antilag_record(self);
1940 if(self.classname == "player") {
1941 // if(self.netname == "Wazat")
1942 // bprint(self.classname, "\n");
1944 CheckRules_Player();
1946 if(self.BUTTON_INFO)
1947 PrintWelcomeMessage(self);
1949 if(g_lms || !cvar("sv_spectate"))
1950 if((time - self.jointime) <= cvar("welcome_message_time"))
1951 PrintWelcomeMessage(self);
1953 if (intermission_running)
1955 IntermissionThink (); // otherwise a button could be missed between
1956 return; // the think tics
1959 if(self.teleport_time)
1960 if(time > self.teleport_time)
1962 self.teleport_time = 0;
1963 self.effects = self.effects - (self.effects & EF_NODRAW);
1964 if(self.weaponentity)
1965 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1968 Nixnex_GiveCurrentWeapon();
1970 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1971 UpdateSelectedPlayer();
1973 //don't allow the player to turn around while game is paused!
1974 if(timeoutStatus == 2) {
1975 self.v_angle = self.lastV_angle;
1976 self.angles = self.lastV_angle;
1977 self.fixangle = TRUE;
1980 if (self.deadflag != DEAD_NO)
1982 float button_pressed, force_respawn;
1984 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1985 force_respawn = (g_lms || cvar("g_forced_respawn"));
1986 if (self.deadflag == DEAD_DYING)
1989 self.deadflag = DEAD_RESPAWNING;
1990 else if(!button_pressed)
1991 self.deadflag = DEAD_DEAD;
1993 else if (self.deadflag == DEAD_DEAD)
1996 self.deadflag = DEAD_RESPAWNABLE;
1998 else if (self.deadflag == DEAD_RESPAWNABLE)
2001 self.deadflag = DEAD_RESPAWNING;
2003 else if (self.deadflag == DEAD_RESPAWNING)
2005 if(time > self.death_time)
2007 self.death_time = time + 1; // only retry once a second
2011 ShowRespawnCountdown();
2015 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2019 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2020 dist = self.oldorigin - self.origin;
2022 self.lms_traveled_distance += fabs(vlen(dist));
2024 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2026 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2027 self.lms_traveled_distance = 0;
2030 if(time > self.lms_nextcheck)
2032 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2033 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2035 centerprint(self, cvar_string("g_lms_campcheck_message"));
2036 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2037 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2038 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');
2040 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2041 self.lms_traveled_distance = 0;
2045 if (self.BUTTON_CROUCH && !self.hook.state)
2050 self.view_ofs = PL_CROUCH_VIEW_OFS;
2051 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2052 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2059 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2060 if (!trace_startsolid)
2062 self.crouch = FALSE;
2063 self.view_ofs = PL_VIEW_OFS;
2064 setsize (self, PL_MIN, PL_MAX);
2071 GrapplingHookFrame();
2076 float zoomfactor, zoomspeed, zoomdir;
2077 zoomfactor = self.cvar_cl_zoomfactor;
2078 if(zoomfactor < 1 || zoomfactor > 16)
2080 zoomspeed = self.cvar_cl_zoomspeed;
2081 if(zoomspeed >= 0) // < 0 is instant zoom
2082 if(zoomspeed < 0.5 || zoomspeed > 16)
2085 zoomdir = self.BUTTON_ZOOM;
2086 if(self.BUTTON_ATCK2)
2087 if(self.weapon == WEP_NEX)
2092 self.has_zoomed = 1;
2096 if(zoomspeed <= 0) // instant zoom
2099 self.viewzoom = 1 / zoomfactor;
2105 // geometric zoom would be:
2106 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2107 // however, testing showed that arithmetic/harmonic zoom works better
2109 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2110 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2111 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2113 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2114 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2115 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2119 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2127 minstagib_ammocheck();
2132 //self.angles_y=self.v_angle_y + 90; // temp
2134 //if (TetrisPreFrame()) return;
2135 } else if(gameover) {
2136 if (intermission_running)
2137 IntermissionThink (); // otherwise a button could be missed between
2139 } else if(self.classname == "observer") {
2141 } else if(self.classname == "spectator") {
2151 Called every frame for each client after the physics are run
2154 .float idlekick_lasttimeleft;
2155 void PlayerPostThink (void)
2157 // Savage: Check for nameless players
2158 if (strlen(self.netname) < 1) {
2159 self.netname = "Player";
2160 stuffcmd(self, "seta _cl_name Player\n");
2166 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2169 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2170 play2(self, "announcer/robotic/terminated.ogg");
2174 else if(timeleft <= 10)
2176 if(timeleft != self.idlekick_lasttimeleft)
2178 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2179 play2(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2184 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2186 self.idlekick_lasttimeleft = timeleft;
2189 if(self.classname == "player") {
2190 CheckRules_Player();
2195 if (intermission_running)
2196 return; // intermission or finale
2198 //PrintWelcomeMessage(self);
2199 //if (TetrisPostFrame()) return;
2201 // restart countdown
2202 if (restart_countdown) {
2203 if(time < restart_countdown) {
2204 if (!cvar("sv_ready_restart_after_countdown"))
2206 self.movetype = MOVETYPE_NONE;
2207 self.velocity = '0 0 0';
2208 self.avelocity = '0 0 0';
2209 self.movement = '0 0 0';
2214 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2215 if (!cvar("sv_ready_restart_after_countdown"))
2217 if(self.movetype == MOVETYPE_NONE)
2219 self.movetype = MOVETYPE_WALK;
2225 } else if (self.classname == "observer") {
2227 } else if (self.classname == "spectator") {
2233 for(i = 0; i < 1000; ++i)
2236 end = self.origin + '0 0 1024' + 512 * randomvec();
2237 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2238 if(trace_fraction < 1)
2239 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2241 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");