1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
7 void info_player_deathmatch (void)
14 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
16 local entity spot, player, nextspot, previousspot, newfirstspot;
25 nextspot = spot.chain;
26 // count team mismatches as bad spots
27 if (spot.team == teamcheck)
34 if (vlen(player.origin - spot.origin) < mindist)
36 player = player.chain;
42 previousspot.chain = spot;
49 spawn_allgood = FALSE;
53 // if we couldn't find ANY good points, return the original list
55 newfirstspot = firstspot;
59 entity Spawn_RandomPoint(entity firstspot)
63 // count number of spots
68 numspots = numspots + 1;
72 numspots = numspots * random();
74 while (spot.chain && numspots >= 1)
76 numspots = numspots - 1;
82 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
84 local entity best, spot, player;
85 local float bestrating, rating;
87 bestrating = -1000000;
96 rating = min(rating, vlen(player.origin - spot.origin));
97 player = player.chain;
99 rating = rating + random() * 16;
100 if (bestrating < rating)
114 Finds a point to respawn
117 entity SelectSpawnPoint (float anypoint)
119 local float teamcheck;
120 local entity spot, firstspot, playerlist;
122 spot = find (world, classname, "testplayerstart");
128 if(!anypoint && cvar("g_ctf") )
129 teamcheck = self.team;
131 // get the list of players
132 playerlist = findchain(classname, "player");
133 // get the entire list of spots
134 firstspot = findchain(classname, "info_player_deathmatch");
135 // filter out the bad ones
136 // (note this returns the original list if none survived)
137 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
139 // there is 50/50 chance of choosing a random spot or the furthest spot
140 // (this means that roughly every other spawn will be furthest, so you
141 // usually won't get fragged at spawn twice in a row)
142 if (arena_roundbased)
144 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
145 spot = Spawn_RandomPoint(firstspot);
147 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
148 spot = Spawn_RandomPoint(firstspot);
150 spot = Spawn_FurthestPoint(firstspot, playerlist);
154 if(cvar("spawn_debug"))
157 error ("PutClientInServer: no start points on level");
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel = "models/player/marine.zym";
172 string CheckPlayerModel(string plyermodel) {
173 if(strlen(plyermodel) < 4)
174 return FallbackPlayerModel;
175 if( substring(plyermodel,0,14) != "models/player/")
176 return FallbackPlayerModel;
177 else if(cvar("sv_servermodelsonly"))
179 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
180 return FallbackPlayerModel;
181 if(!fexists(plyermodel))
182 return FallbackPlayerModel;
189 Client_customizeentityforclient
194 float Client_customizeentityforclient()
196 #ifdef ALLOW_VARIABLE_LOD
198 // other: the player viewing me
202 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
205 if(other.cvar_cl_playerdetailreduction <= 0)
207 if(other.cvar_cl_playerdetailreduction <= -2)
208 self.modelindex = self.modelindex_lod2;
209 else if(other.cvar_cl_playerdetailreduction <= -1)
210 self.modelindex = self.modelindex_lod1;
212 self.modelindex = self.modelindex_lod0;
216 distance = vlen(self.origin - other.origin);
217 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
219 self.modelindex = self.modelindex_lod2;
221 self.modelindex = self.modelindex_lod1;
223 self.modelindex = self.modelindex_lod0;
230 void setmodel_lod(entity e, string modelname)
232 #ifdef ALLOW_VARIABLE_LOD
235 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1.zym");
240 self.modelindex_lod1 = self.modelindex;
243 self.modelindex_lod1 = -1;
245 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2.zym");
250 self.modelindex_lod2 = self.modelindex;
253 self.modelindex_lod2 = -1;
255 precache_model(modelname);
256 setmodel(e, modelname);
257 self.modelindex_lod0 = self.modelindex;
259 if(self.modelindex_lod1 < 0)
260 self.modelindex_lod1 = self.modelindex;
262 if(self.modelindex_lod2 < 0)
263 self.modelindex_lod2 = self.modelindex;
265 precache_model(modelname);
266 setmodel(e, modelname);
274 putting a client as observer in the server
277 void PutObserverInServer (void)
280 spot = SelectSpawnPoint (FALSE);
281 RemoveGrapplingHook(self); // Wazat's Grappling Hook
283 if(clienttype(self) == CLIENTTYPE_REAL)
286 WriteByte(MSG_ONE, SVC_SETVIEW);
287 WriteEntity(MSG_ONE, self);
290 if (cvar("g_runematch"))
293 DistributeFragsAmongTeam(self, self.team, 1);
295 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
296 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
297 else if(self.killcount != -666)
298 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
300 self.classname = "observer";
302 self.takedamage = DAMAGE_NO;
303 self.solid = SOLID_NOT;
304 self.movetype = MOVETYPE_NOCLIP;
305 self.flags = FL_CLIENT | FL_NOTARGET;
306 self.armorvalue = 666;
308 self.armorvalue = cvar("g_balance_armor_start");
309 self.pauserotarmor_finished = 0;
310 self.pauserothealth_finished = 0;
311 self.pauseregen_finished = 0;
312 self.damageforcescale = 0;
322 self.pain_finished = 0;
323 self.strength_finished = 0;
324 self.invincible_finished = 0;
326 self.think = SUB_Null;
330 self.deadflag = DEAD_NO;
331 self.angles = spot.angles;
333 self.fixangle = TRUE;
336 self.view_ofs = PL_VIEW_OFS;
337 setorigin (self, spot.origin);
338 setsize (self, '0 0 0', '0 0 0');
339 self.oldorigin = self.origin;
344 self.weaponmodel = "";
345 self.weaponentity = world;
346 self.killcount = -666;
347 self.velocity = '0 0 0';
348 self.avelocity = '0 0 0';
349 self.punchangle = '0 0 0';
350 self.punchvector = '0 0 0';
351 self.oldvelocity = self.velocity;
352 self.customizeentityforclient = Client_customizeentityforclient;
358 Spawnqueue_Insert(self);
362 Spawnqueue_Unmark(self);
363 Spawnqueue_Remove(self);
366 else if(!cvar("g_lms"))
375 Called when a client spawns in the server
378 void PutClientInServer (void)
380 if(clienttype(self) == CLIENTTYPE_BOT)
382 self.classname = "player";
384 else if(clienttype(self) == CLIENTTYPE_REAL)
387 WriteByte(MSG_ONE, SVC_SETVIEW);
388 WriteEntity(MSG_ONE, self);
391 // player is dead and becomes observer
392 if(cvar("g_lms") && self.frags < 1)
393 self.classname = "observer";
397 self.classname = "observer";
399 if(self.classname == "player") {
402 spot = SelectSpawnPoint (FALSE);
404 RemoveGrapplingHook(self); // Wazat's Grappling Hook
406 self.classname = "player";
407 self.iscreature = TRUE;
408 self.movetype = MOVETYPE_WALK;
409 self.solid = SOLID_SLIDEBOX;
410 self.flags = FL_CLIENT;
411 self.takedamage = DAMAGE_AIM;
413 self.health = cvar("g_balance_health_start");
414 self.armorvalue = cvar("g_balance_armor_start");
415 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
416 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
417 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
418 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
419 self.damageforcescale = 2;
428 self.pain_finished = 0;
429 self.strength_finished = 0;
430 self.invincible_finished = 0;
432 //self.speed_finished = 0;
433 //self.slowmo_finished = 0;
434 // players have no think function
435 self.think = SUB_Null;
438 self.switchweapon = 0;
443 self.deadflag = DEAD_NO;
445 self.angles = spot.angles;
447 self.angles_z = 0; // never spawn tilted even if the spot says to
448 self.fixangle = TRUE; // turn this way immediately
449 self.velocity = '0 0 0';
450 self.avelocity = '0 0 0';
451 self.punchangle = '0 0 0';
452 self.punchvector = '0 0 0';
453 self.oldvelocity = self.velocity;
457 self.customizeentityforclient = Client_customizeentityforclient;
459 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
460 local string defaultmodel;
461 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
462 setmodel_lod (self, defaultmodel);
463 self.skin = stof(cvar_string("sv_defaultplayerskin"));
465 self.playermodel = CheckPlayerModel(self.playermodel);
466 setmodel_lod (self, self.playermodel);
467 self.skin = stof(self.playerskin);
472 self.view_ofs = PL_VIEW_OFS;
473 setsize (self, PL_MIN, PL_MAX);
474 self.spawnorigin = spot.origin;
475 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
476 // don't reset back to last position, even if new position is stuck in solid
477 self.oldorigin = self.origin;
481 self.ammo_shells = cvar("g_lms_start_ammo_shells");
482 self.ammo_nails = cvar("g_lms_start_ammo_nails");
483 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
484 self.ammo_cells = cvar("g_lms_start_ammo_cells");
485 self.health = cvar("g_lms_start_health");
486 self.armorvalue = cvar("g_lms_start_armor");
488 else if (cvar("g_use_ammunition")) {
489 self.ammo_shells = cvar("g_start_ammo_shells");
490 self.ammo_nails = cvar("g_start_ammo_nails");
491 self.ammo_rockets = cvar("g_start_ammo_rockets");
492 self.ammo_cells = cvar("g_start_ammo_cells");
494 self.ammo_shells = 999;
495 self.ammo_nails = 999;
496 self.ammo_rockets = 999;
497 self.ammo_cells = 999;
501 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
503 self.items = self.items | IT_LASER;
504 self.switchweapon = WEP_LASER;
506 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
508 self.items = self.items | IT_SHOTGUN;
509 self.switchweapon = WEP_SHOTGUN;
511 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
513 self.items = self.items | IT_UZI;
514 self.switchweapon = WEP_UZI;
516 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
518 self.items = self.items | IT_GRENADE_LAUNCHER;
519 self.switchweapon = WEP_GRENADE_LAUNCHER;
521 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
523 self.items = self.items | IT_ELECTRO;
524 self.switchweapon = WEP_ELECTRO;
526 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
528 self.items = self.items | IT_CRYLINK;
529 self.switchweapon = WEP_CRYLINK;
531 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
533 self.items = self.items | IT_NEX;
534 self.switchweapon = WEP_NEX;
536 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
538 self.items = self.items | IT_HAGAR;
539 self.switchweapon = WEP_HAGAR;
541 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
543 self.items = self.items | IT_ROCKET_LAUNCHER;
544 self.switchweapon = WEP_ROCKET_LAUNCHER;
547 if(cvar("g_instagib"))
550 self.switchweapon = WEP_NEX;
551 self.ammo_cells = 999;
554 if(cvar("g_rocketarena"))
556 self.items = IT_ROCKET_LAUNCHER;
557 self.switchweapon = WEP_ROCKET_LAUNCHER;
558 self.ammo_rockets = 999;
564 // will be done later
567 if(cvar("g_minstagib"))
572 self.switchweapon = WEP_NEX;
573 self.ammo_cells = cvar("g_minstagib_ammo_start");
575 self.jump_interval = time;
580 Spawnqueue_Remove(self);
581 Spawnqueue_Mark(self);
584 self.event_damage = PlayerDamage;
586 self.bot_attack = TRUE;
588 self.statdraintime = time + 5;
589 self.button0 = self.button1 = self.button2 = self.button3 = 0;
591 if(self.killcount == -666) {
598 self.cnt = WEP_LASER;
599 self.nixnex_lastchange_id = -1;
601 CL_SpawnWeaponentity();
602 self.alpha = default_player_alpha;
603 self.exteriorweaponentity.alpha = default_player_alpha;
605 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
606 self.lms_traveled_distance = 0;
608 if(cvar("spawn_debug"))
610 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
611 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
614 //stuffcmd(self, "chase_active 0");
615 //stuffcmd(self, "set viewsize $tmpviewsize \n");
616 } else if(self.classname == "observer") {
617 PutObserverInServer ();
626 void SetNewParms (void)
636 void SetChangeParms (void)
645 Called when a client types 'kill' in the console
648 void ClientKill (void)
650 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
657 Called when a client connects to the server
660 string ColoredTeamName(float t);
661 //void dom_player_join_team(entity pl);
662 void ClientConnect (void)
667 self.classname = "player_joining";
668 self.flags = self.flags | FL_CLIENT;
670 if(player_count<0) player_count = 0;
674 //if(cvar("g_domination"))
675 // dom_player_join_team(self);
677 //JoinBestTeam(self, FALSE);
679 if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
680 self.classname = "observer";
682 self.classname = "player";
683 campaign_bots_may_start = 1;
686 self.playerid = (playerid_last = playerid_last + 1);
687 if(cvar("sv_eventlog"))
689 if(clienttype(self) == CLIENTTYPE_REAL)
693 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
694 s = strcat(":team:", ftos(self.playerid), ":");
695 s = strcat(s, ftos(self.team));
696 GameLogEcho(s, FALSE);
699 //stuffcmd(self, "set tmpviewsize $viewsize \n");
701 bprint ("^4",self.netname);
702 bprint ("^4 connected");
704 if(cvar("g_domination") || cvar("g_ctf"))
706 bprint(" and joined the ");
707 bprint(ColoredTeamName(self.team));
712 self.welcomemessage_time = time + cvar("welcome_message_time");
713 self.welcomemessage_time2 = 0;
715 // the client might not have his maps/%s.cfg file yet!
716 // so send the one from the server...
717 fh = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);
720 while((s = fgets(fh)))
721 stuffcmd(self, strcat(s, "\n"));
724 // and then execute the client's so he can still override CD tracks
725 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
727 // TODO: is this being used for anything else than cd tracks?
728 // Remember: SVC_CDTRACK exists. Maybe it should be used.
730 // send prediction settings to the client
731 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
732 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
733 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
734 stuffcmd(self, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
735 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
736 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
737 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
738 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
739 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
740 stuffcmd(self, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
741 stuffcmd(self, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
742 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
743 // Wazat's grappling hook
744 SetGrappleHookBindings();
746 // get autoswitch state from player
747 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
748 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
750 // get version info from player
751 stuffcmd(self, "cmd clientversion $gameversion\n");
753 // get other cvars from player
756 // set cvar for team scoreboard
760 t = cvar("teamplay");
761 // 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
762 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
765 stuffcmd(self, strcat("set teamplay 0\n"));
769 self.frags = cvar("fraglimit");
770 // no fraglimit was set, so player gets 999 lives
774 // disallow player to join after the worst player has lost g_lms_last_join lives
775 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
776 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
781 else if(cvar("fraglimit") > lms_lowest_lives)
783 self.frags = lms_lowest_lives;
786 else if(cvar("g_arena"))
788 self.classname = "observer";
789 Spawnqueue_Insert(self);
792 bot_relinkplayerlist();
794 self.jointime = time;
801 Called when a client disconnects from the server
804 void(entity e) DropFlag;
805 .entity chatbubbleentity;
806 .entity teambubbleentity;
807 void ClientDisconnect (void)
810 if(cvar("sv_eventlog"))
811 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
812 bprint ("^4",self.netname);
813 bprint ("^4 disconnected\n");
815 if (self.chatbubbleentity)
817 remove (self.chatbubbleentity);
818 self.chatbubbleentity = world;
821 if (self.teambubbleentity)
823 remove (self.teambubbleentity);
824 self.teambubbleentity = world;
830 DropFlag(self.flagcarried);
832 DistributeFragsAmongTeam(self, self.team, 1);
835 self.flags = self.flags - (self.flags & FL_CLIENT);
836 bot_relinkplayerlist();
840 if(self.weaponentity)
841 if(self.weaponentity.lasertarget)
842 remove(self.weaponentity.lasertarget);
844 // player was dead, decrease dead count
845 if(cvar("g_lms") && self.frags < 1)
847 else if(cvar("g_arena"))
849 Spawnqueue_Unmark(self);
850 Spawnqueue_Remove(self);
855 void() ChatBubbleThink =
857 self.nextthink = time;
858 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
860 self.owner.chatbubbleentity = world;
864 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
865 if (self.owner.buttonchat && !self.owner.deadflag)
866 self.model = self.mdl;
871 void() UpdateChatBubble =
873 if (!self.modelindex)
875 // spawn a chatbubble entity if needed
876 if (!self.chatbubbleentity)
878 self.chatbubbleentity = spawn();
879 self.chatbubbleentity.owner = self;
880 self.chatbubbleentity.exteriormodeltoclient = self;
881 self.chatbubbleentity.think = ChatBubbleThink;
882 self.chatbubbleentity.nextthink = time;
883 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
884 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
885 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
886 self.chatbubbleentity.model = "";
891 void() TeamBubbleThink =
893 self.nextthink = time;
894 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
896 self.owner.teambubbleentity = world;
900 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
901 if (self.owner.buttonchat || self.owner.deadflag)
904 self.model = self.mdl;
908 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
910 void() UpdateTeamBubble =
912 if (!self.modelindex || !cvar("teamplay"))
914 // spawn a teambubble entity if needed
915 if (!self.teambubbleentity && cvar("teamplay"))
917 self.teambubbleentity = spawn();
918 self.teambubbleentity.owner = self;
919 self.teambubbleentity.exteriormodeltoclient = self;
920 self.teambubbleentity.think = TeamBubbleThink;
921 self.teambubbleentity.nextthink = time;
922 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
923 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
924 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
925 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
926 self.teambubbleentity.mdl = self.teambubbleentity.model;
927 self.teambubbleentity.model = self.teambubbleentity.mdl;
928 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
932 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
933 // added to the model skins
934 /*void() UpdateColorModHack =
937 c = self.clientcolors & 15;
938 // LordHavoc: only bothering to support white, green, red, yellow, blue
939 if (teamplay == 0) self.colormod = '0 0 0';
940 else if (c == 0) self.colormod = '1.00 1.00 1.00';
941 else if (c == 3) self.colormod = '0.10 1.73 0.10';
942 else if (c == 4) self.colormod = '1.73 0.10 0.10';
943 else if (c == 12) self.colormod = '1.22 1.22 0.10';
944 else if (c == 13) self.colormod = '0.10 0.10 1.73';
945 else self.colormod = '1 1 1';
952 When you press the jump key
955 void PlayerJump (void)
959 mjumpheight = cvar("g_balance_jumpheight");
960 if (self.waterlevel >= 2)
962 if (self.watertype == CONTENT_WATER)
963 self.velocity_z = 200;
964 else if (self.watertype == CONTENT_SLIME)
965 self.velocity_z = 80;
967 self.velocity_z = 50;
973 if (!(self.flags & FL_ONGROUND))
976 if (!(self.flags & FL_JUMPRELEASED))
979 if(cvar("g_runematch"))
981 if(self.runes & RUNE_SPEED)
983 if(self.runes & CURSE_SLOW)
984 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
986 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
988 else if(self.runes & CURSE_SLOW)
990 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
994 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
996 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
999 self.velocity_z = self.velocity_z + mjumpheight;
1000 self.oldvelocity_z = self.velocity_z;
1002 self.flags = self.flags - FL_ONGROUND;
1003 self.flags = self.flags - FL_JUMPRELEASED;
1006 void() CheckWaterJump =
1008 local vector start, end;
1010 // check for a jump-out-of-water
1011 makevectors (self.angles);
1012 start = self.origin;
1013 start_z = start_z + 8;
1015 normalize(v_forward);
1016 end = start + v_forward*24;
1017 traceline (start, end, TRUE, self);
1018 if (trace_fraction < 1)
1020 start_z = start_z + self.maxs_z - 8;
1021 end = start + v_forward*24;
1022 self.movedir = trace_plane_normal * -50;
1023 traceline (start, end, TRUE, self);
1024 if (trace_fraction == 1)
1025 { // open at eye level
1026 self.flags = self.flags | FL_WATERJUMP;
1027 self.velocity_z = 225;
1028 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
1029 self.teleport_time = time + 2; // safety net
1039 PutClientInServer();
1042 void player_powerups (void)
1044 if (cvar("g_minstagib"))
1046 self.effects = EF_FULLBRIGHT;
1047 if (self.items & IT_STRENGTH)
1049 if (time > self.strength_finished)
1051 self.alpha = default_player_alpha;
1052 self.exteriorweaponentity.alpha = default_player_alpha;
1053 self.items = self.items - (self.items & IT_STRENGTH);
1054 sprint(self, "^3Invisibility has worn off\n");
1059 if (time < self.strength_finished)
1061 self.alpha = cvar("g_minstagib_invis_alpha");
1062 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
1063 self.items = self.items | IT_STRENGTH;
1064 sprint(self, "^3You are invisible\n");
1068 if (self.items & IT_INVINCIBLE)
1070 if (time > self.invincible_finished)
1072 self.items = self.items - (self.items & IT_INVINCIBLE);
1073 sprint(self, "^3Speed has worn off\n");
1078 if (time < self.invincible_finished)
1080 self.items = self.items | IT_INVINCIBLE;
1081 sprint(self, "^3You are on speed\n");
1087 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1088 if (self.items & IT_STRENGTH)
1090 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1091 if (time > self.strength_finished)
1093 self.items = self.items - (self.items & IT_STRENGTH);
1094 sprint(self, "^3Strength has worn off\n");
1099 if (time < self.strength_finished)
1101 self.items = self.items | IT_STRENGTH;
1102 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1105 if (self.items & IT_INVINCIBLE)
1107 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1108 if (time > self.invincible_finished)
1110 self.items = self.items - (self.items & IT_INVINCIBLE);
1111 sprint(self, "^3Shield has worn off\n");
1116 if (time < self.invincible_finished)
1118 self.items = self.items | IT_INVINCIBLE;
1119 sprint(self, "^3Shield surrounds you\n");
1123 if (cvar("g_fullbrightplayers"))
1124 self.effects = self.effects | EF_FULLBRIGHT;
1126 // midair gamemode: damage only while in the air
1127 // if in midair mode, being on ground grants temporary invulnerability
1128 // (this is so that multishot weapon don't clear the ground flag on the
1129 // first damage in the frame, leaving the player vulnerable to the
1130 // remaining hits in the same frame)
1131 if (self.flags & FL_ONGROUND)
1132 if (cvar("g_midair"))
1133 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1135 if (time < self.spawnshieldtime)
1136 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1139 void player_regen (void)
1141 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1142 maxh = cvar("g_balance_health_stable");
1143 maxa = cvar("g_balance_armor_stable");
1144 limith = cvar("g_balance_health_limit");
1145 limita = cvar("g_balance_armor_limit");
1147 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1150 if(cvar("g_runematch"))
1152 max_mod = regen_mod = rot_mod = limit_mod = 1;
1153 if (self.runes & RUNE_REGEN)
1155 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1157 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1158 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1159 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1163 regen_mod = cvar("g_balance_rune_regen_regenrate");
1164 max_mod = cvar("g_balance_rune_regen_hpmod");
1165 limit_mod = cvar("g_balance_rune_regen_limitmod");
1168 else if (self.runes & CURSE_VENOM)
1170 max_mod = cvar("g_balance_curse_venom_hpmod");
1171 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1172 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1174 rot_mod = cvar("g_balance_curse_venom_rotrate");
1175 limit_mod = cvar("g_balance_curse_venom_limitmod");
1176 //if (!self.runes & RUNE_REGEN)
1177 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1179 maxh = maxh * max_mod;
1180 //maxa = maxa * max_mod;
1182 if (time > self.pauserotarmor_finished)
1184 if (self.armorvalue > maxa)
1185 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1187 if (time > self.pauserothealth_finished)
1189 if (self.health > maxh)
1190 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1192 if (time > self.pauseregen_finished)
1194 if (self.health < maxh)
1195 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1196 if (self.armorvalue < maxa)
1197 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1202 if (time > self.pauserothealth_finished)
1203 if (self.health > maxh)
1204 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1205 if (time > self.pauserotarmor_finished)
1206 if (self.armorvalue > maxa)
1207 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1208 if (time > self.pauseregen_finished)
1210 if (self.health < maxh)
1211 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1212 if (self.armorvalue < maxa)
1213 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1217 if (self.health > limith)
1218 self.health = limith;
1220 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1221 if (self.armorvalue > limita)
1222 self.armorvalue = limita;
1226 ======================
1227 spectate mode routines
1228 ======================
1230 void SpectateCopy(entity spectatee) {
1231 self.armortype = spectatee.armortype;
1232 self.armorvalue = spectatee.armorvalue;
1233 self.currentammo = spectatee.currentammo;
1234 self.effects = spectatee.effects;
1235 self.health = spectatee.health;
1237 self.items = spectatee.items;
1238 self.punchangle = spectatee.punchangle;
1239 self.view_ofs = spectatee.view_ofs;
1240 self.v_angle = spectatee.v_angle;
1241 self.viewzoom = spectatee.viewzoom;
1242 setorigin(self, spectatee.origin);
1243 setsize(self, spectatee.mins, spectatee.maxs);
1246 void SpectateUpdate() {
1248 PutObserverInServer();
1250 if (self != self.enemy) {
1251 if(self.enemy.flags & FL_NOTARGET)
1252 PutObserverInServer();
1253 SpectateCopy(self.enemy);
1254 self.dmg_take = self.enemy.dmg_take;
1255 self.dmg_save = self.enemy.dmg_save;
1256 self.dmg_inflictor = self.enemy.dmg_inflictor;
1257 self.fixangle = TRUE;
1258 self.angles = self.enemy.v_angle;
1259 //msg_entity = self;
1260 //WriteByte(MSG_ONE, SVC_SETANGLE);
1261 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1262 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1263 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1267 float SpectateNext() {
1268 other = find(self.enemy, classname, "player");
1270 other = find(other, classname, "player");
1275 if(self.enemy.classname == "player") {
1277 WriteByte(MSG_ONE, SVC_SETVIEW);
1278 WriteEntity(MSG_ONE, self.enemy);
1279 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1291 Called every frame for each client before the physics are run
1294 void() ctf_setstatus;
1295 void PlayerPreThink (void)
1297 if(self.classname == "player") {
1298 local vector m1, m2;
1300 // if(self.netname == "Wazat")
1301 // bprint(strcat(self.classname, "\n"));
1303 CheckRules_Player();
1305 Nixnex_GiveCurrentWeapon();
1308 PrintWelcomeMessage(self);
1310 if(cvar("g_lms") || !cvar("sv_spectate"))
1311 if((time - self.jointime) <= cvar("welcome_message_time"))
1312 PrintWelcomeMessage(self);
1314 if (intermission_running)
1316 IntermissionThink (); // otherwise a button could be missed between
1317 return; // the think tics
1320 if (self.deadflag != DEAD_NO)
1323 if (self.deadflag == DEAD_DYING)
1325 if (time > self.dead_time)
1326 self.deadflag = DEAD_DEAD;
1328 else if (self.deadflag == DEAD_DEAD)
1330 if (cvar("g_lms") || cvar("g_arena") || cvar("g_forced_respawn"))
1331 self.deadflag = DEAD_RESPAWNABLE;
1332 else if (!self.button0 && !self.button2 && !self.button3)
1333 self.deadflag = DEAD_RESPAWNABLE;
1335 else if (self.deadflag == DEAD_RESPAWNABLE)
1347 cvar("g_forced_respawn"))
1353 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1357 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1358 dist = self.oldorigin - self.origin;
1360 self.lms_traveled_distance += fabs(vlen(dist));
1362 if(cvar("g_campaign"))
1363 if(!campaign_bots_may_start)
1365 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1366 self.lms_traveled_distance = 0;
1369 if(time > self.lms_nextcheck)
1371 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1372 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1374 centermsg_set(CENTERMSG_CAMP, cvar_string("g_lms_campcheck_message"));
1375 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1376 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1377 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');
1379 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1380 self.lms_traveled_distance = 0;
1384 if (self.button5 && !self.hook.state)
1389 self.view_ofs = PL_CROUCH_VIEW_OFS;
1390 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1397 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1398 if (!trace_startsolid)
1400 self.crouch = FALSE;
1401 self.view_ofs = PL_VIEW_OFS;
1402 setsize (self, PL_MIN, PL_MAX);
1407 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1408 local string defaultmodel;
1409 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1411 if (defaultmodel != self.model)
1415 setmodel_lod (self, defaultmodel);
1416 setsize (self, m1, m2);
1419 if (self.skin != cvar("sv_defaultplayerskin"))
1420 self.skin = cvar("sv_defaultplayerskin");
1422 if (self.playermodel != self.model)
1424 self.playermodel = CheckPlayerModel(self.playermodel);
1427 setmodel_lod (self, self.playermodel);
1428 setsize (self, m1, m2);
1431 if (self.skin != stof(self.playerskin))
1432 self.skin = stof(self.playerskin);
1434 // Savage: Check for nameless players
1435 if (strlen(self.netname) < 1) {
1436 self.netname = "Player";
1437 stuffcmd(self, "name Player\n");
1440 GrapplingHookFrame();
1444 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1446 if (cvar("g_minstagib") && self.button3)
1448 if (self.jump_interval <= (time + 0.1))
1450 self.jump_interval = time + 1;
1454 else if (self.viewzoom > 0.4)
1455 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1457 else if (self.viewzoom < 1.0)
1458 self.viewzoom = min (1.0, self.viewzoom + frametime);
1464 self.flags = self.flags | FL_JUMPRELEASED;
1470 if (cvar("g_minstagib"))
1471 minstagib_ammocheck();
1475 //self.angles_y=self.v_angle_y + 90; // temp
1477 if (self.waterlevel == 2)
1480 //if (TetrisPreFrame()) return;
1481 } else if(gameover) {
1482 if (intermission_running)
1483 IntermissionThink (); // otherwise a button could be missed between
1485 } else if(self.classname == "observer") {
1487 if (self.flags & FL_JUMPRELEASED) {
1488 if (self.button2 && self.version == cvar("gameversion")) {
1489 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1490 self.flags = self.flags & !FL_JUMPRELEASED;
1491 self.classname = "player";
1492 if(cvar("g_campaign") || cvar("g_balance_teams"))
1493 JoinBestTeam(self, 0);
1494 if(cvar("g_campaign"))
1495 campaign_bots_may_start = 1;
1496 PutClientInServer();
1497 if(self.flags & !FL_NOTARGET)
1498 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1502 self.flags = self.flags & !FL_JUMPRELEASED;
1503 stuffcmd(self,"menu_showteamselect\n");
1506 } else if(self.button0 && self.version == cvar("gameversion")) {
1507 self.flags = self.flags & !FL_JUMPRELEASED;
1508 if(SpectateNext() == 1) {
1509 self.classname = "spectator";
1513 if (!(self.button0 || self.button2)) {
1514 self.flags = self.flags | FL_JUMPRELEASED;
1517 PrintWelcomeMessage(self);
1518 } else if(self.classname == "spectator") {
1519 if (self.flags & FL_JUMPRELEASED) {
1520 if (self.button2 && self.version == cvar("gameversion")) {
1521 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1522 self.flags = self.flags & !FL_JUMPRELEASED;
1523 self.classname = "player";
1525 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1527 if(cvar("g_campaign") || cvar("g_balance_teams"))
1528 JoinBestTeam(self, 0);
1529 if(cvar("g_campaign"))
1530 campaign_bots_may_start = 1;
1531 PutClientInServer();
1535 self.flags = self.flags & !FL_JUMPRELEASED;
1536 stuffcmd(self,"menu_showteamselect\n");
1539 } else if(self.button0) {
1540 self.flags = self.flags & !FL_JUMPRELEASED;
1541 if(SpectateNext() == 1) {
1542 self.classname = "spectator";
1544 self.classname = "observer";
1545 PutClientInServer();
1547 } else if (self.button3) {
1548 self.flags = self.flags & !FL_JUMPRELEASED;
1549 self.classname = "observer";
1550 PutClientInServer();
1555 if (!(self.button0 || self.button3)) {
1556 self.flags = self.flags | FL_JUMPRELEASED;
1559 PrintWelcomeMessage(self);
1560 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1569 Called every frame for each client after the physics are run
1572 void PlayerPostThink (void)
1574 if(self.classname == "player") {
1575 CheckRules_Player();
1578 if (self.deadflag == DEAD_NO)
1581 if (intermission_running)
1582 return; // intermission or finale
1584 //PrintWelcomeMessage(self);
1585 //if (TetrisPostFrame()) return;
1586 } else if (self.classname == "observer") {
1588 } else if (self.classname == "spectator") {