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 WaypointSprite_PlayerDead();
295 DropFlag(self.flagcarried);
297 DistributeFragsAmongTeam(self, self.team, 1);
299 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
300 bprint ("^4", self.netname, "^4 has no more lives left\n");
301 else if(self.killcount != -666)
302 bprint ("^4", self.netname, "^4 is spectating now\n");
304 self.classname = "observer";
306 self.takedamage = DAMAGE_NO;
307 self.solid = SOLID_NOT;
308 self.movetype = MOVETYPE_NOCLIP;
309 self.flags = FL_CLIENT | FL_NOTARGET;
310 self.armorvalue = 666;
312 self.armorvalue = cvar("g_balance_armor_start");
313 self.pauserotarmor_finished = 0;
314 self.pauserothealth_finished = 0;
315 self.pauseregen_finished = 0;
316 self.damageforcescale = 0;
326 self.pain_finished = 0;
327 self.strength_finished = 0;
328 self.invincible_finished = 0;
330 self.think = SUB_Null;
334 self.deadflag = DEAD_NO;
335 self.angles = spot.angles;
337 self.fixangle = TRUE;
340 self.view_ofs = PL_VIEW_OFS;
341 setorigin (self, spot.origin);
342 setsize (self, '0 0 0', '0 0 0');
343 self.oldorigin = self.origin;
348 self.weaponmodel = "";
349 self.weaponentity = world;
350 self.killcount = -666;
351 self.velocity = '0 0 0';
352 self.avelocity = '0 0 0';
353 self.punchangle = '0 0 0';
354 self.punchvector = '0 0 0';
355 self.oldvelocity = self.velocity;
356 self.customizeentityforclient = Client_customizeentityforclient;
362 Spawnqueue_Insert(self);
366 Spawnqueue_Unmark(self);
367 Spawnqueue_Remove(self);
370 else if(!cvar("g_lms"))
379 Called when a client spawns in the server
382 void PutClientInServer (void)
384 if(clienttype(self) == CLIENTTYPE_BOT)
386 self.classname = "player";
388 else if(clienttype(self) == CLIENTTYPE_REAL)
391 WriteByte(MSG_ONE, SVC_SETVIEW);
392 WriteEntity(MSG_ONE, self);
395 // player is dead and becomes observer
396 if(cvar("g_lms") && self.frags < 1)
397 self.classname = "observer";
401 self.classname = "observer";
403 if(self.classname == "player") {
406 spot = SelectSpawnPoint (FALSE);
408 RemoveGrapplingHook(self); // Wazat's Grappling Hook
410 self.classname = "player";
411 self.iscreature = TRUE;
412 self.movetype = MOVETYPE_WALK;
413 self.solid = SOLID_SLIDEBOX;
414 self.flags = FL_CLIENT;
415 self.takedamage = DAMAGE_AIM;
417 self.health = cvar("g_balance_health_start");
418 self.air_finished = time + 12;
420 self.armorvalue = cvar("g_balance_armor_start");
421 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
422 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
423 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
424 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
425 self.damageforcescale = 2;
434 self.pain_finished = 0;
435 self.strength_finished = 0;
436 self.invincible_finished = 0;
438 //self.speed_finished = 0;
439 //self.slowmo_finished = 0;
440 // players have no think function
441 self.think = SUB_Null;
444 self.switchweapon = 0;
449 self.deadflag = DEAD_NO;
451 self.angles = spot.angles;
453 self.angles_z = 0; // never spawn tilted even if the spot says to
454 self.fixangle = TRUE; // turn this way immediately
455 self.velocity = '0 0 0';
456 self.avelocity = '0 0 0';
457 self.punchangle = '0 0 0';
458 self.punchvector = '0 0 0';
459 self.oldvelocity = self.velocity;
464 self.customizeentityforclient = Client_customizeentityforclient;
466 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
467 local string defaultmodel;
468 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
469 setmodel_lod (self, defaultmodel);
470 self.skin = stof(cvar_string("sv_defaultplayerskin"));
472 self.playermodel = CheckPlayerModel(self.playermodel);
473 setmodel_lod (self, self.playermodel);
475 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
477 self.skin = stof(self.playerskin);
481 self.view_ofs = PL_VIEW_OFS;
482 setsize (self, PL_MIN, PL_MAX);
483 self.spawnorigin = spot.origin;
484 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
485 // don't reset back to last position, even if new position is stuck in solid
486 self.oldorigin = self.origin;
490 self.ammo_shells = cvar("g_lms_start_ammo_shells");
491 self.ammo_nails = cvar("g_lms_start_ammo_nails");
492 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
493 self.ammo_cells = cvar("g_lms_start_ammo_cells");
494 self.health = cvar("g_lms_start_health");
495 self.armorvalue = cvar("g_lms_start_armor");
497 else if (cvar("g_use_ammunition")) {
498 self.ammo_shells = cvar("g_start_ammo_shells");
499 self.ammo_nails = cvar("g_start_ammo_nails");
500 self.ammo_rockets = cvar("g_start_ammo_rockets");
501 self.ammo_cells = cvar("g_start_ammo_cells");
503 self.ammo_shells = 999;
504 self.ammo_nails = 999;
505 self.ammo_rockets = 999;
506 self.ammo_cells = 999;
510 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
512 self.items = self.items | IT_LASER;
513 self.switchweapon = WEP_LASER;
515 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
517 self.items = self.items | IT_SHOTGUN;
518 self.switchweapon = WEP_SHOTGUN;
520 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
522 self.items = self.items | IT_UZI;
523 self.switchweapon = WEP_UZI;
525 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
527 self.items = self.items | IT_GRENADE_LAUNCHER;
528 self.switchweapon = WEP_GRENADE_LAUNCHER;
530 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
532 self.items = self.items | IT_ELECTRO;
533 self.switchweapon = WEP_ELECTRO;
535 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
537 self.items = self.items | IT_CRYLINK;
538 self.switchweapon = WEP_CRYLINK;
540 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
542 self.items = self.items | IT_NEX;
543 self.switchweapon = WEP_NEX;
545 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
547 self.items = self.items | IT_HAGAR;
548 self.switchweapon = WEP_HAGAR;
550 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
552 self.items = self.items | IT_ROCKET_LAUNCHER;
553 self.switchweapon = WEP_ROCKET_LAUNCHER;
556 if(cvar("g_instagib"))
559 self.switchweapon = WEP_NEX;
560 self.ammo_cells = 999;
563 if(cvar("g_rocketarena"))
565 self.items = IT_ROCKET_LAUNCHER;
566 self.switchweapon = WEP_ROCKET_LAUNCHER;
567 self.ammo_rockets = 999;
573 // will be done later
576 if(cvar("g_minstagib"))
581 self.switchweapon = WEP_NEX;
582 self.ammo_cells = cvar("g_minstagib_ammo_start");
583 self.jump_interval = time;
588 Spawnqueue_Remove(self);
589 Spawnqueue_Mark(self);
592 self.event_damage = PlayerDamage;
594 self.bot_attack = TRUE;
596 self.statdraintime = time + 5;
597 self.button0 = self.button1 = self.button2 = self.button3 = 0;
599 if(self.killcount == -666) {
606 self.cnt = WEP_LASER;
607 self.nixnex_lastchange_id = -1;
609 CL_SpawnWeaponentity();
610 self.alpha = default_player_alpha;
611 self.exteriorweaponentity.alpha = default_weapon_alpha;
613 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
614 self.lms_traveled_distance = 0;
616 if(cvar("spawn_debug"))
618 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
619 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
622 //stuffcmd(self, "chase_active 0");
623 //stuffcmd(self, "set viewsize $tmpviewsize \n");
624 } else if(self.classname == "observer") {
625 PutObserverInServer ();
634 void SetNewParms (void)
644 void SetChangeParms (void)
653 Called when a client types 'kill' in the console
656 void ClientKill (void)
658 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
661 void FixClientCvars(entity e)
663 // send prediction settings to the client
664 stuffcmd(e, "\nin_bindmap 0 0\n");
665 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
666 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
667 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
668 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
669 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
670 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
671 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
672 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
673 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
674 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
675 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
676 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
677 stuffcmd(e, "cl_movement_edgefriction 1\n");
684 Called when a client connects to the server
687 string ColoredTeamName(float t);
688 //void dom_player_join_team(entity pl);
689 void ClientConnect (void)
693 self.classname = "player_joining";
694 self.flags = self.flags | FL_CLIENT;
695 self.version_nagtime = time + 10 + random() * 10;
699 dprint("BUG player count is lower than zero, this cannot happen!\n");
705 //if(cvar("g_domination"))
706 // dom_player_join_team(self);
708 //JoinBestTeam(self, FALSE);
710 if((cvar("sv_spectate") == 1 && !cvar("g_lms")) || cvar("g_campaign")) {
711 self.classname = "observer";
713 self.classname = "player";
714 campaign_bots_may_start = 1;
717 self.playerid = (playerid_last = playerid_last + 1);
718 if(cvar("sv_eventlog"))
720 if(clienttype(self) == CLIENTTYPE_REAL)
724 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
725 s = strcat(":team:", ftos(self.playerid), ":");
726 s = strcat(s, ftos(self.team));
727 GameLogEcho(s, FALSE);
730 //stuffcmd(self, "set tmpviewsize $viewsize \n");
732 bprint ("^4",self.netname);
733 bprint ("^4 connected");
735 if(cvar("g_domination") || cvar("g_ctf"))
737 bprint(" and joined the ");
738 bprint(ColoredTeamName(self.team));
743 self.welcomemessage_time = 0;
745 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
746 // TODO: is this being used for anything else than cd tracks?
747 // Remember: SVC_CDTRACK exists. Maybe it should be used.
749 FixClientCvars(self);
752 WaypointSprite_InitClient(self);
754 // Wazat's grappling hook
755 SetGrappleHookBindings();
757 // get autoswitch state from player
758 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
759 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
761 // get version info from player
762 stuffcmd(self, "cmd clientversion $gameversion\n");
764 // get other cvars from player
767 // set cvar for team scoreboard
771 t = cvar("teamplay");
772 // 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
773 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
776 stuffcmd(self, "set teamplay 0\n");
780 self.frags = cvar("fraglimit");
781 // no fraglimit was set, so player gets 999 lives
785 self.frags = LMS_NewPlayerLives();
791 else if(cvar("g_arena"))
793 self.classname = "observer";
794 Spawnqueue_Insert(self);
797 bot_relinkplayerlist();
799 self.jointime = time;
806 Called when a client disconnects from the server
809 void(entity e) DropFlag;
810 .entity chatbubbleentity;
811 .entity teambubbleentity;
812 void ClientDisconnect (void)
815 if(cvar("sv_eventlog"))
816 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
817 bprint ("^4",self.netname);
818 bprint ("^4 disconnected\n");
820 if (self.chatbubbleentity)
822 remove (self.chatbubbleentity);
823 self.chatbubbleentity = world;
826 if (self.teambubbleentity)
828 remove (self.teambubbleentity);
829 self.teambubbleentity = world;
832 WaypointSprite_PlayerGone();
837 DropFlag(self.flagcarried);
839 DistributeFragsAmongTeam(self, self.team, 1);
842 self.flags = self.flags - (self.flags & FL_CLIENT);
843 bot_relinkplayerlist();
847 if(self.weaponentity)
848 if(self.weaponentity.lasertarget)
849 remove(self.weaponentity.lasertarget);
853 Spawnqueue_Unmark(self);
854 Spawnqueue_Remove(self);
862 void() ChatBubbleThink =
864 self.nextthink = time;
865 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
867 self.owner.chatbubbleentity = world;
871 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
872 if (self.owner.buttonchat && !self.owner.deadflag)
873 self.model = self.mdl;
878 void() UpdateChatBubble =
880 if (!self.modelindex)
882 // spawn a chatbubble entity if needed
883 if (!self.chatbubbleentity)
885 self.chatbubbleentity = spawn();
886 self.chatbubbleentity.owner = self;
887 self.chatbubbleentity.exteriormodeltoclient = self;
888 self.chatbubbleentity.think = ChatBubbleThink;
889 self.chatbubbleentity.nextthink = time;
890 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
891 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
892 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
893 self.chatbubbleentity.model = "";
898 void() TeamBubbleThink =
900 self.nextthink = time;
901 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
903 self.owner.teambubbleentity = world;
907 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
908 if (self.owner.buttonchat || self.owner.deadflag)
911 self.model = self.mdl;
915 float() TeamBubble_customizeentityforclient
917 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
920 void() UpdateTeamBubble =
922 if (!self.modelindex || !cvar("teamplay"))
924 // spawn a teambubble entity if needed
925 if (!self.teambubbleentity && cvar("teamplay"))
927 self.teambubbleentity = spawn();
928 self.teambubbleentity.owner = self;
929 self.teambubbleentity.exteriormodeltoclient = self;
930 self.teambubbleentity.think = TeamBubbleThink;
931 self.teambubbleentity.nextthink = time;
932 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
933 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
934 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
935 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
936 self.teambubbleentity.mdl = self.teambubbleentity.model;
937 self.teambubbleentity.model = self.teambubbleentity.mdl;
938 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
942 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
943 // added to the model skins
944 /*void() UpdateColorModHack =
947 c = self.clientcolors & 15;
948 // LordHavoc: only bothering to support white, green, red, yellow, blue
949 if (teamplay == 0) self.colormod = '0 0 0';
950 else if (c == 0) self.colormod = '1.00 1.00 1.00';
951 else if (c == 3) self.colormod = '0.10 1.73 0.10';
952 else if (c == 4) self.colormod = '1.73 0.10 0.10';
953 else if (c == 12) self.colormod = '1.22 1.22 0.10';
954 else if (c == 13) self.colormod = '0.10 0.10 1.73';
955 else self.colormod = '1 1 1';
964 void player_powerups (void)
966 if (cvar("g_minstagib"))
968 self.effects = EF_FULLBRIGHT;
969 if (self.items & IT_STRENGTH)
971 if (time > self.strength_finished)
973 self.alpha = default_player_alpha;
974 self.exteriorweaponentity.alpha = default_weapon_alpha;
975 self.items = self.items - (self.items & IT_STRENGTH);
976 sprint(self, "^3Invisibility has worn off\n");
981 if (time < self.strength_finished)
983 self.alpha = cvar("g_minstagib_invis_alpha");
984 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
985 self.items = self.items | IT_STRENGTH;
986 sprint(self, "^3You are invisible\n");
990 if (self.items & IT_INVINCIBLE)
992 if (time > self.invincible_finished)
994 self.items = self.items - (self.items & IT_INVINCIBLE);
995 sprint(self, "^3Speed has worn off\n");
1000 if (time < self.invincible_finished)
1002 self.items = self.items | IT_INVINCIBLE;
1003 sprint(self, "^3You are on speed\n");
1009 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1010 if (self.items & IT_STRENGTH)
1012 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1013 if (time > self.strength_finished)
1015 self.items = self.items - (self.items & IT_STRENGTH);
1016 sprint(self, "^3Strength has worn off\n");
1021 if (time < self.strength_finished)
1023 self.items = self.items | IT_STRENGTH;
1024 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1027 if (self.items & IT_INVINCIBLE)
1029 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1030 if (time > self.invincible_finished)
1032 self.items = self.items - (self.items & IT_INVINCIBLE);
1033 sprint(self, "^3Shield has worn off\n");
1038 if (time < self.invincible_finished)
1040 self.items = self.items | IT_INVINCIBLE;
1041 sprint(self, "^3Shield surrounds you\n");
1045 if (cvar("g_fullbrightplayers"))
1046 self.effects = self.effects | EF_FULLBRIGHT;
1048 // midair gamemode: damage only while in the air
1049 // if in midair mode, being on ground grants temporary invulnerability
1050 // (this is so that multishot weapon don't clear the ground flag on the
1051 // first damage in the frame, leaving the player vulnerable to the
1052 // remaining hits in the same frame)
1053 if (self.flags & FL_ONGROUND)
1054 if (cvar("g_midair"))
1055 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1057 if (time < self.spawnshieldtime)
1058 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1061 float CalcRegen(float current, float stable, float maxv, float regenfactor)
1063 if(current > stable)
1065 else if(current > stable - 0.25) // when close enough, "snap"
1068 return bound(0, current + (stable - current) * regenfactor * frametime, maxv);
1071 void player_regen (void)
1073 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1074 maxh = cvar("g_balance_health_stable");
1075 maxa = cvar("g_balance_armor_stable");
1076 limith = cvar("g_balance_health_limit");
1077 limita = cvar("g_balance_armor_limit");
1079 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
1082 if(cvar("g_runematch"))
1084 max_mod = regen_mod = rot_mod = limit_mod = 1;
1085 if (self.runes & RUNE_REGEN)
1087 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1089 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1090 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1091 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1095 regen_mod = cvar("g_balance_rune_regen_regenrate");
1096 max_mod = cvar("g_balance_rune_regen_hpmod");
1097 limit_mod = cvar("g_balance_rune_regen_limitmod");
1100 else if (self.runes & CURSE_VENOM)
1102 max_mod = cvar("g_balance_curse_venom_hpmod");
1103 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1104 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1106 rot_mod = cvar("g_balance_curse_venom_rotrate");
1107 limit_mod = cvar("g_balance_curse_venom_limitmod");
1108 //if (!self.runes & RUNE_REGEN)
1109 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1111 maxh = maxh * max_mod;
1112 //maxa = maxa * max_mod;
1114 if (time > self.pauserotarmor_finished)
1116 if (self.armorvalue > maxa)
1117 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1119 if (time > self.pauserothealth_finished)
1121 if (self.health > maxh)
1122 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1124 if (time > self.pauseregen_finished)
1126 self.health = CalcRegen(self.health, maxh, 1000, regen_mod * cvar("g_balance_health_regen"));
1127 self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1132 if (time > self.pauserothealth_finished)
1133 if (self.health > maxh)
1134 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1135 if (time > self.pauserotarmor_finished)
1136 if (self.armorvalue > maxa)
1137 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1138 if (time > self.pauseregen_finished)
1140 self.health = CalcRegen(self.health, maxh, 1000, cvar("g_balance_health_regen"));
1141 self.armorvalue = CalcRegen(self.armorvalue, maxa, 1000, cvar("g_balance_armor_regen"));
1145 if (self.health > limith)
1146 self.health = limith;
1148 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1149 if (self.armorvalue > limita)
1150 self.armorvalue = limita;
1154 ======================
1155 spectate mode routines
1156 ======================
1158 void SpectateCopy(entity spectatee) {
1159 self.armortype = spectatee.armortype;
1160 self.armorvalue = spectatee.armorvalue;
1161 self.currentammo = spectatee.currentammo;
1162 self.effects = spectatee.effects;
1163 self.health = spectatee.health;
1165 self.items = spectatee.items;
1166 self.punchangle = spectatee.punchangle;
1167 self.view_ofs = spectatee.view_ofs;
1168 self.v_angle = spectatee.v_angle;
1169 self.viewzoom = spectatee.viewzoom;
1170 setorigin(self, spectatee.origin);
1171 setsize(self, spectatee.mins, spectatee.maxs);
1174 void SpectateUpdate() {
1176 PutObserverInServer();
1178 if (self != self.enemy) {
1179 if(self.enemy.flags & FL_NOTARGET)
1180 PutObserverInServer();
1181 SpectateCopy(self.enemy);
1182 self.dmg_take = self.enemy.dmg_take;
1183 self.dmg_save = self.enemy.dmg_save;
1184 self.dmg_inflictor = self.enemy.dmg_inflictor;
1185 self.fixangle = TRUE;
1186 self.angles = self.enemy.v_angle;
1187 //msg_entity = self;
1188 //WriteByte(MSG_ONE, SVC_SETANGLE);
1189 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1190 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1191 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1195 float SpectateNext() {
1196 other = find(self.enemy, classname, "player");
1198 other = find(other, classname, "player");
1203 if(self.enemy.classname == "player") {
1205 WriteByte(MSG_ONE, SVC_SETVIEW);
1206 WriteEntity(MSG_ONE, self.enemy);
1207 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1217 ShowRespawnCountdown()
1219 Update a respawn countdown display.
1222 void ShowRespawnCountdown()
1225 if(self.deadflag == DEAD_NO) // just respawned?
1229 number = ceil(self.death_time - time);
1232 if(number <= self.respawn_countdown)
1234 self.respawn_countdown = number - 1;
1235 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
1236 stuffcmd(self, strcat("play2 announcer/robotic/", ftos(number), ".ogg\n"));
1241 void LeaveSpectatorMode()
1243 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1244 self.classname = "player";
1245 if(cvar("g_campaign") || cvar("g_balance_teams"))
1246 JoinBestTeam(self, 0);
1247 if(cvar("g_campaign"))
1248 campaign_bots_may_start = 1;
1249 PutClientInServer();
1250 if(!(self.flags & FL_NOTARGET))
1251 bprint ("^4", self.netname, "^4 is playing now\n");
1252 centerprint(self,"");
1255 stuffcmd(self,"menu_showteamselect\n");
1264 Called every frame for each client before the physics are run
1267 void() ctf_setstatus;
1268 .float vote_nagtime;
1269 void PlayerPreThink (void)
1271 if(strlen(self.netname) > 0)
1272 if(substring(self.netname, strlen(self.netname) - 1, 1) == "^")
1273 self.netname = strzone(strcat(substring(self.netname, 0, strlen(self.netname) - 1), " ")); // BROKEN COLORS can be annoying!
1276 if(self.version_nagtime)
1277 if(self.cvar_g_nexuizversion)
1278 if(time > self.version_nagtime)
1280 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1281 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1283 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");
1284 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1286 self.version_nagtime = 0;
1290 if(self.cvar_scr_centertime)
1291 if(time > self.vote_nagtime)
1294 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1297 if(self.classname == "player") {
1298 local vector m1, m2;
1300 // if(self.netname == "Wazat")
1301 // bprint(self.classname, "\n");
1303 CheckRules_Player();
1306 PrintWelcomeMessage(self);
1308 if(cvar("g_lms") || !cvar("sv_spectate"))
1309 if((time - self.jointime) <= cvar("welcome_message_time"))
1310 PrintWelcomeMessage(self);
1312 if (intermission_running)
1314 IntermissionThink (); // otherwise a button could be missed between
1315 return; // the think tics
1318 if(time > self.teleport_time)
1320 self.effects = self.effects - (self.effects & EF_NODRAW);
1321 if(self.weaponentity)
1322 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1325 Nixnex_GiveCurrentWeapon();
1326 UpdateSelectedPlayer();
1328 if (self.deadflag != DEAD_NO)
1330 float button_pressed, force_respawn;
1332 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1333 force_respawn = (cvar("g_lms") || cvar("g_forced_respawn"));
1334 if (self.deadflag == DEAD_DYING)
1337 self.deadflag = DEAD_RESPAWNING;
1338 else if(!button_pressed)
1339 self.deadflag = DEAD_DEAD;
1341 else if (self.deadflag == DEAD_DEAD)
1344 self.deadflag = DEAD_RESPAWNABLE;
1346 else if (self.deadflag == DEAD_RESPAWNABLE)
1349 self.deadflag = DEAD_RESPAWNING;
1351 else if (self.deadflag == DEAD_RESPAWNING)
1353 if(time > self.death_time)
1356 ShowRespawnCountdown();
1360 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1364 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1365 dist = self.oldorigin - self.origin;
1367 self.lms_traveled_distance += fabs(vlen(dist));
1369 if(cvar("g_campaign"))
1370 if(!campaign_bots_may_start)
1372 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1373 self.lms_traveled_distance = 0;
1376 if(time > self.lms_nextcheck)
1378 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1379 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1381 centerprint(self, cvar_string("g_lms_campcheck_message"));
1382 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1383 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1384 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');
1386 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1387 self.lms_traveled_distance = 0;
1391 if (self.button5 && !self.hook.state)
1396 self.view_ofs = PL_CROUCH_VIEW_OFS;
1397 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1404 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1405 if (!trace_startsolid)
1407 self.crouch = FALSE;
1408 self.view_ofs = PL_VIEW_OFS;
1409 setsize (self, PL_MIN, PL_MAX);
1414 if(cvar("sv_defaultcharacter") == 1 && !teams_matter) {
1415 local string defaultmodel;
1416 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1418 if (defaultmodel != self.model)
1422 setmodel_lod (self, defaultmodel);
1423 setsize (self, m1, m2);
1426 if (self.skin != cvar("sv_defaultplayerskin"))
1427 self.skin = cvar("sv_defaultplayerskin");
1429 if (self.playermodel != self.model)
1431 self.playermodel = CheckPlayerModel(self.playermodel);
1434 setmodel_lod (self, self.playermodel);
1435 setsize (self, m1, m2);
1440 if (self.skin != math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY))
1441 self.skin = math_mod(stof(self.playerskin), NUM_PLAYERSKINS_TEAMPLAY);
1445 if (self.skin != stof(self.playerskin))
1446 self.skin = stof(self.playerskin);
1450 GrapplingHookFrame();
1454 if (cvar("g_minstagib"))
1456 if (self.jump_interval <= (time + 0.1))
1458 self.jump_interval = time + 1;
1463 float zoomfactor, zoomspeed, zoomdir;
1464 zoomfactor = self.cvar_cl_zoomfactor;
1465 if(zoomfactor < 1 || zoomfactor > 16)
1467 zoomspeed = self.cvar_cl_zoomspeed;
1468 if(zoomspeed >= 0) // < 0 is instant zoom
1469 if(zoomspeed < 0.5 || zoomspeed > 16)
1472 zoomdir = self.button4;
1474 if(self.weapon == WEP_NEX)
1475 if(!cvar("g_minstagib"))
1479 self.has_zoomed = 1;
1483 if(zoomspeed <= 0) // instant zoom
1486 self.viewzoom = 1 / zoomfactor;
1492 // geometric zoom would be:
1493 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1494 // however, testing showed that arithmetic/harmonic zoom works better
1496 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1497 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1498 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1500 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1501 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1502 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1506 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1513 if (cvar("g_minstagib"))
1514 minstagib_ammocheck();
1518 //self.angles_y=self.v_angle_y + 90; // temp
1520 //if (TetrisPreFrame()) return;
1521 } else if(gameover) {
1522 if (intermission_running)
1523 IntermissionThink (); // otherwise a button could be missed between
1525 } else if(self.classname == "observer") {
1527 if (self.flags & FL_JUMPRELEASED) {
1528 if (self.button2 && self.version == cvar("gameversion")) {
1529 self.welcomemessage_time = 0;
1530 self.flags = self.flags - FL_JUMPRELEASED;
1531 LeaveSpectatorMode();
1533 } else if(self.button0 && self.version == cvar("gameversion")) {
1534 self.welcomemessage_time = 0;
1535 self.flags = self.flags - FL_JUMPRELEASED;
1536 if(SpectateNext() == 1) {
1537 self.classname = "spectator";
1541 if (!(self.button0 || self.button2)) {
1542 self.flags = self.flags | FL_JUMPRELEASED;
1545 PrintWelcomeMessage(self);
1546 } else if(self.classname == "spectator") {
1547 if (self.flags & FL_JUMPRELEASED) {
1548 if (self.button2 && self.version == cvar("gameversion")) {
1549 self.welcomemessage_time = 0;
1550 self.flags = self.flags - FL_JUMPRELEASED;
1551 LeaveSpectatorMode();
1553 } else if(self.button0) {
1554 self.welcomemessage_time = 0;
1555 self.flags = self.flags - FL_JUMPRELEASED;
1556 if(SpectateNext() == 1) {
1557 self.classname = "spectator";
1559 self.classname = "observer";
1560 PutClientInServer();
1562 } else if (self.button3) {
1563 self.welcomemessage_time = 0;
1564 self.flags = self.flags - FL_JUMPRELEASED;
1565 self.classname = "observer";
1566 PutClientInServer();
1571 if (!(self.button0 || self.button3)) {
1572 self.flags = self.flags | FL_JUMPRELEASED;
1575 PrintWelcomeMessage(self);
1576 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1585 Called every frame for each client after the physics are run
1588 void PlayerPostThink (void)
1590 // Savage: Check for nameless players
1591 if (strlen(self.netname) < 1) {
1592 self.netname = "Player";
1593 stuffcmd(self, "seta _cl_name Player\n");
1596 if(self.classname == "player") {
1597 CheckRules_Player();
1602 if (intermission_running)
1603 return; // intermission or finale
1605 //PrintWelcomeMessage(self);
1606 //if (TetrisPostFrame()) return;
1607 } else if (self.classname == "observer") {
1609 } else if (self.classname == "spectator") {