3 float Nagger_SendEntity(entity to, float sendflags)
6 WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
24 WriteByte(MSG_ENTITY, nags | 128);
26 WriteString(MSG_ENTITY, votecalledvote_display);
28 WriteString(MSG_ENTITY, "");
31 WriteByte(MSG_ENTITY, nags);
38 Net_LinkEntity(nagger);
39 nagger.SendFlags = 128;
40 nagger.SendEntity = Nagger_SendEntity;
42 void Nagger_VoteChanged()
45 nagger.SendFlags = 128;
47 void Nagger_VoteCountChanged()
52 void Nagger_ReadyCounted()
60 .float floodcontrol_chat;
61 .float floodcontrol_team;
62 void Say(entity source, float teamsay, string msgin)
64 string msgstr, colorstr, cmsgstr, namestr;
68 if(Ban_MaybeEnforceBan(source))
72 if(substring(msgin, 0, 1) == " ")
73 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
75 msgin = formatmessage(msgin);
80 if(source.classname != "player")
81 colorstr = "^0"; // black for spectators
83 colorstr = Team_ColorCode(source.team);
87 if(intermission_running)
91 * using bprint solves this... me stupid
92 // how can we prevent the message from appearing in a listen server?
93 // for now, just give "say" back and only handle say_team
96 clientcommand(self, strcat("say ", msgin));
101 if(cvar("g_chat_teamcolors"))
102 namestr = playername(source);
104 namestr = source.netname;
107 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
108 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
111 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
119 var .float flood_field;
123 flood_spl = cvar("g_chat_flood_spl_team");
124 flood_burst = cvar("g_chat_flood_burst_team");
125 flood_lmax = cvar("g_chat_flood_lmax_team");
126 flood_field = floodcontrol_team;
130 flood_spl = cvar("g_chat_flood_spl");
131 flood_burst = cvar("g_chat_flood_burst");
132 flood_lmax = cvar("g_chat_flood_lmax");
133 flood_field = floodcontrol_chat;
135 flood_burst = max(0, flood_burst - 1);
136 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
137 lines = ceil(strlennocol(msgstr) / 75);
138 if(flood_lmax && lines > flood_lmax)
140 else if(time >= self.flood_field)
141 self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
148 if(cvar("g_chat_flood_notify_flooder"))
151 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
153 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
156 sprint(self, msgstr);
157 print("NOTE: ", playername(self), "^7 is flooding.\n");
161 if(source.classname == "player")
163 FOR_EACH_REALPLAYER(head)
165 if(head.team == source.team)
167 sprint(head, msgstr);
168 centerprint(head, cmsgstr);
174 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
176 sprint(head, msgstr);
177 centerprint(head, cmsgstr);
183 // TODO invent a cvar name for allowing global chat by spectators during warmup anyway
184 if(cvar("g_chat_nospectators") && source.classname != "player") {
185 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
186 sprint(head, msgstr);
196 entity GetPlayer(string name)
202 if(substring(name, 0, 1) == "#") {
203 num = stof(substring(name, 1, 999));
204 if(num >= 1 && num <= maxclients) {
205 for((e = world); num > 0; --num, (e = nextent(e)))
207 //if(clienttype(e) == CLIENTTYPE_REAL)
208 if(e.classname == "player")
212 ns = strdecolorize(name);
213 FOR_EACH_REALPLAYER(e) {
214 if(!strcasecmp(strdecolorize(e.netname), ns)) {
222 //float ctf_clientcommand();
223 float readyrestart_happened;
224 void SV_ParseClientCommand(string s) {
226 local float tokens, f, effectnum;
227 local vector start, end;
229 tokens = tokenize_sane(s);
231 if(GameCommand_Vote(s, self)) {
233 } else if(GameCommand_MapVote(argv(0))) {
235 } else if(argv(0) == "autoswitch") {
236 // be backwards compatible with older clients (enabled)
237 self.autoswitch = ("0" != argv(1));
238 local string autoswitchmsg;
239 if (self.autoswitch) {
240 autoswitchmsg = "on";
242 autoswitchmsg = "off";
244 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
245 } else if(argv(0) == "clientversion") {
246 if not(self.flags & FL_CLIENT)
248 if (argv(1) == "$gameversion") {
249 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
250 // either that or someone wants to be funny
253 self.version = stof(argv(1));
255 if(self.version != cvar("gameversion"))
257 self.classname = "observer";
258 self.version_mismatch = 1;
260 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
261 //JoinBestTeam(self, FALSE, TRUE);
262 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
263 self.classname = "observer";
264 stuffcmd(self,"menu_showteamselect\n");
266 } else if(argv(0) == "reportcvar") { // old system
268 } else if(argv(0) == "sentcvar") { // new system
270 } else if(argv(0) == "spectate") {
271 if not(self.flags & FL_CLIENT)
274 return; // don't allow spectating in lms, unless player runs out of lives
275 if(self.classname == "player" && cvar("sv_spectate") == 1) {
277 DropFlag(self.flagcarried, world, world);
278 kh_Key_DropAll(self, TRUE);
279 WaypointSprite_PlayerDead();
280 self.classname = "observer";
282 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"));
285 } else if(argv(0) == "join") {
286 if not(self.flags & FL_CLIENT)
289 if (self.classname != "player" && !lockteams)
291 if(isJoinAllowed()) {
292 self.classname = "player";
293 PlayerScore_Clear(self);
294 bprint ("^4", self.netname, "^4 is playing now\n");
298 //player may not join because of g_maxplayers is set
299 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
302 } else if( argv(0) == "selectteam" ) {
303 if not(self.flags & FL_CLIENT)
305 if( !cvar("teamplay") ) {
306 sprint( self, "selecteam can only be used in teamgames\n");
307 } else if(cvar("g_campaign")) {
308 //JoinBestTeam(self, 0);
309 } else if(lockteams) {
310 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
311 } else if( argv(1) == "red" ) {
312 DoTeamChange(COLOR_TEAM1);
313 } else if( argv(1) == "blue" ) {
314 DoTeamChange(COLOR_TEAM2);
315 } else if( argv(1) == "yellow" ) {
316 DoTeamChange(COLOR_TEAM3);
317 } else if( argv(1) == "pink" ) {
318 DoTeamChange(COLOR_TEAM4);
319 } else if( argv(1) == "auto" ) {
322 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
324 } else if(argv(0) == "ready") {
325 if not(self.flags & FL_CLIENT)
327 if((inWarmupStage && 0 <= g_warmup_limit) // with unlimited warmup players have to be able to restart
328 || cvar("sv_ready_restart"))
331 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
334 //if(!restartAnnouncer)
336 if(!readyrestart_happened || cvar("sv_ready_restart_repeatable"))
339 bprint(self.netname, "^2 is ready\n");
342 sprint(self, "^1game has already been restarted\n");
346 } else if(argv(0) == "maplist") {
347 sprint(self, maplist_reply);
348 } else if(argv(0) == "lsmaps") {
349 sprint(self, lsmaps_reply);
350 } else if(argv(0) == "records") {
351 sprint(self, records_reply);
352 } else if(argv(0) == "voice") {
353 VoiceMessage(argv(1));
354 } else if(argv(0) == "say") {
356 Say(self, FALSE, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)));
357 //clientcommand(self, formatmessage(s));
358 } else if(argv(0) == "say_team") {
360 Say(self, TRUE, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)));
361 //clientcommand(self, formatmessage(s));
362 } else if(argv(0) == "info") {
363 cmd = cvar_string(strcat("sv_info_", argv(1)));
365 sprint(self, "ERROR: unsupported info command\n");
367 wordwrap_sprint(cmd, 1111);
368 } else if(argv(0) == "suggestmap") {
369 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
370 } else if(argv(0) == "calltimeout") {
371 if not(self.flags & FL_CLIENT)
373 if(cvar("sv_timeout")) {
374 if(self.classname == "player") {
376 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
378 evaluateTimeoutCall();
381 sprint(self, "^7Error: only players can call a timeout!\n");
383 } else if(argv(0) == "resumegame") {
384 if not(self.flags & FL_CLIENT)
386 if(cvar("sv_timeout")) {
387 evaluateResumeGame();
389 } else if(argv(0) == "teamstatus") {
390 Score_NicePrint(self);
391 } else if(argv(0) == "cvar_changes") {
392 sprint(self, cvar_changes);
393 } else if(argv(0) == "pointparticles") {
394 if(sv_cheats && tokens == 5)
398 // origin (0..1, on crosshair line)
401 effectnum = particleeffectnum(argv(1));
403 start = (1-f) * self.origin + f * self.cursor_trace_endpos;
406 pointparticles(effectnum, start, end, f);
409 print("Usage: sv_cheats 1; restart; cmd pointparticles effectname position(0..1) velocityvector multiplier\n");
410 } else if(argv(0) == "trailparticles") {
411 if(sv_cheats && tokens == 3)
415 // shot origin vector
416 effectnum = particleeffectnum(argv(1));
417 W_SetupShot(self, stov(argv(2)), FALSE, FALSE, "");
418 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
419 trailparticles(self, effectnum, w_shotorg, trace_endpos);
422 print("Usage: sv_cheats 1; restart; cmd trailparticles effectname shotorigin\n");
424 //if(ctf_clientcommand())
427 /* checks not needed any more since DP has separated clientcommands and regular commands
430 //if(cmd != "say") // handled above
431 //if(cmd != "say_team") // handled above
442 if(cmd != "playermodel")
443 if(cmd != "playerskin")
444 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
446 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
450 clientcommand(self,s);
454 void ReadyRestartForce()
458 bprint("^1Server is restarting...\n");
463 if(checkrules_overtimeend)
464 checkrules_overtimeend = 0;
466 readyrestart_happened = 1;
467 game_starttime = time + RESTART_COUNTDOWN;
468 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
470 inWarmupStage = 0; //once the game is restarted the game is in match stage
472 //reset the .ready status of all players (also spectators)
473 FOR_EACH_CLIENTSLOT(e)
476 Nagger_ReadyCounted();
477 FOR_EACH_REALCLIENT(e)
480 WriteByte(MSG_ONE, SVC_TEMPENTITY);
481 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
482 WriteByte(MSG_ONE, 0);
485 if(cvar("teamplay_lockonrestart") && teams_matter) {
487 bprint("^1The teams are now locked.\n");
490 //initiate the restart-countdown-announcer entity
491 restartAnnouncer = spawn();
492 restartAnnouncer.think = restartAnnouncer_Think;
493 restartAnnouncer.nextthink = time;
494 restartAnnouncer.spawnflags = !!cvar("sv_ready_restart_after_countdown");
496 //after a restart every players number of allowed timeouts gets reset, too
497 if(cvar("sv_timeout"))
499 FOR_EACH_REALPLAYER(e)
500 e.allowedTimeouts = cvar("sv_timeout_number");
503 //play the prepareforbattle sound to everyone
504 play2all("announcer/robotic/prepareforbattle.wav");
506 //reset map immediately if this cvar is not set
507 if (!cvar("sv_ready_restart_after_countdown"))
510 if(cvar("sv_eventlog"))
511 GameLogEcho(":restart");
516 // no arena, assault support yet...
517 if(g_arena | g_assault | gameover | intermission_running | race_completing)
518 localcmd("restart\n");
527 * Counts how many players are ready. If not enough players are ready, the function
528 * does nothing. If all players are ready, the timelimit will be extended and the
529 * restart_countdown variable is set to allow other functions like PlayerPostThink
530 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
531 * is not set the map will be resetted.
533 * Function is called after the server receives a 'ready' sign from a player.
542 FOR_EACH_REALPLAYER(e)
551 Nagger_ReadyCounted();
553 if(r) // at least one is ready
554 if(r == p) // and, everyone is ready
559 * Shows the restart countdown for all players.
560 * Plays the countdown sounds for the seconds 3, 2 1, begin for everyone.
561 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
564 void restartAnnouncer_Think() {
568 c = game_starttime - time;
570 if(c <= 0) { //show the "Begin" message and
571 if(self.spawnflags & 1)
573 restart_mapalreadyrestarted = 1;
577 FOR_EACH_REALCLIENT(plr) {
578 if(plr.classname == "player") {
579 s = strcat(NEWLINES, "^1Begin!");
583 play2all("announcer/robotic/begin.wav");
589 FOR_EACH_REALCLIENT(plr) {
590 if(plr.classname == "player") {
591 s = strcat(NEWLINES, "^1Game starts in ", ftos(f), " seconds");
597 play2all(strcat("announcer/robotic/", ftos(f), ".wav"));
599 self.nextthink = game_starttime - (f - 1);
604 * Checks whether the player who calls the timeout is allowed to do so.
605 * If so, it initializes the timeout countdown. It also checks whether another
606 * timeout was already running at this time and reacts correspondingly.
608 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
609 * timeoutInitiator, timeoutStatus, timeoutHandler
611 * This function is called when a player issues the calltimeout command.
613 void evaluateTimeoutCall() {
614 if (inWarmupStage && !g_warmup_allow_timeout)
615 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
616 if (time < game_starttime )
617 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
618 if (timeoutStatus != 2) {
619 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
620 if (cvar("timelimit")) {
621 //a timelimit was used
623 myTl = cvar("timelimit");
625 local float lastPossibleTimeout;
626 lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
628 if (lastPossibleTimeout < time - game_starttime)
629 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
632 //player may not call a timeout if he has no calls left
633 if (self.allowedTimeouts < 1)
634 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
635 //now all required checks are passed
636 self.allowedTimeouts -= 1;
637 bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
638 remainingTimeoutTime = cvar("sv_timeout_length");
639 remainingLeadTime = cvar("sv_timeout_leadtime");
640 timeoutInitiator = self;
641 if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
643 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
644 timeoutHandler = spawn();
645 timeoutHandler.think = timeoutHandler_Think;
647 timeoutHandler.nextthink = time; //always let the entity think asap
649 //inform all connected clients about the timeout call
650 play2all("announcer/robotic/timeoutcalled.wav");
654 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
655 * and the lead time for the timeout is still active, this countdown just will be aborted (the
656 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
657 * value of the cvar sv_timeout_resumetime.
659 * This function is called when a player issues the resumegame command.
661 void evaluateResumeGame() {
663 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
664 if (self != timeoutInitiator)
665 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
666 if (timeoutStatus == 1) {
667 remainingTimeoutTime = timeoutStatus = 0;
668 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
669 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
671 else if (timeoutStatus == 2) {
672 //only shorten the remainingTimeoutTime if it makes sense
673 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
674 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
675 remainingTimeoutTime = cvar("sv_timeout_resumetime");
676 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
679 sprint(self, "^7Error: Your resumegame call was discarded!\n");