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;
123 spot = find (world, classname, "testplayerstart");
127 spotname = "info_player_deathmatch";
130 if(!anypoint && cvar("g_ctf") )
131 teamcheck = self.team;
133 // get the list of players
134 playerlist = findchain(classname, "player");
135 // get the entire list of spots
136 firstspot = findchain(classname, "info_player_deathmatch");
137 // filter out the bad ones
138 // (note this returns the original list if none survived)
139 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
141 // there is 50/50 chance of choosing a random spot or the furthest spot
142 // (this means that roughly every other spawn will be furthest, so you
143 // usually won't get fragged at spawn twice in a row)
144 if (random() > 0.5 || spawn_allbad || spawn_allgood)
145 spot = Spawn_RandomPoint(firstspot);
147 spot = Spawn_FurthestPoint(firstspot, playerlist);
151 if(cvar("spawn_debug"))
154 error ("PutClientInServer: no start points on level");
164 Checks if the argument string can be a valid playermodel.
165 Returns a valid one in doubt.
168 string CheckPlayerModel(string plyermodel) {
169 if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
171 /* Possible Fixme: Check if server can open the model?
172 This would kill custom models, however. */
181 putting a client as observer in the server
184 void PutObserverInServer (void)
187 spot = SelectSpawnPoint (FALSE);
188 RemoveGrapplingHook(self); // Wazat's Grappling Hook
190 if (cvar("g_runematch"))
193 if(self.frags <= 0 && self.frags > -666 && cvar("g_lms") && self.killcount != -666)
194 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
195 else if(self.killcount != -666)
196 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
198 self.classname = "observer";
200 self.takedamage = DAMAGE_NO;
201 self.solid = SOLID_NOT;
202 self.movetype = MOVETYPE_NOCLIP;
203 self.flags = FL_CLIENT | FL_NOTARGET;
204 self.armorvalue = 666;
206 self.armorvalue = cvar("g_balance_armor_start");
207 self.pauserotarmor_finished = 0;
208 self.pauserothealth_finished = 0;
209 self.pauseregen_finished = 0;
210 self.damageforcescale = 0;
220 self.pain_finished = 0;
221 self.strength_finished = 0;
222 self.invincible_finished = 0;
224 self.think = SUB_Null;
228 self.deadflag = DEAD_NO;
229 self.angles = spot.angles;
231 self.fixangle = TRUE;
233 self.view_ofs = PL_VIEW_OFS;
234 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
235 self.oldorigin = self.origin;
240 self.weaponmodel = "";
241 self.weaponframe = 0;
242 self.weaponentity = world;
243 self.killcount = -666;
244 self.velocity = '0 0 0';
245 self.avelocity = '0 0 0';
246 self.punchangle = '0 0 0';
247 self.punchvector = '0 0 0';
248 self.oldvelocity = self.velocity;
252 //stuffcmd(self, "set viewsize 120 \n");
253 // bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
261 Called when a client spawns in the server
264 void PutClientInServer (void)
266 if(clienttype(self) == CLIENTTYPE_BOT)
268 self.classname = "player";
271 // player is dead and becomes observer
272 if(cvar("g_lms") && self.frags < 1)
273 self.classname = "observer";
275 if(self.classname == "player") {
278 spot = SelectSpawnPoint (FALSE);
280 RemoveGrapplingHook(self); // Wazat's Grappling Hook
282 self.classname = "player";
283 self.iscreature = TRUE;
284 self.movetype = MOVETYPE_WALK;
285 self.solid = SOLID_SLIDEBOX;
286 self.flags = FL_CLIENT;
287 self.takedamage = DAMAGE_AIM;
289 self.health = cvar("g_balance_health_start");
290 self.armorvalue = cvar("g_balance_armor_start");
291 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
292 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
293 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
294 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
295 self.damageforcescale = 2;
304 self.pain_finished = 0;
305 self.strength_finished = 0;
306 self.invincible_finished = 0;
308 //self.speed_finished = 0;
309 //self.slowmo_finished = 0;
310 // players have no think function
311 self.think = SUB_Null;
314 self.switchweapon = 0;
319 self.deadflag = DEAD_NO;
321 self.angles = spot.angles;
323 self.angles_z = 0; // never spawn tilted even if the spot says to
324 self.fixangle = TRUE; // turn this way immediately
325 self.velocity = '0 0 0';
326 self.avelocity = '0 0 0';
327 self.punchangle = '0 0 0';
328 self.punchvector = '0 0 0';
329 self.oldvelocity = self.velocity;
333 if(cvar("sv_defaultcharacter") == 1) {
334 local string defaultmodel;
335 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
337 precache_model (defaultmodel);
338 setmodel (self, defaultmodel);
339 self.skin = stof(cvar_string("sv_defaultplayerskin"));
341 self.playermodel = CheckPlayerModel(self.playermodel);
343 precache_model (self.playermodel);
344 setmodel (self, self.playermodel);
345 self.skin = stof(self.playerskin);
350 self.view_ofs = PL_VIEW_OFS;
351 setsize (self, PL_MIN, PL_MAX);
352 self.spawnorigin = spot.origin;
353 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
354 // don't reset back to last position, even if new position is stuck in solid
355 self.oldorigin = self.origin;
359 self.ammo_shells = cvar("g_lms_start_ammo_shells");
360 self.ammo_nails = cvar("g_lms_start_ammo_nails");
361 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
362 self.ammo_cells = cvar("g_lms_start_ammo_cells");
363 self.health = cvar("g_lms_start_health");
364 self.armorvalue = cvar("g_lms_start_armor");
366 else if (cvar("g_use_ammunition")) {
367 self.ammo_shells = cvar("g_start_ammo_shells");
368 self.ammo_nails = cvar("g_start_ammo_nails");
369 self.ammo_rockets = cvar("g_start_ammo_rockets");
370 self.ammo_cells = cvar("g_start_ammo_cells");
372 self.ammo_shells = 999;
373 self.ammo_nails = 999;
374 self.ammo_rockets = 999;
375 self.ammo_cells = 999;
379 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
381 self.items = self.items | IT_LASER;
382 self.switchweapon = WEP_LASER;
384 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
386 self.items = self.items | IT_SHOTGUN;
387 self.switchweapon = WEP_SHOTGUN;
389 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
391 self.items = self.items | IT_UZI;
392 self.switchweapon = WEP_UZI;
394 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
396 self.items = self.items | IT_GRENADE_LAUNCHER;
397 self.switchweapon = WEP_GRENADE_LAUNCHER;
399 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
401 self.items = self.items | IT_ELECTRO;
402 self.switchweapon = WEP_ELECTRO;
404 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
406 self.items = self.items | IT_CRYLINK;
407 self.switchweapon = WEP_CRYLINK;
409 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
411 self.items = self.items | IT_NEX;
412 self.switchweapon = WEP_NEX;
414 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
416 self.items = self.items | IT_HAGAR;
417 self.switchweapon = WEP_HAGAR;
419 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
421 self.items = self.items | IT_ROCKET_LAUNCHER;
422 self.switchweapon = WEP_ROCKET_LAUNCHER;
425 if(cvar("g_instagib"))
428 self.switchweapon = WEP_NEX;
429 self.ammo_cells = 999;
432 if(cvar("g_rocketarena"))
434 self.items = IT_ROCKET_LAUNCHER;
435 self.switchweapon = WEP_ROCKET_LAUNCHER;
436 self.ammo_rockets = 999;
442 // will be done later
445 if(cvar("g_minstagib"))
450 self.switchweapon = WEP_NEX;
451 self.ammo_cells = cvar("g_minstagib_ammo_start");
453 self.jump_interval = time;
456 self.event_damage = PlayerDamage;
458 self.statdraintime = time + 5;
459 self.button0 = self.button1 = self.button2 = self.button3 = 0;
461 if(self.killcount == -666) {
466 self.cnt = WEP_LASER;
467 self.nixnex_lastchange_id = -1;
473 CL_SpawnWeaponentity();
475 self.exteriorweaponentity.alpha = 1;
477 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
478 self.lms_traveled_distance = 0;
480 if(cvar("spawn_debug"))
482 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
483 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
486 //stuffcmd(self, "chase_active 0");
487 //stuffcmd(self, "set viewsize $tmpviewsize \n");
488 } else if(self.classname == "observer") {
489 PutObserverInServer ();
498 void SetNewParms (void)
508 void SetChangeParms (void)
517 Called when a client types 'kill' in the console
520 void ClientKill (void)
522 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
529 Called when a client connects to the server
532 string ColoredTeamName(float t);
533 //void dom_player_join_team(entity pl);
534 void ClientConnect (void)
536 self.classname = "player_joining";
538 if(player_count<0) player_count = 0;
540 //if(cvar("g_domination"))
541 // dom_player_join_team(self);
543 //JoinBestTeam(self, FALSE);
545 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
546 self.classname = "observer";
548 self.classname = "player";
551 self.playerid = (playerid_last = playerid_last + 1);
552 if(cvar("sv_eventlog"))
555 if(clienttype(self) == CLIENTTYPE_REAL)
559 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
560 s = strcat(":team:", ftos(self.playerid), ":");
561 s = strcat(s, ftos(self.team));
562 GameLogEcho(s, FALSE);
565 //stuffcmd(self, "set tmpviewsize $viewsize \n");
567 bprint ("^4",self.netname);
568 bprint ("^4 connected");
570 if(cvar("g_domination") || cvar("g_ctf"))
572 bprint(" and joined the ");
573 bprint(ColoredTeamName(self.team));
578 self.welcomemessage_time = time + cvar("welcome_message_time");
579 self.welcomemessage_time2 = 0;
581 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
582 // send prediction settings to the client
583 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
584 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
585 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
586 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
587 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
588 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
589 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
590 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
591 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
592 // Wazat's grappling hook
593 SetGrappleHookBindings();
595 // get autoswitch state from player
596 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
597 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
599 // get version info from player
600 stuffcmd(self, "cmd clientversion $gameversion\n");
602 // set cvar for team scoreboard
603 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
607 self.frags = cvar("fraglimit");
608 // no fraglimit was set, so player gets 999 lives
612 // disallow player to join after the worst player has lost g_lms_last_join lives
613 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
614 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
619 else if(cvar("fraglimit") > lms_lowest_lives)
621 self.frags = lms_lowest_lives;
626 self.jointime = time;
633 Called when a client disconnects from the server
636 void(entity e) DropFlag;
637 .entity chatbubbleentity;
638 .entity teambubbleentity;
639 void ClientDisconnect (void)
641 if(cvar("sv_eventlog"))
642 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
643 bprint ("^4",self.netname);
644 bprint ("^4 disconnected\n");
646 if (self.chatbubbleentity)
648 remove (self.chatbubbleentity);
649 self.chatbubbleentity = world;
652 if (self.teambubbleentity)
654 remove (self.teambubbleentity);
655 self.teambubbleentity = world;
661 DropFlag(self.flagcarried);
663 // decrease player count for lms
665 // player was dead, decrease dead count
666 if(cvar("g_lms") && self.frags < 1)
668 //stuffcmd(self, "set viewsize $tmpviewsize \n");
672 void() ChatBubbleThink =
674 self.nextthink = time;
675 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
680 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
681 if (self.owner.buttonchat && !self.owner.deadflag)
682 self.model = self.mdl;
687 void() UpdateChatBubble =
689 if (!self.modelindex)
691 // spawn a chatbubble entity if needed
692 if (!self.chatbubbleentity)
694 self.chatbubbleentity = spawn();
695 self.chatbubbleentity.owner = self;
696 self.chatbubbleentity.exteriormodeltoclient = self;
697 self.chatbubbleentity.think = ChatBubbleThink;
698 self.chatbubbleentity.nextthink = time;
699 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
700 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
701 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
702 self.chatbubbleentity.model = "";
707 void() TeamBubbleThink =
709 self.nextthink = time;
710 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
715 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
716 if (self.owner.buttonchat || self.owner.deadflag)
719 self.model = self.mdl;
723 .float() customizeentityforclient;
724 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
726 void() UpdateTeamBubble =
728 if (!self.modelindex || !cvar("teamplay"))
730 // spawn a teambubble entity if needed
731 if (!self.teambubbleentity && cvar("teamplay"))
733 self.teambubbleentity = spawn();
734 self.teambubbleentity.owner = self;
735 self.teambubbleentity.exteriormodeltoclient = self;
736 self.teambubbleentity.think = TeamBubbleThink;
737 self.teambubbleentity.nextthink = time;
738 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
739 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
740 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
741 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
742 self.teambubbleentity.mdl = self.teambubbleentity.model;
743 self.teambubbleentity.model = self.teambubbleentity.mdl;
744 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
748 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
749 // added to the model skins
750 /*void() UpdateColorModHack =
753 c = self.clientcolors & 15;
754 // LordHavoc: only bothering to support white, green, red, yellow, blue
755 if (teamplay == 0) self.colormod = '0 0 0';
756 else if (c == 0) self.colormod = '1.00 1.00 1.00';
757 else if (c == 3) self.colormod = '0.10 1.73 0.10';
758 else if (c == 4) self.colormod = '1.73 0.10 0.10';
759 else if (c == 12) self.colormod = '1.22 1.22 0.10';
760 else if (c == 13) self.colormod = '0.10 0.10 1.73';
761 else self.colormod = '1 1 1';
764 void UpdatePlayerColors () {
765 if(self.weaponentity) {
766 self.weaponentity.colormap = self.colormap;
767 self.exteriorweaponentity.colormap = self.colormap;
774 When you press the jump key
777 void PlayerJump (void)
781 mjumpheight = cvar("g_balance_jumpheight");
782 if (self.waterlevel >= 2)
784 if (self.watertype == CONTENT_WATER)
785 self.velocity_z = 200;
786 else if (self.watertype == CONTENT_SLIME)
787 self.velocity_z = 80;
789 self.velocity_z = 50;
795 if (!(self.flags & FL_ONGROUND))
798 if (!(self.flags & FL_JUMPRELEASED))
801 if(cvar("g_runematch"))
803 if(self.runes & RUNE_SPEED)
805 if(self.runes & CURSE_SLOW)
806 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
808 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
810 else if(self.runes & CURSE_SLOW)
812 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
816 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
818 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
821 self.velocity_z = self.velocity_z + mjumpheight;
822 self.oldvelocity_z = self.velocity_z;
824 self.flags = self.flags - FL_ONGROUND;
825 self.flags = self.flags - FL_JUMPRELEASED;
828 void() CheckWaterJump =
830 local vector start, end;
832 // check for a jump-out-of-water
833 makevectors (self.angles);
835 start_z = start_z + 8;
837 normalize(v_forward);
838 end = start + v_forward*24;
839 traceline (start, end, TRUE, self);
840 if (trace_fraction < 1)
842 start_z = start_z + self.maxs_z - 8;
843 end = start + v_forward*24;
844 self.movedir = trace_plane_normal * -50;
845 traceline (start, end, TRUE, self);
846 if (trace_fraction == 1)
847 { // open at eye level
848 self.flags = self.flags | FL_WATERJUMP;
849 self.velocity_z = 225;
850 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
851 self.teleport_time = time + 2; // safety net
864 void player_powerups (void)
866 if (cvar("g_minstagib"))
868 self.effects = EF_FULLBRIGHT;
869 if (self.items & IT_STRENGTH)
871 if (time > self.strength_finished)
874 self.exteriorweaponentity.alpha = 1;
875 self.items = self.items - (self.items & IT_STRENGTH);
876 sprint(self, "^3Invisibility has worn off\n");
881 if (time < self.strength_finished)
883 self.alpha = cvar("g_minstagib_invis_alpha");
884 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
885 self.items = self.items | IT_STRENGTH;
886 sprint(self, "^3You are invisible\n");
890 if (self.items & IT_INVINCIBLE)
892 if (time > self.invincible_finished)
894 self.items = self.items - (self.items & IT_INVINCIBLE);
895 sprint(self, "^3Speed has worn off\n");
900 if (time < self.invincible_finished)
902 self.items = self.items | IT_INVINCIBLE;
903 sprint(self, "^3You are on speed\n");
909 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
910 if (self.items & IT_STRENGTH)
912 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
913 if (time > self.strength_finished)
915 self.items = self.items - (self.items & IT_STRENGTH);
916 sprint(self, "^3Strength has worn off\n");
921 if (time < self.strength_finished)
923 self.items = self.items | IT_STRENGTH;
924 sprint(self, "^3Strength infuses your weapons with devestating power\n");
927 if (self.items & IT_INVINCIBLE)
929 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
930 if (time > self.invincible_finished)
932 self.items = self.items - (self.items & IT_INVINCIBLE);
933 sprint(self, "^3Shield has worn off\n");
938 if (time < self.invincible_finished)
940 self.items = self.items | IT_INVINCIBLE;
941 sprint(self, "^3Shield surrounds you\n");
945 if (cvar("g_fullbrightplayers"))
946 self.effects = self.effects | EF_FULLBRIGHT;
948 // midair gamemode: damage only while in the air
949 // if in midair mode, being on ground grants temporary invulnerability
950 // (this is so that multishot weapon don't clear the ground flag on the
951 // first damage in the frame, leaving the player vulnerable to the
952 // remaining hits in the same frame)
953 if (self.flags & FL_ONGROUND)
954 if (cvar("g_midair"))
955 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
957 if (time < self.spawnshieldtime)
958 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
961 void player_regen (void)
963 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
964 maxh = cvar("g_balance_health_stable");
965 maxa = cvar("g_balance_armor_stable");
966 limith = cvar("g_balance_health_limit");
967 limita = cvar("g_balance_armor_limit");
969 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
972 if(cvar("g_runematch"))
974 max_mod = regen_mod = rot_mod = limit_mod = 1;
975 if (self.runes & RUNE_REGEN)
977 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
979 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
980 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
981 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
985 regen_mod = cvar("g_balance_rune_regen_regenrate");
986 max_mod = cvar("g_balance_rune_regen_hpmod");
987 limit_mod = cvar("g_balance_rune_regen_limitmod");
990 else if (self.runes & CURSE_VENOM)
992 max_mod = cvar("g_balance_curse_venom_hpmod");
993 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
994 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
996 rot_mod = cvar("g_balance_curse_venom_rotrate");
997 limit_mod = cvar("g_balance_curse_venom_limitmod");
998 //if (!self.runes & RUNE_REGEN)
999 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1001 maxh = maxh * max_mod;
1002 //maxa = maxa * max_mod;
1004 if (time > self.pauserotarmor_finished)
1006 if (self.armorvalue > maxa)
1007 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1009 if (time > self.pauserothealth_finished)
1011 if (self.health > maxh)
1012 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1014 if (time > self.pauseregen_finished)
1016 if (self.health < maxh)
1017 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1018 if (self.armorvalue < maxa)
1019 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1024 if (time > self.pauserothealth_finished)
1025 if (self.health > maxh)
1026 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1027 if (time > self.pauserotarmor_finished)
1028 if (self.armorvalue > maxa)
1029 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1030 if (time > self.pauseregen_finished)
1032 if (self.health < maxh)
1033 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1034 if (self.armorvalue < maxa)
1035 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1038 if (self.health > limith)
1039 self.health = limith;
1040 if (self.armorvalue > limita)
1041 self.armorvalue = limita;
1045 ======================
1046 spectate mode routines
1047 ======================
1049 void SpectateCopy(entity spectatee) {
1050 self.armortype = spectatee.armortype;
1051 self.armorvalue = spectatee.armorvalue;
1052 self.currentammo = spectatee.currentammo;
1053 self.effects = spectatee.effects;
1054 self.health = spectatee.health;
1056 self.items = spectatee.items;
1057 self.punchangle = spectatee.punchangle;
1058 self.view_ofs = spectatee.view_ofs;
1059 self.v_angle = spectatee.v_angle;
1060 self.viewzoom = spectatee.viewzoom;
1061 setorigin(self, spectatee.origin);
1062 setsize(self, spectatee.mins, spectatee.maxs);
1065 void SpectateUpdate() {
1066 if (self != self.enemy) {
1067 SpectateCopy(self.enemy);
1069 WriteByte(MSG_ONE, SVC_SETANGLE);
1070 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1071 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1072 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1076 float SpectateNext() {
1077 other = find(self.enemy, classname, "player");
1079 other = find(other, classname, "player");
1084 if(self.enemy.classname == "player") {
1086 WriteByte(MSG_ONE, SVC_SETVIEW);
1087 WriteEntity(MSG_ONE, self.enemy);
1088 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1100 Called every frame for each client before the physics are run
1103 void PlayerPreThink (void)
1105 if(self.classname == "player") {
1106 local vector m1, m2;
1110 // if(self.netname == "Wazat")
1111 // bprint(strcat(self.classname, "\n"));
1113 CheckRules_Player();
1116 PrintWelcomeMessage(self);
1118 if(cvar("g_lms") || !cvar("sv_spectate"))
1119 if((time - self.jointime) <= cvar("welcome_message_time"))
1120 PrintWelcomeMessage(self);
1122 if (intermission_running)
1124 IntermissionThink (); // otherwise a button could be missed between
1125 return; // the think tics
1128 if (self.deadflag != DEAD_NO)
1132 if (self.deadflag == DEAD_DYING)
1134 if (time > self.dead_time)
1135 self.deadflag = DEAD_DEAD;
1137 else if (self.deadflag == DEAD_DEAD)
1139 if (cvar("g_lms") || cvar("g_forced_respawn"))
1140 self.button0 = self.button2 = self.button3 = 0;
1142 if (!self.button0 && !self.button2 && !self.button3)
1143 self.deadflag = DEAD_RESPAWNABLE;
1145 else if (self.deadflag == DEAD_RESPAWNABLE)
1152 cvar("g_forced_respawn"))
1158 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1162 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1163 dist = self.oldorigin - self.origin;
1165 self.lms_traveled_distance += fabs(vlen(dist));
1167 if(time > self.lms_nextcheck)
1169 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1170 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1172 centerprint(self, cvar_string("g_lms_campcheck_message"));
1173 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1174 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1175 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');
1177 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1178 self.lms_traveled_distance = 0;
1182 if (self.button5 && !self.hook.state)
1187 self.view_ofs = PL_CROUCH_VIEW_OFS;
1188 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1195 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1196 if (!trace_startsolid)
1198 self.crouch = FALSE;
1199 self.view_ofs = PL_VIEW_OFS;
1200 setsize (self, PL_MIN, PL_MAX);
1205 if(cvar("sv_defaultcharacter") == 1) {
1206 local string defaultmodel;
1207 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1209 if (defaultmodel != self.model)
1213 precache_model (defaultmodel);
1214 setmodel (self, defaultmodel);
1215 setsize (self, m1, m2);
1218 if (self.skin != cvar("sv_defaultplayerskin"))
1219 self.skin = cvar("sv_defaultplayerskin");
1221 if (self.playermodel != self.model)
1223 self.playermodel = CheckPlayerModel(self.playermodel);
1226 precache_model (self.playermodel);
1227 setmodel (self, self.playermodel);
1228 setsize (self, m1, m2);
1231 if (self.skin != stof(self.playerskin))
1232 self.skin = stof(self.playerskin);
1234 // Savage: Check for nameless players
1235 if (strlen(self.netname) < 1) {
1236 self.netname = "Player";
1237 stuffcmd(self, "name Player\n");
1240 GrapplingHookFrame();
1244 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1246 if (cvar("g_minstagib") && self.button3)
1248 if (self.jump_interval <= (time + 0.1))
1250 self.jump_interval = time + 1;
1251 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1254 else if (self.viewzoom > 0.4)
1255 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1257 else if (self.viewzoom < 1.0)
1258 self.viewzoom = min (1.0, self.viewzoom + frametime);
1264 self.flags = self.flags | FL_JUMPRELEASED;
1270 //self.angles_y=self.v_angle_y + 90; // temp
1272 if (self.waterlevel == 2)
1275 //if (TetrisPreFrame()) return;
1276 } else if(gameover) {
1277 if (intermission_running)
1278 IntermissionThink (); // otherwise a button could be missed between
1280 } else if(self.classname == "observer") {
1282 if (self.flags & FL_JUMPRELEASED) {
1283 if (self.button2 && self.version == cvar("gameversion")) {
1284 if(!cvar("teamplay")) {
1285 self.flags = self.flags & !FL_JUMPRELEASED;
1286 self.classname = "player";
1288 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1289 PutClientInServer();
1290 centerprint(self,"");
1293 self.flags = self.flags & !FL_JUMPRELEASED;
1294 stuffcmd(self,"menu_showteamselect\n");
1297 } else if(self.button0 && self.version == cvar("gameversion")) {
1298 self.flags = self.flags & !FL_JUMPRELEASED;
1299 if(SpectateNext() == 1) {
1300 self.classname = "spectator";
1304 if (!(self.button0 || self.button2)) {
1305 self.flags = self.flags | FL_JUMPRELEASED;
1308 if(cvar("g_lms") && self.frags <= 0 && self.frags > -666)
1309 centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1310 else if(cvar("g_lms") && self.frags == -666)
1311 centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1313 PrintWelcomeMessage(self);
1314 //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1315 } else if(self.classname == "spectator") {
1317 if (self.flags & FL_JUMPRELEASED) {
1318 if (self.button2 && self.version == cvar("gameversion")) {
1319 if(!cvar("teamplay")) {
1320 self.flags = self.flags & !FL_JUMPRELEASED;
1321 self.classname = "player";
1323 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1326 WriteByte(MSG_ONE, SVC_SETVIEW);
1327 WriteEntity(MSG_ONE, self);
1328 PutClientInServer();
1329 centerprint(self,"");
1332 self.flags = self.flags & !FL_JUMPRELEASED;
1333 stuffcmd(self,"menu_showteamselect\n");
1336 } else if(self.button0) {
1337 self.flags = self.flags & !FL_JUMPRELEASED;
1338 if(SpectateNext() == 1) {
1339 self.classname = "spectator";
1341 self.classname = "observer";
1343 WriteByte(MSG_ONE, SVC_SETVIEW);
1344 WriteEntity(MSG_ONE, self);
1345 PutClientInServer();
1347 } else if (self.button3) {
1348 self.flags = self.flags & !FL_JUMPRELEASED;
1349 self.classname = "observer";
1351 WriteByte(MSG_ONE, SVC_SETVIEW);
1352 WriteEntity(MSG_ONE, self);
1353 PutClientInServer();
1358 if (!(self.button0 || self.button3)) {
1359 self.flags = self.flags | FL_JUMPRELEASED;
1362 if (cvar("g_lms") && self.frags < 1)
1363 centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1365 centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1375 Called every frame for each client after the physics are run
1378 void PlayerPostThink (void)
1380 if(self.classname == "player") {
1381 CheckRules_Player();
1384 UpdatePlayerColors();
1385 if (self.deadflag == DEAD_NO)
1388 if (intermission_running)
1389 return; // intermission or finale
1391 //PrintWelcomeMessage(self);
1392 //if (TetrisPostFrame()) return;
1393 } else if (self.classname == "observer") {
1395 } else if (self.classname == "spectator") {