1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
6 void info_player_deathmatch (void)
10 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
12 local entity spot, player, nextspot, previousspot, newfirstspot;
19 nextspot = spot.chain;
20 // count team mismatches as bad spots
21 if (spot.team == teamcheck)
28 if (vlen(player.origin - spot.origin) < mindist)
30 player = player.chain;
35 previousspot.chain = spot;
44 // if we couldn't find ANY good points, return the original list
46 newfirstspot = firstspot;
50 entity Spawn_RandomPoint(entity firstspot)
54 // count number of spots
59 numspots = numspots + 1;
63 numspots = numspots * random();
65 while (spot.chain && numspots >= 1)
67 numspots = numspots - 1;
73 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
75 local entity best, spot, player;
76 local float bestrating, rating;
78 bestrating = -1000000;
87 rating = min(rating, vlen(player.origin - spot.origin));
88 player = player.chain;
90 rating = rating + random() * 16;
91 if (bestrating < rating)
105 Finds a point to respawn
108 entity SelectSpawnPoint (float anypoint)
110 local float teamcheck;
111 local entity spot, firstspot, playerlist;
114 spot = find (world, classname, "testplayerstart");
118 spotname = "info_player_deathmatch";
121 if(!anypoint && cvar("g_ctf") )
122 teamcheck = self.team;
124 // get the list of players
125 playerlist = findchain(classname, "player");
126 // get the entire list of spots
127 firstspot = findchain(classname, "info_player_deathmatch");
128 // filter out the bad ones
129 // (note this returns the original list if none survived)
130 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
132 // there is 50/50 chance of choosing a random spot or the furthest spot
133 // (this means that roughly every other spawn will be furthest, so you
134 // usually won't get fragged at spawn twice in a row)
136 spot = Spawn_RandomPoint(firstspot);
138 spot = Spawn_FurthestPoint(firstspot, playerlist);
141 error ("PutClientInServer: no start points on level");
150 Checks if the argument string can be a valid playermodel.
151 Returns a valid one in doubt.
154 string CheckPlayerModel(string plyermodel) {
155 if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
157 /* Possible Fixme: Check if server can open the model?
158 This would kill custom models, however. */
167 putting a client as observer in the server
170 void PutObserverInServer (void)
173 spot = SelectSpawnPoint (FALSE);
174 RemoveGrapplingHook(self); // Wazat's Grappling Hook
176 if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
177 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
178 else if(self.killcount != -666)
179 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
181 self.classname = "observer";
183 self.takedamage = DAMAGE_NO;
184 self.solid = SOLID_NOT;
185 self.movetype = MOVETYPE_NOCLIP;
186 self.flags = FL_CLIENT | FL_NOTARGET;
187 self.armorvalue = 666;
189 self.armorvalue = cvar("g_balance_armor_start");
190 self.pauserotarmor_finished = 0;
191 self.pauserothealth_finished = 0;
192 self.pauseregen_finished = 0;
193 self.damageforcescale = 0;
202 self.pain_finished = 0;
203 self.strength_finished = 0;
204 self.invincible_finished = 0;
206 self.think = SUB_Null;
210 self.deadflag = DEAD_NO;
211 self.angles = spot.angles;
213 self.fixangle = TRUE;
215 self.view_ofs = PL_VIEW_OFS;
216 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
217 self.oldorigin = self.origin;
222 self.weaponmodel = "";
223 self.weaponframe = 0;
224 self.weaponentity = world;
225 self.killcount = -666;
228 //stuffcmd(self, "set viewsize 120 \n");
229 // bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
237 Called when a client spawns in the server
240 void PutClientInServer (void)
242 if(clienttype(self) == CLIENTTYPE_BOT)
244 self.classname = "player";
247 // player is dead and becomes observer
248 if(cvar("g_lms") && self.frags < 1)
249 self.classname = "observer";
251 if(self.classname == "player") {
254 spot = SelectSpawnPoint (FALSE);
256 RemoveGrapplingHook(self); // Wazat's Grappling Hook
258 self.classname = "player";
259 self.iscreature = TRUE;
260 self.movetype = MOVETYPE_WALK;
261 self.solid = SOLID_SLIDEBOX;
262 self.flags = FL_CLIENT;
263 self.takedamage = DAMAGE_AIM;
265 self.health = cvar("g_balance_health_start");
266 self.armorvalue = cvar("g_balance_armor_start");
267 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
268 self.pauserotarmor_finished = time + 10;
269 self.pauserothealth_finished = time + 10;
270 self.pauseregen_finished = 0;
271 self.damageforcescale = 2;
280 self.pain_finished = 0;
281 self.strength_finished = 0;
282 self.invincible_finished = 0;
284 //self.speed_finished = 0;
285 //self.slowmo_finished = 0;
286 // players have no think function
287 self.think = SUB_Null;
290 self.switchweapon = 0;
295 self.deadflag = DEAD_NO;
297 self.angles = spot.angles;
299 self.angles_z = 0; // never spawn tilted even if the spot says to
300 self.fixangle = TRUE; // turn this way immediately
301 self.velocity = '0 0 0';
302 self.avelocity = '0 0 0';
303 self.punchangle = '0 0 0';
304 self.punchvector = '0 0 0';
305 self.oldvelocity = self.velocity;
309 if(cvar("sv_defaultcharacter") == 1) {
310 local string defaultmodel;
311 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
313 precache_model (defaultmodel);
314 setmodel (self, defaultmodel);
315 self.skin = stof(cvar_string("sv_defaultplayerskin"));
317 self.playermodel = CheckPlayerModel(self.playermodel);
319 precache_model (self.playermodel);
320 setmodel (self, self.playermodel);
321 self.skin = stof(self.playerskin);
326 self.view_ofs = PL_VIEW_OFS;
327 setsize (self, PL_MIN, PL_MAX);
328 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
329 // don't reset back to last position, even if new position is stuck in solid
330 self.oldorigin = self.origin;
334 self.ammo_shells = cvar("g_lms_start_ammo_shells");
335 self.ammo_nails = cvar("g_lms_start_ammo_nails");
336 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
337 self.ammo_cells = cvar("g_lms_start_ammo_cells");
338 self.health = cvar("g_lms_start_health");
339 self.armorvalue = cvar("g_lms_start_armor");
341 else if (cvar("g_use_ammunition")) {
342 self.ammo_shells = cvar("g_start_ammo_shells");
343 self.ammo_nails = cvar("g_start_ammo_nails");
344 self.ammo_rockets = cvar("g_start_ammo_rockets");
345 self.ammo_cells = cvar("g_start_ammo_cells");
347 self.ammo_shells = 999;
348 self.ammo_nails = 999;
349 self.ammo_rockets = 999;
350 self.ammo_cells = 999;
354 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
356 self.items = self.items | IT_LASER;
357 self.switchweapon = WEP_LASER;
359 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
361 self.items = self.items | IT_SHOTGUN;
362 self.switchweapon = WEP_SHOTGUN;
364 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
366 self.items = self.items | IT_UZI;
367 self.switchweapon = WEP_UZI;
369 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
371 self.items = self.items | IT_GRENADE_LAUNCHER;
372 self.switchweapon = WEP_GRENADE_LAUNCHER;
374 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
376 self.items = self.items | IT_ELECTRO;
377 self.switchweapon = WEP_ELECTRO;
379 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
381 self.items = self.items | IT_CRYLINK;
382 self.switchweapon = WEP_CRYLINK;
384 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
386 self.items = self.items | IT_NEX;
387 self.switchweapon = WEP_NEX;
389 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
391 self.items = self.items | IT_HAGAR;
392 self.switchweapon = WEP_HAGAR;
394 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
396 self.items = self.items | IT_ROCKET_LAUNCHER;
397 self.switchweapon = WEP_ROCKET_LAUNCHER;
400 if(cvar("g_instagib"))
403 self.switchweapon = WEP_NEX;
404 self.ammo_cells = 999;
407 if(cvar("g_rocketarena"))
409 self.items = IT_ROCKET_LAUNCHER;
410 self.switchweapon = WEP_ROCKET_LAUNCHER;
411 self.ammo_rockets = 999;
414 if(cvar("g_minstagib"))
419 self.switchweapon = WEP_NEX;
420 self.ammo_cells = cvar("g_minstagib_ammo_start");
422 self.jump_interval = time;
425 self.event_damage = PlayerDamage;
427 self.statdraintime = time + 5;
428 self.button0 = self.button1 = self.button2 = self.button3 = 0;
430 if(self.killcount == -666) {
435 self.cnt = WEP_LASER;
441 CL_SpawnWeaponentity();
443 self.exteriorweaponentity.alpha = 1;
445 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
446 self.lms_traveled_distance = 0;
448 //stuffcmd(self, "chase_active 0");
449 //stuffcmd(self, "set viewsize $tmpviewsize \n");
450 } else if(self.classname == "observer") {
451 PutObserverInServer ();
460 void SetNewParms (void)
470 void SetChangeParms (void)
479 Called when a client types 'kill' in the console
482 void ClientKill (void)
484 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
491 Called when a client connects to the server
494 string ColoredTeamName(float t);
495 //void dom_player_join_team(entity pl);
496 void ClientConnect (void)
498 self.classname = "player_joining";
500 if(player_count<0) player_count = 0;
502 //if(cvar("g_domination"))
503 // dom_player_join_team(self);
505 //JoinBestTeam(self, FALSE);
507 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
508 self.classname = "observer";
510 self.classname = "player";
513 //stuffcmd(self, "set tmpviewsize $viewsize \n");
515 bprint ("^4",self.netname);
516 bprint ("^4 connected");
518 if(cvar("g_domination") || cvar("g_ctf"))
520 bprint(" and joined the ");
521 bprint(ColoredTeamName(self.team));
526 self.welcomemessage_time = time + cvar("welcome_message_time");
527 self.welcomemessage_time2 = 0;
529 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
530 // send prediction settings to the client
531 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
532 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
533 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
534 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
535 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
536 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
537 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
538 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
539 // Wazat's grappling hook
540 SetGrappleHookBindings();
542 // get autoswitch state from player
543 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
544 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
546 // get version info from player
547 stuffcmd(self, "cmd clientversion $gameversion\n");
549 // set cvar for team scoreboard
550 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
554 self.frags = cvar("fraglimit");
555 // no fraglimit was set, so player gets 999 lives
559 // disallow player to join after the worst player has lost g_lms_last_join lives
560 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
561 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
566 else if(cvar("fraglimit") > lms_lowest_lives)
568 self.frags = lms_lowest_lives;
573 self.jointime = time;
580 Called when a client disconnects from the server
583 void(entity e) DropFlag;
584 .entity chatbubbleentity;
585 .entity teambubbleentity;
586 void ClientDisconnect (void)
588 bprint ("^4",self.netname);
589 bprint ("^4 disconnected\n");
591 if (self.chatbubbleentity)
593 remove (self.chatbubbleentity);
594 self.chatbubbleentity = world;
597 if (self.teambubbleentity)
599 remove (self.teambubbleentity);
600 self.teambubbleentity = world;
606 DropFlag(self.flagcarried);
608 // decrease player count for lms
610 // player was dead, decrease dead count
611 if(cvar("g_lms") && self.frags < 1)
613 //stuffcmd(self, "set viewsize $tmpviewsize \n");
617 void() ChatBubbleThink =
619 self.nextthink = time;
620 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
625 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
626 if (self.owner.buttonchat && !self.owner.deadflag)
627 self.model = self.mdl;
632 void() UpdateChatBubble =
634 if (!self.modelindex)
636 // spawn a chatbubble entity if needed
637 if (!self.chatbubbleentity)
639 self.chatbubbleentity = spawn();
640 self.chatbubbleentity.owner = self;
641 self.chatbubbleentity.exteriormodeltoclient = self;
642 self.chatbubbleentity.think = ChatBubbleThink;
643 self.chatbubbleentity.nextthink = time;
644 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
645 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
646 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
647 self.chatbubbleentity.model = "";
652 void() TeamBubbleThink =
654 self.nextthink = time;
655 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
660 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
661 if (self.owner.buttonchat || self.owner.deadflag)
664 self.model = self.mdl;
668 .float() customizeentityforclient;
669 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
671 void() UpdateTeamBubble =
673 if (!self.modelindex || !cvar("teamplay"))
675 // spawn a teambubble entity if needed
676 if (!self.teambubbleentity && cvar("teamplay"))
678 self.teambubbleentity = spawn();
679 self.teambubbleentity.owner = self;
680 self.teambubbleentity.exteriormodeltoclient = self;
681 self.teambubbleentity.think = TeamBubbleThink;
682 self.teambubbleentity.nextthink = time;
683 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
684 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
685 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
686 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
687 self.teambubbleentity.mdl = self.teambubbleentity.model;
688 self.teambubbleentity.model = self.teambubbleentity.mdl;
689 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
693 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
694 // added to the model skins
695 /*void() UpdateColorModHack =
698 c = self.clientcolors & 15;
699 // LordHavoc: only bothering to support white, green, red, yellow, blue
700 if (teamplay == 0) self.colormod = '0 0 0';
701 else if (c == 0) self.colormod = '1.00 1.00 1.00';
702 else if (c == 3) self.colormod = '0.10 1.73 0.10';
703 else if (c == 4) self.colormod = '1.73 0.10 0.10';
704 else if (c == 12) self.colormod = '1.22 1.22 0.10';
705 else if (c == 13) self.colormod = '0.10 0.10 1.73';
706 else self.colormod = '1 1 1';
709 void UpdatePlayerColors () {
710 if(self.weaponentity) {
711 self.weaponentity.colormap = self.colormap;
712 self.exteriorweaponentity.colormap = self.colormap;
719 When you press the jump key
722 void PlayerJump (void)
726 mjumpheight = cvar("g_balance_jumpheight");
727 if (self.waterlevel >= 2)
729 if (self.watertype == CONTENT_WATER)
730 self.velocity_z = 200;
731 else if (self.watertype == CONTENT_SLIME)
732 self.velocity_z = 80;
734 self.velocity_z = 50;
740 if (!(self.flags & FL_ONGROUND))
743 if (!(self.flags & FL_JUMPRELEASED))
746 if(cvar("g_runematch"))
748 if(self.runes & RUNE_SPEED)
750 if(self.runes & CURSE_SLOW)
751 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
753 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
755 else if(self.runes & CURSE_SLOW)
757 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
761 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
763 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
766 self.velocity_z = self.velocity_z + mjumpheight;
767 self.oldvelocity_z = self.velocity_z;
769 self.flags = self.flags - FL_ONGROUND;
770 self.flags = self.flags - FL_JUMPRELEASED;
773 void() CheckWaterJump =
775 local vector start, end;
777 // check for a jump-out-of-water
778 makevectors (self.angles);
780 start_z = start_z + 8;
782 normalize(v_forward);
783 end = start + v_forward*24;
784 traceline (start, end, TRUE, self);
785 if (trace_fraction < 1)
787 start_z = start_z + self.maxs_z - 8;
788 end = start + v_forward*24;
789 self.movedir = trace_plane_normal * -50;
790 traceline (start, end, TRUE, self);
791 if (trace_fraction == 1)
792 { // open at eye level
793 self.flags = self.flags | FL_WATERJUMP;
794 self.velocity_z = 225;
795 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
796 self.teleport_time = time + 2; // safety net
809 void player_powerups (void)
811 if (cvar("g_minstagib"))
813 self.effects = EF_FULLBRIGHT;
814 if (self.items & IT_STRENGTH)
816 if (time > self.strength_finished)
819 self.exteriorweaponentity.alpha = 1;
820 self.items = self.items - (self.items & IT_STRENGTH);
821 sprint(self, "^3Invisibility has worn off\n");
826 if (time < self.strength_finished)
828 self.alpha = cvar("g_minstagib_invis_alpha");
829 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
830 self.items = self.items | IT_STRENGTH;
831 sprint(self, "^3You are invisible\n");
835 if (self.items & IT_INVINCIBLE)
837 if (time > self.invincible_finished)
839 self.items = self.items - (self.items & IT_INVINCIBLE);
840 sprint(self, "^3Speed has worn off\n");
845 if (time < self.invincible_finished)
847 self.items = self.items | IT_INVINCIBLE;
848 sprint(self, "^3You are on speed\n");
854 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
855 if (self.items & IT_STRENGTH)
857 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
858 if (time > self.strength_finished)
860 self.items = self.items - (self.items & IT_STRENGTH);
861 sprint(self, "^3Strength has worn off\n");
866 if (time < self.strength_finished)
868 self.items = self.items | IT_STRENGTH;
869 sprint(self, "^3Strength infuses your weapons with devestating power\n");
872 if (self.items & IT_INVINCIBLE)
874 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
875 if (time > self.invincible_finished)
877 self.items = self.items - (self.items & IT_INVINCIBLE);
878 sprint(self, "^3Shield has worn off\n");
883 if (time < self.invincible_finished)
885 self.items = self.items | IT_INVINCIBLE;
886 sprint(self, "^3Shield surrounds you\n");
890 if (cvar("g_fullbrightplayers"))
891 self.effects = self.effects | EF_FULLBRIGHT;
893 // midair gamemode: damage only while in the air
894 // if in midair mode, being on ground grants temporary invulnerability
895 // (this is so that multishot weapon don't clear the ground flag on the
896 // first damage in the frame, leaving the player vulnerable to the
897 // remaining hits in the same frame)
898 if (self.flags & FL_ONGROUND)
899 if (cvar("g_midair"))
900 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
902 if (time < self.spawnshieldtime)
903 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
906 void player_regen (void)
908 float maxh, maxa, max_mod, regen_mod, rot_mod;
909 maxh = cvar("g_balance_health_stable");
910 maxa = cvar("g_balance_armor_stable");
912 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
915 if(cvar("g_runematch"))
917 max_mod = regen_mod = rot_mod = 1;
918 if (self.runes & RUNE_REGEN)
920 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
922 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
923 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
927 regen_mod = cvar("g_balance_rune_regen_regenrate");
928 max_mod = cvar("g_balance_rune_regen_hpmod");
931 else if (self.runes & CURSE_VENOM)
933 max_mod = cvar("g_balance_curse_venom_hpmod");
934 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
935 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
937 rot_mod = cvar("g_balance_curse_venom_rotrate");
938 //if (!self.runes & RUNE_REGEN)
939 // rot_mod = cvar("g_balance_curse_venom_rotrate");
941 maxh = maxh * max_mod;
942 //maxa = maxa * max_mod;
944 if (time > self.pauserotarmor_finished)
946 if (self.armorvalue > maxa)
947 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
949 if (time > self.pauserothealth_finished)
951 if (self.health > maxh)
952 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
954 if (time > self.pauseregen_finished)
956 if (self.health < maxh)
957 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
958 if (self.armorvalue < maxa)
959 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
964 if (time > self.pauserothealth_finished)
965 if (self.health > maxh)
966 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
967 if (time > self.pauserotarmor_finished)
968 if (self.armorvalue > maxa)
969 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
970 if (time > self.pauseregen_finished)
972 if (self.health < maxh)
973 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
974 if (self.armorvalue < maxa)
975 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
981 ======================
982 spectate mode routines
983 ======================
985 void SpectateCopy(entity spectatee) {
986 self.armortype = spectatee.armortype;
987 self.armorvalue = spectatee.armorvalue;
988 self.currentammo = spectatee.currentammo;
989 self.effects = spectatee.effects;
990 self.health = spectatee.health;
992 self.items = spectatee.items;
993 self.punchangle = spectatee.punchangle;
994 self.view_ofs = spectatee.view_ofs;
995 self.v_angle = spectatee.v_angle;
996 self.viewzoom = spectatee.viewzoom;
997 setorigin(self, spectatee.origin);
998 setsize(self, spectatee.mins, spectatee.maxs);
1001 void SpectateUpdate() {
1002 if (self != self.enemy) {
1003 SpectateCopy(self.enemy);
1005 WriteByte(MSG_ONE, SVC_SETANGLE);
1006 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1007 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1008 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1012 float SpectateNext() {
1013 other = find(self.enemy, classname, "player");
1015 other = find(other, classname, "player");
1020 if(self.enemy.classname == "player") {
1022 WriteByte(MSG_ONE, SVC_SETVIEW);
1023 WriteEntity(MSG_ONE, self.enemy);
1024 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1036 Called every frame for each client before the physics are run
1039 void PlayerPreThink (void)
1041 if(self.classname == "player") {
1042 local vector m1, m2;
1046 // if(self.netname == "Wazat")
1047 // bprint(strcat(self.classname, "\n"));
1049 CheckRules_Player();
1052 PrintWelcomeMessage(self);
1054 if(cvar("g_lms") || !cvar("sv_spectate"))
1055 if((time - self.jointime) <= cvar("welcome_message_time"))
1056 PrintWelcomeMessage(self);
1058 if (intermission_running)
1060 IntermissionThink (); // otherwise a button could be missed between
1061 return; // the think tics
1064 if (self.deadflag != DEAD_NO)
1068 if (self.deadflag == DEAD_DYING)
1070 if (time > self.dead_time)
1071 self.deadflag = DEAD_DEAD;
1073 else if (self.deadflag == DEAD_DEAD)
1075 if (cvar("g_lms") || cvar("g_forced_respawn"))
1076 self.button0 = self.button2 = self.button3 = 0;
1078 if (!self.button0 && !self.button2 && !self.button3)
1079 self.deadflag = DEAD_RESPAWNABLE;
1081 else if (self.deadflag == DEAD_RESPAWNABLE)
1088 cvar("g_forced_respawn"))
1094 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1098 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1099 dist = self.oldorigin - self.origin;
1101 self.lms_traveled_distance += fabs(vlen(dist));
1103 if(time > self.lms_nextcheck)
1105 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1106 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1108 centerprint(self, cvar_string("g_lms_campcheck_message"));
1109 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1110 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1111 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');
1113 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1114 self.lms_traveled_distance = 0;
1123 self.view_ofs = PL_CROUCH_VIEW_OFS;
1124 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1131 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1132 if (!trace_startsolid)
1134 self.crouch = FALSE;
1135 self.view_ofs = PL_VIEW_OFS;
1136 setsize (self, PL_MIN, PL_MAX);
1141 if(cvar("sv_defaultcharacter") == 1) {
1142 local string defaultmodel;
1143 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1145 if (defaultmodel != self.model)
1149 precache_model (defaultmodel);
1150 setmodel (self, defaultmodel);
1151 setsize (self, m1, m2);
1154 if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1155 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1157 if (self.playermodel != self.model)
1159 self.playermodel = CheckPlayerModel(self.playermodel);
1162 precache_model (self.playermodel);
1163 setmodel (self, self.playermodel);
1164 setsize (self, m1, m2);
1167 if (self.skin != stof(self.playerskin))
1168 self.skin = stof(self.playerskin);
1170 // Savage: Check for nameless players
1171 if (strlen(self.netname) < 1) {
1172 self.netname = "Player";
1173 stuffcmd(self, "name Player\n");
1176 GrapplingHookFrame();
1180 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1182 if (cvar("g_minstagib") && self.button3)
1184 if (self.jump_interval <= (time + 0.1))
1186 self.jump_interval = time + 1;
1187 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1190 else if (self.viewzoom > 0.4)
1191 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1193 else if (self.viewzoom < 1.0)
1194 self.viewzoom = min (1.0, self.viewzoom + frametime);
1200 self.flags = self.flags | FL_JUMPRELEASED;
1206 //self.angles_y=self.v_angle_y + 90; // temp
1208 if (self.waterlevel == 2)
1211 //if (TetrisPreFrame()) return;
1212 } else if(gameover) {
1213 if (intermission_running)
1214 IntermissionThink (); // otherwise a button could be missed between
1216 } else if(self.classname == "observer") {
1218 if (self.flags & FL_JUMPRELEASED) {
1219 if (self.button2 && self.version == cvar("gameversion")) {
1220 if(!cvar("teamplay")) {
1221 self.flags = self.flags & !FL_JUMPRELEASED;
1222 self.classname = "player";
1224 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1225 PutClientInServer();
1226 centerprint(self,"");
1229 self.flags = self.flags & !FL_JUMPRELEASED;
1230 stuffcmd(self,"menu_showteamselect\n");
1233 } else if(self.button0 && self.version == cvar("gameversion")) {
1234 self.flags = self.flags & !FL_JUMPRELEASED;
1235 if(SpectateNext() == 1) {
1236 self.classname = "spectator";
1240 if (!(self.button0 || self.button2)) {
1241 self.flags = self.flags | FL_JUMPRELEASED;
1244 if(cvar("g_lms") && self.frags == 0)
1245 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");
1246 else if(cvar("g_lms") && self.frags == -1)
1247 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");
1249 PrintWelcomeMessage(self);
1250 //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1251 } else if(self.classname == "spectator") {
1253 if (self.flags & FL_JUMPRELEASED) {
1254 if (self.button2 && self.version == cvar("gameversion")) {
1255 if(!cvar("teamplay")) {
1256 self.flags = self.flags & !FL_JUMPRELEASED;
1257 self.classname = "player";
1259 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1262 WriteByte(MSG_ONE, SVC_SETVIEW);
1263 WriteEntity(MSG_ONE, self);
1264 PutClientInServer();
1265 centerprint(self,"");
1268 self.flags = self.flags & !FL_JUMPRELEASED;
1269 stuffcmd(self,"menu_showteamselect\n");
1272 } else if(self.button0) {
1273 self.flags = self.flags & !FL_JUMPRELEASED;
1274 if(SpectateNext() == 1) {
1275 self.classname = "spectator";
1277 self.classname = "observer";
1279 WriteByte(MSG_ONE, SVC_SETVIEW);
1280 WriteEntity(MSG_ONE, self);
1281 PutClientInServer();
1283 } else if (self.button3) {
1284 self.flags = self.flags & !FL_JUMPRELEASED;
1285 self.classname = "observer";
1287 WriteByte(MSG_ONE, SVC_SETVIEW);
1288 WriteEntity(MSG_ONE, self);
1289 PutClientInServer();
1294 if (!(self.button0 || self.button3)) {
1295 self.flags = self.flags | FL_JUMPRELEASED;
1298 if (cvar("g_lms") && self.frags < 1)
1299 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"));
1301 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"));
1310 Called every frame for each client after the physics are run
1313 void PlayerPostThink (void)
1315 if(self.classname == "player") {
1316 CheckRules_Player();
1319 UpdatePlayerColors();
1320 if (self.deadflag == DEAD_NO)
1323 if (intermission_running)
1324 return; // intermission or finale
1326 //PrintWelcomeMessage(self);
1327 //if (TetrisPostFrame()) return;
1328 } else if (self.classname == "observer") {
1330 } else if (self.classname == "spectator") {