1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
6 void info_player_deathmatch (void)
12 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
14 local entity spot, player, nextspot, previousspot, newfirstspot;
23 nextspot = spot.chain;
24 // count team mismatches as bad spots
25 if (spot.team == teamcheck)
32 if (vlen(player.origin - spot.origin) < mindist)
34 player = player.chain;
40 previousspot.chain = spot;
47 spawn_allgood = FALSE;
51 // if we couldn't find ANY good points, return the original list
53 newfirstspot = firstspot;
57 entity Spawn_RandomPoint(entity firstspot)
61 // count number of spots
66 numspots = numspots + 1;
70 numspots = numspots * random();
72 while (spot.chain && numspots >= 1)
74 numspots = numspots - 1;
80 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
82 local entity best, spot, player;
83 local float bestrating, rating;
85 bestrating = -1000000;
94 rating = min(rating, vlen(player.origin - spot.origin));
95 player = player.chain;
97 rating = rating + random() * 16;
98 if (bestrating < rating)
112 Finds a point to respawn
115 entity SelectSpawnPoint (float anypoint)
117 local float teamcheck;
118 local entity spot, firstspot, playerlist;
121 spot = find (world, classname, "testplayerstart");
125 spotname = "info_player_deathmatch";
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 (random() > 0.5 || spawn_allbad || spawn_allgood)
143 spot = Spawn_RandomPoint(firstspot);
145 spot = Spawn_FurthestPoint(firstspot, playerlist);
148 error ("PutClientInServer: no start points on level");
157 Checks if the argument string can be a valid playermodel.
158 Returns a valid one in doubt.
161 string CheckPlayerModel(string plyermodel) {
162 if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
164 /* Possible Fixme: Check if server can open the model?
165 This would kill custom models, however. */
174 putting a client as observer in the server
177 void PutObserverInServer (void)
180 spot = SelectSpawnPoint (FALSE);
181 RemoveGrapplingHook(self); // Wazat's Grappling Hook
183 if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
184 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
185 else if(self.killcount != -666)
186 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
188 self.classname = "observer";
190 self.takedamage = DAMAGE_NO;
191 self.solid = SOLID_NOT;
192 self.movetype = MOVETYPE_NOCLIP;
193 self.flags = FL_CLIENT | FL_NOTARGET;
194 self.armorvalue = 666;
196 self.armorvalue = cvar("g_balance_armor_start");
197 self.pauserotarmor_finished = 0;
198 self.pauserothealth_finished = 0;
199 self.pauseregen_finished = 0;
200 self.damageforcescale = 0;
210 self.pain_finished = 0;
211 self.strength_finished = 0;
212 self.invincible_finished = 0;
214 self.think = SUB_Null;
218 self.deadflag = DEAD_NO;
219 self.angles = spot.angles;
221 self.fixangle = TRUE;
223 self.view_ofs = PL_VIEW_OFS;
224 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
225 self.oldorigin = self.origin;
230 self.weaponmodel = "";
231 self.weaponframe = 0;
232 self.weaponentity = world;
233 self.killcount = -666;
236 //stuffcmd(self, "set viewsize 120 \n");
237 // bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
245 Called when a client spawns in the server
248 void PutClientInServer (void)
250 if(clienttype(self) == CLIENTTYPE_BOT)
252 self.classname = "player";
255 // player is dead and becomes observer
256 if(cvar("g_lms") && self.frags < 1)
257 self.classname = "observer";
259 if(self.classname == "player") {
262 spot = SelectSpawnPoint (FALSE);
264 RemoveGrapplingHook(self); // Wazat's Grappling Hook
266 self.classname = "player";
267 self.iscreature = TRUE;
268 self.movetype = MOVETYPE_WALK;
269 self.solid = SOLID_SLIDEBOX;
270 self.flags = FL_CLIENT;
271 self.takedamage = DAMAGE_AIM;
273 self.health = cvar("g_balance_health_start");
274 self.armorvalue = cvar("g_balance_armor_start");
275 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
276 self.pauserotarmor_finished = time + 10;
277 self.pauserothealth_finished = time + 10;
278 self.pauseregen_finished = 0;
279 self.damageforcescale = 2;
288 self.pain_finished = 0;
289 self.strength_finished = 0;
290 self.invincible_finished = 0;
292 //self.speed_finished = 0;
293 //self.slowmo_finished = 0;
294 // players have no think function
295 self.think = SUB_Null;
298 self.switchweapon = 0;
303 self.deadflag = DEAD_NO;
305 self.angles = spot.angles;
307 self.angles_z = 0; // never spawn tilted even if the spot says to
308 self.fixangle = TRUE; // turn this way immediately
309 self.velocity = '0 0 0';
310 self.avelocity = '0 0 0';
311 self.punchangle = '0 0 0';
312 self.punchvector = '0 0 0';
313 self.oldvelocity = self.velocity;
317 if(cvar("sv_defaultcharacter") == 1) {
318 local string defaultmodel;
319 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
321 precache_model (defaultmodel);
322 setmodel (self, defaultmodel);
323 self.skin = stof(cvar_string("sv_defaultplayerskin"));
325 self.playermodel = CheckPlayerModel(self.playermodel);
327 precache_model (self.playermodel);
328 setmodel (self, self.playermodel);
329 self.skin = stof(self.playerskin);
334 self.view_ofs = PL_VIEW_OFS;
335 setsize (self, PL_MIN, PL_MAX);
336 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
337 // don't reset back to last position, even if new position is stuck in solid
338 self.oldorigin = self.origin;
342 self.ammo_shells = cvar("g_lms_start_ammo_shells");
343 self.ammo_nails = cvar("g_lms_start_ammo_nails");
344 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
345 self.ammo_cells = cvar("g_lms_start_ammo_cells");
346 self.health = cvar("g_lms_start_health");
347 self.armorvalue = cvar("g_lms_start_armor");
349 else if (cvar("g_use_ammunition")) {
350 self.ammo_shells = cvar("g_start_ammo_shells");
351 self.ammo_nails = cvar("g_start_ammo_nails");
352 self.ammo_rockets = cvar("g_start_ammo_rockets");
353 self.ammo_cells = cvar("g_start_ammo_cells");
355 self.ammo_shells = 999;
356 self.ammo_nails = 999;
357 self.ammo_rockets = 999;
358 self.ammo_cells = 999;
362 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
364 self.items = self.items | IT_LASER;
365 self.switchweapon = WEP_LASER;
367 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
369 self.items = self.items | IT_SHOTGUN;
370 self.switchweapon = WEP_SHOTGUN;
372 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
374 self.items = self.items | IT_UZI;
375 self.switchweapon = WEP_UZI;
377 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
379 self.items = self.items | IT_GRENADE_LAUNCHER;
380 self.switchweapon = WEP_GRENADE_LAUNCHER;
382 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
384 self.items = self.items | IT_ELECTRO;
385 self.switchweapon = WEP_ELECTRO;
387 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
389 self.items = self.items | IT_CRYLINK;
390 self.switchweapon = WEP_CRYLINK;
392 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
394 self.items = self.items | IT_NEX;
395 self.switchweapon = WEP_NEX;
397 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
399 self.items = self.items | IT_HAGAR;
400 self.switchweapon = WEP_HAGAR;
402 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
404 self.items = self.items | IT_ROCKET_LAUNCHER;
405 self.switchweapon = WEP_ROCKET_LAUNCHER;
408 if(cvar("g_instagib"))
411 self.switchweapon = WEP_NEX;
412 self.ammo_cells = 999;
415 if(cvar("g_rocketarena"))
417 self.items = IT_ROCKET_LAUNCHER;
418 self.switchweapon = WEP_ROCKET_LAUNCHER;
419 self.ammo_rockets = 999;
425 // will be done later
428 if(cvar("g_minstagib"))
433 self.switchweapon = WEP_NEX;
434 self.ammo_cells = cvar("g_minstagib_ammo_start");
436 self.jump_interval = time;
439 self.event_damage = PlayerDamage;
441 self.statdraintime = time + 5;
442 self.button0 = self.button1 = self.button2 = self.button3 = 0;
444 if(self.killcount == -666) {
449 self.cnt = WEP_LASER;
450 self.nixnex_lastchange_id = -1;
456 CL_SpawnWeaponentity();
458 self.exteriorweaponentity.alpha = 1;
460 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
461 self.lms_traveled_distance = 0;
463 //stuffcmd(self, "chase_active 0");
464 //stuffcmd(self, "set viewsize $tmpviewsize \n");
465 } else if(self.classname == "observer") {
466 PutObserverInServer ();
475 void SetNewParms (void)
485 void SetChangeParms (void)
494 Called when a client types 'kill' in the console
497 void ClientKill (void)
499 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
506 Called when a client connects to the server
509 string ColoredTeamName(float t);
510 //void dom_player_join_team(entity pl);
511 void ClientConnect (void)
513 self.classname = "player_joining";
515 if(player_count<0) player_count = 0;
517 //if(cvar("g_domination"))
518 // dom_player_join_team(self);
520 //JoinBestTeam(self, FALSE);
522 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
523 self.classname = "observer";
525 self.classname = "player";
528 //stuffcmd(self, "set tmpviewsize $viewsize \n");
530 bprint ("^4",self.netname);
531 bprint ("^4 connected");
533 if(cvar("g_domination") || cvar("g_ctf"))
535 bprint(" and joined the ");
536 bprint(ColoredTeamName(self.team));
541 self.welcomemessage_time = time + cvar("welcome_message_time");
542 self.welcomemessage_time2 = 0;
544 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
545 // send prediction settings to the client
546 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
547 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
548 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
549 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
550 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
551 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
552 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
553 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
554 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
555 // Wazat's grappling hook
556 SetGrappleHookBindings();
558 // get autoswitch state from player
559 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
560 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
562 // get version info from player
563 stuffcmd(self, "cmd clientversion $gameversion\n");
565 // set cvar for team scoreboard
566 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
570 self.frags = cvar("fraglimit");
571 // no fraglimit was set, so player gets 999 lives
575 // disallow player to join after the worst player has lost g_lms_last_join lives
576 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
577 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
582 else if(cvar("fraglimit") > lms_lowest_lives)
584 self.frags = lms_lowest_lives;
589 self.jointime = time;
596 Called when a client disconnects from the server
599 void(entity e) DropFlag;
600 .entity chatbubbleentity;
601 .entity teambubbleentity;
602 void ClientDisconnect (void)
604 bprint ("^4",self.netname);
605 bprint ("^4 disconnected\n");
607 if (self.chatbubbleentity)
609 remove (self.chatbubbleentity);
610 self.chatbubbleentity = world;
613 if (self.teambubbleentity)
615 remove (self.teambubbleentity);
616 self.teambubbleentity = world;
622 DropFlag(self.flagcarried);
624 // decrease player count for lms
626 // player was dead, decrease dead count
627 if(cvar("g_lms") && self.frags < 1)
629 //stuffcmd(self, "set viewsize $tmpviewsize \n");
633 void() ChatBubbleThink =
635 self.nextthink = time;
636 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
641 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
642 if (self.owner.buttonchat && !self.owner.deadflag)
643 self.model = self.mdl;
648 void() UpdateChatBubble =
650 if (!self.modelindex)
652 // spawn a chatbubble entity if needed
653 if (!self.chatbubbleentity)
655 self.chatbubbleentity = spawn();
656 self.chatbubbleentity.owner = self;
657 self.chatbubbleentity.exteriormodeltoclient = self;
658 self.chatbubbleentity.think = ChatBubbleThink;
659 self.chatbubbleentity.nextthink = time;
660 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
661 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
662 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
663 self.chatbubbleentity.model = "";
668 void() TeamBubbleThink =
670 self.nextthink = time;
671 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
676 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
677 if (self.owner.buttonchat || self.owner.deadflag)
680 self.model = self.mdl;
684 .float() customizeentityforclient;
685 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
687 void() UpdateTeamBubble =
689 if (!self.modelindex || !cvar("teamplay"))
691 // spawn a teambubble entity if needed
692 if (!self.teambubbleentity && cvar("teamplay"))
694 self.teambubbleentity = spawn();
695 self.teambubbleentity.owner = self;
696 self.teambubbleentity.exteriormodeltoclient = self;
697 self.teambubbleentity.think = TeamBubbleThink;
698 self.teambubbleentity.nextthink = time;
699 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
700 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
701 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
702 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
703 self.teambubbleentity.mdl = self.teambubbleentity.model;
704 self.teambubbleentity.model = self.teambubbleentity.mdl;
705 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
709 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
710 // added to the model skins
711 /*void() UpdateColorModHack =
714 c = self.clientcolors & 15;
715 // LordHavoc: only bothering to support white, green, red, yellow, blue
716 if (teamplay == 0) self.colormod = '0 0 0';
717 else if (c == 0) self.colormod = '1.00 1.00 1.00';
718 else if (c == 3) self.colormod = '0.10 1.73 0.10';
719 else if (c == 4) self.colormod = '1.73 0.10 0.10';
720 else if (c == 12) self.colormod = '1.22 1.22 0.10';
721 else if (c == 13) self.colormod = '0.10 0.10 1.73';
722 else self.colormod = '1 1 1';
725 void UpdatePlayerColors () {
726 if(self.weaponentity) {
727 self.weaponentity.colormap = self.colormap;
728 self.exteriorweaponentity.colormap = self.colormap;
735 When you press the jump key
738 void PlayerJump (void)
742 mjumpheight = cvar("g_balance_jumpheight");
743 if (self.waterlevel >= 2)
745 if (self.watertype == CONTENT_WATER)
746 self.velocity_z = 200;
747 else if (self.watertype == CONTENT_SLIME)
748 self.velocity_z = 80;
750 self.velocity_z = 50;
756 if (!(self.flags & FL_ONGROUND))
759 if (!(self.flags & FL_JUMPRELEASED))
762 if(cvar("g_runematch"))
764 if(self.runes & RUNE_SPEED)
766 if(self.runes & CURSE_SLOW)
767 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
769 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
771 else if(self.runes & CURSE_SLOW)
773 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
777 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
779 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
782 self.velocity_z = self.velocity_z + mjumpheight;
783 self.oldvelocity_z = self.velocity_z;
785 self.flags = self.flags - FL_ONGROUND;
786 self.flags = self.flags - FL_JUMPRELEASED;
789 void() CheckWaterJump =
791 local vector start, end;
793 // check for a jump-out-of-water
794 makevectors (self.angles);
796 start_z = start_z + 8;
798 normalize(v_forward);
799 end = start + v_forward*24;
800 traceline (start, end, TRUE, self);
801 if (trace_fraction < 1)
803 start_z = start_z + self.maxs_z - 8;
804 end = start + v_forward*24;
805 self.movedir = trace_plane_normal * -50;
806 traceline (start, end, TRUE, self);
807 if (trace_fraction == 1)
808 { // open at eye level
809 self.flags = self.flags | FL_WATERJUMP;
810 self.velocity_z = 225;
811 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
812 self.teleport_time = time + 2; // safety net
825 void player_powerups (void)
827 if (cvar("g_minstagib"))
829 self.effects = EF_FULLBRIGHT;
830 if (self.items & IT_STRENGTH)
832 if (time > self.strength_finished)
835 self.exteriorweaponentity.alpha = 1;
836 self.items = self.items - (self.items & IT_STRENGTH);
837 sprint(self, "^3Invisibility has worn off\n");
842 if (time < self.strength_finished)
844 self.alpha = cvar("g_minstagib_invis_alpha");
845 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
846 self.items = self.items | IT_STRENGTH;
847 sprint(self, "^3You are invisible\n");
851 if (self.items & IT_INVINCIBLE)
853 if (time > self.invincible_finished)
855 self.items = self.items - (self.items & IT_INVINCIBLE);
856 sprint(self, "^3Speed has worn off\n");
861 if (time < self.invincible_finished)
863 self.items = self.items | IT_INVINCIBLE;
864 sprint(self, "^3You are on speed\n");
870 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
871 if (self.items & IT_STRENGTH)
873 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
874 if (time > self.strength_finished)
876 self.items = self.items - (self.items & IT_STRENGTH);
877 sprint(self, "^3Strength has worn off\n");
882 if (time < self.strength_finished)
884 self.items = self.items | IT_STRENGTH;
885 sprint(self, "^3Strength infuses your weapons with devestating power\n");
888 if (self.items & IT_INVINCIBLE)
890 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
891 if (time > self.invincible_finished)
893 self.items = self.items - (self.items & IT_INVINCIBLE);
894 sprint(self, "^3Shield has worn off\n");
899 if (time < self.invincible_finished)
901 self.items = self.items | IT_INVINCIBLE;
902 sprint(self, "^3Shield surrounds you\n");
906 if (cvar("g_fullbrightplayers"))
907 self.effects = self.effects | EF_FULLBRIGHT;
909 // midair gamemode: damage only while in the air
910 // if in midair mode, being on ground grants temporary invulnerability
911 // (this is so that multishot weapon don't clear the ground flag on the
912 // first damage in the frame, leaving the player vulnerable to the
913 // remaining hits in the same frame)
914 if (self.flags & FL_ONGROUND)
915 if (cvar("g_midair"))
916 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
918 if (time < self.spawnshieldtime)
919 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
922 void player_regen (void)
924 float maxh, maxa, max_mod, regen_mod, rot_mod;
925 maxh = cvar("g_balance_health_stable");
926 maxa = cvar("g_balance_armor_stable");
928 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
931 if(cvar("g_runematch"))
933 max_mod = regen_mod = rot_mod = 1;
934 if (self.runes & RUNE_REGEN)
936 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
938 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
939 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
943 regen_mod = cvar("g_balance_rune_regen_regenrate");
944 max_mod = cvar("g_balance_rune_regen_hpmod");
947 else if (self.runes & CURSE_VENOM)
949 max_mod = cvar("g_balance_curse_venom_hpmod");
950 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
951 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
953 rot_mod = cvar("g_balance_curse_venom_rotrate");
954 //if (!self.runes & RUNE_REGEN)
955 // rot_mod = cvar("g_balance_curse_venom_rotrate");
957 maxh = maxh * max_mod;
958 //maxa = maxa * max_mod;
960 if (time > self.pauserotarmor_finished)
962 if (self.armorvalue > maxa)
963 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
965 if (time > self.pauserothealth_finished)
967 if (self.health > maxh)
968 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
970 if (time > self.pauseregen_finished)
972 if (self.health < maxh)
973 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
974 if (self.armorvalue < maxa)
975 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
980 if (time > self.pauserothealth_finished)
981 if (self.health > maxh)
982 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
983 if (time > self.pauserotarmor_finished)
984 if (self.armorvalue > maxa)
985 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
986 if (time > self.pauseregen_finished)
988 if (self.health < maxh)
989 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
990 if (self.armorvalue < maxa)
991 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
997 ======================
998 spectate mode routines
999 ======================
1001 void SpectateCopy(entity spectatee) {
1002 self.armortype = spectatee.armortype;
1003 self.armorvalue = spectatee.armorvalue;
1004 self.currentammo = spectatee.currentammo;
1005 self.effects = spectatee.effects;
1006 self.health = spectatee.health;
1008 self.items = spectatee.items;
1009 self.punchangle = spectatee.punchangle;
1010 self.view_ofs = spectatee.view_ofs;
1011 self.v_angle = spectatee.v_angle;
1012 self.viewzoom = spectatee.viewzoom;
1013 setorigin(self, spectatee.origin);
1014 setsize(self, spectatee.mins, spectatee.maxs);
1017 void SpectateUpdate() {
1018 if (self != self.enemy) {
1019 SpectateCopy(self.enemy);
1021 WriteByte(MSG_ONE, SVC_SETANGLE);
1022 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1023 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1024 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1028 float SpectateNext() {
1029 other = find(self.enemy, classname, "player");
1031 other = find(other, classname, "player");
1036 if(self.enemy.classname == "player") {
1038 WriteByte(MSG_ONE, SVC_SETVIEW);
1039 WriteEntity(MSG_ONE, self.enemy);
1040 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1052 Called every frame for each client before the physics are run
1055 void PlayerPreThink (void)
1057 if(self.classname == "player") {
1058 local vector m1, m2;
1062 // if(self.netname == "Wazat")
1063 // bprint(strcat(self.classname, "\n"));
1065 CheckRules_Player();
1068 PrintWelcomeMessage(self);
1070 if(cvar("g_lms") || !cvar("sv_spectate"))
1071 if((time - self.jointime) <= cvar("welcome_message_time"))
1072 PrintWelcomeMessage(self);
1074 if (intermission_running)
1076 IntermissionThink (); // otherwise a button could be missed between
1077 return; // the think tics
1080 if (self.deadflag != DEAD_NO)
1084 if (self.deadflag == DEAD_DYING)
1086 if (time > self.dead_time)
1087 self.deadflag = DEAD_DEAD;
1089 else if (self.deadflag == DEAD_DEAD)
1091 if (cvar("g_lms") || cvar("g_forced_respawn"))
1092 self.button0 = self.button2 = self.button3 = 0;
1094 if (!self.button0 && !self.button2 && !self.button3)
1095 self.deadflag = DEAD_RESPAWNABLE;
1097 else if (self.deadflag == DEAD_RESPAWNABLE)
1104 cvar("g_forced_respawn"))
1110 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1114 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1115 dist = self.oldorigin - self.origin;
1117 self.lms_traveled_distance += fabs(vlen(dist));
1119 if(time > self.lms_nextcheck)
1121 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1122 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1124 centerprint(self, cvar_string("g_lms_campcheck_message"));
1125 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1126 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1127 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');
1129 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1130 self.lms_traveled_distance = 0;
1139 self.view_ofs = PL_CROUCH_VIEW_OFS;
1140 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1147 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1148 if (!trace_startsolid)
1150 self.crouch = FALSE;
1151 self.view_ofs = PL_VIEW_OFS;
1152 setsize (self, PL_MIN, PL_MAX);
1157 if(cvar("sv_defaultcharacter") == 1) {
1158 local string defaultmodel;
1159 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1161 if (defaultmodel != self.model)
1165 precache_model (defaultmodel);
1166 setmodel (self, defaultmodel);
1167 setsize (self, m1, m2);
1170 if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1171 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1173 if (self.playermodel != self.model)
1175 self.playermodel = CheckPlayerModel(self.playermodel);
1178 precache_model (self.playermodel);
1179 setmodel (self, self.playermodel);
1180 setsize (self, m1, m2);
1183 if (self.skin != stof(self.playerskin))
1184 self.skin = stof(self.playerskin);
1186 // Savage: Check for nameless players
1187 if (strlen(self.netname) < 1) {
1188 self.netname = "Player";
1189 stuffcmd(self, "name Player\n");
1192 GrapplingHookFrame();
1196 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1198 if (cvar("g_minstagib") && self.button3)
1200 if (self.jump_interval <= (time + 0.1))
1202 self.jump_interval = time + 1;
1203 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1206 else if (self.viewzoom > 0.4)
1207 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1209 else if (self.viewzoom < 1.0)
1210 self.viewzoom = min (1.0, self.viewzoom + frametime);
1216 self.flags = self.flags | FL_JUMPRELEASED;
1222 //self.angles_y=self.v_angle_y + 90; // temp
1224 if (self.waterlevel == 2)
1227 //if (TetrisPreFrame()) return;
1228 } else if(gameover) {
1229 if (intermission_running)
1230 IntermissionThink (); // otherwise a button could be missed between
1232 } else if(self.classname == "observer") {
1234 if (self.flags & FL_JUMPRELEASED) {
1235 if (self.button2 && self.version == cvar("gameversion")) {
1236 if(!cvar("teamplay")) {
1237 self.flags = self.flags & !FL_JUMPRELEASED;
1238 self.classname = "player";
1240 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1241 PutClientInServer();
1242 centerprint(self,"");
1245 self.flags = self.flags & !FL_JUMPRELEASED;
1246 stuffcmd(self,"menu_showteamselect\n");
1249 } else if(self.button0 && self.version == cvar("gameversion")) {
1250 self.flags = self.flags & !FL_JUMPRELEASED;
1251 if(SpectateNext() == 1) {
1252 self.classname = "spectator";
1256 if (!(self.button0 || self.button2)) {
1257 self.flags = self.flags | FL_JUMPRELEASED;
1260 if(cvar("g_lms") && self.frags == 0)
1261 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");
1262 else if(cvar("g_lms") && self.frags == -1)
1263 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");
1265 PrintWelcomeMessage(self);
1266 //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1267 } else if(self.classname == "spectator") {
1269 if (self.flags & FL_JUMPRELEASED) {
1270 if (self.button2 && self.version == cvar("gameversion")) {
1271 if(!cvar("teamplay")) {
1272 self.flags = self.flags & !FL_JUMPRELEASED;
1273 self.classname = "player";
1275 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1278 WriteByte(MSG_ONE, SVC_SETVIEW);
1279 WriteEntity(MSG_ONE, self);
1280 PutClientInServer();
1281 centerprint(self,"");
1284 self.flags = self.flags & !FL_JUMPRELEASED;
1285 stuffcmd(self,"menu_showteamselect\n");
1288 } else if(self.button0) {
1289 self.flags = self.flags & !FL_JUMPRELEASED;
1290 if(SpectateNext() == 1) {
1291 self.classname = "spectator";
1293 self.classname = "observer";
1295 WriteByte(MSG_ONE, SVC_SETVIEW);
1296 WriteEntity(MSG_ONE, self);
1297 PutClientInServer();
1299 } else if (self.button3) {
1300 self.flags = self.flags & !FL_JUMPRELEASED;
1301 self.classname = "observer";
1303 WriteByte(MSG_ONE, SVC_SETVIEW);
1304 WriteEntity(MSG_ONE, self);
1305 PutClientInServer();
1310 if (!(self.button0 || self.button3)) {
1311 self.flags = self.flags | FL_JUMPRELEASED;
1314 if (cvar("g_lms") && self.frags < 1)
1315 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"));
1317 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"));
1326 Called every frame for each client after the physics are run
1329 void PlayerPostThink (void)
1331 if(self.classname == "player") {
1332 CheckRules_Player();
1335 UpdatePlayerColors();
1336 if (self.deadflag == DEAD_NO)
1339 if (intermission_running)
1340 return; // intermission or finale
1342 //PrintWelcomeMessage(self);
1343 //if (TetrisPostFrame()) return;
1344 } else if (self.classname == "observer") {
1346 } else if (self.classname == "spectator") {