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 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
353 // don't reset back to last position, even if new position is stuck in solid
354 self.oldorigin = self.origin;
358 self.ammo_shells = cvar("g_lms_start_ammo_shells");
359 self.ammo_nails = cvar("g_lms_start_ammo_nails");
360 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
361 self.ammo_cells = cvar("g_lms_start_ammo_cells");
362 self.health = cvar("g_lms_start_health");
363 self.armorvalue = cvar("g_lms_start_armor");
365 else if (cvar("g_use_ammunition")) {
366 self.ammo_shells = cvar("g_start_ammo_shells");
367 self.ammo_nails = cvar("g_start_ammo_nails");
368 self.ammo_rockets = cvar("g_start_ammo_rockets");
369 self.ammo_cells = cvar("g_start_ammo_cells");
371 self.ammo_shells = 999;
372 self.ammo_nails = 999;
373 self.ammo_rockets = 999;
374 self.ammo_cells = 999;
378 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
380 self.items = self.items | IT_LASER;
381 self.switchweapon = WEP_LASER;
383 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
385 self.items = self.items | IT_SHOTGUN;
386 self.switchweapon = WEP_SHOTGUN;
388 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
390 self.items = self.items | IT_UZI;
391 self.switchweapon = WEP_UZI;
393 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
395 self.items = self.items | IT_GRENADE_LAUNCHER;
396 self.switchweapon = WEP_GRENADE_LAUNCHER;
398 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
400 self.items = self.items | IT_ELECTRO;
401 self.switchweapon = WEP_ELECTRO;
403 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
405 self.items = self.items | IT_CRYLINK;
406 self.switchweapon = WEP_CRYLINK;
408 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
410 self.items = self.items | IT_NEX;
411 self.switchweapon = WEP_NEX;
413 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
415 self.items = self.items | IT_HAGAR;
416 self.switchweapon = WEP_HAGAR;
418 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
420 self.items = self.items | IT_ROCKET_LAUNCHER;
421 self.switchweapon = WEP_ROCKET_LAUNCHER;
424 if(cvar("g_instagib"))
427 self.switchweapon = WEP_NEX;
428 self.ammo_cells = 999;
431 if(cvar("g_rocketarena"))
433 self.items = IT_ROCKET_LAUNCHER;
434 self.switchweapon = WEP_ROCKET_LAUNCHER;
435 self.ammo_rockets = 999;
441 // will be done later
444 if(cvar("g_minstagib"))
449 self.switchweapon = WEP_NEX;
450 self.ammo_cells = cvar("g_minstagib_ammo_start");
452 self.jump_interval = time;
455 self.event_damage = PlayerDamage;
457 self.statdraintime = time + 5;
458 self.button0 = self.button1 = self.button2 = self.button3 = 0;
460 if(self.killcount == -666) {
465 self.cnt = WEP_LASER;
466 self.nixnex_lastchange_id = -1;
472 CL_SpawnWeaponentity();
474 self.exteriorweaponentity.alpha = 1;
476 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
477 self.lms_traveled_distance = 0;
479 if(cvar("spawn_debug"))
481 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
482 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
485 //stuffcmd(self, "chase_active 0");
486 //stuffcmd(self, "set viewsize $tmpviewsize \n");
487 } else if(self.classname == "observer") {
488 PutObserverInServer ();
497 void SetNewParms (void)
507 void SetChangeParms (void)
516 Called when a client types 'kill' in the console
519 void ClientKill (void)
521 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
528 Called when a client connects to the server
531 string ColoredTeamName(float t);
532 //void dom_player_join_team(entity pl);
533 void ClientConnect (void)
535 self.classname = "player_joining";
537 if(player_count<0) player_count = 0;
539 //if(cvar("g_domination"))
540 // dom_player_join_team(self);
542 //JoinBestTeam(self, FALSE);
544 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
545 self.classname = "observer";
547 self.classname = "player";
550 self.playerid = (playerid_last = playerid_last + 1);
551 if(cvar("sv_eventlog"))
554 if(clienttype(self) == CLIENTTYPE_REAL)
558 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
559 s = strcat(":team:", ftos(self.playerid), ":");
560 s = strcat(s, ftos(self.team));
561 GameLogEcho(s, FALSE);
564 //stuffcmd(self, "set tmpviewsize $viewsize \n");
566 bprint ("^4",self.netname);
567 bprint ("^4 connected");
569 if(cvar("g_domination") || cvar("g_ctf"))
571 bprint(" and joined the ");
572 bprint(ColoredTeamName(self.team));
577 self.welcomemessage_time = time + cvar("welcome_message_time");
578 self.welcomemessage_time2 = 0;
580 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
581 // send prediction settings to the client
582 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
583 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
584 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
585 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
586 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
587 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
588 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
589 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
590 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
591 // Wazat's grappling hook
592 SetGrappleHookBindings();
594 // get autoswitch state from player
595 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
596 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
598 // get version info from player
599 stuffcmd(self, "cmd clientversion $gameversion\n");
601 // set cvar for team scoreboard
602 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
606 self.frags = cvar("fraglimit");
607 // no fraglimit was set, so player gets 999 lives
611 // disallow player to join after the worst player has lost g_lms_last_join lives
612 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
613 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
618 else if(cvar("fraglimit") > lms_lowest_lives)
620 self.frags = lms_lowest_lives;
625 self.jointime = time;
632 Called when a client disconnects from the server
635 void(entity e) DropFlag;
636 .entity chatbubbleentity;
637 .entity teambubbleentity;
638 void ClientDisconnect (void)
640 if(cvar("sv_eventlog"))
641 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
642 bprint ("^4",self.netname);
643 bprint ("^4 disconnected\n");
645 if (self.chatbubbleentity)
647 remove (self.chatbubbleentity);
648 self.chatbubbleentity = world;
651 if (self.teambubbleentity)
653 remove (self.teambubbleentity);
654 self.teambubbleentity = world;
660 DropFlag(self.flagcarried);
662 // decrease player count for lms
664 // player was dead, decrease dead count
665 if(cvar("g_lms") && self.frags < 1)
667 //stuffcmd(self, "set viewsize $tmpviewsize \n");
671 void() ChatBubbleThink =
673 self.nextthink = time;
674 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
679 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
680 if (self.owner.buttonchat && !self.owner.deadflag)
681 self.model = self.mdl;
686 void() UpdateChatBubble =
688 if (!self.modelindex)
690 // spawn a chatbubble entity if needed
691 if (!self.chatbubbleentity)
693 self.chatbubbleentity = spawn();
694 self.chatbubbleentity.owner = self;
695 self.chatbubbleentity.exteriormodeltoclient = self;
696 self.chatbubbleentity.think = ChatBubbleThink;
697 self.chatbubbleentity.nextthink = time;
698 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
699 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
700 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
701 self.chatbubbleentity.model = "";
706 void() TeamBubbleThink =
708 self.nextthink = time;
709 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
714 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
715 if (self.owner.buttonchat || self.owner.deadflag)
718 self.model = self.mdl;
722 .float() customizeentityforclient;
723 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
725 void() UpdateTeamBubble =
727 if (!self.modelindex || !cvar("teamplay"))
729 // spawn a teambubble entity if needed
730 if (!self.teambubbleentity && cvar("teamplay"))
732 self.teambubbleentity = spawn();
733 self.teambubbleentity.owner = self;
734 self.teambubbleentity.exteriormodeltoclient = self;
735 self.teambubbleentity.think = TeamBubbleThink;
736 self.teambubbleentity.nextthink = time;
737 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
738 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
739 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
740 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
741 self.teambubbleentity.mdl = self.teambubbleentity.model;
742 self.teambubbleentity.model = self.teambubbleentity.mdl;
743 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
747 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
748 // added to the model skins
749 /*void() UpdateColorModHack =
752 c = self.clientcolors & 15;
753 // LordHavoc: only bothering to support white, green, red, yellow, blue
754 if (teamplay == 0) self.colormod = '0 0 0';
755 else if (c == 0) self.colormod = '1.00 1.00 1.00';
756 else if (c == 3) self.colormod = '0.10 1.73 0.10';
757 else if (c == 4) self.colormod = '1.73 0.10 0.10';
758 else if (c == 12) self.colormod = '1.22 1.22 0.10';
759 else if (c == 13) self.colormod = '0.10 0.10 1.73';
760 else self.colormod = '1 1 1';
763 void UpdatePlayerColors () {
764 if(self.weaponentity) {
765 self.weaponentity.colormap = self.colormap;
766 self.exteriorweaponentity.colormap = self.colormap;
773 When you press the jump key
776 void PlayerJump (void)
780 mjumpheight = cvar("g_balance_jumpheight");
781 if (self.waterlevel >= 2)
783 if (self.watertype == CONTENT_WATER)
784 self.velocity_z = 200;
785 else if (self.watertype == CONTENT_SLIME)
786 self.velocity_z = 80;
788 self.velocity_z = 50;
794 if (!(self.flags & FL_ONGROUND))
797 if (!(self.flags & FL_JUMPRELEASED))
800 if(cvar("g_runematch"))
802 if(self.runes & RUNE_SPEED)
804 if(self.runes & CURSE_SLOW)
805 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
807 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
809 else if(self.runes & CURSE_SLOW)
811 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
815 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
817 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
820 self.velocity_z = self.velocity_z + mjumpheight;
821 self.oldvelocity_z = self.velocity_z;
823 self.flags = self.flags - FL_ONGROUND;
824 self.flags = self.flags - FL_JUMPRELEASED;
827 void() CheckWaterJump =
829 local vector start, end;
831 // check for a jump-out-of-water
832 makevectors (self.angles);
834 start_z = start_z + 8;
836 normalize(v_forward);
837 end = start + v_forward*24;
838 traceline (start, end, TRUE, self);
839 if (trace_fraction < 1)
841 start_z = start_z + self.maxs_z - 8;
842 end = start + v_forward*24;
843 self.movedir = trace_plane_normal * -50;
844 traceline (start, end, TRUE, self);
845 if (trace_fraction == 1)
846 { // open at eye level
847 self.flags = self.flags | FL_WATERJUMP;
848 self.velocity_z = 225;
849 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
850 self.teleport_time = time + 2; // safety net
863 void player_powerups (void)
865 if (cvar("g_minstagib"))
867 self.effects = EF_FULLBRIGHT;
868 if (self.items & IT_STRENGTH)
870 if (time > self.strength_finished)
873 self.exteriorweaponentity.alpha = 1;
874 self.items = self.items - (self.items & IT_STRENGTH);
875 sprint(self, "^3Invisibility has worn off\n");
880 if (time < self.strength_finished)
882 self.alpha = cvar("g_minstagib_invis_alpha");
883 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
884 self.items = self.items | IT_STRENGTH;
885 sprint(self, "^3You are invisible\n");
889 if (self.items & IT_INVINCIBLE)
891 if (time > self.invincible_finished)
893 self.items = self.items - (self.items & IT_INVINCIBLE);
894 sprint(self, "^3Speed has worn off\n");
899 if (time < self.invincible_finished)
901 self.items = self.items | IT_INVINCIBLE;
902 sprint(self, "^3You are on speed\n");
908 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
909 if (self.items & IT_STRENGTH)
911 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
912 if (time > self.strength_finished)
914 self.items = self.items - (self.items & IT_STRENGTH);
915 sprint(self, "^3Strength has worn off\n");
920 if (time < self.strength_finished)
922 self.items = self.items | IT_STRENGTH;
923 sprint(self, "^3Strength infuses your weapons with devestating power\n");
926 if (self.items & IT_INVINCIBLE)
928 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
929 if (time > self.invincible_finished)
931 self.items = self.items - (self.items & IT_INVINCIBLE);
932 sprint(self, "^3Shield has worn off\n");
937 if (time < self.invincible_finished)
939 self.items = self.items | IT_INVINCIBLE;
940 sprint(self, "^3Shield surrounds you\n");
944 if (cvar("g_fullbrightplayers"))
945 self.effects = self.effects | EF_FULLBRIGHT;
947 // midair gamemode: damage only while in the air
948 // if in midair mode, being on ground grants temporary invulnerability
949 // (this is so that multishot weapon don't clear the ground flag on the
950 // first damage in the frame, leaving the player vulnerable to the
951 // remaining hits in the same frame)
952 if (self.flags & FL_ONGROUND)
953 if (cvar("g_midair"))
954 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
956 if (time < self.spawnshieldtime)
957 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
960 void player_regen (void)
962 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
963 maxh = cvar("g_balance_health_stable");
964 maxa = cvar("g_balance_armor_stable");
965 limith = cvar("g_balance_health_limit");
966 limita = cvar("g_balance_armor_limit");
968 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
971 if(cvar("g_runematch"))
973 max_mod = regen_mod = rot_mod = limit_mod = 1;
974 if (self.runes & RUNE_REGEN)
976 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
978 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
979 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
980 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
984 regen_mod = cvar("g_balance_rune_regen_regenrate");
985 max_mod = cvar("g_balance_rune_regen_hpmod");
986 limit_mod = cvar("g_balance_rune_regen_limitmod");
989 else if (self.runes & CURSE_VENOM)
991 max_mod = cvar("g_balance_curse_venom_hpmod");
992 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
993 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
995 rot_mod = cvar("g_balance_curse_venom_rotrate");
996 limit_mod = cvar("g_balance_curse_venom_limitmod");
997 //if (!self.runes & RUNE_REGEN)
998 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1000 maxh = maxh * max_mod;
1001 //maxa = maxa * max_mod;
1003 if (time > self.pauserotarmor_finished)
1005 if (self.armorvalue > maxa)
1006 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1008 if (time > self.pauserothealth_finished)
1010 if (self.health > maxh)
1011 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
1013 if (time > self.pauseregen_finished)
1015 if (self.health < maxh)
1016 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1017 if (self.armorvalue < maxa)
1018 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1023 if (time > self.pauserothealth_finished)
1024 if (self.health > maxh)
1025 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1026 if (time > self.pauserotarmor_finished)
1027 if (self.armorvalue > maxa)
1028 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1029 if (time > self.pauseregen_finished)
1031 if (self.health < maxh)
1032 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1033 if (self.armorvalue < maxa)
1034 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1037 if (self.health > limith)
1038 self.health = limith;
1039 if (self.armorvalue > limita)
1040 self.armorvalue = limita;
1044 ======================
1045 spectate mode routines
1046 ======================
1048 void SpectateCopy(entity spectatee) {
1049 self.armortype = spectatee.armortype;
1050 self.armorvalue = spectatee.armorvalue;
1051 self.currentammo = spectatee.currentammo;
1052 self.effects = spectatee.effects;
1053 self.health = spectatee.health;
1055 self.items = spectatee.items;
1056 self.punchangle = spectatee.punchangle;
1057 self.view_ofs = spectatee.view_ofs;
1058 self.v_angle = spectatee.v_angle;
1059 self.viewzoom = spectatee.viewzoom;
1060 setorigin(self, spectatee.origin);
1061 setsize(self, spectatee.mins, spectatee.maxs);
1064 void SpectateUpdate() {
1065 if (self != self.enemy) {
1066 SpectateCopy(self.enemy);
1068 WriteByte(MSG_ONE, SVC_SETANGLE);
1069 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1070 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1071 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1075 float SpectateNext() {
1076 other = find(self.enemy, classname, "player");
1078 other = find(other, classname, "player");
1083 if(self.enemy.classname == "player") {
1085 WriteByte(MSG_ONE, SVC_SETVIEW);
1086 WriteEntity(MSG_ONE, self.enemy);
1087 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1099 Called every frame for each client before the physics are run
1102 void PlayerPreThink (void)
1104 if(self.classname == "player") {
1105 local vector m1, m2;
1109 // if(self.netname == "Wazat")
1110 // bprint(strcat(self.classname, "\n"));
1112 CheckRules_Player();
1115 PrintWelcomeMessage(self);
1117 if(cvar("g_lms") || !cvar("sv_spectate"))
1118 if((time - self.jointime) <= cvar("welcome_message_time"))
1119 PrintWelcomeMessage(self);
1121 if (intermission_running)
1123 IntermissionThink (); // otherwise a button could be missed between
1124 return; // the think tics
1127 if (self.deadflag != DEAD_NO)
1131 if (self.deadflag == DEAD_DYING)
1133 if (time > self.dead_time)
1134 self.deadflag = DEAD_DEAD;
1136 else if (self.deadflag == DEAD_DEAD)
1138 if (cvar("g_lms") || cvar("g_forced_respawn"))
1139 self.button0 = self.button2 = self.button3 = 0;
1141 if (!self.button0 && !self.button2 && !self.button3)
1142 self.deadflag = DEAD_RESPAWNABLE;
1144 else if (self.deadflag == DEAD_RESPAWNABLE)
1151 cvar("g_forced_respawn"))
1157 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1161 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1162 dist = self.oldorigin - self.origin;
1164 self.lms_traveled_distance += fabs(vlen(dist));
1166 if(time > self.lms_nextcheck)
1168 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1169 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1171 centerprint(self, cvar_string("g_lms_campcheck_message"));
1172 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1173 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1174 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');
1176 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1177 self.lms_traveled_distance = 0;
1186 self.view_ofs = PL_CROUCH_VIEW_OFS;
1187 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1194 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1195 if (!trace_startsolid)
1197 self.crouch = FALSE;
1198 self.view_ofs = PL_VIEW_OFS;
1199 setsize (self, PL_MIN, PL_MAX);
1204 if(cvar("sv_defaultcharacter") == 1) {
1205 local string defaultmodel;
1206 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1208 if (defaultmodel != self.model)
1212 precache_model (defaultmodel);
1213 setmodel (self, defaultmodel);
1214 setsize (self, m1, m2);
1217 if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1218 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1220 if (self.playermodel != self.model)
1222 self.playermodel = CheckPlayerModel(self.playermodel);
1225 precache_model (self.playermodel);
1226 setmodel (self, self.playermodel);
1227 setsize (self, m1, m2);
1230 if (self.skin != stof(self.playerskin))
1231 self.skin = stof(self.playerskin);
1233 // Savage: Check for nameless players
1234 if (strlen(self.netname) < 1) {
1235 self.netname = "Player";
1236 stuffcmd(self, "name Player\n");
1239 GrapplingHookFrame();
1243 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1245 if (cvar("g_minstagib") && self.button3)
1247 if (self.jump_interval <= (time + 0.1))
1249 self.jump_interval = time + 1;
1250 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1253 else if (self.viewzoom > 0.4)
1254 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1256 else if (self.viewzoom < 1.0)
1257 self.viewzoom = min (1.0, self.viewzoom + frametime);
1263 self.flags = self.flags | FL_JUMPRELEASED;
1269 //self.angles_y=self.v_angle_y + 90; // temp
1271 if (self.waterlevel == 2)
1274 //if (TetrisPreFrame()) return;
1275 } else if(gameover) {
1276 if (intermission_running)
1277 IntermissionThink (); // otherwise a button could be missed between
1279 } else if(self.classname == "observer") {
1281 if (self.flags & FL_JUMPRELEASED) {
1282 if (self.button2 && self.version == cvar("gameversion")) {
1283 if(!cvar("teamplay")) {
1284 self.flags = self.flags & !FL_JUMPRELEASED;
1285 self.classname = "player";
1287 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1288 PutClientInServer();
1289 centerprint(self,"");
1292 self.flags = self.flags & !FL_JUMPRELEASED;
1293 stuffcmd(self,"menu_showteamselect\n");
1296 } else if(self.button0 && self.version == cvar("gameversion")) {
1297 self.flags = self.flags & !FL_JUMPRELEASED;
1298 if(SpectateNext() == 1) {
1299 self.classname = "spectator";
1303 if (!(self.button0 || self.button2)) {
1304 self.flags = self.flags | FL_JUMPRELEASED;
1307 if(cvar("g_lms") && self.frags <= 0 && self.frags > -666)
1308 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");
1309 else if(cvar("g_lms") && self.frags == -666)
1310 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");
1312 PrintWelcomeMessage(self);
1313 //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1314 } else if(self.classname == "spectator") {
1316 if (self.flags & FL_JUMPRELEASED) {
1317 if (self.button2 && self.version == cvar("gameversion")) {
1318 if(!cvar("teamplay")) {
1319 self.flags = self.flags & !FL_JUMPRELEASED;
1320 self.classname = "player";
1322 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1325 WriteByte(MSG_ONE, SVC_SETVIEW);
1326 WriteEntity(MSG_ONE, self);
1327 PutClientInServer();
1328 centerprint(self,"");
1331 self.flags = self.flags & !FL_JUMPRELEASED;
1332 stuffcmd(self,"menu_showteamselect\n");
1335 } else if(self.button0) {
1336 self.flags = self.flags & !FL_JUMPRELEASED;
1337 if(SpectateNext() == 1) {
1338 self.classname = "spectator";
1340 self.classname = "observer";
1342 WriteByte(MSG_ONE, SVC_SETVIEW);
1343 WriteEntity(MSG_ONE, self);
1344 PutClientInServer();
1346 } else if (self.button3) {
1347 self.flags = self.flags & !FL_JUMPRELEASED;
1348 self.classname = "observer";
1350 WriteByte(MSG_ONE, SVC_SETVIEW);
1351 WriteEntity(MSG_ONE, self);
1352 PutClientInServer();
1357 if (!(self.button0 || self.button3)) {
1358 self.flags = self.flags | FL_JUMPRELEASED;
1361 if (cvar("g_lms") && self.frags < 1)
1362 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"));
1364 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"));
1374 Called every frame for each client after the physics are run
1377 void PlayerPostThink (void)
1379 if(self.classname == "player") {
1380 CheckRules_Player();
1383 UpdatePlayerColors();
1384 if (self.deadflag == DEAD_NO)
1387 if (intermission_running)
1388 return; // intermission or finale
1390 //PrintWelcomeMessage(self);
1391 //if (TetrisPostFrame()) return;
1392 } else if (self.classname == "observer") {
1394 } else if (self.classname == "spectator") {