1 void info_player_survivor (void)
3 info_player_deathmatch();
6 void info_player_start (void)
8 info_player_deathmatch();
11 void info_player_deathmatch (void)
13 self.classname = "info_player_deathmatch";
14 relocate_spawnpoint();
17 void() spawnpoint_use =
22 self.team = activator.team;
23 some_spawn_has_been_used = 1;
29 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
31 local entity spot, player, nextspot, previousspot, newfirstspot;
40 nextspot = spot.chain;
41 // count team mismatches as bad spots
43 local float spotactive;
46 // filter out spots for assault
47 if(spot.target != "") {
49 ent = find(world, targetname, spot.target);
51 if(ent.classname == "target_objective")
52 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
54 ent = find(ent, targetname, spot.target);
58 if ((!teamcheck || spot.team == teamcheck) && spotactive > 0)
65 if (vlen(player.origin - spot.origin) < mindist)
67 player = player.chain;
73 previousspot.chain = spot;
80 spawn_allgood = FALSE;
84 // if we couldn't find ANY good points, return world
88 entity Spawn_RandomPoint(entity firstspot)
92 // count number of spots
97 numspots = numspots + 1;
101 numspots = numspots * random();
103 while (spot.chain && numspots >= 1)
105 numspots = numspots - 1;
111 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
113 local entity best, spot, player;
114 local float bestrating, rating;
116 bestrating = -1000000;
125 rating = min(rating, vlen(player.origin - spot.origin));
126 player = player.chain;
128 rating = rating + random() * 16;
129 if (bestrating < rating)
143 Finds a point to respawn
146 entity SelectSpawnPoint (float anypoint)
148 local float teamcheck;
149 local entity firstspot_new;
150 local entity spot, firstspot, playerlist;
152 spot = find (world, classname, "testplayerstart");
158 if(!anypoint && have_team_spawns)
159 teamcheck = self.team;
161 // get the list of players
162 playerlist = findchain(classname, "player");
163 // get the entire list of spots
164 firstspot = findchain(classname, "info_player_deathmatch");
165 // filter out the bad ones
166 // (note this returns the original list if none survived)
167 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
169 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
170 firstspot = firstspot_new;
172 // there is 50/50 chance of choosing a random spot or the furthest spot
173 // (this means that roughly every other spawn will be furthest, so you
174 // usually won't get fragged at spawn twice in a row)
175 if (arena_roundbased)
177 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
179 firstspot = firstspot_new;
180 spot = Spawn_RandomPoint(firstspot);
182 else if (random() > 0.5 || spawn_allbad || spawn_allgood)
183 spot = Spawn_RandomPoint(firstspot);
185 spot = Spawn_FurthestPoint(firstspot, playerlist);
189 if(cvar("spawn_debug"))
193 if(some_spawn_has_been_used)
194 return world; // team can't spawn any more, because of actions of other team
196 error("Cannot find a spawn point - please fix the map!");
207 Checks if the argument string can be a valid playermodel.
208 Returns a valid one in doubt.
211 string FallbackPlayerModel = "models/player/marine.zym";
212 string CheckPlayerModel(string plyermodel) {
213 if(strlen(plyermodel) < 4)
214 return FallbackPlayerModel;
215 if( substring(plyermodel,0,14) != "models/player/")
216 return FallbackPlayerModel;
217 else if(cvar("sv_servermodelsonly"))
219 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
220 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
221 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
222 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
223 return FallbackPlayerModel;
224 if(!fexists(plyermodel))
225 return FallbackPlayerModel;
232 Client_customizeentityforclient
237 float Client_customizeentityforclient()
239 #ifdef ALLOW_VARIABLE_LOD
241 // other: the player viewing me
245 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
248 if(other.cvar_cl_playerdetailreduction <= 0)
250 if(other.cvar_cl_playerdetailreduction <= -2)
251 self.modelindex = self.modelindex_lod2;
252 else if(other.cvar_cl_playerdetailreduction <= -1)
253 self.modelindex = self.modelindex_lod1;
255 self.modelindex = self.modelindex_lod0;
259 distance = vlen(self.origin - other.origin);
260 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
262 self.modelindex = self.modelindex_lod2;
264 self.modelindex = self.modelindex_lod1;
266 self.modelindex = self.modelindex_lod0;
273 void UpdatePlayerSounds();
274 void setmodel_lod(entity e, string modelname)
276 #ifdef ALLOW_VARIABLE_LOD
279 // FIXME: this only supports 3-letter extensions
280 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
284 setmodel(e, s); // players have high precision
285 self.modelindex_lod1 = self.modelindex;
288 self.modelindex_lod1 = -1;
290 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
294 setmodel(e, s); // players have high precision
295 self.modelindex_lod2 = self.modelindex;
298 self.modelindex_lod2 = -1;
300 precache_model(modelname);
301 setmodel(e, modelname); // players have high precision
302 self.modelindex_lod0 = self.modelindex;
304 if(self.modelindex_lod1 < 0)
305 self.modelindex_lod1 = self.modelindex;
307 if(self.modelindex_lod2 < 0)
308 self.modelindex_lod2 = self.modelindex;
310 precache_model(modelname);
311 setmodel(e, modelname); // players have high precision
313 player_setupanimsformodel();
314 UpdatePlayerSounds();
321 putting a client as observer in the server
324 void PutObserverInServer (void)
327 spot = SelectSpawnPoint (TRUE);
329 error("No spawnpoints for observers?!?\n");
330 RemoveGrapplingHook(self); // Wazat's Grappling Hook
332 if(clienttype(self) == CLIENTTYPE_REAL)
335 WriteByte(MSG_ONE, SVC_SETVIEW);
336 WriteEntity(MSG_ONE, self);
340 kh_Key_DropAll(self, TRUE);
343 DropFlag(self.flagcarried);
345 WaypointSprite_PlayerDead();
347 DistributeFragsAmongTeam(self, self.team, 1);
349 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
350 bprint ("^4", self.netname, "^4 has no more lives left\n");
351 else if(self.killcount != -666)
352 bprint ("^4", self.netname, "^4 is spectating now\n");
354 self.classname = "observer";
356 self.takedamage = DAMAGE_NO;
357 self.solid = SOLID_NOT;
358 self.movetype = MOVETYPE_NOCLIP;
359 self.flags = FL_CLIENT | FL_NOTARGET;
360 self.armorvalue = 666;
362 self.armorvalue = cvar("g_balance_armor_start");
363 self.pauserotarmor_finished = 0;
364 self.pauserothealth_finished = 0;
365 self.pauseregen_finished = 0;
366 self.damageforcescale = 0;
374 self.pain_finished = 0;
375 self.strength_finished = 0;
376 self.invincible_finished = 0;
378 self.think = SUB_Null;
382 self.deadflag = DEAD_NO;
383 self.angles = spot.angles;
385 self.fixangle = TRUE;
388 self.view_ofs = PL_VIEW_OFS;
389 setorigin (self, spot.origin);
390 setsize (self, '0 0 0', '0 0 0');
391 self.oldorigin = self.origin;
396 self.weaponmodel = "";
397 self.weaponentity = world;
398 self.killcount = -666;
399 self.velocity = '0 0 0';
400 self.avelocity = '0 0 0';
401 self.punchangle = '0 0 0';
402 self.punchvector = '0 0 0';
403 self.oldvelocity = self.velocity;
404 self.customizeentityforclient = Client_customizeentityforclient;
411 Spawnqueue_Insert(self);
415 Spawnqueue_Unmark(self);
416 Spawnqueue_Remove(self);
423 float RestrictSkin(float s)
432 void FixPlayermodel()
434 local string defaultmodel;
435 local float defaultskin;
438 if(cvar("sv_defaultcharacter") == 1) {
444 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
445 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
448 if(defaultmodel == "")
450 defaultmodel = cvar_string("sv_defaultplayermodel");
451 defaultskin = cvar("sv_defaultplayerskin");
454 if (defaultmodel != self.model)
458 setmodel_lod (self, defaultmodel);
459 setsize (self, m1, m2);
462 self.skin = defaultskin;
464 if (self.playermodel != self.model)
466 self.playermodel = CheckPlayerModel(self.playermodel);
469 setmodel_lod (self, self.playermodel);
470 setsize (self, m1, m2);
473 self.skin = RestrictSkin(stof(self.playerskin));
477 if(strlen(cvar_string("sv_defaultplayercolors")))
478 if(self.clientcolors != cvar("sv_defaultplayercolors"))
479 setcolor(self, cvar("sv_defaultplayercolors"));
486 Called when a client spawns in the server
489 void PutClientInServer (void)
491 if(clienttype(self) == CLIENTTYPE_BOT)
493 self.classname = "player";
495 else if(clienttype(self) == CLIENTTYPE_REAL)
498 WriteByte(MSG_ONE, SVC_SETVIEW);
499 WriteEntity(MSG_ONE, self);
502 // player is dead and becomes observer
503 if(g_lms && self.frags < 1)
504 self.classname = "observer";
508 self.classname = "observer";
510 if(self.classname == "player") {
513 spot = SelectSpawnPoint (FALSE);
516 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
517 return; // spawn failed
520 RemoveGrapplingHook(self); // Wazat's Grappling Hook
522 self.classname = "player";
523 self.iscreature = TRUE;
524 self.movetype = MOVETYPE_WALK;
525 self.solid = SOLID_SLIDEBOX;
526 self.flags = FL_CLIENT;
527 self.takedamage = DAMAGE_AIM;
529 self.effects = EF_FULLBRIGHT;
532 self.air_finished = time + 12;
535 self.ammo_shells = start_ammo_shells;
536 self.ammo_nails = start_ammo_nails;
537 self.ammo_rockets = start_ammo_rockets;
538 self.ammo_cells = start_ammo_cells;
539 self.health = start_health;
540 self.armorvalue = start_armorvalue;
541 self.items = start_items;
542 self.switchweapon = start_switchweapon;
543 self.cnt = start_switchweapon;
545 self.jump_interval = time;
547 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
548 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
549 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
550 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
551 self.damageforcescale = 2;
558 self.pain_finished = 0;
559 self.strength_finished = 0;
560 self.invincible_finished = 0;
562 //self.speed_finished = 0;
563 //self.slowmo_finished = 0;
564 // players have no think function
565 self.think = SUB_Null;
571 self.deadflag = DEAD_NO;
573 self.angles = spot.angles;
575 self.angles_z = 0; // never spawn tilted even if the spot says to
576 self.fixangle = TRUE; // turn this way immediately
577 self.velocity = '0 0 0';
578 self.avelocity = '0 0 0';
579 self.punchangle = '0 0 0';
580 self.punchvector = '0 0 0';
581 self.oldvelocity = self.velocity;
586 self.customizeentityforclient = Client_customizeentityforclient;
592 self.view_ofs = PL_VIEW_OFS;
593 setsize (self, PL_MIN, PL_MAX);
594 self.spawnorigin = spot.origin;
595 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
596 // don't reset back to last position, even if new position is stuck in solid
597 self.oldorigin = self.origin;
601 Spawnqueue_Remove(self);
602 Spawnqueue_Mark(self);
605 self.event_damage = PlayerDamage;
607 self.bot_attack = TRUE;
609 self.statdraintime = time + 5;
610 self.button0 = self.button1 = self.button2 = self.button3 = 0;
612 if(self.killcount == -666) {
619 self.cnt = WEP_LASER;
620 self.nixnex_lastchange_id = -1;
622 CL_SpawnWeaponentity();
623 self.alpha = default_player_alpha;
624 self.colormod = '1 1 1' * cvar("g_player_brightness");
625 self.exteriorweaponentity.alpha = default_weapon_alpha;
627 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
628 self.lms_traveled_distance = 0;
629 self.speedrunning = FALSE;
631 if(cvar("spawn_debug"))
633 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
634 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
637 //stuffcmd(self, "chase_active 0");
638 //stuffcmd(self, "set viewsize $tmpviewsize \n");
640 if (cvar("g_spawnsound"))
641 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
644 if(self.team == assault_attacker_team)
645 centerprint(self, "You are attacking!\n");
647 centerprint(self, "You are defending!\n");
650 } else if(self.classname == "observer") {
651 PutObserverInServer ();
660 void SetNewParms (void)
670 void SetChangeParms (void)
679 Called when a client types 'kill' in the console
682 void ClientKill (void)
684 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
687 void FixClientCvars(entity e)
690 // send prediction settings to the client
691 stuffcmd(e, "\nin_bindmap 0 0\n");
692 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
693 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
694 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
695 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
696 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
697 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
698 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
699 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
700 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
701 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
702 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
703 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
704 stuffcmd(e, "cl_movement_edgefriction 1\n");
706 // notify about available teams
709 CheckAllowedTeams(e);
710 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
711 stuffcmd(e, strcat("set _teams_available ", ftos(t), "\n"));
714 stuffcmd(e, "set _teams_available 0\n");
721 Called when a client connects to the server
724 string ColoredTeamName(float t);
725 //void dom_player_join_team(entity pl);
726 void ClientConnect (void)
731 if(Ban_IsClientBanned(self))
733 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
739 self.classname = "player_joining";
740 self.flags = self.flags | FL_CLIENT;
741 self.version_nagtime = time + 10 + random() * 10;
745 dprint("BUG player count is lower than zero, this cannot happen!\n");
752 // dom_player_join_team(self);
754 //JoinBestTeam(self, FALSE);
756 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
757 self.classname = "observer";
759 self.classname = "player";
760 campaign_bots_may_start = 1;
763 self.playerid = (playerid_last = playerid_last + 1);
764 if(cvar("sv_eventlog"))
766 if(clienttype(self) == CLIENTTYPE_REAL)
770 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
771 s = strcat(":team:", ftos(self.playerid), ":");
772 s = strcat(s, ftos(self.team));
773 GameLogEcho(s, FALSE);
776 //stuffcmd(self, "set tmpviewsize $viewsize \n");
778 bprint ("^4",self.netname);
779 bprint ("^4 connected");
781 if(g_domination || g_ctf)
783 bprint(" and joined the ");
784 bprint(ColoredTeamName(self.team));
789 self.welcomemessage_time = 0;
791 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
792 // TODO: is this being used for anything else than cd tracks?
793 // Remember: SVC_CDTRACK exists. Maybe it should be used.
795 FixClientCvars(self);
798 WaypointSprite_InitClient(self);
800 // Wazat's grappling hook
801 SetGrappleHookBindings();
803 // get autoswitch state from player when he toggles it
804 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n");
806 // get version info from player
807 stuffcmd(self, "cmd clientversion $gameversion\n");
809 // send all weapon info strings
810 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
812 while (wep <= WEP_LAST)
814 weapon_action(wep, WR_REGISTER);
818 // get other cvars from player
821 // set cvar for team scoreboard
825 t = cvar("teamplay");
826 // we have to stuff the correct teamplay value because if this is a listen server, this changes the teamplay mode of the server itself, which is bad
827 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
830 stuffcmd(self, "set teamplay 0\n");
834 self.frags = LMS_NewPlayerLives();
840 self.classname = "observer";
841 Spawnqueue_Insert(self);
844 bot_relinkplayerlist();
846 self.jointime = time;
853 Called when a client disconnects from the server
856 void(entity e) DropFlag;
857 .entity chatbubbleentity;
858 .entity teambubbleentity;
859 void ClientDisconnect (void)
862 if(cvar("sv_eventlog"))
863 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
864 bprint ("^4",self.netname);
865 bprint ("^4 disconnected\n");
867 if (self.chatbubbleentity)
869 remove (self.chatbubbleentity);
870 self.chatbubbleentity = world;
873 if (self.teambubbleentity)
875 remove (self.teambubbleentity);
876 self.teambubbleentity = world;
879 WaypointSprite_PlayerGone();
882 kh_Key_DropAll(self, TRUE);
885 DropFlag(self.flagcarried);
887 DistributeFragsAmongTeam(self, self.team, 1);
890 self.flags = self.flags - (self.flags & FL_CLIENT);
891 bot_relinkplayerlist();
895 if(self.weaponentity)
896 if(self.weaponentity.lasertarget)
897 remove(self.weaponentity.lasertarget);
901 Spawnqueue_Unmark(self);
902 Spawnqueue_Remove(self);
910 void() ChatBubbleThink =
912 self.nextthink = time;
913 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
915 self.owner.chatbubbleentity = world;
919 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
920 if (self.owner.buttonchat && !self.owner.deadflag)
921 self.model = self.mdl;
926 void() UpdateChatBubble =
928 if (!self.modelindex)
930 // spawn a chatbubble entity if needed
931 if (!self.chatbubbleentity)
933 self.chatbubbleentity = spawn();
934 self.chatbubbleentity.owner = self;
935 self.chatbubbleentity.exteriormodeltoclient = self;
936 self.chatbubbleentity.think = ChatBubbleThink;
937 self.chatbubbleentity.nextthink = time;
938 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
939 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
940 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
941 self.chatbubbleentity.model = "";
942 self.chatbubbleentity.effects = EF_LOWPRECISION;
947 void() TeamBubbleThink =
949 self.nextthink = time;
950 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
952 self.owner.teambubbleentity = world;
956 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
957 if (self.owner.buttonchat || self.owner.deadflag)
960 self.model = self.mdl;
964 float() TeamBubble_customizeentityforclient
966 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
969 void() UpdateTeamBubble =
971 if (!self.modelindex || !cvar("teamplay"))
973 // spawn a teambubble entity if needed
974 if (!self.teambubbleentity && cvar("teamplay"))
976 self.teambubbleentity = spawn();
977 self.teambubbleentity.owner = self;
978 self.teambubbleentity.exteriormodeltoclient = self;
979 self.teambubbleentity.think = TeamBubbleThink;
980 self.teambubbleentity.nextthink = time;
981 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
982 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
983 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
984 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
985 self.teambubbleentity.mdl = self.teambubbleentity.model;
986 self.teambubbleentity.model = self.teambubbleentity.mdl;
987 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
988 self.teambubbleentity.effects = EF_LOWPRECISION;
992 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
993 // added to the model skins
994 /*void() UpdateColorModHack =
997 c = self.clientcolors & 15;
998 // LordHavoc: only bothering to support white, green, red, yellow, blue
999 if (teamplay == 0) self.colormod = '0 0 0';
1000 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1001 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1002 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1003 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1004 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1005 else self.colormod = '1 1 1';
1011 self.effects |= EF_NODRAW; // prevent another CopyBody
1012 PutClientInServer();
1015 void player_powerups (void)
1019 if (self.items & IT_STRENGTH)
1021 if (time > self.strength_finished)
1023 if (g_minstagib_invis_alpha > 0)
1025 self.alpha = default_player_alpha;
1026 self.exteriorweaponentity.alpha = default_weapon_alpha;
1027 self.effects = self.effects | EF_FULLBRIGHT;
1031 self.effects -= self.effects & EF_NODRAW;
1033 self.items = self.items - (self.items & IT_STRENGTH);
1034 sprint(self, "^3Invisibility has worn off\n");
1039 if (time < self.strength_finished)
1041 if (g_minstagib_invis_alpha > 0)
1043 self.alpha = g_minstagib_invis_alpha;
1044 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1045 self.effects -= self.effects & EF_FULLBRIGHT;
1049 self.effects = self.effects | EF_NODRAW;
1051 self.items = self.items | IT_STRENGTH;
1052 sprint(self, "^3You are invisible\n");
1056 if (self.items & IT_INVINCIBLE)
1058 if (time > self.invincible_finished)
1060 self.items = self.items - (self.items & IT_INVINCIBLE);
1061 sprint(self, "^3Speed has worn off\n");
1066 if (time < self.invincible_finished)
1068 self.items = self.items | IT_INVINCIBLE;
1069 sprint(self, "^3You are on speed\n");
1075 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1076 if (self.items & IT_STRENGTH)
1078 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1079 if (time > self.strength_finished)
1081 self.items = self.items - (self.items & IT_STRENGTH);
1082 sprint(self, "^3Strength has worn off\n");
1087 if (time < self.strength_finished)
1089 self.items = self.items | IT_STRENGTH;
1090 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1093 if (self.items & IT_INVINCIBLE)
1095 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1096 if (time > self.invincible_finished)
1098 self.items = self.items - (self.items & IT_INVINCIBLE);
1099 sprint(self, "^3Shield has worn off\n");
1104 if (time < self.invincible_finished)
1106 self.items = self.items | IT_INVINCIBLE;
1107 sprint(self, "^3Shield surrounds you\n");
1111 if (cvar("g_fullbrightplayers"))
1112 self.effects = self.effects | EF_FULLBRIGHT;
1114 // midair gamemode: damage only while in the air
1115 // if in midair mode, being on ground grants temporary invulnerability
1116 // (this is so that multishot weapon don't clear the ground flag on the
1117 // first damage in the frame, leaving the player vulnerable to the
1118 // remaining hits in the same frame)
1119 if (self.flags & FL_ONGROUND)
1121 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1123 if (time < self.spawnshieldtime)
1124 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1127 float CalcRegen(float current, float stable, float regenfactor)
1129 if(current > stable)
1131 else if(current > stable - 0.25) // when close enough, "snap"
1134 return min(stable, current + (stable - current) * regenfactor * frametime);
1137 void player_regen (void)
1139 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1140 maxh = cvar("g_balance_health_stable");
1141 maxa = cvar("g_balance_armor_stable");
1142 limith = cvar("g_balance_health_limit");
1143 limita = cvar("g_balance_armor_limit");
1145 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1148 max_mod = regen_mod = rot_mod = limit_mod = 1;
1150 if (self.runes & RUNE_REGEN)
1152 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1154 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1155 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1156 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1160 regen_mod = cvar("g_balance_rune_regen_regenrate");
1161 max_mod = cvar("g_balance_rune_regen_hpmod");
1162 limit_mod = cvar("g_balance_rune_regen_limitmod");
1165 else if (self.runes & CURSE_VENOM)
1167 max_mod = cvar("g_balance_curse_venom_hpmod");
1168 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1169 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1171 rot_mod = cvar("g_balance_curse_venom_rotrate");
1172 limit_mod = cvar("g_balance_curse_venom_limitmod");
1173 //if (!self.runes & RUNE_REGEN)
1174 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1176 maxh = maxh * max_mod;
1177 //maxa = maxa * max_mod;
1178 limith = limith * limit_mod;
1179 limita = limita * limit_mod;
1181 if (self.armorvalue > maxa)
1183 if (time > self.pauserotarmor_finished)
1185 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1186 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1189 else if (self.armorvalue < maxa)
1191 if (time > self.pauseregen_finished)
1193 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1194 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1197 if (self.health > maxh)
1199 if (time > self.pauserothealth_finished)
1201 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1202 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1205 else if (self.health < maxh)
1207 if (time > self.pauseregen_finished)
1209 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1210 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1214 if (self.health > limith)
1215 self.health = limith;
1216 if (self.armorvalue > limita)
1217 self.armorvalue = limita;
1219 // if player rotted to death... die!
1221 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1225 ======================
1226 spectate mode routines
1227 ======================
1229 void SpectateCopy(entity spectatee) {
1230 self.armortype = spectatee.armortype;
1231 self.armorvalue = spectatee.armorvalue;
1232 self.currentammo = spectatee.currentammo;
1233 self.effects = spectatee.effects;
1234 self.health = spectatee.health;
1236 self.items = spectatee.items;
1237 self.punchangle = spectatee.punchangle;
1238 self.view_ofs = spectatee.view_ofs;
1239 self.v_angle = spectatee.v_angle;
1240 self.viewzoom = spectatee.viewzoom;
1241 self.velocity = spectatee.velocity;
1242 self.dmg_take = spectatee.dmg_take;
1243 self.dmg_save = spectatee.dmg_save;
1244 self.dmg_inflictor = spectatee.dmg_inflictor;
1245 self.angles = spectatee.v_angle;
1246 self.fixangle = TRUE;
1247 setorigin(self, spectatee.origin);
1248 setsize(self, spectatee.mins, spectatee.maxs);
1251 void SpectateUpdate() {
1253 PutObserverInServer();
1255 if (self != self.enemy) {
1256 if(self.enemy.flags & FL_NOTARGET)
1257 PutObserverInServer();
1258 SpectateCopy(self.enemy);
1259 //msg_entity = self;
1260 //WriteByte(MSG_ONE, SVC_SETANGLE);
1261 //WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1262 //WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1263 //WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1267 float SpectateNext() {
1268 other = find(self.enemy, classname, "player");
1270 other = find(other, classname, "player");
1275 if(self.enemy.classname == "player") {
1277 WriteByte(MSG_ONE, SVC_SETVIEW);
1278 WriteEntity(MSG_ONE, self.enemy);
1279 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1289 ShowRespawnCountdown()
1291 Update a respawn countdown display.
1294 void ShowRespawnCountdown()
1297 if(self.deadflag == DEAD_NO) // just respawned?
1301 number = ceil(self.death_time - time);
1304 if(number <= self.respawn_countdown)
1306 self.respawn_countdown = number - 1;
1307 if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1308 play2(self, strcat("announcer/robotic/", ftos(number), "announcer/.ogg"));
1313 void LeaveSpectatorMode()
1315 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1316 self.classname = "player";
1317 if(cvar("g_campaign") || cvar("g_balance_teams"))
1318 JoinBestTeam(self, 0);
1319 if(cvar("g_campaign"))
1320 campaign_bots_may_start = 1;
1321 PutClientInServer();
1322 if(!(self.flags & FL_NOTARGET))
1323 bprint ("^4", self.netname, "^4 is playing now\n");
1324 centerprint(self,"");
1327 stuffcmd(self,"menu_showteamselect\n");
1336 Called every frame for each client before the physics are run
1339 void() ctf_setstatus;
1340 .float vote_nagtime;
1341 void PlayerPreThink (void)
1344 if(self.version_nagtime)
1345 if(self.cvar_g_nexuizversion)
1346 if(time > self.version_nagtime)
1348 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1349 if(self.cvar_g_nexuizversion != cvar_string("g_nexuizversion"))
1351 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n");
1352 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "\n"));
1354 self.version_nagtime = 0;
1358 if(self.cvar_scr_centertime)
1359 if(time > self.vote_nagtime)
1362 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1366 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1368 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1369 self.max_armorvalue = 0;
1373 antilag_record(self);
1375 if(self.classname == "player") {
1376 // if(self.netname == "Wazat")
1377 // bprint(self.classname, "\n");
1379 CheckRules_Player();
1382 PrintWelcomeMessage(self);
1384 if(g_lms || !cvar("sv_spectate"))
1385 if((time - self.jointime) <= cvar("welcome_message_time"))
1386 PrintWelcomeMessage(self);
1388 if (intermission_running)
1390 IntermissionThink (); // otherwise a button could be missed between
1391 return; // the think tics
1394 if(self.teleport_time)
1395 if(time > self.teleport_time)
1397 self.teleport_time = 0;
1398 self.effects = self.effects - (self.effects & EF_NODRAW);
1399 if(self.weaponentity)
1400 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1403 Nixnex_GiveCurrentWeapon();
1405 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1406 UpdateSelectedPlayer();
1408 if (self.deadflag != DEAD_NO)
1410 float button_pressed, force_respawn;
1412 button_pressed = (self.button0 || self.button2 || self.button3 || self.button6 || self.buttonuse);
1413 force_respawn = (g_lms || cvar("g_forced_respawn"));
1414 if (self.deadflag == DEAD_DYING)
1417 self.deadflag = DEAD_RESPAWNING;
1418 else if(!button_pressed)
1419 self.deadflag = DEAD_DEAD;
1421 else if (self.deadflag == DEAD_DEAD)
1424 self.deadflag = DEAD_RESPAWNABLE;
1426 else if (self.deadflag == DEAD_RESPAWNABLE)
1429 self.deadflag = DEAD_RESPAWNING;
1431 else if (self.deadflag == DEAD_RESPAWNING)
1433 if(time > self.death_time)
1435 self.death_time = time + 1; // only retry once a second
1439 ShowRespawnCountdown();
1443 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1447 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1448 dist = self.oldorigin - self.origin;
1450 self.lms_traveled_distance += fabs(vlen(dist));
1452 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1454 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1455 self.lms_traveled_distance = 0;
1458 if(time > self.lms_nextcheck)
1460 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1461 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1463 centerprint(self, cvar_string("g_lms_campcheck_message"));
1464 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1465 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1466 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');
1468 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1469 self.lms_traveled_distance = 0;
1473 if (self.button5 && !self.hook.state)
1478 self.view_ofs = PL_CROUCH_VIEW_OFS;
1479 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1480 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
1487 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1488 if (!trace_startsolid)
1490 self.crouch = FALSE;
1491 self.view_ofs = PL_VIEW_OFS;
1492 setsize (self, PL_MIN, PL_MAX);
1499 GrapplingHookFrame();
1504 float zoomfactor, zoomspeed, zoomdir;
1505 zoomfactor = self.cvar_cl_zoomfactor;
1506 if(zoomfactor < 1 || zoomfactor > 16)
1508 zoomspeed = self.cvar_cl_zoomspeed;
1509 if(zoomspeed >= 0) // < 0 is instant zoom
1510 if(zoomspeed < 0.5 || zoomspeed > 16)
1513 zoomdir = self.button4;
1515 if(self.weapon == WEP_NEX)
1520 self.has_zoomed = 1;
1524 if(zoomspeed <= 0) // instant zoom
1527 self.viewzoom = 1 / zoomfactor;
1533 // geometric zoom would be:
1534 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
1535 // however, testing showed that arithmetic/harmonic zoom works better
1537 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1538 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
1539 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
1541 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1542 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
1543 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
1547 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
1555 minstagib_ammocheck();
1560 //self.angles_y=self.v_angle_y + 90; // temp
1562 //if (TetrisPreFrame()) return;
1563 } else if(gameover) {
1564 if (intermission_running)
1565 IntermissionThink (); // otherwise a button could be missed between
1567 } else if(self.classname == "observer") {
1569 if (self.flags & FL_JUMPRELEASED) {
1570 if (self.button2 && self.version == cvar("gameversion")) {
1571 self.welcomemessage_time = 0;
1572 self.flags = self.flags - FL_JUMPRELEASED;
1573 LeaveSpectatorMode();
1575 } else if(self.button0 && self.version == cvar("gameversion")) {
1576 self.welcomemessage_time = 0;
1577 self.flags = self.flags - FL_JUMPRELEASED;
1578 if(SpectateNext() == 1) {
1579 self.classname = "spectator";
1583 if (!(self.button0 || self.button2)) {
1584 self.flags = self.flags | FL_JUMPRELEASED;
1587 PrintWelcomeMessage(self);
1588 } else if(self.classname == "spectator") {
1589 if (self.flags & FL_JUMPRELEASED) {
1590 if (self.button2 && self.version == cvar("gameversion")) {
1591 self.welcomemessage_time = 0;
1592 self.flags = self.flags - FL_JUMPRELEASED;
1593 LeaveSpectatorMode();
1595 } else if(self.button0) {
1596 self.welcomemessage_time = 0;
1597 self.flags = self.flags - FL_JUMPRELEASED;
1598 if(SpectateNext() == 1) {
1599 self.classname = "spectator";
1601 self.classname = "observer";
1602 PutClientInServer();
1604 } else if (self.button3) {
1605 self.welcomemessage_time = 0;
1606 self.flags = self.flags - FL_JUMPRELEASED;
1607 self.classname = "observer";
1608 PutClientInServer();
1613 if (!(self.button0 || self.button3)) {
1614 self.flags = self.flags | FL_JUMPRELEASED;
1617 PrintWelcomeMessage(self);
1618 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1627 Called every frame for each client after the physics are run
1630 void PlayerPostThink (void)
1632 // Savage: Check for nameless players
1633 if (strlen(self.netname) < 1) {
1634 self.netname = "Player";
1635 stuffcmd(self, "seta _cl_name Player\n");
1638 if(self.classname == "player") {
1639 CheckRules_Player();
1644 if (intermission_running)
1645 return; // intermission or finale
1647 //PrintWelcomeMessage(self);
1648 //if (TetrisPostFrame()) return;
1650 // restart countdown
1651 if(time < restart_countdown)
1656 sec = ceil(restart_countdown-time);
1657 s = strcat(NEWLINES, "^1Game starts in ", ftos(sec), " seconds");
1658 centerprint(self, s);
1659 self.movetype = MOVETYPE_NONE;
1660 self.velocity = '0 0 0';
1661 self.avelocity = '0 0 0';
1662 self.movement = '0 0 0';
1664 else if(self.movetype == MOVETYPE_NONE)
1666 self.movetype = MOVETYPE_WALK;
1667 centerprint(self, "\n");
1669 } else if (self.classname == "observer") {
1671 } else if (self.classname == "spectator") {