1 // let's abuse an existing field
2 #define SPAWNPOINT_SCORE frags
4 .float wantswelcomemessage;
5 .string netname_previous;
7 void spawnfunc_info_player_survivor (void)
9 spawnfunc_info_player_deathmatch();
12 void spawnfunc_info_player_start (void)
14 spawnfunc_info_player_deathmatch();
17 void spawnfunc_info_player_deathmatch (void)
19 self.classname = "info_player_deathmatch";
20 relocate_spawnpoint();
28 self.team = activator.team;
29 some_spawn_has_been_used = 1;
34 // -1 if a spawn can't be used
35 // otherwise, a weight of the spawnpoint
36 .float islinked; // onslaught
37 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
39 float shortest, thisdist;
42 // filter out spots for the wrong team
44 if(spot.team != teamcheck)
51 // filter out spots for assault
52 if(spot.target != "") {
55 ent = find(world, targetname, spot.target);
57 if(ent.classname == "target_objective")
59 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
63 else if(ent.classname == "onslaught_controlpoint")
69 else if(ent.classname == "trigger_race_checkpoint")
71 if(self.classname == "player") // spectators may spawn everywhere
76 if(ent.race_checkpoint != 0)
78 if(spot.race_place != race_lowest_place_spawn)
83 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
87 if(pl > race_highest_place_spawn)
89 if(spot.race_place != pl)
98 ent = find(ent, targetname, spot.target);
106 shortest = vlen(world.maxs - world.mins);
107 for(player = playerlist; player; player = player.chain)
110 thisdist = vlen(player.origin - spot.origin);
111 if (thisdist < shortest)
119 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
121 local entity spot, spotlist, spotlistend;
122 spawn_allgood = TRUE;
128 for(spot = firstspot; spot; spot = spot.chain)
130 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
132 if(cvar("spawn_debugview"))
134 setmodel(spot, "models/runematch/rune.mdl");
135 if(spot.SPAWNPOINT_SCORE < mindist)
137 spot.colormod = '1 0 0';
142 spot.colormod = '0 1 0';
143 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
147 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
149 if(spot.SPAWNPOINT_SCORE < mindist)
151 // too short distance
152 spawn_allgood = FALSE;
157 spawn_allbad = FALSE;
160 spotlistend.chain = spot;
167 if(spot.team != teamcheck)
168 error("invalid spawn added");
170 print("added ", etos(spot), "\n");
176 spotlistend.chain = world;
181 for(e = spotlist; e; e = e.chain)
183 print("seen ", etos(e), "\n");
184 if(e.team != teamcheck)
185 error("invalid spawn found");
192 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
194 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
195 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
198 RandomSelection_Init();
199 for(spot = firstspot; spot; spot = spot.chain)
200 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
202 return RandomSelection_chosen_ent;
209 Finds a point to respawn
212 entity SelectSpawnPoint (float anypoint)
214 local float teamcheck;
215 local entity firstspot_new;
216 local entity spot, firstspot, playerlist;
218 spot = find (world, classname, "testplayerstart");
224 if(!anypoint && have_team_spawns)
225 teamcheck = self.team;
227 // get the list of players
228 playerlist = findchain(classname, "player");
229 // get the entire list of spots
230 firstspot = findchain(classname, "info_player_deathmatch");
231 // filter out the bad ones
232 // (note this returns the original list if none survived)
233 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
235 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
236 firstspot = firstspot_new;
238 // there is 50/50 chance of choosing a random spot or the furthest spot
239 // (this means that roughly every other spawn will be furthest, so you
240 // usually won't get fragged at spawn twice in a row)
241 if (arena_roundbased)
243 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
245 firstspot = firstspot_new;
246 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
248 else if (random() > cvar("g_spawn_furthest"))
249 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
251 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
253 if(cvar("spawn_debugview"))
255 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
259 for(e = firstspot; e; e = e.chain)
260 if(e.team != teamcheck)
261 error("invalid spawn found");
266 if(cvar("spawn_debug"))
270 if(some_spawn_has_been_used)
271 return world; // team can't spawn any more, because of actions of other team
273 error("Cannot find a spawn point - please fix the map!");
284 Checks if the argument string can be a valid playermodel.
285 Returns a valid one in doubt.
288 string FallbackPlayerModel = "models/player/marine.zym";
289 string CheckPlayerModel(string plyermodel) {
290 if(strlen(plyermodel) < 4)
291 return FallbackPlayerModel;
292 if( substring(plyermodel,0,14) != "models/player/")
293 return FallbackPlayerModel;
294 else if(cvar("sv_servermodelsonly"))
296 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
297 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
298 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
299 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
300 return FallbackPlayerModel;
301 if(plyermodel != strtolower(plyermodel))
302 return FallbackPlayerModel;
303 if(!fexists(plyermodel))
304 return FallbackPlayerModel;
311 Client_customizeentityforclient
316 float Client_customizeentityforclient()
318 #ifdef ALLOW_VARIABLE_LOD
320 // other: the player viewing me
324 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
327 if(other.cvar_cl_playerdetailreduction <= 0)
329 if(other.cvar_cl_playerdetailreduction <= -2)
330 self.modelindex = self.modelindex_lod2;
331 else if(other.cvar_cl_playerdetailreduction <= -1)
332 self.modelindex = self.modelindex_lod1;
334 self.modelindex = self.modelindex_lod0;
338 distance = vlen(self.origin - other.origin);
339 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
341 self.modelindex = self.modelindex_lod2;
343 self.modelindex = self.modelindex_lod1;
345 self.modelindex = self.modelindex_lod0;
352 void UpdatePlayerSounds();
353 void setmodel_lod(entity e, string modelname)
355 #ifdef ALLOW_VARIABLE_LOD
358 // FIXME: this only supports 3-letter extensions
359 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
363 setmodel(e, s); // players have high precision
364 self.modelindex_lod1 = self.modelindex;
367 self.modelindex_lod1 = -1;
369 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
373 setmodel(e, s); // players have high precision
374 self.modelindex_lod2 = self.modelindex;
377 self.modelindex_lod2 = -1;
379 precache_model(modelname);
380 setmodel(e, modelname); // players have high precision
381 self.modelindex_lod0 = self.modelindex;
383 if(self.modelindex_lod1 < 0)
384 self.modelindex_lod1 = self.modelindex;
386 if(self.modelindex_lod2 < 0)
387 self.modelindex_lod2 = self.modelindex;
389 precache_model(modelname);
390 setmodel(e, modelname); // players have high precision
392 player_setupanimsformodel();
393 UpdatePlayerSounds();
400 putting a client as observer in the server
403 void PutObserverInServer (void)
407 race_PreSpawnObserver();
409 spot = SelectSpawnPoint (TRUE);
411 error("No spawnpoints for observers?!?\n");
412 RemoveGrapplingHook(self); // Wazat's Grappling Hook
414 if(clienttype(self) == CLIENTTYPE_REAL)
417 WriteByte(MSG_ONE, SVC_SETVIEW);
418 WriteEntity(MSG_ONE, self);
422 kh_Key_DropAll(self, TRUE);
424 Portal_ClearAll(self);
427 DropFlag(self.flagcarried, world, world);
429 WaypointSprite_PlayerDead();
431 if(self.killcount != -666)
435 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
436 bprint ("^4", self.netname, "^4 has no more lives left\n");
438 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
441 bprint ("^4", self.netname, "^4 is spectating now\n");
444 PlayerScore_Clear(self); // clear scores when needed
446 self.spectatortime = time;
448 self.classname = "observer";
450 self.takedamage = DAMAGE_NO;
451 self.solid = SOLID_NOT;
452 self.movetype = MOVETYPE_NOCLIP;
453 self.flags = FL_CLIENT | FL_NOTARGET;
454 self.armorvalue = 666;
456 self.armorvalue = cvar("g_balance_armor_start");
457 self.pauserotarmor_finished = 0;
458 self.pauserothealth_finished = 0;
459 self.pauseregen_finished = 0;
460 self.damageforcescale = 0;
467 self.pain_finished = 0;
468 self.strength_finished = 0;
469 self.invincible_finished = 0;
471 self.think = SUB_Null;
475 self.deadflag = DEAD_NO;
476 self.angles = spot.angles;
478 self.fixangle = TRUE;
481 self.view_ofs = PL_VIEW_OFS;
482 setorigin (self, spot.origin);
483 setsize (self, '0 0 0', '0 0 0');
484 self.oldorigin = self.origin;
490 self.weaponmodel = "";
491 self.weaponentity = world;
492 self.killcount = -666;
493 self.velocity = '0 0 0';
494 self.avelocity = '0 0 0';
495 self.punchangle = '0 0 0';
496 self.punchvector = '0 0 0';
497 self.oldvelocity = self.velocity;
498 self.customizeentityforclient = Client_customizeentityforclient;
499 self.wantswelcomemessage = 1;
503 if(self.version_mismatch)
505 Spawnqueue_Unmark(self);
506 Spawnqueue_Remove(self);
510 Spawnqueue_Insert(self);
515 // Only if the player cannot play at all
516 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
525 float RestrictSkin(float s)
534 void FixPlayermodel()
536 local string defaultmodel;
537 local float defaultskin;
542 if(cvar("sv_defaultcharacter") == 1) {
547 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
548 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
551 if(defaultmodel == "")
553 defaultmodel = cvar_string("sv_defaultplayermodel");
554 defaultskin = cvar("sv_defaultplayerskin");
558 if(defaultmodel != "")
560 if (defaultmodel != self.model)
564 setmodel_lod (self, defaultmodel);
565 setsize (self, m1, m2);
568 self.skin = defaultskin;
570 if (self.playermodel != self.model)
572 self.playermodel = CheckPlayerModel(self.playermodel);
575 setmodel_lod (self, self.playermodel);
576 setsize (self, m1, m2);
579 self.skin = RestrictSkin(stof(self.playerskin));
583 if(strlen(cvar_string("sv_defaultplayercolors")))
584 if(self.clientcolors != cvar("sv_defaultplayercolors"))
585 setcolor(self, cvar("sv_defaultplayercolors"));
592 Called when a client spawns in the server
595 //void() ctf_playerchanged;
596 void PutClientInServer (void)
598 if(clienttype(self) == CLIENTTYPE_BOT)
600 self.classname = "player";
602 else if(clienttype(self) == CLIENTTYPE_REAL)
605 WriteByte(MSG_ONE, SVC_SETVIEW);
606 WriteEntity(MSG_ONE, self);
609 // player is dead and becomes observer
610 // FIXME fix LMS scoring for new system
613 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
614 self.classname = "observer";
619 self.classname = "observer";
621 if(self.classname == "player") {
626 spot = SelectSpawnPoint (FALSE);
629 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
630 return; // spawn failed
633 RemoveGrapplingHook(self); // Wazat's Grappling Hook
635 self.classname = "player";
636 self.iscreature = TRUE;
637 self.movetype = MOVETYPE_WALK;
638 self.solid = SOLID_SLIDEBOX;
639 if(independent_players)
640 MAKE_INDEPENDENT_PLAYER(self);
641 self.flags = FL_CLIENT;
642 self.takedamage = DAMAGE_AIM;
644 self.effects = EF_FULLBRIGHT;
647 self.air_finished = time + 12;
652 self.ammo_shells = warmup_start_ammo_shells;
653 self.ammo_nails = warmup_start_ammo_nails;
654 self.ammo_rockets = warmup_start_ammo_rockets;
655 self.ammo_cells = warmup_start_ammo_cells;
656 self.health = warmup_start_health;
657 self.armorvalue = warmup_start_armorvalue;
658 self.weapons = warmup_start_weapons;
662 self.ammo_shells = start_ammo_shells;
663 self.ammo_nails = start_ammo_nails;
664 self.ammo_rockets = start_ammo_rockets;
665 self.ammo_cells = start_ammo_cells;
666 self.health = start_health;
667 self.armorvalue = start_armorvalue;
668 self.weapons = start_weapons;
670 self.items = start_items;
671 self.switchweapon = w_getbestweapon(self);
672 self.cnt = self.switchweapon;
674 self.jump_interval = time;
676 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
677 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
678 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
679 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
680 //extend the pause of rotting if client was reset at the beginning of the countdown
681 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
682 self.spawnshieldtime += game_starttime - time;
683 self.pauserotarmor_finished += game_starttime - time;
684 self.pauserothealth_finished += game_starttime - time;
685 self.pauseregen_finished += game_starttime - time;
687 self.damageforcescale = 2;
694 self.pain_finished = 0;
695 self.strength_finished = 0;
696 self.invincible_finished = 0;
698 //self.speed_finished = 0;
699 //self.slowmo_finished = 0;
700 // players have no think function
701 self.think = SUB_Null;
707 self.deadflag = DEAD_NO;
709 self.angles = spot.angles;
711 self.angles_z = 0; // never spawn tilted even if the spot says to
712 self.fixangle = TRUE; // turn this way immediately
713 self.velocity = '0 0 0';
714 self.avelocity = '0 0 0';
715 self.punchangle = '0 0 0';
716 self.punchvector = '0 0 0';
717 self.oldvelocity = self.velocity;
720 WRITESPECTATABLE_MSG_ONE({
721 WriteByte(MSG_ONE, SVC_TEMPENTITY);
722 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
725 self.customizeentityforclient = Client_customizeentityforclient;
731 self.view_ofs = PL_VIEW_OFS;
732 setsize (self, PL_MIN, PL_MAX);
733 self.spawnorigin = spot.origin;
734 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
735 // don't reset back to last position, even if new position is stuck in solid
736 self.oldorigin = self.origin;
740 Spawnqueue_Remove(self);
741 Spawnqueue_Mark(self);
744 self.event_damage = PlayerDamage;
746 self.bot_attack = TRUE;
748 self.statdraintime = time + 5;
749 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
751 if(self.killcount == -666) {
752 PlayerScore_Clear(self);
757 self.cnt = WEP_LASER;
758 self.nixnex_lastchange_id = -1;
760 CL_SpawnWeaponentity();
761 self.alpha = default_player_alpha;
762 self.colormod = '1 1 1' * cvar("g_player_brightness");
763 self.exteriorweaponentity.alpha = default_weapon_alpha;
765 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
766 self.lms_traveled_distance = 0;
767 self.speedrunning = FALSE;
769 race_PostSpawn(spot);
771 if(cvar("spawn_debug"))
773 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
774 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
777 //stuffcmd(self, "chase_active 0");
778 //stuffcmd(self, "set viewsize $tmpviewsize \n");
780 if (cvar("g_spawnsound"))
781 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
784 if(self.team == assault_attacker_team)
785 centerprint(self, "You are attacking!\n");
787 centerprint(self, "You are defending!\n");
790 } else if(self.classname == "observer") {
791 PutObserverInServer ();
795 // ctf_playerchanged();
802 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
805 void SendCSQCInfo(void)
808 if(clienttype(self) != CLIENTTYPE_REAL)
811 WriteByte(MSG_ONE, SVC_TEMPENTITY);
812 WriteByte(MSG_ONE, TE_CSQC_INIT);
813 WriteShort(MSG_ONE, CSQC_REVISION);
814 WriteByte(MSG_ONE, maxclients);
815 for(i = 1; i <= 24; ++i)
816 WriteByte(MSG_ONE, (get_weaponinfo(i)).impulse + 1);
817 WriteCoord(MSG_ONE, hook_shotorigin_x);
818 WriteCoord(MSG_ONE, hook_shotorigin_y);
819 WriteCoord(MSG_ONE, hook_shotorigin_z);
827 void SetNewParms (void)
829 // initialize parms for a new player
830 parm1 = -(86400 * 366);
838 void SetChangeParms (void)
840 // save parms for level change
841 parm1 = self.parm_idlesince - time;
849 void DecodeLevelParms (void)
852 self.parm_idlesince = parm1;
853 if(self.parm_idlesince == -(86400 * 366))
854 self.parm_idlesince = time;
861 Called when a client types 'kill' in the console
865 void ClientKill_Now_TeamChange()
867 if(self.killindicator_teamchange == -1)
870 JoinBestTeam( self, FALSE, FALSE );
874 SV_ChangeTeam(self.killindicator_teamchange - 1);
878 void ClientKill_Now()
880 if(self.killindicator_teamchange)
881 ClientKill_Now_TeamChange();
884 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
886 if(self.killindicator)
888 dprint("Cleaned up after a leaked kill indicator.\n");
889 remove(self.killindicator);
890 self.killindicator = world;
893 void KillIndicator_Think()
895 if (!self.owner.modelindex)
897 self.owner.killindicator = world;
905 ClientKill_Now(); // no oldself needed
911 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
912 if(clienttype(self.owner) == CLIENTTYPE_REAL)
915 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
916 if(self.owner.killindicator_teamchange)
918 if(self.owner.killindicator_teamchange == -1)
919 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
921 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
924 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
926 self.nextthink = time + 1;
931 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
935 killtime = cvar("g_balance_kill_delay");
937 self.killindicator_teamchange = targetteam;
939 if(!self.killindicator)
941 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
947 self.killindicator = spawn();
948 self.killindicator.owner = self;
949 self.killindicator.scale = 0.5;
950 setattachment(self.killindicator, self, "");
951 setorigin(self.killindicator, '0 0 52');
952 self.killindicator.think = KillIndicator_Think;
953 self.killindicator.nextthink = time + (self.lip) * 0.05;
954 self.killindicator.cnt = ceil(killtime);
955 self.killindicator.count = bound(0, ceil(killtime), 10);
956 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
958 for(e = world; (e = find(e, classname, "body")) != world; )
962 e.killindicator = spawn();
963 e.killindicator.owner = e;
964 e.killindicator.scale = 0.5;
965 setattachment(e.killindicator, e, "");
966 setorigin(e.killindicator, '0 0 52');
967 e.killindicator.think = KillIndicator_Think;
968 e.killindicator.nextthink = time + (e.lip) * 0.05;
969 e.killindicator.cnt = ceil(killtime);
974 if(self.killindicator)
977 self.killindicator.colormod = TeamColor(targetteam);
979 self.killindicator.colormod = '0 0 0';
983 void ClientKill (void)
985 ClientKill_TeamChange(0);
988 void DoTeamChange(float destteam)
991 if(!cvar("teamplay"))
994 SetPlayerColors(self, destteam);
997 if(self.classname == "player")
1000 CheckAllowedTeams(self);
1001 t = FindSmallestTeam(self, TRUE);
1004 case COLOR_TEAM1: c0 = c1; break;
1005 case COLOR_TEAM2: c0 = c2; break;
1006 case COLOR_TEAM3: c0 = c3; break;
1007 case COLOR_TEAM4: c0 = c4; break;
1014 destteam = COLOR_TEAM1;
1018 destteam = COLOR_TEAM2;
1022 destteam = COLOR_TEAM3;
1026 destteam = COLOR_TEAM4;
1032 if(destteam == self.team && !self.killindicator)
1034 ClientKill_TeamChange(destteam);
1037 void FixClientCvars(entity e)
1039 // send prediction settings to the client
1040 stuffcmd(e, "\nin_bindmap 0 0\n");
1042 * we no longer need to stuff this. Remove this comment block if you feel
1043 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1044 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1045 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1046 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1047 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1048 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1049 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1050 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1051 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1052 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1053 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1054 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1055 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1056 stuffcmd(e, "cl_movement_edgefriction 1\n");
1063 if(clienttype(self) == CLIENTTYPE_REAL)
1064 if(world.fog) // NOT string_null!
1071 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1072 WriteByte(MSG_ONE, TE_CSQC_FOG);
1073 WriteCoord(MSG_ONE, sv_foginterval);
1074 WriteString(MSG_ONE, world.fog);
1078 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1089 Called when a client connects to the server
1092 //void ctf_clientconnect();
1093 string ColoredTeamName(float t);
1094 void DecodeLevelParms (void);
1095 //void dom_player_join_team(entity pl);
1096 void ClientConnect (void)
1100 if(self.flags & FL_CLIENT)
1102 print("Warning: ClientConnect, but already connected!\n");
1106 if(Ban_MaybeEnforceBan(self))
1111 self.classname = "player_joining";
1113 self.flags = self.flags | FL_CLIENT;
1114 self.version_nagtime = time + 10 + random() * 10;
1118 dprint("BUG player count is lower than zero, this cannot happen!\n");
1122 PlayerScore_Attach(self);
1124 bot_clientconnect();
1126 race_PreSpawnObserver();
1129 // dom_player_join_team(self);
1131 //JoinBestTeam(self, FALSE, FALSE);
1133 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1134 self.classname = "observer";
1136 self.classname = "player";
1137 campaign_bots_may_start = 1;
1140 self.playerid = (playerid_last = playerid_last + 1);
1141 if(cvar("sv_eventlog"))
1143 if(clienttype(self) == CLIENTTYPE_REAL)
1144 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1146 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1147 s = strcat(":team:", ftos(self.playerid), ":");
1148 s = strcat(s, ftos(self.team));
1151 self.netname_previous = strzone(self.netname);
1153 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1155 bprint ("^4",self.netname);
1156 bprint ("^4 connected");
1158 if(g_domination || g_ctf)
1160 bprint(" and joined the ");
1161 bprint(ColoredTeamName(self.team));
1166 self.welcomemessage_time = 0;
1168 stuffcmd(self, strcat(clientstuff, "\n"));
1169 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1170 stuffcmd(self, "cl_particles_reloadeffects\n");
1172 FixClientCvars(self);
1174 // spawnfunc_waypoint sprites
1175 WaypointSprite_InitClient(self);
1177 // Wazat's grappling hook
1178 SetGrappleHookBindings();
1180 // get autoswitch state from player when he toggles it
1181 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1183 // get version info from player
1184 stuffcmd(self, "cmd clientversion $gameversion\n");
1186 // get other cvars from player
1189 // set cvar for team scoreboard
1193 t = cvar("teamplay");
1194 // 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
1195 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1198 stuffcmd(self, "set teamplay 0\n");
1200 // notify about available teams
1203 CheckAllowedTeams(self);
1204 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1205 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1208 stuffcmd(self, "set _teams_available 0\n");
1210 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1214 self.classname = "observer";
1215 Spawnqueue_Insert(self);
1219 ctf_clientconnect();
1225 bot_relinkplayerlist();
1227 self.spectatortime = time;
1230 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1233 self.jointime = time;
1234 self.allowedTimeouts = cvar("sv_timeout_number");
1236 if(clienttype(self) == CLIENTTYPE_REAL)
1238 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1241 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1243 MapVote_SendData(MSG_ONE);
1244 MapVote_UpdateData(MSG_ONE);
1246 ScoreInfo_Write(MSG_ONE);
1252 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1253 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
1254 WriteByte(MSG_ONE, 1);
1259 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1261 PlayerScore_Add(self, SP_LMS_RANK, 666);
1262 self.frags = -666; // FIXME do we still need this?
1273 Called when a client disconnects from the server
1276 .entity chatbubbleentity;
1277 .entity teambubbleentity;
1279 //void() ctf_clientdisconnect;
1280 void ClientDisconnect (void)
1284 if not(self.flags & FL_CLIENT)
1286 print("Warning: ClientDisconnect without ClientConnect\n");
1290 bot_clientdisconnect();
1295 if(cvar("sv_eventlog"))
1296 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1297 bprint ("^4",self.netname);
1298 bprint ("^4 disconnected\n");
1300 if (self.chatbubbleentity)
1302 remove (self.chatbubbleentity);
1303 self.chatbubbleentity = world;
1306 if (self.teambubbleentity)
1308 remove (self.teambubbleentity);
1309 self.teambubbleentity = world;
1312 if (self.killindicator)
1314 remove (self.killindicator);
1315 self.killindicator = world;
1319 kh_Key_DropAll(self, TRUE);
1321 Portal_ClearAll(self);
1323 if(self.flagcarried)
1324 DropFlag(self.flagcarried, world, world);
1326 WaypointSprite_PlayerGone();
1329 self.flags = self.flags - (self.flags & FL_CLIENT);
1330 bot_relinkplayerlist();
1334 if(self.weaponentity)
1335 if(self.weaponentity.lasertarget)
1336 remove(self.weaponentity.lasertarget);
1340 Spawnqueue_Unmark(self);
1341 Spawnqueue_Remove(self);
1345 ctf_clientdisconnect();
1349 PlayerScore_Detach(self);
1351 if(self.netname_previous)
1352 strunzone(self.netname_previous);
1354 ClearPlayerSounds();
1364 void ChatBubbleThink()
1366 self.nextthink = time;
1367 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1369 self.owner.chatbubbleentity = world;
1373 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1374 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1375 self.model = self.mdl;
1380 void UpdateChatBubble()
1382 if (!self.modelindex)
1384 // spawn a chatbubble entity if needed
1385 if (!self.chatbubbleentity)
1387 self.chatbubbleentity = spawn();
1388 self.chatbubbleentity.owner = self;
1389 self.chatbubbleentity.exteriormodeltoclient = self;
1390 self.chatbubbleentity.think = ChatBubbleThink;
1391 self.chatbubbleentity.nextthink = time;
1392 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1393 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1394 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1395 self.chatbubbleentity.model = "";
1396 self.chatbubbleentity.effects = EF_LOWPRECISION;
1401 void TeamBubbleThink()
1403 self.nextthink = time;
1404 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1406 self.owner.teambubbleentity = world;
1410 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1411 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1414 self.model = self.mdl;
1418 float TeamBubble_customizeentityforclient()
1420 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1423 void UpdateTeamBubble()
1425 if (!self.modelindex || !cvar("teamplay"))
1427 // spawn a teambubble entity if needed
1428 if (!self.teambubbleentity && cvar("teamplay"))
1430 self.teambubbleentity = spawn();
1431 self.teambubbleentity.owner = self;
1432 self.teambubbleentity.exteriormodeltoclient = self;
1433 self.teambubbleentity.think = TeamBubbleThink;
1434 self.teambubbleentity.nextthink = time;
1435 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1436 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1437 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1438 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1439 self.teambubbleentity.mdl = self.teambubbleentity.model;
1440 self.teambubbleentity.model = self.teambubbleentity.mdl;
1441 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1442 self.teambubbleentity.effects = EF_LOWPRECISION;
1446 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1447 // added to the model skins
1448 /*void UpdateColorModHack()
1451 c = self.clientcolors & 15;
1452 // LordHavoc: only bothering to support white, green, red, yellow, blue
1453 if (teamplay == 0) self.colormod = '0 0 0';
1454 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1455 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1456 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1457 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1458 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1459 else self.colormod = '1 1 1';
1465 self.effects |= EF_NODRAW; // prevent another CopyBody
1466 PutClientInServer();
1470 * When sv_timeout is used this function returs strings like
1471 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1472 * Called by centerprint functions
1473 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1475 string getTimeoutText(float addOneSecond) {
1476 if (!cvar("sv_timeout") || !timeoutStatus)
1479 local string retStr;
1480 if (timeoutStatus == 1) {
1481 if (addOneSecond == 1) {
1482 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1485 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1489 else if (timeoutStatus == 2) {
1491 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1492 //don't show messages like "Timeout ends in 0 seconds"...
1493 if ((remainingTimeoutTime + 1) > 0)
1499 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1500 //don't show messages like "Timeout ends in 0 seconds"...
1501 if (remainingTimeoutTime > 0)
1510 void player_powerups (void)
1514 if (self.items & IT_STRENGTH)
1516 if (time > self.strength_finished)
1518 if (g_minstagib_invis_alpha > 0)
1520 self.alpha = default_player_alpha;
1521 self.exteriorweaponentity.alpha = default_weapon_alpha;
1522 self.effects = self.effects | EF_FULLBRIGHT;
1526 self.effects -= self.effects & EF_NODRAW;
1528 self.items = self.items - (self.items & IT_STRENGTH);
1529 sprint(self, "^3Invisibility has worn off\n");
1534 if (time < self.strength_finished)
1536 if (g_minstagib_invis_alpha > 0)
1538 self.alpha = g_minstagib_invis_alpha;
1539 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1540 self.effects -= self.effects & EF_FULLBRIGHT;
1544 self.effects = self.effects | EF_NODRAW;
1546 self.items = self.items | IT_STRENGTH;
1547 sprint(self, "^3You are invisible\n");
1551 if (self.items & IT_INVINCIBLE)
1553 if (time > self.invincible_finished)
1555 self.items = self.items - (self.items & IT_INVINCIBLE);
1556 sprint(self, "^3Speed has worn off\n");
1561 if (time < self.invincible_finished)
1563 self.items = self.items | IT_INVINCIBLE;
1564 sprint(self, "^3You are on speed\n");
1570 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1571 if (self.items & IT_STRENGTH)
1573 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1574 if (time > self.strength_finished)
1576 self.items = self.items - (self.items & IT_STRENGTH);
1577 sprint(self, "^3Strength has worn off\n");
1582 if (time < self.strength_finished)
1584 self.items = self.items | IT_STRENGTH;
1585 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1588 if (self.items & IT_INVINCIBLE)
1590 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1591 if (time > self.invincible_finished)
1593 self.items = self.items - (self.items & IT_INVINCIBLE);
1594 sprint(self, "^3Shield has worn off\n");
1599 if (time < self.invincible_finished)
1601 self.items = self.items | IT_INVINCIBLE;
1602 sprint(self, "^3Shield surrounds you\n");
1606 if (cvar("g_fullbrightplayers"))
1607 self.effects = self.effects | EF_FULLBRIGHT;
1609 // midair gamemode: damage only while in the air
1610 // if in midair mode, being on ground grants temporary invulnerability
1611 // (this is so that multishot weapon don't clear the ground flag on the
1612 // first damage in the frame, leaving the player vulnerable to the
1613 // remaining hits in the same frame)
1614 if (self.flags & FL_ONGROUND)
1616 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1618 if (time >= game_starttime)
1619 if (time < self.spawnshieldtime)
1620 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1623 float CalcRegen(float current, float stable, float regenfactor)
1625 if(current > stable)
1627 else if(current > stable - 0.25) // when close enough, "snap"
1630 return min(stable, current + (stable - current) * regenfactor * frametime);
1633 void player_regen (void)
1635 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1636 maxh = cvar("g_balance_health_stable");
1637 maxa = cvar("g_balance_armor_stable");
1638 limith = cvar("g_balance_health_limit");
1639 limita = cvar("g_balance_armor_limit");
1641 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1644 max_mod = regen_mod = rot_mod = limit_mod = 1;
1646 if (self.runes & RUNE_REGEN)
1648 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1650 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1651 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1652 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1656 regen_mod = cvar("g_balance_rune_regen_regenrate");
1657 max_mod = cvar("g_balance_rune_regen_hpmod");
1658 limit_mod = cvar("g_balance_rune_regen_limitmod");
1661 else if (self.runes & CURSE_VENOM)
1663 max_mod = cvar("g_balance_curse_venom_hpmod");
1664 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1665 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1667 rot_mod = cvar("g_balance_curse_venom_rotrate");
1668 limit_mod = cvar("g_balance_curse_venom_limitmod");
1669 //if (!self.runes & RUNE_REGEN)
1670 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1672 maxh = maxh * max_mod;
1673 //maxa = maxa * max_mod;
1674 limith = limith * limit_mod;
1675 limita = limita * limit_mod;
1677 if (self.armorvalue > maxa)
1679 if (time > self.pauserotarmor_finished)
1681 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1682 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1685 else if (self.armorvalue < maxa)
1687 if (time > self.pauseregen_finished)
1689 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1690 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1693 if (self.health > maxh)
1695 if (time > self.pauserothealth_finished)
1697 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1698 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1701 else if (self.health < maxh)
1703 if (time > self.pauseregen_finished)
1705 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1706 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1710 if (self.health > limith)
1711 self.health = limith;
1712 if (self.armorvalue > limita)
1713 self.armorvalue = limita;
1715 // if player rotted to death... die!
1717 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1721 float zoomstate_set;
1722 void SetZoomState(float z)
1724 if(z != self.zoomstate)
1727 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1728 WriteByte(MSG_ONE, TE_CSQC_ZOOMNOTIFY);
1729 WriteByte(MSG_ONE, z);
1736 ======================
1737 spectate mode routines
1738 ======================
1740 void SpectateCopy(entity spectatee) {
1741 self.armortype = spectatee.armortype;
1742 self.armorvalue = spectatee.armorvalue;
1743 self.currentammo = spectatee.currentammo;
1744 self.effects = spectatee.effects;
1745 self.health = spectatee.health;
1747 self.items = spectatee.items;
1748 self.weapons = spectatee.weapons;
1749 self.switchweapon = spectatee.switchweapon;
1750 self.weapon = spectatee.weapon;
1751 self.punchangle = spectatee.punchangle;
1752 self.view_ofs = spectatee.view_ofs;
1753 self.v_angle = spectatee.v_angle;
1754 self.velocity = spectatee.velocity;
1755 self.dmg_take = spectatee.dmg_take;
1756 self.dmg_save = spectatee.dmg_save;
1757 self.dmg_inflictor = spectatee.dmg_inflictor;
1758 self.angles = spectatee.v_angle;
1759 self.fixangle = TRUE;
1760 setorigin(self, spectatee.origin);
1761 setsize(self, spectatee.mins, spectatee.maxs);
1762 SetZoomState(spectatee.zoomstate);
1765 float SpectateUpdate() {
1769 if (self == self.enemy)
1772 if(self.enemy.flags & FL_NOTARGET)
1775 SpectateCopy(self.enemy);
1780 float SpectateNext() {
1781 other = find(self.enemy, classname, "player");
1783 other = find(other, classname, "player");
1788 if(self.enemy.classname == "player") {
1790 WriteByte(MSG_ONE, SVC_SETVIEW);
1791 WriteEntity(MSG_ONE, self.enemy);
1792 self.wantswelcomemessage = 1;
1793 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1794 if(!SpectateUpdate())
1795 PutObserverInServer();
1804 ShowRespawnCountdown()
1806 Update a respawn countdown display.
1809 void ShowRespawnCountdown()
1812 if(self.deadflag == DEAD_NO) // just respawned?
1816 number = ceil(self.death_time - time);
1819 if(number <= self.respawn_countdown)
1821 self.respawn_countdown = number - 1;
1822 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
1823 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1828 void LeaveSpectatorMode()
1830 if(isJoinAllowed()) {
1831 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1832 self.classname = "player";
1833 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1834 JoinBestTeam(self, FALSE, TRUE);
1835 if(cvar("g_campaign"))
1836 campaign_bots_may_start = 1;
1837 PutClientInServer();
1838 if(!(self.flags & FL_NOTARGET))
1839 bprint ("^4", self.netname, "^4 is playing now\n");
1840 centerprint(self,"");
1843 stuffcmd(self,"menu_showteamselect\n");
1848 //player may not join because of g_maxplayers is set
1849 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1854 * Determines whether the player is allowed to join. This depends on cvar
1855 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1856 * it checks whether the number of currently playing players exceeds g_maxplayers.
1857 * @return bool TRUE if the player is allowed to join, false otherwise
1859 float isJoinAllowed() {
1860 if (!cvar("g_maxplayers"))
1864 local float currentlyPlaying;
1865 FOR_EACH_REALPLAYER(e) {
1866 if(e.classname == "player")
1867 currentlyPlaying += 1;
1869 if(currentlyPlaying < cvar("g_maxplayers"))
1876 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1877 * g_maxplayers_spectator_blocktime seconds
1879 void checkSpectatorBlock() {
1880 if(self.classname == "spectator" || self.classname == "observer") {
1881 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1882 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1888 float vercmp_recursive(string v1, string v2)
1894 dot1 = strstrofs(v1, ".", 0);
1895 dot2 = strstrofs(v2, ".", 0);
1899 s1 = substring(v1, 0, dot1);
1903 s2 = substring(v2, 0, dot2);
1905 r = stof(s1) - stof(s2);
1909 r = strcasecmp(s1, s2);
1922 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1925 float vercmp(string v1, string v2)
1927 if(strcasecmp(v1, v2) == 0) // early out check
1929 return vercmp_recursive(v1, v2);
1932 void ObserverThink()
1934 if (self.flags & FL_JUMPRELEASED) {
1935 if (self.BUTTON_JUMP && !self.version_mismatch) {
1936 self.welcomemessage_time = 0;
1937 self.flags = self.flags - FL_JUMPRELEASED;
1938 LeaveSpectatorMode();
1940 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1941 self.welcomemessage_time = 0;
1942 self.flags = self.flags - FL_JUMPRELEASED;
1943 if(SpectateNext() == 1) {
1944 self.classname = "spectator";
1948 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1949 self.flags = self.flags | FL_JUMPRELEASED;
1953 if(self.BUTTON_ZOOM)
1954 self.wantswelcomemessage = 0;
1956 if(self.wantswelcomemessage)
1957 PrintWelcomeMessage(self);
1960 void SpectatorThink()
1962 if (self.flags & FL_JUMPRELEASED) {
1963 if (self.BUTTON_JUMP && !self.version_mismatch) {
1964 self.welcomemessage_time = 0;
1965 self.flags = self.flags - FL_JUMPRELEASED;
1966 LeaveSpectatorMode();
1968 } else if(self.BUTTON_ATCK) {
1969 self.welcomemessage_time = 0;
1970 self.flags = self.flags - FL_JUMPRELEASED;
1971 if(SpectateNext() == 1) {
1972 self.classname = "spectator";
1974 self.classname = "observer";
1975 PutClientInServer();
1977 } else if (self.BUTTON_ATCK2) {
1978 self.welcomemessage_time = 0;
1979 self.flags = self.flags - FL_JUMPRELEASED;
1980 self.classname = "observer";
1981 PutClientInServer();
1983 if(!SpectateUpdate())
1984 PutObserverInServer();
1987 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1988 self.flags = self.flags | FL_JUMPRELEASED;
1992 if(self.BUTTON_ZOOM)
1993 self.wantswelcomemessage = 0;
1995 if(self.wantswelcomemessage)
1996 PrintWelcomeMessage(self);
1997 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
2004 Called every frame for each client before the physics are run
2007 void() ctf_setstatus;
2008 .float spectatee_status;
2009 void PlayerPreThink (void)
2011 self.stat_sys_ticrate = cvar("sys_ticrate");
2012 self.stat_game_starttime = game_starttime;
2015 checkSpectatorBlock();
2019 if(self.netname_previous != self.netname)
2021 if(cvar("sv_eventlog"))
2022 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2023 if(self.netname_previous)
2024 strunzone(self.netname_previous);
2025 self.netname_previous = strzone(self.netname);
2029 if(self.version_nagtime)
2030 if(self.cvar_g_nexuizversion)
2031 if(time > self.version_nagtime)
2033 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2035 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2037 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
2038 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), " (beta)^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2043 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2046 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n");
2047 sprint(self, strcat("\{1}^1NOTE: ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7 is out, and you still have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1 - get the update from ^4http://www.nexuiz.com/^1!\n"));
2051 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n");
2052 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2056 self.version_nagtime = 0;
2060 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2062 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2063 self.max_armorvalue = 0;
2069 antilag_record(self);
2072 if(self.classname == "player") {
2073 // if(self.netname == "Wazat")
2074 // bprint(self.classname, "\n");
2076 CheckRules_Player();
2078 if(self.BUTTON_INFO)
2079 PrintWelcomeMessage(self);
2081 if(g_lms || !cvar("sv_spectate"))
2082 if((time - self.jointime) <= cvar("welcome_message_time"))
2083 PrintWelcomeMessage(self);
2085 if (intermission_running)
2087 IntermissionThink (); // otherwise a button could be missed between
2088 return; // the think tics
2091 if(self.teleport_time)
2092 if(time > self.teleport_time)
2094 self.teleport_time = 0;
2095 self.effects = self.effects - (self.effects & EF_NODRAW);
2096 if(self.weaponentity)
2097 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2100 Nixnex_GiveCurrentWeapon();
2102 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2103 UpdateSelectedPlayer();
2105 //don't allow the player to turn around while game is paused!
2106 if(timeoutStatus == 2) {
2107 self.v_angle = self.lastV_angle;
2108 self.angles = self.lastV_angle;
2109 self.fixangle = TRUE;
2112 if (self.deadflag != DEAD_NO)
2114 float button_pressed, force_respawn;
2116 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2117 force_respawn = (g_lms || cvar("g_forced_respawn"));
2118 if (self.deadflag == DEAD_DYING)
2121 self.deadflag = DEAD_RESPAWNING;
2122 else if(!button_pressed)
2123 self.deadflag = DEAD_DEAD;
2125 else if (self.deadflag == DEAD_DEAD)
2128 self.deadflag = DEAD_RESPAWNABLE;
2130 else if (self.deadflag == DEAD_RESPAWNABLE)
2133 self.deadflag = DEAD_RESPAWNING;
2135 else if (self.deadflag == DEAD_RESPAWNING)
2137 if(time > self.death_time)
2139 self.death_time = time + 1; // only retry once a second
2143 ShowRespawnCountdown();
2147 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2151 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2152 dist = self.oldorigin - self.origin;
2154 self.lms_traveled_distance += fabs(vlen(dist));
2156 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2158 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2159 self.lms_traveled_distance = 0;
2162 if(time > self.lms_nextcheck)
2164 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2165 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2167 centerprint(self, cvar_string("g_lms_campcheck_message"));
2168 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2169 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2170 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');
2172 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2173 self.lms_traveled_distance = 0;
2177 if (self.BUTTON_CROUCH && !self.hook.state)
2182 self.view_ofs = PL_CROUCH_VIEW_OFS;
2183 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2184 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2191 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2192 if (!trace_startsolid)
2194 self.crouch = FALSE;
2195 self.view_ofs = PL_VIEW_OFS;
2196 setsize (self, PL_MIN, PL_MAX);
2203 GrapplingHookFrame();
2212 minstagib_ammocheck();
2217 //self.angles_y=self.v_angle_y + 90; // temp
2219 //if (TetrisPreFrame()) return;
2220 } else if(gameover) {
2221 if (intermission_running)
2222 IntermissionThink (); // otherwise a button could be missed between
2224 } else if(self.classname == "observer") {
2226 } else if(self.classname == "spectator") {
2231 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2233 float oldspectatee_status;
2234 oldspectatee_status = self.spectatee_status;
2235 if(self.classname == "spectator")
2236 self.spectatee_status = num_for_edict(self.enemy);
2237 else if(self.classname == "observer")
2238 self.spectatee_status = num_for_edict(self);
2240 self.spectatee_status = 0;
2241 if(self.spectatee_status != oldspectatee_status)
2244 WriteByte(MSG_ONE, SVC_TEMPENTITY);
2245 WriteByte(MSG_ONE, TE_CSQC_SPECTATING);
2246 WriteByte(MSG_ONE, self.spectatee_status);
2248 race_InitSpectator();
2251 if(self.teamkill_soundtime)
2252 if(time > self.teamkill_soundtime)
2254 self.teamkill_soundtime = 0;
2256 entity oldpusher, oldself;
2258 oldself = self; self = self.teamkill_soundsource;
2259 oldpusher = self.pusher; self.pusher = oldself;
2261 VoiceMessage("teamshoot_auto");
2263 self.pusher = oldpusher;
2273 Called every frame for each client after the physics are run
2276 .float idlekick_lasttimeleft;
2277 .float race_penalty;
2278 .float race_penalty_nagged;
2279 .float race_penalty_nagtime;
2280 void PlayerPostThink (void)
2282 // Savage: Check for nameless players
2283 if (strlen(self.netname) < 1) {
2284 self.netname = "Player";
2285 stuffcmd(self, "seta _cl_name Player\n");
2291 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2294 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2295 announce(self, "announcer/robotic/terminated.ogg");
2299 else if(timeleft <= 10)
2301 if(timeleft != self.idlekick_lasttimeleft)
2303 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2304 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2309 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2311 self.idlekick_lasttimeleft = timeleft;
2314 if(self.classname == "player") {
2315 CheckRules_Player();
2320 if (intermission_running)
2321 return; // intermission or finale
2323 //PrintWelcomeMessage(self);
2324 //if (TetrisPostFrame()) return;
2326 // restart countdown
2327 if(time < game_starttime) {
2328 if (!cvar("sv_ready_restart_after_countdown"))
2330 if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2332 if(time < game_starttime - 2)
2334 if(!self.race_penalty_nagged)
2336 // TODO better notification for this!
2337 self.race_penalty_nagtime = 0;
2338 self.race_penalty_nagged = 1;
2341 else if(!self.race_penalty)
2343 self.race_penalty_nagtime = 0;
2344 self.race_penalty = time + 5;
2347 if(time > self.race_penalty_nagtime)
2349 if(self.race_penalty > time)
2351 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2353 else if(self.race_penalty_nagged && time < game_starttime - 2)
2355 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2357 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2359 self.movetype = MOVETYPE_NONE;
2360 self.velocity = '0 0 0';
2361 self.avelocity = '0 0 0';
2362 self.movement = '0 0 0';
2365 else if (time < self.race_penalty)
2367 self.movetype = MOVETYPE_NONE;
2368 self.velocity = '0 0 0';
2369 self.avelocity = '0 0 0';
2370 self.movement = '0 0 0';
2374 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2375 if (!cvar("sv_ready_restart_after_countdown"))
2377 if(self.movetype == MOVETYPE_NONE)
2379 self.movetype = MOVETYPE_WALK;
2381 self.race_penalty = 0;
2382 self.race_penalty_nagged = 0;
2386 } else if (self.classname == "observer") {
2388 } else if (self.classname == "spectator") {
2394 for(i = 0; i < 1000; ++i)
2397 end = self.origin + '0 0 1024' + 512 * randomvec();
2398 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2399 if(trace_fraction < 1)
2400 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2402 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2410 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);