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 Spawn_Score(entity spot, entity playerlist, float teamcheck)
38 float shortest, thisdist;
41 // filter out spots for the wrong team
43 if(spot.team != teamcheck)
50 // filter out spots for assault
51 if(spot.target != "") {
54 ent = find(world, targetname, spot.target);
56 if(ent.classname == "target_objective")
58 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
62 else if(ent.classname == "trigger_race_checkpoint")
64 if(self.classname == "player") // spectators may spawn everywhere
66 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
68 print(ftos(race_place_valid), ": ");
69 print(ftos(self.race_place), " <-> ");
70 print(ftos(spot.race_place), "\n");
71 if(race_place_valid && (spot.race_place != self.race_place))
73 if(!race_place_valid && (spot.race_place != 0))
81 ent = find(ent, targetname, spot.target);
89 shortest = vlen(world.maxs - world.mins);
90 for(player = playerlist; player; player = player.chain)
93 thisdist = vlen(player.origin - spot.origin);
94 if (thisdist < shortest)
102 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
104 local entity spot, spotlist, spotlistend;
105 spawn_allgood = TRUE;
111 for(spot = firstspot; spot; spot = spot.chain)
113 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
115 if(cvar("spawn_debugview"))
117 setmodel(spot, "models/runematch/rune.mdl");
118 if(spot.SPAWNPOINT_SCORE < mindist)
120 spot.colormod = '1 0 0';
125 spot.colormod = '0 1 0';
126 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
130 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
132 if(spot.SPAWNPOINT_SCORE < mindist)
134 // too short distance
135 spawn_allgood = FALSE;
140 spawn_allbad = FALSE;
143 spotlistend.chain = spot;
150 if(spot.team != teamcheck)
151 error("invalid spawn added");
153 print("added ", etos(spot), "\n");
159 spotlistend.chain = world;
164 for(e = spotlist; e; e = e.chain)
166 print("seen ", etos(e), "\n");
167 if(e.team != teamcheck)
168 error("invalid spawn found");
175 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
177 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
178 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
181 RandomSelection_Init();
182 for(spot = firstspot; spot; spot = spot.chain)
183 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
185 return RandomSelection_chosen_ent;
192 Finds a point to respawn
195 entity SelectSpawnPoint (float anypoint)
197 local float teamcheck;
198 local entity firstspot_new;
199 local entity spot, firstspot, playerlist;
201 spot = find (world, classname, "testplayerstart");
207 if(!anypoint && have_team_spawns)
208 teamcheck = self.team;
210 // get the list of players
211 playerlist = findchain(classname, "player");
212 // get the entire list of spots
213 firstspot = findchain(classname, "info_player_deathmatch");
214 // filter out the bad ones
215 // (note this returns the original list if none survived)
216 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
218 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
219 firstspot = firstspot_new;
221 // there is 50/50 chance of choosing a random spot or the furthest spot
222 // (this means that roughly every other spawn will be furthest, so you
223 // usually won't get fragged at spawn twice in a row)
224 if (arena_roundbased)
226 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
228 firstspot = firstspot_new;
229 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
231 else if (random() > cvar("g_spawn_furthest"))
232 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
234 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
236 if(cvar("spawn_debugview"))
238 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
242 for(e = firstspot; e; e = e.chain)
243 if(e.team != teamcheck)
244 error("invalid spawn found");
249 if(cvar("spawn_debug"))
253 if(some_spawn_has_been_used)
254 return world; // team can't spawn any more, because of actions of other team
256 error("Cannot find a spawn point - please fix the map!");
267 Checks if the argument string can be a valid playermodel.
268 Returns a valid one in doubt.
271 string FallbackPlayerModel = "models/player/marine.zym";
272 string CheckPlayerModel(string plyermodel) {
273 if(strlen(plyermodel) < 4)
274 return FallbackPlayerModel;
275 if( substring(plyermodel,0,14) != "models/player/")
276 return FallbackPlayerModel;
277 else if(cvar("sv_servermodelsonly"))
279 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
280 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
281 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
282 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
283 return FallbackPlayerModel;
284 if(!fexists(plyermodel))
285 return FallbackPlayerModel;
292 Client_customizeentityforclient
297 float Client_customizeentityforclient()
299 #ifdef ALLOW_VARIABLE_LOD
301 // other: the player viewing me
305 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
308 if(other.cvar_cl_playerdetailreduction <= 0)
310 if(other.cvar_cl_playerdetailreduction <= -2)
311 self.modelindex = self.modelindex_lod2;
312 else if(other.cvar_cl_playerdetailreduction <= -1)
313 self.modelindex = self.modelindex_lod1;
315 self.modelindex = self.modelindex_lod0;
319 distance = vlen(self.origin - other.origin);
320 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
322 self.modelindex = self.modelindex_lod2;
324 self.modelindex = self.modelindex_lod1;
326 self.modelindex = self.modelindex_lod0;
333 void UpdatePlayerSounds();
334 void setmodel_lod(entity e, string modelname)
336 #ifdef ALLOW_VARIABLE_LOD
339 // FIXME: this only supports 3-letter extensions
340 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
344 setmodel(e, s); // players have high precision
345 self.modelindex_lod1 = self.modelindex;
348 self.modelindex_lod1 = -1;
350 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
354 setmodel(e, s); // players have high precision
355 self.modelindex_lod2 = self.modelindex;
358 self.modelindex_lod2 = -1;
360 precache_model(modelname);
361 setmodel(e, modelname); // players have high precision
362 self.modelindex_lod0 = self.modelindex;
364 if(self.modelindex_lod1 < 0)
365 self.modelindex_lod1 = self.modelindex;
367 if(self.modelindex_lod2 < 0)
368 self.modelindex_lod2 = self.modelindex;
370 precache_model(modelname);
371 setmodel(e, modelname); // players have high precision
373 player_setupanimsformodel();
374 UpdatePlayerSounds();
381 putting a client as observer in the server
384 void PutObserverInServer (void)
388 race_PreSpawnObserver();
390 spot = SelectSpawnPoint (TRUE);
392 error("No spawnpoints for observers?!?\n");
393 RemoveGrapplingHook(self); // Wazat's Grappling Hook
395 if(clienttype(self) == CLIENTTYPE_REAL)
398 WriteByte(MSG_ONE, SVC_SETVIEW);
399 WriteEntity(MSG_ONE, self);
403 kh_Key_DropAll(self, TRUE);
406 DropFlag(self.flagcarried);
408 WaypointSprite_PlayerDead();
410 if(self.killcount != -666)
414 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
415 bprint ("^4", self.netname, "^4 has no more lives left\n");
417 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
420 bprint ("^4", self.netname, "^4 is spectating now\n");
423 PlayerScore_Clear(self); // clear scores when needed
425 self.spectatortime = time;
427 self.classname = "observer";
429 self.takedamage = DAMAGE_NO;
430 self.solid = SOLID_NOT;
431 self.movetype = MOVETYPE_NOCLIP;
432 self.flags = FL_CLIENT | FL_NOTARGET;
433 self.armorvalue = 666;
435 self.armorvalue = cvar("g_balance_armor_start");
436 self.pauserotarmor_finished = 0;
437 self.pauserothealth_finished = 0;
438 self.pauseregen_finished = 0;
439 self.damageforcescale = 0;
446 self.pain_finished = 0;
447 self.strength_finished = 0;
448 self.invincible_finished = 0;
450 self.think = SUB_Null;
454 self.deadflag = DEAD_NO;
455 self.angles = spot.angles;
457 self.fixangle = TRUE;
460 self.view_ofs = PL_VIEW_OFS;
461 setorigin (self, spot.origin);
462 setsize (self, '0 0 0', '0 0 0');
463 self.oldorigin = self.origin;
468 self.weaponmodel = "";
469 self.weaponentity = world;
470 self.killcount = -666;
471 self.velocity = '0 0 0';
472 self.avelocity = '0 0 0';
473 self.punchangle = '0 0 0';
474 self.punchvector = '0 0 0';
475 self.oldvelocity = self.velocity;
476 self.customizeentityforclient = Client_customizeentityforclient;
478 self.wantswelcomemessage = 1;
482 if(self.version_mismatch)
484 Spawnqueue_Unmark(self);
485 Spawnqueue_Remove(self);
489 Spawnqueue_Insert(self);
494 // Only if the player cannot play at all
495 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
504 float RestrictSkin(float s)
513 void FixPlayermodel()
515 local string defaultmodel;
516 local float defaultskin;
521 if(cvar("sv_defaultcharacter") == 1) {
526 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
527 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
530 if(defaultmodel == "")
532 defaultmodel = cvar_string("sv_defaultplayermodel");
533 defaultskin = cvar("sv_defaultplayerskin");
537 if(defaultmodel != "")
539 if (defaultmodel != self.model)
543 setmodel_lod (self, defaultmodel);
544 setsize (self, m1, m2);
547 self.skin = defaultskin;
549 if (self.playermodel != self.model)
551 self.playermodel = CheckPlayerModel(self.playermodel);
554 setmodel_lod (self, self.playermodel);
555 setsize (self, m1, m2);
558 self.skin = RestrictSkin(stof(self.playerskin));
562 if(strlen(cvar_string("sv_defaultplayercolors")))
563 if(self.clientcolors != cvar("sv_defaultplayercolors"))
564 setcolor(self, cvar("sv_defaultplayercolors"));
571 Called when a client spawns in the server
574 //void() ctf_playerchanged;
575 void PutClientInServer (void)
577 if(clienttype(self) == CLIENTTYPE_BOT)
579 self.classname = "player";
581 else if(clienttype(self) == CLIENTTYPE_REAL)
584 WriteByte(MSG_ONE, SVC_SETVIEW);
585 WriteEntity(MSG_ONE, self);
588 // player is dead and becomes observer
589 // FIXME fix LMS scoring for new system
592 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
593 self.classname = "observer";
598 self.classname = "observer";
600 if(self.classname == "player") {
605 spot = SelectSpawnPoint (FALSE);
608 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
609 return; // spawn failed
612 RemoveGrapplingHook(self); // Wazat's Grappling Hook
614 self.classname = "player";
615 self.iscreature = TRUE;
616 self.movetype = MOVETYPE_WALK;
617 if(independent_players)
618 self.solid = SOLID_TRIGGER;
620 self.solid = SOLID_SLIDEBOX;
621 self.flags = FL_CLIENT;
622 self.takedamage = DAMAGE_AIM;
624 self.effects = EF_FULLBRIGHT;
627 self.air_finished = time + 12;
630 self.ammo_shells = start_ammo_shells;
631 self.ammo_nails = start_ammo_nails;
632 self.ammo_rockets = start_ammo_rockets;
633 self.ammo_cells = start_ammo_cells;
634 self.health = start_health;
635 self.armorvalue = start_armorvalue;
636 self.items = start_items;
637 self.switchweapon = start_switchweapon;
638 self.cnt = start_switchweapon;
640 self.jump_interval = time;
642 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
643 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
644 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
645 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
646 //extend the pause of rotting if client was reset at the beginning of the countdown
647 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
648 self.spawnshieldtime += RESTART_COUNTDOWN;
649 self.pauserotarmor_finished += RESTART_COUNTDOWN;
650 self.pauserothealth_finished += RESTART_COUNTDOWN;
651 self.pauseregen_finished += RESTART_COUNTDOWN;
653 self.damageforcescale = 2;
660 self.pain_finished = 0;
661 self.strength_finished = 0;
662 self.invincible_finished = 0;
664 //self.speed_finished = 0;
665 //self.slowmo_finished = 0;
666 // players have no think function
667 self.think = SUB_Null;
673 self.deadflag = DEAD_NO;
675 self.angles = spot.angles;
677 self.angles_z = 0; // never spawn tilted even if the spot says to
678 self.fixangle = TRUE; // turn this way immediately
679 self.velocity = '0 0 0';
680 self.avelocity = '0 0 0';
681 self.punchangle = '0 0 0';
682 self.punchvector = '0 0 0';
683 self.oldvelocity = self.velocity;
688 self.customizeentityforclient = Client_customizeentityforclient;
694 self.view_ofs = PL_VIEW_OFS;
695 setsize (self, PL_MIN, PL_MAX);
696 self.spawnorigin = spot.origin;
697 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
698 // don't reset back to last position, even if new position is stuck in solid
699 self.oldorigin = self.origin;
703 Spawnqueue_Remove(self);
704 Spawnqueue_Mark(self);
707 self.event_damage = PlayerDamage;
709 self.bot_attack = TRUE;
711 self.statdraintime = time + 5;
712 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
714 if(self.killcount == -666) {
715 PlayerScore_Clear(self);
720 self.cnt = WEP_LASER;
721 self.nixnex_lastchange_id = -1;
723 CL_SpawnWeaponentity();
724 self.alpha = default_player_alpha;
725 self.colormod = '1 1 1' * cvar("g_player_brightness");
726 self.exteriorweaponentity.alpha = default_weapon_alpha;
728 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
729 self.lms_traveled_distance = 0;
730 self.speedrunning = FALSE;
732 race_PostSpawn(spot);
734 if(cvar("spawn_debug"))
736 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
737 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
740 //stuffcmd(self, "chase_active 0");
741 //stuffcmd(self, "set viewsize $tmpviewsize \n");
743 if (cvar("g_spawnsound"))
744 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
747 if(self.team == assault_attacker_team)
748 centerprint(self, "You are attacking!\n");
750 centerprint(self, "You are defending!\n");
753 } else if(self.classname == "observer") {
754 PutObserverInServer ();
758 // ctf_playerchanged();
765 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
768 void SendCSQCInfo(void)
770 if(clienttype(self) != CLIENTTYPE_REAL)
773 WriteByte(MSG_ONE, SVC_TEMPENTITY);
774 WriteByte(MSG_ONE, TE_CSQC_INIT);
775 WriteShort(MSG_ONE, CSQC_REVISION);
776 WriteByte(MSG_ONE, maxclients);
784 void SetNewParms (void)
786 // initialize parms for a new player
787 parm1 = -(86400 * 366);
795 void SetChangeParms (void)
797 // save parms for level change
798 parm1 = self.parm_idlesince - time;
806 void DecodeLevelParms (void)
809 self.parm_idlesince = parm1;
810 if(self.parm_idlesince == -(86400 * 366))
811 self.parm_idlesince = time;
818 Called when a client types 'kill' in the console
822 void ClientKill_Now_TeamChange()
824 if(self.killindicator_teamchange == -1)
827 JoinBestTeam( self, FALSE, FALSE );
831 SV_ChangeTeam(self.killindicator_teamchange - 1);
835 void ClientKill_Now()
837 if(self.killindicator_teamchange)
838 ClientKill_Now_TeamChange();
841 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
843 if(self.killindicator)
845 dprint("Cleaned up after a leaked kill indicator.\n");
846 remove(self.killindicator);
847 self.killindicator = world;
850 void KillIndicator_Think()
852 if (!self.owner.modelindex)
854 self.owner.killindicator = world;
862 ClientKill_Now(); // no oldself needed
868 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
869 if(clienttype(self.owner) == CLIENTTYPE_REAL)
872 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
873 if(self.owner.killindicator_teamchange)
875 if(self.owner.killindicator_teamchange == -1)
876 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
878 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
881 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
883 self.nextthink = time + 1;
888 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
892 killtime = cvar("g_balance_kill_delay");
894 self.killindicator_teamchange = targetteam;
896 if(!self.killindicator)
898 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
904 self.killindicator = spawn();
905 self.killindicator.owner = self;
906 self.killindicator.scale = 0.5;
907 setattachment(self.killindicator, self, "");
908 setorigin(self.killindicator, '0 0 52');
909 self.killindicator.think = KillIndicator_Think;
910 self.killindicator.nextthink = time + (self.lip) * 0.05;
911 self.killindicator.cnt = ceil(killtime);
912 self.killindicator.count = bound(0, ceil(killtime), 10);
913 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
915 for(e = world; (e = find(e, classname, "body")) != world; )
919 e.killindicator = spawn();
920 e.killindicator.owner = e;
921 e.killindicator.scale = 0.5;
922 setattachment(e.killindicator, e, "");
923 setorigin(e.killindicator, '0 0 52');
924 e.killindicator.think = KillIndicator_Think;
925 e.killindicator.nextthink = time + (e.lip) * 0.05;
926 e.killindicator.cnt = ceil(killtime);
931 if(self.killindicator)
934 self.killindicator.colormod = TeamColor(targetteam);
936 self.killindicator.colormod = '0 0 0';
940 void ClientKill (void)
942 ClientKill_TeamChange(0);
945 void DoTeamChange(float destteam)
948 if(!cvar("teamplay"))
951 SetPlayerColors(self, destteam);
954 if(self.classname == "player")
957 CheckAllowedTeams(self);
958 t = FindSmallestTeam(self, TRUE);
961 case COLOR_TEAM1: c0 = c1; break;
962 case COLOR_TEAM2: c0 = c2; break;
963 case COLOR_TEAM3: c0 = c3; break;
964 case COLOR_TEAM4: c0 = c4; break;
971 destteam = COLOR_TEAM1;
975 destteam = COLOR_TEAM2;
979 destteam = COLOR_TEAM3;
983 destteam = COLOR_TEAM4;
989 if(destteam == self.team && !self.killindicator)
991 ClientKill_TeamChange(destteam);
994 void FixClientCvars(entity e)
996 // send prediction settings to the client
997 stuffcmd(e, "\nin_bindmap 0 0\n");
999 * we no longer need to stuff this. Remove this comment block if you feel
1000 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1001 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1002 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1003 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1004 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1005 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1006 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1007 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1008 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1009 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1010 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1011 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1012 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1013 stuffcmd(e, "cl_movement_edgefriction 1\n");
1021 Called when a client connects to the server
1024 //void ctf_clientconnect();
1025 string ColoredTeamName(float t);
1026 void DecodeLevelParms (void);
1027 //void dom_player_join_team(entity pl);
1028 void ClientConnect (void)
1033 if(self.flags & FL_CLIENT)
1035 print("Warning: ClientConnect, but already connected!\n");
1039 if(Ban_IsClientBanned(self))
1041 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
1049 self.classname = "player_joining";
1051 self.flags = self.flags | FL_CLIENT;
1052 self.version_nagtime = time + 10 + random() * 10;
1056 dprint("BUG player count is lower than zero, this cannot happen!\n");
1060 PlayerScore_Attach(self);
1062 bot_clientconnect();
1064 race_PreSpawnObserver();
1067 // dom_player_join_team(self);
1069 //JoinBestTeam(self, FALSE, FALSE);
1071 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1072 self.classname = "observer";
1074 self.classname = "player";
1075 campaign_bots_may_start = 1;
1078 self.playerid = (playerid_last = playerid_last + 1);
1079 if(cvar("sv_eventlog"))
1081 if(clienttype(self) == CLIENTTYPE_REAL)
1085 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1086 s = strcat(":team:", ftos(self.playerid), ":");
1087 s = strcat(s, ftos(self.team));
1088 GameLogEcho(s, FALSE);
1090 self.netname_previous = strzone(self.netname);
1092 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1094 bprint ("^4",self.netname);
1095 bprint ("^4 connected");
1097 if(g_domination || g_ctf)
1099 bprint(" and joined the ");
1100 bprint(ColoredTeamName(self.team));
1105 self.welcomemessage_time = 0;
1107 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1108 // TODO: is this being used for anything else than cd tracks?
1109 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1111 stuffcmd(self, "cl_particles_reloadeffects\n");
1113 FixClientCvars(self);
1115 // spawnfunc_waypoint sprites
1116 WaypointSprite_InitClient(self);
1118 // Wazat's grappling hook
1119 SetGrappleHookBindings();
1121 // get autoswitch state from player when he toggles it
1122 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1124 // get version info from player
1125 stuffcmd(self, "cmd clientversion $gameversion\n");
1127 // send all weapon info strings
1128 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1130 while (wep <= WEP_LAST)
1132 weapon_action(wep, WR_REGISTER);
1136 // get other cvars from player
1139 // set cvar for team scoreboard
1143 t = cvar("teamplay");
1144 // 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
1145 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1148 stuffcmd(self, "set teamplay 0\n");
1150 // notify about available teams
1153 CheckAllowedTeams(self);
1154 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1155 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1158 stuffcmd(self, "set _teams_available 0\n");
1160 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1164 self.classname = "observer";
1165 Spawnqueue_Insert(self);
1169 ctf_clientconnect();
1175 bot_relinkplayerlist();
1177 self.spectatortime = time;
1180 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"));
1183 self.jointime = time;
1184 self.allowedTimeouts = cvar("sv_timeout_number");
1186 if(clienttype(self) == CLIENTTYPE_REAL)
1188 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1191 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1193 MapVote_SendData(MSG_ONE);
1194 MapVote_UpdateData(MSG_ONE);
1196 ScoreInfo_Write(MSG_ONE);
1201 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1203 PlayerScore_Add(self, SP_LMS_RANK, 666);
1204 self.frags = -666; // FIXME do we still need this?
1213 Called when a client disconnects from the server
1216 void(entity e) DropFlag;
1217 .entity chatbubbleentity;
1218 .entity teambubbleentity;
1219 //void() ctf_clientdisconnect;
1220 void ClientDisconnect (void)
1224 if not(self.flags & FL_CLIENT)
1226 print("Warning: ClientDisconnect without ClientConnect\n");
1230 bot_clientdisconnect();
1235 if(cvar("sv_eventlog"))
1236 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1237 bprint ("^4",self.netname);
1238 bprint ("^4 disconnected\n");
1240 if (self.chatbubbleentity)
1242 remove (self.chatbubbleentity);
1243 self.chatbubbleentity = world;
1246 if (self.teambubbleentity)
1248 remove (self.teambubbleentity);
1249 self.teambubbleentity = world;
1252 if (self.killindicator)
1254 remove (self.killindicator);
1255 self.killindicator = world;
1258 WaypointSprite_PlayerGone();
1261 kh_Key_DropAll(self, TRUE);
1263 if(self.flagcarried)
1264 DropFlag(self.flagcarried);
1267 self.flags = self.flags - (self.flags & FL_CLIENT);
1268 bot_relinkplayerlist();
1272 if(self.weaponentity)
1273 if(self.weaponentity.lasertarget)
1274 remove(self.weaponentity.lasertarget);
1278 Spawnqueue_Unmark(self);
1279 Spawnqueue_Remove(self);
1283 ctf_clientdisconnect();
1287 PlayerScore_Detach(self);
1289 if(self.netname_previous)
1290 strunzone(self.netname_previous);
1292 ClearPlayerSounds();
1300 void ChatBubbleThink()
1302 self.nextthink = time;
1303 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1305 self.owner.chatbubbleentity = world;
1309 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1310 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1311 self.model = self.mdl;
1316 void UpdateChatBubble()
1318 if (!self.modelindex)
1320 // spawn a chatbubble entity if needed
1321 if (!self.chatbubbleentity)
1323 self.chatbubbleentity = spawn();
1324 self.chatbubbleentity.owner = self;
1325 self.chatbubbleentity.exteriormodeltoclient = self;
1326 self.chatbubbleentity.think = ChatBubbleThink;
1327 self.chatbubbleentity.nextthink = time;
1328 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1329 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1330 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1331 self.chatbubbleentity.model = "";
1332 self.chatbubbleentity.effects = EF_LOWPRECISION;
1337 void TeamBubbleThink()
1339 self.nextthink = time;
1340 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1342 self.owner.teambubbleentity = world;
1346 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1347 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1350 self.model = self.mdl;
1354 float TeamBubble_customizeentityforclient()
1356 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1359 void UpdateTeamBubble()
1361 if (!self.modelindex || !cvar("teamplay"))
1363 // spawn a teambubble entity if needed
1364 if (!self.teambubbleentity && cvar("teamplay"))
1366 self.teambubbleentity = spawn();
1367 self.teambubbleentity.owner = self;
1368 self.teambubbleentity.exteriormodeltoclient = self;
1369 self.teambubbleentity.think = TeamBubbleThink;
1370 self.teambubbleentity.nextthink = time;
1371 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1372 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1373 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1374 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1375 self.teambubbleentity.mdl = self.teambubbleentity.model;
1376 self.teambubbleentity.model = self.teambubbleentity.mdl;
1377 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1378 self.teambubbleentity.effects = EF_LOWPRECISION;
1382 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1383 // added to the model skins
1384 /*void UpdateColorModHack()
1387 c = self.clientcolors & 15;
1388 // LordHavoc: only bothering to support white, green, red, yellow, blue
1389 if (teamplay == 0) self.colormod = '0 0 0';
1390 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1391 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1392 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1393 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1394 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1395 else self.colormod = '1 1 1';
1401 self.effects |= EF_NODRAW; // prevent another CopyBody
1402 PutClientInServer();
1406 * When sv_timeout is used this function returs strings like
1407 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1408 * Called by centerprint functions
1409 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1411 string getTimeoutText(float addOneSecond) {
1412 if (!cvar("sv_timeout") || !timeoutStatus)
1415 local string retStr;
1416 if (timeoutStatus == 1) {
1417 if (addOneSecond == 1) {
1418 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1421 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1425 else if (timeoutStatus == 2) {
1427 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1428 //don't show messages like "Timeout ends in 0 seconds"...
1429 if ((remainingTimeoutTime + 1) > 0)
1435 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1436 //don't show messages like "Timeout ends in 0 seconds"...
1437 if (remainingTimeoutTime > 0)
1446 void player_powerups (void)
1450 if (self.items & IT_STRENGTH)
1452 if (time > self.strength_finished)
1454 if (g_minstagib_invis_alpha > 0)
1456 self.alpha = default_player_alpha;
1457 self.exteriorweaponentity.alpha = default_weapon_alpha;
1458 self.effects = self.effects | EF_FULLBRIGHT;
1462 self.effects -= self.effects & EF_NODRAW;
1464 self.items = self.items - (self.items & IT_STRENGTH);
1465 sprint(self, "^3Invisibility has worn off\n");
1470 if (time < self.strength_finished)
1472 if (g_minstagib_invis_alpha > 0)
1474 self.alpha = g_minstagib_invis_alpha;
1475 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1476 self.effects -= self.effects & EF_FULLBRIGHT;
1480 self.effects = self.effects | EF_NODRAW;
1482 self.items = self.items | IT_STRENGTH;
1483 sprint(self, "^3You are invisible\n");
1487 if (self.items & IT_INVINCIBLE)
1489 if (time > self.invincible_finished)
1491 self.items = self.items - (self.items & IT_INVINCIBLE);
1492 sprint(self, "^3Speed has worn off\n");
1497 if (time < self.invincible_finished)
1499 self.items = self.items | IT_INVINCIBLE;
1500 sprint(self, "^3You are on speed\n");
1506 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1507 if (self.items & IT_STRENGTH)
1509 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1510 if (time > self.strength_finished)
1512 self.items = self.items - (self.items & IT_STRENGTH);
1513 sprint(self, "^3Strength has worn off\n");
1518 if (time < self.strength_finished)
1520 self.items = self.items | IT_STRENGTH;
1521 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1524 if (self.items & IT_INVINCIBLE)
1526 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1527 if (time > self.invincible_finished)
1529 self.items = self.items - (self.items & IT_INVINCIBLE);
1530 sprint(self, "^3Shield has worn off\n");
1535 if (time < self.invincible_finished)
1537 self.items = self.items | IT_INVINCIBLE;
1538 sprint(self, "^3Shield surrounds you\n");
1542 if (cvar("g_fullbrightplayers"))
1543 self.effects = self.effects | EF_FULLBRIGHT;
1545 // midair gamemode: damage only while in the air
1546 // if in midair mode, being on ground grants temporary invulnerability
1547 // (this is so that multishot weapon don't clear the ground flag on the
1548 // first damage in the frame, leaving the player vulnerable to the
1549 // remaining hits in the same frame)
1550 if (self.flags & FL_ONGROUND)
1552 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1554 if (time < self.spawnshieldtime)
1555 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1558 float CalcRegen(float current, float stable, float regenfactor)
1560 if(current > stable)
1562 else if(current > stable - 0.25) // when close enough, "snap"
1565 return min(stable, current + (stable - current) * regenfactor * frametime);
1568 void player_regen (void)
1570 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1571 maxh = cvar("g_balance_health_stable");
1572 maxa = cvar("g_balance_armor_stable");
1573 limith = cvar("g_balance_health_limit");
1574 limita = cvar("g_balance_armor_limit");
1576 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1579 max_mod = regen_mod = rot_mod = limit_mod = 1;
1581 if (self.runes & RUNE_REGEN)
1583 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1585 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1586 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1587 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1591 regen_mod = cvar("g_balance_rune_regen_regenrate");
1592 max_mod = cvar("g_balance_rune_regen_hpmod");
1593 limit_mod = cvar("g_balance_rune_regen_limitmod");
1596 else if (self.runes & CURSE_VENOM)
1598 max_mod = cvar("g_balance_curse_venom_hpmod");
1599 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1600 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1602 rot_mod = cvar("g_balance_curse_venom_rotrate");
1603 limit_mod = cvar("g_balance_curse_venom_limitmod");
1604 //if (!self.runes & RUNE_REGEN)
1605 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1607 maxh = maxh * max_mod;
1608 //maxa = maxa * max_mod;
1609 limith = limith * limit_mod;
1610 limita = limita * limit_mod;
1612 if (self.armorvalue > maxa)
1614 if (time > self.pauserotarmor_finished)
1616 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1617 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1620 else if (self.armorvalue < maxa)
1622 if (time > self.pauseregen_finished)
1624 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1625 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1628 if (self.health > maxh)
1630 if (time > self.pauserothealth_finished)
1632 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1633 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1636 else if (self.health < maxh)
1638 if (time > self.pauseregen_finished)
1640 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1641 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1645 if (self.health > limith)
1646 self.health = limith;
1647 if (self.armorvalue > limita)
1648 self.armorvalue = limita;
1650 // if player rotted to death... die!
1652 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1656 ======================
1657 spectate mode routines
1658 ======================
1660 void SpectateCopy(entity spectatee) {
1661 self.armortype = spectatee.armortype;
1662 self.armorvalue = spectatee.armorvalue;
1663 self.currentammo = spectatee.currentammo;
1664 self.effects = spectatee.effects;
1665 self.health = spectatee.health;
1667 self.items = spectatee.items;
1668 self.punchangle = spectatee.punchangle;
1669 self.view_ofs = spectatee.view_ofs;
1670 self.v_angle = spectatee.v_angle;
1671 self.viewzoom = spectatee.viewzoom;
1672 self.velocity = spectatee.velocity;
1673 self.dmg_take = spectatee.dmg_take;
1674 self.dmg_save = spectatee.dmg_save;
1675 self.dmg_inflictor = spectatee.dmg_inflictor;
1676 self.angles = spectatee.v_angle;
1677 self.fixangle = TRUE;
1678 setorigin(self, spectatee.origin);
1679 setsize(self, spectatee.mins, spectatee.maxs);
1682 float SpectateUpdate() {
1686 if (self == self.enemy)
1689 if(self.enemy.flags & FL_NOTARGET)
1692 SpectateCopy(self.enemy);
1697 float SpectateNext() {
1698 other = find(self.enemy, classname, "player");
1700 other = find(other, classname, "player");
1705 if(self.enemy.classname == "player") {
1707 WriteByte(MSG_ONE, SVC_SETVIEW);
1708 WriteEntity(MSG_ONE, self.enemy);
1709 self.wantswelcomemessage = 1;
1710 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1711 if(!SpectateUpdate())
1712 PutObserverInServer();
1721 ShowRespawnCountdown()
1723 Update a respawn countdown display.
1726 void ShowRespawnCountdown()
1729 if(self.deadflag == DEAD_NO) // just respawned?
1733 number = ceil(self.death_time - time);
1736 if(number <= self.respawn_countdown)
1738 self.respawn_countdown = number - 1;
1739 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
1740 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1745 void LeaveSpectatorMode()
1747 if(isJoinAllowed()) {
1748 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1749 self.classname = "player";
1750 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1751 JoinBestTeam(self, FALSE, TRUE);
1752 if(cvar("g_campaign"))
1753 campaign_bots_may_start = 1;
1754 PutClientInServer();
1755 if(!(self.flags & FL_NOTARGET))
1756 bprint ("^4", self.netname, "^4 is playing now\n");
1757 centerprint(self,"");
1760 stuffcmd(self,"menu_showteamselect\n");
1765 //player may not join because of g_maxplayers is set
1766 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1771 * Determines whether the player is allowed to join. This depends on cvar
1772 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1773 * it checks whether the number of currently playing players exceeds g_maxplayers.
1774 * @return bool TRUE if the player is allowed to join, false otherwise
1776 float isJoinAllowed() {
1777 if (!cvar("g_maxplayers"))
1781 local float currentlyPlaying;
1782 FOR_EACH_REALPLAYER(e) {
1783 if(e.classname == "player")
1784 currentlyPlaying += 1;
1786 if(currentlyPlaying < cvar("g_maxplayers"))
1793 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1794 * g_maxplayers_spectator_blocktime seconds
1796 void checkSpectatorBlock() {
1797 if(self.classname == "spectator" || self.classname == "observer") {
1798 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1799 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1805 float vercmp_recursive(string v1, string v2)
1811 dot1 = strstrofs(v1, ".", 0);
1812 dot2 = strstrofs(v2, ".", 0);
1816 s1 = substring(v1, 0, dot1);
1820 s2 = substring(v2, 0, dot2);
1822 r = stof(s1) - stof(s2);
1826 r = strcasecmp(s1, s2);
1839 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1842 float vercmp(string v1, string v2)
1844 if(strcasecmp(v1, v2) == 0) // early out check
1846 return vercmp_recursive(v1, v2);
1849 void ObserverThink()
1851 if (self.flags & FL_JUMPRELEASED) {
1852 if (self.BUTTON_JUMP && !self.version_mismatch) {
1853 self.welcomemessage_time = 0;
1854 self.flags = self.flags - FL_JUMPRELEASED;
1855 LeaveSpectatorMode();
1857 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1858 self.welcomemessage_time = 0;
1859 self.flags = self.flags - FL_JUMPRELEASED;
1860 if(SpectateNext() == 1) {
1861 self.classname = "spectator";
1865 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1866 self.flags = self.flags | FL_JUMPRELEASED;
1869 if(self.BUTTON_ZOOM)
1870 self.wantswelcomemessage = 0;
1871 if(self.wantswelcomemessage)
1872 PrintWelcomeMessage(self);
1875 void SpectatorThink()
1877 if (self.flags & FL_JUMPRELEASED) {
1878 if (self.BUTTON_JUMP && !self.version_mismatch) {
1879 self.welcomemessage_time = 0;
1880 self.flags = self.flags - FL_JUMPRELEASED;
1881 LeaveSpectatorMode();
1883 } else if(self.BUTTON_ATCK) {
1884 self.welcomemessage_time = 0;
1885 self.flags = self.flags - FL_JUMPRELEASED;
1886 if(SpectateNext() == 1) {
1887 self.classname = "spectator";
1889 self.classname = "observer";
1890 PutClientInServer();
1892 } else if (self.BUTTON_ATCK2) {
1893 self.welcomemessage_time = 0;
1894 self.flags = self.flags - FL_JUMPRELEASED;
1895 self.classname = "observer";
1896 PutClientInServer();
1898 if(!SpectateUpdate())
1899 PutObserverInServer();
1902 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1903 self.flags = self.flags | FL_JUMPRELEASED;
1906 if(self.BUTTON_ZOOM)
1907 self.wantswelcomemessage = 0;
1908 if(self.wantswelcomemessage)
1909 PrintWelcomeMessage(self);
1910 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1917 Called every frame for each client before the physics are run
1920 void() ctf_setstatus;
1921 .float vote_nagtime;
1922 void PlayerPreThink (void)
1925 checkSpectatorBlock();
1927 if(self.netname_previous != self.netname)
1929 if(cvar("sv_eventlog"))
1930 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1931 if(self.netname_previous)
1932 strunzone(self.netname_previous);
1933 self.netname_previous = strzone(self.netname);
1937 if(self.version_nagtime)
1938 if(self.cvar_g_nexuizversion)
1939 if(time > self.version_nagtime)
1941 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1943 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1945 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");
1946 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"));
1951 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1954 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");
1955 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"));
1959 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");
1960 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1964 self.version_nagtime = 0;
1968 if(self.cvar_scr_centertime)
1969 if(time > self.vote_nagtime)
1972 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1976 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1978 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1979 self.max_armorvalue = 0;
1983 antilag_record(self);
1985 if(self.classname == "player") {
1986 // if(self.netname == "Wazat")
1987 // bprint(self.classname, "\n");
1989 CheckRules_Player();
1991 if(self.BUTTON_INFO)
1992 PrintWelcomeMessage(self);
1994 if(g_lms || !cvar("sv_spectate"))
1995 if((time - self.jointime) <= cvar("welcome_message_time"))
1996 PrintWelcomeMessage(self);
1998 if (intermission_running)
2000 IntermissionThink (); // otherwise a button could be missed between
2001 return; // the think tics
2004 if(self.teleport_time)
2005 if(time > self.teleport_time)
2007 self.teleport_time = 0;
2008 self.effects = self.effects - (self.effects & EF_NODRAW);
2009 if(self.weaponentity)
2010 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2013 Nixnex_GiveCurrentWeapon();
2015 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2016 UpdateSelectedPlayer();
2018 //don't allow the player to turn around while game is paused!
2019 if(timeoutStatus == 2) {
2020 self.v_angle = self.lastV_angle;
2021 self.angles = self.lastV_angle;
2022 self.fixangle = TRUE;
2025 if (self.deadflag != DEAD_NO)
2027 float button_pressed, force_respawn;
2029 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2030 force_respawn = (g_lms || cvar("g_forced_respawn"));
2031 if (self.deadflag == DEAD_DYING)
2034 self.deadflag = DEAD_RESPAWNING;
2035 else if(!button_pressed)
2036 self.deadflag = DEAD_DEAD;
2038 else if (self.deadflag == DEAD_DEAD)
2041 self.deadflag = DEAD_RESPAWNABLE;
2043 else if (self.deadflag == DEAD_RESPAWNABLE)
2046 self.deadflag = DEAD_RESPAWNING;
2048 else if (self.deadflag == DEAD_RESPAWNING)
2050 if(time > self.death_time)
2052 self.death_time = time + 1; // only retry once a second
2056 ShowRespawnCountdown();
2060 if((g_race || g_lms) && !self.deadflag && cvar("g_lms_campcheck_interval"))
2064 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2065 dist = self.oldorigin - self.origin;
2067 self.lms_traveled_distance += fabs(vlen(dist));
2069 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
2071 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2072 self.lms_traveled_distance = 0;
2075 if(time > self.lms_nextcheck)
2077 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2078 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2080 centerprint(self, cvar_string("g_lms_campcheck_message"));
2081 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2082 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2083 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');
2085 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2086 self.lms_traveled_distance = 0;
2090 if (self.BUTTON_CROUCH && !self.hook.state)
2095 self.view_ofs = PL_CROUCH_VIEW_OFS;
2096 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2097 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2104 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2105 if (!trace_startsolid)
2107 self.crouch = FALSE;
2108 self.view_ofs = PL_VIEW_OFS;
2109 setsize (self, PL_MIN, PL_MAX);
2116 GrapplingHookFrame();
2121 float zoomfactor, zoomspeed, zoomdir;
2122 zoomfactor = self.cvar_cl_zoomfactor;
2123 if(zoomfactor < 1 || zoomfactor > 16)
2125 zoomspeed = self.cvar_cl_zoomspeed;
2126 if(zoomspeed >= 0) // < 0 is instant zoom
2127 if(zoomspeed < 0.5 || zoomspeed > 16)
2130 zoomdir = self.BUTTON_ZOOM;
2131 if(self.BUTTON_ATCK2)
2132 if(self.weapon == WEP_NEX)
2137 self.has_zoomed = 1;
2141 if(zoomspeed <= 0) // instant zoom
2144 self.viewzoom = 1 / zoomfactor;
2150 // geometric zoom would be:
2151 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2152 // however, testing showed that arithmetic/harmonic zoom works better
2154 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2155 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2156 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2158 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2159 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2160 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2164 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2172 minstagib_ammocheck();
2177 //self.angles_y=self.v_angle_y + 90; // temp
2179 //if (TetrisPreFrame()) return;
2180 } else if(gameover) {
2181 if (intermission_running)
2182 IntermissionThink (); // otherwise a button could be missed between
2184 } else if(self.classname == "observer") {
2186 } else if(self.classname == "spectator") {
2196 Called every frame for each client after the physics are run
2199 .float idlekick_lasttimeleft;
2200 .float race_penalty;
2201 .float race_penalty_nagged;
2202 void PlayerPostThink (void)
2204 // Savage: Check for nameless players
2205 if (strlen(self.netname) < 1) {
2206 self.netname = "Player";
2207 stuffcmd(self, "seta _cl_name Player\n");
2213 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2216 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2217 announce(self, "announcer/robotic/terminated.ogg");
2221 else if(timeleft <= 10)
2223 if(timeleft != self.idlekick_lasttimeleft)
2225 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2226 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2231 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2233 self.idlekick_lasttimeleft = timeleft;
2236 if(self.classname == "player") {
2237 CheckRules_Player();
2242 if (intermission_running)
2243 return; // intermission or finale
2245 //PrintWelcomeMessage(self);
2246 //if (TetrisPostFrame()) return;
2248 // restart countdown
2249 if (restart_countdown) {
2250 if(time < restart_countdown) {
2251 if (!cvar("sv_ready_restart_after_countdown"))
2253 if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2255 if(time < restart_countdown - 2)
2257 if(!self.race_penalty_nagged)
2259 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2260 self.race_penalty_nagged = 1;
2263 else if(!self.race_penalty)
2265 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2266 self.race_penalty = time + 5;
2269 self.movetype = MOVETYPE_NONE;
2270 self.velocity = '0 0 0';
2271 self.avelocity = '0 0 0';
2272 self.movement = '0 0 0';
2275 else if (time < self.race_penalty)
2277 self.movetype = MOVETYPE_NONE;
2278 self.velocity = '0 0 0';
2279 self.avelocity = '0 0 0';
2280 self.movement = '0 0 0';
2284 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2285 if (!cvar("sv_ready_restart_after_countdown"))
2287 if(self.movetype == MOVETYPE_NONE)
2289 self.movetype = MOVETYPE_WALK;
2291 self.race_penalty = 0;
2292 self.race_penalty_nagged = 0;
2297 } else if (self.classname == "observer") {
2299 } else if (self.classname == "spectator") {
2305 for(i = 0; i < 1000; ++i)
2308 end = self.origin + '0 0 1024' + 512 * randomvec();
2309 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2310 if(trace_fraction < 1)
2311 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2313 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");