1 .float wantswelcomemessage;
2 .string netname_previous;
4 void spawnfunc_info_player_survivor (void)
6 spawnfunc_info_player_deathmatch();
9 void spawnfunc_info_player_start (void)
11 spawnfunc_info_player_deathmatch();
14 void spawnfunc_info_player_deathmatch (void)
16 self.classname = "info_player_deathmatch";
17 relocate_spawnpoint();
25 self.team = activator.team;
26 some_spawn_has_been_used = 1;
31 // -1 if a spawn can't be used
32 // otherwise, a weight of the spawnpoint
33 float Spawn_Score(entity spot, entity playerlist, float teamcheck)
35 float shortest, thisdist;
38 // filter out spots for the wrong team
40 if(spot.team != teamcheck)
43 // filter out spots for assault
44 if(spot.target != "") {
46 ent = find(world, targetname, spot.target);
48 if(ent.classname == "target_objective")
49 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
51 ent = find(ent, targetname, spot.target);
56 shortest = vlen(world.maxs - world.mins);
57 for(player = playerlist; player; player = player.chain)
60 thisdist = vlen(player.origin - spot.origin);
61 if (thisdist < shortest)
69 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
71 local entity spot, spotlist, spotlistend;
78 for(spot = firstspot; spot; spot = spot.chain)
80 spot.frags = Spawn_Score(spot, playerlist, teamcheck);
82 if(cvar("spawn_debugview"))
84 setmodel(spot, "models/runematch/rune.mdl");
85 if(spot.frags < mindist)
87 spot.colormod = '1 0 0';
92 spot.colormod = '0 1 0';
93 spot.scale = spot.frags / mindist;
97 if(spot.frags >= 0) // spawning allowed here
99 if(spot.frags < mindist)
101 // too short distance
102 spawn_allgood = FALSE;
107 spawn_allbad = FALSE;
110 spotlistend.chain = spot;
117 if(spot.team != teamcheck)
118 error("invalid spawn added");
120 print("added ", etos(spot), "\n");
126 spotlistend.chain = world;
131 for(e = spotlist; e; e = e.chain)
133 print("seen ", etos(e), "\n");
134 if(e.team != teamcheck)
135 error("invalid spawn found");
142 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
144 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
145 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
148 RandomSelection_Init();
149 for(spot = firstspot; spot; spot = spot.chain)
150 RandomSelection_Add(spot, 0, pow(bound(lower, spot.frags, upper), exponent) * spot.cnt);
152 return RandomSelection_chosen_ent;
159 Finds a point to respawn
162 entity SelectSpawnPoint (float anypoint)
164 local float teamcheck;
165 local entity firstspot_new;
166 local entity spot, firstspot, playerlist;
168 spot = find (world, classname, "testplayerstart");
174 if(!anypoint && have_team_spawns)
175 teamcheck = self.team;
177 // get the list of players
178 playerlist = findchain(classname, "player");
179 // get the entire list of spots
180 firstspot = findchain(classname, "info_player_deathmatch");
181 // filter out the bad ones
182 // (note this returns the original list if none survived)
183 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
185 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
186 firstspot = firstspot_new;
188 // there is 50/50 chance of choosing a random spot or the furthest spot
189 // (this means that roughly every other spawn will be furthest, so you
190 // usually won't get fragged at spawn twice in a row)
191 if (arena_roundbased)
193 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
195 firstspot = firstspot_new;
196 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
198 else if (random() > cvar("g_spawn_furthest"))
199 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
201 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
203 if(cvar("spawn_debugview"))
205 print("spot mindistance: ", ftos(spot.frags), "\n");
209 for(e = firstspot; e; e = e.chain)
210 if(e.team != teamcheck)
211 error("invalid spawn found");
216 if(cvar("spawn_debug"))
220 if(some_spawn_has_been_used)
221 return world; // team can't spawn any more, because of actions of other team
223 error("Cannot find a spawn point - please fix the map!");
234 Checks if the argument string can be a valid playermodel.
235 Returns a valid one in doubt.
238 string FallbackPlayerModel = "models/player/marine.zym";
239 string CheckPlayerModel(string plyermodel) {
240 if(strlen(plyermodel) < 4)
241 return FallbackPlayerModel;
242 if( substring(plyermodel,0,14) != "models/player/")
243 return FallbackPlayerModel;
244 else if(cvar("sv_servermodelsonly"))
246 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
247 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
248 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
249 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
250 return FallbackPlayerModel;
251 if(!fexists(plyermodel))
252 return FallbackPlayerModel;
259 Client_customizeentityforclient
264 float Client_customizeentityforclient()
266 #ifdef ALLOW_VARIABLE_LOD
268 // other: the player viewing me
272 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
275 if(other.cvar_cl_playerdetailreduction <= 0)
277 if(other.cvar_cl_playerdetailreduction <= -2)
278 self.modelindex = self.modelindex_lod2;
279 else if(other.cvar_cl_playerdetailreduction <= -1)
280 self.modelindex = self.modelindex_lod1;
282 self.modelindex = self.modelindex_lod0;
286 distance = vlen(self.origin - other.origin);
287 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
289 self.modelindex = self.modelindex_lod2;
291 self.modelindex = self.modelindex_lod1;
293 self.modelindex = self.modelindex_lod0;
300 void UpdatePlayerSounds();
301 void setmodel_lod(entity e, string modelname)
303 #ifdef ALLOW_VARIABLE_LOD
306 // FIXME: this only supports 3-letter extensions
307 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
311 setmodel(e, s); // players have high precision
312 self.modelindex_lod1 = self.modelindex;
315 self.modelindex_lod1 = -1;
317 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
321 setmodel(e, s); // players have high precision
322 self.modelindex_lod2 = self.modelindex;
325 self.modelindex_lod2 = -1;
327 precache_model(modelname);
328 setmodel(e, modelname); // players have high precision
329 self.modelindex_lod0 = self.modelindex;
331 if(self.modelindex_lod1 < 0)
332 self.modelindex_lod1 = self.modelindex;
334 if(self.modelindex_lod2 < 0)
335 self.modelindex_lod2 = self.modelindex;
337 precache_model(modelname);
338 setmodel(e, modelname); // players have high precision
340 player_setupanimsformodel();
341 UpdatePlayerSounds();
348 putting a client as observer in the server
351 void ctf_UpdateCaptures();
352 void PutObserverInServer (void)
355 spot = SelectSpawnPoint (TRUE);
357 error("No spawnpoints for observers?!?\n");
358 RemoveGrapplingHook(self); // Wazat's Grappling Hook
360 if(clienttype(self) == CLIENTTYPE_REAL)
363 WriteByte(MSG_ONE, SVC_SETVIEW);
364 WriteEntity(MSG_ONE, self);
368 kh_Key_DropAll(self, TRUE);
371 DropFlag(self.flagcarried);
373 WaypointSprite_PlayerDead();
375 DistributeFragsAmongTeam(self, self.team, 1);
379 ctf_UpdateCaptures();
382 if(self.frags <= 0 && self.frags > -666 && g_lms && self.killcount != -666)
383 bprint ("^4", self.netname, "^4 has no more lives left\n");
384 else if(self.killcount != -666)
385 bprint ("^4", self.netname, "^4 is spectating now\n");
387 self.spectatortime = time;
389 self.classname = "observer";
391 self.takedamage = DAMAGE_NO;
392 self.solid = SOLID_NOT;
393 self.movetype = MOVETYPE_NOCLIP;
394 self.flags = FL_CLIENT | FL_NOTARGET;
395 self.armorvalue = 666;
397 self.armorvalue = cvar("g_balance_armor_start");
398 self.pauserotarmor_finished = 0;
399 self.pauserothealth_finished = 0;
400 self.pauseregen_finished = 0;
401 self.damageforcescale = 0;
409 self.pain_finished = 0;
410 self.strength_finished = 0;
411 self.invincible_finished = 0;
413 self.think = SUB_Null;
417 self.deadflag = DEAD_NO;
418 self.angles = spot.angles;
420 self.fixangle = TRUE;
423 self.view_ofs = PL_VIEW_OFS;
424 setorigin (self, spot.origin);
425 setsize (self, '0 0 0', '0 0 0');
426 self.oldorigin = self.origin;
431 self.weaponmodel = "";
432 self.weaponentity = world;
433 self.killcount = -666;
434 self.velocity = '0 0 0';
435 self.avelocity = '0 0 0';
436 self.punchangle = '0 0 0';
437 self.punchvector = '0 0 0';
438 self.oldvelocity = self.velocity;
439 self.customizeentityforclient = Client_customizeentityforclient;
441 self.wantswelcomemessage = 1;
447 Spawnqueue_Insert(self);
451 Spawnqueue_Unmark(self);
452 Spawnqueue_Remove(self);
459 float RestrictSkin(float s)
468 void FixPlayermodel()
470 local string defaultmodel;
471 local float defaultskin;
476 if(cvar("sv_defaultcharacter") == 1) {
481 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
482 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
485 if(defaultmodel == "")
487 defaultmodel = cvar_string("sv_defaultplayermodel");
488 defaultskin = cvar("sv_defaultplayerskin");
492 if(defaultmodel != "")
494 if (defaultmodel != self.model)
498 setmodel_lod (self, defaultmodel);
499 setsize (self, m1, m2);
502 self.skin = defaultskin;
504 if (self.playermodel != self.model)
506 self.playermodel = CheckPlayerModel(self.playermodel);
509 setmodel_lod (self, self.playermodel);
510 setsize (self, m1, m2);
513 self.skin = RestrictSkin(stof(self.playerskin));
517 if(strlen(cvar_string("sv_defaultplayercolors")))
518 if(self.clientcolors != cvar("sv_defaultplayercolors"))
519 setcolor(self, cvar("sv_defaultplayercolors"));
526 Called when a client spawns in the server
529 //void() ctf_playerchanged;
530 void PutClientInServer (void)
532 if(clienttype(self) == CLIENTTYPE_BOT)
534 self.classname = "player";
536 else if(clienttype(self) == CLIENTTYPE_REAL)
539 WriteByte(MSG_ONE, SVC_SETVIEW);
540 WriteEntity(MSG_ONE, self);
543 // player is dead and becomes observer
544 if(g_lms && self.frags < 1)
545 self.classname = "observer";
549 self.classname = "observer";
551 if(self.classname == "player") {
554 spot = SelectSpawnPoint (FALSE);
557 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
558 return; // spawn failed
561 RemoveGrapplingHook(self); // Wazat's Grappling Hook
563 self.classname = "player";
564 self.iscreature = TRUE;
565 self.movetype = MOVETYPE_WALK;
566 self.solid = SOLID_SLIDEBOX;
567 self.flags = FL_CLIENT;
568 self.takedamage = DAMAGE_AIM;
570 self.effects = EF_FULLBRIGHT;
573 self.air_finished = time + 12;
576 self.ammo_shells = start_ammo_shells;
577 self.ammo_nails = start_ammo_nails;
578 self.ammo_rockets = start_ammo_rockets;
579 self.ammo_cells = start_ammo_cells;
580 self.health = start_health;
581 self.armorvalue = start_armorvalue;
582 self.items = start_items;
583 self.switchweapon = start_switchweapon;
584 self.cnt = start_switchweapon;
586 self.jump_interval = time;
588 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
589 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
590 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
591 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
592 //extend the pause of rotting if client was reset at the beginning of the countdown
593 if(!cvar("sv_ready_restart_after_countdown") && time < restart_countdown) {
594 self.spawnshieldtime += RESTART_COUNTDOWN;
595 self.pauserotarmor_finished += RESTART_COUNTDOWN;
596 self.pauserothealth_finished += RESTART_COUNTDOWN;
597 self.pauseregen_finished += RESTART_COUNTDOWN;
599 self.damageforcescale = 2;
606 self.pain_finished = 0;
607 self.strength_finished = 0;
608 self.invincible_finished = 0;
610 //self.speed_finished = 0;
611 //self.slowmo_finished = 0;
612 // players have no think function
613 self.think = SUB_Null;
619 self.deadflag = DEAD_NO;
621 self.angles = spot.angles;
623 self.angles_z = 0; // never spawn tilted even if the spot says to
624 self.fixangle = TRUE; // turn this way immediately
625 self.velocity = '0 0 0';
626 self.avelocity = '0 0 0';
627 self.punchangle = '0 0 0';
628 self.punchvector = '0 0 0';
629 self.oldvelocity = self.velocity;
634 self.customizeentityforclient = Client_customizeentityforclient;
640 self.view_ofs = PL_VIEW_OFS;
641 setsize (self, PL_MIN, PL_MAX);
642 self.spawnorigin = spot.origin;
643 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
644 // don't reset back to last position, even if new position is stuck in solid
645 self.oldorigin = self.origin;
649 Spawnqueue_Remove(self);
650 Spawnqueue_Mark(self);
653 self.event_damage = PlayerDamage;
655 self.bot_attack = TRUE;
657 self.statdraintime = time + 5;
658 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
660 if(self.killcount == -666) {
667 self.cnt = WEP_LASER;
668 self.nixnex_lastchange_id = -1;
670 CL_SpawnWeaponentity();
671 self.alpha = default_player_alpha;
672 self.colormod = '1 1 1' * cvar("g_player_brightness");
673 self.exteriorweaponentity.alpha = default_weapon_alpha;
675 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
676 self.lms_traveled_distance = 0;
677 self.speedrunning = FALSE;
679 if(cvar("spawn_debug"))
681 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
682 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
685 //stuffcmd(self, "chase_active 0");
686 //stuffcmd(self, "set viewsize $tmpviewsize \n");
688 if (cvar("g_spawnsound"))
689 sound (self, CHAN_AUTO, "misc/spawn.wav", 1, ATTN_NORM);
692 if(self.team == assault_attacker_team)
693 centerprint(self, "You are attacking!\n");
695 centerprint(self, "You are defending!\n");
698 } else if(self.classname == "observer") {
699 PutObserverInServer ();
703 // ctf_playerchanged();
710 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
713 void SendCSQCInfo(void)
715 if(clienttype(self) != CLIENTTYPE_REAL)
718 WriteByte(MSG_ONE, SVC_TEMPENTITY);
719 WriteByte(MSG_ONE, TE_CSQC_INIT);
720 WriteByte(MSG_ONE, maxclients-1);
728 void SetNewParms (void)
730 // initialize parms for a new player
731 parm1 = -(86400 * 366);
739 void SetChangeParms (void)
741 // save parms for level change
742 parm1 = self.parm_idlesince - time;
750 void DecodeLevelParms (void)
753 self.parm_idlesince = parm1;
754 if(self.parm_idlesince == -(86400 * 366))
755 self.parm_idlesince = time;
762 Called when a client types 'kill' in the console
766 void ClientKill_Now_TeamChange()
771 ctf_UpdateCaptures();
773 if(self.killindicator_teamchange == -1)
776 JoinBestTeam( self, FALSE, FALSE );
780 SV_ChangeTeam(self.killindicator_teamchange - 1);
784 void ClientKill_Now()
786 if(self.killindicator_teamchange)
787 ClientKill_Now_TeamChange();
790 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
792 void KillIndicator_Think()
794 if (!self.owner.modelindex)
796 self.owner.killindicator = world;
804 ClientKill_Now(); // no oldself needed
810 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
811 if(clienttype(self.owner) == CLIENTTYPE_REAL)
814 play2(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
815 if(self.owner.killindicator_teamchange)
817 if(self.owner.killindicator_teamchange == -1)
818 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
820 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
823 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
825 self.nextthink = time + 1;
830 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
834 killtime = cvar("g_balance_kill_delay");
836 self.killindicator_teamchange = targetteam;
838 if(!self.killindicator)
840 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
846 self.killindicator = spawn();
847 self.killindicator.owner = self;
848 self.killindicator.scale = 0.5;
849 setattachment(self.killindicator, self, "");
850 setorigin(self.killindicator, '0 0 52');
851 self.killindicator.think = KillIndicator_Think;
852 self.killindicator.nextthink = time + (self.lip) * 0.05;
853 self.killindicator.cnt = ceil(killtime);
854 self.killindicator.count = bound(0, ceil(killtime), 10);
855 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
857 for(e = world; (e = find(e, classname, "body")) != world; )
861 e.killindicator = spawn();
862 e.killindicator.owner = e;
863 e.killindicator.scale = 0.5;
864 setattachment(e.killindicator, e, "");
865 setorigin(e.killindicator, '0 0 52');
866 e.killindicator.think = KillIndicator_Think;
867 e.killindicator.nextthink = time + (e.lip) * 0.05;
868 e.killindicator.cnt = ceil(killtime);
873 if(self.killindicator)
876 self.killindicator.colormod = TeamColor(targetteam);
878 self.killindicator.colormod = '0 0 0';
882 void ClientKill (void)
884 ClientKill_TeamChange(0);
887 void DoTeamChange(float destteam)
890 if(!cvar("teamplay"))
893 SetPlayerColors(self, destteam);
896 if(self.classname == "player")
899 CheckAllowedTeams(self);
900 t = FindSmallestTeam(self, TRUE);
903 case COLOR_TEAM1: c0 = c1; break;
904 case COLOR_TEAM2: c0 = c2; break;
905 case COLOR_TEAM3: c0 = c3; break;
906 case COLOR_TEAM4: c0 = c4; break;
913 destteam = COLOR_TEAM1;
917 destteam = COLOR_TEAM2;
921 destteam = COLOR_TEAM3;
925 destteam = COLOR_TEAM4;
931 if(destteam == self.team && !self.killindicator)
933 ClientKill_TeamChange(destteam);
936 void FixClientCvars(entity e)
938 // send prediction settings to the client
939 stuffcmd(e, "\nin_bindmap 0 0\n");
941 * we no longer need to stuff this. Remove this comment block if you feel
942 * 2.3 and higher (or was it 2.2.3?) don't need these any more
943 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
944 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
945 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
946 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
947 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
948 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
949 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
950 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
951 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
952 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
953 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
954 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
955 stuffcmd(e, "cl_movement_edgefriction 1\n");
963 Called when a client connects to the server
966 //void ctf_clientconnect();
967 string ColoredTeamName(float t);
968 void DecodeLevelParms (void);
969 void ctf_SendCaptures(entity);
970 //void dom_player_join_team(entity pl);
971 void ClientConnect (void)
976 if(Ban_IsClientBanned(self))
978 s = strcat("^1NOTE:^7 banned client ", self.netaddress, " just tried to enter\n");
986 self.classname = "player_joining";
987 self.flags = self.flags | FL_CLIENT;
988 self.version_nagtime = time + 10 + random() * 10;
992 dprint("BUG player count is lower than zero, this cannot happen!\n");
999 // dom_player_join_team(self);
1001 //JoinBestTeam(self, FALSE, FALSE);
1003 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1004 self.classname = "observer";
1006 self.classname = "player";
1007 campaign_bots_may_start = 1;
1010 self.playerid = (playerid_last = playerid_last + 1);
1011 if(cvar("sv_eventlog"))
1013 if(clienttype(self) == CLIENTTYPE_REAL)
1017 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
1018 s = strcat(":team:", ftos(self.playerid), ":");
1019 s = strcat(s, ftos(self.team));
1020 GameLogEcho(s, FALSE);
1022 self.netname_previous = strzone(self.netname);
1024 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1026 bprint ("^4",self.netname);
1027 bprint ("^4 connected");
1029 if(g_domination || g_ctf)
1031 bprint(" and joined the ");
1032 bprint(ColoredTeamName(self.team));
1037 self.welcomemessage_time = 0;
1039 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1040 // TODO: is this being used for anything else than cd tracks?
1041 // Remember: SVC_CDTRACK exists. Maybe it should be used.
1043 stuffcmd(self, "cl_particles_reloadeffects\n");
1045 FixClientCvars(self);
1047 // spawnfunc_waypoint sprites
1048 WaypointSprite_InitClient(self);
1050 // Wazat's grappling hook
1051 SetGrappleHookBindings();
1053 // get autoswitch state from player when he toggles it
1054 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1056 // get version info from player
1057 stuffcmd(self, "cmd clientversion $gameversion\n");
1059 // send all weapon info strings
1060 stuffcmd(self, "register_bestweapon clear\n"); // clear the Quake stuff
1062 while (wep <= WEP_LAST)
1064 weapon_action(wep, WR_REGISTER);
1068 // get other cvars from player
1071 // set cvar for team scoreboard
1075 t = cvar("teamplay");
1076 // 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
1077 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1080 stuffcmd(self, "set teamplay 0\n");
1082 // notify about available teams
1085 CheckAllowedTeams(self);
1086 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1087 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1090 stuffcmd(self, "set _teams_available 0\n");
1092 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1096 self.frags = LMS_NewPlayerLives();
1102 self.classname = "observer";
1103 Spawnqueue_Insert(self);
1107 ctf_clientconnect();
1113 bot_relinkplayerlist();
1115 self.spectatortime = time;
1118 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"));
1121 self.jointime = time;
1122 self.allowedTimeouts = cvar("sv_timeout_number");
1125 ctf_SendCaptures(self);
1132 Called when a client disconnects from the server
1135 void(entity e) DropFlag;
1136 .entity chatbubbleentity;
1137 .entity teambubbleentity;
1138 //void() ctf_clientdisconnect;
1139 void ClientDisconnect (void)
1146 if(cvar("sv_eventlog"))
1147 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
1148 bprint ("^4",self.netname);
1149 bprint ("^4 disconnected\n");
1151 if (self.chatbubbleentity)
1153 remove (self.chatbubbleentity);
1154 self.chatbubbleentity = world;
1157 if (self.teambubbleentity)
1159 remove (self.teambubbleentity);
1160 self.teambubbleentity = world;
1163 if (self.killindicator)
1165 remove (self.killindicator);
1166 self.killindicator = world;
1169 WaypointSprite_PlayerGone();
1172 kh_Key_DropAll(self, TRUE);
1174 if(self.flagcarried)
1175 DropFlag(self.flagcarried);
1177 DistributeFragsAmongTeam(self, self.team, 1);
1181 ctf_UpdateCaptures();
1185 self.flags = self.flags - (self.flags & FL_CLIENT);
1186 bot_relinkplayerlist();
1190 if(self.weaponentity)
1191 if(self.weaponentity.lasertarget)
1192 remove(self.weaponentity.lasertarget);
1196 Spawnqueue_Unmark(self);
1197 Spawnqueue_Remove(self);
1201 ctf_clientdisconnect();
1205 if(self.netname_previous)
1206 strunzone(self.netname_previous);
1213 void ChatBubbleThink()
1215 self.nextthink = time;
1216 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1218 self.owner.chatbubbleentity = world;
1222 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1223 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1224 self.model = self.mdl;
1229 void UpdateChatBubble()
1231 if (!self.modelindex)
1233 // spawn a chatbubble entity if needed
1234 if (!self.chatbubbleentity)
1236 self.chatbubbleentity = spawn();
1237 self.chatbubbleentity.owner = self;
1238 self.chatbubbleentity.exteriormodeltoclient = self;
1239 self.chatbubbleentity.think = ChatBubbleThink;
1240 self.chatbubbleentity.nextthink = time;
1241 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1242 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1243 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1244 self.chatbubbleentity.model = "";
1245 self.chatbubbleentity.effects = EF_LOWPRECISION;
1250 void TeamBubbleThink()
1252 self.nextthink = time;
1253 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1255 self.owner.teambubbleentity = world;
1259 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1260 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1263 self.model = self.mdl;
1267 float TeamBubble_customizeentityforclient()
1269 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1272 void UpdateTeamBubble()
1274 if (!self.modelindex || !cvar("teamplay"))
1276 // spawn a teambubble entity if needed
1277 if (!self.teambubbleentity && cvar("teamplay"))
1279 self.teambubbleentity = spawn();
1280 self.teambubbleentity.owner = self;
1281 self.teambubbleentity.exteriormodeltoclient = self;
1282 self.teambubbleentity.think = TeamBubbleThink;
1283 self.teambubbleentity.nextthink = time;
1284 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1285 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1286 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1287 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1288 self.teambubbleentity.mdl = self.teambubbleentity.model;
1289 self.teambubbleentity.model = self.teambubbleentity.mdl;
1290 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1291 self.teambubbleentity.effects = EF_LOWPRECISION;
1295 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1296 // added to the model skins
1297 /*void UpdateColorModHack()
1300 c = self.clientcolors & 15;
1301 // LordHavoc: only bothering to support white, green, red, yellow, blue
1302 if (teamplay == 0) self.colormod = '0 0 0';
1303 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1304 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1305 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1306 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1307 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1308 else self.colormod = '1 1 1';
1314 self.effects |= EF_NODRAW; // prevent another CopyBody
1315 PutClientInServer();
1319 * When sv_timeout is used this function returs strings like
1320 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1321 * Called by centerprint functions
1322 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1324 string getTimeoutText(float addOneSecond) {
1325 if (!cvar("sv_timeout") || !timeoutStatus)
1328 local string retStr;
1329 if (timeoutStatus == 1) {
1330 if (addOneSecond == 1) {
1331 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1334 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1338 else if (timeoutStatus == 2) {
1340 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1341 //don't show messages like "Timeout ends in 0 seconds"...
1342 if ((remainingTimeoutTime + 1) > 0)
1348 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1349 //don't show messages like "Timeout ends in 0 seconds"...
1350 if (remainingTimeoutTime > 0)
1359 void player_powerups (void)
1363 if (self.items & IT_STRENGTH)
1365 if (time > self.strength_finished)
1367 if (g_minstagib_invis_alpha > 0)
1369 self.alpha = default_player_alpha;
1370 self.exteriorweaponentity.alpha = default_weapon_alpha;
1371 self.effects = self.effects | EF_FULLBRIGHT;
1375 self.effects -= self.effects & EF_NODRAW;
1377 self.items = self.items - (self.items & IT_STRENGTH);
1378 sprint(self, "^3Invisibility has worn off\n");
1383 if (time < self.strength_finished)
1385 if (g_minstagib_invis_alpha > 0)
1387 self.alpha = g_minstagib_invis_alpha;
1388 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1389 self.effects -= self.effects & EF_FULLBRIGHT;
1393 self.effects = self.effects | EF_NODRAW;
1395 self.items = self.items | IT_STRENGTH;
1396 sprint(self, "^3You are invisible\n");
1400 if (self.items & IT_INVINCIBLE)
1402 if (time > self.invincible_finished)
1404 self.items = self.items - (self.items & IT_INVINCIBLE);
1405 sprint(self, "^3Speed has worn off\n");
1410 if (time < self.invincible_finished)
1412 self.items = self.items | IT_INVINCIBLE;
1413 sprint(self, "^3You are on speed\n");
1419 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1420 if (self.items & IT_STRENGTH)
1422 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1423 if (time > self.strength_finished)
1425 self.items = self.items - (self.items & IT_STRENGTH);
1426 sprint(self, "^3Strength has worn off\n");
1431 if (time < self.strength_finished)
1433 self.items = self.items | IT_STRENGTH;
1434 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1437 if (self.items & IT_INVINCIBLE)
1439 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1440 if (time > self.invincible_finished)
1442 self.items = self.items - (self.items & IT_INVINCIBLE);
1443 sprint(self, "^3Shield has worn off\n");
1448 if (time < self.invincible_finished)
1450 self.items = self.items | IT_INVINCIBLE;
1451 sprint(self, "^3Shield surrounds you\n");
1455 if (cvar("g_fullbrightplayers"))
1456 self.effects = self.effects | EF_FULLBRIGHT;
1458 // midair gamemode: damage only while in the air
1459 // if in midair mode, being on ground grants temporary invulnerability
1460 // (this is so that multishot weapon don't clear the ground flag on the
1461 // first damage in the frame, leaving the player vulnerable to the
1462 // remaining hits in the same frame)
1463 if (self.flags & FL_ONGROUND)
1465 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1467 if (time < self.spawnshieldtime)
1468 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1471 float CalcRegen(float current, float stable, float regenfactor)
1473 if(current > stable)
1475 else if(current > stable - 0.25) // when close enough, "snap"
1478 return min(stable, current + (stable - current) * regenfactor * frametime);
1481 void player_regen (void)
1483 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1484 maxh = cvar("g_balance_health_stable");
1485 maxa = cvar("g_balance_armor_stable");
1486 limith = cvar("g_balance_health_limit");
1487 limita = cvar("g_balance_armor_limit");
1489 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1492 max_mod = regen_mod = rot_mod = limit_mod = 1;
1494 if (self.runes & RUNE_REGEN)
1496 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1498 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1499 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1500 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1504 regen_mod = cvar("g_balance_rune_regen_regenrate");
1505 max_mod = cvar("g_balance_rune_regen_hpmod");
1506 limit_mod = cvar("g_balance_rune_regen_limitmod");
1509 else if (self.runes & CURSE_VENOM)
1511 max_mod = cvar("g_balance_curse_venom_hpmod");
1512 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1513 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1515 rot_mod = cvar("g_balance_curse_venom_rotrate");
1516 limit_mod = cvar("g_balance_curse_venom_limitmod");
1517 //if (!self.runes & RUNE_REGEN)
1518 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1520 maxh = maxh * max_mod;
1521 //maxa = maxa * max_mod;
1522 limith = limith * limit_mod;
1523 limita = limita * limit_mod;
1525 if (self.armorvalue > maxa)
1527 if (time > self.pauserotarmor_finished)
1529 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1530 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1533 else if (self.armorvalue < maxa)
1535 if (time > self.pauseregen_finished)
1537 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1538 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1541 if (self.health > maxh)
1543 if (time > self.pauserothealth_finished)
1545 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1546 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1549 else if (self.health < maxh)
1551 if (time > self.pauseregen_finished)
1553 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1554 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1558 if (self.health > limith)
1559 self.health = limith;
1560 if (self.armorvalue > limita)
1561 self.armorvalue = limita;
1563 // if player rotted to death... die!
1565 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1569 ======================
1570 spectate mode routines
1571 ======================
1573 void SpectateCopy(entity spectatee) {
1574 self.armortype = spectatee.armortype;
1575 self.armorvalue = spectatee.armorvalue;
1576 self.currentammo = spectatee.currentammo;
1577 self.effects = spectatee.effects;
1578 self.health = spectatee.health;
1580 self.items = spectatee.items;
1581 self.punchangle = spectatee.punchangle;
1582 self.view_ofs = spectatee.view_ofs;
1583 self.v_angle = spectatee.v_angle;
1584 self.viewzoom = spectatee.viewzoom;
1585 self.velocity = spectatee.velocity;
1586 self.dmg_take = spectatee.dmg_take;
1587 self.dmg_save = spectatee.dmg_save;
1588 self.dmg_inflictor = spectatee.dmg_inflictor;
1589 self.angles = spectatee.v_angle;
1590 self.fixangle = TRUE;
1591 setorigin(self, spectatee.origin);
1592 setsize(self, spectatee.mins, spectatee.maxs);
1595 float SpectateUpdate() {
1599 if (self == self.enemy)
1602 if(self.enemy.flags & FL_NOTARGET)
1605 SpectateCopy(self.enemy);
1610 float SpectateNext() {
1611 other = find(self.enemy, classname, "player");
1613 other = find(other, classname, "player");
1618 if(self.enemy.classname == "player") {
1620 WriteByte(MSG_ONE, SVC_SETVIEW);
1621 WriteEntity(MSG_ONE, self.enemy);
1622 self.wantswelcomemessage = 1;
1623 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1624 if(!SpectateUpdate())
1625 PutObserverInServer();
1634 ShowRespawnCountdown()
1636 Update a respawn countdown display.
1639 void ShowRespawnCountdown()
1642 if(self.deadflag == DEAD_NO) // just respawned?
1646 number = ceil(self.death_time - time);
1649 if(number <= self.respawn_countdown)
1651 self.respawn_countdown = number - 1;
1652 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
1653 play2(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1658 void LeaveSpectatorMode()
1660 if(isJoinAllowed()) {
1661 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1662 self.classname = "player";
1663 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1664 JoinBestTeam(self, FALSE, TRUE);
1665 if(cvar("g_campaign"))
1666 campaign_bots_may_start = 1;
1667 PutClientInServer();
1668 if(!(self.flags & FL_NOTARGET))
1669 bprint ("^4", self.netname, "^4 is playing now\n");
1670 centerprint(self,"");
1673 stuffcmd(self,"menu_showteamselect\n");
1678 //player may not join because of g_maxplayers is set
1679 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1684 * Determines whether the player is allowed to join. This depends on cvar
1685 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1686 * it checks whether the number of currently playing players exceeds g_maxplayers.
1687 * @return bool TRUE if the player is allowed to join, false otherwise
1689 float isJoinAllowed() {
1690 if (!cvar("g_maxplayers"))
1694 local float currentlyPlaying;
1695 FOR_EACH_REALPLAYER(e) {
1696 if(e.classname == "player")
1697 currentlyPlaying += 1;
1699 if(currentlyPlaying < cvar("g_maxplayers"))
1706 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1707 * g_maxplayers_spectator_blocktime seconds
1709 void checkSpectatorBlock() {
1710 if(self.classname == "spectator" || self.classname == "observer") {
1711 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1712 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1718 float vercmp_recursive(string v1, string v2)
1724 dot1 = strstrofs(v1, ".", 0);
1725 dot2 = strstrofs(v2, ".", 0);
1729 s1 = substring(v1, 0, dot1);
1733 s2 = substring(v2, 0, dot2);
1735 r = stof(s1) - stof(s2);
1739 r = strcasecmp(s1, s2);
1752 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1755 float vercmp(string v1, string v2)
1757 if(strcasecmp(v1, v2) == 0) // early out check
1759 return vercmp_recursive(v1, v2);
1762 void ObserverThink()
1764 if (self.flags & FL_JUMPRELEASED) {
1765 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1766 self.welcomemessage_time = 0;
1767 self.flags = self.flags - FL_JUMPRELEASED;
1768 LeaveSpectatorMode();
1770 } else if(self.BUTTON_ATCK && self.version == cvar("gameversion")) {
1771 self.welcomemessage_time = 0;
1772 self.flags = self.flags - FL_JUMPRELEASED;
1773 if(SpectateNext() == 1) {
1774 self.classname = "spectator";
1778 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1779 self.flags = self.flags | FL_JUMPRELEASED;
1782 if(self.BUTTON_ZOOM)
1783 self.wantswelcomemessage = 0;
1784 if(self.wantswelcomemessage)
1785 PrintWelcomeMessage(self);
1788 void SpectatorThink()
1790 if (self.flags & FL_JUMPRELEASED) {
1791 if (self.BUTTON_JUMP && self.version == cvar("gameversion")) {
1792 self.welcomemessage_time = 0;
1793 self.flags = self.flags - FL_JUMPRELEASED;
1794 LeaveSpectatorMode();
1796 } else if(self.BUTTON_ATCK) {
1797 self.welcomemessage_time = 0;
1798 self.flags = self.flags - FL_JUMPRELEASED;
1799 if(SpectateNext() == 1) {
1800 self.classname = "spectator";
1802 self.classname = "observer";
1803 PutClientInServer();
1805 } else if (self.BUTTON_ATCK2) {
1806 self.welcomemessage_time = 0;
1807 self.flags = self.flags - FL_JUMPRELEASED;
1808 self.classname = "observer";
1809 PutClientInServer();
1811 if(!SpectateUpdate())
1812 PutObserverInServer();
1815 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1816 self.flags = self.flags | FL_JUMPRELEASED;
1819 if(self.BUTTON_ZOOM)
1820 self.wantswelcomemessage = 0;
1821 if(self.wantswelcomemessage)
1822 PrintWelcomeMessage(self);
1823 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1830 Called every frame for each client before the physics are run
1833 void() ctf_setstatus;
1834 .float vote_nagtime;
1835 void PlayerPreThink (void)
1838 checkSpectatorBlock();
1840 if(self.netname_previous != self.netname)
1842 if(cvar("sv_eventlog"))
1843 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname), TRUE);
1844 if(self.netname_previous)
1845 strunzone(self.netname_previous);
1846 self.netname_previous = strzone(self.netname);
1850 if(self.version_nagtime)
1851 if(self.cvar_g_nexuizversion)
1852 if(time > self.version_nagtime)
1854 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
1856 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
1858 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");
1859 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"));
1864 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
1867 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");
1868 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"));
1872 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");
1873 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
1877 self.version_nagtime = 0;
1881 if(self.cvar_scr_centertime)
1882 if(time > self.vote_nagtime)
1885 self.vote_nagtime = time + self.cvar_scr_centertime * 0.6;
1889 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
1891 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
1892 self.max_armorvalue = 0;
1896 antilag_record(self);
1898 if(self.classname == "player") {
1899 // if(self.netname == "Wazat")
1900 // bprint(self.classname, "\n");
1902 CheckRules_Player();
1904 if(self.BUTTON_INFO)
1905 PrintWelcomeMessage(self);
1907 if(g_lms || !cvar("sv_spectate"))
1908 if((time - self.jointime) <= cvar("welcome_message_time"))
1909 PrintWelcomeMessage(self);
1911 if (intermission_running)
1913 IntermissionThink (); // otherwise a button could be missed between
1914 return; // the think tics
1917 if(self.teleport_time)
1918 if(time > self.teleport_time)
1920 self.teleport_time = 0;
1921 self.effects = self.effects - (self.effects & EF_NODRAW);
1922 if(self.weaponentity)
1923 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
1926 Nixnex_GiveCurrentWeapon();
1928 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
1929 UpdateSelectedPlayer();
1931 //don't allow the player to turn around while game is paused!
1932 if(timeoutStatus == 2) {
1933 self.v_angle = self.lastV_angle;
1934 self.angles = self.lastV_angle;
1935 self.fixangle = TRUE;
1938 if (self.deadflag != DEAD_NO)
1940 float button_pressed, force_respawn;
1942 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
1943 force_respawn = (g_lms || cvar("g_forced_respawn"));
1944 if (self.deadflag == DEAD_DYING)
1947 self.deadflag = DEAD_RESPAWNING;
1948 else if(!button_pressed)
1949 self.deadflag = DEAD_DEAD;
1951 else if (self.deadflag == DEAD_DEAD)
1954 self.deadflag = DEAD_RESPAWNABLE;
1956 else if (self.deadflag == DEAD_RESPAWNABLE)
1959 self.deadflag = DEAD_RESPAWNING;
1961 else if (self.deadflag == DEAD_RESPAWNING)
1963 if(time > self.death_time)
1965 self.death_time = time + 1; // only retry once a second
1969 ShowRespawnCountdown();
1973 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
1977 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1978 dist = self.oldorigin - self.origin;
1980 self.lms_traveled_distance += fabs(vlen(dist));
1982 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < restart_countdown))
1984 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1985 self.lms_traveled_distance = 0;
1988 if(time > self.lms_nextcheck)
1990 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1991 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1993 centerprint(self, cvar_string("g_lms_campcheck_message"));
1994 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1995 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1996 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');
1998 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1999 self.lms_traveled_distance = 0;
2003 if (self.BUTTON_CROUCH && !self.hook.state)
2008 self.view_ofs = PL_CROUCH_VIEW_OFS;
2009 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2010 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2017 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2018 if (!trace_startsolid)
2020 self.crouch = FALSE;
2021 self.view_ofs = PL_VIEW_OFS;
2022 setsize (self, PL_MIN, PL_MAX);
2029 GrapplingHookFrame();
2034 float zoomfactor, zoomspeed, zoomdir;
2035 zoomfactor = self.cvar_cl_zoomfactor;
2036 if(zoomfactor < 1 || zoomfactor > 16)
2038 zoomspeed = self.cvar_cl_zoomspeed;
2039 if(zoomspeed >= 0) // < 0 is instant zoom
2040 if(zoomspeed < 0.5 || zoomspeed > 16)
2043 zoomdir = self.BUTTON_ZOOM;
2044 if(self.BUTTON_ATCK2)
2045 if(self.weapon == WEP_NEX)
2050 self.has_zoomed = 1;
2054 if(zoomspeed <= 0) // instant zoom
2057 self.viewzoom = 1 / zoomfactor;
2063 // geometric zoom would be:
2064 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom * pow(zoomfactor, (zoomdir ? -1 : 1) * frametime * zoomspeed), 1);
2065 // however, testing showed that arithmetic/harmonic zoom works better
2067 // self.viewzoom = 1 / bound(1, 1 / self.viewzoom + (zoomdir ? 1 : -1) * frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2068 // zoom in = arithmetic: 1x, 2x, 3x, 4x, ..., 8x
2069 self.viewzoom = 1 / bound(1, 1 / self.viewzoom + frametime * zoomspeed * (zoomfactor - 1), zoomfactor);
2071 // self.viewzoom = bound(1 / zoomfactor, self.viewzoom + (zoomdir ? -1 : 1) * frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2072 // zoom out = harmonic: 8/1x, 8/2x, 8/3x, 8/4x, ..., 8/8x
2073 self.viewzoom = bound(1 / zoomfactor, self.viewzoom + frametime * zoomspeed * (1 - 1 / zoomfactor), 1);
2077 self.viewzoom = min(1, self.viewzoom + frametime); // spawn zoom-in
2085 minstagib_ammocheck();
2090 //self.angles_y=self.v_angle_y + 90; // temp
2092 //if (TetrisPreFrame()) return;
2093 } else if(gameover) {
2094 if (intermission_running)
2095 IntermissionThink (); // otherwise a button could be missed between
2097 } else if(self.classname == "observer") {
2099 } else if(self.classname == "spectator") {
2109 Called every frame for each client after the physics are run
2112 .float idlekick_lasttimeleft;
2113 void PlayerPostThink (void)
2115 // Savage: Check for nameless players
2116 if (strlen(self.netname) < 1) {
2117 self.netname = "Player";
2118 stuffcmd(self, "seta _cl_name Player\n");
2124 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2127 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2128 play2(self, "announcer/robotic/terminated.ogg");
2132 else if(timeleft <= 10)
2134 if(timeleft != self.idlekick_lasttimeleft)
2136 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2137 play2(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2142 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2144 self.idlekick_lasttimeleft = timeleft;
2147 if(self.classname == "player") {
2148 CheckRules_Player();
2153 if (intermission_running)
2154 return; // intermission or finale
2156 //PrintWelcomeMessage(self);
2157 //if (TetrisPostFrame()) return;
2159 // restart countdown
2160 if (restart_countdown) {
2161 if(time < restart_countdown) {
2162 if (!cvar("sv_ready_restart_after_countdown"))
2164 self.movetype = MOVETYPE_NONE;
2165 self.velocity = '0 0 0';
2166 self.avelocity = '0 0 0';
2167 self.movement = '0 0 0';
2172 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2173 if (!cvar("sv_ready_restart_after_countdown"))
2175 if(self.movetype == MOVETYPE_NONE)
2177 self.movetype = MOVETYPE_WALK;
2183 } else if (self.classname == "observer") {
2185 } else if (self.classname == "spectator") {