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
69 if(ent.race_checkpoint != 0)
71 if(spot.race_place != race_lowest_place_spawn)
76 if(ent.race_checkpoint != race_PreviousCheckpoint(self.race_checkpoint))
80 if(pl > race_highest_place_spawn)
82 if(spot.race_place != pl)
91 ent = find(ent, targetname, spot.target);
99 shortest = vlen(world.maxs - world.mins);
100 for(player = playerlist; player; player = player.chain)
103 thisdist = vlen(player.origin - spot.origin);
104 if (thisdist < shortest)
112 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
114 local entity spot, spotlist, spotlistend;
115 spawn_allgood = TRUE;
121 for(spot = firstspot; spot; spot = spot.chain)
123 spot.SPAWNPOINT_SCORE = Spawn_Score(spot, playerlist, teamcheck);
125 if(cvar("spawn_debugview"))
127 setmodel(spot, "models/runematch/rune.mdl");
128 if(spot.SPAWNPOINT_SCORE < mindist)
130 spot.colormod = '1 0 0';
135 spot.colormod = '0 1 0';
136 spot.scale = spot.SPAWNPOINT_SCORE / mindist;
140 if(spot.SPAWNPOINT_SCORE >= 0) // spawning allowed here
142 if(spot.SPAWNPOINT_SCORE < mindist)
144 // too short distance
145 spawn_allgood = FALSE;
150 spawn_allbad = FALSE;
153 spotlistend.chain = spot;
160 if(spot.team != teamcheck)
161 error("invalid spawn added");
163 print("added ", etos(spot), "\n");
169 spotlistend.chain = world;
174 for(e = spotlist; e; e = e.chain)
176 print("seen ", etos(e), "\n");
177 if(e.team != teamcheck)
178 error("invalid spawn found");
185 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
187 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
188 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
191 RandomSelection_Init();
192 for(spot = firstspot; spot; spot = spot.chain)
193 RandomSelection_Add(spot, 0, pow(bound(lower, spot.SPAWNPOINT_SCORE, upper), exponent) * spot.cnt, spot.SPAWNPOINT_SCORE >= lower);
195 return RandomSelection_chosen_ent;
202 Finds a point to respawn
205 entity SelectSpawnPoint (float anypoint)
207 local float teamcheck;
208 local entity firstspot_new;
209 local entity spot, firstspot, playerlist;
211 spot = find (world, classname, "testplayerstart");
217 if(!anypoint && have_team_spawns)
218 teamcheck = self.team;
220 // get the list of players
221 playerlist = findchain(classname, "player");
222 // get the entire list of spots
223 firstspot = findchain(classname, "info_player_deathmatch");
224 // filter out the bad ones
225 // (note this returns the original list if none survived)
226 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
228 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck);
229 firstspot = firstspot_new;
231 // there is 50/50 chance of choosing a random spot or the furthest spot
232 // (this means that roughly every other spawn will be furthest, so you
233 // usually won't get fragged at spawn twice in a row)
234 if (arena_roundbased)
236 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck);
238 firstspot = firstspot_new;
239 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
241 else if (random() > cvar("g_spawn_furthest"))
242 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
244 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
246 if(cvar("spawn_debugview"))
248 print("spot mindistance: ", ftos(spot.SPAWNPOINT_SCORE), "\n");
252 for(e = firstspot; e; e = e.chain)
253 if(e.team != teamcheck)
254 error("invalid spawn found");
259 if(cvar("spawn_debug"))
263 if(some_spawn_has_been_used)
264 return world; // team can't spawn any more, because of actions of other team
266 error("Cannot find a spawn point - please fix the map!");
277 Checks if the argument string can be a valid playermodel.
278 Returns a valid one in doubt.
281 string FallbackPlayerModel = "models/player/marine.zym";
282 string CheckPlayerModel(string plyermodel) {
283 if(strlen(plyermodel) < 4)
284 return FallbackPlayerModel;
285 if( substring(plyermodel,0,14) != "models/player/")
286 return FallbackPlayerModel;
287 else if(cvar("sv_servermodelsonly"))
289 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".zym")
290 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".dpm")
291 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".md3")
292 if(substring(plyermodel,strlen(plyermodel)-4,4) != ".psk")
293 return FallbackPlayerModel;
294 if(plyermodel != strtolower(plyermodel))
295 return FallbackPlayerModel;
296 if(!fexists(plyermodel))
297 return FallbackPlayerModel;
304 Client_customizeentityforclient
309 float Client_customizeentityforclient()
311 #ifdef ALLOW_VARIABLE_LOD
313 // other: the player viewing me
317 if(self.flags & FL_NOTARGET) // we don't need LOD for spectators
320 if(other.cvar_cl_playerdetailreduction <= 0)
322 if(other.cvar_cl_playerdetailreduction <= -2)
323 self.modelindex = self.modelindex_lod2;
324 else if(other.cvar_cl_playerdetailreduction <= -1)
325 self.modelindex = self.modelindex_lod1;
327 self.modelindex = self.modelindex_lod0;
331 distance = vlen(self.origin - other.origin);
332 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
334 self.modelindex = self.modelindex_lod2;
336 self.modelindex = self.modelindex_lod1;
338 self.modelindex = self.modelindex_lod0;
345 void UpdatePlayerSounds();
346 void setmodel_lod(entity e, string modelname)
348 #ifdef ALLOW_VARIABLE_LOD
351 // FIXME: this only supports 3-letter extensions
352 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_1", substring(modelname, 0, strlen(modelname) - 4));
356 setmodel(e, s); // players have high precision
357 self.modelindex_lod1 = self.modelindex;
360 self.modelindex_lod1 = -1;
362 s = strcat(substring(modelname, 0, strlen(modelname) - 4), "_2", substring(modelname, 0, strlen(modelname) - 4));
366 setmodel(e, s); // players have high precision
367 self.modelindex_lod2 = self.modelindex;
370 self.modelindex_lod2 = -1;
372 precache_model(modelname);
373 setmodel(e, modelname); // players have high precision
374 self.modelindex_lod0 = self.modelindex;
376 if(self.modelindex_lod1 < 0)
377 self.modelindex_lod1 = self.modelindex;
379 if(self.modelindex_lod2 < 0)
380 self.modelindex_lod2 = self.modelindex;
382 precache_model(modelname);
383 setmodel(e, modelname); // players have high precision
385 player_setupanimsformodel();
386 UpdatePlayerSounds();
393 putting a client as observer in the server
396 void PutObserverInServer (void)
400 race_PreSpawnObserver();
402 spot = SelectSpawnPoint (TRUE);
404 error("No spawnpoints for observers?!?\n");
405 RemoveGrapplingHook(self); // Wazat's Grappling Hook
407 if(clienttype(self) == CLIENTTYPE_REAL)
410 WriteByte(MSG_ONE, SVC_SETVIEW);
411 WriteEntity(MSG_ONE, self);
415 kh_Key_DropAll(self, TRUE);
417 Portal_ClearAll(self);
420 DropFlag(self.flagcarried, world, world);
422 WaypointSprite_PlayerDead();
424 if(self.killcount != -666)
428 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
429 bprint ("^4", self.netname, "^4 has no more lives left\n");
431 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
434 bprint ("^4", self.netname, "^4 is spectating now\n");
437 PlayerScore_Clear(self); // clear scores when needed
439 self.spectatortime = time;
441 self.classname = "observer";
442 self.iscreature = FALSE;
444 self.takedamage = DAMAGE_NO;
445 self.solid = SOLID_NOT;
446 self.movetype = MOVETYPE_NOCLIP;
447 self.flags = FL_CLIENT | FL_NOTARGET;
448 self.armorvalue = 666;
450 self.armorvalue = cvar("g_balance_armor_start");
451 self.pauserotarmor_finished = 0;
452 self.pauserothealth_finished = 0;
453 self.pauseregen_finished = 0;
454 self.damageforcescale = 0;
461 self.pain_finished = 0;
462 self.strength_finished = 0;
463 self.invincible_finished = 0;
465 self.think = SUB_Null;
469 self.deadflag = DEAD_NO;
470 self.angles = spot.angles;
472 self.fixangle = TRUE;
475 self.view_ofs = PL_VIEW_OFS;
476 setorigin (self, spot.origin);
477 setsize (self, '0 0 0', '0 0 0');
478 self.oldorigin = self.origin;
484 self.weaponmodel = "";
485 self.weaponentity = world;
486 self.killcount = -666;
487 self.velocity = '0 0 0';
488 self.avelocity = '0 0 0';
489 self.punchangle = '0 0 0';
490 self.punchvector = '0 0 0';
491 self.oldvelocity = self.velocity;
492 self.customizeentityforclient = Client_customizeentityforclient;
493 self.wantswelcomemessage = 1;
497 if(self.version_mismatch)
499 Spawnqueue_Unmark(self);
500 Spawnqueue_Remove(self);
504 Spawnqueue_Insert(self);
509 // Only if the player cannot play at all
510 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
519 float RestrictSkin(float s)
528 void FixPlayermodel()
530 local string defaultmodel;
531 local float defaultskin;
536 if(cvar("sv_defaultcharacter") == 1) {
541 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", Team_ColorNameLowerCase(self.team)));
542 defaultskin = cvar(strcat("sv_defaultplayerskin_", Team_ColorNameLowerCase(self.team)));
545 if(defaultmodel == "")
547 defaultmodel = cvar_string("sv_defaultplayermodel");
548 defaultskin = cvar("sv_defaultplayerskin");
552 if(defaultmodel != "")
554 if (defaultmodel != self.model)
558 setmodel_lod (self, defaultmodel);
559 setsize (self, m1, m2);
562 self.skin = defaultskin;
564 if (self.playermodel != self.model)
566 self.playermodel = CheckPlayerModel(self.playermodel);
569 setmodel_lod (self, self.playermodel);
570 setsize (self, m1, m2);
573 self.skin = RestrictSkin(stof(self.playerskin));
577 if(strlen(cvar_string("sv_defaultplayercolors")))
578 if(self.clientcolors != cvar("sv_defaultplayercolors"))
579 setcolor(self, cvar("sv_defaultplayercolors"));
586 Called when a client spawns in the server
589 //void() ctf_playerchanged;
590 void PutClientInServer (void)
592 if(clienttype(self) == CLIENTTYPE_BOT)
594 self.classname = "player";
596 else if(clienttype(self) == CLIENTTYPE_REAL)
599 WriteByte(MSG_ONE, SVC_SETVIEW);
600 WriteEntity(MSG_ONE, self);
603 // player is dead and becomes observer
604 // FIXME fix LMS scoring for new system
607 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
608 self.classname = "observer";
613 self.classname = "observer";
615 if(self.classname == "player") {
620 spot = SelectSpawnPoint (FALSE);
623 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
624 return; // spawn failed
627 RemoveGrapplingHook(self); // Wazat's Grappling Hook
629 self.classname = "player";
630 self.iscreature = TRUE;
631 self.movetype = MOVETYPE_WALK;
632 self.solid = SOLID_SLIDEBOX;
633 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
634 if(independent_players)
635 MAKE_INDEPENDENT_PLAYER(self);
636 self.flags = FL_CLIENT;
637 self.takedamage = DAMAGE_AIM;
639 self.effects = EF_FULLBRIGHT;
642 self.air_finished = time + 12;
647 self.ammo_shells = warmup_start_ammo_shells;
648 self.ammo_nails = warmup_start_ammo_nails;
649 self.ammo_rockets = warmup_start_ammo_rockets;
650 self.ammo_cells = warmup_start_ammo_cells;
651 self.health = warmup_start_health;
652 self.armorvalue = warmup_start_armorvalue;
653 self.weapons = warmup_start_weapons;
657 self.ammo_shells = start_ammo_shells;
658 self.ammo_nails = start_ammo_nails;
659 self.ammo_rockets = start_ammo_rockets;
660 self.ammo_cells = start_ammo_cells;
661 self.health = start_health;
662 self.armorvalue = start_armorvalue;
663 self.weapons = start_weapons;
665 self.items = start_items;
666 self.switchweapon = w_getbestweapon(self);
667 self.cnt = self.switchweapon;
669 self.jump_interval = time;
671 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
672 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
673 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
674 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
675 //extend the pause of rotting if client was reset at the beginning of the countdown
676 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
677 self.spawnshieldtime += game_starttime - time;
678 self.pauserotarmor_finished += game_starttime - time;
679 self.pauserothealth_finished += game_starttime - time;
680 self.pauseregen_finished += game_starttime - time;
682 self.damageforcescale = 2;
689 self.pain_finished = 0;
690 self.strength_finished = 0;
691 self.invincible_finished = 0;
693 //self.speed_finished = 0;
694 //self.slowmo_finished = 0;
695 // players have no think function
696 self.think = SUB_Null;
702 self.deadflag = DEAD_NO;
704 self.angles = spot.angles;
706 self.angles_z = 0; // never spawn tilted even if the spot says to
707 self.fixangle = TRUE; // turn this way immediately
708 self.velocity = '0 0 0';
709 self.avelocity = '0 0 0';
710 self.punchangle = '0 0 0';
711 self.punchvector = '0 0 0';
712 self.oldvelocity = self.velocity;
715 WRITESPECTATABLE_MSG_ONE({
716 WriteByte(MSG_ONE, SVC_TEMPENTITY);
717 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
720 self.customizeentityforclient = Client_customizeentityforclient;
726 self.view_ofs = PL_VIEW_OFS;
727 setsize (self, PL_MIN, PL_MAX);
728 self.spawnorigin = spot.origin;
729 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
730 // don't reset back to last position, even if new position is stuck in solid
731 self.oldorigin = self.origin;
735 Spawnqueue_Remove(self);
736 Spawnqueue_Mark(self);
739 self.event_damage = PlayerDamage;
741 self.bot_attack = TRUE;
743 self.statdraintime = time + 5;
744 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
746 if(self.killcount == -666) {
747 PlayerScore_Clear(self);
752 self.cnt = WEP_LASER;
753 self.nixnex_lastchange_id = -1;
755 CL_SpawnWeaponentity();
756 self.alpha = default_player_alpha;
757 self.colormod = '1 1 1' * cvar("g_player_brightness");
758 self.exteriorweaponentity.alpha = default_weapon_alpha;
760 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
761 self.lms_traveled_distance = 0;
762 self.speedrunning = FALSE;
764 race_PostSpawn(spot);
766 if(cvar("spawn_debug"))
768 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
769 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
772 //stuffcmd(self, "chase_active 0");
773 //stuffcmd(self, "set viewsize $tmpviewsize \n");
775 if (cvar("g_spawnsound"))
776 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
779 if(self.team == assault_attacker_team)
780 centerprint(self, "You are attacking!\n");
782 centerprint(self, "You are defending!\n");
785 } else if(self.classname == "observer") {
786 PutObserverInServer ();
790 // ctf_playerchanged();
797 Send whatever CSQC needs NOW and cannot wait for SendServerInfo to happen...
800 void SendCSQCInfo(void)
803 if(clienttype(self) != CLIENTTYPE_REAL)
806 WriteByte(MSG_ONE, SVC_TEMPENTITY);
807 WriteByte(MSG_ONE, TE_CSQC_INIT);
808 WriteShort(MSG_ONE, CSQC_REVISION);
809 WriteByte(MSG_ONE, maxclients);
810 for(i = 1; i <= 24; ++i)
811 WriteByte(MSG_ONE, (get_weaponinfo(i)).impulse + 1);
812 WriteCoord(MSG_ONE, hook_shotorigin_x);
813 WriteCoord(MSG_ONE, hook_shotorigin_y);
814 WriteCoord(MSG_ONE, hook_shotorigin_z);
822 void SetNewParms (void)
824 // initialize parms for a new player
825 parm1 = -(86400 * 366);
833 void SetChangeParms (void)
835 // save parms for level change
836 parm1 = self.parm_idlesince - time;
844 void DecodeLevelParms (void)
847 self.parm_idlesince = parm1;
848 if(self.parm_idlesince == -(86400 * 366))
849 self.parm_idlesince = time;
856 Called when a client types 'kill' in the console
860 void ClientKill_Now_TeamChange()
862 if(self.killindicator_teamchange == -1)
865 JoinBestTeam( self, FALSE, FALSE );
869 SV_ChangeTeam(self.killindicator_teamchange - 1);
873 void ClientKill_Now()
875 if(self.killindicator_teamchange)
876 ClientKill_Now_TeamChange();
879 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
881 if(self.killindicator)
883 dprint("Cleaned up after a leaked kill indicator.\n");
884 remove(self.killindicator);
885 self.killindicator = world;
888 void KillIndicator_Think()
890 if (!self.owner.modelindex)
892 self.owner.killindicator = world;
900 ClientKill_Now(); // no oldself needed
906 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
907 if(clienttype(self.owner) == CLIENTTYPE_REAL)
910 announce(self.owner, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
911 if(self.owner.killindicator_teamchange)
913 if(self.owner.killindicator_teamchange == -1)
914 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
916 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
919 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
921 self.nextthink = time + 1;
926 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
930 killtime = cvar("g_balance_kill_delay");
932 self.killindicator_teamchange = targetteam;
934 if(!self.killindicator)
936 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
942 self.killindicator = spawn();
943 self.killindicator.owner = self;
944 self.killindicator.scale = 0.5;
945 setattachment(self.killindicator, self, "");
946 setorigin(self.killindicator, '0 0 52');
947 self.killindicator.think = KillIndicator_Think;
948 self.killindicator.nextthink = time + (self.lip) * 0.05;
949 self.killindicator.cnt = ceil(killtime);
950 self.killindicator.count = bound(0, ceil(killtime), 10);
951 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
953 for(e = world; (e = find(e, classname, "body")) != world; )
957 e.killindicator = spawn();
958 e.killindicator.owner = e;
959 e.killindicator.scale = 0.5;
960 setattachment(e.killindicator, e, "");
961 setorigin(e.killindicator, '0 0 52');
962 e.killindicator.think = KillIndicator_Think;
963 e.killindicator.nextthink = time + (e.lip) * 0.05;
964 e.killindicator.cnt = ceil(killtime);
969 if(self.killindicator)
972 self.killindicator.colormod = TeamColor(targetteam);
974 self.killindicator.colormod = '0 0 0';
978 void ClientKill (void)
980 ClientKill_TeamChange(0);
983 void DoTeamChange(float destteam)
986 if(!cvar("teamplay"))
989 SetPlayerColors(self, destteam);
992 if(self.classname == "player")
995 CheckAllowedTeams(self);
996 t = FindSmallestTeam(self, TRUE);
999 case COLOR_TEAM1: c0 = c1; break;
1000 case COLOR_TEAM2: c0 = c2; break;
1001 case COLOR_TEAM3: c0 = c3; break;
1002 case COLOR_TEAM4: c0 = c4; break;
1009 destteam = COLOR_TEAM1;
1013 destteam = COLOR_TEAM2;
1017 destteam = COLOR_TEAM3;
1021 destteam = COLOR_TEAM4;
1027 if(destteam == self.team && !self.killindicator)
1029 ClientKill_TeamChange(destteam);
1032 void FixClientCvars(entity e)
1034 // send prediction settings to the client
1035 stuffcmd(e, "\nin_bindmap 0 0\n");
1037 * we no longer need to stuff this. Remove this comment block if you feel
1038 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1039 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1040 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1041 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1042 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1043 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1044 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1045 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1046 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1047 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1048 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1049 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1050 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1051 stuffcmd(e, "cl_movement_edgefriction 1\n");
1058 if(clienttype(self) == CLIENTTYPE_REAL)
1059 if(world.fog) // NOT string_null!
1066 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1067 WriteByte(MSG_ONE, TE_CSQC_FOG);
1068 WriteCoord(MSG_ONE, sv_foginterval);
1069 WriteString(MSG_ONE, world.fog);
1073 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1084 Called when a client connects to the server
1087 //void ctf_clientconnect();
1088 string ColoredTeamName(float t);
1089 void DecodeLevelParms (void);
1090 //void dom_player_join_team(entity pl);
1091 void ClientConnect (void)
1095 if(self.flags & FL_CLIENT)
1097 print("Warning: ClientConnect, but already connected!\n");
1101 if(Ban_MaybeEnforceBan(self))
1106 self.classname = "player_joining";
1108 self.flags = self.flags | FL_CLIENT;
1109 self.version_nagtime = time + 10 + random() * 10;
1113 dprint("BUG player count is lower than zero, this cannot happen!\n");
1117 PlayerScore_Attach(self);
1119 bot_clientconnect();
1121 race_PreSpawnObserver();
1124 // dom_player_join_team(self);
1126 //JoinBestTeam(self, FALSE, FALSE);
1128 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1129 self.classname = "observer";
1131 self.classname = "player";
1132 campaign_bots_may_start = 1;
1135 self.playerid = (playerid_last = playerid_last + 1);
1136 if(cvar("sv_eventlog"))
1138 if(clienttype(self) == CLIENTTYPE_REAL)
1139 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", self.netaddress, ":", self.netname));
1141 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":bot:", self.netname));
1142 s = strcat(":team:", ftos(self.playerid), ":");
1143 s = strcat(s, ftos(self.team));
1146 self.netname_previous = strzone(self.netname);
1148 //stuffcmd(self, "set tmpviewsize $viewsize \n");
1150 bprint ("^4",self.netname);
1151 bprint ("^4 connected");
1153 if(g_domination || g_ctf)
1155 bprint(" and joined the ");
1156 bprint(ColoredTeamName(self.team));
1161 self.welcomemessage_time = 0;
1163 stuffcmd(self, strcat(clientstuff, "\n"));
1164 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1165 stuffcmd(self, "cl_particles_reloadeffects\n");
1167 FixClientCvars(self);
1169 // spawnfunc_waypoint sprites
1170 WaypointSprite_InitClient(self);
1172 // Wazat's grappling hook
1173 SetGrappleHookBindings();
1175 // get autoswitch state from player when he toggles it
1176 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1178 // get version info from player
1179 stuffcmd(self, "cmd clientversion $gameversion\n");
1181 // get other cvars from player
1184 // set cvar for team scoreboard
1188 t = cvar("teamplay");
1189 // 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
1190 stuffcmd(self, strcat("set teamplay ", ftos(t), "\n"));
1193 stuffcmd(self, "set teamplay 0\n");
1195 // notify about available teams
1198 CheckAllowedTeams(self);
1199 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1200 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1203 stuffcmd(self, "set _teams_available 0\n");
1205 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1209 self.classname = "observer";
1210 Spawnqueue_Insert(self);
1214 ctf_clientconnect();
1220 bot_relinkplayerlist();
1222 self.spectatortime = time;
1225 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"));
1228 self.jointime = time;
1229 self.allowedTimeouts = cvar("sv_timeout_number");
1231 if(clienttype(self) == CLIENTTYPE_REAL)
1233 sprint(self, strcat("nexuiz-csqc protocol ", ftos(CSQC_REVISION), "\n"));
1236 if(mapvote_initialized && !cvar("g_maplist_textonly"))
1238 MapVote_SendData(MSG_ONE);
1239 MapVote_UpdateData(MSG_ONE);
1241 ScoreInfo_Write(MSG_ONE);
1247 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1248 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
1249 WriteByte(MSG_ONE, 1);
1254 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1256 PlayerScore_Add(self, SP_LMS_RANK, 666);
1257 self.frags = -666; // FIXME do we still need this?
1268 Called when a client disconnects from the server
1271 .entity chatbubbleentity;
1272 .entity teambubbleentity;
1274 void ClientDisconnect (void)
1276 if not(self.flags & FL_CLIENT)
1278 print("Warning: ClientDisconnect without ClientConnect\n");
1282 bot_clientdisconnect();
1287 if(cvar("sv_eventlog"))
1288 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1289 bprint ("^4",self.netname);
1290 bprint ("^4 disconnected\n");
1293 kh_Key_DropAll(self, TRUE);
1295 Portal_ClearAll(self);
1297 if(self.flagcarried)
1298 DropFlag(self.flagcarried, world, world);
1300 // Here, everything has been done that requires this player to be a client.
1302 self.flags (-) FL_CLIENT;
1304 if (self.chatbubbleentity)
1305 remove (self.chatbubbleentity);
1307 if (self.teambubbleentity)
1308 remove (self.teambubbleentity);
1310 if (self.killindicator)
1311 remove (self.killindicator);
1313 WaypointSprite_PlayerGone();
1315 bot_relinkplayerlist();
1318 if(self.weaponentity)
1319 if(self.weaponentity.lasertarget)
1320 remove(self.weaponentity.lasertarget);
1324 Spawnqueue_Unmark(self);
1325 Spawnqueue_Remove(self);
1328 PlayerScore_Detach(self);
1330 if(self.netname_previous)
1331 strunzone(self.netname_previous);
1333 ClearPlayerSounds();
1343 void ChatBubbleThink()
1345 self.nextthink = time;
1346 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1348 if(self.owner) // but why can that ever be world?
1349 self.owner.chatbubbleentity = world;
1353 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
1354 if (self.owner.BUTTON_CHAT && !self.owner.deadflag)
1355 self.model = self.mdl;
1360 void UpdateChatBubble()
1362 if (!self.modelindex)
1364 // spawn a chatbubble entity if needed
1365 if (!self.chatbubbleentity)
1367 self.chatbubbleentity = spawn();
1368 self.chatbubbleentity.owner = self;
1369 self.chatbubbleentity.exteriormodeltoclient = self;
1370 self.chatbubbleentity.think = ChatBubbleThink;
1371 self.chatbubbleentity.nextthink = time;
1372 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1373 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1374 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1375 self.chatbubbleentity.model = "";
1376 self.chatbubbleentity.effects = EF_LOWPRECISION;
1381 void TeamBubbleThink()
1383 self.nextthink = time;
1384 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1386 if(self.owner) // but why can that ever be world?
1387 self.owner.teambubbleentity = world;
1391 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1392 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1395 self.model = self.mdl;
1399 float TeamBubble_customizeentityforclient()
1401 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1404 void UpdateTeamBubble()
1406 if (!self.modelindex || !cvar("teamplay"))
1408 // spawn a teambubble entity if needed
1409 if (!self.teambubbleentity && cvar("teamplay"))
1411 self.teambubbleentity = spawn();
1412 self.teambubbleentity.owner = self;
1413 self.teambubbleentity.exteriormodeltoclient = self;
1414 self.teambubbleentity.think = TeamBubbleThink;
1415 self.teambubbleentity.nextthink = time;
1416 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1417 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1418 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
1419 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1420 self.teambubbleentity.mdl = self.teambubbleentity.model;
1421 self.teambubbleentity.model = self.teambubbleentity.mdl;
1422 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1423 self.teambubbleentity.effects = EF_LOWPRECISION;
1427 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1428 // added to the model skins
1429 /*void UpdateColorModHack()
1432 c = self.clientcolors & 15;
1433 // LordHavoc: only bothering to support white, green, red, yellow, blue
1434 if (teamplay == 0) self.colormod = '0 0 0';
1435 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1436 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1437 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1438 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1439 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1440 else self.colormod = '1 1 1';
1446 self.effects |= EF_NODRAW; // prevent another CopyBody
1447 PutClientInServer();
1451 * When sv_timeout is used this function returs strings like
1452 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1453 * Called by centerprint functions
1454 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1456 string getTimeoutText(float addOneSecond) {
1457 if (!cvar("sv_timeout") || !timeoutStatus)
1460 local string retStr;
1461 if (timeoutStatus == 1) {
1462 if (addOneSecond == 1) {
1463 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1466 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1470 else if (timeoutStatus == 2) {
1472 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1473 //don't show messages like "Timeout ends in 0 seconds"...
1474 if ((remainingTimeoutTime + 1) > 0)
1480 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1481 //don't show messages like "Timeout ends in 0 seconds"...
1482 if (remainingTimeoutTime > 0)
1491 void player_powerups (void)
1495 if (self.items & IT_STRENGTH)
1497 if (time > self.strength_finished)
1499 if (g_minstagib_invis_alpha > 0)
1501 self.alpha = default_player_alpha;
1502 self.exteriorweaponentity.alpha = default_weapon_alpha;
1503 self.effects = self.effects | EF_FULLBRIGHT;
1507 self.effects -= self.effects & EF_NODRAW;
1509 self.items = self.items - (self.items & IT_STRENGTH);
1510 sprint(self, "^3Invisibility has worn off\n");
1515 if (time < self.strength_finished)
1517 if (g_minstagib_invis_alpha > 0)
1519 self.alpha = g_minstagib_invis_alpha;
1520 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1521 self.effects -= self.effects & EF_FULLBRIGHT;
1525 self.effects = self.effects | EF_NODRAW;
1527 self.items = self.items | IT_STRENGTH;
1528 sprint(self, "^3You are invisible\n");
1532 if (self.items & IT_INVINCIBLE)
1534 if (time > self.invincible_finished)
1536 self.items = self.items - (self.items & IT_INVINCIBLE);
1537 sprint(self, "^3Speed has worn off\n");
1542 if (time < self.invincible_finished)
1544 self.items = self.items | IT_INVINCIBLE;
1545 sprint(self, "^3You are on speed\n");
1551 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
1552 if (self.items & IT_STRENGTH)
1554 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1555 if (time > self.strength_finished)
1557 self.items = self.items - (self.items & IT_STRENGTH);
1558 sprint(self, "^3Strength has worn off\n");
1563 if (time < self.strength_finished)
1565 self.items = self.items | IT_STRENGTH;
1566 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1569 if (self.items & IT_INVINCIBLE)
1571 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1572 if (time > self.invincible_finished)
1574 self.items = self.items - (self.items & IT_INVINCIBLE);
1575 sprint(self, "^3Shield has worn off\n");
1580 if (time < self.invincible_finished)
1582 self.items = self.items | IT_INVINCIBLE;
1583 sprint(self, "^3Shield surrounds you\n");
1587 if (cvar("g_fullbrightplayers"))
1588 self.effects = self.effects | EF_FULLBRIGHT;
1590 // midair gamemode: damage only while in the air
1591 // if in midair mode, being on ground grants temporary invulnerability
1592 // (this is so that multishot weapon don't clear the ground flag on the
1593 // first damage in the frame, leaving the player vulnerable to the
1594 // remaining hits in the same frame)
1595 if (self.flags & FL_ONGROUND)
1597 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1599 if (time >= game_starttime)
1600 if (time < self.spawnshieldtime)
1601 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1604 float CalcRegen(float current, float stable, float regenfactor)
1606 if(current > stable)
1608 else if(current > stable - 0.25) // when close enough, "snap"
1611 return min(stable, current + (stable - current) * regenfactor * frametime);
1614 void player_regen (void)
1616 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1617 maxh = cvar("g_balance_health_stable");
1618 maxa = cvar("g_balance_armor_stable");
1619 limith = cvar("g_balance_health_limit");
1620 limita = cvar("g_balance_armor_limit");
1622 if (g_minstagib || (g_lms && !cvar("g_lms_regenerate")))
1625 max_mod = regen_mod = rot_mod = limit_mod = 1;
1627 if (self.runes & RUNE_REGEN)
1629 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1631 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
1632 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
1633 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
1637 regen_mod = cvar("g_balance_rune_regen_regenrate");
1638 max_mod = cvar("g_balance_rune_regen_hpmod");
1639 limit_mod = cvar("g_balance_rune_regen_limitmod");
1642 else if (self.runes & CURSE_VENOM)
1644 max_mod = cvar("g_balance_curse_venom_hpmod");
1645 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1646 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
1648 rot_mod = cvar("g_balance_curse_venom_rotrate");
1649 limit_mod = cvar("g_balance_curse_venom_limitmod");
1650 //if (!self.runes & RUNE_REGEN)
1651 // rot_mod = cvar("g_balance_curse_venom_rotrate");
1653 maxh = maxh * max_mod;
1654 //maxa = maxa * max_mod;
1655 limith = limith * limit_mod;
1656 limita = limita * limit_mod;
1658 if (self.armorvalue > maxa)
1660 if (time > self.pauserotarmor_finished)
1662 self.armorvalue = max(maxa, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime);
1663 self.armorvalue = max(maxa, self.armorvalue - cvar("g_balance_armor_rotlinear") * frametime);
1666 else if (self.armorvalue < maxa)
1668 if (time > self.pauseregen_finished)
1670 self.armorvalue = CalcRegen(self.armorvalue, maxa, cvar("g_balance_armor_regen"));
1671 self.armorvalue = min(maxa, self.armorvalue + cvar("g_balance_armor_regenlinear") * frametime);
1674 if (self.health > maxh)
1676 if (time > self.pauserothealth_finished)
1678 self.health = max(maxh, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime);
1679 self.health = max(maxh, self.health - rot_mod*cvar("g_balance_health_rotlinear") * frametime);
1682 else if (self.health < maxh)
1684 if (time > self.pauseregen_finished)
1686 self.health = CalcRegen(self.health, maxh, regen_mod * cvar("g_balance_health_regen"));
1687 self.health = min(maxh, self.health + regen_mod*cvar("g_balance_health_regenlinear") * frametime);
1691 if (self.health > limith)
1692 self.health = limith;
1693 if (self.armorvalue > limita)
1694 self.armorvalue = limita;
1696 // if player rotted to death... die!
1698 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1702 float zoomstate_set;
1703 void SetZoomState(float z)
1705 if(z != self.zoomstate)
1708 WriteByte(MSG_ONE, SVC_TEMPENTITY);
1709 WriteByte(MSG_ONE, TE_CSQC_ZOOMNOTIFY);
1710 WriteByte(MSG_ONE, z);
1717 ======================
1718 spectate mode routines
1719 ======================
1721 void SpectateCopy(entity spectatee) {
1722 self.armortype = spectatee.armortype;
1723 self.armorvalue = spectatee.armorvalue;
1724 self.currentammo = spectatee.currentammo;
1725 self.effects = spectatee.effects;
1726 self.health = spectatee.health;
1728 self.items = spectatee.items;
1729 self.weapons = spectatee.weapons;
1730 self.switchweapon = spectatee.switchweapon;
1731 self.weapon = spectatee.weapon;
1732 self.punchangle = spectatee.punchangle;
1733 self.view_ofs = spectatee.view_ofs;
1734 self.v_angle = spectatee.v_angle;
1735 self.velocity = spectatee.velocity;
1736 self.dmg_take = spectatee.dmg_take;
1737 self.dmg_save = spectatee.dmg_save;
1738 self.dmg_inflictor = spectatee.dmg_inflictor;
1739 self.angles = spectatee.v_angle;
1740 self.fixangle = TRUE;
1741 setorigin(self, spectatee.origin);
1742 setsize(self, spectatee.mins, spectatee.maxs);
1743 SetZoomState(spectatee.zoomstate);
1746 float SpectateUpdate() {
1750 if (self == self.enemy)
1753 if(self.enemy.flags & FL_NOTARGET)
1756 SpectateCopy(self.enemy);
1761 float SpectateNext() {
1762 other = find(self.enemy, classname, "player");
1764 other = find(other, classname, "player");
1769 if(self.enemy.classname == "player") {
1771 WriteByte(MSG_ONE, SVC_SETVIEW);
1772 WriteEntity(MSG_ONE, self.enemy);
1773 self.wantswelcomemessage = 1;
1774 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1775 if(!SpectateUpdate())
1776 PutObserverInServer();
1785 ShowRespawnCountdown()
1787 Update a respawn countdown display.
1790 void ShowRespawnCountdown()
1793 if(self.deadflag == DEAD_NO) // just respawned?
1797 number = ceil(self.death_time - time);
1800 if(number <= self.respawn_countdown)
1802 self.respawn_countdown = number - 1;
1803 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
1804 announce(self, strcat("announcer/robotic/", ftos(number), ".ogg"));
1809 void LeaveSpectatorMode()
1811 if(isJoinAllowed()) {
1812 if(!cvar("teamplay") || cvar("g_campaign") || cvar("g_balance_teams")) {
1813 self.classname = "player";
1814 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1815 JoinBestTeam(self, FALSE, TRUE);
1816 if(cvar("g_campaign"))
1817 campaign_bots_may_start = 1;
1818 PutClientInServer();
1819 if(!(self.flags & FL_NOTARGET))
1820 bprint ("^4", self.netname, "^4 is playing now\n");
1821 centerprint(self,"");
1824 stuffcmd(self,"menu_showteamselect\n");
1829 //player may not join because of g_maxplayers is set
1830 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
1835 * Determines whether the player is allowed to join. This depends on cvar
1836 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1837 * it checks whether the number of currently playing players exceeds g_maxplayers.
1838 * @return bool TRUE if the player is allowed to join, false otherwise
1840 float isJoinAllowed() {
1841 if (!cvar("g_maxplayers"))
1845 local float currentlyPlaying;
1846 FOR_EACH_REALPLAYER(e) {
1847 if(e.classname == "player")
1848 currentlyPlaying += 1;
1850 if(currentlyPlaying < cvar("g_maxplayers"))
1857 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1858 * g_maxplayers_spectator_blocktime seconds
1860 void checkSpectatorBlock() {
1861 if(self.classname == "spectator" || self.classname == "observer") {
1862 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
1863 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
1869 float vercmp_recursive(string v1, string v2)
1875 dot1 = strstrofs(v1, ".", 0);
1876 dot2 = strstrofs(v2, ".", 0);
1880 s1 = substring(v1, 0, dot1);
1884 s2 = substring(v2, 0, dot2);
1886 r = stof(s1) - stof(s2);
1890 r = strcasecmp(s1, s2);
1903 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
1906 float vercmp(string v1, string v2)
1908 if(strcasecmp(v1, v2) == 0) // early out check
1910 return vercmp_recursive(v1, v2);
1913 void ObserverThink()
1915 if (self.flags & FL_JUMPRELEASED) {
1916 if (self.BUTTON_JUMP && !self.version_mismatch) {
1917 self.welcomemessage_time = 0;
1918 self.flags = self.flags - FL_JUMPRELEASED;
1919 LeaveSpectatorMode();
1921 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1922 self.welcomemessage_time = 0;
1923 self.flags = self.flags - FL_JUMPRELEASED;
1924 if(SpectateNext() == 1) {
1925 self.classname = "spectator";
1929 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
1930 self.flags = self.flags | FL_JUMPRELEASED;
1934 if(self.BUTTON_ZOOM)
1935 self.wantswelcomemessage = 0;
1937 if(self.wantswelcomemessage)
1938 PrintWelcomeMessage(self);
1941 void SpectatorThink()
1943 if (self.flags & FL_JUMPRELEASED) {
1944 if (self.BUTTON_JUMP && !self.version_mismatch) {
1945 self.welcomemessage_time = 0;
1946 self.flags = self.flags - FL_JUMPRELEASED;
1947 LeaveSpectatorMode();
1949 } else if(self.BUTTON_ATCK) {
1950 self.welcomemessage_time = 0;
1951 self.flags = self.flags - FL_JUMPRELEASED;
1952 if(SpectateNext() == 1) {
1953 self.classname = "spectator";
1955 self.classname = "observer";
1956 PutClientInServer();
1958 } else if (self.BUTTON_ATCK2) {
1959 self.welcomemessage_time = 0;
1960 self.flags = self.flags - FL_JUMPRELEASED;
1961 self.classname = "observer";
1962 PutClientInServer();
1964 if(!SpectateUpdate())
1965 PutObserverInServer();
1968 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
1969 self.flags = self.flags | FL_JUMPRELEASED;
1973 if(self.BUTTON_ZOOM)
1974 self.wantswelcomemessage = 0;
1976 if(self.wantswelcomemessage)
1977 PrintWelcomeMessage(self);
1978 self.flags = self.flags | FL_CLIENT | FL_NOTARGET;
1985 Called every frame for each client before the physics are run
1988 void() ctf_setstatus;
1989 .float spectatee_status;
1990 void PlayerPreThink (void)
1992 self.stat_sys_ticrate = cvar("sys_ticrate");
1993 self.stat_game_starttime = game_starttime;
1996 checkSpectatorBlock();
2000 if(self.netname_previous != self.netname)
2002 if(cvar("sv_eventlog"))
2003 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2004 if(self.netname_previous)
2005 strunzone(self.netname_previous);
2006 self.netname_previous = strzone(self.netname);
2010 if(self.version_nagtime)
2011 if(self.cvar_g_nexuizversion)
2012 if(time > self.version_nagtime)
2014 if(strstr(self.cvar_g_nexuizversion, "svn", 0) < 0)
2016 if(strstr(cvar_string("g_nexuizversion"), "svn", 0) >= 0)
2018 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");
2019 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"));
2024 r = vercmp(self.cvar_g_nexuizversion, cvar_string("g_nexuizversion"));
2027 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");
2028 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"));
2032 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");
2033 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Nexuiz ", cvar_string("g_nexuizversion"), "^7, you have ^3Nexuiz ", self.cvar_g_nexuizversion, "^1\n"));
2037 self.version_nagtime = 0;
2041 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2043 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2044 self.max_armorvalue = 0;
2050 antilag_record(self);
2053 if(self.classname == "player") {
2054 // if(self.netname == "Wazat")
2055 // bprint(self.classname, "\n");
2057 CheckRules_Player();
2059 if(self.BUTTON_INFO)
2060 PrintWelcomeMessage(self);
2062 if(g_lms || !cvar("sv_spectate"))
2063 if((time - self.jointime) <= cvar("welcome_message_time"))
2064 PrintWelcomeMessage(self);
2066 if (intermission_running)
2068 IntermissionThink (); // otherwise a button could be missed between
2069 return; // the think tics
2072 if(self.teleport_time)
2073 if(time > self.teleport_time)
2075 self.teleport_time = 0;
2076 self.effects = self.effects - (self.effects & EF_NODRAW);
2077 if(self.weaponentity)
2078 self.weaponentity.flags = self.weaponentity.flags - (self.weaponentity.flags & EF_NODRAW);
2081 Nixnex_GiveCurrentWeapon();
2083 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2084 UpdateSelectedPlayer();
2086 //don't allow the player to turn around while game is paused!
2087 if(timeoutStatus == 2) {
2088 self.v_angle = self.lastV_angle;
2089 self.angles = self.lastV_angle;
2090 self.fixangle = TRUE;
2093 if (self.deadflag != DEAD_NO)
2095 float button_pressed, force_respawn;
2097 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2098 force_respawn = (g_lms || cvar("g_forced_respawn"));
2099 if (self.deadflag == DEAD_DYING)
2102 self.deadflag = DEAD_RESPAWNING;
2103 else if(!button_pressed)
2104 self.deadflag = DEAD_DEAD;
2106 else if (self.deadflag == DEAD_DEAD)
2109 self.deadflag = DEAD_RESPAWNABLE;
2111 else if (self.deadflag == DEAD_RESPAWNABLE)
2114 self.deadflag = DEAD_RESPAWNING;
2116 else if (self.deadflag == DEAD_RESPAWNING)
2118 if(time > self.death_time)
2120 self.death_time = time + 1; // only retry once a second
2124 ShowRespawnCountdown();
2128 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2132 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2133 dist = self.oldorigin - self.origin;
2135 self.lms_traveled_distance += fabs(vlen(dist));
2137 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2139 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2140 self.lms_traveled_distance = 0;
2143 if(time > self.lms_nextcheck)
2145 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2146 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2148 centerprint(self, cvar_string("g_lms_campcheck_message"));
2149 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2150 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2151 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');
2153 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2154 self.lms_traveled_distance = 0;
2158 if (self.BUTTON_CROUCH && !self.hook.state)
2163 self.view_ofs = PL_CROUCH_VIEW_OFS;
2164 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2165 player_setanim(self.anim_duck, FALSE, TRUE, TRUE);
2172 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2173 if (!trace_startsolid)
2175 self.crouch = FALSE;
2176 self.view_ofs = PL_VIEW_OFS;
2177 setsize (self, PL_MIN, PL_MAX);
2184 GrapplingHookFrame();
2193 minstagib_ammocheck();
2198 //self.angles_y=self.v_angle_y + 90; // temp
2200 //if (TetrisPreFrame()) return;
2201 } else if(gameover) {
2202 if (intermission_running)
2203 IntermissionThink (); // otherwise a button could be missed between
2205 } else if(self.classname == "observer") {
2207 } else if(self.classname == "spectator") {
2212 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2214 float oldspectatee_status;
2215 oldspectatee_status = self.spectatee_status;
2216 if(self.classname == "spectator")
2217 self.spectatee_status = num_for_edict(self.enemy);
2218 else if(self.classname == "observer")
2219 self.spectatee_status = num_for_edict(self);
2221 self.spectatee_status = 0;
2222 if(self.spectatee_status != oldspectatee_status)
2225 WriteByte(MSG_ONE, SVC_TEMPENTITY);
2226 WriteByte(MSG_ONE, TE_CSQC_SPECTATING);
2227 WriteByte(MSG_ONE, self.spectatee_status);
2229 race_InitSpectator();
2232 if(self.teamkill_soundtime)
2233 if(time > self.teamkill_soundtime)
2235 self.teamkill_soundtime = 0;
2237 entity oldpusher, oldself;
2239 oldself = self; self = self.teamkill_soundsource;
2240 oldpusher = self.pusher; self.pusher = oldself;
2242 VoiceMessage("teamshoot_auto");
2244 self.pusher = oldpusher;
2254 Called every frame for each client after the physics are run
2257 .float idlekick_lasttimeleft;
2258 .float race_penalty;
2259 .float race_penalty_nagged;
2260 .float race_penalty_nagtime;
2261 void PlayerPostThink (void)
2263 // Savage: Check for nameless players
2264 if (strlen(self.netname) < 1) {
2265 self.netname = "Player";
2266 stuffcmd(self, "seta _cl_name Player\n");
2272 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2275 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2276 announce(self, "announcer/robotic/terminated.ogg");
2280 else if(timeleft <= 10)
2282 if(timeleft != self.idlekick_lasttimeleft)
2284 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2285 announce(self, strcat("announcer/robotic/", ftos(timeleft), ".ogg"));
2290 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2292 self.idlekick_lasttimeleft = timeleft;
2295 if(self.classname == "player") {
2296 CheckRules_Player();
2301 if (intermission_running)
2302 return; // intermission or finale
2304 //PrintWelcomeMessage(self);
2305 //if (TetrisPostFrame()) return;
2307 // restart countdown
2308 if(time < game_starttime) {
2309 if (!cvar("sv_ready_restart_after_countdown"))
2311 if(self.movement != '0 0 0' && g_race && !g_race_qualifying)
2313 if(time < game_starttime - 2)
2315 if(!self.race_penalty_nagged)
2317 // TODO better notification for this!
2318 self.race_penalty_nagtime = 0;
2319 self.race_penalty_nagged = 1;
2322 else if(!self.race_penalty)
2324 self.race_penalty_nagtime = 0;
2325 self.race_penalty = time + 5;
2328 if(time > self.race_penalty_nagtime)
2330 if(self.race_penalty > time)
2332 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1FIVE SECONDS PENALTY.");
2334 else if(self.race_penalty_nagged && time < game_starttime - 2)
2336 centerprint_atprio(self, CENTERPRIO_IDLEKICK, "^1DO NOT MOVE DURING THE COUNTDOWN.");
2338 self.race_penalty_nagtime = time + self.cvar_scr_centertime * 0.6;
2340 self.movetype = MOVETYPE_NONE;
2341 self.velocity = '0 0 0';
2342 self.avelocity = '0 0 0';
2343 self.movement = '0 0 0';
2346 else if (time < self.race_penalty)
2348 self.movetype = MOVETYPE_NONE;
2349 self.velocity = '0 0 0';
2350 self.avelocity = '0 0 0';
2351 self.movement = '0 0 0';
2355 //allow the player to move again if sv_ready_restart_after_countdown is not used and countdown is over
2356 if (!cvar("sv_ready_restart_after_countdown"))
2358 if(self.movetype == MOVETYPE_NONE)
2360 self.movetype = MOVETYPE_WALK;
2362 self.race_penalty = 0;
2363 self.race_penalty_nagged = 0;
2367 } else if (self.classname == "observer") {
2369 } else if (self.classname == "spectator") {
2375 for(i = 0; i < 1000; ++i)
2378 end = self.origin + '0 0 1024' + 512 * randomvec();
2379 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2380 if(trace_fraction < 1)
2381 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2383 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2391 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);