1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
6 void info_player_deathmatch (void)
12 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck)
14 local entity spot, player, nextspot, previousspot, newfirstspot;
23 nextspot = spot.chain;
24 // count team mismatches as bad spots
25 if (spot.team == teamcheck)
32 if (vlen(player.origin - spot.origin) < mindist)
34 player = player.chain;
40 previousspot.chain = spot;
47 spawn_allgood = FALSE;
51 // if we couldn't find ANY good points, return the original list
53 newfirstspot = firstspot;
57 entity Spawn_RandomPoint(entity firstspot)
61 // count number of spots
66 numspots = numspots + 1;
70 numspots = numspots * random();
72 while (spot.chain && numspots >= 1)
74 numspots = numspots - 1;
80 entity Spawn_FurthestPoint(entity firstspot, entity playerlist)
82 local entity best, spot, player;
83 local float bestrating, rating;
85 bestrating = -1000000;
94 rating = min(rating, vlen(player.origin - spot.origin));
95 player = player.chain;
97 rating = rating + random() * 16;
98 if (bestrating < rating)
112 Finds a point to respawn
115 entity SelectSpawnPoint (float anypoint)
117 local float teamcheck;
118 local entity spot, firstspot, playerlist;
121 spot = find (world, classname, "testplayerstart");
125 spotname = "info_player_deathmatch";
128 if(!anypoint && cvar("g_ctf") )
129 teamcheck = self.team;
131 // get the list of players
132 playerlist = findchain(classname, "player");
133 // get the entire list of spots
134 firstspot = findchain(classname, "info_player_deathmatch");
135 // filter out the bad ones
136 // (note this returns the original list if none survived)
137 firstspot = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck);
139 // there is 50/50 chance of choosing a random spot or the furthest spot
140 // (this means that roughly every other spawn will be furthest, so you
141 // usually won't get fragged at spawn twice in a row)
142 if (random() > 0.5 || spawn_allbad || spawn_allgood)
143 spot = Spawn_RandomPoint(firstspot);
145 spot = Spawn_FurthestPoint(firstspot, playerlist);
148 error ("PutClientInServer: no start points on level");
157 Checks if the argument string can be a valid playermodel.
158 Returns a valid one in doubt.
161 string CheckPlayerModel(string plyermodel) {
162 if( substring(plyermodel,0,14) != "models/player/") plyermodel = "models/player/marine.zym";
164 /* Possible Fixme: Check if server can open the model?
165 This would kill custom models, however. */
174 putting a client as observer in the server
177 void PutObserverInServer (void)
180 spot = SelectSpawnPoint (FALSE);
181 RemoveGrapplingHook(self); // Wazat's Grappling Hook
183 if(self.frags == 0 && cvar("g_lms") && self.killcount != -666)
184 bprint (strcat("^4", self.netname, "^4 has no more lives left\n"));
185 else if(self.killcount != -666)
186 bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
188 self.classname = "observer";
190 self.takedamage = DAMAGE_NO;
191 self.solid = SOLID_NOT;
192 self.movetype = MOVETYPE_NOCLIP;
193 self.flags = FL_CLIENT | FL_NOTARGET;
194 self.armorvalue = 666;
196 self.armorvalue = cvar("g_balance_armor_start");
197 self.pauserotarmor_finished = 0;
198 self.pauserothealth_finished = 0;
199 self.pauseregen_finished = 0;
200 self.damageforcescale = 0;
210 self.pain_finished = 0;
211 self.strength_finished = 0;
212 self.invincible_finished = 0;
214 self.think = SUB_Null;
218 self.deadflag = DEAD_NO;
219 self.angles = spot.angles;
221 self.fixangle = TRUE;
223 self.view_ofs = PL_VIEW_OFS;
224 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 14));
225 self.oldorigin = self.origin;
230 self.weaponmodel = "";
231 self.weaponframe = 0;
232 self.weaponentity = world;
233 self.killcount = -666;
236 //stuffcmd(self, "set viewsize 120 \n");
237 // bprint (strcat("^4", self.netname, "^4 is spectating now\n"));
245 Called when a client spawns in the server
248 void PutClientInServer (void)
250 if(clienttype(self) == CLIENTTYPE_BOT)
252 self.classname = "player";
255 // player is dead and becomes observer
256 if(cvar("g_lms") && self.frags < 1)
257 self.classname = "observer";
259 if(self.classname == "player") {
262 spot = SelectSpawnPoint (FALSE);
264 RemoveGrapplingHook(self); // Wazat's Grappling Hook
266 self.classname = "player";
267 self.iscreature = TRUE;
268 self.movetype = MOVETYPE_WALK;
269 self.solid = SOLID_SLIDEBOX;
270 self.flags = FL_CLIENT;
271 self.takedamage = DAMAGE_AIM;
273 self.health = cvar("g_balance_health_start");
274 self.armorvalue = cvar("g_balance_armor_start");
275 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
276 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
277 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
278 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
279 self.damageforcescale = 2;
288 self.pain_finished = 0;
289 self.strength_finished = 0;
290 self.invincible_finished = 0;
292 //self.speed_finished = 0;
293 //self.slowmo_finished = 0;
294 // players have no think function
295 self.think = SUB_Null;
298 self.switchweapon = 0;
303 self.deadflag = DEAD_NO;
305 self.angles = spot.angles;
307 self.angles_z = 0; // never spawn tilted even if the spot says to
308 self.fixangle = TRUE; // turn this way immediately
309 self.velocity = '0 0 0';
310 self.avelocity = '0 0 0';
311 self.punchangle = '0 0 0';
312 self.punchvector = '0 0 0';
313 self.oldvelocity = self.velocity;
317 if(cvar("sv_defaultcharacter") == 1) {
318 local string defaultmodel;
319 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
321 precache_model (defaultmodel);
322 setmodel (self, defaultmodel);
323 self.skin = stof(cvar_string("sv_defaultplayerskin"));
325 self.playermodel = CheckPlayerModel(self.playermodel);
327 precache_model (self.playermodel);
328 setmodel (self, self.playermodel);
329 self.skin = stof(self.playerskin);
334 self.view_ofs = PL_VIEW_OFS;
335 setsize (self, PL_MIN, PL_MAX);
336 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
337 // don't reset back to last position, even if new position is stuck in solid
338 self.oldorigin = self.origin;
342 self.ammo_shells = cvar("g_lms_start_ammo_shells");
343 self.ammo_nails = cvar("g_lms_start_ammo_nails");
344 self.ammo_rockets = cvar("g_lms_start_ammo_rockets");
345 self.ammo_cells = cvar("g_lms_start_ammo_cells");
346 self.health = cvar("g_lms_start_health");
347 self.armorvalue = cvar("g_lms_start_armor");
349 else if (cvar("g_use_ammunition")) {
350 self.ammo_shells = cvar("g_start_ammo_shells");
351 self.ammo_nails = cvar("g_start_ammo_nails");
352 self.ammo_rockets = cvar("g_start_ammo_rockets");
353 self.ammo_cells = cvar("g_start_ammo_cells");
355 self.ammo_shells = 999;
356 self.ammo_nails = 999;
357 self.ammo_rockets = 999;
358 self.ammo_cells = 999;
362 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
364 self.items = self.items | IT_LASER;
365 self.switchweapon = WEP_LASER;
367 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
369 self.items = self.items | IT_SHOTGUN;
370 self.switchweapon = WEP_SHOTGUN;
372 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
374 self.items = self.items | IT_UZI;
375 self.switchweapon = WEP_UZI;
377 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
379 self.items = self.items | IT_GRENADE_LAUNCHER;
380 self.switchweapon = WEP_GRENADE_LAUNCHER;
382 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
384 self.items = self.items | IT_ELECTRO;
385 self.switchweapon = WEP_ELECTRO;
387 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
389 self.items = self.items | IT_CRYLINK;
390 self.switchweapon = WEP_CRYLINK;
392 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
394 self.items = self.items | IT_NEX;
395 self.switchweapon = WEP_NEX;
397 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
399 self.items = self.items | IT_HAGAR;
400 self.switchweapon = WEP_HAGAR;
402 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
404 self.items = self.items | IT_ROCKET_LAUNCHER;
405 self.switchweapon = WEP_ROCKET_LAUNCHER;
408 if(cvar("g_instagib"))
411 self.switchweapon = WEP_NEX;
412 self.ammo_cells = 999;
415 if(cvar("g_rocketarena"))
417 self.items = IT_ROCKET_LAUNCHER;
418 self.switchweapon = WEP_ROCKET_LAUNCHER;
419 self.ammo_rockets = 999;
425 // will be done later
428 if(cvar("g_minstagib"))
433 self.switchweapon = WEP_NEX;
434 self.ammo_cells = cvar("g_minstagib_ammo_start");
436 self.jump_interval = time;
439 self.event_damage = PlayerDamage;
441 self.statdraintime = time + 5;
442 self.button0 = self.button1 = self.button2 = self.button3 = 0;
444 if(self.killcount == -666) {
449 self.cnt = WEP_LASER;
450 self.nixnex_lastchange_id = -1;
456 CL_SpawnWeaponentity();
458 self.exteriorweaponentity.alpha = 1;
460 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
461 self.lms_traveled_distance = 0;
463 if(cvar("spawn_debug"))
465 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
466 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
469 //stuffcmd(self, "chase_active 0");
470 //stuffcmd(self, "set viewsize $tmpviewsize \n");
471 } else if(self.classname == "observer") {
472 PutObserverInServer ();
481 void SetNewParms (void)
491 void SetChangeParms (void)
500 Called when a client types 'kill' in the console
503 void ClientKill (void)
505 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
512 Called when a client connects to the server
515 string ColoredTeamName(float t);
516 //void dom_player_join_team(entity pl);
517 void ClientConnect (void)
519 self.classname = "player_joining";
521 if(player_count<0) player_count = 0;
523 //if(cvar("g_domination"))
524 // dom_player_join_team(self);
526 //JoinBestTeam(self, FALSE);
528 if(cvar("sv_spectate") == 1 && !cvar("g_lms")) {
529 self.classname = "observer";
531 self.classname = "player";
534 self.playerid = (playerid_last = playerid_last + 1);
535 if(cvar("sv_eventlog"))
538 if(clienttype(self) == CLIENTTYPE_REAL)
542 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", s, ":", self.netname), TRUE);
543 s = strcat(":team:", ftos(self.playerid), ":");
544 s = strcat(s, ftos(self.team));
545 GameLogEcho(s, FALSE);
548 //stuffcmd(self, "set tmpviewsize $viewsize \n");
550 bprint ("^4",self.netname);
551 bprint ("^4 connected");
553 if(cvar("g_domination") || cvar("g_ctf"))
555 bprint(" and joined the ");
556 bprint(ColoredTeamName(self.team));
561 self.welcomemessage_time = time + cvar("welcome_message_time");
562 self.welcomemessage_time2 = 0;
564 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
565 // send prediction settings to the client
566 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
567 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
568 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
569 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
570 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
571 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
572 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
573 stuffcmd(self, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
574 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
575 // Wazat's grappling hook
576 SetGrappleHookBindings();
578 // get autoswitch state from player
579 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1; cmd autoswitch $1\"\n");
580 stuffcmd(self, "cmd autoswitch $cl_autoswitch\n");
582 // get version info from player
583 stuffcmd(self, "cmd clientversion $gameversion\n");
585 // set cvar for team scoreboard
586 stuffcmd(self, strcat("set teamplay ", ftos(teams_matter), "\n"));
590 self.frags = cvar("fraglimit");
591 // no fraglimit was set, so player gets 999 lives
595 // disallow player to join after the worst player has lost g_lms_last_join lives
596 // if "g_lms_join_anytime" new players spawn with same amount of lives as the worst active player
597 if(((cvar("fraglimit") - cvar("g_lms_last_join")) > lms_lowest_lives && !cvar("g_lms_join_anytime")) || lms_lowest_lives < 1)
602 else if(cvar("fraglimit") > lms_lowest_lives)
604 self.frags = lms_lowest_lives;
609 self.jointime = time;
616 Called when a client disconnects from the server
619 void(entity e) DropFlag;
620 .entity chatbubbleentity;
621 .entity teambubbleentity;
622 void ClientDisconnect (void)
624 if(cvar("sv_eventlog"))
625 GameLogEcho(strcat(":part:", ftos(self.playerid)), FALSE);
626 bprint ("^4",self.netname);
627 bprint ("^4 disconnected\n");
629 if (self.chatbubbleentity)
631 remove (self.chatbubbleentity);
632 self.chatbubbleentity = world;
635 if (self.teambubbleentity)
637 remove (self.teambubbleentity);
638 self.teambubbleentity = world;
644 DropFlag(self.flagcarried);
646 // decrease player count for lms
648 // player was dead, decrease dead count
649 if(cvar("g_lms") && self.frags < 1)
651 //stuffcmd(self, "set viewsize $tmpviewsize \n");
655 void() ChatBubbleThink =
657 self.nextthink = time;
658 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
663 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
664 if (self.owner.buttonchat && !self.owner.deadflag)
665 self.model = self.mdl;
670 void() UpdateChatBubble =
672 if (!self.modelindex)
674 // spawn a chatbubble entity if needed
675 if (!self.chatbubbleentity)
677 self.chatbubbleentity = spawn();
678 self.chatbubbleentity.owner = self;
679 self.chatbubbleentity.exteriormodeltoclient = self;
680 self.chatbubbleentity.think = ChatBubbleThink;
681 self.chatbubbleentity.nextthink = time;
682 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
683 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
684 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
685 self.chatbubbleentity.model = "";
690 void() TeamBubbleThink =
692 self.nextthink = time;
693 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
698 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
699 if (self.owner.buttonchat || self.owner.deadflag)
702 self.model = self.mdl;
706 .float() customizeentityforclient;
707 float() ChatBubble_customizeentityforclient = {return (self.owner.team == other.team && other.killcount > -666);};
709 void() UpdateTeamBubble =
711 if (!self.modelindex || !cvar("teamplay"))
713 // spawn a teambubble entity if needed
714 if (!self.teambubbleentity && cvar("teamplay"))
716 self.teambubbleentity = spawn();
717 self.teambubbleentity.owner = self;
718 self.teambubbleentity.exteriormodeltoclient = self;
719 self.teambubbleentity.think = TeamBubbleThink;
720 self.teambubbleentity.nextthink = time;
721 setmodel(self.teambubbleentity, "models/misc/teambubble.spr");
722 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
723 setorigin(self.teambubbleentity, self.teambubbleentity.origin + '0 0 15' + self.maxs_z * '0 0 1');
724 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
725 self.teambubbleentity.mdl = self.teambubbleentity.model;
726 self.teambubbleentity.model = self.teambubbleentity.mdl;
727 self.teambubbleentity.customizeentityforclient = ChatBubble_customizeentityforclient;
731 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
732 // added to the model skins
733 /*void() UpdateColorModHack =
736 c = self.clientcolors & 15;
737 // LordHavoc: only bothering to support white, green, red, yellow, blue
738 if (teamplay == 0) self.colormod = '0 0 0';
739 else if (c == 0) self.colormod = '1.00 1.00 1.00';
740 else if (c == 3) self.colormod = '0.10 1.73 0.10';
741 else if (c == 4) self.colormod = '1.73 0.10 0.10';
742 else if (c == 12) self.colormod = '1.22 1.22 0.10';
743 else if (c == 13) self.colormod = '0.10 0.10 1.73';
744 else self.colormod = '1 1 1';
747 void UpdatePlayerColors () {
748 if(self.weaponentity) {
749 self.weaponentity.colormap = self.colormap;
750 self.exteriorweaponentity.colormap = self.colormap;
757 When you press the jump key
760 void PlayerJump (void)
764 mjumpheight = cvar("g_balance_jumpheight");
765 if (self.waterlevel >= 2)
767 if (self.watertype == CONTENT_WATER)
768 self.velocity_z = 200;
769 else if (self.watertype == CONTENT_SLIME)
770 self.velocity_z = 80;
772 self.velocity_z = 50;
778 if (!(self.flags & FL_ONGROUND))
781 if (!(self.flags & FL_JUMPRELEASED))
784 if(cvar("g_runematch"))
786 if(self.runes & RUNE_SPEED)
788 if(self.runes & CURSE_SLOW)
789 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
791 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
793 else if(self.runes & CURSE_SLOW)
795 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
799 if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
801 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
804 self.velocity_z = self.velocity_z + mjumpheight;
805 self.oldvelocity_z = self.velocity_z;
807 self.flags = self.flags - FL_ONGROUND;
808 self.flags = self.flags - FL_JUMPRELEASED;
811 void() CheckWaterJump =
813 local vector start, end;
815 // check for a jump-out-of-water
816 makevectors (self.angles);
818 start_z = start_z + 8;
820 normalize(v_forward);
821 end = start + v_forward*24;
822 traceline (start, end, TRUE, self);
823 if (trace_fraction < 1)
825 start_z = start_z + self.maxs_z - 8;
826 end = start + v_forward*24;
827 self.movedir = trace_plane_normal * -50;
828 traceline (start, end, TRUE, self);
829 if (trace_fraction == 1)
830 { // open at eye level
831 self.flags = self.flags | FL_WATERJUMP;
832 self.velocity_z = 225;
833 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
834 self.teleport_time = time + 2; // safety net
847 void player_powerups (void)
849 if (cvar("g_minstagib"))
851 self.effects = EF_FULLBRIGHT;
852 if (self.items & IT_STRENGTH)
854 if (time > self.strength_finished)
857 self.exteriorweaponentity.alpha = 1;
858 self.items = self.items - (self.items & IT_STRENGTH);
859 sprint(self, "^3Invisibility has worn off\n");
864 if (time < self.strength_finished)
866 self.alpha = cvar("g_minstagib_invis_alpha");
867 self.exteriorweaponentity.alpha = cvar("g_minstagib_invis_alpha");
868 self.items = self.items | IT_STRENGTH;
869 sprint(self, "^3You are invisible\n");
873 if (self.items & IT_INVINCIBLE)
875 if (time > self.invincible_finished)
877 self.items = self.items - (self.items & IT_INVINCIBLE);
878 sprint(self, "^3Speed has worn off\n");
883 if (time < self.invincible_finished)
885 self.items = self.items | IT_INVINCIBLE;
886 sprint(self, "^3You are on speed\n");
892 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
893 if (self.items & IT_STRENGTH)
895 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
896 if (time > self.strength_finished)
898 self.items = self.items - (self.items & IT_STRENGTH);
899 sprint(self, "^3Strength has worn off\n");
904 if (time < self.strength_finished)
906 self.items = self.items | IT_STRENGTH;
907 sprint(self, "^3Strength infuses your weapons with devestating power\n");
910 if (self.items & IT_INVINCIBLE)
912 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
913 if (time > self.invincible_finished)
915 self.items = self.items - (self.items & IT_INVINCIBLE);
916 sprint(self, "^3Shield has worn off\n");
921 if (time < self.invincible_finished)
923 self.items = self.items | IT_INVINCIBLE;
924 sprint(self, "^3Shield surrounds you\n");
928 if (cvar("g_fullbrightplayers"))
929 self.effects = self.effects | EF_FULLBRIGHT;
931 // midair gamemode: damage only while in the air
932 // if in midair mode, being on ground grants temporary invulnerability
933 // (this is so that multishot weapon don't clear the ground flag on the
934 // first damage in the frame, leaving the player vulnerable to the
935 // remaining hits in the same frame)
936 if (self.flags & FL_ONGROUND)
937 if (cvar("g_midair"))
938 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
940 if (time < self.spawnshieldtime)
941 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
944 void player_regen (void)
946 float maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
947 maxh = cvar("g_balance_health_stable");
948 maxa = cvar("g_balance_armor_stable");
949 limith = cvar("g_balance_health_limit");
950 limita = cvar("g_balance_armor_limit");
952 if (cvar("g_minstagib") || (cvar("g_lms") && !cvar("g_lms_regenerate")))
955 if(cvar("g_runematch"))
957 max_mod = regen_mod = rot_mod = limit_mod = 1;
958 if (self.runes & RUNE_REGEN)
960 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
962 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
963 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
964 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
968 regen_mod = cvar("g_balance_rune_regen_regenrate");
969 max_mod = cvar("g_balance_rune_regen_hpmod");
970 limit_mod = cvar("g_balance_rune_regen_limitmod");
973 else if (self.runes & CURSE_VENOM)
975 max_mod = cvar("g_balance_curse_venom_hpmod");
976 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
977 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
979 rot_mod = cvar("g_balance_curse_venom_rotrate");
980 limit_mod = cvar("g_balance_curse_venom_limitmod");
981 //if (!self.runes & RUNE_REGEN)
982 // rot_mod = cvar("g_balance_curse_venom_rotrate");
984 maxh = maxh * max_mod;
985 //maxa = maxa * max_mod;
987 if (time > self.pauserotarmor_finished)
989 if (self.armorvalue > maxa)
990 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
992 if (time > self.pauserothealth_finished)
994 if (self.health > maxh)
995 self.health = bound(0, self.health + (maxh - self.health) * rot_mod*cvar("g_balance_health_rot") * frametime, 1000);
997 if (time > self.pauseregen_finished)
999 if (self.health < maxh)
1000 self.health = bound(0, self.health + (maxh- self.health) * regen_mod*cvar("g_balance_health_regen") * frametime, 1000);
1001 if (self.armorvalue < maxa)
1002 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
1007 if (time > self.pauserothealth_finished)
1008 if (self.health > maxh)
1009 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
1010 if (time > self.pauserotarmor_finished)
1011 if (self.armorvalue > maxa)
1012 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
1013 if (time > self.pauseregen_finished)
1015 if (self.health < maxh)
1016 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_regen") * frametime + 0.001, 1000);
1017 if (self.armorvalue < maxa)
1018 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime + 0.001, 1000);
1021 if (self.health > limith)
1022 self.health = limith;
1023 if (self.armorvalue > limita)
1024 self.armorvalue = limita;
1028 ======================
1029 spectate mode routines
1030 ======================
1032 void SpectateCopy(entity spectatee) {
1033 self.armortype = spectatee.armortype;
1034 self.armorvalue = spectatee.armorvalue;
1035 self.currentammo = spectatee.currentammo;
1036 self.effects = spectatee.effects;
1037 self.health = spectatee.health;
1039 self.items = spectatee.items;
1040 self.punchangle = spectatee.punchangle;
1041 self.view_ofs = spectatee.view_ofs;
1042 self.v_angle = spectatee.v_angle;
1043 self.viewzoom = spectatee.viewzoom;
1044 setorigin(self, spectatee.origin);
1045 setsize(self, spectatee.mins, spectatee.maxs);
1048 void SpectateUpdate() {
1049 if (self != self.enemy) {
1050 SpectateCopy(self.enemy);
1052 WriteByte(MSG_ONE, SVC_SETANGLE);
1053 WriteAngle(MSG_ONE, self.enemy.v_angle_x);
1054 WriteAngle(MSG_ONE, self.enemy.v_angle_y);
1055 WriteAngle(MSG_ONE, self.enemy.v_angle_z);
1059 float SpectateNext() {
1060 other = find(self.enemy, classname, "player");
1062 other = find(other, classname, "player");
1067 if(self.enemy.classname == "player") {
1069 WriteByte(MSG_ONE, SVC_SETVIEW);
1070 WriteEntity(MSG_ONE, self.enemy);
1071 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1083 Called every frame for each client before the physics are run
1086 void PlayerPreThink (void)
1088 if(self.classname == "player") {
1089 local vector m1, m2;
1093 // if(self.netname == "Wazat")
1094 // bprint(strcat(self.classname, "\n"));
1096 CheckRules_Player();
1099 PrintWelcomeMessage(self);
1101 if(cvar("g_lms") || !cvar("sv_spectate"))
1102 if((time - self.jointime) <= cvar("welcome_message_time"))
1103 PrintWelcomeMessage(self);
1105 if (intermission_running)
1107 IntermissionThink (); // otherwise a button could be missed between
1108 return; // the think tics
1111 if (self.deadflag != DEAD_NO)
1115 if (self.deadflag == DEAD_DYING)
1117 if (time > self.dead_time)
1118 self.deadflag = DEAD_DEAD;
1120 else if (self.deadflag == DEAD_DEAD)
1122 if (cvar("g_lms") || cvar("g_forced_respawn"))
1123 self.button0 = self.button2 = self.button3 = 0;
1125 if (!self.button0 && !self.button2 && !self.button3)
1126 self.deadflag = DEAD_RESPAWNABLE;
1128 else if (self.deadflag == DEAD_RESPAWNABLE)
1135 cvar("g_forced_respawn"))
1141 if(cvar("g_lms") && !self.deadflag && cvar("g_lms_campcheck_interval"))
1145 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
1146 dist = self.oldorigin - self.origin;
1148 self.lms_traveled_distance += fabs(vlen(dist));
1150 if(time > self.lms_nextcheck)
1152 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
1153 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
1155 centerprint(self, cvar_string("g_lms_campcheck_message"));
1156 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
1157 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
1158 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');
1160 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
1161 self.lms_traveled_distance = 0;
1170 self.view_ofs = PL_CROUCH_VIEW_OFS;
1171 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
1178 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
1179 if (!trace_startsolid)
1181 self.crouch = FALSE;
1182 self.view_ofs = PL_VIEW_OFS;
1183 setsize (self, PL_MIN, PL_MAX);
1188 if(cvar("sv_defaultcharacter") == 1) {
1189 local string defaultmodel;
1190 defaultmodel = CheckPlayerModel(cvar_string("sv_defaultplayermodel"));
1192 if (defaultmodel != self.model)
1196 precache_model (defaultmodel);
1197 setmodel (self, defaultmodel);
1198 setsize (self, m1, m2);
1201 if (self.skin != stof(cvar_string("sv_defaultplayerskin")))
1202 self.skin = stof(cvar_string("sv_defaultplayerskin"));
1204 if (self.playermodel != self.model)
1206 self.playermodel = CheckPlayerModel(self.playermodel);
1209 precache_model (self.playermodel);
1210 setmodel (self, self.playermodel);
1211 setsize (self, m1, m2);
1214 if (self.skin != stof(self.playerskin))
1215 self.skin = stof(self.playerskin);
1217 // Savage: Check for nameless players
1218 if (strlen(self.netname) < 1) {
1219 self.netname = "Player";
1220 stuffcmd(self, "name Player\n");
1223 GrapplingHookFrame();
1227 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
1229 if (cvar("g_minstagib") && self.button3)
1231 if (self.jump_interval <= (time + 0.1))
1233 self.jump_interval = time + 1;
1234 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
1237 else if (self.viewzoom > 0.4)
1238 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
1240 else if (self.viewzoom < 1.0)
1241 self.viewzoom = min (1.0, self.viewzoom + frametime);
1247 self.flags = self.flags | FL_JUMPRELEASED;
1253 //self.angles_y=self.v_angle_y + 90; // temp
1255 if (self.waterlevel == 2)
1258 //if (TetrisPreFrame()) return;
1259 } else if(gameover) {
1260 if (intermission_running)
1261 IntermissionThink (); // otherwise a button could be missed between
1263 } else if(self.classname == "observer") {
1265 if (self.flags & FL_JUMPRELEASED) {
1266 if (self.button2 && self.version == cvar("gameversion")) {
1267 if(!cvar("teamplay")) {
1268 self.flags = self.flags & !FL_JUMPRELEASED;
1269 self.classname = "player";
1271 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1272 PutClientInServer();
1273 centerprint(self,"");
1276 self.flags = self.flags & !FL_JUMPRELEASED;
1277 stuffcmd(self,"menu_showteamselect\n");
1280 } else if(self.button0 && self.version == cvar("gameversion")) {
1281 self.flags = self.flags & !FL_JUMPRELEASED;
1282 if(SpectateNext() == 1) {
1283 self.classname = "spectator";
1287 if (!(self.button0 || self.button2)) {
1288 self.flags = self.flags | FL_JUMPRELEASED;
1291 if(cvar("g_lms") && self.frags == 0)
1292 centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players");
1293 else if(cvar("g_lms") && self.frags == -1)
1294 centerprint(self, "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players");
1296 PrintWelcomeMessage(self);
1297 //centerprint(self, "\n\n\npress jump to play\npress attack to spectate other players");
1298 } else if(self.classname == "spectator") {
1300 if (self.flags & FL_JUMPRELEASED) {
1301 if (self.button2 && self.version == cvar("gameversion")) {
1302 if(!cvar("teamplay")) {
1303 self.flags = self.flags & !FL_JUMPRELEASED;
1304 self.classname = "player";
1306 bprint (strcat("^4", self.netname, "^4 is playing now\n"));
1309 WriteByte(MSG_ONE, SVC_SETVIEW);
1310 WriteEntity(MSG_ONE, self);
1311 PutClientInServer();
1312 centerprint(self,"");
1315 self.flags = self.flags & !FL_JUMPRELEASED;
1316 stuffcmd(self,"menu_showteamselect\n");
1319 } else if(self.button0) {
1320 self.flags = self.flags & !FL_JUMPRELEASED;
1321 if(SpectateNext() == 1) {
1322 self.classname = "spectator";
1324 self.classname = "observer";
1326 WriteByte(MSG_ONE, SVC_SETVIEW);
1327 WriteEntity(MSG_ONE, self);
1328 PutClientInServer();
1330 } else if (self.button3) {
1331 self.flags = self.flags & !FL_JUMPRELEASED;
1332 self.classname = "observer";
1334 WriteByte(MSG_ONE, SVC_SETVIEW);
1335 WriteEntity(MSG_ONE, self);
1336 PutClientInServer();
1341 if (!(self.button0 || self.button3)) {
1342 self.flags = self.flags | FL_JUMPRELEASED;
1345 if (cvar("g_lms") && self.frags < 1)
1346 centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
1348 centerprint(self, strcat("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nspectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
1358 Called every frame for each client after the physics are run
1361 void PlayerPostThink (void)
1363 if(self.classname == "player") {
1364 CheckRules_Player();
1367 UpdatePlayerColors();
1368 if (self.deadflag == DEAD_NO)
1371 if (intermission_running)
1372 return; // intermission or finale
1374 //PrintWelcomeMessage(self);
1375 //if (TetrisPostFrame()) return;
1376 } else if (self.classname == "observer") {
1378 } else if (self.classname == "spectator") {