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Lastly, show portraits when they need to be shown, and sent the right player. Current...
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         if (clienttype(e) == CLIENTTYPE_REAL)\r
17         {\r
18                 msg_entity = e;\r
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
21                 WriteString(MSG_ONE, snd);\r
22         }\r
23 }\r
24 \r
25 float ClientData_Send(entity to, float sf)\r
26 {\r
27         if(to != self.owner)\r
28         {\r
29                 error("wtf");\r
30                 return FALSE;\r
31         }\r
32 \r
33         entity e;\r
34 \r
35         e = to;\r
36         if(to.classname == "spectator")\r
37                 e = to.enemy;\r
38 \r
39         sf = 0;\r
40 \r
41         if(e.race_completed)\r
42                 sf |= 1; // forced scoreboard\r
43         if(to.spectatee_status)\r
44                 sf |= 2; // spectator ent number follows\r
45         if(e.zoomstate)\r
46                 sf |= 4; // zoomed\r
47 \r
48         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
49         WriteByte(MSG_ENTITY, sf);\r
50 \r
51         if(sf & 2)\r
52                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
53 \r
54         if(sf & 8)\r
55         {\r
56                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
57                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
58         }\r
59 \r
60         return TRUE;\r
61 }\r
62 \r
63 void ClientData_Attach()\r
64 {\r
65         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
66         self.clientdata.drawonlytoclient = self;\r
67         self.clientdata.owner = self;\r
68 }\r
69 \r
70 void ClientData_Detach()\r
71 {\r
72         remove(self.clientdata);\r
73         self.clientdata = world;\r
74 }\r
75 \r
76 void ClientData_Touch(entity e)\r
77 {\r
78         e.clientdata.SendFlags = 1;\r
79 \r
80         // make it spectatable\r
81         entity e2;\r
82         FOR_EACH_REALCLIENT(e2)\r
83         {\r
84                 if(e2 != e)\r
85                         if(e2.classname == "spectator")\r
86                                 if(e2.enemy == e)\r
87                                         e2.clientdata.SendFlags = 1;\r
88         }\r
89 }\r
90 \r
91 \r
92 .vector spawnpoint_score;\r
93 .string netname_previous;\r
94 \r
95 void spawnfunc_info_player_survivor (void)\r
96 {\r
97         spawnfunc_info_player_deathmatch();\r
98 }\r
99 \r
100 void spawnfunc_info_player_start (void)\r
101 {\r
102         spawnfunc_info_player_deathmatch();\r
103 }\r
104 \r
105 void spawnfunc_info_player_deathmatch (void)\r
106 {\r
107         self.classname = "info_player_deathmatch";\r
108         relocate_spawnpoint();\r
109 }\r
110 \r
111 void spawnpoint_use()\r
112 {\r
113         if(teams_matter)\r
114         if(have_team_spawns > 0)\r
115         {\r
116                 self.team = activator.team;\r
117                 some_spawn_has_been_used = 1;\r
118         }\r
119 };\r
120 \r
121 // Returns:\r
122 //   _x: prio (-1 if unusable)\r
123 //   _y: weight\r
124 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
125 {\r
126         float shortest, thisdist;\r
127         float prio;\r
128         entity player;\r
129 \r
130         prio = 0;\r
131 \r
132         // filter out spots for the wrong team\r
133         if(teamcheck)\r
134         if(spot.team != teamcheck)\r
135                 return '-1 0 0';\r
136 \r
137         if(race_spawns)\r
138                 if(spot.target == "")\r
139                         return '-1 0 0';\r
140 \r
141         if(clienttype(self) == CLIENTTYPE_REAL)\r
142         {\r
143                 if(spot.restriction == 1)\r
144                         return '-1 0 0';\r
145         }\r
146         else\r
147         {\r
148                 if(spot.restriction == 2)\r
149                         return '-1 0 0';\r
150         }\r
151 \r
152         // filter out spots for assault\r
153         if(spot.target != "") {\r
154                 local entity ent;\r
155                 float good, found;\r
156                 ent = find(world, targetname, spot.target);\r
157 \r
158                 while(ent) {\r
159                         if(ent.classname == "target_objective")\r
160                         {\r
161                                 found = 1;\r
162                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
163                                         return '-1 0 0';\r
164                                 good = 1;\r
165                         }\r
166                         else if(ent.classname == "trigger_race_checkpoint")\r
167                         {\r
168                                 found = 1;\r
169                                 if(!anypoint) // spectators may spawn everywhere\r
170 \r
171                                 {\r
172                                         if(g_race_qualifying)\r
173                                         {\r
174                                                 // spawn at first\r
175                                                 if(ent.race_checkpoint != 0)\r
176                                                         return '-1 0 0';\r
177                                                 if(spot.race_place != race_lowest_place_spawn)\r
178                                                         return '-1 0 0';\r
179                                         }\r
180                                         else\r
181                                         {\r
182                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
183                                                         return '-1 0 0';\r
184                                                 // try reusing the previous spawn\r
185                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
186                                                         prio += 1;\r
187                                                 if(ent.race_checkpoint == 0)\r
188                                                 {\r
189                                                         float pl;\r
190                                                         pl = self.race_place;\r
191                                                         if(pl > race_highest_place_spawn)\r
192                                                                 pl = 0;\r
193                                                         if(pl == 0 && !self.race_started)\r
194                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
195                                                         if(spot.race_place != pl)\r
196                                                                 return '-1 0 0';\r
197                                                 }\r
198                                         }\r
199                                 }\r
200                                 good = 1;\r
201                         }\r
202                         ent = find(ent, targetname, spot.target);\r
203                 }\r
204 \r
205                 if(found && !good)\r
206                         return '-1 0 0';\r
207         }\r
208 \r
209         player = playerlist;\r
210         shortest = vlen(world.maxs - world.mins);\r
211         for(player = playerlist; player; player = player.chain)\r
212                 if (player != self)\r
213                 {\r
214                         thisdist = vlen(player.origin - spot.origin);\r
215                         if (thisdist < shortest)\r
216                                 shortest = thisdist;\r
217                 }\r
218         return prio * '1 0 0' + shortest * '0 1 0';\r
219 }\r
220 \r
221 float spawn_allbad;\r
222 float spawn_allgood;\r
223 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
224 {\r
225         local entity spot, spotlist, spotlistend;\r
226         spawn_allgood = TRUE;\r
227         spawn_allbad = TRUE;\r
228 \r
229         spotlist = world;\r
230         spotlistend = world;\r
231 \r
232         for(spot = firstspot; spot; spot = spot.chain)\r
233         {\r
234                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
235 \r
236                 if(cvar("spawn_debugview"))\r
237                 {\r
238                         setmodel(spot, "models/rune.mdl");\r
239                         if(spot.spawnpoint_score_y < mindist)\r
240                         {\r
241                                 spot.colormod = '1 0 0';\r
242                                 spot.scale = 1;\r
243                         }\r
244                         else\r
245                         {\r
246                                 spot.colormod = '0 1 0';\r
247                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
248                         }\r
249                 }\r
250 \r
251                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
252                 {\r
253                         if(spot.spawnpoint_score_y < mindist)\r
254                         {\r
255                                 // too short distance\r
256                                 spawn_allgood = FALSE;\r
257                         }\r
258                         else\r
259                         {\r
260                                 // perfect\r
261                                 spawn_allbad = FALSE;\r
262 \r
263                                 if(spotlistend)\r
264                                         spotlistend.chain = spot;\r
265                                 spotlistend = spot;\r
266                                 if(!spotlist)\r
267                                         spotlist = spot;\r
268 \r
269                                 /*\r
270                                 if(teamcheck)\r
271                                 if(spot.team != teamcheck)\r
272                                         error("invalid spawn added");\r
273 \r
274                                 print("added ", etos(spot), "\n");\r
275                                 */\r
276                         }\r
277                 }\r
278         }\r
279         if(spotlistend)\r
280                 spotlistend.chain = world;\r
281 \r
282         /*\r
283                 entity e;\r
284                 if(teamcheck)\r
285                         for(e = spotlist; e; e = e.chain)\r
286                         {\r
287                                 print("seen ", etos(e), "\n");\r
288                                 if(e.team != teamcheck)\r
289                                         error("invalid spawn found");\r
290                         }\r
291         */\r
292 \r
293         return spotlist;\r
294 }\r
295 \r
296 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
297 {\r
298         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
299         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
300         local entity spot;\r
301 \r
302         RandomSelection_Init();\r
303         for(spot = firstspot; spot; spot = spot.chain)\r
304                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);\r
305 \r
306         return RandomSelection_chosen_ent;\r
307 }\r
308 \r
309 /*\r
310 =============\r
311 SelectSpawnPoint\r
312 \r
313 Finds a point to respawn\r
314 =============\r
315 */\r
316 entity SelectSpawnPoint (float anypoint)\r
317 {\r
318         local float teamcheck;\r
319         local entity firstspot_new;\r
320         local entity spot, firstspot, playerlist;\r
321 \r
322         spot = find (world, classname, "testplayerstart");\r
323         if (spot)\r
324                 return spot;\r
325 \r
326         teamcheck = 0;\r
327 \r
328         if(!anypoint && have_team_spawns > 0)\r
329                 teamcheck = self.team;\r
330 \r
331         // get the list of players\r
332         playerlist = findchain(classname, "player");\r
333         // get the entire list of spots\r
334         firstspot = findchain(classname, "info_player_deathmatch");\r
335         // filter out the bad ones\r
336         // (note this returns the original list if none survived)\r
337         if(anypoint)\r
338         {\r
339                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
340         }\r
341         else\r
342         {\r
343                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
344                 if(!firstspot_new)\r
345                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
346                 firstspot = firstspot_new;\r
347 \r
348                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
349                 // (this means that roughly every other spawn will be furthest, so you\r
350                 // usually won't get fragged at spawn twice in a row)\r
351                 if (arena_roundbased && !g_ca)\r
352                 {\r
353                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
354                         if(firstspot_new)\r
355                                 firstspot = firstspot_new;\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 }\r
358                 else if (random() > cvar("g_spawn_furthest"))\r
359                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
360                 else\r
361                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
362         }\r
363 \r
364         if(cvar("spawn_debugview"))\r
365         {\r
366                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
367 \r
368                 entity e;\r
369                 if(teamcheck)\r
370                         for(e = firstspot; e; e = e.chain)\r
371                                 if(e.team != teamcheck)\r
372                                         error("invalid spawn found");\r
373         }\r
374 \r
375         if (!spot)\r
376         {\r
377                 if(cvar("spawn_debug"))\r
378                         GotoNextMap();\r
379                 else\r
380                 {\r
381                         if(some_spawn_has_been_used)\r
382                                 return world; // team can't spawn any more, because of actions of other team\r
383                         else\r
384                                 error("Cannot find a spawn point - please fix the map!");\r
385                 }\r
386         }\r
387 \r
388         return spot;\r
389 }\r
390 \r
391 /*\r
392 =============\r
393 CheckPlayerModel\r
394 \r
395 Checks if the argument string can be a valid playermodel.\r
396 Returns a valid one in doubt.\r
397 =============\r
398 */\r
399 string FallbackPlayerModel = "models/player/vixen.iqm";\r
400 string CheckPlayerModel(string plyermodel) {\r
401         if(strlen(plyermodel) < 4)\r
402                 return FallbackPlayerModel;\r
403         if( substring(plyermodel,0,14) != "models/player/")\r
404                 return FallbackPlayerModel;\r
405         else if(cvar("sv_servermodelsonly"))\r
406         {\r
407                 if(substring(plyermodel,-4,4) != ".zym")\r
408                 if(substring(plyermodel,-4,4) != ".dpm")\r
409                 if(substring(plyermodel,-4,4) != ".iqm")\r
410                 if(substring(plyermodel,-4,4) != ".md3")\r
411                 if(substring(plyermodel,-4,4) != ".psk")\r
412                         return FallbackPlayerModel;\r
413                 if(plyermodel != strtolower(plyermodel))\r
414                         return FallbackPlayerModel;\r
415                 if(!fexists(plyermodel))\r
416                         return FallbackPlayerModel;\r
417         }\r
418         return plyermodel;\r
419 }\r
420 \r
421 void setmodel_apply(string modelname, float reset_anims)\r
422 {\r
423         precache_model(modelname);\r
424         setmodel(self, modelname); // players have high precision\r
425         if(reset_anims)\r
426                 player_setupanimsformodel();\r
427 }\r
428 \r
429 string setmodel_state()\r
430 {\r
431         // set the proper belly model depending on how full we are\r
432         string newmodel_name, newmodel_extension, applymodel;\r
433 \r
434         // 4 is the extension length\r
435         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
436         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
437 \r
438         float vore_state;\r
439         if(self.stomach_load > self.stomach_maxload * 0.75)\r
440                 vore_state = 3;\r
441         else if(self.stomach_load > self.stomach_maxload * 0.5)\r
442                 vore_state = 2;\r
443         else if(self.stomach_load > self.stomach_maxload * 0.25)\r
444                 vore_state = 1;\r
445 \r
446         if(vore_state)\r
447                 applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
448         else\r
449                 applymodel = self.playermodel;\r
450 \r
451         return applymodel;\r
452 }\r
453 \r
454 /*\r
455 =============\r
456 Client_customizeentityforclient\r
457 =============\r
458 */\r
459 void Client_setmodel(string applymodel)\r
460 {\r
461         local vector m1, m2;\r
462         if(self.classname != "player") // prevent some bugs\r
463                 return;\r
464         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
465                 return;\r
466 \r
467         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
468         m1 = self.mins;\r
469         m2 = self.maxs;\r
470         setmodel_apply(applymodel, FALSE);\r
471         setsize (self, m1, m2);\r
472 }\r
473 \r
474 void Client_uncustomizeentityforclient()\r
475 {\r
476         self.skin = self.skinindex;\r
477 }\r
478 \r
479 float Client_customizeentityforclient()\r
480 {\r
481         entity modelsource;\r
482         string stomachmodel;\r
483 \r
484         if(self.modelindex == 0)\r
485                 return TRUE;\r
486 \r
487         // forcemodel stuff\r
488 \r
489 #ifdef PROFILING\r
490         float t0;\r
491         t0 = gettime(GETTIME_HIRES); // reference\r
492 #endif\r
493 \r
494         modelsource = self;\r
495 \r
496 #ifdef ALLOW_FORCEMODELS\r
497         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
498                 modelsource = other;\r
499         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
500                 modelsource = other;\r
501 #endif\r
502 \r
503         self.skin = modelsource.skinindex;\r
504 \r
505 #if 0\r
506         if(modelsource == self)\r
507                 self.skin = modelsource.skinindex;\r
508         else\r
509                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
510 #endif\r
511 \r
512         // self: me\r
513         // other: the player viewing me\r
514 \r
515 #ifdef PROFILING\r
516         float t1;\r
517         t1 = gettime(GETTIME_HIRES); // reference\r
518         client_cefc_accumulator += (t1 - t0);\r
519 #endif\r
520 \r
521         // now change the predator's player model into a stomach model for the prey\r
522         // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
523         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
524         stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
525 \r
526         float chase;\r
527         chase = other.cvar_chase_active;\r
528 \r
529         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
530                 other = other.enemy; // also do this for the player we are spectating\r
531 \r
532         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
533         if not(chase || other.classname == "observer") // the observer check prevents a bug\r
534         if(other.predator == self)\r
535         {\r
536                 Client_setmodel(stomachmodel);\r
537                 self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models\r
538                 self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
539                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
540                 return TRUE;\r
541         }\r
542 \r
543         Client_setmodel(setmodel_state());\r
544         self.effects &~= EF_NODEPTHTEST;\r
545         if not(self.stat_eaten)\r
546                 self.alpha = default_player_alpha;\r
547         else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
548         {\r
549                 self.alpha = default_player_alpha; // allow seeing neighboring prey\r
550                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
551         }\r
552         else\r
553                 self.alpha = -1; // hide prey\r
554         return TRUE;\r
555 }\r
556 \r
557 /*\r
558 =============\r
559 PutObserverInServer\r
560 \r
561 putting a client as observer in the server\r
562 =============\r
563 */\r
564 void FixPlayermodel();\r
565 void PutObserverInServer (void)\r
566 {\r
567         entity  spot;\r
568 \r
569         race_PreSpawnObserver();\r
570 \r
571         spot = SelectSpawnPoint (TRUE);\r
572         if(!spot)\r
573                 error("No spawnpoints for observers?!?\n");\r
574         RemoveGrabber(self); // Wazat's Grabber\r
575 \r
576         if(clienttype(self) == CLIENTTYPE_REAL)\r
577         {\r
578                 msg_entity = self;\r
579                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
580                 WriteEntity(MSG_ONE, self);\r
581         }\r
582 \r
583         Vore_Disconnect();\r
584         entity e;\r
585         for(e = world; (e = find(e, classname, "consumable")); )\r
586         {\r
587                 // remove consumable items when we spectate\r
588                 if(e.predator == self)\r
589                         Item_Consumable_Remove(e, TRUE);\r
590         }\r
591 \r
592         kh_Key_DropAll(self, TRUE);\r
593 \r
594         if(self.flagcarried)\r
595                 DropFlag(self.flagcarried, world, world);\r
596 \r
597         WaypointSprite_PlayerDead();\r
598 \r
599         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
600                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
601 \r
602         if(self.killcount != -666) {\r
603                 if(g_lms) {\r
604                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
605                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
606                         else\r
607                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
608                 } else\r
609                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
610 \r
611                 if(self.just_joined == FALSE) {\r
612                         LogTeamchange(self.playerid, -1, 4);\r
613                 } else\r
614                         self.just_joined = FALSE;\r
615         }\r
616 \r
617         PlayerScore_Clear(self); // clear scores when needed\r
618 \r
619         self.spectatortime = time;\r
620 \r
621         self.classname = "observer";\r
622         self.iscreature = FALSE;\r
623         self.health = -666;\r
624         self.takedamage = DAMAGE_NO;\r
625         self.solid = SOLID_NOT;\r
626         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
627         self.flags = FL_CLIENT | FL_NOTARGET;\r
628         self.armorvalue = 666;\r
629         self.effects = 0;\r
630         self.armorvalue = cvar("g_balance_armor_start");\r
631         self.pauserotarmor_finished = 0;\r
632         self.pauserothealth_finished = 0;\r
633         self.pauseregenhealth_finished = 0;\r
634         self.pauseregenarmor_finished = 0;\r
635         self.damageforcescale = 0;\r
636         self.death_time = 0;\r
637         self.dead_frame = 0;\r
638         self.alpha = 0;\r
639         self.scale = 0;\r
640         self.fade_time = 0;\r
641         self.pain_frame = 0;\r
642         self.pain_finished = 0;\r
643         self.strength_finished = 0;\r
644         self.invincible_finished = 0;\r
645         self.pushltime = 0;\r
646         self.think = SUB_Null;\r
647         self.nextthink = 0;\r
648         self.grabber_time = 0;\r
649         self.deadflag = DEAD_NO;\r
650         self.angles = spot.angles;\r
651         self.angles_z = 0;\r
652         self.fixangle = TRUE;\r
653         self.crouch = FALSE;\r
654 \r
655         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
656         setorigin (self, spot.origin);\r
657         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
658         self.prevorigin = self.origin;\r
659         self.items = 0;\r
660         self.weapons = 0;\r
661         self.model = "";\r
662         FixPlayermodel();\r
663         self.model = "";\r
664         self.modelindex = 0;\r
665         self.weapon = 0;\r
666         self.weaponmodel = "";\r
667         self.weaponentity = world;\r
668         self.exteriorweaponentity = world;\r
669         self.killcount = -666;\r
670         self.velocity = '0 0 0';\r
671         self.avelocity = '0 0 0';\r
672         self.punchangle = '0 0 0';\r
673         self.punchvector = '0 0 0';\r
674         self.oldvelocity = self.velocity;\r
675         self.fire_endtime = -1;\r
676 \r
677         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
678 \r
679         if(g_arena)\r
680         {\r
681                 if(self.version_mismatch)\r
682                 {\r
683                         Spawnqueue_Unmark(self);\r
684                         Spawnqueue_Remove(self);\r
685                 }\r
686                 else\r
687                 {\r
688                         Spawnqueue_Insert(self);\r
689                 }\r
690         }\r
691         else if(g_lms)\r
692         {\r
693                 // Only if the player cannot play at all\r
694                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
695                         self.frags = FRAGS_SPECTATOR;\r
696                 else\r
697                         self.frags = FRAGS_LMS_LOSER;\r
698         }\r
699         else\r
700                 self.frags = FRAGS_SPECTATOR;\r
701 }\r
702 \r
703 float RestrictSkin(float s)\r
704 {\r
705         if(!teams_matter)\r
706                 return s;\r
707         if(s == 6)\r
708                 return 6;\r
709         return mod(s, 3);\r
710 }\r
711 \r
712 void FixPlayermodel()\r
713 {\r
714         local string defaultmodel;\r
715         local float defaultskin, chmdl, oldskin;\r
716         local vector m1, m2;\r
717 \r
718         defaultmodel = "";\r
719 \r
720         if(cvar("sv_defaultcharacter") == 1) {\r
721                 defaultskin = 0;\r
722 \r
723                 if(teams_matter)\r
724                 {\r
725                         string s;\r
726                         s = Team_ColorNameLowerCase(self.team);\r
727                         if(s != "neutral")\r
728                         {\r
729                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
730                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
731                         }\r
732                 }\r
733 \r
734                 if(defaultmodel == "")\r
735                 {\r
736                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
737                         defaultskin = cvar("sv_defaultplayerskin");\r
738                 }\r
739         }\r
740 \r
741         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
742         {\r
743                 if(self.model != "")\r
744                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
745                 self.model = ""; // force the != checks to return true\r
746         }\r
747 \r
748         if(defaultmodel != "")\r
749         {\r
750                 if (defaultmodel != self.model)\r
751                 {\r
752                         m1 = self.mins;\r
753                         m2 = self.maxs;\r
754                         setmodel_apply (defaultmodel, TRUE);\r
755                         setsize (self, m1, m2);\r
756                         chmdl = TRUE;\r
757                 }\r
758 \r
759                 oldskin = self.skinindex;\r
760                 self.skinindex = defaultskin;\r
761         } else {\r
762                 if (self.model == "")\r
763                 {\r
764                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
765                         m1 = self.mins;\r
766                         m2 = self.maxs;\r
767                         setmodel_apply (self.playermodel, TRUE);\r
768                         setsize (self, m1, m2);\r
769                         chmdl = TRUE;\r
770                 }\r
771                 // update player sounds if we changed model\r
772                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
773                         UpdatePlayerSounds();\r
774 \r
775                 oldskin = self.skinindex;\r
776                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
777         }\r
778 \r
779         if(chmdl || oldskin != self.skinindex)\r
780                 self.species = player_getspecies(); // model or skin has changed\r
781 \r
782         if(!teams_matter)\r
783                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
784                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
785                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
786 }\r
787 \r
788 void PlayerTouchExplode(entity p1, entity p2)\r
789 {\r
790         vector org;\r
791         org = (p1.origin + p2.origin) * 0.5;\r
792         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
793 \r
794         te_explosion(org);\r
795 \r
796         entity e;\r
797         e = spawn();\r
798         setorigin(e, org);\r
799         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
800         remove(e);\r
801 }\r
802 \r
803 /*\r
804 =============\r
805 PutClientInServer\r
806 \r
807 Called when a client spawns in the server\r
808 =============\r
809 */\r
810 //void() ctf_playerchanged;\r
811 void PutClientInServer (void)\r
812 {\r
813         entity e;\r
814 \r
815         if(clienttype(self) == CLIENTTYPE_BOT)\r
816         {\r
817                 self.classname = "player";\r
818         }\r
819         else if(clienttype(self) == CLIENTTYPE_REAL)\r
820         {\r
821                 msg_entity = self;\r
822                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
823                 WriteEntity(MSG_ONE, self);\r
824         }\r
825 \r
826         // player is dead and becomes observer\r
827         // FIXME fix LMS scoring for new system\r
828         if(g_lms)\r
829         {\r
830                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
831                         self.classname = "observer";\r
832         }\r
833 \r
834         if(g_arena || (g_ca && !allowed_to_spawn))\r
835         if(!self.spawned)\r
836                 self.classname = "observer";\r
837 \r
838         if(gameover)\r
839                 self.classname = "observer";\r
840 \r
841         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
842                 entity spot, oldself;\r
843                 float j;\r
844 \r
845                 if(self.team < 0)\r
846                         JoinBestTeam(self, FALSE, TRUE);\r
847 \r
848                 race_PreSpawn();\r
849 \r
850                 spot = SelectSpawnPoint (FALSE);\r
851                 if(!spot)\r
852                 {\r
853                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
854                         return; // spawn failed\r
855                 }\r
856 \r
857                 RemoveGrabber(self); // Wazat's Grabber\r
858 \r
859                 Vore_Disconnect();\r
860                 self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
861                 for(e = world; (e = find(e, classname, "consumable")); )\r
862                 {\r
863                         // remove consumable items when we respawn\r
864                         if(e.predator == self)\r
865                                 Item_Consumable_Remove(e, FALSE);\r
866                 }\r
867 \r
868                 self.classname = "player";\r
869                 self.wasplayer = TRUE;\r
870                 self.iscreature = TRUE;\r
871                 self.movetype = MOVETYPE_WALK;\r
872                 if(cvar("g_player_colisions"))\r
873                         self.solid = SOLID_SLIDEBOX;\r
874                 else\r
875                         self.solid = SOLID_CORPSE;\r
876                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
877                 if(cvar("g_playerclip_collisions"))\r
878                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
879                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
880                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
881                 self.frags = FRAGS_PLAYER;\r
882                 if(independent_players)\r
883                         MAKE_INDEPENDENT_PLAYER(self);\r
884                 self.flags = FL_CLIENT;\r
885                 self.takedamage = DAMAGE_AIM;\r
886                 self.effects = 0;\r
887                 self.air_finished = time + 12;\r
888                 self.dmg = 2;\r
889 \r
890                 if(inWarmupStage)\r
891                 {\r
892                         self.ammo_fuel = warmup_start_ammo_fuel;\r
893                         self.health = warmup_start_health;\r
894                         self.armorvalue = warmup_start_armorvalue;\r
895                         self.weapons = warmup_start_weapons;\r
896                 }\r
897                 else\r
898                 {\r
899                         self.ammo_fuel = start_ammo_fuel;\r
900                         self.health = start_health;\r
901                         self.armorvalue = start_armorvalue;\r
902                         self.weapons = start_weapons;\r
903                 }\r
904 \r
905                 self.items = start_items;\r
906                 self.switchweapon = w_getbestweapon(self);\r
907                 self.cnt = self.switchweapon;\r
908                 self.weapon = 0;\r
909 \r
910                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
911                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
912                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
913                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
914                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
915                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
916                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
917                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
918                         self.spawnshieldtime += game_starttime - time;\r
919                         self.pauserotarmor_finished += game_starttime - time;\r
920                         self.pauserothealth_finished += game_starttime - time;\r
921                         self.pauseregenhealth_finished += game_starttime - time;\r
922                         self.pauseregenarmor_finished += game_starttime - time;\r
923                 }\r
924                 self.damageforcescale = 2;\r
925                 self.death_time = 0;\r
926                 self.dead_frame = 0;\r
927                 self.alpha = 0;\r
928                 self.scale = 0;\r
929                 self.fade_time = 0;\r
930                 self.pain_frame = 0;\r
931                 self.pain_finished = 0;\r
932                 self.strength_finished = 0;\r
933                 self.invincible_finished = 0;\r
934                 self.pushltime = 0;\r
935                 // players have no think function\r
936                 self.think = SUB_Null;\r
937                 self.nextthink = 0;\r
938                 self.grabber_time = 0;\r
939                 self.dmg_team = 0;\r
940 \r
941                 self.deadflag = DEAD_NO;\r
942                 self.stomach_load = 0;\r
943                 self.angles = spot.angles;\r
944 \r
945                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
946                 self.fixangle = TRUE; // turn this way immediately\r
947                 self.leanangle_damage_force = '0 0 0';\r
948                 self.velocity = '0 0 0';\r
949                 self.avelocity = '0 0 0';\r
950                 self.punchangle = '0 0 0';\r
951                 self.punchvector = '0 0 0';\r
952                 self.oldvelocity = self.velocity;\r
953                 self.fire_endtime = -1;\r
954 \r
955                 msg_entity = self;\r
956                 WRITESPECTATABLE_MSG_ONE({\r
957                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
958                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
959                 });\r
960 \r
961                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
962 \r
963                 self.model = "";\r
964                 FixPlayermodel();\r
965 \r
966                 self.crouch = FALSE;\r
967                 self.view_ofs = PL_VIEW_OFS;\r
968                 setsize (self, PL_MIN, PL_MAX);\r
969                 self.spawnorigin = spot.origin;\r
970                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
971                 // don't reset back to last position, even if new position is stuck in solid\r
972                 self.oldorigin = self.origin;\r
973                 self.prevorigin = self.origin;\r
974                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
975 \r
976                 if(g_arena)\r
977                 {\r
978                         Spawnqueue_Remove(self);\r
979                         Spawnqueue_Mark(self);\r
980                 }\r
981 \r
982                 else if(g_ca)\r
983                         self.caplayer = 1;\r
984 \r
985                 self.event_damage = PlayerDamage;\r
986 \r
987                 self.bot_attack = TRUE;\r
988 \r
989                 self.statdraintime = time + 5;\r
990                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
991 \r
992                 if(self.killcount == -666) {\r
993                         PlayerScore_Clear(self);\r
994                         self.killcount = 0;\r
995                 }\r
996 \r
997                 CL_SpawnWeaponentity();\r
998                 self.alpha = default_player_alpha;\r
999                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
1000                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
1001 \r
1002                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
1003                 self.lms_traveled_distance = 0;\r
1004                 self.speedrunning = FALSE;\r
1005 \r
1006                 race_PostSpawn(spot);\r
1007 \r
1008                 if(cvar("spawn_debug"))\r
1009                 {\r
1010                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
1011                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
1012                 }\r
1013 \r
1014                 //stuffcmd(self, "chase_active 0");\r
1015                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
1016 \r
1017                 if (cvar("g_spawnsound"))\r
1018                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
1019                 pointparticles(particleeffectnum("player_respawn"), self.origin, '0 0 0', 1);\r
1020 \r
1021                 if(g_assault) {\r
1022                         if(self.team == assault_attacker_team)\r
1023                                 centerprint(self, "You are attacking!");\r
1024                         else\r
1025                                 centerprint(self, "You are defending!");\r
1026                 }\r
1027 \r
1028                 target_voicescript_clear(self);\r
1029 \r
1030                 // reset fields the weapons may use\r
1031         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1032                 {\r
1033             weapon_action(j, WR_RESETPLAYER);\r
1034 \r
1035                         // all weapons must be fully loaded when we spawn\r
1036                         e = get_weaponinfo(j);\r
1037                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1038                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1039                 }\r
1040 \r
1041                 oldself = self;\r
1042                 self = spot;\r
1043                         activator = oldself;\r
1044                                 SUB_UseTargets();\r
1045                         activator = world;\r
1046                 self = oldself;\r
1047         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1048                 PutObserverInServer ();\r
1049         }\r
1050 \r
1051         //if(g_ctf)\r
1052         //      ctf_playerchanged();\r
1053 }\r
1054 \r
1055 float ClientInit_SendEntity(entity to, float sf)\r
1056 {\r
1057         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1058         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1059         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1060         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1061 \r
1062         if(sv_foginterval && world.fog != "")\r
1063                 WriteString(MSG_ENTITY, world.fog);\r
1064         else\r
1065                 WriteString(MSG_ENTITY, "");\r
1066         WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
1067         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1068         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1069 \r
1070         WriteShort(MSG_ENTITY, cvar("g_vore"));\r
1071         if(cvar("g_healthsize"))\r
1072                 WriteShort(MSG_ENTITY, cvar("g_healthsize_center"));\r
1073         else\r
1074                 WriteShort(MSG_ENTITY, -1); // healthsize is disabled\r
1075         WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
1076         WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
1077 \r
1078         // tell the client if this server uses armor\r
1079         float armor_max;\r
1080         if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
1081                 armor_max = cvar("g_balance_armor_limit");\r
1082         WriteCoord(MSG_ENTITY, armor_max);\r
1083 \r
1084         float teamheal_max;\r
1085         if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
1086                 teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
1087         WriteCoord(MSG_ENTITY, teamheal_max);\r
1088 \r
1089         WriteShort(MSG_ENTITY, cvar("g_power"));\r
1090         WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
1091         WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn"));\r
1092 \r
1093         return TRUE;\r
1094 }\r
1095 \r
1096 void ClientInit_Spawn()\r
1097 {\r
1098         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1099 }\r
1100 \r
1101 /*\r
1102 =============\r
1103 SetNewParms\r
1104 =============\r
1105 */\r
1106 void SetNewParms (void)\r
1107 {\r
1108         // initialize parms for a new player\r
1109         parm1 = -(86400 * 366);\r
1110 }\r
1111 \r
1112 /*\r
1113 =============\r
1114 SetChangeParms\r
1115 =============\r
1116 */\r
1117 void SetChangeParms (void)\r
1118 {\r
1119         // save parms for level change\r
1120         parm1 = self.parm_idlesince - time;\r
1121 }\r
1122 \r
1123 /*\r
1124 =============\r
1125 DecodeLevelParms\r
1126 =============\r
1127 */\r
1128 void DecodeLevelParms (void)\r
1129 {\r
1130         // load parms\r
1131         self.parm_idlesince = parm1;\r
1132         if(self.parm_idlesince == -(86400 * 366))\r
1133                 self.parm_idlesince = time;\r
1134 \r
1135         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1136         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1137 }\r
1138 \r
1139 /*\r
1140 =============\r
1141 ClientKill\r
1142 \r
1143 Called when a client types 'kill' in the console\r
1144 =============\r
1145 */\r
1146 \r
1147 .float clientkill_nexttime;\r
1148 void ClientKill_Now_TeamChange()\r
1149 {\r
1150         if(self.killindicator_teamchange == -1)\r
1151         {\r
1152                 self.team = -1;\r
1153                 JoinBestTeam( self, FALSE, FALSE );\r
1154         }\r
1155         else if(self.killindicator_teamchange == -2)\r
1156         {\r
1157                 if(g_ca)\r
1158                         self.caplayer = 0;\r
1159                 if(blockSpectators)\r
1160                         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"));\r
1161                 PutObserverInServer();\r
1162         }\r
1163         else\r
1164                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1165 }\r
1166 \r
1167 void ClientKill_Now()\r
1168 {       \r
1169         if(self.killindicator && !wasfreed(self.killindicator))\r
1170         remove(self.killindicator);\r
1171         \r
1172         self.killindicator = world;\r
1173 \r
1174         if(self.killindicator_teamchange)\r
1175                 ClientKill_Now_TeamChange();\r
1176 \r
1177         // in any case:\r
1178         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1179 \r
1180         // now I am sure the player IS dead\r
1181 }\r
1182 void KillIndicator_Think()\r
1183 {\r
1184         if (!self.owner.modelindex)\r
1185         {\r
1186                 self.owner.killindicator = world;\r
1187                 remove(self);\r
1188                 return;\r
1189         }\r
1190 \r
1191         if(self.cnt <= 0)\r
1192         {\r
1193                 self = self.owner;\r
1194                 ClientKill_Now(); // no oldself needed\r
1195                 return;\r
1196         }\r
1197     else if(g_cts && self.health == 1) // health == 1 means that it's silent\r
1198     {\r
1199         self.nextthink = time + 1;\r
1200         self.cnt -= 1;\r
1201     }\r
1202         else\r
1203         {\r
1204                 if(self.cnt <= 10)\r
1205                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1206                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1207                 {\r
1208                         if(self.cnt <= 10)\r
1209                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1210                         if(self.owner.killindicator_teamchange)\r
1211                         {\r
1212                                 if(self.owner.killindicator_teamchange == -1)\r
1213                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1214                                 else if(self.owner.killindicator_teamchange == -2)\r
1215                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));\r
1216                                 else\r
1217                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1218                         }\r
1219                         else\r
1220                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1221                 }\r
1222                 self.nextthink = time + 1;\r
1223                 self.cnt -= 1;\r
1224         }\r
1225 }\r
1226 \r
1227 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec\r
1228 {\r
1229         float killtime;\r
1230         entity e;\r
1231         killtime = cvar("g_balance_kill_delay");\r
1232 \r
1233         if(g_race_qualifying || g_cts)\r
1234                 killtime = 0;\r
1235 \r
1236     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill\r
1237     {\r
1238                 remove(self.killindicator);\r
1239                 self.killindicator = world;\r
1240 \r
1241         ClientKill_Now(); // allow instant kill in this case\r
1242         return;\r
1243     }\r
1244 \r
1245         self.killindicator_teamchange = targetteam;\r
1246 \r
1247     if(!self.killindicator)\r
1248         {\r
1249                 if(self.modelindex && self.deadflag == DEAD_NO)\r
1250                 {\r
1251                         killtime = max(killtime, self.clientkill_nexttime - time);\r
1252                         self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam");\r
1253                 }\r
1254 \r
1255                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1256                 {\r
1257                         ClientKill_Now();\r
1258                 }\r
1259                 else\r
1260                 {\r
1261                         self.killindicator = spawn();\r
1262                         self.killindicator.owner = self;\r
1263                         self.killindicator.scale = 0.5;\r
1264                         setattachment(self.killindicator, self, "");\r
1265                         setorigin(self.killindicator, '0 0 52');\r
1266                         self.killindicator.think = KillIndicator_Think;\r
1267                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1268                         self.killindicator.cnt = ceil(killtime);\r
1269                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1270                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1271 \r
1272                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1273                         {\r
1274                                 if(e.enemy != self)\r
1275                                         continue;\r
1276                                 e.killindicator = spawn();\r
1277                                 e.killindicator.owner = e;\r
1278                                 e.killindicator.scale = 0.5;\r
1279                                 setattachment(e.killindicator, e, "");\r
1280                                 setorigin(e.killindicator, '0 0 52');\r
1281                                 e.killindicator.think = KillIndicator_Think;\r
1282                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1283                                 e.killindicator.cnt = ceil(killtime);\r
1284                         }\r
1285                         self.lip = 0;\r
1286                 }\r
1287         }\r
1288         if(self.killindicator)\r
1289         {\r
1290                 if(targetteam == 0) // just die\r
1291                         self.killindicator.colormod = '0 0 0';\r
1292                 else if(targetteam == -1) // auto\r
1293                         self.killindicator.colormod = '0 1 0';\r
1294                 else if(targetteam == -2) // spectate\r
1295                         self.killindicator.colormod = '0.5 0.5 0.5';\r
1296                 else\r
1297                         self.killindicator.colormod = TeamColor(targetteam);\r
1298         }\r
1299 }\r
1300 \r
1301 void ClientKill (void)\r
1302 {\r
1303         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either\r
1304         {\r
1305                 // do nothing\r
1306         }\r
1307         else\r
1308                 ClientKill_TeamChange(0);\r
1309 }\r
1310 \r
1311 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed\r
1312 {\r
1313     e.killindicator = spawn();\r
1314     e.killindicator.owner = e;\r
1315     e.killindicator.think = KillIndicator_Think;\r
1316     e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1317     e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay"));\r
1318     e.killindicator.health = 1; // this is used to indicate that it should be silent\r
1319     e.lip = 0;\r
1320 }\r
1321 \r
1322 void DoTeamChange(float destteam)\r
1323 {\r
1324         float t, c0;\r
1325         if(!teamplay)\r
1326         {\r
1327                 if(destteam >= 0)\r
1328                         SetPlayerColors(self, destteam);\r
1329                 return;\r
1330         }\r
1331         if(self.classname == "player")\r
1332         if(destteam == -1)\r
1333         {\r
1334                 CheckAllowedTeams(self);\r
1335                 t = FindSmallestTeam(self, TRUE);\r
1336                 switch(self.team)\r
1337                 {\r
1338                         case COLOR_TEAM1: c0 = c1; break;\r
1339                         case COLOR_TEAM2: c0 = c2; break;\r
1340                         case COLOR_TEAM3: c0 = c3; break;\r
1341                         case COLOR_TEAM4: c0 = c4; break;\r
1342                         default:          c0 = 999;\r
1343                 }\r
1344                 switch(t)\r
1345                 {\r
1346                         case 1:\r
1347                                 if(c0 > c1)\r
1348                                         destteam = COLOR_TEAM1;\r
1349                                 break;\r
1350                         case 2:\r
1351                                 if(c0 > c2)\r
1352                                         destteam = COLOR_TEAM2;\r
1353                                 break;\r
1354                         case 3:\r
1355                                 if(c0 > c3)\r
1356                                         destteam = COLOR_TEAM3;\r
1357                                 break;\r
1358                         case 4:\r
1359                                 if(c0 > c4)\r
1360                                         destteam = COLOR_TEAM4;\r
1361                                 break;\r
1362                 }\r
1363                 if(destteam == -1)\r
1364                         return;\r
1365         }\r
1366         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1367                 return;\r
1368         ClientKill_TeamChange(destteam);\r
1369 }\r
1370 \r
1371 void FixClientCvars(entity e)\r
1372 {\r
1373         // send prediction settings to the client\r
1374         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1375         if(g_race || g_cts)\r
1376                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1377         if(cvar("g_antilag") == 3) // client side hitscan\r
1378                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1379                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1380         /*\r
1381          * we no longer need to stuff this. Remove this comment block if you feel\r
1382          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1383         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1384         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1385         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1386         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1387         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1388         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1389         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1390         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1391         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1392         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1393         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1394         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1395         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1396          */\r
1397 }\r
1398 \r
1399 /*\r
1400 =============\r
1401 ClientConnect\r
1402 \r
1403 Called when a client connects to the server\r
1404 =============\r
1405 */\r
1406 //void ctf_clientconnect();\r
1407 string ColoredTeamName(float t);\r
1408 void DecodeLevelParms (void);\r
1409 //void dom_player_join_team(entity pl);\r
1410 #ifdef UID\r
1411 .float uid_kicktime;\r
1412 .string uid;\r
1413 #endif\r
1414 void ClientConnect (void)\r
1415 {\r
1416         float t;\r
1417 \r
1418         if(self.flags & FL_CLIENT)\r
1419         {\r
1420                 print("Warning: ClientConnect, but already connected!\n");\r
1421                 return;\r
1422         }\r
1423 \r
1424         if(Ban_MaybeEnforceBan(self))\r
1425                 return;\r
1426 \r
1427         DecodeLevelParms();\r
1428 \r
1429         self.classname = "player_joining";\r
1430 \r
1431         self.flags = FL_CLIENT;\r
1432         self.version_nagtime = time + 10 + random() * 10;\r
1433 \r
1434         if(player_count<0)\r
1435         {\r
1436                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1437                 player_count = 0;\r
1438         }\r
1439 \r
1440         PlayerScore_Attach(self);\r
1441         ClientData_Attach();\r
1442 \r
1443         bot_clientconnect();\r
1444 \r
1445         playerdemo_init();\r
1446 \r
1447         anticheat_init();\r
1448         \r
1449         race_PreSpawnObserver();\r
1450 \r
1451         //if(g_domination)\r
1452         //      dom_player_join_team(self);\r
1453 \r
1454         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1455 \r
1456         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1457                 self.classname = "observer";\r
1458         } else {\r
1459                 if(teams_matter)\r
1460                 {\r
1461                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1462                         {\r
1463                                 self.classname = "player";\r
1464                                 campaign_bots_may_start = 1;\r
1465                         }\r
1466                         else\r
1467                         {\r
1468                                 self.classname = "observer"; // do it anyway\r
1469                         }\r
1470                 }\r
1471                 else\r
1472                 {\r
1473                         self.classname = "player";\r
1474                         campaign_bots_may_start = 1;\r
1475                 }\r
1476         }\r
1477 \r
1478         self.playerid = (playerid_last = playerid_last + 1);\r
1479 \r
1480         if(cvar("sv_eventlog"))\r
1481                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1482 \r
1483         LogTeamchange(self.playerid, self.team, 1);\r
1484 \r
1485         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1486 \r
1487         self.netname_previous = strzone(self.netname);\r
1488 \r
1489         bprint("^4", self.netname, "^4 connected");\r
1490 \r
1491         if(self.classname != "observer" && (g_domination || g_ctf))\r
1492                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1493 \r
1494         bprint("\n");\r
1495 \r
1496         self.welcomemessage_time = 0;\r
1497 \r
1498         stuffcmd(self, strcat(clientstuff, "\n"));\r
1499         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1500         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1501 \r
1502         FixClientCvars(self);\r
1503 \r
1504         // spawnfunc_waypoint sprites\r
1505         WaypointSprite_InitClient(self);\r
1506 \r
1507         // Wazat's grabber\r
1508         SetGrabberBindings();\r
1509 \r
1510         // get autoswitch state from player when he toggles it\r
1511         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1512 \r
1513         // get version info from player\r
1514         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1515 \r
1516         // get other cvars from player\r
1517         GetCvars(0);\r
1518 \r
1519         // set cvar for team scoreboard\r
1520         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1521 \r
1522         // notify about available teams\r
1523         if(teams_matter)\r
1524         {\r
1525                 CheckAllowedTeams(self);\r
1526                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1527                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1528         }\r
1529         else\r
1530                 stuffcmd(self, "set _teams_available 0\n");\r
1531 \r
1532         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1533 \r
1534         if(g_arena || g_ca)\r
1535         {\r
1536                 self.classname = "observer";\r
1537                 if(g_arena)\r
1538                         Spawnqueue_Insert(self);\r
1539         }\r
1540         /*else if(g_ctf)\r
1541         {\r
1542                 ctf_clientconnect();\r
1543         }*/\r
1544 \r
1545         attach_entcs();\r
1546 \r
1547         bot_relinkplayerlist();\r
1548 \r
1549         self.spectatortime = time;\r
1550         if(blockSpectators)\r
1551         {\r
1552                 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"));\r
1553         }\r
1554 \r
1555         self.jointime = time;\r
1556         self.allowedTimeouts = cvar("sv_timeout_number");\r
1557 \r
1558         if(clienttype(self) == CLIENTTYPE_REAL)\r
1559         {\r
1560                 if(cvar("g_bugrigs"))\r
1561                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1562         }\r
1563 \r
1564         if(g_lms)\r
1565         {\r
1566                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1567                 {\r
1568                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1569                         self.frags = FRAGS_SPECTATOR;\r
1570                 }\r
1571         }\r
1572 \r
1573         if(!sv_foginterval && world.fog != "")\r
1574                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1575 \r
1576         SoundEntity_Attach(self);\r
1577 \r
1578         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1579         {\r
1580                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1581                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1582         }\r
1583         else\r
1584                 self.hitplotfh = -1;\r
1585 \r
1586 #ifdef UID\r
1587         if(clienttype(self) == CLIENTTYPE_REAL)\r
1588         if not(self.uid)\r
1589                 self.uid_kicktime = time + 60;\r
1590 #endif\r
1591 \r
1592         if(g_race || g_cts) {\r
1593                 string rr;\r
1594                 if(g_cts)\r
1595                         rr = CTS_RECORD;\r
1596                 else\r
1597                         rr = RACE_RECORD;\r
1598                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1599 \r
1600                 race_send_recordtime(MSG_ONE);\r
1601                 race_send_speedaward(MSG_ONE);\r
1602 \r
1603                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1604                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1605                 race_send_speedaward_alltimebest(MSG_ONE);\r
1606 \r
1607                 float i;\r
1608                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1609                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1610                 }\r
1611         }\r
1612         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1613                 send_CSQC_teamnagger();\r
1614 \r
1615         CheatInitClient();\r
1616 }\r
1617 \r
1618 /*\r
1619 =============\r
1620 ClientDisconnect\r
1621 \r
1622 Called when a client disconnects from the server\r
1623 =============\r
1624 */\r
1625 .entity chatbubbleentity;\r
1626 void ReadyCount();\r
1627 void ClientDisconnect (void)\r
1628 {\r
1629         if not(self.flags & FL_CLIENT)\r
1630         {\r
1631                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1632                 return;\r
1633         }\r
1634 \r
1635         Vore_Disconnect();\r
1636         entity e;\r
1637         for(e = world; (e = find(e, classname, "consumable")); )\r
1638         {\r
1639                 // remove consumable items when we disconnect\r
1640                 if(e.predator == self)\r
1641                         Item_Consumable_Remove(e, TRUE);\r
1642         }\r
1643 \r
1644         CheatShutdownClient();\r
1645 \r
1646         if(self.hitplotfh >= 0)\r
1647         {\r
1648                 fclose(self.hitplotfh);\r
1649                 self.hitplotfh = -1;\r
1650         }\r
1651 \r
1652         anticheat_report();\r
1653         anticheat_shutdown();\r
1654 \r
1655         playerdemo_shutdown();\r
1656 \r
1657         bot_clientdisconnect();\r
1658 \r
1659         if(self.entcs)\r
1660                 detach_entcs();\r
1661 \r
1662         if(cvar("sv_eventlog"))\r
1663                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1664         bprint ("^4",self.netname);\r
1665         bprint ("^4 disconnected\n");\r
1666 \r
1667         SoundEntity_Detach(self);\r
1668 \r
1669         kh_Key_DropAll(self, TRUE);\r
1670 \r
1671         if(self.flagcarried)\r
1672                 DropFlag(self.flagcarried, world, world);\r
1673         // Here, everything has been done that requires this player to be a client.\r
1674 \r
1675         self.flags &~= FL_CLIENT;\r
1676 \r
1677         if (self.chatbubbleentity)\r
1678                 remove (self.chatbubbleentity);\r
1679 \r
1680         if (self.killindicator)\r
1681                 remove (self.killindicator);\r
1682 \r
1683         WaypointSprite_PlayerGone();\r
1684 \r
1685         bot_relinkplayerlist();\r
1686 \r
1687         if(g_arena)\r
1688         {\r
1689                 Spawnqueue_Unmark(self);\r
1690                 Spawnqueue_Remove(self);\r
1691         }\r
1692 \r
1693         ClientData_Detach();\r
1694         PlayerScore_Detach(self);\r
1695 \r
1696         if(self.netname_previous)\r
1697                 strunzone(self.netname_previous);\r
1698         if(self.clientstatus)\r
1699                 strunzone(self.clientstatus);\r
1700 \r
1701         ClearPlayerSounds();\r
1702 \r
1703         if(self.personal)\r
1704                 remove(self.personal);\r
1705 \r
1706         self.playerid = 0;\r
1707         ReadyCount();\r
1708 \r
1709         // free cvars\r
1710         GetCvars(-1);\r
1711 }\r
1712 \r
1713 .float BUTTON_CHAT;\r
1714 void ChatBubbleThink()\r
1715 {\r
1716         self.nextthink = time;\r
1717         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1718         {\r
1719                 if(self.owner) // but why can that ever be world?\r
1720                         self.owner.chatbubbleentity = world;\r
1721                 remove(self);\r
1722                 return;\r
1723         }\r
1724         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten)\r
1725 #ifdef TETRIS\r
1726                 || self.owner.tetris_on\r
1727 #endif\r
1728         )\r
1729                 self.model = self.mdl;\r
1730         else\r
1731                 self.model = "";\r
1732 };\r
1733 \r
1734 void UpdateChatBubble()\r
1735 {\r
1736         if (!self.modelindex)\r
1737                 return;\r
1738         // spawn a chatbubble entity if needed\r
1739         if (!self.chatbubbleentity)\r
1740         {\r
1741                 self.chatbubbleentity = spawn();\r
1742                 self.chatbubbleentity.owner = self;\r
1743                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1744                 self.chatbubbleentity.think = ChatBubbleThink;\r
1745                 self.chatbubbleentity.nextthink = time;\r
1746                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1747                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1748                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1749                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1750                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1751                 self.chatbubbleentity.model = "";\r
1752                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1753         }\r
1754 }\r
1755 \r
1756 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1757 // added to the model skins\r
1758 /*void UpdateColorModHack()\r
1759 {\r
1760         local float c;\r
1761         c = self.clientcolors & 15;\r
1762         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1763              if (!teams_matter) self.colormod = '0 0 0';\r
1764         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1765         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1766         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1767         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1768         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1769         else self.colormod = '1 1 1';\r
1770 };*/\r
1771 \r
1772 .float oldcolormap;\r
1773 void respawn(void)\r
1774 {\r
1775         // don't allow respawing if the prey is still digesting\r
1776         if(cvar("g_balance_vore_digestion_limit_blockrespawn"))\r
1777         if(self.predator.digesting && self.health > cvar("g_balance_vore_digestion_limit"))\r
1778                 return;\r
1779 \r
1780         setmodel(self, self.playermodel); // prevents an issue with dead predators\r
1781         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1782         {\r
1783                 self.solid = SOLID_NOT;\r
1784                 self.takedamage = DAMAGE_NO;\r
1785                 self.movetype = MOVETYPE_FLY;\r
1786                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1787                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1788                 self.effects |= EF_ADDITIVE;\r
1789                 self.oldcolormap = self.colormap;\r
1790                 self.colormap = 512;\r
1791                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1792                 if(cvar("g_respawn_ghosts_maxtime"))\r
1793                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
1794         }\r
1795 \r
1796         CopyBody(1);\r
1797         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1798         if(self.oldcolormap)\r
1799         {\r
1800                 self.colormap = self.oldcolormap;\r
1801                 self.oldcolormap = 0;\r
1802         }\r
1803         PutClientInServer();\r
1804 }\r
1805 \r
1806 void play_countdown(float finished, string samp)\r
1807 {\r
1808         if(clienttype(self) == CLIENTTYPE_REAL)\r
1809                 if(floor(finished - time - frametime) != floor(finished - time))\r
1810                         if(finished - time < 6)\r
1811                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1812 }\r
1813 \r
1814 /**\r
1815  * When sv_timeout is used this function returs strings like\r
1816  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1817  * Called by centerprint functions\r
1818  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1819  */\r
1820 string getTimeoutText(float addOneSecond) {\r
1821         if (!cvar("sv_timeout") || !timeoutStatus)\r
1822                 return "";\r
1823 \r
1824         local string retStr;\r
1825         if (timeoutStatus == 1) {\r
1826                 if (addOneSecond == 1) {\r
1827                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1828                 }\r
1829                 else {\r
1830                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1831                 }\r
1832                 return retStr;\r
1833         }\r
1834         else if (timeoutStatus == 2) {\r
1835                 if (addOneSecond) {\r
1836                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1837                         //don't show messages like "Timeout ends in 0 seconds"...\r
1838                         if ((remainingTimeoutTime + 1) > 0)\r
1839                                 return retStr;\r
1840                         else\r
1841                                 return "";\r
1842                 }\r
1843                 else {\r
1844                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1845                         //don't show messages like "Timeout ends in 0 seconds"...\r
1846                         if (remainingTimeoutTime > 0)\r
1847                                 return retStr;\r
1848                         else\r
1849                                 return "";\r
1850                 }\r
1851         }\r
1852         else return "";\r
1853 }\r
1854 \r
1855 void player_powerups (void)\r
1856 {\r
1857         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1858         {\r
1859                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1860                 self.modelflags |= MF_ROCKET;\r
1861         }\r
1862         else\r
1863         {\r
1864                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1865                 self.modelflags &~= MF_ROCKET;\r
1866         }\r
1867 \r
1868         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1869 \r
1870         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1871                 return;\r
1872         \r
1873         Fire_ApplyDamage(self);\r
1874         Fire_ApplyEffect(self);\r
1875 \r
1876         if (self.items & IT_STRENGTH)\r
1877         {\r
1878                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1879                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1880                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1881                 {\r
1882                         self.items = self.items - (self.items & IT_STRENGTH);\r
1883                         sprint(self, "^3Strength has worn off\n");\r
1884                 }\r
1885         }\r
1886         else\r
1887         {\r
1888                 if (time < self.strength_finished)\r
1889                 {\r
1890                         self.items = self.items | IT_STRENGTH;\r
1891                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1892                 }\r
1893         }\r
1894         if (self.items & IT_INVINCIBLE)\r
1895         {\r
1896                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1897                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1898                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1899                 {\r
1900                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1901                         sprint(self, "^3Shield has worn off\n");\r
1902                 }\r
1903         }\r
1904         else\r
1905         {\r
1906                 if (time < self.invincible_finished)\r
1907                 {\r
1908                         self.items = self.items | IT_INVINCIBLE;\r
1909                         sprint(self, "^3Shield surrounds you\n");\r
1910                 }\r
1911         }\r
1912 \r
1913         if(cvar("g_nodepthtestplayers"))\r
1914                 self.effects = self.effects | EF_NODEPTHTEST;\r
1915 \r
1916         if(cvar("g_fullbrightplayers"))\r
1917                 self.effects = self.effects | EF_FULLBRIGHT;\r
1918 \r
1919         // midair gamemode: damage only while in the air\r
1920         // if in midair mode, being on ground grants temporary invulnerability\r
1921         // (this is so that multishot weapon don't clear the ground flag on the\r
1922         // first damage in the frame, leaving the player vulnerable to the\r
1923         // remaining hits in the same frame)\r
1924         if (self.flags & FL_ONGROUND)\r
1925         if (g_midair)\r
1926                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1927 \r
1928         if (time >= game_starttime)\r
1929         if (time < self.spawnshieldtime)\r
1930                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1931 }\r
1932 \r
1933 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1934 {\r
1935         if(current > stable)\r
1936                 return current;\r
1937         else if(current > stable - 0.25) // when close enough, "snap"\r
1938                 return stable;\r
1939         else\r
1940                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1941 }\r
1942 \r
1943 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1944 {\r
1945         if(current < stable)\r
1946                 return current;\r
1947         else if(current < stable + 0.25) // when close enough, "snap"\r
1948                 return stable;\r
1949         else\r
1950                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1951 }\r
1952 \r
1953 .float regen_soundtime;\r
1954 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
1955 {\r
1956         if(current > rotstable)\r
1957         {\r
1958                 if(rotframetime > 0)\r
1959                 {\r
1960                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1961                         current = max(rotstable, current - rotlinear * rotframetime);\r
1962                 }\r
1963         }\r
1964         else if(current < regenstable)\r
1965         {\r
1966                 if(regenframetime > 0)\r
1967                 {\r
1968                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1969                         current = min(regenstable, current + regenlinear * regenframetime);\r
1970 \r
1971                         if(regensound != "")\r
1972                         if(regenfactor || regenlinear)\r
1973                         {\r
1974                                 if(self.regen_soundtime < time)\r
1975                                 {\r
1976                                         msg_entity = self;\r
1977                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1978                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1979                                 }\r
1980                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1981                         }\r
1982                 }\r
1983         }\r
1984 \r
1985         if(current > limit)\r
1986                 current = limit;\r
1987 \r
1988         return current;\r
1989 }\r
1990 \r
1991 void player_regen (void)\r
1992 {\r
1993         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1994         maxh = cvar("g_balance_health_rotstable");\r
1995         maxa = cvar("g_balance_armor_rotstable");\r
1996         maxf = cvar("g_balance_fuel_rotstable");\r
1997         minh = cvar("g_balance_health_regenstable");\r
1998         mina = cvar("g_balance_armor_regenstable");\r
1999         minf = cvar("g_balance_fuel_regenstable");\r
2000         limith = cvar("g_balance_health_limit");\r
2001         limita = cvar("g_balance_armor_limit");\r
2002         limitf = cvar("g_balance_fuel_limit");\r
2003 \r
2004         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
2005 \r
2006         maxh = maxh * max_mod;\r
2007         //maxa = maxa * max_mod;\r
2008         //maxf = maxf * max_mod;\r
2009         minh = minh * max_mod;\r
2010         //mina = mina * max_mod;\r
2011         //minf = minf * max_mod;\r
2012         limith = limith * limit_mod;\r
2013         limita = limita * limit_mod;\r
2014         //limitf = limitf * limit_mod;\r
2015 \r
2016         if(g_lms && g_ca)\r
2017                 rot_mod = 0;\r
2018 \r
2019         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
2020         {\r
2021                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
2022                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
2023 \r
2024                 // if player rotted to death...  die!\r
2025                 if(self.health < 1)\r
2026                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2027         }\r
2028 \r
2029         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
2030                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, "");\r
2031 }\r
2032 \r
2033 float zoomstate_set;\r
2034 void SetZoomState(float z)\r
2035 {\r
2036         if(z != self.zoomstate)\r
2037         {\r
2038                 self.zoomstate = z;\r
2039                 ClientData_Touch(self);\r
2040         }\r
2041         zoomstate_set = 1;\r
2042 }\r
2043 \r
2044 void GetPressedKeys(void) {\r
2045         if (self.movement_x > 0) // get if movement keys are pressed\r
2046         {       // forward key pressed\r
2047                 self.pressedkeys |= KEY_FORWARD;\r
2048                 self.pressedkeys &~= KEY_BACKWARD;\r
2049         }\r
2050         else if (self.movement_x < 0)\r
2051         {       // backward key pressed\r
2052                 self.pressedkeys |= KEY_BACKWARD;\r
2053                 self.pressedkeys &~= KEY_FORWARD;\r
2054         }\r
2055         else\r
2056         {       // no x input\r
2057                 self.pressedkeys &~= KEY_FORWARD;\r
2058                 self.pressedkeys &~= KEY_BACKWARD;\r
2059         }\r
2060 \r
2061         if (self.movement_y > 0)\r
2062         {       // right key pressed\r
2063                 self.pressedkeys |= KEY_RIGHT;\r
2064                 self.pressedkeys &~= KEY_LEFT;\r
2065         }\r
2066         else if (self.movement_y < 0)\r
2067         {       // left key pressed\r
2068                 self.pressedkeys |= KEY_LEFT;\r
2069                 self.pressedkeys &~= KEY_RIGHT;\r
2070         }\r
2071         else\r
2072         {       // no y input\r
2073                 self.pressedkeys &~= KEY_RIGHT;\r
2074                 self.pressedkeys &~= KEY_LEFT;\r
2075         }\r
2076 \r
2077         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
2078                 self.pressedkeys |= KEY_JUMP;\r
2079         else\r
2080                 self.pressedkeys &~= KEY_JUMP;\r
2081         if (self.BUTTON_CROUCH)\r
2082                 self.pressedkeys |= KEY_CROUCH;\r
2083         else\r
2084                 self.pressedkeys &~= KEY_CROUCH;\r
2085 }\r
2086 \r
2087 void update_stats (float number, float hit, float fired) {\r
2088 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2089 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2090 \r
2091         if(number) {\r
2092                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2093                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2094         } else {\r
2095                 self.stat_hit = hit * sv_accuracy_data_share;\r
2096                 self.stat_fired = fired * sv_accuracy_data_share;\r
2097         }\r
2098 }\r
2099 \r
2100 /*\r
2101 ======================\r
2102 spectate mode routines\r
2103 ======================\r
2104 */\r
2105 \r
2106 .float weapon_count;\r
2107 void SpectateCopy(entity spectatee) {\r
2108         if(spectatee.weapon_count < WEP_LAST) {\r
2109                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));\r
2110                 spectatee.weapon_count ++;\r
2111         } else\r
2112                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2113 \r
2114         self.kh_state = spectatee.kh_state;\r
2115         self.armortype = spectatee.armortype;\r
2116         self.armorvalue = spectatee.armorvalue;\r
2117         self.ammo_fuel = spectatee.ammo_fuel;\r
2118         self.clip_load = spectatee.clip_load;\r
2119         self.clip_size = spectatee.clip_size;\r
2120         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2121         self.health = spectatee.health;\r
2122         self.impulse = 0;\r
2123         self.items = spectatee.items;\r
2124         self.last_pickup = spectatee.last_pickup;\r
2125         self.strength_finished = spectatee.strength_finished;\r
2126         self.invincible_finished = spectatee.invincible_finished;\r
2127         self.pressedkeys = spectatee.pressedkeys;\r
2128         self.weapons = spectatee.weapons;\r
2129         self.switchweapon = spectatee.switchweapon;\r
2130         self.weapon = spectatee.weapon;\r
2131         self.punchangle = spectatee.punchangle;\r
2132         self.view_ofs = spectatee.view_ofs;\r
2133         self.v_angle = spectatee.v_angle;\r
2134         self.velocity = spectatee.velocity;\r
2135         self.dmg_take = spectatee.dmg_take;\r
2136         self.dmg_save = spectatee.dmg_save;\r
2137         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2138         self.angles = spectatee.v_angle;\r
2139         self.scale = spectatee.scale;\r
2140         self.fixangle = TRUE;\r
2141         self.stomach_load = spectatee.stomach_load;\r
2142         self.stat_eaten = spectatee.stat_eaten;\r
2143         self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
2144         self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
2145         self.stat_stomachload = spectatee.stat_stomachload;\r
2146         self.stat_stomachmaxload = spectatee.stomach_maxload;\r
2147         self.stat_digesting = spectatee.stat_digesting;\r
2148         self.stat_canleave = spectatee.stat_canleave;\r
2149         self.stat_canswallow = spectatee.stat_canswallow;\r
2150         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2151         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2152         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2153         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2154         setorigin(self, spectatee.origin);\r
2155         setsize(self, spectatee.mins, spectatee.maxs);\r
2156         SetZoomState(spectatee.zoomstate);\r
2157 \r
2158         anticheat_spectatecopy(spectatee);\r
2159 }\r
2160 \r
2161 float SpectateUpdate() {\r
2162         if(!self.enemy)\r
2163                 return 0;\r
2164 \r
2165         if (self == self.enemy)\r
2166                 return 0;\r
2167 \r
2168         if(self.enemy.classname != "player")\r
2169                 return 0;\r
2170 \r
2171         SpectateCopy(self.enemy);\r
2172 \r
2173         return 1;\r
2174 }\r
2175 \r
2176 float SpectateNext() {\r
2177         other = find(self.enemy, classname, "player");\r
2178 \r
2179         if (!other)\r
2180                 other = find(other, classname, "player");\r
2181 \r
2182         if (other)\r
2183                 self.enemy = other;\r
2184 \r
2185         if(self.enemy.classname == "player") {\r
2186                 msg_entity = self;\r
2187                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2188                 WriteEntity(MSG_ONE, self.enemy);\r
2189                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2190                 self.movetype = MOVETYPE_NONE;\r
2191 \r
2192                 self.enemy.weapon_count = 0;\r
2193 \r
2194                 if(!SpectateUpdate())\r
2195                         PutObserverInServer();\r
2196 \r
2197                 return 1;\r
2198         } else {\r
2199                 return 0;\r
2200         }\r
2201 }\r
2202 \r
2203 /*\r
2204 =============\r
2205 ShowRespawnCountdown()\r
2206 \r
2207 Update a respawn countdown display.\r
2208 =============\r
2209 */\r
2210 void ShowRespawnCountdown()\r
2211 {\r
2212         float number;\r
2213         if(self.deadflag == DEAD_NO) // just respawned?\r
2214                 return;\r
2215         else\r
2216         {\r
2217                 number = ceil(self.death_time - time);\r
2218                 if(number <= 0)\r
2219                         return;\r
2220                 if(number <= self.respawn_countdown)\r
2221                 {\r
2222                         self.respawn_countdown = number - 1;\r
2223                         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\r
2224                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2225                 }\r
2226         }\r
2227 }\r
2228 \r
2229 void LeaveSpectatorMode()\r
2230 {\r
2231         if(isJoinAllowed()) {\r
2232                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2233                         self.classname = "player";\r
2234 \r
2235                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2236                                 JoinBestTeam(self, FALSE, TRUE);\r
2237 \r
2238                         if(cvar("g_campaign"))\r
2239                                 campaign_bots_may_start = 1;\r
2240 \r
2241                         self.stat_count = WEP_LAST;\r
2242 \r
2243                         PutClientInServer();\r
2244 \r
2245                         if(self.classname == "player")\r
2246                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2247 \r
2248                         if(!cvar("g_campaign"))\r
2249                                 centerprint(self,""); // clear MOTD\r
2250 \r
2251                         return;\r
2252                 } else {\r
2253                         if (g_ca && self.caplayer) {\r
2254                         }       // do nothing\r
2255                         else\r
2256                                 stuffcmd(self,"menu_showteamselect\n");\r
2257                         return;\r
2258                 }\r
2259         }\r
2260         else {\r
2261                 //player may not join because of g_maxplayers is set\r
2262                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2263         }\r
2264 }\r
2265 \r
2266 /**\r
2267  * Determines whether the player is allowed to join. This depends on cvar\r
2268  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2269  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2270  * @return bool TRUE if the player is allowed to join, false otherwise\r
2271  */\r
2272 float isJoinAllowed() {\r
2273         if (!cvar("g_maxplayers"))\r
2274                 return TRUE;\r
2275 \r
2276         local entity e;\r
2277         local float currentlyPlaying;\r
2278         FOR_EACH_REALPLAYER(e) {\r
2279                 if(e.classname == "player")\r
2280                         currentlyPlaying += 1;\r
2281         }\r
2282         if(currentlyPlaying < cvar("g_maxplayers"))\r
2283                 return TRUE;\r
2284 \r
2285         return FALSE;\r
2286 }\r
2287 \r
2288 /**\r
2289  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2290  * g_maxplayers_spectator_blocktime seconds\r
2291  */\r
2292 void checkSpectatorBlock() {\r
2293         if(self.classname == "spectator" || self.classname == "observer") {\r
2294                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2295                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2296                         dropclient(self);\r
2297                 }\r
2298         }\r
2299 }\r
2300 \r
2301 float vercmp_recursive(string v1, string v2)\r
2302 {\r
2303         float dot1, dot2;\r
2304         string s1, s2;\r
2305         float r;\r
2306 \r
2307         dot1 = strstrofs(v1, ".", 0);\r
2308         dot2 = strstrofs(v2, ".", 0);\r
2309         if(dot1 == -1)\r
2310                 s1 = v1;\r
2311         else\r
2312                 s1 = substring(v1, 0, dot1);\r
2313         if(dot2 == -1)\r
2314                 s2 = v2;\r
2315         else\r
2316                 s2 = substring(v2, 0, dot2);\r
2317 \r
2318         r = stof(s1) - stof(s2);\r
2319         if(r != 0)\r
2320                 return r;\r
2321 \r
2322         r = strcasecmp(s1, s2);\r
2323         if(r != 0)\r
2324                 return r;\r
2325 \r
2326         if(dot1 == -1)\r
2327                 if(dot2 == -1)\r
2328                         return 0;\r
2329                 else\r
2330                         return -1;\r
2331         else\r
2332                 if(dot2 == -1)\r
2333                         return 1;\r
2334                 else\r
2335                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2336 }\r
2337 \r
2338 float vercmp(string v1, string v2)\r
2339 {\r
2340         if(strcasecmp(v1, v2) == 0) // early out check\r
2341                 return 0;\r
2342         return vercmp_recursive(v1, v2);\r
2343 }\r
2344 \r
2345 .float last_alive_scale;\r
2346 void SetPlayerSize()\r
2347 {\r
2348         if(!cvar("g_healthsize"))\r
2349                 return;\r
2350 \r
2351         if(self.deadflag == DEAD_NO)\r
2352         {\r
2353                 // change player scale based on the amount of health we have\r
2354                 self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
2355 \r
2356                 // The following code sets the bounding box to match the player's size.\r
2357                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2358                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2359                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2360                 if(self.crouch)\r
2361                 {\r
2362                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2363                         if(!self.stat_eaten)\r
2364                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2365                 }\r
2366                 else\r
2367                 {\r
2368                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2369                         if(!self.stat_eaten)\r
2370                                 self.view_ofs = PL_VIEW_OFS * self.scale;\r
2371                 }\r
2372 \r
2373                 self.last_alive_scale = self.scale;\r
2374         }\r
2375         else if(self.last_alive_scale)\r
2376         {\r
2377                 // if the player is dead, use the last scale he had when he was alive\r
2378                 self.scale = self.last_alive_scale;\r
2379         }\r
2380 \r
2381         if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
2382         {\r
2383                 // dead players shrink to zero as they head toward the health limit\r
2384                 self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
2385         }\r
2386 \r
2387         if(self.scale < 0.1)\r
2388                 self.scale = 0.1; // stuff breaks if scale is smaller than this\r
2389 }\r
2390 \r
2391 void ObserverThink()\r
2392 {\r
2393         float prefered_movetype;\r
2394         if (self.flags & FL_JUMPRELEASED) {\r
2395                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2396                         self.flags &~= FL_JUMPRELEASED;\r
2397                         self.flags |= FL_SPAWNING;\r
2398                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2399                         self.flags &~= FL_JUMPRELEASED;\r
2400                         if(SpectateNext() == 1) {\r
2401                                 self.classname = "spectator";\r
2402                         }\r
2403                 } else {\r
2404                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
2405                         if (self.movetype != prefered_movetype)\r
2406                                 self.movetype = prefered_movetype;\r
2407                 }\r
2408         } else {\r
2409                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2410                         self.flags |= FL_JUMPRELEASED;\r
2411                         if(self.flags & FL_SPAWNING)\r
2412                         {\r
2413                                 self.flags &~= FL_SPAWNING;\r
2414                                 LeaveSpectatorMode();\r
2415                                 return;\r
2416                         }\r
2417                 }\r
2418         }\r
2419 \r
2420         PrintWelcomeMessage(self);\r
2421 }\r
2422 \r
2423 void SpectatorThink()\r
2424 {\r
2425         if (self.flags & FL_JUMPRELEASED) {\r
2426                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2427                         self.welcomemessage_time = 0;\r
2428                         self.flags &~= FL_JUMPRELEASED;\r
2429                         self.flags |= FL_SPAWNING;\r
2430                 } else if(self.BUTTON_ATCK) {\r
2431                         self.welcomemessage_time = 0;\r
2432                         self.flags &~= FL_JUMPRELEASED;\r
2433                         if(SpectateNext() == 1) {\r
2434                                 self.classname = "spectator";\r
2435                         } else {\r
2436                                 self.classname = "observer";\r
2437                                 self.stat_count = WEP_LAST;\r
2438                                 PutClientInServer();\r
2439                         }\r
2440                 } else if (self.BUTTON_ATCK2) {\r
2441                         self.welcomemessage_time = 0;\r
2442                         self.flags &~= FL_JUMPRELEASED;\r
2443                         self.classname = "observer";\r
2444                         self.stat_count = WEP_LAST;\r
2445                         PutClientInServer();\r
2446                 } else {\r
2447                         if(!SpectateUpdate())\r
2448                                 PutObserverInServer();\r
2449                 }\r
2450         } else {\r
2451                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2452                         self.flags |= FL_JUMPRELEASED;\r
2453                         if(self.flags & FL_SPAWNING)\r
2454                         {\r
2455                                 self.flags &~= FL_SPAWNING;\r
2456                                 LeaveSpectatorMode();\r
2457                                 return;\r
2458                         }\r
2459                 }\r
2460         }\r
2461 \r
2462         PrintWelcomeMessage(self);\r
2463         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2464 }\r
2465 \r
2466 .float touchexplode_time;\r
2467 \r
2468 /*\r
2469 =============\r
2470 PlayerPreThink\r
2471 \r
2472 Called every frame for each client before the physics are run\r
2473 =============\r
2474 */\r
2475 void() ctf_setstatus;\r
2476 .float items_added;\r
2477 .vector avg_vel;\r
2478 .float power_sounded;\r
2479 void PlayerPreThink (void)\r
2480 {\r
2481         self.stat_game_starttime = game_starttime;\r
2482         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2483         self.stat_leadlimit = cvar("leadlimit");\r
2484 \r
2485         if(frametime)\r
2486         {\r
2487                 // physics frames: update anticheat stuff\r
2488                 anticheat_prethink();\r
2489         }\r
2490 \r
2491         if(blockSpectators && frametime)\r
2492                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2493                 checkSpectatorBlock();\r
2494 \r
2495         zoomstate_set = 0;\r
2496 \r
2497         if(self.netname_previous != self.netname)\r
2498         {\r
2499                 if(cvar("sv_eventlog"))\r
2500                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2501                 if(self.netname_previous)\r
2502                         strunzone(self.netname_previous);\r
2503                 self.netname_previous = strzone(self.netname);\r
2504         }\r
2505 \r
2506         // core code for the vore system\r
2507         Vore();\r
2508 \r
2509         // play power fail sound\r
2510         if(self.armorvalue < cvar("g_power"))\r
2511         {\r
2512                 if(!self.power_sounded)\r
2513                 {\r
2514                         sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM);\r
2515                         self.power_sounded = TRUE;\r
2516                 }\r
2517         }\r
2518         else\r
2519                 self.power_sounded = FALSE;\r
2520 \r
2521         // version nagging\r
2522         if(self.version_nagtime)\r
2523                 if(self.cvar_g_voretournamentversion)\r
2524                         if(time > self.version_nagtime)\r
2525                         {\r
2526                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2527                                 {\r
2528                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2529                                         {\r
2530                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2531                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2532                                         }\r
2533                                         else\r
2534                                         {\r
2535                                                 float r;\r
2536                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2537                                                 if(r < 0)\r
2538                                                 {\r
2539                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n");\r
2540                                                         sprint(self, strcat("\{1}^1NOTE: ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n"));\r
2541                                                 }\r
2542                                                 else if(r > 0)\r
2543                                                 {\r
2544                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2545                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2546                                                 }\r
2547                                         }\r
2548                                 }\r
2549                                 self.version_nagtime = 0;\r
2550                         }\r
2551 \r
2552         // GOD MODE info\r
2553         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2554         {\r
2555                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2556                 self.max_armorvalue = 0;\r
2557         }\r
2558 \r
2559 #ifdef TETRIS\r
2560         if (TetrisPreFrame())\r
2561                 return;\r
2562 #endif\r
2563 \r
2564         if(self.classname == "player") {\r
2565 //              if(self.netname == "Wazat")\r
2566 //                      bprint(self.classname, "\n");\r
2567 \r
2568                 CheckRules_Player();\r
2569 \r
2570                 PrintWelcomeMessage(self);\r
2571 \r
2572                 if (intermission_running)\r
2573                 {\r
2574                         IntermissionThink ();   // otherwise a button could be missed between\r
2575                         return;                                 // the think tics\r
2576                 }\r
2577 \r
2578                 if(self.teleport_time)\r
2579                 if(time > self.teleport_time)\r
2580                 {\r
2581                         self.teleport_time = 0;\r
2582                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2583                 }\r
2584 \r
2585                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2586                         UpdateSelectedPlayer();\r
2587 \r
2588                 //don't allow the player to turn around while game is paused!\r
2589                 if(timeoutStatus == 2) {\r
2590                         self.v_angle = self.lastV_angle;\r
2591                         self.angles = self.lastV_angle;\r
2592                         self.fixangle = TRUE;\r
2593                 }\r
2594 \r
2595                 if(self.deadflag == DEAD_NO && !self.stat_eaten)  // prevents bugs\r
2596                 {\r
2597                         // lean the player with damage and acceleration\r
2598                         // credits go to divVerent for these maths :)\r
2599                         vector L0, L1, LF, LA;\r
2600 \r
2601                         LA = AnglesTransform_FromAngles(self.angles);\r
2602 \r
2603                         // acceleration leaning\r
2604                         if(cvar("g_leanplayer_acceleration"))\r
2605                         {\r
2606                                 // average velocity to obtain a smooth acceleration\r
2607                                 float f;\r
2608                                 f = frametime * cvar("g_leanplayer_acceleration_fade");\r
2609                                 self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
2610                         }\r
2611 \r
2612                         vector accel;\r
2613                         accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
2614 \r
2615                         // bound angles to the specified limit\r
2616                         accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
2617                         accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
2618                         accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
2619 \r
2620                         L0_x = vlen(accel) * -1;\r
2621                         L0_y = L1_y = vectoyaw(accel);\r
2622 \r
2623                         L0 = AnglesTransform_FromAngles(L0);\r
2624                         L1 = AnglesTransform_FromAngles(L1);\r
2625                         LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
2626                         LA = AnglesTransform_Multiply(LA, LF);\r
2627                         // end of acceleration leaning\r
2628 \r
2629                         // damage leaning\r
2630                         L0 = vectoangles(self.leanangle_damage_loc);\r
2631                         L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
2632 \r
2633                         L0 = AnglesTransform_FromAngles(L0);\r
2634                         L1 = AnglesTransform_FromAngles(L1);\r
2635                         LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
2636 \r
2637                         LA = AnglesTransform_Multiply(LA, LF);\r
2638 \r
2639                         // fade the player back to normal rotation each frame\r
2640                         self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
2641                         // end of damage leaning\r
2642 \r
2643                         self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
2644                 }\r
2645 \r
2646                 SetPlayerSize();\r
2647 \r
2648                 if(frametime)\r
2649                 {\r
2650                         if(self.health <= 0 && cvar("g_deathglow"))\r
2651                         {\r
2652                                 if(self.glowmod_x > 0)\r
2653                                         self.glowmod_x -= cvar("g_deathglow") * frametime;\r
2654                                 else\r
2655                                         self.glowmod_x = -1;\r
2656                                 if(self.glowmod_y > 0)\r
2657                                         self.glowmod_y -= cvar("g_deathglow") * frametime;\r
2658                                 else\r
2659                                         self.glowmod_y = -1;\r
2660                                 if(self.glowmod_z > 0)\r
2661                                         self.glowmod_z -= cvar("g_deathglow") * frametime;\r
2662                                 else\r
2663                                         self.glowmod_z = -1;\r
2664                         }\r
2665                         else\r
2666                         {\r
2667                                 // set weapon and player glowmod\r
2668                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
2669                                 if(self.armorvalue < cvar("g_power"))\r
2670                                         self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
2671                                 self.weaponentity_glowmod = self.glowmod;\r
2672                         }\r
2673 \r
2674                         player_powerups();\r
2675                 }\r
2676 \r
2677                 if (self.deadflag != DEAD_NO)\r
2678                 {\r
2679                         float button_pressed, force_respawn;\r
2680                         if(self.personal && g_race_qualifying)\r
2681                         {\r
2682                                 if(time > self.death_time)\r
2683                                 {\r
2684                                         self.death_time = time + 1; // only retry once a second\r
2685                                         respawn();\r
2686                                         self.impulse = 141;\r
2687                                 }\r
2688                         }\r
2689                         else\r
2690                         {\r
2691                                 if(frametime)\r
2692                                         player_anim();\r
2693                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2694                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2695                                 if (self.deadflag == DEAD_DYING)\r
2696                                 {\r
2697                                         if(force_respawn)\r
2698                                                 self.deadflag = DEAD_RESPAWNING;\r
2699                                         else if(!button_pressed)\r
2700                                                 self.deadflag = DEAD_DEAD;\r
2701                                 }\r
2702                                 else if (self.deadflag == DEAD_DEAD)\r
2703                                 {\r
2704                                         if(button_pressed)\r
2705                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2706                                 }\r
2707                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2708                                 {\r
2709                                         if(!button_pressed)\r
2710                                                 self.deadflag = DEAD_RESPAWNING;\r
2711                                 }\r
2712                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2713                                 {\r
2714                                         if(time > self.death_time)\r
2715                                         {\r
2716                                                 self.death_time = time + 1; // only retry once a second\r
2717                                                 respawn();\r
2718                                         }\r
2719                                 }\r
2720                                 ShowRespawnCountdown();\r
2721                         }\r
2722                         return;\r
2723                 }\r
2724 \r
2725                 if(g_touchexplode)\r
2726                 if(time > self.touchexplode_time)\r
2727                 if(self.classname == "player")\r
2728                 if(self.deadflag == DEAD_NO)\r
2729                 if not(IS_INDEPENDENT_PLAYER(self))\r
2730                 FOR_EACH_PLAYER(other) if(self != other)\r
2731                 {\r
2732                         if(time > other.touchexplode_time)\r
2733                         if(other.classname == "player")\r
2734                         if(other.deadflag == DEAD_NO)\r
2735                         if not(IS_INDEPENDENT_PLAYER(other))\r
2736                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2737                         {\r
2738                                 PlayerTouchExplode(self, other);\r
2739                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2740                         }\r
2741                 }\r
2742 \r
2743                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2744                 {\r
2745                         vector dist;\r
2746 \r
2747                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2748                         dist = self.prevorigin - self.origin;\r
2749                         dist_z = 0;\r
2750                         self.lms_traveled_distance += fabs(vlen(dist));\r
2751 \r
2752                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2753                         {\r
2754                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2755                                 self.lms_traveled_distance = 0;\r
2756                         }\r
2757 \r
2758                         if(time > self.lms_nextcheck)\r
2759                         {\r
2760                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2761                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2762                                 {\r
2763                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2764                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2765                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(\r
2766                                         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');\r
2767                                 }\r
2768                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2769                                 self.lms_traveled_distance = 0;\r
2770                         }\r
2771                 }\r
2772 \r
2773                 self.prevorigin = self.origin;\r
2774 \r
2775                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2776                 {\r
2777                         if (!self.crouch)\r
2778                         {\r
2779                                 self.crouch = TRUE;\r
2780                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2781                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2782                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2783                         }\r
2784                 }\r
2785                 else\r
2786                 {\r
2787                         if (self.crouch)\r
2788                         {\r
2789                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2790                                 if (!trace_startsolid)\r
2791                                 {\r
2792                                         self.crouch = FALSE;\r
2793                                         self.view_ofs = PL_VIEW_OFS;\r
2794                                         setsize (self, PL_MIN, PL_MAX);\r
2795                                 }\r
2796                         }\r
2797                 }\r
2798 \r
2799                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2800                 {\r
2801                         if(self.bloodloss_timer < time)\r
2802                         {\r
2803                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2804                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2805                         }\r
2806                 }\r
2807 \r
2808                 FixPlayermodel();\r
2809 \r
2810                 GrabberFrame();\r
2811 \r
2812                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2813                 //if(frametime)\r
2814                 {\r
2815                         self.items &~= self.items_added;\r
2816 \r
2817                         W_WeaponFrame();\r
2818 \r
2819                         self.items_added = 0;\r
2820                         if(self.items & IT_JETPACK)\r
2821                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2822                                         self.items_added |= IT_FUEL;\r
2823 \r
2824                         self.items |= self.items_added;\r
2825                 }\r
2826 \r
2827                 player_regen();\r
2828                 if(frametime)\r
2829                         player_anim();\r
2830 \r
2831                 ctf_setstatus();\r
2832 \r
2833                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2834 \r
2835                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2836         } else if(gameover) {\r
2837                 if (intermission_running)\r
2838                         IntermissionThink ();   // otherwise a button could be missed between\r
2839                 return;\r
2840         } else if(self.classname == "observer") {\r
2841                 ObserverThink();\r
2842         } else if(self.classname == "spectator") {\r
2843                 SpectatorThink();\r
2844         }\r
2845 \r
2846         if(!zoomstate_set)\r
2847                 SetZoomState(self.BUTTON_ZOOM);\r
2848 \r
2849         float oldspectatee_status;\r
2850         oldspectatee_status = self.spectatee_status;\r
2851         if(self.classname == "spectator")\r
2852                 self.spectatee_status = num_for_edict(self.enemy);\r
2853         else if(self.classname == "observer")\r
2854                 self.spectatee_status = num_for_edict(self);\r
2855         else\r
2856                 self.spectatee_status = 0;\r
2857         if(self.spectatee_status != oldspectatee_status)\r
2858         {\r
2859                 ClientData_Touch(self);\r
2860                 if(g_race || g_cts)\r
2861                         race_InitSpectator();\r
2862         }\r
2863 \r
2864         if(self.teamkill_soundtime)\r
2865         if(time > self.teamkill_soundtime)\r
2866         {\r
2867                 self.teamkill_soundtime = 0;\r
2868 \r
2869                 entity oldpusher, oldself;\r
2870 \r
2871                 oldself = self; self = self.teamkill_soundsource;\r
2872                 oldpusher = self.pusher; self.pusher = oldself;\r
2873 \r
2874                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2875 \r
2876                 self.pusher = oldpusher;\r
2877                 self = oldself;\r
2878         }\r
2879 \r
2880         if(self.taunt_soundtime)\r
2881         if(time > self.taunt_soundtime)\r
2882         {\r
2883                 switch(self.taunt_soundtype)\r
2884                 {\r
2885                         case TAUNTTYPE_DEATH:\r
2886                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2887                                 break;\r
2888                         case TAUNTTYPE_VOREPRED:\r
2889                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2890                                 break;\r
2891                         case TAUNTTYPE_VOREPREY:\r
2892                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2893                                 break;\r
2894                         default:\r
2895                                 dprint("Incorrect autotaunt type\n");\r
2896                                 break;\r
2897                 }\r
2898 \r
2899                 self.taunt_soundtime = 0;\r
2900                 self.taunt_soundtype = 0;\r
2901         }\r
2902 \r
2903         target_voicescript_next(self);\r
2904 \r
2905         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2906         if(!self.weapon)\r
2907                 self.clip_load = self.clip_size = 0;\r
2908 }\r
2909 \r
2910 float isInvisibleString(string s)\r
2911 {\r
2912         float i, n, c;\r
2913         s = strdecolorize(s);\r
2914         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2915         {\r
2916                 c = str2chr(s, i);\r
2917                 switch(c)\r
2918                 {\r
2919                         case 0:\r
2920                         case 32: // space\r
2921                                 break;\r
2922                         case 192: // charmap space\r
2923                                 if (!cvar("utf8_enable"))\r
2924                                         break;\r
2925                                 return FALSE;\r
2926                         case 160: // space in unicode fonts\r
2927                         case 0xE000 + 192: // utf8 charmap space\r
2928                                 if (cvar("utf8_enable"))\r
2929                                         break;\r
2930                         default:\r
2931                                 return FALSE;\r
2932                 }\r
2933         }\r
2934         return TRUE;\r
2935 }\r
2936 \r
2937 /*\r
2938 =============\r
2939 PlayerPostThink\r
2940 \r
2941 Called every frame for each client after the physics are run\r
2942 =============\r
2943 */\r
2944 .float idlekick_lasttimeleft;\r
2945 void PlayerPostThink (void)\r
2946 {\r
2947         // Savage: Check for nameless players\r
2948         if (isInvisibleString(self.netname)) {\r
2949                 self.netname = "Player";\r
2950                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2951         }\r
2952 \r
2953         // send the clients accuracy stats to the client\r
2954         if(self.stat_count > 0)\r
2955         if(frametime)\r
2956         {\r
2957                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2958                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2959                 self.stat_count -= 1;\r
2960         }\r
2961 \r
2962 #ifdef UID\r
2963         if(self.uid_kicktime)\r
2964         if(time > self.uid_kicktime)\r
2965         {\r
2966                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2967                 dropclient(self);\r
2968                 return;\r
2969         }\r
2970 #endif\r
2971 \r
2972         if(sv_maxidle && frametime)\r
2973         {\r
2974                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2975                 float timeleft;\r
2976                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2977                 if(timeleft <= 0)\r
2978                 {\r
2979                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2980                         AnnounceTo(self, "terminated");\r
2981                         dropclient(self);\r
2982                         return;\r
2983                 }\r
2984                 else if(timeleft <= 10)\r
2985                 {\r
2986                         if(timeleft != self.idlekick_lasttimeleft)\r
2987                         {\r
2988                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2989                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2990                         }\r
2991                 }\r
2992                 else\r
2993                 {\r
2994                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2995                 }\r
2996                 self.idlekick_lasttimeleft = timeleft;\r
2997         }\r
2998 \r
2999 #ifdef TETRIS\r
3000         if(self.impulse == 100)\r
3001                 ImpulseCommands();\r
3002         if (TetrisPostFrame())\r
3003                 return;\r
3004 #endif\r
3005 \r
3006         CheatFrame();\r
3007 \r
3008         if(self.classname == "player") {\r
3009                 CheckRules_Player();\r
3010                 UpdateChatBubble();\r
3011                 if (self.impulse)\r
3012                         ImpulseCommands();\r
3013                 if (intermission_running)\r
3014                         return;         // intermission or finale\r
3015 \r
3016                 GetPressedKeys();\r
3017         } else if (self.classname == "observer") {\r
3018                 //do nothing\r
3019         } else if (self.classname == "spectator") {\r
3020                 //do nothing\r
3021         }\r
3022 \r
3023         /*\r
3024         float i;\r
3025         for(i = 0; i < 1000; ++i)\r
3026         {\r
3027                 vector end;\r
3028                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
3029                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
3030                 if(trace_fraction < 1)\r
3031                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
3032                 {\r
3033                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
3034                         break;\r
3035                 }\r
3036         }\r
3037         */\r
3038 \r
3039         Arena_Warmup();\r
3040 \r
3041         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
3042 \r
3043         if(self.waypointsprite_attachedforcarrier)\r
3044                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
3045         \r
3046         playerdemo_write();\r
3047 \r
3048         /*\r
3049         if(g_race)\r
3050                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
3051         */\r
3052 }\r