1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(0, SVC_TEMPENTITY);
6 WriteByte(0, TE_CSQC_TEAMNAGGER);
9 void Announce(string snd) {
10 WriteByte(MSG_ALL, SVC_TEMPENTITY);
11 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_ALL, snd);
15 void AnnounceTo(entity e, string snd) {
16 if (clienttype(e) == CLIENTTYPE_REAL)
19 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21 WriteString(MSG_ONE, snd);
25 float ClientData_Send(entity to, float sf)
36 if(to.classname == "spectator")
42 sf |= 1; // forced scoreboard
43 if(to.spectatee_status)
44 sf |= 2; // spectator ent number follows
47 if(e.porto_v_angle_held)
48 sf |= 8; // angles held
50 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51 WriteByte(MSG_ENTITY, sf);
54 WriteByte(MSG_ENTITY, to.spectatee_status);
58 WriteAngle(MSG_ENTITY, e.v_angle_x);
59 WriteAngle(MSG_ENTITY, e.v_angle_y);
65 void ClientData_Attach()
67 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68 self.clientdata.drawonlytoclient = self;
69 self.clientdata.owner = self;
72 void ClientData_Detach()
74 remove(self.clientdata);
75 self.clientdata = world;
78 void ClientData_Touch(entity e)
80 e.clientdata.SendFlags = 1;
82 // make it spectatable
84 FOR_EACH_REALCLIENT(e2)
87 if(e2.classname == "spectator")
89 e2.clientdata.SendFlags = 1;
94 .vector spawnpoint_score;
95 .string netname_previous;
97 void spawnfunc_info_player_survivor (void)
99 spawnfunc_info_player_deathmatch();
102 void spawnfunc_info_player_start (void)
104 spawnfunc_info_player_deathmatch();
107 void spawnfunc_info_player_deathmatch (void)
109 self.classname = "info_player_deathmatch";
110 relocate_spawnpoint();
113 void spawnpoint_use()
116 if(have_team_spawns > 0)
118 self.team = activator.team;
119 some_spawn_has_been_used = 1;
124 // _x: prio (-1 if unusable)
126 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
128 float shortest, thisdist;
134 // filter out spots for the wrong team
136 if(spot.team != teamcheck)
140 if(spot.target == "")
143 if(clienttype(self) == CLIENTTYPE_REAL)
145 if(spot.restriction == 1)
150 if(spot.restriction == 2)
154 // filter out spots for assault
155 if(spot.target != "") {
158 ent = find(world, targetname, spot.target);
161 if(ent.classname == "target_objective")
164 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
168 else if(ent.classname == "trigger_race_checkpoint")
171 if(!anypoint) // spectators may spawn everywhere
174 if(g_race_qualifying)
177 if(ent.race_checkpoint != 0)
179 if(spot.race_place != race_lowest_place_spawn)
184 if(ent.race_checkpoint != self.race_respawn_checkpoint)
186 // try reusing the previous spawn
187 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
189 if(ent.race_checkpoint == 0)
192 pl = self.race_place;
193 if(pl > race_highest_place_spawn)
195 if(pl == 0 && !self.race_started)
196 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197 if(spot.race_place != pl)
204 ent = find(ent, targetname, spot.target);
212 shortest = vlen(world.maxs - world.mins);
213 for(player = playerlist; player; player = player.chain)
216 thisdist = vlen(player.origin - spot.origin);
217 if (thisdist < shortest)
220 return prio * '1 0 0' + shortest * '0 1 0';
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
227 local entity spot, spotlist, spotlistend;
228 spawn_allgood = TRUE;
234 for(spot = firstspot; spot; spot = spot.chain)
236 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
238 if(cvar("spawn_debugview"))
240 setmodel(spot, "models/runematch/rune.mdl");
241 if(spot.spawnpoint_score_y < mindist)
243 spot.colormod = '1 0 0';
248 spot.colormod = '0 1 0';
249 spot.scale = spot.spawnpoint_score_y / mindist;
253 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
255 if(spot.spawnpoint_score_y < mindist)
257 // too short distance
258 spawn_allgood = FALSE;
263 spawn_allbad = FALSE;
266 spotlistend.chain = spot;
273 if(spot.team != teamcheck)
274 error("invalid spawn added");
276 print("added ", etos(spot), "\n");
282 spotlistend.chain = world;
287 for(e = spotlist; e; e = e.chain)
289 print("seen ", etos(e), "\n");
290 if(e.team != teamcheck)
291 error("invalid spawn found");
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
300 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
304 RandomSelection_Init();
305 for(spot = firstspot; spot; spot = spot.chain)
306 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);
308 return RandomSelection_chosen_ent;
315 Finds a point to respawn
318 entity SelectSpawnPoint (float anypoint)
320 local float teamcheck;
321 local entity firstspot_new;
322 local entity spot, firstspot, playerlist;
324 spot = find (world, classname, "testplayerstart");
330 if(!anypoint && have_team_spawns > 0)
331 teamcheck = self.team;
333 // get the list of players
334 playerlist = findchain(classname, "player");
335 // get the entire list of spots
336 firstspot = findchain(classname, "info_player_deathmatch");
337 // filter out the bad ones
338 // (note this returns the original list if none survived)
341 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
345 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
347 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
348 firstspot = firstspot_new;
350 // there is 50/50 chance of choosing a random spot or the furthest spot
351 // (this means that roughly every other spawn will be furthest, so you
352 // usually won't get fragged at spawn twice in a row)
353 if (arena_roundbased && !g_ca)
355 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
357 firstspot = firstspot_new;
358 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
360 else if (random() > cvar("g_spawn_furthest"))
361 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
363 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
366 if(cvar("spawn_debugview"))
368 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
372 for(e = firstspot; e; e = e.chain)
373 if(e.team != teamcheck)
374 error("invalid spawn found");
379 if(cvar("spawn_debug"))
383 if(some_spawn_has_been_used)
384 return world; // team can't spawn any more, because of actions of other team
386 error("Cannot find a spawn point - please fix the map!");
397 Checks if the argument string can be a valid playermodel.
398 Returns a valid one in doubt.
401 string FallbackPlayerModel = "models/player/marine.zym";
402 string CheckPlayerModel(string plyermodel) {
403 if(strlen(plyermodel) < 4)
404 return FallbackPlayerModel;
405 if( substring(plyermodel,0,14) != "models/player/")
406 return FallbackPlayerModel;
407 else if(cvar("sv_servermodelsonly"))
409 if(substring(plyermodel,-4,4) != ".zym")
410 if(substring(plyermodel,-4,4) != ".dpm")
411 if(substring(plyermodel,-4,4) != ".iqm")
412 if(substring(plyermodel,-4,4) != ".md3")
413 if(substring(plyermodel,-4,4) != ".psk")
414 return FallbackPlayerModel;
415 // forbid the LOD models
416 if(substring(plyermodel, -9,5) == "_lod1")
417 return FallbackPlayerModel;
418 if(substring(plyermodel, -9,5) == "_lod2")
419 return FallbackPlayerModel;
420 if(plyermodel != strtolower(plyermodel))
421 return FallbackPlayerModel;
422 if(!fexists(plyermodel))
423 return FallbackPlayerModel;
430 Client_customizeentityforclient
435 void Client_uncustomizeentityforclient()
437 if(self.modelindex == 0) // no need to uncustomize then
439 self.modelindex = self.modelindex_lod0;
440 self.skin = self.skinindex;
443 float Client_customizeentityforclient()
447 if(self.modelindex == 0)
454 t0 = gettime(GETTIME_HIRES); // reference
459 #ifdef ALLOW_FORCEMODELS
460 if(other.cvar_cl_forceplayermodelsfromxonotic)
461 if not(self.modelindex_lod0_from_xonotic)
463 if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
467 self.skin = modelsource.skinindex;
470 if(modelsource == self)
471 self.skin = modelsource.skinindex;
473 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
477 // other: the player viewing me
481 if(other.cvar_cl_playerdetailreduction <= 0)
483 if(other.cvar_cl_playerdetailreduction <= -2)
484 self.modelindex = modelsource.modelindex_lod2;
485 else if(other.cvar_cl_playerdetailreduction <= -1)
486 self.modelindex = modelsource.modelindex_lod1;
488 self.modelindex = modelsource.modelindex_lod0;
492 distance = vlen(self.origin - other.origin);
493 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
494 if(f > sv_loddistance2)
495 self.modelindex = modelsource.modelindex_lod2;
496 else if(f > sv_loddistance1)
497 self.modelindex = modelsource.modelindex_lod1;
499 self.modelindex = modelsource.modelindex_lod0;
504 t1 = gettime(GETTIME_HIRES); // reference
505 client_cefc_accumulator += (t1 - t0);
511 void UpdatePlayerSounds();
512 void setmodel_lod(entity e, string modelname)
518 // FIXME: this only supports 3-letter extensions
519 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
522 setmodel(e, s); // players have high precision
523 self.modelindex_lod1 = self.modelindex;
526 self.modelindex_lod1 = -1;
528 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
531 setmodel(e, s); // players have high precision
532 self.modelindex_lod2 = self.modelindex;
535 self.modelindex_lod2 = -1;
537 precache_model(modelname);
538 setmodel(e, modelname); // players have high precision
539 self.modelindex_lod0 = self.modelindex;
541 if(self.modelindex_lod1 < 0)
542 self.modelindex_lod1 = self.modelindex;
544 if(self.modelindex_lod2 < 0)
545 self.modelindex_lod2 = self.modelindex;
549 precache_model(modelname);
550 setmodel(e, modelname); // players have high precision
551 self.modelindex_lod0 = self.modelindex;
552 // save it for possible player model forcing
555 s = whichpack(self.model);
556 self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
558 player_setupanimsformodel();
559 UpdatePlayerSounds();
566 putting a client as observer in the server
569 void FixPlayermodel();
570 void PutObserverInServer (void)
574 race_PreSpawnObserver();
576 spot = SelectSpawnPoint (TRUE);
578 error("No spawnpoints for observers?!?\n");
579 RemoveGrapplingHook(self); // Wazat's Grappling Hook
581 if(clienttype(self) == CLIENTTYPE_REAL)
584 WriteByte(MSG_ONE, SVC_SETVIEW);
585 WriteEntity(MSG_ONE, self);
590 Portal_ClearAll(self);
593 DropFlag(self.flagcarried, world, world);
596 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
598 WaypointSprite_PlayerDead();
600 if not(g_ca) // don't reset teams when moving a ca player to the spectators
601 self.team = -1; // move this as it is needed to log the player spectating in eventlog
603 if(self.killcount != -666) {
605 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
606 bprint ("^4", self.netname, "^4 has no more lives left\n");
608 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
610 bprint ("^4", self.netname, "^4 is spectating now\n");
612 if(self.just_joined == FALSE) {
613 LogTeamchange(self.playerid, -1, 4);
615 self.just_joined = FALSE;
618 PlayerScore_Clear(self); // clear scores when needed
620 self.spectatortime = time;
622 self.classname = "observer";
623 self.iscreature = FALSE;
625 self.takedamage = DAMAGE_NO;
626 self.solid = SOLID_NOT;
627 self.movetype = MOVETYPE_NOCLIP;
628 self.flags = FL_CLIENT | FL_NOTARGET;
629 self.armorvalue = 666;
631 self.armorvalue = cvar("g_balance_armor_start");
632 self.pauserotarmor_finished = 0;
633 self.pauserothealth_finished = 0;
634 self.pauseregen_finished = 0;
635 self.damageforcescale = 0;
642 self.pain_finished = 0;
643 self.strength_finished = 0;
644 self.invincible_finished = 0;
646 self.think = SUB_Null;
650 self.deadflag = DEAD_NO;
651 self.angles = spot.angles;
653 self.fixangle = TRUE;
656 self.view_ofs = PL_VIEW_OFS;
657 setorigin (self, spot.origin);
658 setsize (self, '0 0 0', '0 0 0');
659 self.prevorigin = self.origin;
667 self.weaponmodel = "";
668 self.weaponentity = world;
669 self.exteriorweaponentity = world;
670 self.killcount = -666;
671 self.velocity = '0 0 0';
672 self.avelocity = '0 0 0';
673 self.punchangle = '0 0 0';
674 self.punchvector = '0 0 0';
675 self.oldvelocity = self.velocity;
676 self.fire_endtime = -1;
679 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
683 if(self.version_mismatch)
685 Spawnqueue_Unmark(self);
686 Spawnqueue_Remove(self);
690 Spawnqueue_Insert(self);
695 // Only if the player cannot play at all
696 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
697 self.frags = FRAGS_SPECTATOR;
699 self.frags = FRAGS_LMS_LOSER;
702 self.frags = FRAGS_SPECTATOR;
704 MUTATOR_CALLHOOK(MakePlayerObserver);
707 float RestrictSkin(float s)
716 void FixPlayermodel()
718 local string defaultmodel;
719 local float defaultskin, chmdl, oldskin;
724 if(cvar("sv_defaultcharacter") == 1) {
730 s = Team_ColorNameLowerCase(self.team);
733 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
734 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
738 if(defaultmodel == "")
740 defaultmodel = cvar_string("sv_defaultplayermodel");
741 defaultskin = cvar("sv_defaultplayerskin");
745 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
748 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
749 self.model = ""; // force the != checks to return true
752 if(defaultmodel != "")
754 if (defaultmodel != self.model)
758 setmodel_lod (self, defaultmodel);
759 setsize (self, m1, m2);
763 oldskin = self.skinindex;
764 self.skinindex = defaultskin;
766 if (self.playermodel != self.model || self.playermodel == "")
768 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
771 setmodel_lod (self, self.playermodel);
772 setsize (self, m1, m2);
776 oldskin = self.skinindex;
777 self.skinindex = RestrictSkin(stof(self.playerskin));
780 if(chmdl || oldskin != self.skinindex)
781 self.species = player_getspecies(); // model or skin has changed
784 if(strlen(cvar_string("sv_defaultplayercolors")))
785 if(self.clientcolors != cvar("sv_defaultplayercolors"))
786 setcolor(self, cvar("sv_defaultplayercolors"));
789 void PlayerTouchExplode(entity p1, entity p2)
792 org = (p1.origin + p2.origin) * 0.5;
793 org_z += (p1.mins_z + p2.mins_z) * 0.5;
800 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
808 Called when a client spawns in the server
811 //void() ctf_playerchanged;
812 void PutClientInServer (void)
814 if(clienttype(self) == CLIENTTYPE_BOT)
816 self.classname = "player";
818 else if(clienttype(self) == CLIENTTYPE_REAL)
821 WriteByte(MSG_ONE, SVC_SETVIEW);
822 WriteEntity(MSG_ONE, self);
825 // player is dead and becomes observer
826 // FIXME fix LMS scoring for new system
829 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
830 self.classname = "observer";
833 if(g_arena || (g_ca && !allowed_to_spawn))
835 self.classname = "observer";
838 self.classname = "observer";
840 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
841 entity spot, oldself;
845 JoinBestTeam(self, FALSE, TRUE);
849 spot = SelectSpawnPoint (FALSE);
852 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
853 return; // spawn failed
856 RemoveGrapplingHook(self); // Wazat's Grappling Hook
858 self.classname = "player";
859 self.wasplayer = TRUE;
860 self.iscreature = TRUE;
861 self.movetype = MOVETYPE_WALK;
862 self.solid = SOLID_SLIDEBOX;
863 if(cvar("g_playerclip_collisions"))
864 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
866 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
867 self.frags = FRAGS_PLAYER;
868 if(independent_players)
869 MAKE_INDEPENDENT_PLAYER(self);
870 self.flags = FL_CLIENT;
871 self.takedamage = DAMAGE_AIM;
873 self.effects = EF_FULLBRIGHT;
876 self.air_finished = time + 12;
881 self.ammo_shells = warmup_start_ammo_shells;
882 self.ammo_nails = warmup_start_ammo_nails;
883 self.ammo_rockets = warmup_start_ammo_rockets;
884 self.ammo_cells = warmup_start_ammo_cells;
885 self.ammo_fuel = warmup_start_ammo_fuel;
886 self.health = warmup_start_health;
887 self.armorvalue = warmup_start_armorvalue;
888 self.weapons = warmup_start_weapons;
892 self.ammo_shells = start_ammo_shells;
893 self.ammo_nails = start_ammo_nails;
894 self.ammo_rockets = start_ammo_rockets;
895 self.ammo_cells = start_ammo_cells;
896 self.ammo_fuel = start_ammo_fuel;
897 self.health = start_health;
898 self.armorvalue = start_armorvalue;
899 self.weapons = start_weapons;
902 if(g_weaponarena_random)
903 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
905 self.items = start_items;
906 self.jump_interval = time;
908 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
909 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
910 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
911 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
912 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
913 //extend the pause of rotting if client was reset at the beginning of the countdown
914 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
915 self.spawnshieldtime += game_starttime - time;
916 self.pauserotarmor_finished += game_starttime - time;
917 self.pauserothealth_finished += game_starttime - time;
918 self.pauseregen_finished += game_starttime - time;
920 self.damageforcescale = 2;
927 self.pain_finished = 0;
928 self.strength_finished = 0;
929 self.invincible_finished = 0;
931 // players have no think function
932 self.think = SUB_Null;
941 self.deadflag = DEAD_NO;
943 self.angles = spot.angles;
945 self.angles_z = 0; // never spawn tilted even if the spot says to
946 self.fixangle = TRUE; // turn this way immediately
947 self.velocity = '0 0 0';
948 self.avelocity = '0 0 0';
949 self.punchangle = '0 0 0';
950 self.punchvector = '0 0 0';
951 self.oldvelocity = self.velocity;
952 self.fire_endtime = -1;
955 WRITESPECTATABLE_MSG_ONE({
956 WriteByte(MSG_ONE, SVC_TEMPENTITY);
957 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
961 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
967 self.view_ofs = PL_VIEW_OFS;
968 setsize (self, PL_MIN, PL_MAX);
969 self.spawnorigin = spot.origin;
970 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
971 // don't reset back to last position, even if new position is stuck in solid
972 self.oldorigin = self.origin;
973 self.prevorigin = self.origin;
974 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
978 Spawnqueue_Remove(self);
979 Spawnqueue_Mark(self);
985 self.event_damage = PlayerDamage;
987 self.bot_attack = TRUE;
989 self.statdraintime = time + 5;
990 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
992 if(self.killcount == -666) {
993 PlayerScore_Clear(self);
997 self.cnt = WEP_LASER;
999 CL_SpawnWeaponentity();
1000 self.alpha = default_player_alpha;
1001 self.colormod = '1 1 1' * cvar("g_player_brightness");
1002 self.exteriorweaponentity.alpha = default_weapon_alpha;
1004 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1005 self.lms_traveled_distance = 0;
1006 self.speedrunning = FALSE;
1008 race_PostSpawn(spot);
1010 if(cvar("spawn_debug"))
1012 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
1013 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
1016 //stuffcmd(self, "chase_active 0");
1017 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1019 if (cvar("g_spawnsound"))
1020 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1023 if(self.team == assault_attacker_team)
1024 centerprint(self, "You are attacking!");
1026 centerprint(self, "You are defending!");
1029 target_voicescript_clear(self);
1031 // reset fields the weapons may use
1032 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1033 weapon_action(j, WR_RESETPLAYER);
1037 activator = oldself;
1042 MUTATOR_CALLHOOK(PlayerSpawn);
1044 self.switchweapon = w_getbestweapon(self);
1045 self.cnt = self.switchweapon;
1047 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1048 PutObserverInServer ();
1052 // ctf_playerchanged();
1055 float ClientInit_SendEntity(entity to, float sf)
1057 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1058 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1059 WriteCoord(MSG_ENTITY, hook_shotorigin_x);
1060 WriteCoord(MSG_ENTITY, hook_shotorigin_y);
1061 WriteCoord(MSG_ENTITY, hook_shotorigin_z);
1063 if(sv_foginterval && world.fog != "")
1064 WriteString(MSG_ENTITY, world.fog);
1066 WriteString(MSG_ENTITY, "");
1067 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1068 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1069 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_secondary_bouncefactor
1070 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_secondary_bouncestop
1074 void ClientInit_CheckUpdate()
1076 self.nextthink = time;
1077 if(self.count != cvar("g_balance_armor_blockpercent"))
1079 self.count = cvar("g_balance_armor_blockpercent");
1080 self.SendFlags |= 1;
1082 if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1084 self.cnt = cvar("g_balance_weaponswitchdelay");
1085 self.SendFlags |= 1;
1087 if(self.bouncefactor != cvar("g_balance_grenadelauncher_secondary_bouncefactor"))
1089 self.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
1090 self.SendFlags |= 1;
1092 if(self.bouncestop != cvar("g_balance_grenadelauncher_secondary_bouncestop"))
1094 self.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
1095 self.SendFlags |= 1;
1099 void ClientInit_Spawn()
1103 e.classname = "clientinit";
1104 e.think = ClientInit_CheckUpdate;
1106 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1109 ClientInit_CheckUpdate();
1118 void SetNewParms (void)
1120 // initialize parms for a new player
1121 parm1 = -(86400 * 366);
1129 void SetChangeParms (void)
1131 // save parms for level change
1132 parm1 = self.parm_idlesince - time;
1140 void DecodeLevelParms (void)
1143 self.parm_idlesince = parm1;
1144 if(self.parm_idlesince == -(86400 * 366))
1145 self.parm_idlesince = time;
1147 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1148 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1155 Called when a client types 'kill' in the console
1159 void ClientKill_Now_TeamChange()
1161 if(self.killindicator_teamchange == -1)
1164 JoinBestTeam( self, FALSE, FALSE );
1167 SV_ChangeTeam(self.killindicator_teamchange - 1);
1170 void ClientKill_Now()
1172 if(self.killindicator_teamchange)
1173 ClientKill_Now_TeamChange();
1176 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1178 if(self.killindicator)
1180 dprint("Cleaned up after a leaked kill indicator.\n");
1181 remove(self.killindicator);
1182 self.killindicator = world;
1185 void KillIndicator_Think()
1187 if (!self.owner.modelindex)
1189 self.owner.killindicator = world;
1197 ClientKill_Now(); // no oldself needed
1203 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1204 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1207 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1208 if(self.owner.killindicator_teamchange)
1210 if(self.owner.killindicator_teamchange == -1)
1211 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1213 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1216 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1218 self.nextthink = time + 1;
1223 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1227 killtime = cvar("g_balance_kill_delay");
1229 if(g_race_qualifying)
1232 self.killindicator_teamchange = targetteam;
1234 if(!self.killindicator)
1236 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1242 self.killindicator = spawn();
1243 self.killindicator.owner = self;
1244 self.killindicator.scale = 0.5;
1245 setattachment(self.killindicator, self, "");
1246 setorigin(self.killindicator, '0 0 52');
1247 self.killindicator.think = KillIndicator_Think;
1248 self.killindicator.nextthink = time + (self.lip) * 0.05;
1249 self.killindicator.cnt = ceil(killtime);
1250 self.killindicator.count = bound(0, ceil(killtime), 10);
1251 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1253 for(e = world; (e = find(e, classname, "body")) != world; )
1257 e.killindicator = spawn();
1258 e.killindicator.owner = e;
1259 e.killindicator.scale = 0.5;
1260 setattachment(e.killindicator, e, "");
1261 setorigin(e.killindicator, '0 0 52');
1262 e.killindicator.think = KillIndicator_Think;
1263 e.killindicator.nextthink = time + (e.lip) * 0.05;
1264 e.killindicator.cnt = ceil(killtime);
1269 if(self.killindicator)
1272 self.killindicator.colormod = TeamColor(targetteam);
1274 self.killindicator.colormod = '0 0 0';
1278 void ClientKill (void)
1280 ClientKill_TeamChange(0);
1283 void DoTeamChange(float destteam)
1289 SetPlayerColors(self, destteam);
1292 if(self.classname == "player")
1295 CheckAllowedTeams(self);
1296 t = FindSmallestTeam(self, TRUE);
1299 case COLOR_TEAM1: c0 = c1; break;
1300 case COLOR_TEAM2: c0 = c2; break;
1301 case COLOR_TEAM3: c0 = c3; break;
1302 case COLOR_TEAM4: c0 = c4; break;
1309 destteam = COLOR_TEAM1;
1313 destteam = COLOR_TEAM2;
1317 destteam = COLOR_TEAM3;
1321 destteam = COLOR_TEAM4;
1327 if(destteam == self.team && destteam >= 0 && !self.killindicator)
1329 ClientKill_TeamChange(destteam);
1332 void FixClientCvars(entity e)
1334 // send prediction settings to the client
1335 stuffcmd(e, "\nin_bindmap 0 0\n");
1337 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1338 if(cvar("g_antilag") == 3) // client side hitscan
1339 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");
1340 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1342 * we no longer need to stuff this. Remove this comment block if you feel
1343 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1344 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1345 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1346 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1347 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1348 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1349 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1350 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1351 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1352 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1353 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1354 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1355 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1356 stuffcmd(e, "cl_movement_edgefriction 1\n");
1364 Called when a client connects to the server
1367 //void ctf_clientconnect();
1368 string ColoredTeamName(float t);
1369 void DecodeLevelParms (void);
1370 //void dom_player_join_team(entity pl);
1372 .float uid_kicktime;
1375 void ClientConnect (void)
1379 if(self.flags & FL_CLIENT)
1381 print("Warning: ClientConnect, but already connected!\n");
1385 if(Ban_MaybeEnforceBan(self))
1390 self.classname = "player_joining";
1392 self.flags = FL_CLIENT;
1393 self.version_nagtime = time + 10 + random() * 10;
1397 dprint("BUG player count is lower than zero, this cannot happen!\n");
1401 PlayerScore_Attach(self);
1402 ClientData_Attach();
1404 bot_clientconnect();
1410 race_PreSpawnObserver();
1413 // dom_player_join_team(self);
1415 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1417 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1418 self.classname = "observer";
1422 if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1424 self.classname = "player";
1425 campaign_bots_may_start = 1;
1429 self.classname = "observer"; // do it anyway
1434 self.classname = "player";
1435 campaign_bots_may_start = 1;
1439 self.playerid = (playerid_last = playerid_last + 1);
1441 if(cvar("sv_eventlog"))
1442 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1444 LogTeamchange(self.playerid, self.team, 1);
1446 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1448 self.netname_previous = strzone(self.netname);
1450 bprint("^4", self.netname, "^4 connected");
1452 if(self.classname != "observer" && (g_domination || g_ctf))
1453 bprint(" and joined the ", ColoredTeamName(self.team));
1457 self.welcomemessage_time = 0;
1459 stuffcmd(self, strcat(clientstuff, "\n"));
1460 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1461 stuffcmd(self, "cl_particles_reloadeffects\n");
1463 FixClientCvars(self);
1465 // spawnfunc_waypoint sprites
1466 WaypointSprite_InitClient(self);
1468 // Wazat's grappling hook
1469 SetGrappleHookBindings();
1471 // get autoswitch state from player when he toggles it
1472 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1474 // get version info from player
1475 stuffcmd(self, "cmd clientversion $gameversion\n");
1477 // get other cvars from player
1480 // set cvar for team scoreboard
1481 stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1483 // notify about available teams
1486 CheckAllowedTeams(self);
1487 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1488 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1491 stuffcmd(self, "set _teams_available 0\n");
1493 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1497 self.classname = "observer";
1499 Spawnqueue_Insert(self);
1503 ctf_clientconnect();
1506 if(teams_matter || radar_showennemies)
1509 bot_relinkplayerlist();
1511 self.spectatortime = time;
1514 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"));
1517 self.jointime = time;
1518 self.allowedTimeouts = cvar("sv_timeout_number");
1520 if(clienttype(self) == CLIENTTYPE_REAL)
1522 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1523 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1528 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1530 PlayerScore_Add(self, SP_LMS_RANK, 666);
1531 self.frags = FRAGS_SPECTATOR;
1535 if(!sv_foginterval && world.fog != "")
1536 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1538 SoundEntity_Attach(self);
1540 if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1542 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1543 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1546 self.hitplotfh = -1;
1549 if(clienttype(self) == CLIENTTYPE_REAL)
1551 self.uid_kicktime = time + 60;
1554 if(g_race || g_cts) {
1560 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1562 race_send_recordtime(MSG_ONE);
1563 race_send_speedaward(MSG_ONE);
1565 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1566 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1567 race_send_speedaward_alltimebest(MSG_ONE);
1570 for (i = 1; i <= RANKINGS_CNT; ++i) {
1571 race_SendRankings(i, 0, 0, MSG_ONE);
1574 else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca
1575 send_CSQC_teamnagger();
1584 Called when a client disconnects from the server
1587 .entity chatbubbleentity;
1588 .entity teambubbleentity;
1590 void ClientDisconnect (void)
1592 if not(self.flags & FL_CLIENT)
1594 print("Warning: ClientDisconnect without ClientConnect\n");
1598 CheatShutdownClient();
1600 if(self.hitplotfh >= 0)
1602 fclose(self.hitplotfh);
1603 self.hitplotfh = -1;
1607 anticheat_shutdown();
1609 playerdemo_shutdown();
1611 bot_clientdisconnect();
1616 if(cvar("sv_eventlog"))
1617 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1618 bprint ("^4",self.netname);
1619 bprint ("^4 disconnected\n");
1621 SoundEntity_Detach(self);
1624 MUTATOR_CALLHOOK(ClientDisconnect);
1626 Portal_ClearAll(self);
1628 if(self.flagcarried)
1629 DropFlag(self.flagcarried, world, world);
1630 if(self.ballcarried)
1631 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1633 // Here, everything has been done that requires this player to be a client.
1635 self.flags &~= FL_CLIENT;
1637 if (self.chatbubbleentity)
1638 remove (self.chatbubbleentity);
1640 if (self.teambubbleentity)
1641 remove (self.teambubbleentity);
1643 if (self.killindicator)
1644 remove (self.killindicator);
1646 WaypointSprite_PlayerGone();
1648 bot_relinkplayerlist();
1651 if(self.weaponentity)
1652 if(self.weaponentity.lasertarget)
1653 remove(self.weaponentity.lasertarget);
1657 Spawnqueue_Unmark(self);
1658 Spawnqueue_Remove(self);
1661 ClientData_Detach();
1662 PlayerScore_Detach(self);
1664 if(self.netname_previous)
1665 strunzone(self.netname_previous);
1666 if(self.clientstatus)
1667 strunzone(self.clientstatus);
1669 ClearPlayerSounds();
1672 remove(self.personal);
1682 void ChatBubbleThink()
1684 self.nextthink = time;
1685 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1687 if(self.owner) // but why can that ever be world?
1688 self.owner.chatbubbleentity = world;
1692 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1694 || self.owner.tetris_on
1697 self.model = self.mdl;
1702 void UpdateChatBubble()
1704 if (!self.modelindex)
1706 // spawn a chatbubble entity if needed
1707 if (!self.chatbubbleentity)
1709 self.chatbubbleentity = spawn();
1710 self.chatbubbleentity.owner = self;
1711 self.chatbubbleentity.exteriormodeltoclient = self;
1712 self.chatbubbleentity.think = ChatBubbleThink;
1713 self.chatbubbleentity.nextthink = time;
1714 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1715 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1716 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1717 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1718 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1719 self.chatbubbleentity.model = "";
1720 self.chatbubbleentity.effects = EF_LOWPRECISION;
1725 void TeamBubbleThink()
1727 self.nextthink = time;
1728 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1730 if(self.owner) // but why can that ever be world?
1731 self.owner.teambubbleentity = world;
1735 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1736 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1739 self.model = self.mdl;
1743 float TeamBubble_customizeentityforclient()
1745 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1748 void UpdateTeamBubble()
1750 if (!self.modelindex || !teams_matter)
1752 // spawn a teambubble entity if needed
1753 if (!self.teambubbleentity && teams_matter)
1755 self.teambubbleentity = spawn();
1756 self.teambubbleentity.owner = self;
1757 self.teambubbleentity.exteriormodeltoclient = self;
1758 self.teambubbleentity.think = TeamBubbleThink;
1759 self.teambubbleentity.nextthink = time;
1760 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1761 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1762 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1763 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1764 self.teambubbleentity.mdl = self.teambubbleentity.model;
1765 self.teambubbleentity.model = self.teambubbleentity.mdl;
1766 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1767 self.teambubbleentity.effects = EF_LOWPRECISION;
1771 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1772 // added to the model skins
1773 /*void UpdateColorModHack()
1776 c = self.clientcolors & 15;
1777 // LordHavoc: only bothering to support white, green, red, yellow, blue
1778 if (!teams_matter) self.colormod = '0 0 0';
1779 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1780 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1781 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1782 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1783 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1784 else self.colormod = '1 1 1';
1790 if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1792 self.solid = SOLID_NOT;
1793 self.takedamage = DAMAGE_NO;
1794 self.movetype = MOVETYPE_FLY;
1795 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1796 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1797 self.effects |= EF_ADDITIVE;
1798 self.oldcolormap = self.colormap;
1799 self.colormap = 512;
1800 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1801 if(cvar("g_respawn_ghosts_maxtime"))
1802 SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1806 self.effects |= EF_NODRAW; // prevent another CopyBody
1807 if(self.oldcolormap)
1809 self.colormap = self.oldcolormap;
1810 self.oldcolormap = 0;
1812 PutClientInServer();
1815 void play_countdown(float finished, string samp)
1817 if(clienttype(self) == CLIENTTYPE_REAL)
1818 if(floor(finished - time - frametime) != floor(finished - time))
1819 if(finished - time < 6)
1820 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1824 * When sv_timeout is used this function returs strings like
1825 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1826 * Called by centerprint functions
1827 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1829 string getTimeoutText(float addOneSecond) {
1830 if (!cvar("sv_timeout") || !timeoutStatus)
1833 local string retStr;
1834 if (timeoutStatus == 1) {
1835 if (addOneSecond == 1) {
1836 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1839 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1843 else if (timeoutStatus == 2) {
1845 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1846 //don't show messages like "Timeout ends in 0 seconds"...
1847 if ((remainingTimeoutTime + 1) > 0)
1853 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1854 //don't show messages like "Timeout ends in 0 seconds"...
1855 if (remainingTimeoutTime > 0)
1864 void player_powerups (void)
1866 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1868 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1869 self.modelflags |= MF_ROCKET;
1873 SoundEntity_StopSound(self, CHAN_PLAYER);
1874 self.modelflags &~= MF_ROCKET;
1877 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1879 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1882 Fire_ApplyDamage(self);
1883 Fire_ApplyEffect(self);
1887 self.effects |= EF_FULLBRIGHT;
1889 if (self.items & IT_STRENGTH)
1891 play_countdown(self.strength_finished, "misc/poweroff.wav");
1892 if (time > self.strength_finished)
1894 self.alpha = default_player_alpha;
1895 self.exteriorweaponentity.alpha = default_weapon_alpha;
1896 self.items &~= IT_STRENGTH;
1897 sprint(self, "^3Invisibility has worn off\n");
1902 if (time < self.strength_finished)
1904 self.alpha = g_minstagib_invis_alpha;
1905 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1906 self.items |= IT_STRENGTH;
1907 sprint(self, "^3You are invisible\n");
1911 if (self.items & IT_INVINCIBLE)
1913 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1914 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1916 self.items = self.items - (self.items & IT_INVINCIBLE);
1917 sprint(self, "^3Speed has worn off\n");
1922 if (time < self.invincible_finished)
1924 self.items = self.items | IT_INVINCIBLE;
1925 sprint(self, "^3You are on speed\n");
1931 if (self.items & IT_STRENGTH)
1933 play_countdown(self.strength_finished, "misc/poweroff.wav");
1934 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1935 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1937 self.items = self.items - (self.items & IT_STRENGTH);
1938 sprint(self, "^3Strength has worn off\n");
1943 if (time < self.strength_finished)
1945 self.items = self.items | IT_STRENGTH;
1946 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1949 if (self.items & IT_INVINCIBLE)
1951 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1952 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1953 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1955 self.items = self.items - (self.items & IT_INVINCIBLE);
1956 sprint(self, "^3Shield has worn off\n");
1961 if (time < self.invincible_finished)
1963 self.items = self.items | IT_INVINCIBLE;
1964 sprint(self, "^3Shield surrounds you\n");
1968 if(cvar("g_nodepthtestplayers"))
1969 self.effects = self.effects | EF_NODEPTHTEST;
1971 if(cvar("g_fullbrightplayers"))
1972 self.effects = self.effects | EF_FULLBRIGHT;
1974 // midair gamemode: damage only while in the air
1975 // if in midair mode, being on ground grants temporary invulnerability
1976 // (this is so that multishot weapon don't clear the ground flag on the
1977 // first damage in the frame, leaving the player vulnerable to the
1978 // remaining hits in the same frame)
1979 if (self.flags & FL_ONGROUND)
1981 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1983 if (time >= game_starttime)
1984 if (time < self.spawnshieldtime)
1985 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1988 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1990 if(current > stable)
1992 else if(current > stable - 0.25) // when close enough, "snap"
1995 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1998 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2000 if(current < stable)
2002 else if(current < stable + 0.25) // when close enough, "snap"
2005 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2008 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2010 if(current > rotstable)
2012 if(rotframetime > 0)
2014 current = CalcRot(current, rotstable, rotfactor, rotframetime);
2015 current = max(rotstable, current - rotlinear * rotframetime);
2018 else if(current < regenstable)
2020 if(regenframetime > 0)
2022 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2023 current = min(regenstable, current + regenlinear * regenframetime);
2033 void player_regen (void)
2035 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2036 maxh = cvar("g_balance_health_rotstable");
2037 maxa = cvar("g_balance_armor_rotstable");
2038 maxf = cvar("g_balance_fuel_rotstable");
2039 minh = cvar("g_balance_health_regenstable");
2040 mina = cvar("g_balance_armor_regenstable");
2041 minf = cvar("g_balance_fuel_regenstable");
2042 limith = cvar("g_balance_health_limit");
2043 limita = cvar("g_balance_armor_limit");
2044 limitf = cvar("g_balance_fuel_limit");
2046 max_mod = regen_mod = rot_mod = limit_mod = 1;
2048 if (self.runes & RUNE_REGEN)
2050 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2052 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2053 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2054 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2058 regen_mod = cvar("g_balance_rune_regen_regenrate");
2059 max_mod = cvar("g_balance_rune_regen_hpmod");
2060 limit_mod = cvar("g_balance_rune_regen_limitmod");
2063 else if (self.runes & CURSE_VENOM)
2065 max_mod = cvar("g_balance_curse_venom_hpmod");
2066 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2067 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2069 rot_mod = cvar("g_balance_curse_venom_rotrate");
2070 limit_mod = cvar("g_balance_curse_venom_limitmod");
2071 //if (!self.runes & RUNE_REGEN)
2072 // rot_mod = cvar("g_balance_curse_venom_rotrate");
2074 maxh = maxh * max_mod;
2075 //maxa = maxa * max_mod;
2076 //maxf = maxf * max_mod;
2077 minh = minh * max_mod;
2078 //mina = mina * max_mod;
2079 //minf = minf * max_mod;
2080 limith = limith * limit_mod;
2081 limita = limita * limit_mod;
2082 //limitf = limitf * limit_mod;
2087 if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2089 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2090 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2092 // if player rotted to death... die!
2094 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2097 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2098 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_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);
2101 float zoomstate_set;
2102 void SetZoomState(float z)
2104 if(z != self.zoomstate)
2107 ClientData_Touch(self);
2112 void GetPressedKeys(void) {
2113 MUTATOR_CALLHOOK(GetPressedKeys);
2114 if (self.movement_x > 0) // get if movement keys are pressed
2115 { // forward key pressed
2116 self.pressedkeys |= KEY_FORWARD;
2117 self.pressedkeys &~= KEY_BACKWARD;
2119 else if (self.movement_x < 0)
2120 { // backward key pressed
2121 self.pressedkeys |= KEY_BACKWARD;
2122 self.pressedkeys &~= KEY_FORWARD;
2126 self.pressedkeys &~= KEY_FORWARD;
2127 self.pressedkeys &~= KEY_BACKWARD;
2130 if (self.movement_y > 0)
2131 { // right key pressed
2132 self.pressedkeys |= KEY_RIGHT;
2133 self.pressedkeys &~= KEY_LEFT;
2135 else if (self.movement_y < 0)
2136 { // left key pressed
2137 self.pressedkeys |= KEY_LEFT;
2138 self.pressedkeys &~= KEY_RIGHT;
2142 self.pressedkeys &~= KEY_RIGHT;
2143 self.pressedkeys &~= KEY_LEFT;
2146 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2147 self.pressedkeys |= KEY_JUMP;
2149 self.pressedkeys &~= KEY_JUMP;
2150 if (self.BUTTON_CROUCH)
2151 self.pressedkeys |= KEY_CROUCH;
2153 self.pressedkeys &~= KEY_CROUCH;
2156 void update_stats (float number, float hit, float fired) {
2157 // self.stat_hit = number + ((number==0) ? 1 : 64) * hit * sv_accuracy_data_share;
2158 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2161 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2162 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2164 self.stat_hit = hit * sv_accuracy_data_share;
2165 self.stat_fired = fired * sv_accuracy_data_share;
2170 ======================
2171 spectate mode routines
2172 ======================
2175 .float weapon_count;
2176 void SpectateCopy(entity spectatee) {
2177 if(spectatee.weapon_count < WEP_LAST) {
2178 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]));
2179 spectatee.weapon_count ++;
2181 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2184 MUTATOR_CALLHOOK(SpectateCopy);
2185 self.armortype = spectatee.armortype;
2186 self.armorvalue = spectatee.armorvalue;
2187 self.ammo_cells = spectatee.ammo_cells;
2188 self.ammo_shells = spectatee.ammo_shells;
2189 self.ammo_nails = spectatee.ammo_nails;
2190 self.ammo_rockets = spectatee.ammo_rockets;
2191 self.ammo_fuel = spectatee.ammo_fuel;
2192 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2193 self.health = spectatee.health;
2195 self.items = spectatee.items;
2196 self.metertime = spectatee.metertime;
2197 self.strength_finished = spectatee.strength_finished;
2198 self.invincible_finished = spectatee.invincible_finished;
2199 self.pressedkeys = spectatee.pressedkeys;
2200 self.weapons = spectatee.weapons;
2201 self.switchweapon = spectatee.switchweapon;
2202 self.weapon = spectatee.weapon;
2203 self.punchangle = spectatee.punchangle;
2204 self.view_ofs = spectatee.view_ofs;
2205 self.v_angle = spectatee.v_angle;
2206 self.velocity = spectatee.velocity;
2207 self.dmg_take = spectatee.dmg_take;
2208 self.dmg_save = spectatee.dmg_save;
2209 self.dmg_inflictor = spectatee.dmg_inflictor;
2210 self.angles = spectatee.v_angle;
2211 self.fixangle = TRUE;
2212 setorigin(self, spectatee.origin);
2213 setsize(self, spectatee.mins, spectatee.maxs);
2214 SetZoomState(spectatee.zoomstate);
2216 anticheat_spectatecopy(spectatee);
2219 float SpectateUpdate() {
2223 if (self == self.enemy)
2226 if(self.enemy.classname != "player")
2229 SpectateCopy(self.enemy);
2234 float SpectateNext() {
2235 other = find(self.enemy, classname, "player");
2238 other = find(other, classname, "player");
2243 if(self.enemy.classname == "player") {
2245 WriteByte(MSG_ONE, SVC_SETVIEW);
2246 WriteEntity(MSG_ONE, self.enemy);
2247 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2248 self.movetype = MOVETYPE_NONE;
2250 self.enemy.weapon_count = 0;
2252 if(!SpectateUpdate())
2253 PutObserverInServer();
2263 ShowRespawnCountdown()
2265 Update a respawn countdown display.
2268 void ShowRespawnCountdown()
2271 if(self.deadflag == DEAD_NO) // just respawned?
2275 number = ceil(self.death_time - time);
2278 if(number <= self.respawn_countdown)
2280 self.respawn_countdown = number - 1;
2281 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
2282 AnnounceTo(self, strcat(ftos(number), ""));
2287 void LeaveSpectatorMode()
2289 if(isJoinAllowed()) {
2290 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2291 self.classname = "player";
2293 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2294 JoinBestTeam(self, FALSE, TRUE);
2296 if(cvar("g_campaign"))
2297 campaign_bots_may_start = 1;
2299 self.stat_count = WEP_LAST;
2301 PutClientInServer();
2303 if(self.classname == "player")
2304 bprint ("^4", self.netname, "^4 is playing now\n");
2306 if(!cvar("g_campaign"))
2307 centerprint(self,""); // clear MOTD
2311 if (g_ca && self.caplayer) {
2314 stuffcmd(self,"menu_showteamselect\n");
2319 //player may not join because of g_maxplayers is set
2320 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2325 * Determines whether the player is allowed to join. This depends on cvar
2326 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2327 * it checks whether the number of currently playing players exceeds g_maxplayers.
2328 * @return bool TRUE if the player is allowed to join, false otherwise
2330 float isJoinAllowed() {
2331 if (!cvar("g_maxplayers"))
2335 local float currentlyPlaying;
2336 FOR_EACH_REALPLAYER(e) {
2337 if(e.classname == "player")
2338 currentlyPlaying += 1;
2340 if(currentlyPlaying < cvar("g_maxplayers"))
2347 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2348 * g_maxplayers_spectator_blocktime seconds
2350 void checkSpectatorBlock() {
2351 if(self.classname == "spectator" || self.classname == "observer") {
2352 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2353 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2359 float vercmp_recursive(string v1, string v2)
2365 dot1 = strstrofs(v1, ".", 0);
2366 dot2 = strstrofs(v2, ".", 0);
2370 s1 = substring(v1, 0, dot1);
2374 s2 = substring(v2, 0, dot2);
2376 r = stof(s1) - stof(s2);
2380 r = strcasecmp(s1, s2);
2393 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2396 float vercmp(string v1, string v2)
2398 if(strcasecmp(v1, v2) == 0) // early out check
2400 return vercmp_recursive(v1, v2);
2403 void ObserverThink()
2405 if (self.flags & FL_JUMPRELEASED) {
2406 if (self.BUTTON_JUMP && !self.version_mismatch) {
2407 self.welcomemessage_time = 0;
2408 self.flags &~= FL_JUMPRELEASED;
2409 self.flags |= FL_SPAWNING;
2410 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2411 self.welcomemessage_time = 0;
2412 self.flags &~= FL_JUMPRELEASED;
2413 if(SpectateNext() == 1) {
2414 self.classname = "spectator";
2418 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2419 self.flags |= FL_JUMPRELEASED;
2420 if(self.flags & FL_SPAWNING)
2422 self.flags &~= FL_SPAWNING;
2423 LeaveSpectatorMode();
2428 PrintWelcomeMessage(self);
2431 void SpectatorThink()
2433 if (self.flags & FL_JUMPRELEASED) {
2434 if (self.BUTTON_JUMP && !self.version_mismatch) {
2435 self.welcomemessage_time = 0;
2436 self.flags &~= FL_JUMPRELEASED;
2437 self.flags |= FL_SPAWNING;
2438 } else if(self.BUTTON_ATCK) {
2439 self.welcomemessage_time = 0;
2440 self.flags &~= FL_JUMPRELEASED;
2441 if(SpectateNext() == 1) {
2442 self.classname = "spectator";
2444 self.classname = "observer";
2445 self.stat_count = WEP_LAST;
2446 PutClientInServer();
2448 } else if (self.BUTTON_ATCK2) {
2449 self.welcomemessage_time = 0;
2450 self.flags &~= FL_JUMPRELEASED;
2451 self.classname = "observer";
2452 self.stat_count = WEP_LAST;
2453 PutClientInServer();
2455 if(!SpectateUpdate())
2456 PutObserverInServer();
2459 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2460 self.flags |= FL_JUMPRELEASED;
2461 if(self.flags & FL_SPAWNING)
2463 self.flags &~= FL_SPAWNING;
2464 LeaveSpectatorMode();
2470 PrintWelcomeMessage(self);
2471 self.flags |= FL_CLIENT | FL_NOTARGET;
2474 .float touchexplode_time;
2480 Called every frame for each client before the physics are run
2483 void() ctf_setstatus;
2484 void() nexball_setstatus;
2486 void PlayerPreThink (void)
2488 self.stat_game_starttime = game_starttime;
2489 self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2490 self.stat_leadlimit = cvar("leadlimit");
2494 // physics frames: update anticheat stuff
2495 anticheat_prethink();
2498 if(blockSpectators && frametime)
2499 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2500 checkSpectatorBlock();
2504 if(self.netname_previous != self.netname)
2506 if(cvar("sv_eventlog"))
2507 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2508 if(self.netname_previous)
2509 strunzone(self.netname_previous);
2510 self.netname_previous = strzone(self.netname);
2514 if(self.version_nagtime)
2515 if(self.cvar_g_xonoticversion)
2516 if(time > self.version_nagtime)
2518 if(strstr(self.cvar_g_xonoticversion, "svn", 0) < 0)
2520 if(strstr(cvar_string("g_xonoticversion"), "svn", 0) >= 0)
2522 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2523 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2528 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2531 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2532 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2536 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2537 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2541 self.version_nagtime = 0;
2545 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2547 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2548 self.max_armorvalue = 0;
2552 if (TetrisPreFrame())
2556 MUTATOR_CALLHOOK(PlayerPreThink);
2558 if(self.classname == "player") {
2559 // if(self.netname == "Wazat")
2560 // bprint(self.classname, "\n");
2562 CheckRules_Player();
2564 PrintWelcomeMessage(self);
2566 if (intermission_running)
2568 IntermissionThink (); // otherwise a button could be missed between
2569 return; // the think tics
2572 if(self.teleport_time)
2573 if(time > self.teleport_time)
2575 self.teleport_time = 0;
2576 self.effects = self.effects - (self.effects & EF_NODRAW);
2579 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2580 UpdateSelectedPlayer();
2582 //don't allow the player to turn around while game is paused!
2583 if(timeoutStatus == 2) {
2584 self.v_angle = self.lastV_angle;
2585 self.angles = self.lastV_angle;
2586 self.fixangle = TRUE;
2591 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2595 if (self.deadflag != DEAD_NO)
2597 float button_pressed, force_respawn;
2598 if(self.personal && g_race_qualifying)
2600 if(time > self.death_time)
2602 self.death_time = time + 1; // only retry once a second
2611 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2612 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2613 if (self.deadflag == DEAD_DYING)
2616 self.deadflag = DEAD_RESPAWNING;
2617 else if(!button_pressed)
2618 self.deadflag = DEAD_DEAD;
2620 else if (self.deadflag == DEAD_DEAD)
2623 self.deadflag = DEAD_RESPAWNABLE;
2625 else if (self.deadflag == DEAD_RESPAWNABLE)
2628 self.deadflag = DEAD_RESPAWNING;
2630 else if (self.deadflag == DEAD_RESPAWNING)
2632 if(time > self.death_time)
2634 self.death_time = time + 1; // only retry once a second
2638 ShowRespawnCountdown();
2644 if(time > self.touchexplode_time)
2645 if(self.classname == "player")
2646 if(self.deadflag == DEAD_NO)
2647 if not(IS_INDEPENDENT_PLAYER(self))
2648 FOR_EACH_PLAYER(other) if(self != other)
2650 if(time > other.touchexplode_time)
2651 if(other.classname == "player")
2652 if(other.deadflag == DEAD_NO)
2653 if not(IS_INDEPENDENT_PLAYER(other))
2654 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2656 PlayerTouchExplode(self, other);
2657 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2661 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2665 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2666 dist = self.prevorigin - self.origin;
2668 self.lms_traveled_distance += fabs(vlen(dist));
2670 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2672 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2673 self.lms_traveled_distance = 0;
2676 if(time > self.lms_nextcheck)
2678 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2679 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2681 centerprint(self, cvar_string("g_lms_campcheck_message"));
2682 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2683 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2684 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');
2686 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2687 self.lms_traveled_distance = 0;
2691 self.prevorigin = self.origin;
2693 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2698 self.view_ofs = PL_CROUCH_VIEW_OFS;
2699 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2700 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2707 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2708 if (!trace_startsolid)
2710 self.crouch = FALSE;
2711 self.view_ofs = PL_VIEW_OFS;
2712 setsize (self, PL_MIN, PL_MAX);
2717 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2719 if(self.bloodloss_timer < time)
2721 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2722 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2728 GrapplingHookFrame();
2730 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2733 self.items &~= self.items_added;
2737 self.items_added = 0;
2738 if(self.items & IT_JETPACK)
2739 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2740 self.items_added |= IT_FUEL;
2742 self.items |= self.items_added;
2750 minstagib_ammocheck();
2753 nexball_setstatus();
2755 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2757 //self.angles_y=self.v_angle_y + 90; // temp
2758 } else if(gameover) {
2759 if (intermission_running)
2760 IntermissionThink (); // otherwise a button could be missed between
2762 } else if(self.classname == "observer") {
2764 } else if(self.classname == "spectator") {
2769 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2771 float oldspectatee_status;
2772 oldspectatee_status = self.spectatee_status;
2773 if(self.classname == "spectator")
2774 self.spectatee_status = num_for_edict(self.enemy);
2775 else if(self.classname == "observer")
2776 self.spectatee_status = num_for_edict(self);
2778 self.spectatee_status = 0;
2779 if(self.spectatee_status != oldspectatee_status)
2781 ClientData_Touch(self);
2783 race_InitSpectator();
2786 if(self.teamkill_soundtime)
2787 if(time > self.teamkill_soundtime)
2789 self.teamkill_soundtime = 0;
2791 entity oldpusher, oldself;
2793 oldself = self; self = self.teamkill_soundsource;
2794 oldpusher = self.pusher; self.pusher = oldself;
2796 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2798 self.pusher = oldpusher;
2802 if(self.taunt_soundtime)
2803 if(time > self.taunt_soundtime)
2805 self.taunt_soundtime = 0;
2806 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2809 target_voicescript_next(self);
2812 float isInvisibleString(string s)
2815 s = strdecolorize(s);
2816 for((i = 0), (n = strlen(s)); i < n; ++i)
2836 Called every frame for each client after the physics are run
2839 .float idlekick_lasttimeleft;
2840 void PlayerPostThink (void)
2842 // Savage: Check for nameless players
2843 if (isInvisibleString(self.netname)) {
2844 self.netname = "Player";
2845 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2848 // send the clients accuracy stats to the client
2849 if(self.stat_count > 0)
2852 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2853 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2854 self.stat_count -= 1;
2858 if(self.uid_kicktime)
2859 if(time > self.uid_kicktime)
2861 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");
2867 if(sv_maxidle && frametime)
2869 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2871 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2874 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2875 AnnounceTo(self, "terminated");
2879 else if(timeleft <= 10)
2881 if(timeleft != self.idlekick_lasttimeleft)
2883 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2884 AnnounceTo(self, strcat(ftos(timeleft), ""));
2889 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2891 self.idlekick_lasttimeleft = timeleft;
2895 if(self.impulse == 100)
2897 if (TetrisPostFrame())
2903 if(self.classname == "player") {
2904 CheckRules_Player();
2909 if (intermission_running)
2910 return; // intermission or finale
2912 } else if (self.classname == "observer") {
2914 } else if (self.classname == "spectator") {
2920 for(i = 0; i < 1000; ++i)
2923 end = self.origin + '0 0 1024' + 512 * randomvec();
2924 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2925 if(trace_fraction < 1)
2926 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2928 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2936 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2938 if(self.waypointsprite_attachedforcarrier)
2939 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2945 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));