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(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
10 void AnnounceTo(entity e, string snd) {
11 if (clienttype(e) == CLIENTTYPE_REAL)
14 WriteByte(MSG_ONE, SVC_TEMPENTITY);
15 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
16 WriteString(MSG_ONE, snd);
20 float ClientData_Send(entity to, float sf)
31 if(to.classname == "spectator")
37 sf |= 1; // forced scoreboard
38 if(to.spectatee_status)
39 sf |= 2; // spectator ent number follows
42 if(e.porto_v_angle_held)
43 sf |= 8; // angles held
45 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
46 WriteByte(MSG_ENTITY, sf);
49 WriteByte(MSG_ENTITY, to.spectatee_status);
53 WriteAngle(MSG_ENTITY, e.v_angle_x);
54 WriteAngle(MSG_ENTITY, e.v_angle_y);
60 void ClientData_Attach()
62 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
63 self.clientdata.drawonlytoclient = self;
64 self.clientdata.owner = self;
67 void ClientData_Detach()
69 remove(self.clientdata);
70 self.clientdata = world;
73 void ClientData_Touch(entity e)
75 e.clientdata.SendFlags = 1;
77 // make it spectatable
79 FOR_EACH_REALCLIENT(e2)
82 if(e2.classname == "spectator")
84 e2.clientdata.SendFlags = 1;
89 .vector spawnpoint_score;
90 .string netname_previous;
92 void spawnfunc_info_player_survivor (void)
94 spawnfunc_info_player_deathmatch();
97 void spawnfunc_info_player_start (void)
99 spawnfunc_info_player_deathmatch();
102 void spawnfunc_info_player_deathmatch (void)
104 self.classname = "info_player_deathmatch";
105 relocate_spawnpoint();
108 void spawnpoint_use()
111 if(have_team_spawns > 0)
113 self.team = activator.team;
114 some_spawn_has_been_used = 1;
119 // _x: prio (-1 if unusable)
121 vector Spawn_Score(entity spot, float mindist, float teamcheck)
123 float shortest, thisdist;
129 // filter out spots for the wrong team
131 if(spot.team != teamcheck)
135 if(spot.target == "")
138 if(clienttype(self) == CLIENTTYPE_REAL)
140 if(spot.restriction == 1)
145 if(spot.restriction == 2)
149 shortest = vlen(world.maxs - world.mins);
150 FOR_EACH_PLAYER(player) if (player != self)
152 thisdist = vlen(player.origin - spot.origin);
153 if (thisdist < shortest)
156 if(shortest > mindist)
157 prio += SPAWN_PRIO_GOOD_DISTANCE;
159 spawn_score = prio * '1 0 0' + shortest * '0 1 0';
162 // filter out spots for assault
163 if(spot.target != "") {
168 for(ent = world; (ent = find(ent, targetname, spot.target)); )
171 if(ent.spawn_evalfunc)
173 entity oldself = self;
175 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
177 if(spawn_score_x < 0)
184 dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
189 MUTATOR_CALLHOOK(Spawn_Score);
193 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
196 for(spot = firstspot; spot; spot = spot.chain)
197 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
200 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
202 entity spot, spotlist, spotlistend;
207 Spawn_ScoreAll(firstspot, mindist, teamcheck);
209 for(spot = firstspot; spot; spot = spot.chain)
211 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
214 spotlistend.chain = spot;
221 spotlistend.chain = world;
226 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
228 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
229 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
232 RandomSelection_Init();
233 for(spot = firstspot; spot; spot = spot.chain)
234 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);
236 return RandomSelection_chosen_ent;
243 Finds a point to respawn
246 entity SelectSpawnPoint (float anypoint)
249 entity spot, firstspot;
251 spot = find (world, classname, "testplayerstart");
255 if(anypoint || autocvar_g_spawn_useallspawns)
257 else if(have_team_spawns > 0)
259 if(have_team_spawns_forteam[self.team] == 0)
261 // we request a spawn for a team, and we have team
262 // spawns, but that team has no spawns?
263 if(have_team_spawns_forteam[0])
267 // if not, any spawn has to do
271 teamcheck = self.team; // MUST be team
273 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
274 teamcheck = 0; // MUST be noteam
277 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
280 // get the entire list of spots
281 firstspot = findchain(classname, "info_player_deathmatch");
282 // filter out the bad ones
283 // (note this returns the original list if none survived)
286 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
291 if (arena_roundbased && !g_ca)
295 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
297 // there is 50/50 chance of choosing a random spot or the furthest spot
298 // (this means that roughly every other spawn will be furthest, so you
299 // usually won't get fragged at spawn twice in a row)
300 if (random() > autocvar_g_spawn_furthest)
301 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
303 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
308 if(autocvar_spawn_debug)
312 if(some_spawn_has_been_used)
313 return world; // team can't spawn any more, because of actions of other team
315 error("Cannot find a spawn point - please fix the map!");
326 Checks if the argument string can be a valid playermodel.
327 Returns a valid one in doubt.
330 string FallbackPlayerModel;
331 string CheckPlayerModel(string plyermodel) {
332 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
334 // note: we cannot summon Don Strunzone here, some player may
335 // still have the model string set. In case anyone manages how
336 // to change a cvar default, we'll have a small leak here.
337 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
339 // only in right path
340 if( substring(plyermodel,0,14) != "models/player/")
341 return FallbackPlayerModel;
342 // only good file extensions
343 if(substring(plyermodel,-4,4) != ".zym")
344 if(substring(plyermodel,-4,4) != ".dpm")
345 if(substring(plyermodel,-4,4) != ".iqm")
346 if(substring(plyermodel,-4,4) != ".md3")
347 if(substring(plyermodel,-4,4) != ".psk")
348 return FallbackPlayerModel;
349 // forbid the LOD models
350 if(substring(plyermodel, -9,5) == "_lod1")
351 return FallbackPlayerModel;
352 if(substring(plyermodel, -9,5) == "_lod2")
353 return FallbackPlayerModel;
354 if(plyermodel != strtolower(plyermodel))
355 return FallbackPlayerModel;
356 // also, restrict to server models
357 if(autocvar_sv_servermodelsonly)
359 if(!fexists(plyermodel))
360 return FallbackPlayerModel;
365 void setplayermodel(entity e, string modelname)
367 precache_model(modelname);
368 setmodel(e, modelname);
369 player_setupanimsformodel();
370 UpdatePlayerSounds();
377 putting a client as observer in the server
380 void FixPlayermodel();
381 void PutObserverInServer (void)
384 self.hud = HUD_NORMAL;
385 race_PreSpawnObserver();
387 spot = SelectSpawnPoint (TRUE);
389 error("No spawnpoints for observers?!?\n");
390 RemoveGrapplingHook(self); // Wazat's Grappling Hook
392 if(clienttype(self) == CLIENTTYPE_REAL)
395 WriteByte(MSG_ONE, SVC_SETVIEW);
396 WriteEntity(MSG_ONE, self);
399 MUTATOR_CALLHOOK(MakePlayerObserver);
401 minstagib_stop_countdown(self);
403 Portal_ClearAll(self);
408 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
413 vehicles_exit(VHEF_RELESE);
415 WaypointSprite_PlayerDead();
417 if not(g_ca) // don't reset teams when moving a ca player to the spectators
418 self.team = -1; // move this as it is needed to log the player spectating in eventlog
420 if(self.killcount != -666) {
422 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
423 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
425 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
426 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
428 if(self.just_joined == FALSE) {
429 LogTeamchange(self.playerid, -1, 4);
431 self.just_joined = FALSE;
434 PlayerScore_Clear(self); // clear scores when needed
436 accuracy_resend(self);
438 self.spectatortime = time;
440 self.classname = "observer";
441 self.iscreature = FALSE;
442 self.teleportable = TELEPORT_SIMPLE;
443 self.damagedbycontents = FALSE;
445 self.takedamage = DAMAGE_NO;
446 self.solid = SOLID_NOT;
447 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
448 self.flags = FL_CLIENT | FL_NOTARGET;
449 self.armorvalue = 666;
451 self.armorvalue = autocvar_g_balance_armor_start;
452 self.pauserotarmor_finished = 0;
453 self.pauserothealth_finished = 0;
454 self.pauseregen_finished = 0;
455 self.damageforcescale = 0;
457 self.respawn_time = 0;
462 self.pain_finished = 0;
463 self.strength_finished = 0;
464 self.invincible_finished = 0;
465 self.superweapons_finished = 0;
468 self.think = func_null;
471 self.deadflag = DEAD_NO;
472 self.angles = spot.angles;
474 self.fixangle = TRUE;
477 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
478 self.prevorigin = self.origin;
480 WEPSET_CLEAR_E(self);
483 setmodel(self, "null");
484 self.drawonlytoclient = self;
486 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
487 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
490 self.weaponname = "";
491 self.switchingweapon = 0;
492 self.weaponmodel = "";
493 self.weaponentity = world;
494 self.exteriorweaponentity = world;
495 self.killcount = -666;
496 self.velocity = '0 0 0';
497 self.avelocity = '0 0 0';
498 self.punchangle = '0 0 0';
499 self.punchvector = '0 0 0';
500 self.oldvelocity = self.velocity;
501 self.fire_endtime = -1;
505 if(self.version_mismatch)
507 self.frags = FRAGS_SPECTATOR;
508 Spawnqueue_Unmark(self);
509 Spawnqueue_Remove(self);
513 self.frags = FRAGS_LMS_LOSER;
514 Spawnqueue_Insert(self);
519 // Only if the player cannot play at all
520 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
521 self.frags = FRAGS_SPECTATOR;
523 self.frags = FRAGS_LMS_LOSER;
528 self.frags = FRAGS_LMS_LOSER;
530 self.frags = FRAGS_SPECTATOR;
532 else if((g_race && g_race_qualifying) || g_cts)
534 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
535 self.frags = FRAGS_LMS_LOSER;
537 self.frags = FRAGS_SPECTATOR;
540 self.frags = FRAGS_SPECTATOR;
543 .float model_randomizer;
544 void FixPlayermodel()
547 float defaultskin, chmdl, oldskin, n, i;
554 if(autocvar_sv_defaultcharacter == 1)
559 s = Team_ColorName_Lower(self.team);
562 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
563 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
567 if(defaultmodel == "")
569 defaultmodel = autocvar_sv_defaultplayermodel;
570 defaultskin = autocvar_sv_defaultplayerskin;
573 n = tokenize_console(defaultmodel);
575 defaultmodel = argv(floor(n * self.model_randomizer));
577 i = strstrofs(defaultmodel, ":", 0);
580 defaultskin = stof(substring(defaultmodel, i+1, -1));
581 defaultmodel = substring(defaultmodel, 0, i);
585 if(defaultmodel != "")
587 if (defaultmodel != self.model)
591 setplayermodel (self, defaultmodel);
592 setsize (self, m1, m2);
597 self.skin = defaultskin;
599 if (self.playermodel != self.model || self.playermodel == "")
601 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
604 setplayermodel (self, self.playermodel);
605 setsize (self, m1, m2);
610 self.skin = stof(self.playerskin);
613 if(chmdl || oldskin != self.skin) // model or skin has changed
615 self.species = player_getspecies(); // update species
616 UpdatePlayerSounds(); // update skin sounds
620 if(strlen(autocvar_sv_defaultplayercolors))
621 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
622 setcolor(self, stof(autocvar_sv_defaultplayercolors));
625 void PlayerTouchExplode(entity p1, entity p2)
628 org = (p1.origin + p2.origin) * 0.5;
629 org_z += (p1.mins_z + p2.mins_z) * 0.5;
636 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
644 Called when a client spawns in the server
648 void PutClientInServer (void)
650 if(clienttype(self) == CLIENTTYPE_BOT)
652 self.classname = "player";
656 else if(clienttype(self) == CLIENTTYPE_REAL)
659 WriteByte(MSG_ONE, SVC_SETVIEW);
660 WriteEntity(MSG_ONE, self);
666 // player is dead and becomes observer
667 // FIXME fix LMS scoring for new system
670 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
671 self.classname = "observer";
674 if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
675 self.classname = "observer";
678 self.classname = "observer";
680 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
681 entity spot, oldself;
684 accuracy_resend(self);
687 JoinBestTeam(self, FALSE, TRUE);
691 spot = SelectSpawnPoint (FALSE);
694 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
695 return; // spawn failed
698 RemoveGrapplingHook(self); // Wazat's Grappling Hook
700 self.classname = "player";
701 self.wasplayer = TRUE;
702 self.iscreature = TRUE;
703 self.teleportable = TELEPORT_NORMAL;
704 self.damagedbycontents = TRUE;
705 self.movetype = MOVETYPE_WALK;
706 self.solid = SOLID_SLIDEBOX;
707 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
708 if(autocvar_g_playerclip_collisions)
709 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
710 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
711 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
712 self.frags = FRAGS_PLAYER;
713 if(INDEPENDENT_PLAYERS)
714 MAKE_INDEPENDENT_PLAYER(self);
715 self.flags = FL_CLIENT;
716 if(autocvar__notarget)
717 self.flags |= FL_NOTARGET;
718 self.takedamage = DAMAGE_AIM;
720 self.effects = EF_FULLBRIGHT;
723 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
724 self.air_finished = time + 12;
726 if(autocvar_g_balance_nex_charge)
728 if(autocvar_g_balance_nex_secondary_chargepool)
729 self.nex_chargepool_ammo = 1;
730 self.nex_charge = autocvar_g_balance_nex_charge_start;
735 self.ammo_shells = warmup_start_ammo_shells;
736 self.ammo_nails = warmup_start_ammo_nails;
737 self.ammo_rockets = warmup_start_ammo_rockets;
738 self.ammo_cells = warmup_start_ammo_cells;
739 self.ammo_fuel = warmup_start_ammo_fuel;
740 self.health = warmup_start_health;
741 self.armorvalue = warmup_start_armorvalue;
742 WEPSET_COPY_EA(self, warmup_start_weapons);
746 self.ammo_shells = start_ammo_shells;
747 self.ammo_nails = start_ammo_nails;
748 self.ammo_rockets = start_ammo_rockets;
749 self.ammo_cells = start_ammo_cells;
750 self.ammo_fuel = start_ammo_fuel;
751 self.health = start_health;
752 self.armorvalue = start_armorvalue;
753 WEPSET_COPY_EA(self, start_weapons);
756 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
757 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
759 self.superweapons_finished = 0;
761 if(g_weaponarena_random)
763 if(g_weaponarena_random_with_laser)
764 WEPSET_ANDNOT_EW(self, WEP_LASER);
765 W_RandomWeapons(self, g_weaponarena_random);
766 if(g_weaponarena_random_with_laser)
767 WEPSET_OR_EW(self, WEP_LASER);
770 self.items = start_items;
772 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
773 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
774 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
775 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
776 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
777 //extend the pause of rotting if client was reset at the beginning of the countdown
778 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
779 self.spawnshieldtime += game_starttime - time;
780 self.pauserotarmor_finished += game_starttime - time;
781 self.pauserothealth_finished += game_starttime - time;
782 self.pauseregen_finished += game_starttime - time;
784 self.damageforcescale = 2;
786 self.respawn_time = 0;
790 self.pain_finished = 0;
791 self.strength_finished = 0;
792 self.invincible_finished = 0;
794 // players have no think function
795 self.think = func_null;
799 self.ballistics_density = autocvar_g_ballistics_density_player;
803 self.deadflag = DEAD_NO;
805 self.angles = spot.angles;
807 self.angles_z = 0; // never spawn tilted even if the spot says to
808 self.fixangle = TRUE; // turn this way immediately
809 self.velocity = '0 0 0';
810 self.avelocity = '0 0 0';
811 self.punchangle = '0 0 0';
812 self.punchvector = '0 0 0';
813 self.oldvelocity = self.velocity;
814 self.fire_endtime = -1;
817 WRITESPECTATABLE_MSG_ONE({
818 WriteByte(MSG_ONE, SVC_TEMPENTITY);
819 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
824 self.drawonlytoclient = world;
827 self.view_ofs = PL_VIEW_OFS;
828 setsize (self, PL_MIN, PL_MAX);
829 self.spawnorigin = spot.origin;
830 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
831 // don't reset back to last position, even if new position is stuck in solid
832 self.oldorigin = self.origin;
833 self.prevorigin = self.origin;
834 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
835 self.lastteleporttime = time; // prevent insane speeds due to changing origin
836 self.hud = HUD_NORMAL;
840 Spawnqueue_Remove(self);
841 Spawnqueue_Mark(self);
846 self.event_damage = PlayerDamage;
848 self.bot_attack = TRUE;
850 self.statdraintime = time + 5;
851 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
853 if(self.killcount == -666) {
854 PlayerScore_Clear(self);
858 CL_SpawnWeaponentity();
859 self.alpha = default_player_alpha;
860 self.colormod = '1 1 1' * autocvar_g_player_brightness;
861 self.exteriorweaponentity.alpha = default_weapon_alpha;
863 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
864 self.lms_traveled_distance = 0;
865 self.speedrunning = FALSE;
867 race_PostSpawn(spot);
869 //stuffcmd(self, "chase_active 0");
870 //stuffcmd(self, "set viewsize $tmpviewsize \n");
873 if(self.team == assault_attacker_team)
874 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
876 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
879 target_voicescript_clear(self);
881 // reset fields the weapons may use
882 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
884 weapon_action(j, WR_RESETPLAYER);
886 // all weapons must be fully loaded when we spawn
888 e = get_weaponinfo(j);
889 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
890 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
898 self.target = string_null;
905 MUTATOR_CALLHOOK(PlayerSpawn);
907 if(autocvar_spawn_debug)
909 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
910 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
913 self.switchweapon = w_getbestweapon(self);
914 self.cnt = -1; // W_LastWeapon will not complain
916 self.weaponname = "";
917 self.switchingweapon = 0;
921 self.alivetime = time;
925 if (autocvar_g_spawnsound)
926 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
927 } else if(self.classname == "observer") {
928 PutObserverInServer ();
932 .float ebouncefactor, ebouncestop; // electro's values
933 // TODO do we need all these fields, or should we stop autodetecting runtime
934 // changes and just have a console command to update this?
935 float ClientInit_SendEntity(entity to, float sf)
937 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
938 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
939 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
940 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
941 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
942 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
943 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
944 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
945 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
946 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
947 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
948 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
949 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
950 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
951 if(sv_foginterval && world.fog != "")
952 WriteString(MSG_ENTITY, world.fog);
954 WriteString(MSG_ENTITY, "");
955 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
956 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
957 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
958 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
959 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
960 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
961 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
962 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
963 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
964 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
965 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
966 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
967 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
971 void ClientInit_CheckUpdate()
973 self.nextthink = time;
974 if(self.count != autocvar_g_balance_armor_blockpercent)
976 self.count = autocvar_g_balance_armor_blockpercent;
979 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
981 self.cnt = autocvar_g_balance_weaponswitchdelay;
984 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
986 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
989 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
991 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
994 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
996 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
999 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1001 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1002 self.SendFlags |= 1;
1006 void ClientInit_Spawn()
1011 e.classname = "clientinit";
1012 e.think = ClientInit_CheckUpdate;
1013 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1017 ClientInit_CheckUpdate();
1026 void SetNewParms (void)
1028 // initialize parms for a new player
1029 parm1 = -(86400 * 366);
1037 void SetChangeParms (void)
1039 // save parms for level change
1040 parm1 = self.parm_idlesince - time;
1048 void DecodeLevelParms (void)
1051 self.parm_idlesince = parm1;
1052 if(self.parm_idlesince == -(86400 * 366))
1053 self.parm_idlesince = time;
1055 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1056 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1063 Called when a client types 'kill' in the console
1067 .float clientkill_nexttime;
1068 void ClientKill_Now_TeamChange()
1070 if(self.killindicator_teamchange == -1)
1072 JoinBestTeam( self, FALSE, TRUE );
1074 else if(self.killindicator_teamchange == -2)
1079 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1080 PutObserverInServer();
1083 SV_ChangeTeam(self.killindicator_teamchange - 1);
1086 void ClientKill_Now()
1090 vehicles_exit(VHEF_RELESE);
1091 if(!self.killindicator_teamchange)
1093 self.vehicle_health = -1;
1094 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1098 if(self.killindicator && !wasfreed(self.killindicator))
1099 remove(self.killindicator);
1101 self.killindicator = world;
1103 if(self.killindicator_teamchange)
1104 ClientKill_Now_TeamChange();
1107 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1109 // now I am sure the player IS dead
1111 void KillIndicator_Think()
1115 self.owner.killindicator = world;
1120 if (self.owner.alpha < 0 && !self.owner.vehicle)
1122 self.owner.killindicator = world;
1130 ClientKill_Now(); // no oldself needed
1133 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1135 self.nextthink = time + 1;
1141 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1142 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1145 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1147 self.nextthink = time + 1;
1152 float clientkilltime;
1153 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1162 killtime = autocvar_g_balance_kill_delay;
1164 if(g_race_qualifying || g_cts)
1167 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1169 remove(self.killindicator);
1170 self.killindicator = world;
1172 ClientKill_Now(); // allow instant kill in this case
1176 self.killindicator_teamchange = targetteam;
1178 if(!self.killindicator)
1180 if(self.deadflag == DEAD_NO)
1182 killtime = max(killtime, self.clientkill_nexttime - time);
1183 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1186 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1192 starttime = max(time, clientkilltime);
1194 self.killindicator = spawn();
1195 self.killindicator.owner = self;
1196 self.killindicator.scale = 0.5;
1197 setattachment(self.killindicator, self, "");
1198 setorigin(self.killindicator, '0 0 52');
1199 self.killindicator.think = KillIndicator_Think;
1200 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1201 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1202 self.killindicator.cnt = ceil(killtime);
1203 self.killindicator.count = bound(0, ceil(killtime), 10);
1204 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1206 for(e = world; (e = find(e, classname, "body")) != world; )
1210 e.killindicator = spawn();
1211 e.killindicator.owner = e;
1212 e.killindicator.scale = 0.5;
1213 setattachment(e.killindicator, e, "");
1214 setorigin(e.killindicator, '0 0 52');
1215 e.killindicator.think = KillIndicator_Think;
1216 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1217 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1218 e.killindicator.cnt = ceil(killtime);
1223 if(self.killindicator)
1225 if(targetteam == 0) // just die
1227 self.killindicator.colormod = '0 0 0';
1228 if(clienttype(self) == CLIENTTYPE_REAL)
1229 if(self.killindicator.cnt > 0)
1230 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1232 else if(targetteam == -1) // auto
1234 self.killindicator.colormod = '0 1 0';
1235 if(clienttype(self) == CLIENTTYPE_REAL)
1236 if(self.killindicator.cnt > 0)
1237 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1239 else if(targetteam == -2) // spectate
1241 self.killindicator.colormod = '0.5 0.5 0.5';
1242 if(clienttype(self) == CLIENTTYPE_REAL)
1243 if(self.killindicator.cnt > 0)
1244 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1248 self.killindicator.colormod = Team_ColorRGB(targetteam);
1249 if(clienttype(self) == CLIENTTYPE_REAL)
1250 if(self.killindicator.cnt > 0)
1251 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1257 void ClientKill (void)
1262 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1266 else if(self.freezetag_frozen)
1271 ClientKill_TeamChange(0);
1274 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
1276 e.killindicator = spawn();
1277 e.killindicator.owner = e;
1278 e.killindicator.think = KillIndicator_Think;
1279 e.killindicator.nextthink = time + (e.lip) * 0.05;
1280 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1281 e.killindicator.health = 1; // this is used to indicate that it should be silent
1285 void FixClientCvars(entity e)
1287 // send prediction settings to the client
1288 stuffcmd(e, "\nin_bindmap 0 0\n");
1290 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1291 if(autocvar_g_antilag == 3) // client side hitscan
1292 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1293 if(autocvar_sv_gentle)
1294 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1296 * we no longer need to stuff this. Remove this comment block if you feel
1297 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1298 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1299 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1300 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1301 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1302 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1303 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1304 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1305 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1306 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1307 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1308 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1309 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1310 stuffcmd(e, "cl_movement_edgefriction 1\n");
1314 float PlayerInIDList(entity p, string idlist)
1319 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1320 if not(p.crypto_idfp)
1323 // this function allows abbreviated player IDs too!
1324 n = tokenize_console(idlist);
1325 for(i = 0; i < n; ++i)
1328 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1339 Called when a client connects to the server
1342 void DecodeLevelParms (void);
1343 //void dom_player_join_team(entity pl);
1344 void set_dom_state(entity e);
1345 void ClientConnect (void)
1349 if(self.flags & FL_CLIENT)
1351 print("Warning: ClientConnect, but already connected!\n");
1355 if(Ban_MaybeEnforceBanOnce(self))
1361 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1364 self.classname = "player_joining";
1366 self.flags = FL_CLIENT;
1367 self.version_nagtime = time + 10 + random() * 10;
1371 dprint("BUG player count is lower than zero, this cannot happen!\n");
1375 PlayerScore_Attach(self);
1376 ClientData_Attach();
1377 accuracy_init(self);
1379 bot_clientconnect();
1385 race_PreSpawnObserver();
1387 // identify the right forced team
1388 if(autocvar_g_campaign)
1390 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1392 switch(autocvar_g_campaign_forceteam)
1394 case 1: self.team_forced = NUM_TEAM_1; break;
1395 case 2: self.team_forced = NUM_TEAM_2; break;
1396 case 3: self.team_forced = NUM_TEAM_3; break;
1397 case 4: self.team_forced = NUM_TEAM_4; break;
1398 default: self.team_forced = 0;
1402 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1403 self.team_forced = NUM_TEAM_1;
1404 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1405 self.team_forced = NUM_TEAM_2;
1406 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1407 self.team_forced = NUM_TEAM_3;
1408 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1409 self.team_forced = NUM_TEAM_4;
1410 else if(autocvar_g_forced_team_otherwise == "red")
1411 self.team_forced = NUM_TEAM_1;
1412 else if(autocvar_g_forced_team_otherwise == "blue")
1413 self.team_forced = NUM_TEAM_2;
1414 else if(autocvar_g_forced_team_otherwise == "yellow")
1415 self.team_forced = NUM_TEAM_3;
1416 else if(autocvar_g_forced_team_otherwise == "pink")
1417 self.team_forced = NUM_TEAM_4;
1418 else if(autocvar_g_forced_team_otherwise == "spectate")
1419 self.team_forced = -1;
1420 else if(autocvar_g_forced_team_otherwise == "spectator")
1421 self.team_forced = -1;
1423 self.team_forced = 0;
1426 if(self.team_forced > 0)
1427 self.team_forced = 0;
1429 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1431 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1432 self.classname = "observer";
1436 if(autocvar_g_balance_teams)
1438 self.classname = "player";
1439 campaign_bots_may_start = 1;
1443 self.classname = "observer"; // do it anyway
1448 self.classname = "player";
1449 campaign_bots_may_start = 1;
1453 self.playerid = (playerid_last = playerid_last + 1);
1455 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1457 if(clienttype(self) == CLIENTTYPE_BOT)
1458 PlayerStats_AddPlayer(self);
1460 if(autocvar_sv_eventlog)
1461 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1463 LogTeamchange(self.playerid, self.team, 1);
1465 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1467 self.netname_previous = strzone(self.netname);
1469 if((self.classname == STR_PLAYER && teamplay))
1470 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1472 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1474 stuffcmd(self, strcat(clientstuff, "\n"));
1475 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1477 FixClientCvars(self);
1479 // spawnfunc_waypoint sprites
1480 WaypointSprite_InitClient(self);
1482 // Wazat's grappling hook
1483 SetGrappleHookBindings();
1485 // get version info from player
1486 stuffcmd(self, "cmd clientversion $gameversion\n");
1488 // get other cvars from player
1491 // notify about available teams
1494 CheckAllowedTeams(self);
1495 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1496 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1499 stuffcmd(self, "set _teams_available 0\n");
1503 self.classname = "observer";
1505 Spawnqueue_Insert(self);
1510 bot_relinkplayerlist();
1512 self.spectatortime = time;
1515 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1518 self.jointime = time;
1519 self.allowed_timeouts = autocvar_sv_timeout_number;
1521 if(clienttype(self) == CLIENTTYPE_REAL)
1523 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1524 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1529 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1531 PlayerScore_Add(self, SP_LMS_RANK, 666);
1532 self.frags = FRAGS_SPECTATOR;
1536 if(!sv_foginterval && world.fog != "")
1537 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1539 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1541 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1542 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1545 self.hitplotfh = -1;
1547 if(g_race || g_cts) {
1555 race_send_recordtime(MSG_ONE);
1556 race_send_speedaward(MSG_ONE);
1558 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1559 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1560 race_send_speedaward_alltimebest(MSG_ONE);
1563 for (i = 1; i <= RANKINGS_CNT; ++i) {
1564 race_SendRankings(i, 0, 0, MSG_ONE);
1567 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1568 send_CSQC_teamnagger();
1572 if(!autocvar_g_campaign)
1573 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1575 CSQCMODEL_AUTOINIT();
1577 self.model_randomizer = random();
1579 if(clienttype(self) != CLIENTTYPE_REAL)
1584 MUTATOR_CALLHOOK(ClientConnect);
1590 Called when a client disconnects from the server
1593 .entity chatbubbleentity;
1595 void ClientDisconnect (void)
1598 vehicles_exit(VHEF_RELESE);
1600 if not(self.flags & FL_CLIENT)
1602 print("Warning: ClientDisconnect without ClientConnect\n");
1606 PlayerStats_AddGlobalInfo(self);
1608 CheatShutdownClient();
1610 if(self.hitplotfh >= 0)
1612 fclose(self.hitplotfh);
1613 self.hitplotfh = -1;
1617 anticheat_shutdown();
1619 playerdemo_shutdown();
1621 bot_clientdisconnect();
1626 if(autocvar_sv_eventlog)
1627 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1629 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1631 MUTATOR_CALLHOOK(ClientDisconnect);
1633 Portal_ClearAll(self);
1635 RemoveGrapplingHook(self);
1637 // Here, everything has been done that requires this player to be a client.
1639 self.flags &~= FL_CLIENT;
1641 if (self.chatbubbleentity)
1642 remove (self.chatbubbleentity);
1644 if (self.killindicator)
1645 remove (self.killindicator);
1647 WaypointSprite_PlayerGone();
1649 bot_relinkplayerlist();
1653 Spawnqueue_Unmark(self);
1654 Spawnqueue_Remove(self);
1657 accuracy_free(self);
1658 ClientData_Detach();
1659 PlayerScore_Detach(self);
1661 if(self.netname_previous)
1662 strunzone(self.netname_previous);
1663 if(self.clientstatus)
1664 strunzone(self.clientstatus);
1665 if(self.weaponorder_byimpulse)
1666 strunzone(self.weaponorder_byimpulse);
1668 ClearPlayerSounds();
1671 remove(self.personal);
1681 void ChatBubbleThink()
1683 self.nextthink = time;
1684 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1686 if(self.owner) // but why can that ever be world?
1687 self.owner.chatbubbleentity = world;
1691 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1693 || self.owner.tetris_on
1696 self.model = self.mdl;
1701 void UpdateChatBubble()
1705 // spawn a chatbubble entity if needed
1706 if (!self.chatbubbleentity)
1708 self.chatbubbleentity = spawn();
1709 self.chatbubbleentity.owner = self;
1710 self.chatbubbleentity.exteriormodeltoclient = self;
1711 self.chatbubbleentity.think = ChatBubbleThink;
1712 self.chatbubbleentity.nextthink = time;
1713 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1714 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1715 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1716 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1717 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1718 self.chatbubbleentity.model = "";
1719 self.chatbubbleentity.effects = EF_LOWPRECISION;
1724 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1725 // added to the model skins
1726 /*void UpdateColorModHack()
1729 c = self.clientcolors & 15;
1730 // LordHavoc: only bothering to support white, green, red, yellow, blue
1731 if (!teamplay) self.colormod = '0 0 0';
1732 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1733 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1734 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1735 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1736 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1737 else self.colormod = '1 1 1';
1742 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1744 self.solid = SOLID_NOT;
1745 self.takedamage = DAMAGE_NO;
1746 self.movetype = MOVETYPE_FLY;
1747 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1748 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1749 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1750 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1751 if(autocvar_g_respawn_ghosts_maxtime)
1752 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1757 self.effects |= EF_NODRAW; // prevent another CopyBody
1758 PutClientInServer();
1761 void play_countdown(float finished, string samp)
1763 if(clienttype(self) == CLIENTTYPE_REAL)
1764 if(floor(finished - time - frametime) != floor(finished - time))
1765 if(finished - time < 6)
1766 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1769 void player_powerups (void)
1771 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1772 olditems = self.items;
1774 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1775 self.modelflags |= MF_ROCKET;
1777 self.modelflags &~= MF_ROCKET;
1779 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1781 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1784 Fire_ApplyDamage(self);
1785 Fire_ApplyEffect(self);
1789 self.effects |= EF_FULLBRIGHT;
1791 if (self.items & IT_STRENGTH)
1793 play_countdown(self.strength_finished, "misc/poweroff.wav");
1794 if (time > self.strength_finished)
1796 self.alpha = default_player_alpha;
1797 self.exteriorweaponentity.alpha = default_weapon_alpha;
1798 self.items &~= IT_STRENGTH;
1799 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1800 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1805 if (time < self.strength_finished)
1807 self.alpha = g_minstagib_invis_alpha;
1808 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1809 self.items |= IT_STRENGTH;
1810 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1811 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1815 if (self.items & IT_INVINCIBLE)
1817 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1818 if (time > self.invincible_finished)
1820 self.items = self.items - (self.items & IT_INVINCIBLE);
1821 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1822 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1827 if (time < self.invincible_finished)
1829 self.items = self.items | IT_INVINCIBLE;
1830 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1831 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1835 else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
1837 if (self.items & IT_STRENGTH)
1839 play_countdown(self.strength_finished, "misc/poweroff.wav");
1840 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1841 if (time > self.strength_finished)
1843 self.items = self.items - (self.items & IT_STRENGTH);
1844 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1845 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1850 if (time < self.strength_finished)
1852 self.items = self.items | IT_STRENGTH;
1853 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1854 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1857 if (self.items & IT_INVINCIBLE)
1859 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1860 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1861 if (time > self.invincible_finished)
1863 self.items = self.items - (self.items & IT_INVINCIBLE);
1864 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1865 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1870 if (time < self.invincible_finished)
1872 self.items = self.items | IT_INVINCIBLE;
1873 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1874 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1877 if (self.items & IT_SUPERWEAPON)
1879 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1881 self.superweapons_finished = 0;
1882 self.items = self.items - (self.items & IT_SUPERWEAPON);
1883 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1884 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1886 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1888 // don't let them run out
1892 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1893 if (time > self.superweapons_finished)
1895 self.items = self.items - (self.items & IT_SUPERWEAPON);
1896 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1897 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1898 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1902 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1904 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1906 self.items = self.items | IT_SUPERWEAPON;
1907 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1908 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1912 self.superweapons_finished = 0;
1913 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1918 self.superweapons_finished = 0;
1922 if(autocvar_g_nodepthtestplayers)
1923 self.effects = self.effects | EF_NODEPTHTEST;
1925 if(autocvar_g_fullbrightplayers)
1926 self.effects = self.effects | EF_FULLBRIGHT;
1928 // midair gamemode: damage only while in the air
1929 // if in midair mode, being on ground grants temporary invulnerability
1930 // (this is so that multishot weapon don't clear the ground flag on the
1931 // first damage in the frame, leaving the player vulnerable to the
1932 // remaining hits in the same frame)
1933 if (self.flags & FL_ONGROUND)
1935 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1937 if (time >= game_starttime)
1938 if (time < self.spawnshieldtime)
1939 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1941 MUTATOR_CALLHOOK(PlayerPowerups);
1944 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1946 if(current > stable)
1948 else if(current > stable - 0.25) // when close enough, "snap"
1951 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1954 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1956 if(current < stable)
1958 else if(current < stable + 0.25) // when close enough, "snap"
1961 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1964 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1966 if(current > rotstable)
1968 if(rotframetime > 0)
1970 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1971 current = max(rotstable, current - rotlinear * rotframetime);
1974 else if(current < regenstable)
1976 if(regenframetime > 0)
1978 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1979 current = min(regenstable, current + regenlinear * regenframetime);
1989 void player_regen (void)
1991 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1992 maxh = autocvar_g_balance_health_rotstable;
1993 maxa = autocvar_g_balance_armor_rotstable;
1994 maxf = autocvar_g_balance_fuel_rotstable;
1995 minh = autocvar_g_balance_health_regenstable;
1996 mina = autocvar_g_balance_armor_regenstable;
1997 minf = autocvar_g_balance_fuel_regenstable;
1998 limith = autocvar_g_balance_health_limit;
1999 limita = autocvar_g_balance_armor_limit;
2000 limitf = autocvar_g_balance_fuel_limit;
2002 max_mod = regen_mod = rot_mod = limit_mod = 1;
2004 maxh = maxh * max_mod;
2005 //maxa = maxa * max_mod;
2006 //maxf = maxf * max_mod;
2007 minh = minh * max_mod;
2008 //mina = mina * max_mod;
2009 //minf = minf * max_mod;
2010 limith = limith * limit_mod;
2011 limita = limita * limit_mod;
2012 //limitf = limitf * limit_mod;
2017 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2019 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2020 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2022 // if player rotted to death... die!
2024 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2027 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2028 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2031 float zoomstate_set;
2032 void SetZoomState(float z)
2034 if(z != self.zoomstate)
2037 ClientData_Touch(self);
2042 void GetPressedKeys(void) {
2043 MUTATOR_CALLHOOK(GetPressedKeys);
2044 if (self.movement_x > 0) // get if movement keys are pressed
2045 { // forward key pressed
2046 self.pressedkeys |= KEY_FORWARD;
2047 self.pressedkeys &~= KEY_BACKWARD;
2049 else if (self.movement_x < 0)
2050 { // backward key pressed
2051 self.pressedkeys |= KEY_BACKWARD;
2052 self.pressedkeys &~= KEY_FORWARD;
2056 self.pressedkeys &~= KEY_FORWARD;
2057 self.pressedkeys &~= KEY_BACKWARD;
2060 if (self.movement_y > 0)
2061 { // right key pressed
2062 self.pressedkeys |= KEY_RIGHT;
2063 self.pressedkeys &~= KEY_LEFT;
2065 else if (self.movement_y < 0)
2066 { // left key pressed
2067 self.pressedkeys |= KEY_LEFT;
2068 self.pressedkeys &~= KEY_RIGHT;
2072 self.pressedkeys &~= KEY_RIGHT;
2073 self.pressedkeys &~= KEY_LEFT;
2076 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2077 self.pressedkeys |= KEY_JUMP;
2079 self.pressedkeys &~= KEY_JUMP;
2080 if (self.BUTTON_CROUCH)
2081 self.pressedkeys |= KEY_CROUCH;
2083 self.pressedkeys &~= KEY_CROUCH;
2085 if (self.BUTTON_ATCK)
2086 self.pressedkeys |= KEY_ATCK;
2088 self.pressedkeys &~= KEY_ATCK;
2089 if (self.BUTTON_ATCK2)
2090 self.pressedkeys |= KEY_ATCK2;
2092 self.pressedkeys &~= KEY_ATCK2;
2096 ======================
2097 spectate mode routines
2098 ======================
2101 void SpectateCopy(entity spectatee) {
2103 MUTATOR_CALLHOOK(SpectateCopy);
2104 self.armortype = spectatee.armortype;
2105 self.armorvalue = spectatee.armorvalue;
2106 self.ammo_cells = spectatee.ammo_cells;
2107 self.ammo_shells = spectatee.ammo_shells;
2108 self.ammo_nails = spectatee.ammo_nails;
2109 self.ammo_rockets = spectatee.ammo_rockets;
2110 self.ammo_fuel = spectatee.ammo_fuel;
2111 self.clip_load = spectatee.clip_load;
2112 self.clip_size = spectatee.clip_size;
2113 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2114 self.health = spectatee.health;
2116 self.items = spectatee.items;
2117 self.last_pickup = spectatee.last_pickup;
2118 self.hit_time = spectatee.hit_time;
2119 self.metertime = spectatee.metertime;
2120 self.strength_finished = spectatee.strength_finished;
2121 self.invincible_finished = spectatee.invincible_finished;
2122 self.pressedkeys = spectatee.pressedkeys;
2123 WEPSET_COPY_EE(self, spectatee);
2124 self.switchweapon = spectatee.switchweapon;
2125 self.switchingweapon = spectatee.switchingweapon;
2126 self.weapon = spectatee.weapon;
2127 self.nex_charge = spectatee.nex_charge;
2128 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2129 self.hagar_load = spectatee.hagar_load;
2130 self.minelayer_mines = spectatee.minelayer_mines;
2131 self.punchangle = spectatee.punchangle;
2132 self.view_ofs = spectatee.view_ofs;
2133 self.velocity = spectatee.velocity;
2134 self.dmg_take = spectatee.dmg_take;
2135 self.dmg_save = spectatee.dmg_save;
2136 self.dmg_inflictor = spectatee.dmg_inflictor;
2137 self.v_angle = spectatee.v_angle;
2138 self.angles = spectatee.v_angle;
2139 self.stat_respawn_time = spectatee.stat_respawn_time;
2140 if(!self.BUTTON_USE)
2141 self.fixangle = TRUE;
2142 setorigin(self, spectatee.origin);
2143 setsize(self, spectatee.mins, spectatee.maxs);
2144 SetZoomState(spectatee.zoomstate);
2146 anticheat_spectatecopy(spectatee);
2147 self.hud = spectatee.hud;
2148 if(spectatee.vehicle)
2150 self.fixangle = FALSE;
2151 //self.velocity = spectatee.vehicle.velocity;
2152 self.vehicle_health = spectatee.vehicle_health;
2153 self.vehicle_shield = spectatee.vehicle_shield;
2154 self.vehicle_energy = spectatee.vehicle_energy;
2155 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2156 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2157 self.vehicle_reload1 = spectatee.vehicle_reload1;
2158 self.vehicle_reload2 = spectatee.vehicle_reload2;
2162 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2163 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2164 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2165 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2167 //WriteByte (MSG_ONE, SVC_SETVIEW);
2168 // WriteEntity(MSG_ONE, self);
2169 //makevectors(spectatee.v_angle);
2170 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2174 float SpectateUpdate() {
2178 if (self == self.enemy)
2181 if(self.enemy.classname != "player")
2184 SpectateCopy(self.enemy);
2190 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2191 entity CA_SpectateNext(entity start) {
2192 if (start.team == self.team) {
2197 // continue from current player
2198 while(other && other.team != self.team) {
2199 other = find(other, classname, "player");
2203 // restart from begining
2204 other = find(other, classname, "player");
2205 while(other && other.team != self.team) {
2206 other = find(other, classname, "player");
2213 float SpectateNext(entity _prefer) {
2218 other = find(self.enemy, classname, "player");
2220 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2221 // CA and ca players when spectating enemies is forbidden
2222 other = CA_SpectateNext(other);
2224 // other modes and ca spectators or spectating enemies is allowed
2226 other = find(other, classname, "player");
2232 if(self.enemy.classname == "player") {
2233 /*if(self.enemy.vehicle)
2237 WriteByte(MSG_ONE, SVC_SETVIEW);
2238 WriteEntity(MSG_ONE, self.enemy);
2239 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2241 self.movetype = MOVETYPE_NONE;
2242 accuracy_resend(self);
2247 WriteByte(MSG_ONE, SVC_SETVIEW);
2248 WriteEntity(MSG_ONE, self.enemy);
2249 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2250 self.movetype = MOVETYPE_NONE;
2251 accuracy_resend(self);
2253 if(!SpectateUpdate())
2254 PutObserverInServer();
2264 ShowRespawnCountdown()
2266 Update a respawn countdown display.
2269 void ShowRespawnCountdown()
2272 if(self.deadflag == DEAD_NO) // just respawned?
2276 number = ceil(self.respawn_time - time);
2279 if(number <= self.respawn_countdown)
2281 self.respawn_countdown = number - 1;
2282 if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2283 AnnounceTo(self, strcat(ftos(number), ""));
2288 void LeaveSpectatorMode()
2290 if(nJoinAllowed(self))
2292 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2294 self.classname = "player";
2296 if(autocvar_g_campaign || autocvar_g_balance_teams)
2297 { JoinBestTeam(self, FALSE, TRUE); }
2299 if(autocvar_g_campaign)
2300 { campaign_bots_may_start = 1; }
2302 { Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); }
2304 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2306 PutClientInServer();
2308 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2310 else if not(g_ca && self.caplayer) { stuffcmd(self, "menu_showteamselect\n"); }
2314 // Player may not join because g_maxplayers is set
2315 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2320 * Determines whether the player is allowed to join. This depends on cvar
2321 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2322 * it checks whether the number of currently playing players exceeds g_maxplayers.
2323 * @return int number of free slots for players, 0 if none
2325 float nJoinAllowed(entity ignore) {
2327 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2328 // so report 0 free slots if restricted
2330 if(autocvar_g_forced_team_otherwise == "spectate")
2332 if(autocvar_g_forced_team_otherwise == "spectator")
2336 if(self.team_forced < 0)
2337 return 0; // forced spectators can never join
2339 // TODO simplify this
2341 float totalClients = 0;
2346 if (!autocvar_g_maxplayers)
2347 return maxclients - totalClients;
2349 float currentlyPlaying = 0;
2350 FOR_EACH_REALPLAYER(e)
2351 currentlyPlaying += 1;
2353 if(currentlyPlaying < autocvar_g_maxplayers)
2354 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2360 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2361 * g_maxplayers_spectator_blocktime seconds
2363 void checkSpectatorBlock() {
2364 if(self.classname == "spectator" || self.classname == "observer") {
2365 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2366 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2372 .float motd_actived_time; // used for both motd and campaign_message
2373 void PrintWelcomeMessage()
2375 if (self.motd_actived_time == 0) { // is there already a message showing?
2376 if (autocvar_g_campaign) {
2377 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2378 self.motd_actived_time = time;
2379 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2382 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2383 self.motd_actived_time = time;
2384 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2387 } else { // showing MOTD or campaign message
2388 if (autocvar_g_campaign) {
2389 if (self.BUTTON_INFO)
2390 self.motd_actived_time = time;
2391 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2392 self.motd_actived_time = 0;
2393 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2396 if ((time - self.jointime) > autocvar_welcome_message_time) {
2397 if (self.BUTTON_INFO)
2398 self.motd_actived_time = time;
2399 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2400 self.motd_actived_time = 0;
2401 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2408 void ObserverThink()
2410 float prefered_movetype;
2411 if (self.flags & FL_JUMPRELEASED) {
2412 if (self.BUTTON_JUMP && !self.version_mismatch) {
2413 self.flags &~= FL_JUMPRELEASED;
2414 self.flags |= FL_SPAWNING;
2415 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2416 self.flags &~= FL_JUMPRELEASED;
2417 if(SpectateNext(world) == 1) {
2418 self.classname = "spectator";
2421 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2422 if (self.movetype != prefered_movetype)
2423 self.movetype = prefered_movetype;
2426 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2427 self.flags |= FL_JUMPRELEASED;
2428 if(self.flags & FL_SPAWNING)
2430 self.flags &~= FL_SPAWNING;
2431 LeaveSpectatorMode();
2437 PrintWelcomeMessage();
2440 void SpectatorThink()
2442 if (self.flags & FL_JUMPRELEASED) {
2443 if (self.BUTTON_JUMP && !self.version_mismatch) {
2444 self.flags &~= FL_JUMPRELEASED;
2445 self.flags |= FL_SPAWNING;
2446 } else if(self.BUTTON_ATCK) {
2447 self.flags &~= FL_JUMPRELEASED;
2448 if(SpectateNext(world) == 1) {
2449 self.classname = "spectator";
2451 self.classname = "observer";
2452 PutClientInServer();
2454 } else if (self.BUTTON_ATCK2) {
2455 self.flags &~= FL_JUMPRELEASED;
2456 self.classname = "observer";
2457 PutClientInServer();
2459 if(!SpectateUpdate())
2460 PutObserverInServer();
2463 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2464 self.flags |= FL_JUMPRELEASED;
2465 if(self.flags & FL_SPAWNING)
2467 self.flags &~= FL_SPAWNING;
2468 LeaveSpectatorMode();
2472 if(!SpectateUpdate())
2473 PutObserverInServer();
2476 PrintWelcomeMessage();
2477 self.flags |= FL_CLIENT | FL_NOTARGET;
2482 if(self.classname != "player")
2487 vehicles_exit(VHEF_NORMAL);
2491 // a use key was pressed; call handlers
2492 MUTATOR_CALLHOOK(PlayerUseKey);
2495 .float touchexplode_time;
2501 Called every frame for each client before the physics are run
2504 .float usekeypressed;
2505 void() nexball_setstatus;
2507 void PlayerPreThink (void)
2509 WarpZone_PlayerPhysics_FixVAngle();
2511 self.stat_game_starttime = game_starttime;
2512 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2513 self.stat_leadlimit = autocvar_leadlimit;
2515 if(g_arena || (g_ca && !allowed_to_spawn))
2516 self.stat_respawn_time = 0;
2518 self.stat_respawn_time = self.respawn_time;
2522 // physics frames: update anticheat stuff
2523 anticheat_prethink();
2526 if(blockSpectators && frametime)
2527 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2528 checkSpectatorBlock();
2532 if(self.netname_previous != self.netname)
2534 if(autocvar_sv_eventlog)
2535 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2536 if(self.netname_previous)
2537 strunzone(self.netname_previous);
2538 self.netname_previous = strzone(self.netname);
2542 if(self.version_nagtime)
2543 if(self.cvar_g_xonoticversion)
2544 if(time > self.version_nagtime)
2546 // don't notify git users
2547 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2549 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2551 // notify release users if connecting to git
2552 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2553 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2558 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2561 // give users new version
2562 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2563 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2567 // notify users about old server version
2568 print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2569 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2573 self.version_nagtime = 0;
2577 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2579 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2580 self.max_armorvalue = 0;
2584 if (TetrisPreFrame())
2588 MUTATOR_CALLHOOK(PlayerPreThink);
2590 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2592 if(self.BUTTON_USE && !self.usekeypressed)
2594 self.usekeypressed = self.BUTTON_USE;
2597 PrintWelcomeMessage();
2599 if(self.classname == "player") {
2600 // if(self.netname == "Wazat")
2601 // bprint(self.classname, "\n");
2603 CheckRules_Player();
2605 if (intermission_running)
2607 IntermissionThink (); // otherwise a button could be missed between
2608 return; // the think tics
2611 //don't allow the player to turn around while game is paused!
2612 if(timeout_status == TIMEOUT_ACTIVE) {
2613 // FIXME turn this into CSQC stuff
2614 self.v_angle = self.lastV_angle;
2615 self.angles = self.lastV_angle;
2616 self.fixangle = TRUE;
2621 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2623 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2624 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2625 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2627 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2629 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2630 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2631 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2635 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2641 minstagib_ammocheck();
2643 if (self.deadflag != DEAD_NO)
2645 float button_pressed, force_respawn;
2646 if(self.personal && g_race_qualifying)
2648 if(time > self.respawn_time)
2650 self.respawn_time = time + 1; // only retry once a second
2659 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2660 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2661 if (self.deadflag == DEAD_DYING)
2664 self.deadflag = DEAD_RESPAWNING;
2665 else if(!button_pressed)
2666 self.deadflag = DEAD_DEAD;
2668 else if (self.deadflag == DEAD_DEAD)
2671 self.deadflag = DEAD_RESPAWNABLE;
2673 else if (self.deadflag == DEAD_RESPAWNABLE)
2676 self.deadflag = DEAD_RESPAWNING;
2678 else if (self.deadflag == DEAD_RESPAWNING)
2680 if(time > self.respawn_time)
2682 self.respawn_time = time + 1; // only retry once a second
2686 ShowRespawnCountdown();
2689 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2690 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2691 self.stat_respawn_time *= -1;
2695 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2696 // so (self.deadflag == DEAD_NO) is always true in the code below
2699 if(time > self.touchexplode_time)
2700 if(self.classname == "player")
2701 if(self.deadflag == DEAD_NO)
2702 if not(IS_INDEPENDENT_PLAYER(self))
2703 FOR_EACH_PLAYER(other) if(self != other)
2705 if(time > other.touchexplode_time)
2706 if(other.deadflag == DEAD_NO)
2707 if not(IS_INDEPENDENT_PLAYER(other))
2708 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2710 PlayerTouchExplode(self, other);
2711 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2715 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2719 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2720 dist = self.prevorigin - self.origin;
2722 self.lms_traveled_distance += fabs(vlen(dist));
2724 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2726 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2727 self.lms_traveled_distance = 0;
2730 if(time > self.lms_nextcheck)
2732 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2733 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2735 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2736 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2737 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2738 Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2740 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2741 self.lms_traveled_distance = 0;
2745 self.prevorigin = self.origin;
2747 float do_crouch = self.BUTTON_CROUCH;
2750 if(self.health <= g_bloodloss)
2754 if(self.freezetag_frozen)
2756 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2764 self.view_ofs = PL_CROUCH_VIEW_OFS;
2765 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2766 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2773 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2774 if (!trace_startsolid)
2776 self.crouch = FALSE;
2777 self.view_ofs = PL_VIEW_OFS;
2778 setsize (self, PL_MIN, PL_MAX);
2783 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2785 if(self.bloodloss_timer < time)
2787 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2788 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2794 GrapplingHookFrame();
2796 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2799 self.items &~= self.items_added;
2803 self.items_added = 0;
2804 if(self.items & IT_JETPACK)
2805 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2806 self.items_added |= IT_FUEL;
2808 self.items |= self.items_added;
2813 // rot nex charge to the charge limit
2814 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2815 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2821 nexball_setstatus();
2824 secrets_setstatus();
2826 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2828 //self.angles_y=self.v_angle_y + 90; // temp
2829 } else if(gameover) {
2830 if (intermission_running)
2831 IntermissionThink (); // otherwise a button could be missed between
2833 } else if(self.classname == "observer") {
2835 } else if(self.classname == "spectator") {
2840 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2842 float oldspectatee_status;
2843 oldspectatee_status = self.spectatee_status;
2844 if(self.classname == "spectator")
2845 self.spectatee_status = num_for_edict(self.enemy);
2846 else if(self.classname == "observer")
2847 self.spectatee_status = num_for_edict(self);
2849 self.spectatee_status = 0;
2850 if(self.spectatee_status != oldspectatee_status)
2852 ClientData_Touch(self);
2854 race_InitSpectator();
2857 if(self.teamkill_soundtime)
2858 if(time > self.teamkill_soundtime)
2860 self.teamkill_soundtime = 0;
2862 entity oldpusher, oldself;
2864 oldself = self; self = self.teamkill_soundsource;
2865 oldpusher = self.pusher; self.pusher = oldself;
2867 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2869 self.pusher = oldpusher;
2873 if(self.taunt_soundtime)
2874 if(time > self.taunt_soundtime)
2876 self.taunt_soundtime = 0;
2877 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2880 target_voicescript_next(self);
2882 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2884 self.clip_load = self.clip_size = 0;
2887 float isInvisibleString(string s)
2890 s = strdecolorize(s);
2891 for((i = 0), (n = strlen(s)); i < n; ++i)
2899 case 192: // charmap space
2900 if (!autocvar_utf8_enable)
2903 case 160: // space in unicode fonts
2904 case 0xE000 + 192: // utf8 charmap space
2905 if (autocvar_utf8_enable)
2918 Called every frame for each client after the physics are run
2921 .float idlekick_lasttimeleft;
2922 void PlayerPostThink (void)
2924 // Savage: Check for nameless players
2925 if (isInvisibleString(self.netname)) {
2926 self.netname = "Player";
2927 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2930 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2932 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2934 if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2939 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2940 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2942 if(!self.idlekick_lasttimeleft)
2943 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2947 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2951 else if(timeleft <= 10)
2953 if(timeleft != self.idlekick_lasttimeleft)
2954 AnnounceTo(self, ftos(timeleft));
2955 self.idlekick_lasttimeleft = timeleft;
2961 if(self.impulse == 100)
2963 if (!TetrisPostFrame())
2969 //CheckPlayerJump();
2971 if(self.classname == "player") {
2972 CheckRules_Player();
2976 if (intermission_running)
2977 return; // intermission or finale
2987 for(i = 0; i < 1000; ++i)
2990 end = self.origin + '0 0 1024' + 512 * randomvec();
2991 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2992 if(trace_fraction < 1)
2993 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2995 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3001 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3003 if(self.waypointsprite_attachedforcarrier)
3004 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3008 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3010 if not(self.stored_netname)
3011 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3012 if(self.stored_netname != self.netname)
3014 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3015 strunzone(self.stored_netname);
3016 self.stored_netname = strzone(self.netname);
3022 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3025 CSQCMODEL_AUTOUPDATE();