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);
9 void Announce(string snd) {
10 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
11 WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_BROADCAST, 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, float mindist, float teamcheck)
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 shortest = vlen(world.maxs - world.mins);
155 FOR_EACH_PLAYER(player) if (player != self)
157 thisdist = vlen(player.origin - spot.origin);
158 if (thisdist < shortest)
161 if(shortest > mindist)
162 prio += SPAWN_PRIO_GOOD_DISTANCE;
164 spawn_score = prio * '1 0 0' + shortest * '0 1 0';
167 // filter out spots for assault
168 if(spot.target != "") {
173 for(ent = world; (ent = find(ent, targetname, spot.target)); )
176 if(ent.spawn_evalfunc)
178 entity oldself = self;
180 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
182 if(spawn_score_x < 0)
189 dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
194 MUTATOR_CALLHOOK(Spawn_Score);
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
201 for(spot = firstspot; spot; spot = spot.chain)
202 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
207 entity spot, spotlist, spotlistend;
212 Spawn_ScoreAll(firstspot, mindist, teamcheck);
214 for(spot = firstspot; spot; spot = spot.chain)
216 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
219 spotlistend.chain = spot;
226 spotlistend.chain = world;
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
233 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
237 RandomSelection_Init();
238 for(spot = firstspot; spot; spot = spot.chain)
239 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);
241 return RandomSelection_chosen_ent;
248 Finds a point to respawn
251 entity SelectSpawnPoint (float anypoint)
254 entity spot, firstspot;
256 spot = find (world, classname, "testplayerstart");
260 if(anypoint || autocvar_g_spawn_useallspawns)
262 else if(have_team_spawns > 0)
264 if(have_team_spawns_forteam[self.team] == 0)
266 // we request a spawn for a team, and we have team
267 // spawns, but that team has no spawns?
268 if(have_team_spawns_forteam[0])
272 // if not, any spawn has to do
276 teamcheck = self.team; // MUST be team
278 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279 teamcheck = 0; // MUST be noteam
282 // 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
285 // get the entire list of spots
286 firstspot = findchain(classname, "info_player_deathmatch");
287 // filter out the bad ones
288 // (note this returns the original list if none survived)
291 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
296 if (arena_roundbased && !g_ca)
300 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
302 // there is 50/50 chance of choosing a random spot or the furthest spot
303 // (this means that roughly every other spawn will be furthest, so you
304 // usually won't get fragged at spawn twice in a row)
305 if (random() > autocvar_g_spawn_furthest)
306 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
308 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
313 if(autocvar_spawn_debug)
317 if(some_spawn_has_been_used)
318 return world; // team can't spawn any more, because of actions of other team
320 error("Cannot find a spawn point - please fix the map!");
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
339 // note: we cannot summon Don Strunzone here, some player may
340 // still have the model string set. In case anyone manages how
341 // to change a cvar default, we'll have a small leak here.
342 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
344 // only in right path
345 if( substring(plyermodel,0,14) != "models/player/")
346 return FallbackPlayerModel;
347 // only good file extensions
348 if(substring(plyermodel,-4,4) != ".zym")
349 if(substring(plyermodel,-4,4) != ".dpm")
350 if(substring(plyermodel,-4,4) != ".iqm")
351 if(substring(plyermodel,-4,4) != ".md3")
352 if(substring(plyermodel,-4,4) != ".psk")
353 return FallbackPlayerModel;
354 // forbid the LOD models
355 if(substring(plyermodel, -9,5) == "_lod1")
356 return FallbackPlayerModel;
357 if(substring(plyermodel, -9,5) == "_lod2")
358 return FallbackPlayerModel;
359 if(plyermodel != strtolower(plyermodel))
360 return FallbackPlayerModel;
361 // also, restrict to server models
362 if(autocvar_sv_servermodelsonly)
364 if(!fexists(plyermodel))
365 return FallbackPlayerModel;
370 void setplayermodel(entity e, string modelname)
372 precache_model(modelname);
373 setmodel(e, modelname);
374 player_setupanimsformodel();
375 UpdatePlayerSounds();
382 putting a client as observer in the server
385 void FixPlayermodel();
386 void PutObserverInServer (void)
389 self.hud = HUD_NORMAL;
390 race_PreSpawnObserver();
392 spot = SelectSpawnPoint (TRUE);
394 error("No spawnpoints for observers?!?\n");
395 RemoveGrapplingHook(self); // Wazat's Grappling Hook
397 if(clienttype(self) == CLIENTTYPE_REAL)
400 WriteByte(MSG_ONE, SVC_SETVIEW);
401 WriteEntity(MSG_ONE, self);
405 MUTATOR_CALLHOOK(MakePlayerObserver);
407 minstagib_stop_countdown(self);
409 Portal_ClearAll(self);
413 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
418 vehicles_exit(VHEF_RELESE);
420 WaypointSprite_PlayerDead();
422 if not(g_ca) // don't reset teams when moving a ca player to the spectators
423 self.team = -1; // move this as it is needed to log the player spectating in eventlog
425 if(self.killcount != -666) {
427 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
428 bprint ("^4", self.netname, "^4 has no more lives left\n");
430 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
432 bprint ("^4", self.netname, "^4 is spectating now\n");
434 if(self.just_joined == FALSE) {
435 LogTeamchange(self.playerid, -1, 4);
437 self.just_joined = FALSE;
440 PlayerScore_Clear(self); // clear scores when needed
442 accuracy_resend(self);
444 self.spectatortime = time;
446 self.classname = "observer";
447 self.iscreature = FALSE;
448 self.teleportable = TELEPORT_SIMPLE;
449 self.damagedbycontents = FALSE;
451 self.takedamage = DAMAGE_NO;
452 self.solid = SOLID_NOT;
453 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
454 self.flags = FL_CLIENT | FL_NOTARGET;
455 self.armorvalue = 666;
457 self.armorvalue = autocvar_g_balance_armor_start;
458 self.pauserotarmor_finished = 0;
459 self.pauserothealth_finished = 0;
460 self.pauseregen_finished = 0;
461 self.damageforcescale = 0;
463 self.respawn_time = 0;
468 self.pain_finished = 0;
469 self.strength_finished = 0;
470 self.invincible_finished = 0;
471 self.superweapons_finished = 0;
474 self.think = func_null;
478 self.deadflag = DEAD_NO;
479 self.angles = spot.angles;
481 self.fixangle = TRUE;
484 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
485 self.prevorigin = self.origin;
487 WEPSET_CLEAR_E(self);
490 setmodel(self, "null");
491 self.drawonlytoclient = self;
493 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
494 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
497 self.weaponname = "";
498 self.switchingweapon = 0;
499 self.weaponmodel = "";
500 self.weaponentity = world;
501 self.exteriorweaponentity = world;
502 self.killcount = -666;
503 self.velocity = '0 0 0';
504 self.avelocity = '0 0 0';
505 self.punchangle = '0 0 0';
506 self.punchvector = '0 0 0';
507 self.oldvelocity = self.velocity;
508 self.fire_endtime = -1;
512 if(self.version_mismatch)
514 Spawnqueue_Unmark(self);
515 Spawnqueue_Remove(self);
519 Spawnqueue_Insert(self);
524 // Only if the player cannot play at all
525 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
526 self.frags = FRAGS_SPECTATOR;
528 self.frags = FRAGS_LMS_LOSER;
533 self.frags = FRAGS_LMS_LOSER;
535 self.frags = FRAGS_SPECTATOR;
538 self.frags = FRAGS_SPECTATOR;
541 .float model_randomizer;
542 void FixPlayermodel()
545 float defaultskin, chmdl, oldskin, n, i;
552 if(autocvar_sv_defaultcharacter == 1)
557 s = Team_ColorNameLowerCase(self.team);
560 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
561 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
565 if(defaultmodel == "")
567 defaultmodel = autocvar_sv_defaultplayermodel;
568 defaultskin = autocvar_sv_defaultplayerskin;
571 n = tokenize_console(defaultmodel);
573 defaultmodel = argv(floor(n * self.model_randomizer));
575 i = strstrofs(defaultmodel, ":", 0);
578 defaultskin = stof(substring(defaultmodel, i+1, -1));
579 defaultmodel = substring(defaultmodel, 0, i);
583 if(defaultmodel != "")
585 if (defaultmodel != self.model)
589 setplayermodel (self, defaultmodel);
590 setsize (self, m1, m2);
595 self.skin = defaultskin;
597 if (self.playermodel != self.model || self.playermodel == "")
599 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
602 setplayermodel (self, self.playermodel);
603 setsize (self, m1, m2);
608 self.skin = stof(self.playerskin);
611 if(chmdl || oldskin != self.skin)
612 self.species = player_getspecies(); // model or skin has changed
615 if(strlen(autocvar_sv_defaultplayercolors))
616 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
617 setcolor(self, stof(autocvar_sv_defaultplayercolors));
620 void PlayerTouchExplode(entity p1, entity p2)
623 org = (p1.origin + p2.origin) * 0.5;
624 org_z += (p1.mins_z + p2.mins_z) * 0.5;
631 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
639 Called when a client spawns in the server
643 void PutClientInServer (void)
645 if(clienttype(self) == CLIENTTYPE_BOT)
647 self.classname = "player";
651 else if(clienttype(self) == CLIENTTYPE_REAL)
654 WriteByte(MSG_ONE, SVC_SETVIEW);
655 WriteEntity(MSG_ONE, self);
661 // player is dead and becomes observer
662 // FIXME fix LMS scoring for new system
665 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
666 self.classname = "observer";
669 if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
670 self.classname = "observer";
673 self.classname = "observer";
675 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
676 entity spot, oldself;
679 accuracy_resend(self);
682 JoinBestTeam(self, FALSE, TRUE);
686 spot = SelectSpawnPoint (FALSE);
689 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
690 return; // spawn failed
693 RemoveGrapplingHook(self); // Wazat's Grappling Hook
695 self.classname = "player";
696 self.wasplayer = TRUE;
697 self.iscreature = TRUE;
698 self.teleportable = TELEPORT_NORMAL;
699 self.damagedbycontents = TRUE;
700 self.movetype = MOVETYPE_WALK;
701 self.solid = SOLID_SLIDEBOX;
702 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
703 if(autocvar_g_playerclip_collisions)
704 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
705 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
706 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
707 self.frags = FRAGS_PLAYER;
708 if(INDEPENDENT_PLAYERS)
709 MAKE_INDEPENDENT_PLAYER(self);
710 self.flags = FL_CLIENT;
711 if(autocvar__notarget)
712 self.flags |= FL_NOTARGET;
713 self.takedamage = DAMAGE_AIM;
715 self.effects = EF_FULLBRIGHT;
718 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
719 self.air_finished = time + 12;
721 if(autocvar_g_balance_nex_charge)
723 if(autocvar_g_balance_nex_secondary_chargepool)
724 self.nex_chargepool_ammo = 1;
725 self.nex_charge = autocvar_g_balance_nex_charge_start;
730 self.ammo_shells = warmup_start_ammo_shells;
731 self.ammo_nails = warmup_start_ammo_nails;
732 self.ammo_rockets = warmup_start_ammo_rockets;
733 self.ammo_cells = warmup_start_ammo_cells;
734 self.ammo_fuel = warmup_start_ammo_fuel;
735 self.health = warmup_start_health;
736 self.armorvalue = warmup_start_armorvalue;
737 WEPSET_COPY_EA(self, warmup_start_weapons);
741 self.ammo_shells = start_ammo_shells;
742 self.ammo_nails = start_ammo_nails;
743 self.ammo_rockets = start_ammo_rockets;
744 self.ammo_cells = start_ammo_cells;
745 self.ammo_fuel = start_ammo_fuel;
746 self.health = start_health;
747 self.armorvalue = start_armorvalue;
748 WEPSET_COPY_EA(self, start_weapons);
751 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
752 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
754 self.superweapons_finished = 0;
756 if(g_weaponarena_random)
758 if(g_weaponarena_random_with_laser)
759 WEPSET_ANDNOT_EW(self, WEP_LASER);
760 W_RandomWeapons(self, g_weaponarena_random);
761 if(g_weaponarena_random_with_laser)
762 WEPSET_OR_EW(self, WEP_LASER);
765 self.items = start_items;
767 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
768 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
769 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
770 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
771 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
772 //extend the pause of rotting if client was reset at the beginning of the countdown
773 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
774 self.spawnshieldtime += game_starttime - time;
775 self.pauserotarmor_finished += game_starttime - time;
776 self.pauserothealth_finished += game_starttime - time;
777 self.pauseregen_finished += game_starttime - time;
779 self.damageforcescale = 2;
781 self.respawn_time = 0;
785 self.pain_finished = 0;
786 self.strength_finished = 0;
787 self.invincible_finished = 0;
789 // players have no think function
790 self.think = func_null;
794 self.ballistics_density = autocvar_g_ballistics_density_player;
800 self.deadflag = DEAD_NO;
802 self.angles = spot.angles;
804 self.angles_z = 0; // never spawn tilted even if the spot says to
805 self.fixangle = TRUE; // turn this way immediately
806 self.velocity = '0 0 0';
807 self.avelocity = '0 0 0';
808 self.punchangle = '0 0 0';
809 self.punchvector = '0 0 0';
810 self.oldvelocity = self.velocity;
811 self.fire_endtime = -1;
814 WRITESPECTATABLE_MSG_ONE({
815 WriteByte(MSG_ONE, SVC_TEMPENTITY);
816 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
821 self.drawonlytoclient = world;
824 self.view_ofs = PL_VIEW_OFS;
825 setsize (self, PL_MIN, PL_MAX);
826 self.spawnorigin = spot.origin;
827 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
828 // don't reset back to last position, even if new position is stuck in solid
829 self.oldorigin = self.origin;
830 self.prevorigin = self.origin;
831 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
832 self.lastteleporttime = time; // prevent insane speeds due to changing origin
833 self.hud = HUD_NORMAL;
837 Spawnqueue_Remove(self);
838 Spawnqueue_Mark(self);
843 self.event_damage = PlayerDamage;
845 self.bot_attack = TRUE;
847 self.statdraintime = time + 5;
848 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
850 if(self.killcount == -666) {
851 PlayerScore_Clear(self);
855 CL_SpawnWeaponentity();
856 self.alpha = default_player_alpha;
857 self.colormod = '1 1 1' * autocvar_g_player_brightness;
858 self.exteriorweaponentity.alpha = default_weapon_alpha;
860 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
861 self.lms_traveled_distance = 0;
862 self.speedrunning = FALSE;
864 race_PostSpawn(spot);
866 //stuffcmd(self, "chase_active 0");
867 //stuffcmd(self, "set viewsize $tmpviewsize \n");
869 target_voicescript_clear(self);
871 // reset fields the weapons may use
872 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
874 weapon_action(j, WR_RESETPLAYER);
876 // all weapons must be fully loaded when we spawn
878 e = get_weaponinfo(j);
879 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
880 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
888 self.target = string_null;
895 MUTATOR_CALLHOOK(PlayerSpawn);
897 if(autocvar_spawn_debug)
899 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
900 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
903 self.switchweapon = w_getbestweapon(self);
904 self.cnt = -1; // W_LastWeapon will not complain
906 self.weaponname = "";
907 self.switchingweapon = 0;
910 self.alivetime = time;
914 if (autocvar_g_spawnsound)
915 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
916 } else if(self.classname == "observer") {
917 PutObserverInServer ();
921 .float ebouncefactor, ebouncestop; // electro's values
922 // TODO do we need all these fields, or should we stop autodetecting runtime
923 // changes and just have a console command to update this?
924 float ClientInit_SendEntity(entity to, float sf)
926 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
927 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
928 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
929 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
930 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
931 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
932 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
933 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
934 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
935 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
936 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
937 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
938 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
939 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
940 if(sv_foginterval && world.fog != "")
941 WriteString(MSG_ENTITY, world.fog);
943 WriteString(MSG_ENTITY, "");
944 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
945 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
946 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
947 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
948 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
949 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
950 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
951 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
952 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
953 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
954 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
955 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
956 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
960 void ClientInit_CheckUpdate()
962 self.nextthink = time;
963 if(self.count != autocvar_g_balance_armor_blockpercent)
965 self.count = autocvar_g_balance_armor_blockpercent;
968 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
970 self.cnt = autocvar_g_balance_weaponswitchdelay;
973 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
975 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
978 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
980 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
983 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
985 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
988 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
990 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
995 void ClientInit_Spawn()
1000 e.classname = "clientinit";
1001 e.think = ClientInit_CheckUpdate;
1002 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1006 ClientInit_CheckUpdate();
1015 void SetNewParms (void)
1017 // initialize parms for a new player
1018 parm1 = -(86400 * 366);
1026 void SetChangeParms (void)
1028 // save parms for level change
1029 parm1 = self.parm_idlesince - time;
1037 void DecodeLevelParms (void)
1040 self.parm_idlesince = parm1;
1041 if(self.parm_idlesince == -(86400 * 366))
1042 self.parm_idlesince = time;
1044 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1045 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1052 Called when a client types 'kill' in the console
1056 .float clientkill_nexttime;
1057 void ClientKill_Now_TeamChange()
1059 if(self.killindicator_teamchange == -1)
1061 JoinBestTeam( self, FALSE, TRUE );
1063 else if(self.killindicator_teamchange == -2)
1068 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1069 PutObserverInServer();
1072 SV_ChangeTeam(self.killindicator_teamchange - 1);
1075 void ClientKill_Now()
1079 vehicles_exit(VHEF_RELESE);
1080 if(!self.killindicator_teamchange)
1082 self.vehicle_health = -1;
1083 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1087 if(self.killindicator && !wasfreed(self.killindicator))
1088 remove(self.killindicator);
1090 self.killindicator = world;
1092 if(self.killindicator_teamchange)
1093 ClientKill_Now_TeamChange();
1096 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1098 // now I am sure the player IS dead
1100 void KillIndicator_Think()
1104 self.owner.killindicator = world;
1109 if (self.owner.alpha < 0 && !self.owner.vehicle)
1111 self.owner.killindicator = world;
1119 ClientKill_Now(); // no oldself needed
1122 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1124 self.nextthink = time + 1;
1130 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1131 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1134 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1136 self.nextthink = time + 1;
1141 float clientkilltime;
1142 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1151 killtime = autocvar_g_balance_kill_delay;
1153 if(g_race_qualifying || g_cts)
1156 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1158 remove(self.killindicator);
1159 self.killindicator = world;
1161 ClientKill_Now(); // allow instant kill in this case
1165 self.killindicator_teamchange = targetteam;
1167 if(!self.killindicator)
1169 if(self.deadflag == DEAD_NO)
1171 killtime = max(killtime, self.clientkill_nexttime - time);
1172 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1175 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1181 starttime = max(time, clientkilltime);
1183 self.killindicator = spawn();
1184 self.killindicator.owner = self;
1185 self.killindicator.scale = 0.5;
1186 setattachment(self.killindicator, self, "");
1187 setorigin(self.killindicator, '0 0 52');
1188 self.killindicator.think = KillIndicator_Think;
1189 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1190 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1191 self.killindicator.cnt = ceil(killtime);
1192 self.killindicator.count = bound(0, ceil(killtime), 10);
1193 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1195 for(e = world; (e = find(e, classname, "body")) != world; )
1199 e.killindicator = spawn();
1200 e.killindicator.owner = e;
1201 e.killindicator.scale = 0.5;
1202 setattachment(e.killindicator, e, "");
1203 setorigin(e.killindicator, '0 0 52');
1204 e.killindicator.think = KillIndicator_Think;
1205 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1206 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1207 e.killindicator.cnt = ceil(killtime);
1212 if(self.killindicator)
1214 if(targetteam == 0) // just die
1216 self.killindicator.colormod = '0 0 0';
1217 if(clienttype(self) == CLIENTTYPE_REAL)
1218 if(self.killindicator.cnt > 0)
1219 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1221 else if(targetteam == -1) // auto
1223 self.killindicator.colormod = '0 1 0';
1224 if(clienttype(self) == CLIENTTYPE_REAL)
1225 if(self.killindicator.cnt > 0)
1226 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1228 else if(targetteam == -2) // spectate
1230 self.killindicator.colormod = '0.5 0.5 0.5';
1231 if(clienttype(self) == CLIENTTYPE_REAL)
1232 if(self.killindicator.cnt > 0)
1233 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1237 self.killindicator.colormod = TeamColor(targetteam);
1238 if(clienttype(self) == CLIENTTYPE_REAL)
1239 if(self.killindicator.cnt > 0)
1240 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1246 void ClientKill (void)
1251 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1255 else if(self.freezetag_frozen)
1260 ClientKill_TeamChange(0);
1263 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
1265 e.killindicator = spawn();
1266 e.killindicator.owner = e;
1267 e.killindicator.think = KillIndicator_Think;
1268 e.killindicator.nextthink = time + (e.lip) * 0.05;
1269 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1270 e.killindicator.health = 1; // this is used to indicate that it should be silent
1274 void FixClientCvars(entity e)
1276 // send prediction settings to the client
1277 stuffcmd(e, "\nin_bindmap 0 0\n");
1279 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1280 if(autocvar_g_antilag == 3) // client side hitscan
1281 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1283 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1285 * we no longer need to stuff this. Remove this comment block if you feel
1286 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1287 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1288 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1289 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1290 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1291 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1292 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1293 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1294 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1295 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1296 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1297 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1298 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1299 stuffcmd(e, "cl_movement_edgefriction 1\n");
1303 float PlayerInIDList(entity p, string idlist)
1308 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1309 if not(p.crypto_idfp)
1312 // this function allows abbreviated player IDs too!
1313 n = tokenize_console(idlist);
1314 for(i = 0; i < n; ++i)
1317 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1328 Called when a client connects to the server
1331 string ColoredTeamName(float t);
1332 void DecodeLevelParms (void);
1333 //void dom_player_join_team(entity pl);
1334 void set_dom_state(entity e);
1335 void ClientConnect (void)
1339 if(self.flags & FL_CLIENT)
1341 print("Warning: ClientConnect, but already connected!\n");
1345 if(Ban_MaybeEnforceBanOnce(self))
1351 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK, "\n"));
1354 self.classname = "player_joining";
1356 self.flags = FL_CLIENT;
1357 self.version_nagtime = time + 10 + random() * 10;
1361 dprint("BUG player count is lower than zero, this cannot happen!\n");
1365 PlayerScore_Attach(self);
1366 ClientData_Attach();
1367 accuracy_init(self);
1369 bot_clientconnect();
1375 race_PreSpawnObserver();
1378 // dom_player_join_team(self);
1380 // identify the right forced team
1381 if(autocvar_g_campaign)
1383 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1385 switch(autocvar_g_campaign_forceteam)
1387 case 1: self.team_forced = COLOR_TEAM1; break;
1388 case 2: self.team_forced = COLOR_TEAM2; break;
1389 case 3: self.team_forced = COLOR_TEAM3; break;
1390 case 4: self.team_forced = COLOR_TEAM4; break;
1391 default: self.team_forced = 0;
1395 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1396 self.team_forced = COLOR_TEAM1;
1397 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1398 self.team_forced = COLOR_TEAM2;
1399 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1400 self.team_forced = COLOR_TEAM3;
1401 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1402 self.team_forced = COLOR_TEAM4;
1403 else if(autocvar_g_forced_team_otherwise == "red")
1404 self.team_forced = COLOR_TEAM1;
1405 else if(autocvar_g_forced_team_otherwise == "blue")
1406 self.team_forced = COLOR_TEAM2;
1407 else if(autocvar_g_forced_team_otherwise == "yellow")
1408 self.team_forced = COLOR_TEAM3;
1409 else if(autocvar_g_forced_team_otherwise == "pink")
1410 self.team_forced = COLOR_TEAM4;
1411 else if(autocvar_g_forced_team_otherwise == "spectate")
1412 self.team_forced = -1;
1413 else if(autocvar_g_forced_team_otherwise == "spectator")
1414 self.team_forced = -1;
1416 self.team_forced = 0;
1419 if(self.team_forced > 0)
1420 self.team_forced = 0;
1422 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1424 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1425 self.classname = "observer";
1429 if(autocvar_g_balance_teams)
1431 self.classname = "player";
1432 campaign_bots_may_start = 1;
1436 self.classname = "observer"; // do it anyway
1441 self.classname = "player";
1442 campaign_bots_may_start = 1;
1446 self.playerid = (playerid_last = playerid_last + 1);
1448 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1450 if(clienttype(self) == CLIENTTYPE_BOT)
1451 PlayerStats_AddPlayer(self);
1453 if(autocvar_sv_eventlog)
1454 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1456 LogTeamchange(self.playerid, self.team, 1);
1458 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1460 self.netname_previous = strzone(self.netname);
1462 bprint("^4", self.netname, "^4 connected");
1464 if(self.classname != "observer" && (g_domination || g_ctf))
1465 bprint(" and joined the ", ColoredTeamName(self.team));
1469 stuffcmd(self, strcat(clientstuff, "\n"));
1470 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1472 FixClientCvars(self);
1474 // spawnfunc_waypoint sprites
1475 WaypointSprite_InitClient(self);
1477 // Wazat's grappling hook
1478 SetGrappleHookBindings();
1480 // get version info from player
1481 stuffcmd(self, "cmd clientversion $gameversion\n");
1483 // get other cvars from player
1486 // notify about available teams
1489 CheckAllowedTeams(self);
1490 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1491 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1494 stuffcmd(self, "set _teams_available 0\n");
1498 self.classname = "observer";
1500 Spawnqueue_Insert(self);
1505 bot_relinkplayerlist();
1507 self.spectatortime = time;
1510 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1513 self.jointime = time;
1514 self.allowed_timeouts = autocvar_sv_timeout_number;
1516 if(clienttype(self) == CLIENTTYPE_REAL)
1518 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1519 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1524 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1526 PlayerScore_Add(self, SP_LMS_RANK, 666);
1527 self.frags = FRAGS_SPECTATOR;
1531 if(!sv_foginterval && world.fog != "")
1532 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1534 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1536 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1537 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1540 self.hitplotfh = -1;
1542 if(g_race || g_cts) {
1550 race_send_recordtime(MSG_ONE);
1551 race_send_speedaward(MSG_ONE);
1553 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1554 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1555 race_send_speedaward_alltimebest(MSG_ONE);
1558 for (i = 1; i <= RANKINGS_CNT; ++i) {
1559 race_SendRankings(i, 0, 0, MSG_ONE);
1562 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1563 send_CSQC_teamnagger();
1566 set_dom_state(self);
1570 if(!autocvar_g_campaign)
1571 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1573 CSQCMODEL_AUTOINIT();
1575 self.model_randomizer = random();
1577 if(clienttype(self) != CLIENTTYPE_REAL)
1582 MUTATOR_CALLHOOK(ClientConnect);
1588 Called when a client disconnects from the server
1591 .entity chatbubbleentity;
1593 void ClientDisconnect (void)
1596 vehicles_exit(VHEF_RELESE);
1598 if not(self.flags & FL_CLIENT)
1600 print("Warning: ClientDisconnect without ClientConnect\n");
1604 PlayerStats_AddGlobalInfo(self);
1606 CheatShutdownClient();
1608 if(self.hitplotfh >= 0)
1610 fclose(self.hitplotfh);
1611 self.hitplotfh = -1;
1615 anticheat_shutdown();
1617 playerdemo_shutdown();
1619 bot_clientdisconnect();
1624 if(autocvar_sv_eventlog)
1625 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1626 bprint ("^4",self.netname);
1627 bprint ("^4 disconnected\n");
1630 MUTATOR_CALLHOOK(ClientDisconnect);
1632 Portal_ClearAll(self);
1634 RemoveGrapplingHook(self);
1636 // Here, everything has been done that requires this player to be a client.
1638 self.flags &~= FL_CLIENT;
1640 if (self.chatbubbleentity)
1641 remove (self.chatbubbleentity);
1643 if (self.killindicator)
1644 remove (self.killindicator);
1646 WaypointSprite_PlayerGone();
1648 bot_relinkplayerlist();
1652 Spawnqueue_Unmark(self);
1653 Spawnqueue_Remove(self);
1656 accuracy_free(self);
1657 ClientData_Detach();
1658 PlayerScore_Detach(self);
1660 if(self.netname_previous)
1661 strunzone(self.netname_previous);
1662 if(self.clientstatus)
1663 strunzone(self.clientstatus);
1664 if(self.weaponorder_byimpulse)
1665 strunzone(self.weaponorder_byimpulse);
1667 ClearPlayerSounds();
1670 remove(self.personal);
1680 void ChatBubbleThink()
1682 self.nextthink = time;
1683 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1685 if(self.owner) // but why can that ever be world?
1686 self.owner.chatbubbleentity = world;
1690 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1692 || self.owner.tetris_on
1695 self.model = self.mdl;
1700 void UpdateChatBubble()
1704 // spawn a chatbubble entity if needed
1705 if (!self.chatbubbleentity)
1707 self.chatbubbleentity = spawn();
1708 self.chatbubbleentity.owner = self;
1709 self.chatbubbleentity.exteriormodeltoclient = self;
1710 self.chatbubbleentity.think = ChatBubbleThink;
1711 self.chatbubbleentity.nextthink = time;
1712 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1713 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1714 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1715 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1716 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1717 self.chatbubbleentity.model = "";
1718 self.chatbubbleentity.effects = EF_LOWPRECISION;
1723 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1724 // added to the model skins
1725 /*void UpdateColorModHack()
1728 c = self.clientcolors & 15;
1729 // LordHavoc: only bothering to support white, green, red, yellow, blue
1730 if (!teamplay) self.colormod = '0 0 0';
1731 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1732 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1733 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1734 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1735 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1736 else self.colormod = '1 1 1';
1741 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1743 self.solid = SOLID_NOT;
1744 self.takedamage = DAMAGE_NO;
1745 self.movetype = MOVETYPE_FLY;
1746 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1747 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1748 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1749 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1750 if(autocvar_g_respawn_ghosts_maxtime)
1751 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1756 self.effects |= EF_NODRAW; // prevent another CopyBody
1757 PutClientInServer();
1760 void play_countdown(float finished, string samp)
1762 if(clienttype(self) == CLIENTTYPE_REAL)
1763 if(floor(finished - time - frametime) != floor(finished - time))
1764 if(finished - time < 6)
1765 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1768 void player_powerups (void)
1770 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1771 olditems = self.items;
1773 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1774 self.modelflags |= MF_ROCKET;
1776 self.modelflags &~= MF_ROCKET;
1778 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1780 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1783 Fire_ApplyDamage(self);
1784 Fire_ApplyEffect(self);
1788 self.effects |= EF_FULLBRIGHT;
1790 if (self.items & IT_STRENGTH)
1792 play_countdown(self.strength_finished, "misc/poweroff.wav");
1793 if (time > self.strength_finished)
1795 self.alpha = default_player_alpha;
1796 self.exteriorweaponentity.alpha = default_weapon_alpha;
1797 self.items &~= IT_STRENGTH;
1798 sprint(self, "^3Invisibility has worn off\n");
1803 if (time < self.strength_finished)
1805 self.alpha = g_minstagib_invis_alpha;
1806 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1807 self.items |= IT_STRENGTH;
1808 sprint(self, "^3You are invisible\n");
1812 if (self.items & IT_INVINCIBLE)
1814 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1815 if (time > self.invincible_finished)
1817 self.items = self.items - (self.items & IT_INVINCIBLE);
1818 sprint(self, "^3Speed has worn off\n");
1823 if (time < self.invincible_finished)
1825 self.items = self.items | IT_INVINCIBLE;
1826 sprint(self, "^3You are on speed\n");
1830 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.
1832 if (self.items & IT_STRENGTH)
1834 play_countdown(self.strength_finished, "misc/poweroff.wav");
1835 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1836 if (time > self.strength_finished)
1838 self.items = self.items - (self.items & IT_STRENGTH);
1839 sprint(self, "^3Strength has worn off\n");
1844 if (time < self.strength_finished)
1846 self.items = self.items | IT_STRENGTH;
1847 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1850 if (self.items & IT_INVINCIBLE)
1852 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1853 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1854 if (time > self.invincible_finished)
1856 self.items = self.items - (self.items & IT_INVINCIBLE);
1857 sprint(self, "^3Shield has worn off\n");
1862 if (time < self.invincible_finished)
1864 self.items = self.items | IT_INVINCIBLE;
1865 sprint(self, "^3Shield surrounds you\n");
1868 if (self.items & IT_SUPERWEAPON)
1870 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1872 self.superweapons_finished = 0;
1873 self.items = self.items - (self.items & IT_SUPERWEAPON);
1874 sprint(self, "^3Superweapons have been lost\n");
1876 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1878 // don't let them run out
1882 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1883 if (time > self.superweapons_finished)
1885 self.items = self.items - (self.items & IT_SUPERWEAPON);
1886 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1887 sprint(self, "^3Superweapons have broken down\n");
1891 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1893 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1895 self.items = self.items | IT_SUPERWEAPON;
1896 sprint(self, "^3You now have a superweapon\n");
1900 self.superweapons_finished = 0;
1901 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1906 self.superweapons_finished = 0;
1910 if(autocvar_g_nodepthtestplayers)
1911 self.effects = self.effects | EF_NODEPTHTEST;
1913 if(autocvar_g_fullbrightplayers)
1914 self.effects = self.effects | EF_FULLBRIGHT;
1916 // midair gamemode: damage only while in the air
1917 // if in midair mode, being on ground grants temporary invulnerability
1918 // (this is so that multishot weapon don't clear the ground flag on the
1919 // first damage in the frame, leaving the player vulnerable to the
1920 // remaining hits in the same frame)
1921 if (self.flags & FL_ONGROUND)
1923 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1925 if (time >= game_starttime)
1926 if (time < self.spawnshieldtime)
1927 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1929 MUTATOR_CALLHOOK(PlayerPowerups);
1932 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1934 if(current > stable)
1936 else if(current > stable - 0.25) // when close enough, "snap"
1939 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1942 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1944 if(current < stable)
1946 else if(current < stable + 0.25) // when close enough, "snap"
1949 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1952 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1954 if(current > rotstable)
1956 if(rotframetime > 0)
1958 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1959 current = max(rotstable, current - rotlinear * rotframetime);
1962 else if(current < regenstable)
1964 if(regenframetime > 0)
1966 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1967 current = min(regenstable, current + regenlinear * regenframetime);
1977 void player_regen (void)
1979 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1980 maxh = autocvar_g_balance_health_rotstable;
1981 maxa = autocvar_g_balance_armor_rotstable;
1982 maxf = autocvar_g_balance_fuel_rotstable;
1983 minh = autocvar_g_balance_health_regenstable;
1984 mina = autocvar_g_balance_armor_regenstable;
1985 minf = autocvar_g_balance_fuel_regenstable;
1986 limith = autocvar_g_balance_health_limit;
1987 limita = autocvar_g_balance_armor_limit;
1988 limitf = autocvar_g_balance_fuel_limit;
1990 max_mod = regen_mod = rot_mod = limit_mod = 1;
1992 if (self.runes & RUNE_REGEN)
1994 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1996 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1997 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1998 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2002 regen_mod = autocvar_g_balance_rune_regen_regenrate;
2003 max_mod = autocvar_g_balance_rune_regen_hpmod;
2004 limit_mod = autocvar_g_balance_rune_regen_limitmod;
2007 else if (self.runes & CURSE_VENOM)
2009 max_mod = autocvar_g_balance_curse_venom_hpmod;
2010 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2011 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2013 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2014 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2015 //if (!self.runes & RUNE_REGEN)
2016 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2018 maxh = maxh * max_mod;
2019 //maxa = maxa * max_mod;
2020 //maxf = maxf * max_mod;
2021 minh = minh * max_mod;
2022 //mina = mina * max_mod;
2023 //minf = minf * max_mod;
2024 limith = limith * limit_mod;
2025 limita = limita * limit_mod;
2026 //limitf = limitf * limit_mod;
2031 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2033 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);
2034 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);
2036 // if player rotted to death... die!
2038 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2041 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2042 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);
2045 float zoomstate_set;
2046 void SetZoomState(float z)
2048 if(z != self.zoomstate)
2051 ClientData_Touch(self);
2056 void GetPressedKeys(void) {
2057 MUTATOR_CALLHOOK(GetPressedKeys);
2058 if (self.movement_x > 0) // get if movement keys are pressed
2059 { // forward key pressed
2060 self.pressedkeys |= KEY_FORWARD;
2061 self.pressedkeys &~= KEY_BACKWARD;
2063 else if (self.movement_x < 0)
2064 { // backward key pressed
2065 self.pressedkeys |= KEY_BACKWARD;
2066 self.pressedkeys &~= KEY_FORWARD;
2070 self.pressedkeys &~= KEY_FORWARD;
2071 self.pressedkeys &~= KEY_BACKWARD;
2074 if (self.movement_y > 0)
2075 { // right key pressed
2076 self.pressedkeys |= KEY_RIGHT;
2077 self.pressedkeys &~= KEY_LEFT;
2079 else if (self.movement_y < 0)
2080 { // left key pressed
2081 self.pressedkeys |= KEY_LEFT;
2082 self.pressedkeys &~= KEY_RIGHT;
2086 self.pressedkeys &~= KEY_RIGHT;
2087 self.pressedkeys &~= KEY_LEFT;
2090 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2091 self.pressedkeys |= KEY_JUMP;
2093 self.pressedkeys &~= KEY_JUMP;
2094 if (self.BUTTON_CROUCH)
2095 self.pressedkeys |= KEY_CROUCH;
2097 self.pressedkeys &~= KEY_CROUCH;
2099 if (self.BUTTON_ATCK)
2100 self.pressedkeys |= KEY_ATCK;
2102 self.pressedkeys &~= KEY_ATCK;
2103 if (self.BUTTON_ATCK2)
2104 self.pressedkeys |= KEY_ATCK2;
2106 self.pressedkeys &~= KEY_ATCK2;
2110 ======================
2111 spectate mode routines
2112 ======================
2115 void SpectateCopy(entity spectatee) {
2117 MUTATOR_CALLHOOK(SpectateCopy);
2118 self.armortype = spectatee.armortype;
2119 self.armorvalue = spectatee.armorvalue;
2120 self.ammo_cells = spectatee.ammo_cells;
2121 self.ammo_shells = spectatee.ammo_shells;
2122 self.ammo_nails = spectatee.ammo_nails;
2123 self.ammo_rockets = spectatee.ammo_rockets;
2124 self.ammo_fuel = spectatee.ammo_fuel;
2125 self.clip_load = spectatee.clip_load;
2126 self.clip_size = spectatee.clip_size;
2127 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2128 self.health = spectatee.health;
2130 self.items = spectatee.items;
2131 self.last_pickup = spectatee.last_pickup;
2132 self.hit_time = spectatee.hit_time;
2133 self.metertime = spectatee.metertime;
2134 self.strength_finished = spectatee.strength_finished;
2135 self.invincible_finished = spectatee.invincible_finished;
2136 self.pressedkeys = spectatee.pressedkeys;
2137 WEPSET_COPY_EE(self, spectatee);
2138 self.switchweapon = spectatee.switchweapon;
2139 self.switchingweapon = spectatee.switchingweapon;
2140 self.weapon = spectatee.weapon;
2141 self.nex_charge = spectatee.nex_charge;
2142 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2143 self.hagar_load = spectatee.hagar_load;
2144 self.minelayer_mines = spectatee.minelayer_mines;
2145 self.punchangle = spectatee.punchangle;
2146 self.view_ofs = spectatee.view_ofs;
2147 self.velocity = spectatee.velocity;
2148 self.dmg_take = spectatee.dmg_take;
2149 self.dmg_save = spectatee.dmg_save;
2150 self.dmg_inflictor = spectatee.dmg_inflictor;
2151 self.v_angle = spectatee.v_angle;
2152 self.angles = spectatee.v_angle;
2153 self.stat_respawn_time = spectatee.stat_respawn_time;
2154 if(!self.BUTTON_USE)
2155 self.fixangle = TRUE;
2156 setorigin(self, spectatee.origin);
2157 setsize(self, spectatee.mins, spectatee.maxs);
2158 SetZoomState(spectatee.zoomstate);
2160 anticheat_spectatecopy(spectatee);
2161 self.hud = spectatee.hud;
2162 if(spectatee.vehicle)
2164 self.fixangle = FALSE;
2165 //self.velocity = spectatee.vehicle.velocity;
2166 self.vehicle_health = spectatee.vehicle_health;
2167 self.vehicle_shield = spectatee.vehicle_shield;
2168 self.vehicle_energy = spectatee.vehicle_energy;
2169 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2170 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2171 self.vehicle_reload1 = spectatee.vehicle_reload1;
2172 self.vehicle_reload2 = spectatee.vehicle_reload2;
2176 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2177 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2178 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2179 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2181 //WriteByte (MSG_ONE, SVC_SETVIEW);
2182 // WriteEntity(MSG_ONE, self);
2183 //makevectors(spectatee.v_angle);
2184 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2188 float SpectateUpdate() {
2192 if (self == self.enemy)
2195 if(self.enemy.classname != "player")
2198 SpectateCopy(self.enemy);
2204 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2205 entity CA_SpectateNext(entity start) {
2206 if (start.team == self.team) {
2211 // continue from current player
2212 while(other && other.team != self.team) {
2213 other = find(other, classname, "player");
2217 // restart from begining
2218 other = find(other, classname, "player");
2219 while(other && other.team != self.team) {
2220 other = find(other, classname, "player");
2227 float SpectateNext(entity _prefer) {
2232 other = find(self.enemy, classname, "player");
2234 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2235 // CA and ca players when spectating enemies is forbidden
2236 other = CA_SpectateNext(other);
2238 // other modes and ca spectators or spectating enemies is allowed
2240 other = find(other, classname, "player");
2246 if(self.enemy.classname == "player") {
2247 /*if(self.enemy.vehicle)
2251 WriteByte(MSG_ONE, SVC_SETVIEW);
2252 WriteEntity(MSG_ONE, self.enemy);
2253 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2255 self.movetype = MOVETYPE_NONE;
2256 accuracy_resend(self);
2261 WriteByte(MSG_ONE, SVC_SETVIEW);
2262 WriteEntity(MSG_ONE, self.enemy);
2263 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2264 self.movetype = MOVETYPE_NONE;
2265 accuracy_resend(self);
2267 if(!SpectateUpdate())
2268 PutObserverInServer();
2278 ShowRespawnCountdown()
2280 Update a respawn countdown display.
2283 void ShowRespawnCountdown()
2286 if(self.deadflag == DEAD_NO) // just respawned?
2290 number = ceil(self.respawn_time - time);
2293 if(number <= self.respawn_countdown)
2295 self.respawn_countdown = number - 1;
2296 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
2297 AnnounceTo(self, strcat(ftos(number), ""));
2302 .float prevent_join_msgtime;
2303 void LeaveSpectatorMode()
2305 if(nJoinAllowed(self)) {
2306 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2307 self.classname = "player";
2309 if(autocvar_g_campaign || autocvar_g_balance_teams)
2310 JoinBestTeam(self, FALSE, TRUE);
2312 if(autocvar_g_campaign)
2313 campaign_bots_may_start = 1;
2315 PutClientInServer();
2317 if(self.classname == "player")
2318 bprint ("^4", self.netname, "^4 is playing now\n");
2320 if(!autocvar_g_campaign)
2321 if (time < self.jointime + autocvar_welcome_message_time)
2322 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2324 if (self.prevent_join_msgtime)
2326 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2327 self.prevent_join_msgtime = 0;
2332 if (g_ca && self.caplayer) {
2335 stuffcmd(self,"menu_showteamselect\n");
2340 //player may not join because of g_maxplayers is set
2341 if (time - self.prevent_join_msgtime > 2)
2343 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2344 self.prevent_join_msgtime = time;
2350 * Determines whether the player is allowed to join. This depends on cvar
2351 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2352 * it checks whether the number of currently playing players exceeds g_maxplayers.
2353 * @return int number of free slots for players, 0 if none
2355 float nJoinAllowed(entity ignore) {
2357 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2358 // so report 0 free slots if restricted
2360 if(autocvar_g_forced_team_otherwise == "spectate")
2362 if(autocvar_g_forced_team_otherwise == "spectator")
2366 if(self.team_forced < 0)
2367 return 0; // forced spectators can never join
2369 // TODO simplify this
2371 float totalClients = 0;
2376 if (!autocvar_g_maxplayers)
2377 return maxclients - totalClients;
2379 float currentlyPlaying = 0;
2380 FOR_EACH_REALPLAYER(e)
2381 currentlyPlaying += 1;
2383 if(currentlyPlaying < autocvar_g_maxplayers)
2384 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2390 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2391 * g_maxplayers_spectator_blocktime seconds
2393 void checkSpectatorBlock() {
2394 if(self.classname == "spectator" || self.classname == "observer") {
2395 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2396 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2402 .float motd_actived_time; // used for both motd and campaign_message
2403 void PrintWelcomeMessage()
2405 if (self.motd_actived_time == 0) { // is there already a message showing?
2406 if (autocvar_g_campaign) {
2407 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2408 self.motd_actived_time = time;
2409 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2412 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2413 self.motd_actived_time = time;
2414 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2417 } else { // showing MOTD or campaign message
2418 if (autocvar_g_campaign) {
2419 if (self.BUTTON_INFO)
2420 self.motd_actived_time = time;
2421 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2422 self.motd_actived_time = 0;
2423 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2426 if ((time - self.jointime) > autocvar_welcome_message_time) {
2427 if (self.BUTTON_INFO)
2428 self.motd_actived_time = time;
2429 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2430 self.motd_actived_time = 0;
2431 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2438 void ObserverThink()
2440 float prefered_movetype;
2441 if (self.flags & FL_JUMPRELEASED) {
2442 if (self.BUTTON_JUMP && !self.version_mismatch) {
2443 self.flags &~= FL_JUMPRELEASED;
2444 self.flags |= FL_SPAWNING;
2445 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2446 self.flags &~= FL_JUMPRELEASED;
2447 if(SpectateNext(world) == 1) {
2448 self.classname = "spectator";
2451 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2452 if (self.movetype != prefered_movetype)
2453 self.movetype = prefered_movetype;
2456 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2457 self.flags |= FL_JUMPRELEASED;
2458 if(self.flags & FL_SPAWNING)
2460 self.flags &~= FL_SPAWNING;
2461 LeaveSpectatorMode();
2467 PrintWelcomeMessage();
2470 void SpectatorThink()
2472 if (self.flags & FL_JUMPRELEASED) {
2473 if (self.BUTTON_JUMP && !self.version_mismatch) {
2474 self.flags &~= FL_JUMPRELEASED;
2475 self.flags |= FL_SPAWNING;
2476 } else if(self.BUTTON_ATCK) {
2477 self.flags &~= FL_JUMPRELEASED;
2478 if(SpectateNext(world) == 1) {
2479 self.classname = "spectator";
2481 self.classname = "observer";
2482 PutClientInServer();
2484 } else if (self.BUTTON_ATCK2) {
2485 self.flags &~= FL_JUMPRELEASED;
2486 self.classname = "observer";
2487 PutClientInServer();
2489 if(!SpectateUpdate())
2490 PutObserverInServer();
2493 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2494 self.flags |= FL_JUMPRELEASED;
2495 if(self.flags & FL_SPAWNING)
2497 self.flags &~= FL_SPAWNING;
2498 LeaveSpectatorMode();
2502 if(!SpectateUpdate())
2503 PutObserverInServer();
2506 PrintWelcomeMessage();
2507 self.flags |= FL_CLIENT | FL_NOTARGET;
2512 if(self.classname != "player")
2517 vehicles_exit(VHEF_NORMAL);
2521 // a use key was pressed; call handlers
2522 MUTATOR_CALLHOOK(PlayerUseKey);
2525 .float touchexplode_time;
2531 Called every frame for each client before the physics are run
2534 .float usekeypressed;
2535 void() nexball_setstatus;
2537 void PlayerPreThink (void)
2539 WarpZone_PlayerPhysics_FixVAngle();
2541 self.stat_game_starttime = game_starttime;
2542 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2543 self.stat_leadlimit = autocvar_leadlimit;
2545 if(g_arena || (g_ca && !allowed_to_spawn))
2546 self.stat_respawn_time = 0;
2548 self.stat_respawn_time = self.respawn_time;
2552 // physics frames: update anticheat stuff
2553 anticheat_prethink();
2556 if(blockSpectators && frametime)
2557 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2558 checkSpectatorBlock();
2562 if(self.netname_previous != self.netname)
2564 if(autocvar_sv_eventlog)
2565 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2566 if(self.netname_previous)
2567 strunzone(self.netname_previous);
2568 self.netname_previous = strzone(self.netname);
2572 if(self.version_nagtime)
2573 if(self.cvar_g_xonoticversion)
2574 if(time > self.version_nagtime)
2576 // don't notify git users
2577 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2579 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2581 // notify release users if connecting to git
2582 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");
2583 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2588 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2591 // give users new version
2592 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");
2593 sprint(self, strcat("\{1}^1NOTE: ^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"));
2597 // notify users about old server version
2598 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");
2599 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2603 self.version_nagtime = 0;
2607 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2609 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2610 self.max_armorvalue = 0;
2614 if (TetrisPreFrame())
2618 MUTATOR_CALLHOOK(PlayerPreThink);
2620 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2622 if(self.BUTTON_USE && !self.usekeypressed)
2624 self.usekeypressed = self.BUTTON_USE;
2627 PrintWelcomeMessage();
2629 if(self.classname == "player") {
2630 // if(self.netname == "Wazat")
2631 // bprint(self.classname, "\n");
2633 CheckRules_Player();
2635 if (intermission_running)
2637 IntermissionThink (); // otherwise a button could be missed between
2638 return; // the think tics
2641 //don't allow the player to turn around while game is paused!
2642 if(timeout_status == TIMEOUT_ACTIVE) {
2643 // FIXME turn this into CSQC stuff
2644 self.v_angle = self.lastV_angle;
2645 self.angles = self.lastV_angle;
2646 self.fixangle = TRUE;
2651 #ifndef NO_LEGACY_NETWORKING
2652 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2655 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2657 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);
2658 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);
2659 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);
2661 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2663 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);
2664 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);
2665 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);
2669 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2675 minstagib_ammocheck();
2677 if (self.deadflag != DEAD_NO)
2679 float button_pressed, force_respawn;
2680 if(self.personal && g_race_qualifying)
2682 if(time > self.respawn_time)
2684 self.respawn_time = time + 1; // only retry once a second
2693 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2694 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2695 if (self.deadflag == DEAD_DYING)
2698 self.deadflag = DEAD_RESPAWNING;
2699 else if(!button_pressed)
2700 self.deadflag = DEAD_DEAD;
2702 else if (self.deadflag == DEAD_DEAD)
2705 self.deadflag = DEAD_RESPAWNABLE;
2707 else if (self.deadflag == DEAD_RESPAWNABLE)
2710 self.deadflag = DEAD_RESPAWNING;
2712 else if (self.deadflag == DEAD_RESPAWNING)
2714 if(time > self.respawn_time)
2716 self.respawn_time = time + 1; // only retry once a second
2720 ShowRespawnCountdown();
2723 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2724 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2725 self.stat_respawn_time *= -1;
2729 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2730 // so (self.deadflag == DEAD_NO) is always true in the code below
2733 if(time > self.touchexplode_time)
2734 if(self.classname == "player")
2735 if(self.deadflag == DEAD_NO)
2736 if not(IS_INDEPENDENT_PLAYER(self))
2737 FOR_EACH_PLAYER(other) if(self != other)
2739 if(time > other.touchexplode_time)
2740 if(other.deadflag == DEAD_NO)
2741 if not(IS_INDEPENDENT_PLAYER(other))
2742 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2744 PlayerTouchExplode(self, other);
2745 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2749 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2753 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2754 dist = self.prevorigin - self.origin;
2756 self.lms_traveled_distance += fabs(vlen(dist));
2758 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2760 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2761 self.lms_traveled_distance = 0;
2764 if(time > self.lms_nextcheck)
2766 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2767 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2769 centerprint(self, autocvar_g_lms_campcheck_message);
2770 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2771 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2772 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');
2774 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2775 self.lms_traveled_distance = 0;
2779 self.prevorigin = self.origin;
2782 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x && !self.freezetag_frozen) // prevent crouching if using melee attack
2787 self.view_ofs = PL_CROUCH_VIEW_OFS;
2788 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2789 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2796 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2797 if (!trace_startsolid)
2799 self.crouch = FALSE;
2800 self.view_ofs = PL_VIEW_OFS;
2801 setsize (self, PL_MIN, PL_MAX);
2806 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2808 if(self.bloodloss_timer < time)
2810 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2811 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2817 GrapplingHookFrame();
2819 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2822 self.items &~= self.items_added;
2826 self.items_added = 0;
2827 if(self.items & IT_JETPACK)
2828 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2829 self.items_added |= IT_FUEL;
2831 self.items |= self.items_added;
2836 // rot nex charge to the charge limit
2837 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2838 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2844 nexball_setstatus();
2847 secrets_setstatus();
2849 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2851 //self.angles_y=self.v_angle_y + 90; // temp
2852 } else if(gameover) {
2853 if (intermission_running)
2854 IntermissionThink (); // otherwise a button could be missed between
2856 } else if(self.classname == "observer") {
2858 } else if(self.classname == "spectator") {
2863 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));
2865 float oldspectatee_status;
2866 oldspectatee_status = self.spectatee_status;
2867 if(self.classname == "spectator")
2868 self.spectatee_status = num_for_edict(self.enemy);
2869 else if(self.classname == "observer")
2870 self.spectatee_status = num_for_edict(self);
2872 self.spectatee_status = 0;
2873 if(self.spectatee_status != oldspectatee_status)
2875 ClientData_Touch(self);
2877 race_InitSpectator();
2880 if(self.teamkill_soundtime)
2881 if(time > self.teamkill_soundtime)
2883 self.teamkill_soundtime = 0;
2885 entity oldpusher, oldself;
2887 oldself = self; self = self.teamkill_soundsource;
2888 oldpusher = self.pusher; self.pusher = oldself;
2890 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2892 self.pusher = oldpusher;
2896 if(self.taunt_soundtime)
2897 if(time > self.taunt_soundtime)
2899 self.taunt_soundtime = 0;
2900 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2903 target_voicescript_next(self);
2905 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2907 self.clip_load = self.clip_size = 0;
2910 float isInvisibleString(string s)
2913 s = strdecolorize(s);
2914 for((i = 0), (n = strlen(s)); i < n; ++i)
2922 case 192: // charmap space
2923 if (!autocvar_utf8_enable)
2926 case 160: // space in unicode fonts
2927 case 0xE000 + 192: // utf8 charmap space
2928 if (autocvar_utf8_enable)
2941 Called every frame for each client after the physics are run
2944 .float idlekick_lasttimeleft;
2945 .entity showheadshotbbox;
2946 void showheadshotbbox_think()
2948 if(self.owner.showheadshotbbox != self)
2953 self.nextthink = time;
2954 setorigin(self, self.owner.origin);
2955 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2957 void PlayerPostThink (void)
2959 // Savage: Check for nameless players
2960 if (isInvisibleString(self.netname)) {
2961 self.netname = "Player";
2962 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2965 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2967 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2969 if(self.idlekick_lasttimeleft)
2971 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2972 self.idlekick_lasttimeleft = 0;
2978 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2979 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2981 if(!self.idlekick_lasttimeleft)
2982 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2986 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2987 AnnounceTo(self, "terminated");
2991 else if(timeleft <= 10)
2993 if(timeleft != self.idlekick_lasttimeleft)
2994 AnnounceTo(self, ftos(timeleft));
2995 self.idlekick_lasttimeleft = timeleft;
3001 if(self.impulse == 100)
3003 if (!TetrisPostFrame())
3009 //CheckPlayerJump();
3011 if(self.classname == "player") {
3012 CheckRules_Player();
3016 if (intermission_running)
3017 return; // intermission or finale
3027 for(i = 0; i < 1000; ++i)
3030 end = self.origin + '0 0 1024' + 512 * randomvec();
3031 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3032 if(trace_fraction < 1)
3033 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3035 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3041 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3043 if(self.waypointsprite_attachedforcarrier)
3044 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3046 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3048 if(!self.showheadshotbbox)
3050 self.showheadshotbbox = spawn();
3051 self.showheadshotbbox.classname = "headshotbbox";
3052 self.showheadshotbbox.owner = self;
3053 self.showheadshotbbox.think = showheadshotbbox_think;
3054 self.showheadshotbbox.nextthink = time;
3055 self = self.showheadshotbbox;
3062 if(self.showheadshotbbox)
3063 if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3064 remove(self.showheadshotbbox);
3069 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3071 if not(self.stored_netname)
3072 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3073 if(self.stored_netname != self.netname)
3075 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3076 strunzone(self.stored_netname);
3077 self.stored_netname = strzone(self.netname);
3083 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3086 CSQCMODEL_AUTOUPDATE();