1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(0, SVC_TEMPENTITY);
6 WriteByte(0, TE_CSQC_TEAMNAGGER);
9 void send_CSQC_cr_maxbullets(entity e) {
11 WriteByte(MSG_ONE, SVC_TEMPENTITY);
12 WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
13 WriteByte(MSG_ONE, cvar("g_balance_campingrifle_magazinecapacity"));
16 void Announce(string snd) {
17 WriteByte(MSG_ALL, SVC_TEMPENTITY);
18 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
19 WriteString(MSG_ALL, snd);
22 void AnnounceTo(entity e, string snd) {
23 if (clienttype(e) == CLIENTTYPE_REAL)
26 WriteByte(MSG_ONE, SVC_TEMPENTITY);
27 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
28 WriteString(MSG_ONE, snd);
32 float ClientData_Send(entity to, float sf)
43 if(to.classname == "spectator")
49 sf |= 1; // forced scoreboard
50 if(to.spectatee_status)
51 sf |= 2; // spectator ent number follows
54 if(e.porto_v_angle_held)
55 sf |= 8; // angles held
57 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
58 WriteByte(MSG_ENTITY, sf);
61 WriteByte(MSG_ENTITY, to.spectatee_status);
65 WriteAngle(MSG_ENTITY, e.v_angle_x);
66 WriteAngle(MSG_ENTITY, e.v_angle_y);
72 void ClientData_Attach()
74 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
75 self.clientdata.drawonlytoclient = self;
76 self.clientdata.owner = self;
79 void ClientData_Detach()
81 remove(self.clientdata);
82 self.clientdata = world;
85 void ClientData_Touch(entity e)
87 e.clientdata.SendFlags = 1;
89 // make it spectatable
91 FOR_EACH_REALCLIENT(e2)
94 if(e2.classname == "spectator")
96 e2.clientdata.SendFlags = 1;
101 .vector spawnpoint_score;
102 .string netname_previous;
104 void spawnfunc_info_player_survivor (void)
106 spawnfunc_info_player_deathmatch();
109 void spawnfunc_info_player_start (void)
111 spawnfunc_info_player_deathmatch();
114 void spawnfunc_info_player_deathmatch (void)
116 self.classname = "info_player_deathmatch";
117 relocate_spawnpoint();
120 void spawnpoint_use()
123 if(have_team_spawns > 0)
125 self.team = activator.team;
126 some_spawn_has_been_used = 1;
131 // _x: prio (-1 if unusable)
133 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
135 float shortest, thisdist;
141 // filter out spots for the wrong team
143 if(spot.team != teamcheck)
147 if(spot.target == "")
150 if(clienttype(self) == CLIENTTYPE_REAL)
152 if(spot.restriction == 1)
157 if(spot.restriction == 2)
161 // filter out spots for assault
162 if(spot.target != "") {
165 ent = find(world, targetname, spot.target);
168 if(ent.classname == "target_objective")
171 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
175 else if(ent.classname == "trigger_race_checkpoint")
178 if(!anypoint) // spectators may spawn everywhere
181 if(g_race_qualifying)
184 if(ent.race_checkpoint != 0)
186 if(spot.race_place != race_lowest_place_spawn)
191 if(ent.race_checkpoint != self.race_respawn_checkpoint)
193 // try reusing the previous spawn
194 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
196 if(ent.race_checkpoint == 0)
199 pl = self.race_place;
200 if(pl > race_highest_place_spawn)
202 if(pl == 0 && !self.race_started)
203 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
204 if(spot.race_place != pl)
211 ent = find(ent, targetname, spot.target);
219 shortest = vlen(world.maxs - world.mins);
220 for(player = playerlist; player; player = player.chain)
223 thisdist = vlen(player.origin - spot.origin);
224 if (thisdist < shortest)
227 return prio * '1 0 0' + shortest * '0 1 0';
232 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
234 local entity spot, spotlist, spotlistend;
235 spawn_allgood = TRUE;
241 for(spot = firstspot; spot; spot = spot.chain)
243 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
245 if(cvar("spawn_debugview"))
247 setmodel(spot, "models/runematch/rune.mdl");
248 if(spot.spawnpoint_score_y < mindist)
250 spot.colormod = '1 0 0';
255 spot.colormod = '0 1 0';
256 spot.scale = spot.spawnpoint_score_y / mindist;
260 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
262 if(spot.spawnpoint_score_y < mindist)
264 // too short distance
265 spawn_allgood = FALSE;
270 spawn_allbad = FALSE;
273 spotlistend.chain = spot;
280 if(spot.team != teamcheck)
281 error("invalid spawn added");
283 print("added ", etos(spot), "\n");
289 spotlistend.chain = world;
294 for(e = spotlist; e; e = e.chain)
296 print("seen ", etos(e), "\n");
297 if(e.team != teamcheck)
298 error("invalid spawn found");
305 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
307 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
308 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
311 RandomSelection_Init();
312 for(spot = firstspot; spot; spot = spot.chain)
313 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);
315 return RandomSelection_chosen_ent;
322 Finds a point to respawn
325 entity SelectSpawnPoint (float anypoint)
327 local float teamcheck;
328 local entity firstspot_new;
329 local entity spot, firstspot, playerlist;
331 spot = find (world, classname, "testplayerstart");
337 if(!anypoint && have_team_spawns > 0)
338 teamcheck = self.team;
340 // get the list of players
341 playerlist = findchain(classname, "player");
342 // get the entire list of spots
343 firstspot = findchain(classname, "info_player_deathmatch");
344 // filter out the bad ones
345 // (note this returns the original list if none survived)
348 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
352 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
354 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
355 firstspot = firstspot_new;
357 // there is 50/50 chance of choosing a random spot or the furthest spot
358 // (this means that roughly every other spawn will be furthest, so you
359 // usually won't get fragged at spawn twice in a row)
360 if (arena_roundbased && !g_ca)
362 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
364 firstspot = firstspot_new;
365 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
367 else if (random() > cvar("g_spawn_furthest"))
368 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
370 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
373 if(cvar("spawn_debugview"))
375 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
379 for(e = firstspot; e; e = e.chain)
380 if(e.team != teamcheck)
381 error("invalid spawn found");
386 if(cvar("spawn_debug"))
390 if(some_spawn_has_been_used)
391 return world; // team can't spawn any more, because of actions of other team
393 error("Cannot find a spawn point - please fix the map!");
404 Checks if the argument string can be a valid playermodel.
405 Returns a valid one in doubt.
408 string FallbackPlayerModel;
409 string CheckPlayerModel(string plyermodel) {
410 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
412 // note: we cannot summon Don Strunzone here, some player may
413 // still have the model string set. In case anyone manages how
414 // to change a cvar default, we'll have a small leak here.
415 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
417 if(strlen(plyermodel) < 4)
418 return FallbackPlayerModel;
419 if( substring(plyermodel,0,14) != "models/player/")
420 return FallbackPlayerModel;
421 else if(cvar("sv_servermodelsonly"))
423 if(substring(plyermodel,-4,4) != ".zym")
424 if(substring(plyermodel,-4,4) != ".dpm")
425 if(substring(plyermodel,-4,4) != ".iqm")
426 if(substring(plyermodel,-4,4) != ".md3")
427 if(substring(plyermodel,-4,4) != ".psk")
428 return FallbackPlayerModel;
429 // forbid the LOD models
430 if(substring(plyermodel, -9,5) == "_lod1")
431 return FallbackPlayerModel;
432 if(substring(plyermodel, -9,5) == "_lod2")
433 return FallbackPlayerModel;
434 if(plyermodel != strtolower(plyermodel))
435 return FallbackPlayerModel;
436 if(!fexists(plyermodel))
437 return FallbackPlayerModel;
444 Client_customizeentityforclient
449 void Client_uncustomizeentityforclient()
451 if(self.modelindex == 0) // no need to uncustomize then
453 self.modelindex = self.modelindex_lod0;
454 self.skin = self.skinindex;
457 float Client_customizeentityforclient()
461 if(self.modelindex == 0)
468 t0 = gettime(GETTIME_HIRES); // reference
473 #ifdef ALLOW_FORCEMODELS
474 if(other.cvar_cl_forceplayermodelsfromxonotic)
475 if not(self.modelindex_lod0_from_xonotic)
477 if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
481 self.skin = modelsource.skinindex;
484 if(modelsource == self)
485 self.skin = modelsource.skinindex;
487 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
491 // other: the player viewing me
495 if(other.cvar_cl_playerdetailreduction <= 0)
497 if(other.cvar_cl_playerdetailreduction <= -2)
498 self.modelindex = modelsource.modelindex_lod2;
499 else if(other.cvar_cl_playerdetailreduction <= -1)
500 self.modelindex = modelsource.modelindex_lod1;
502 self.modelindex = modelsource.modelindex_lod0;
506 distance = vlen(self.origin - other.origin);
507 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
508 if(f > sv_loddistance2)
509 self.modelindex = modelsource.modelindex_lod2;
510 else if(f > sv_loddistance1)
511 self.modelindex = modelsource.modelindex_lod1;
513 self.modelindex = modelsource.modelindex_lod0;
518 t1 = gettime(GETTIME_HIRES); // reference
519 client_cefc_accumulator += (t1 - t0);
525 void setmodel_lod(entity e, string modelname)
531 // FIXME: this only supports 3-letter extensions
532 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
535 setmodel(e, s); // players have high precision
536 self.modelindex_lod1 = self.modelindex;
539 self.modelindex_lod1 = -1;
541 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
544 setmodel(e, s); // players have high precision
545 self.modelindex_lod2 = self.modelindex;
548 self.modelindex_lod2 = -1;
550 precache_model(modelname);
551 setmodel(e, modelname); // players have high precision
552 self.modelindex_lod0 = self.modelindex;
554 if(self.modelindex_lod1 < 0)
555 self.modelindex_lod1 = self.modelindex;
557 if(self.modelindex_lod2 < 0)
558 self.modelindex_lod2 = self.modelindex;
562 precache_model(modelname);
563 setmodel(e, modelname); // players have high precision
564 self.modelindex_lod0 = self.modelindex;
565 // save it for possible player model forcing
568 s = whichpack(self.model);
569 self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
571 player_setupanimsformodel();
572 UpdatePlayerSounds();
579 putting a client as observer in the server
582 void FixPlayermodel();
583 void PutObserverInServer (void)
587 race_PreSpawnObserver();
589 spot = SelectSpawnPoint (TRUE);
591 error("No spawnpoints for observers?!?\n");
592 RemoveGrapplingHook(self); // Wazat's Grappling Hook
594 if(clienttype(self) == CLIENTTYPE_REAL)
597 WriteByte(MSG_ONE, SVC_SETVIEW);
598 WriteEntity(MSG_ONE, self);
603 Portal_ClearAll(self);
606 DropFlag(self.flagcarried, world, world);
609 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
611 WaypointSprite_PlayerDead();
613 if not(g_ca) // don't reset teams when moving a ca player to the spectators
614 self.team = -1; // move this as it is needed to log the player spectating in eventlog
616 if(self.killcount != -666) {
618 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
619 bprint ("^4", self.netname, "^4 has no more lives left\n");
621 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
623 bprint ("^4", self.netname, "^4 is spectating now\n");
625 if(self.just_joined == FALSE) {
626 LogTeamchange(self.playerid, -1, 4);
628 self.just_joined = FALSE;
631 PlayerScore_Clear(self); // clear scores when needed
633 self.spectatortime = time;
635 self.classname = "observer";
636 self.iscreature = FALSE;
638 self.takedamage = DAMAGE_NO;
639 self.solid = SOLID_NOT;
640 self.movetype = MOVETYPE_NOCLIP;
641 self.flags = FL_CLIENT | FL_NOTARGET;
642 self.armorvalue = 666;
644 self.armorvalue = cvar("g_balance_armor_start");
645 self.pauserotarmor_finished = 0;
646 self.pauserothealth_finished = 0;
647 self.pauseregen_finished = 0;
648 self.damageforcescale = 0;
655 self.pain_finished = 0;
656 self.strength_finished = 0;
657 self.invincible_finished = 0;
659 self.think = SUB_Null;
663 self.deadflag = DEAD_NO;
664 self.angles = spot.angles;
666 self.fixangle = TRUE;
669 self.view_ofs = PL_VIEW_OFS;
670 setorigin (self, spot.origin);
671 setsize (self, '0 0 0', '0 0 0');
672 self.prevorigin = self.origin;
680 self.weaponmodel = "";
681 self.weaponentity = world;
682 self.exteriorweaponentity = world;
683 self.killcount = -666;
684 self.velocity = '0 0 0';
685 self.avelocity = '0 0 0';
686 self.punchangle = '0 0 0';
687 self.punchvector = '0 0 0';
688 self.oldvelocity = self.velocity;
689 self.fire_endtime = -1;
692 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
696 if(self.version_mismatch)
698 Spawnqueue_Unmark(self);
699 Spawnqueue_Remove(self);
703 Spawnqueue_Insert(self);
708 // Only if the player cannot play at all
709 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
710 self.frags = FRAGS_SPECTATOR;
712 self.frags = FRAGS_LMS_LOSER;
715 self.frags = FRAGS_SPECTATOR;
717 MUTATOR_CALLHOOK(MakePlayerObserver);
720 float RestrictSkin(float s)
729 void FixPlayermodel()
731 local string defaultmodel;
732 local float defaultskin, chmdl, oldskin;
737 if(cvar("sv_defaultcharacter") == 1) {
743 s = Team_ColorNameLowerCase(self.team);
746 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
747 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
751 if(defaultmodel == "")
753 defaultmodel = cvar_string("sv_defaultplayermodel");
754 defaultskin = cvar("sv_defaultplayerskin");
758 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
761 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
762 self.model = ""; // force the != checks to return true
765 if(defaultmodel != "")
767 if (defaultmodel != self.model)
771 setmodel_lod (self, defaultmodel);
772 setsize (self, m1, m2);
776 oldskin = self.skinindex;
777 self.skinindex = defaultskin;
779 if (self.playermodel != self.model || self.playermodel == "")
781 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
784 setmodel_lod (self, self.playermodel);
785 setsize (self, m1, m2);
789 oldskin = self.skinindex;
790 self.skinindex = RestrictSkin(stof(self.playerskin));
793 if(chmdl || oldskin != self.skinindex)
794 self.species = player_getspecies(); // model or skin has changed
797 if(strlen(cvar_string("sv_defaultplayercolors")))
798 if(self.clientcolors != cvar("sv_defaultplayercolors"))
799 setcolor(self, cvar("sv_defaultplayercolors"));
802 void PlayerTouchExplode(entity p1, entity p2)
805 org = (p1.origin + p2.origin) * 0.5;
806 org_z += (p1.mins_z + p2.mins_z) * 0.5;
813 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
821 Called when a client spawns in the server
824 //void() ctf_playerchanged;
825 void PutClientInServer (void)
827 if(clienttype(self) == CLIENTTYPE_BOT)
829 self.classname = "player";
831 else if(clienttype(self) == CLIENTTYPE_REAL)
834 WriteByte(MSG_ONE, SVC_SETVIEW);
835 WriteEntity(MSG_ONE, self);
838 // player is dead and becomes observer
839 // FIXME fix LMS scoring for new system
842 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
843 self.classname = "observer";
846 if(g_arena || (g_ca && !allowed_to_spawn))
848 self.classname = "observer";
851 self.classname = "observer";
853 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
854 entity spot, oldself;
858 JoinBestTeam(self, FALSE, TRUE);
862 spot = SelectSpawnPoint (FALSE);
865 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
866 return; // spawn failed
869 RemoveGrapplingHook(self); // Wazat's Grappling Hook
871 self.classname = "player";
872 self.wasplayer = TRUE;
873 self.iscreature = TRUE;
874 self.movetype = MOVETYPE_WALK;
875 self.solid = SOLID_SLIDEBOX;
876 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
877 if(cvar("g_playerclip_collisions"))
878 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
879 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
880 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
881 self.frags = FRAGS_PLAYER;
882 if(independent_players)
883 MAKE_INDEPENDENT_PLAYER(self);
884 self.flags = FL_CLIENT;
885 self.takedamage = DAMAGE_AIM;
887 self.effects = EF_FULLBRIGHT;
890 self.air_finished = time + 12;
892 if(cvar("g_balance_nex_charge"))
893 self.nex_charge = cvar("g_balance_nex_charge_start");
897 self.ammo_shells = warmup_start_ammo_shells;
898 self.ammo_nails = warmup_start_ammo_nails;
899 self.ammo_rockets = warmup_start_ammo_rockets;
900 self.ammo_cells = warmup_start_ammo_cells;
901 self.ammo_fuel = warmup_start_ammo_fuel;
902 self.health = warmup_start_health;
903 self.armorvalue = warmup_start_armorvalue;
904 self.weapons = warmup_start_weapons;
908 self.ammo_shells = start_ammo_shells;
909 self.ammo_nails = start_ammo_nails;
910 self.ammo_rockets = start_ammo_rockets;
911 self.ammo_cells = start_ammo_cells;
912 self.ammo_fuel = start_ammo_fuel;
913 self.health = start_health;
914 self.armorvalue = start_armorvalue;
915 self.weapons = start_weapons;
918 if(g_weaponarena_random)
920 if(g_weaponarena_random_with_laser)
921 self.weapons &~= WEPBIT_LASER;
922 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
923 if(g_weaponarena_random_with_laser)
924 self.weapons |= WEPBIT_LASER;
927 self.items = start_items;
928 self.jump_interval = time;
930 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
931 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
932 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
933 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
934 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
935 //extend the pause of rotting if client was reset at the beginning of the countdown
936 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
937 self.spawnshieldtime += game_starttime - time;
938 self.pauserotarmor_finished += game_starttime - time;
939 self.pauserothealth_finished += game_starttime - time;
940 self.pauseregen_finished += game_starttime - time;
942 self.damageforcescale = 2;
949 self.pain_finished = 0;
950 self.strength_finished = 0;
951 self.invincible_finished = 0;
953 // players have no think function
954 self.think = SUB_Null;
958 self.ballistics_density = cvar("g_ballistics_density_player");
964 self.deadflag = DEAD_NO;
966 self.angles = spot.angles;
968 self.angles_z = 0; // never spawn tilted even if the spot says to
969 self.fixangle = TRUE; // turn this way immediately
970 self.velocity = '0 0 0';
971 self.avelocity = '0 0 0';
972 self.punchangle = '0 0 0';
973 self.punchvector = '0 0 0';
974 self.oldvelocity = self.velocity;
975 self.fire_endtime = -1;
978 WRITESPECTATABLE_MSG_ONE({
979 WriteByte(MSG_ONE, SVC_TEMPENTITY);
980 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
984 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
990 self.view_ofs = PL_VIEW_OFS;
991 setsize (self, PL_MIN, PL_MAX);
992 self.spawnorigin = spot.origin;
993 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
994 // don't reset back to last position, even if new position is stuck in solid
995 self.oldorigin = self.origin;
996 self.prevorigin = self.origin;
997 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1001 Spawnqueue_Remove(self);
1002 Spawnqueue_Mark(self);
1008 self.event_damage = PlayerDamage;
1010 self.bot_attack = TRUE;
1012 self.statdraintime = time + 5;
1013 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1015 if(self.killcount == -666) {
1016 PlayerScore_Clear(self);
1020 self.cnt = WEP_LASER;
1022 CL_SpawnWeaponentity();
1023 self.alpha = default_player_alpha;
1024 self.colormod = '1 1 1' * cvar("g_player_brightness");
1025 self.exteriorweaponentity.alpha = default_weapon_alpha;
1027 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1028 self.lms_traveled_distance = 0;
1029 self.speedrunning = FALSE;
1031 race_PostSpawn(spot);
1033 if(cvar("spawn_debug"))
1035 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
1036 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
1039 //stuffcmd(self, "chase_active 0");
1040 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1042 if (cvar("g_spawnsound"))
1043 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1046 if(self.team == assault_attacker_team)
1047 centerprint(self, "You are attacking!");
1049 centerprint(self, "You are defending!");
1052 target_voicescript_clear(self);
1054 // reset fields the weapons may use
1055 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1056 weapon_action(j, WR_RESETPLAYER);
1060 activator = oldself;
1065 MUTATOR_CALLHOOK(PlayerSpawn);
1067 self.switchweapon = w_getbestweapon(self);
1068 self.cnt = self.switchweapon;
1070 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1071 PutObserverInServer ();
1075 // ctf_playerchanged();
1078 .float ebouncefactor, ebouncestop; // electro's values
1079 // TODO do we need all these fields, or should we stop autodetecting runtime
1080 // changes and just have a console command to update this?
1081 float ClientInit_SendEntity(entity to, float sf)
1083 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1084 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1085 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1086 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1087 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1088 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1089 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1090 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1091 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1092 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1093 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1094 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1095 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1096 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1097 if(sv_foginterval && world.fog != "")
1098 WriteString(MSG_ENTITY, world.fog);
1100 WriteString(MSG_ENTITY, "");
1101 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1102 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1103 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1104 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1105 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1106 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1107 WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not
1108 WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not
1109 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1113 void ClientInit_CheckUpdate()
1115 self.nextthink = time;
1116 if(self.count != cvar("g_balance_armor_blockpercent"))
1118 self.count = cvar("g_balance_armor_blockpercent");
1119 self.SendFlags |= 1;
1121 if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1123 self.cnt = cvar("g_balance_weaponswitchdelay");
1124 self.SendFlags |= 1;
1126 if(self.bouncefactor != cvar("g_balance_grenadelauncher_bouncefactor"))
1128 self.bouncefactor = cvar("g_balance_grenadelauncher_bouncefactor");
1129 self.SendFlags |= 1;
1131 if(self.bouncestop != cvar("g_balance_grenadelauncher_bouncestop"))
1133 self.bouncestop = cvar("g_balance_grenadelauncher_bouncestop");
1134 self.SendFlags |= 1;
1136 if(self.ebouncefactor != cvar("g_balance_electro_bouncefactor"))
1138 self.ebouncefactor = cvar("g_balance_electro_bouncefactor");
1139 self.SendFlags |= 1;
1141 if(self.ebouncestop != cvar("g_balance_electro_bouncestop"))
1143 self.ebouncestop = cvar("g_balance_electro_bouncestop");
1144 self.SendFlags |= 1;
1148 void ClientInit_Spawn()
1153 e.classname = "clientinit";
1154 e.think = ClientInit_CheckUpdate;
1155 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1159 ClientInit_CheckUpdate();
1168 void SetNewParms (void)
1170 // initialize parms for a new player
1171 parm1 = -(86400 * 366);
1179 void SetChangeParms (void)
1181 // save parms for level change
1182 parm1 = self.parm_idlesince - time;
1190 void DecodeLevelParms (void)
1193 self.parm_idlesince = parm1;
1194 if(self.parm_idlesince == -(86400 * 366))
1195 self.parm_idlesince = time;
1197 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1198 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1205 Called when a client types 'kill' in the console
1209 void ClientKill_Now_TeamChange()
1211 if(self.killindicator_teamchange == -1)
1214 JoinBestTeam( self, FALSE, FALSE );
1217 SV_ChangeTeam(self.killindicator_teamchange - 1);
1220 void ClientKill_Now()
1222 if(self.killindicator_teamchange)
1223 ClientKill_Now_TeamChange();
1226 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1228 if(self.killindicator)
1230 dprint("Cleaned up after a leaked kill indicator.\n");
1231 remove(self.killindicator);
1232 self.killindicator = world;
1235 void KillIndicator_Think()
1237 if (!self.owner.modelindex)
1239 self.owner.killindicator = world;
1247 ClientKill_Now(); // no oldself needed
1253 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1254 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1257 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1258 if(self.owner.killindicator_teamchange)
1260 if(self.owner.killindicator_teamchange == -1)
1261 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1263 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1266 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1268 self.nextthink = time + 1;
1273 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1277 killtime = cvar("g_balance_kill_delay");
1279 if(g_race_qualifying)
1282 self.killindicator_teamchange = targetteam;
1284 if(!self.killindicator)
1286 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1292 self.killindicator = spawn();
1293 self.killindicator.owner = self;
1294 self.killindicator.scale = 0.5;
1295 setattachment(self.killindicator, self, "");
1296 setorigin(self.killindicator, '0 0 52');
1297 self.killindicator.think = KillIndicator_Think;
1298 self.killindicator.nextthink = time + (self.lip) * 0.05;
1299 self.killindicator.cnt = ceil(killtime);
1300 self.killindicator.count = bound(0, ceil(killtime), 10);
1301 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1303 for(e = world; (e = find(e, classname, "body")) != world; )
1307 e.killindicator = spawn();
1308 e.killindicator.owner = e;
1309 e.killindicator.scale = 0.5;
1310 setattachment(e.killindicator, e, "");
1311 setorigin(e.killindicator, '0 0 52');
1312 e.killindicator.think = KillIndicator_Think;
1313 e.killindicator.nextthink = time + (e.lip) * 0.05;
1314 e.killindicator.cnt = ceil(killtime);
1319 if(self.killindicator)
1322 self.killindicator.colormod = TeamColor(targetteam);
1324 self.killindicator.colormod = '0 0 0';
1328 void ClientKill (void)
1330 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1335 ClientKill_TeamChange(0);
1338 void CTS_ClientKill_Think (void)
1340 self = self.owner; // set self to the player to be killed
1341 sprint(self, "^1You were killed in order to prevent cheating!");
1345 void CTS_ClientKill (float t) // silent version of ClientKill
1350 e.think = CTS_ClientKill_Think;
1354 void DoTeamChange(float destteam)
1360 SetPlayerColors(self, destteam);
1363 if(self.classname == "player")
1366 CheckAllowedTeams(self);
1367 t = FindSmallestTeam(self, TRUE);
1370 case COLOR_TEAM1: c0 = c1; break;
1371 case COLOR_TEAM2: c0 = c2; break;
1372 case COLOR_TEAM3: c0 = c3; break;
1373 case COLOR_TEAM4: c0 = c4; break;
1380 destteam = COLOR_TEAM1;
1384 destteam = COLOR_TEAM2;
1388 destteam = COLOR_TEAM3;
1392 destteam = COLOR_TEAM4;
1398 if(destteam == self.team && destteam >= 0 && !self.killindicator)
1400 ClientKill_TeamChange(destteam);
1403 void FixClientCvars(entity e)
1405 // send prediction settings to the client
1406 stuffcmd(e, "\nin_bindmap 0 0\n");
1408 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1409 if(cvar("g_antilag") == 3) // client side hitscan
1410 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1412 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1414 * we no longer need to stuff this. Remove this comment block if you feel
1415 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1416 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1417 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1418 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1419 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1420 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1421 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1422 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1423 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1424 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1425 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1426 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1427 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1428 stuffcmd(e, "cl_movement_edgefriction 1\n");
1432 float PlayerInIDList(entity p, string idlist)
1437 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1438 if not(p.crypto_idfp)
1441 // this function allows abbreviated player IDs too!
1442 n = tokenize_console(idlist);
1443 for(i = 0; i < n; ++i)
1446 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1457 Called when a client connects to the server
1460 //void ctf_clientconnect();
1461 string ColoredTeamName(float t);
1462 void DecodeLevelParms (void);
1463 //void dom_player_join_team(entity pl);
1464 void ClientConnect (void)
1468 if(self.flags & FL_CLIENT)
1470 print("Warning: ClientConnect, but already connected!\n");
1474 if(Ban_MaybeEnforceBan(self))
1480 sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1483 self.classname = "player_joining";
1485 self.flags = FL_CLIENT;
1486 self.version_nagtime = time + 10 + random() * 10;
1490 dprint("BUG player count is lower than zero, this cannot happen!\n");
1494 PlayerScore_Attach(self);
1495 ClientData_Attach();
1497 bot_clientconnect();
1503 race_PreSpawnObserver();
1506 // dom_player_join_team(self);
1508 // identify the right forced team
1509 if(PlayerInIDList(self, cvar_string("g_forced_team_red")))
1510 self.team_forced = COLOR_TEAM1;
1511 else if(PlayerInIDList(self, cvar_string("g_forced_team_blue")))
1512 self.team_forced = COLOR_TEAM2;
1513 else if(PlayerInIDList(self, cvar_string("g_forced_team_yellow")))
1514 self.team_forced = COLOR_TEAM3;
1515 else if(PlayerInIDList(self, cvar_string("g_forced_team_pink")))
1516 self.team_forced = COLOR_TEAM4;
1517 else if(cvar_string("g_forced_team_otherwise") == "red")
1518 self.team_forced = COLOR_TEAM1;
1519 else if(cvar_string("g_forced_team_otherwise") == "blue")
1520 self.team_forced = COLOR_TEAM2;
1521 else if(cvar_string("g_forced_team_otherwise") == "yellow")
1522 self.team_forced = COLOR_TEAM3;
1523 else if(cvar_string("g_forced_team_otherwise") == "pink")
1524 self.team_forced = COLOR_TEAM4;
1525 else if(cvar_string("g_forced_team_otherwise") == "spectate")
1526 self.team_forced = -1;
1527 else if(cvar_string("g_forced_team_otherwise") == "spectator")
1528 self.team_forced = -1;
1530 self.team_forced = 0;
1533 if(self.team_forced > 0)
1534 self.team_forced = 0;
1536 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1538 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign") || self.team_forced < 0) {
1539 self.classname = "observer";
1543 if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1545 self.classname = "player";
1546 campaign_bots_may_start = 1;
1550 self.classname = "observer"; // do it anyway
1555 self.classname = "player";
1556 campaign_bots_may_start = 1;
1560 self.playerid = (playerid_last = playerid_last + 1);
1562 if(cvar("sv_eventlog"))
1563 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1565 LogTeamchange(self.playerid, self.team, 1);
1567 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1569 self.netname_previous = strzone(self.netname);
1571 bprint("^4", self.netname, "^4 connected");
1573 if(self.classname != "observer" && (g_domination || g_ctf))
1574 bprint(" and joined the ", ColoredTeamName(self.team));
1578 self.welcomemessage_time = 0;
1580 stuffcmd(self, strcat(clientstuff, "\n"));
1581 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1582 stuffcmd(self, "cl_particles_reloadeffects\n");
1584 FixClientCvars(self);
1586 // spawnfunc_waypoint sprites
1587 WaypointSprite_InitClient(self);
1589 // Wazat's grappling hook
1590 SetGrappleHookBindings();
1592 // get autoswitch state from player when he toggles it
1593 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1595 // get version info from player
1596 stuffcmd(self, "cmd clientversion $gameversion\n");
1598 // get other cvars from player
1601 // set cvar for team scoreboard
1602 stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1604 // notify about available teams
1607 CheckAllowedTeams(self);
1608 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1609 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1612 stuffcmd(self, "set _teams_available 0\n");
1614 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1618 self.classname = "observer";
1620 Spawnqueue_Insert(self);
1624 ctf_clientconnect();
1627 if(teams_matter || radar_showennemies)
1630 bot_relinkplayerlist();
1632 self.spectatortime = time;
1635 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1638 self.jointime = time;
1639 self.allowedTimeouts = cvar("sv_timeout_number");
1641 if(clienttype(self) == CLIENTTYPE_REAL)
1643 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1644 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1649 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1651 PlayerScore_Add(self, SP_LMS_RANK, 666);
1652 self.frags = FRAGS_SPECTATOR;
1656 if(!sv_foginterval && world.fog != "")
1657 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1659 SoundEntity_Attach(self);
1661 if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1663 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1664 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1667 self.hitplotfh = -1;
1669 if(g_race || g_cts) {
1675 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1678 race_send_recordtime(MSG_ONE);
1679 race_send_speedaward(MSG_ONE);
1681 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1682 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1683 race_send_speedaward_alltimebest(MSG_ONE);
1686 for (i = 1; i <= RANKINGS_CNT; ++i) {
1687 race_SendRankings(i, 0, 0, MSG_ONE);
1690 else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1691 send_CSQC_teamnagger();
1693 send_CSQC_cr_maxbullets(self);
1702 Called when a client disconnects from the server
1705 .entity chatbubbleentity;
1706 .entity teambubbleentity;
1708 void ClientDisconnect (void)
1710 if not(self.flags & FL_CLIENT)
1712 print("Warning: ClientDisconnect without ClientConnect\n");
1716 CheatShutdownClient();
1718 if(self.hitplotfh >= 0)
1720 fclose(self.hitplotfh);
1721 self.hitplotfh = -1;
1725 anticheat_shutdown();
1727 playerdemo_shutdown();
1729 bot_clientdisconnect();
1734 if(cvar("sv_eventlog"))
1735 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1736 bprint ("^4",self.netname);
1737 bprint ("^4 disconnected\n");
1739 SoundEntity_Detach(self);
1742 MUTATOR_CALLHOOK(ClientDisconnect);
1744 Portal_ClearAll(self);
1746 if(self.flagcarried)
1747 DropFlag(self.flagcarried, world, world);
1748 if(self.ballcarried)
1749 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1751 // Here, everything has been done that requires this player to be a client.
1753 self.flags &~= FL_CLIENT;
1755 if (self.chatbubbleentity)
1756 remove (self.chatbubbleentity);
1758 if (self.teambubbleentity)
1759 remove (self.teambubbleentity);
1761 if (self.killindicator)
1762 remove (self.killindicator);
1764 WaypointSprite_PlayerGone();
1766 bot_relinkplayerlist();
1770 Spawnqueue_Unmark(self);
1771 Spawnqueue_Remove(self);
1774 ClientData_Detach();
1775 PlayerScore_Detach(self);
1777 if(self.netname_previous)
1778 strunzone(self.netname_previous);
1779 if(self.clientstatus)
1780 strunzone(self.clientstatus);
1781 if(self.weaponorder_byimpulse)
1782 strunzone(self.weaponorder_byimpulse);
1784 ClearPlayerSounds();
1787 remove(self.personal);
1797 void ChatBubbleThink()
1799 self.nextthink = time;
1800 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1802 if(self.owner) // but why can that ever be world?
1803 self.owner.chatbubbleentity = world;
1807 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1809 || self.owner.tetris_on
1812 self.model = self.mdl;
1817 void UpdateChatBubble()
1819 if (!self.modelindex)
1821 // spawn a chatbubble entity if needed
1822 if (!self.chatbubbleentity)
1824 self.chatbubbleentity = spawn();
1825 self.chatbubbleentity.owner = self;
1826 self.chatbubbleentity.exteriormodeltoclient = self;
1827 self.chatbubbleentity.think = ChatBubbleThink;
1828 self.chatbubbleentity.nextthink = time;
1829 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1830 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1831 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1832 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1833 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1834 self.chatbubbleentity.model = "";
1835 self.chatbubbleentity.effects = EF_LOWPRECISION;
1840 void TeamBubbleThink()
1842 self.nextthink = time;
1843 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1845 if(self.owner) // but why can that ever be world?
1846 self.owner.teambubbleentity = world;
1850 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1851 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1854 self.model = self.mdl;
1858 float TeamBubble_customizeentityforclient()
1860 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1863 void UpdateTeamBubble()
1865 if (!self.modelindex || !teams_matter)
1867 // spawn a teambubble entity if needed
1868 if (!self.teambubbleentity && teams_matter)
1870 self.teambubbleentity = spawn();
1871 self.teambubbleentity.owner = self;
1872 self.teambubbleentity.exteriormodeltoclient = self;
1873 self.teambubbleentity.think = TeamBubbleThink;
1874 self.teambubbleentity.nextthink = time;
1875 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1876 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1877 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1878 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1879 self.teambubbleentity.mdl = self.teambubbleentity.model;
1880 self.teambubbleentity.model = self.teambubbleentity.mdl;
1881 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1882 self.teambubbleentity.effects = EF_LOWPRECISION;
1886 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1887 // added to the model skins
1888 /*void UpdateColorModHack()
1891 c = self.clientcolors & 15;
1892 // LordHavoc: only bothering to support white, green, red, yellow, blue
1893 if (!teams_matter) self.colormod = '0 0 0';
1894 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1895 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1896 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1897 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1898 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1899 else self.colormod = '1 1 1';
1905 if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1907 self.solid = SOLID_NOT;
1908 self.takedamage = DAMAGE_NO;
1909 self.movetype = MOVETYPE_FLY;
1910 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1911 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1912 self.effects |= EF_ADDITIVE;
1913 self.oldcolormap = self.colormap;
1914 self.colormap = 512;
1915 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1916 if(cvar("g_respawn_ghosts_maxtime"))
1917 SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1921 self.effects |= EF_NODRAW; // prevent another CopyBody
1922 if(self.oldcolormap)
1924 self.colormap = self.oldcolormap;
1925 self.oldcolormap = 0;
1927 PutClientInServer();
1930 void play_countdown(float finished, string samp)
1932 if(clienttype(self) == CLIENTTYPE_REAL)
1933 if(floor(finished - time - frametime) != floor(finished - time))
1934 if(finished - time < 6)
1935 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1939 * When sv_timeout is used this function returs strings like
1940 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1941 * Called by centerprint functions
1942 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1944 string getTimeoutText(float addOneSecond) {
1945 if (!cvar("sv_timeout") || !timeoutStatus)
1948 local string retStr;
1949 if (timeoutStatus == 1) {
1950 if (addOneSecond == 1) {
1951 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1954 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1958 else if (timeoutStatus == 2) {
1960 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1961 //don't show messages like "Timeout ends in 0 seconds"...
1962 if ((remainingTimeoutTime + 1) > 0)
1968 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1969 //don't show messages like "Timeout ends in 0 seconds"...
1970 if (remainingTimeoutTime > 0)
1979 void player_powerups (void)
1981 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1983 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1984 self.modelflags |= MF_ROCKET;
1988 SoundEntity_StopSound(self, CHAN_PLAYER);
1989 self.modelflags &~= MF_ROCKET;
1992 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1994 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1997 Fire_ApplyDamage(self);
1998 Fire_ApplyEffect(self);
2002 self.effects |= EF_FULLBRIGHT;
2004 if (self.items & IT_STRENGTH)
2006 play_countdown(self.strength_finished, "misc/poweroff.wav");
2007 if (time > self.strength_finished)
2009 self.alpha = default_player_alpha;
2010 self.exteriorweaponentity.alpha = default_weapon_alpha;
2011 self.items &~= IT_STRENGTH;
2012 sprint(self, "^3Invisibility has worn off\n");
2017 if (time < self.strength_finished)
2019 self.alpha = g_minstagib_invis_alpha;
2020 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2021 self.items |= IT_STRENGTH;
2022 sprint(self, "^3You are invisible\n");
2026 if (self.items & IT_INVINCIBLE)
2028 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2029 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2031 self.items = self.items - (self.items & IT_INVINCIBLE);
2032 sprint(self, "^3Speed has worn off\n");
2037 if (time < self.invincible_finished)
2039 self.items = self.items | IT_INVINCIBLE;
2040 sprint(self, "^3You are on speed\n");
2046 if (self.items & IT_STRENGTH)
2048 play_countdown(self.strength_finished, "misc/poweroff.wav");
2049 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2050 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
2052 self.items = self.items - (self.items & IT_STRENGTH);
2053 sprint(self, "^3Strength has worn off\n");
2058 if (time < self.strength_finished)
2060 self.items = self.items | IT_STRENGTH;
2061 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2064 if (self.items & IT_INVINCIBLE)
2066 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2067 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2068 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
2070 self.items = self.items - (self.items & IT_INVINCIBLE);
2071 sprint(self, "^3Shield has worn off\n");
2076 if (time < self.invincible_finished)
2078 self.items = self.items | IT_INVINCIBLE;
2079 sprint(self, "^3Shield surrounds you\n");
2083 if(cvar("g_nodepthtestplayers"))
2084 self.effects = self.effects | EF_NODEPTHTEST;
2086 if(cvar("g_fullbrightplayers"))
2087 self.effects = self.effects | EF_FULLBRIGHT;
2089 // midair gamemode: damage only while in the air
2090 // if in midair mode, being on ground grants temporary invulnerability
2091 // (this is so that multishot weapon don't clear the ground flag on the
2092 // first damage in the frame, leaving the player vulnerable to the
2093 // remaining hits in the same frame)
2094 if (self.flags & FL_ONGROUND)
2096 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
2098 if (time >= game_starttime)
2099 if (time < self.spawnshieldtime)
2100 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2103 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2105 if(current > stable)
2107 else if(current > stable - 0.25) // when close enough, "snap"
2110 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2113 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2115 if(current < stable)
2117 else if(current < stable + 0.25) // when close enough, "snap"
2120 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2123 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2125 if(current > rotstable)
2127 if(rotframetime > 0)
2129 current = CalcRot(current, rotstable, rotfactor, rotframetime);
2130 current = max(rotstable, current - rotlinear * rotframetime);
2133 else if(current < regenstable)
2135 if(regenframetime > 0)
2137 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2138 current = min(regenstable, current + regenlinear * regenframetime);
2148 void player_regen (void)
2150 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2151 maxh = cvar("g_balance_health_rotstable");
2152 maxa = cvar("g_balance_armor_rotstable");
2153 maxf = cvar("g_balance_fuel_rotstable");
2154 minh = cvar("g_balance_health_regenstable");
2155 mina = cvar("g_balance_armor_regenstable");
2156 minf = cvar("g_balance_fuel_regenstable");
2157 limith = cvar("g_balance_health_limit");
2158 limita = cvar("g_balance_armor_limit");
2159 limitf = cvar("g_balance_fuel_limit");
2161 max_mod = regen_mod = rot_mod = limit_mod = 1;
2163 if (self.runes & RUNE_REGEN)
2165 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2167 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2168 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2169 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2173 regen_mod = cvar("g_balance_rune_regen_regenrate");
2174 max_mod = cvar("g_balance_rune_regen_hpmod");
2175 limit_mod = cvar("g_balance_rune_regen_limitmod");
2178 else if (self.runes & CURSE_VENOM)
2180 max_mod = cvar("g_balance_curse_venom_hpmod");
2181 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2182 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2184 rot_mod = cvar("g_balance_curse_venom_rotrate");
2185 limit_mod = cvar("g_balance_curse_venom_limitmod");
2186 //if (!self.runes & RUNE_REGEN)
2187 // rot_mod = cvar("g_balance_curse_venom_rotrate");
2189 maxh = maxh * max_mod;
2190 //maxa = maxa * max_mod;
2191 //maxf = maxf * max_mod;
2192 minh = minh * max_mod;
2193 //mina = mina * max_mod;
2194 //minf = minf * max_mod;
2195 limith = limith * limit_mod;
2196 limita = limita * limit_mod;
2197 //limitf = limitf * limit_mod;
2202 if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2204 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2205 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2207 // if player rotted to death... die!
2209 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2212 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2213 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2216 float zoomstate_set;
2217 void SetZoomState(float z)
2219 if(z != self.zoomstate)
2222 ClientData_Touch(self);
2227 void GetPressedKeys(void) {
2228 MUTATOR_CALLHOOK(GetPressedKeys);
2229 if (self.movement_x > 0) // get if movement keys are pressed
2230 { // forward key pressed
2231 self.pressedkeys |= KEY_FORWARD;
2232 self.pressedkeys &~= KEY_BACKWARD;
2234 else if (self.movement_x < 0)
2235 { // backward key pressed
2236 self.pressedkeys |= KEY_BACKWARD;
2237 self.pressedkeys &~= KEY_FORWARD;
2241 self.pressedkeys &~= KEY_FORWARD;
2242 self.pressedkeys &~= KEY_BACKWARD;
2245 if (self.movement_y > 0)
2246 { // right key pressed
2247 self.pressedkeys |= KEY_RIGHT;
2248 self.pressedkeys &~= KEY_LEFT;
2250 else if (self.movement_y < 0)
2251 { // left key pressed
2252 self.pressedkeys |= KEY_LEFT;
2253 self.pressedkeys &~= KEY_RIGHT;
2257 self.pressedkeys &~= KEY_RIGHT;
2258 self.pressedkeys &~= KEY_LEFT;
2261 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2262 self.pressedkeys |= KEY_JUMP;
2264 self.pressedkeys &~= KEY_JUMP;
2265 if (self.BUTTON_CROUCH)
2266 self.pressedkeys |= KEY_CROUCH;
2268 self.pressedkeys &~= KEY_CROUCH;
2271 void update_stats (float number, float hit, float fired) {
2272 // self.stat_hit = number + ((number==0) ? 1 : 64) * hit * sv_accuracy_data_share;
2273 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2276 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2277 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2279 self.stat_hit = hit * sv_accuracy_data_share;
2280 self.stat_fired = fired * sv_accuracy_data_share;
2285 ======================
2286 spectate mode routines
2287 ======================
2290 .float weapon_count;
2291 void SpectateCopy(entity spectatee) {
2292 if(spectatee.weapon_count < WEP_LAST) {
2293 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));
2294 spectatee.weapon_count ++;
2296 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2299 MUTATOR_CALLHOOK(SpectateCopy);
2300 self.armortype = spectatee.armortype;
2301 self.armorvalue = spectatee.armorvalue;
2302 self.ammo_cells = spectatee.ammo_cells;
2303 self.ammo_shells = spectatee.ammo_shells;
2304 self.ammo_nails = spectatee.ammo_nails;
2305 self.ammo_rockets = spectatee.ammo_rockets;
2306 self.ammo_fuel = spectatee.ammo_fuel;
2307 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2308 self.health = spectatee.health;
2310 self.items = spectatee.items;
2311 self.last_pickup = spectatee.last_pickup;
2312 self.metertime = spectatee.metertime;
2313 self.strength_finished = spectatee.strength_finished;
2314 self.invincible_finished = spectatee.invincible_finished;
2315 self.pressedkeys = spectatee.pressedkeys;
2316 self.weapons = spectatee.weapons;
2317 self.switchweapon = spectatee.switchweapon;
2318 self.weapon = spectatee.weapon;
2319 self.punchangle = spectatee.punchangle;
2320 self.view_ofs = spectatee.view_ofs;
2321 self.v_angle = spectatee.v_angle;
2322 self.velocity = spectatee.velocity;
2323 self.dmg_take = spectatee.dmg_take;
2324 self.dmg_save = spectatee.dmg_save;
2325 self.dmg_inflictor = spectatee.dmg_inflictor;
2326 self.angles = spectatee.v_angle;
2327 self.fixangle = TRUE;
2328 setorigin(self, spectatee.origin);
2329 setsize(self, spectatee.mins, spectatee.maxs);
2330 SetZoomState(spectatee.zoomstate);
2332 anticheat_spectatecopy(spectatee);
2335 float SpectateUpdate() {
2339 if (self == self.enemy)
2342 if(self.enemy.classname != "player")
2345 SpectateCopy(self.enemy);
2350 float SpectateNext() {
2351 other = find(self.enemy, classname, "player");
2354 other = find(other, classname, "player");
2359 if(self.enemy.classname == "player") {
2361 WriteByte(MSG_ONE, SVC_SETVIEW);
2362 WriteEntity(MSG_ONE, self.enemy);
2363 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2364 self.movetype = MOVETYPE_NONE;
2366 self.enemy.weapon_count = 0;
2368 if(!SpectateUpdate())
2369 PutObserverInServer();
2379 ShowRespawnCountdown()
2381 Update a respawn countdown display.
2384 void ShowRespawnCountdown()
2387 if(self.deadflag == DEAD_NO) // just respawned?
2391 number = ceil(self.death_time - time);
2394 if(number <= self.respawn_countdown)
2396 self.respawn_countdown = number - 1;
2397 if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2398 AnnounceTo(self, strcat(ftos(number), ""));
2403 void LeaveSpectatorMode()
2405 if(isJoinAllowed()) {
2406 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned")) || self.team_forced > 0) {
2407 self.classname = "player";
2409 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2410 JoinBestTeam(self, FALSE, TRUE);
2412 if(cvar("g_campaign"))
2413 campaign_bots_may_start = 1;
2415 self.stat_count = WEP_LAST;
2417 PutClientInServer();
2419 if(self.classname == "player")
2420 bprint ("^4", self.netname, "^4 is playing now\n");
2422 if(!cvar("g_campaign"))
2423 centerprint(self,""); // clear MOTD
2427 if (g_ca && self.caplayer) {
2430 stuffcmd(self,"menu_showteamselect\n");
2435 //player may not join because of g_maxplayers is set
2436 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2441 * Determines whether the player is allowed to join. This depends on cvar
2442 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2443 * it checks whether the number of currently playing players exceeds g_maxplayers.
2444 * @return bool TRUE if the player is allowed to join, false otherwise
2446 float isJoinAllowed() {
2447 if(self.team_forced < 0)
2448 return FALSE; // forced spectators can never join
2450 if (!cvar("g_maxplayers"))
2454 local float currentlyPlaying;
2455 FOR_EACH_REALPLAYER(e) {
2456 if(e.classname == "player")
2457 currentlyPlaying += 1;
2459 if(currentlyPlaying < cvar("g_maxplayers"))
2466 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2467 * g_maxplayers_spectator_blocktime seconds
2469 void checkSpectatorBlock() {
2470 if(self.classname == "spectator" || self.classname == "observer") {
2471 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2472 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2478 void ObserverThink()
2480 if (self.flags & FL_JUMPRELEASED) {
2481 if (self.BUTTON_JUMP && !self.version_mismatch) {
2482 self.welcomemessage_time = 0;
2483 self.flags &~= FL_JUMPRELEASED;
2484 self.flags |= FL_SPAWNING;
2485 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2486 self.welcomemessage_time = 0;
2487 self.flags &~= FL_JUMPRELEASED;
2488 if(SpectateNext() == 1) {
2489 self.classname = "spectator";
2493 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2494 self.flags |= FL_JUMPRELEASED;
2495 if(self.flags & FL_SPAWNING)
2497 self.flags &~= FL_SPAWNING;
2498 LeaveSpectatorMode();
2503 PrintWelcomeMessage(self);
2506 void SpectatorThink()
2508 if (self.flags & FL_JUMPRELEASED) {
2509 if (self.BUTTON_JUMP && !self.version_mismatch) {
2510 self.welcomemessage_time = 0;
2511 self.flags &~= FL_JUMPRELEASED;
2512 self.flags |= FL_SPAWNING;
2513 } else if(self.BUTTON_ATCK) {
2514 self.welcomemessage_time = 0;
2515 self.flags &~= FL_JUMPRELEASED;
2516 if(SpectateNext() == 1) {
2517 self.classname = "spectator";
2519 self.classname = "observer";
2520 self.stat_count = WEP_LAST;
2521 PutClientInServer();
2523 } else if (self.BUTTON_ATCK2) {
2524 self.welcomemessage_time = 0;
2525 self.flags &~= FL_JUMPRELEASED;
2526 self.classname = "observer";
2527 self.stat_count = WEP_LAST;
2528 PutClientInServer();
2530 if(!SpectateUpdate())
2531 PutObserverInServer();
2534 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2535 self.flags |= FL_JUMPRELEASED;
2536 if(self.flags & FL_SPAWNING)
2538 self.flags &~= FL_SPAWNING;
2539 LeaveSpectatorMode();
2545 PrintWelcomeMessage(self);
2546 self.flags |= FL_CLIENT | FL_NOTARGET;
2549 .float touchexplode_time;
2555 Called every frame for each client before the physics are run
2558 void() ctf_setstatus;
2559 void() nexball_setstatus;
2561 void PlayerPreThink (void)
2563 self.stat_game_starttime = game_starttime;
2564 self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2565 self.stat_leadlimit = cvar("leadlimit");
2569 // physics frames: update anticheat stuff
2570 anticheat_prethink();
2573 if(blockSpectators && frametime)
2574 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2575 checkSpectatorBlock();
2579 if(self.netname_previous != self.netname)
2581 if(cvar("sv_eventlog"))
2582 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2583 if(self.netname_previous)
2584 strunzone(self.netname_previous);
2585 self.netname_previous = strzone(self.netname);
2589 if(self.version_nagtime)
2590 if(self.cvar_g_xonoticversion)
2591 if(time > self.version_nagtime)
2593 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2595 if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0)
2597 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2598 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2603 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2606 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2607 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2611 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2612 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2616 self.version_nagtime = 0;
2620 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2622 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2623 self.max_armorvalue = 0;
2627 if (TetrisPreFrame())
2631 MUTATOR_CALLHOOK(PlayerPreThink);
2633 if(self.classname == "player") {
2634 // if(self.netname == "Wazat")
2635 // bprint(self.classname, "\n");
2637 CheckRules_Player();
2639 PrintWelcomeMessage(self);
2641 if (intermission_running)
2643 IntermissionThink (); // otherwise a button could be missed between
2644 return; // the think tics
2647 if(self.teleport_time)
2648 if(time > self.teleport_time)
2650 self.teleport_time = 0;
2651 self.effects = self.effects - (self.effects & EF_NODRAW);
2654 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2655 UpdateSelectedPlayer();
2657 //don't allow the player to turn around while game is paused!
2658 if(timeoutStatus == 2) {
2659 self.v_angle = self.lastV_angle;
2660 self.angles = self.lastV_angle;
2661 self.fixangle = TRUE;
2666 if(self.health <= 0 && cvar("g_deathglow"))
2668 if(self.glowmod_x > 0)
2669 self.glowmod_x -= cvar("g_deathglow") * frametime;
2671 self.glowmod_x = -1;
2672 if(self.glowmod_y > 0)
2673 self.glowmod_y -= cvar("g_deathglow") * frametime;
2675 self.glowmod_y = -1;
2676 if(self.glowmod_z > 0)
2677 self.glowmod_z -= cvar("g_deathglow") * frametime;
2679 self.glowmod_z = -1;
2682 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2686 if (self.deadflag != DEAD_NO)
2688 float button_pressed, force_respawn;
2689 if(self.personal && g_race_qualifying)
2691 if(time > self.death_time)
2693 self.death_time = time + 1; // only retry once a second
2702 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2703 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2704 if (self.deadflag == DEAD_DYING)
2707 self.deadflag = DEAD_RESPAWNING;
2708 else if(!button_pressed)
2709 self.deadflag = DEAD_DEAD;
2711 else if (self.deadflag == DEAD_DEAD)
2714 self.deadflag = DEAD_RESPAWNABLE;
2716 else if (self.deadflag == DEAD_RESPAWNABLE)
2719 self.deadflag = DEAD_RESPAWNING;
2721 else if (self.deadflag == DEAD_RESPAWNING)
2723 if(time > self.death_time)
2725 self.death_time = time + 1; // only retry once a second
2729 ShowRespawnCountdown();
2735 if(time > self.touchexplode_time)
2736 if(self.classname == "player")
2737 if(self.deadflag == DEAD_NO)
2738 if not(IS_INDEPENDENT_PLAYER(self))
2739 FOR_EACH_PLAYER(other) if(self != other)
2741 if(time > other.touchexplode_time)
2742 if(other.deadflag == DEAD_NO)
2743 if not(IS_INDEPENDENT_PLAYER(other))
2744 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2746 PlayerTouchExplode(self, other);
2747 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2751 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2755 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2756 dist = self.prevorigin - self.origin;
2758 self.lms_traveled_distance += fabs(vlen(dist));
2760 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2762 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2763 self.lms_traveled_distance = 0;
2766 if(time > self.lms_nextcheck)
2768 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2769 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2771 centerprint(self, cvar_string("g_lms_campcheck_message"));
2772 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2773 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2774 Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');
2776 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2777 self.lms_traveled_distance = 0;
2781 self.prevorigin = self.origin;
2783 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2788 self.view_ofs = PL_CROUCH_VIEW_OFS;
2789 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2790 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2797 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2798 if (!trace_startsolid)
2800 self.crouch = FALSE;
2801 self.view_ofs = PL_VIEW_OFS;
2802 setsize (self, PL_MIN, PL_MAX);
2807 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2809 if(self.bloodloss_timer < time)
2811 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2812 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2818 GrapplingHookFrame();
2820 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2823 self.items &~= self.items_added;
2827 self.items_added = 0;
2828 if(self.items & IT_JETPACK)
2829 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2830 self.items_added |= IT_FUEL;
2832 self.items |= self.items_added;
2837 // rot nex charge to the charge limit
2838 if(cvar("g_balance_nex_charge_rot_rate") && self.nex_charge > cvar("g_balance_nex_charge_limit") && self.nex_charge_rottime < time)
2839 self.nex_charge = bound(cvar("g_balance_nex_charge_limit"), self.nex_charge - cvar("g_balance_nex_charge_rot_rate") * frametime / W_TICSPERFRAME, 1);
2845 minstagib_ammocheck();
2848 nexball_setstatus();
2850 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2852 //self.angles_y=self.v_angle_y + 90; // temp
2853 } else if(gameover) {
2854 if (intermission_running)
2855 IntermissionThink (); // otherwise a button could be missed between
2857 } else if(self.classname == "observer") {
2859 } else if(self.classname == "spectator") {
2864 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0));
2866 float oldspectatee_status;
2867 oldspectatee_status = self.spectatee_status;
2868 if(self.classname == "spectator")
2869 self.spectatee_status = num_for_edict(self.enemy);
2870 else if(self.classname == "observer")
2871 self.spectatee_status = num_for_edict(self);
2873 self.spectatee_status = 0;
2874 if(self.spectatee_status != oldspectatee_status)
2876 ClientData_Touch(self);
2878 race_InitSpectator();
2881 if(self.teamkill_soundtime)
2882 if(time > self.teamkill_soundtime)
2884 self.teamkill_soundtime = 0;
2886 entity oldpusher, oldself;
2888 oldself = self; self = self.teamkill_soundsource;
2889 oldpusher = self.pusher; self.pusher = oldself;
2891 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2893 self.pusher = oldpusher;
2897 if(self.taunt_soundtime)
2898 if(time > self.taunt_soundtime)
2900 self.taunt_soundtime = 0;
2901 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2904 target_voicescript_next(self);
2907 float isInvisibleString(string s)
2910 s = strdecolorize(s);
2911 for((i = 0), (n = strlen(s)); i < n; ++i)
2919 case 192: // charmap space
2920 if (!cvar("utf8_enable"))
2923 case 160: // space in unicode fonts
2924 case 0xE000 + 192: // utf8 charmap space
2925 if (cvar("utf8_enable"))
2938 Called every frame for each client after the physics are run
2941 .float idlekick_lasttimeleft;
2942 .entity showheadshotbbox;
2943 void showheadshotbbox_think()
2945 if(self.owner.showheadshotbbox != self)
2950 self.nextthink = time;
2951 setorigin(self, self.owner.origin);
2952 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2954 void PlayerPostThink (void)
2956 // Savage: Check for nameless players
2957 if (isInvisibleString(self.netname)) {
2958 self.netname = "Player";
2959 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2962 // send the clients accuracy stats to the client
2963 if(self.stat_count > 0)
2966 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2967 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2968 self.stat_count -= 1;
2971 if(sv_maxidle && frametime)
2973 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2975 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2978 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2979 AnnounceTo(self, "terminated");
2983 else if(timeleft <= 10)
2985 if(timeleft != self.idlekick_lasttimeleft)
2987 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2988 AnnounceTo(self, strcat(ftos(timeleft), ""));
2993 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2995 self.idlekick_lasttimeleft = timeleft;
2999 if(self.impulse == 100)
3001 if (TetrisPostFrame())
3007 if(self.classname == "player") {
3008 CheckRules_Player();
3013 if (intermission_running)
3014 return; // intermission or finale
3016 } else if (self.classname == "observer") {
3018 } else if (self.classname == "spectator") {
3024 for(i = 0; i < 1000; ++i)
3027 end = self.origin + '0 0 1024' + 512 * randomvec();
3028 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3029 if(trace_fraction < 1)
3030 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3032 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3040 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3042 if(self.waypointsprite_attachedforcarrier)
3043 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
3045 if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes"))
3047 if(!self.showheadshotbbox)
3049 self.showheadshotbbox = spawn();
3050 self.showheadshotbbox.classname = "headshotbbox";
3051 self.showheadshotbbox.owner = self;
3052 self.showheadshotbbox.think = showheadshotbbox_think;
3053 self.showheadshotbbox.nextthink = time;
3054 self = self.showheadshotbbox;
3061 if(self.showheadshotbbox)
3062 remove(self.showheadshotbbox);
3067 if((g_cts || g_race) && self.cvar_cl_allow_uid2name)
3069 if(!self.stored_netname)
3070 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3071 if(self.stored_netname != self.netname)
3073 db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3074 strunzone(self.stored_netname);
3075 self.stored_netname = strzone(self.netname);
3081 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));