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, autocvar_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(autocvar_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() > autocvar_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(autocvar_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(autocvar_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(autocvar_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);
602 MUTATOR_CALLHOOK(MakePlayerObserver);
604 Portal_ClearAll(self);
608 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
613 DropFlag(self.flagcarried, world, world);
615 if(self.ballcarried && g_nexball)
616 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
618 WaypointSprite_PlayerDead();
620 if not(g_ca) // don't reset teams when moving a ca player to the spectators
621 self.team = -1; // move this as it is needed to log the player spectating in eventlog
623 if(self.killcount != -666) {
625 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
626 bprint ("^4", self.netname, "^4 has no more lives left\n");
628 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
630 bprint ("^4", self.netname, "^4 is spectating now\n");
632 if(self.just_joined == FALSE) {
633 LogTeamchange(self.playerid, -1, 4);
635 self.just_joined = FALSE;
638 PlayerScore_Clear(self); // clear scores when needed
640 accuracy_resend(self);
642 self.spectatortime = time;
644 self.classname = "observer";
645 self.iscreature = FALSE;
647 self.takedamage = DAMAGE_NO;
648 self.solid = SOLID_NOT;
649 self.movetype = MOVETYPE_NOCLIP;
650 self.flags = FL_CLIENT | FL_NOTARGET;
651 self.armorvalue = 666;
653 self.armorvalue = autocvar_g_balance_armor_start;
654 self.pauserotarmor_finished = 0;
655 self.pauserothealth_finished = 0;
656 self.pauseregen_finished = 0;
657 self.damageforcescale = 0;
664 self.pain_finished = 0;
665 self.strength_finished = 0;
666 self.invincible_finished = 0;
668 self.think = SUB_Null;
672 self.deadflag = DEAD_NO;
673 self.angles = spot.angles;
675 self.fixangle = TRUE;
678 self.view_ofs = PL_VIEW_OFS;
679 setorigin (self, spot.origin);
680 setsize (self, '0 0 0', '0 0 0');
681 self.prevorigin = self.origin;
689 self.weaponmodel = "";
690 self.weaponentity = world;
691 self.exteriorweaponentity = world;
692 self.killcount = -666;
693 self.velocity = '0 0 0';
694 self.avelocity = '0 0 0';
695 self.punchangle = '0 0 0';
696 self.punchvector = '0 0 0';
697 self.oldvelocity = self.velocity;
698 self.fire_endtime = -1;
701 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
705 if(self.version_mismatch)
707 Spawnqueue_Unmark(self);
708 Spawnqueue_Remove(self);
712 Spawnqueue_Insert(self);
717 // Only if the player cannot play at all
718 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
719 self.frags = FRAGS_SPECTATOR;
721 self.frags = FRAGS_LMS_LOSER;
724 self.frags = FRAGS_SPECTATOR;
727 void FixPlayermodel()
729 local string defaultmodel;
730 local float defaultskin, chmdl, oldskin;
735 if(autocvar_sv_defaultcharacter == 1) {
741 s = Team_ColorNameLowerCase(self.team);
744 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
745 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
749 if(defaultmodel == "")
751 defaultmodel = autocvar_sv_defaultplayermodel;
752 defaultskin = autocvar_sv_defaultplayerskin;
756 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
759 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
760 self.model = ""; // force the != checks to return true
763 if(defaultmodel != "")
765 if (defaultmodel != self.model)
769 setmodel_lod (self, defaultmodel);
770 setsize (self, m1, m2);
774 oldskin = self.skinindex;
775 self.skinindex = defaultskin;
777 if (self.playermodel != self.model || self.playermodel == "")
779 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
782 setmodel_lod (self, self.playermodel);
783 setsize (self, m1, m2);
787 oldskin = self.skinindex;
788 self.skinindex = stof(self.playerskin);
791 if(chmdl || oldskin != self.skinindex)
792 self.species = player_getspecies(); // model or skin has changed
795 if(strlen(autocvar_sv_defaultplayercolors))
796 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
797 setcolor(self, stof(autocvar_sv_defaultplayercolors));
800 void PlayerTouchExplode(entity p1, entity p2)
803 org = (p1.origin + p2.origin) * 0.5;
804 org_z += (p1.mins_z + p2.mins_z) * 0.5;
811 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
819 Called when a client spawns in the server
822 //void() ctf_playerchanged;
823 void PutClientInServer (void)
825 if(clienttype(self) == CLIENTTYPE_BOT)
827 self.classname = "player";
829 else if(clienttype(self) == CLIENTTYPE_REAL)
832 WriteByte(MSG_ONE, SVC_SETVIEW);
833 WriteEntity(MSG_ONE, self);
836 // player is dead and becomes observer
837 // FIXME fix LMS scoring for new system
840 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
841 self.classname = "observer";
844 if(g_arena || (g_ca && !allowed_to_spawn))
846 self.classname = "observer";
849 self.classname = "observer";
851 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
852 entity spot, oldself;
855 accuracy_resend(self);
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(autocvar_g_playerclip_collisions)
878 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
879 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_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(autocvar_g_balance_nex_charge)
894 if(autocvar_g_balance_nex_secondary_chargepool)
895 self.nex_chargepool_ammo = 1;
896 self.nex_charge = autocvar_g_balance_nex_charge_start;
901 self.ammo_shells = warmup_start_ammo_shells;
902 self.ammo_nails = warmup_start_ammo_nails;
903 self.ammo_rockets = warmup_start_ammo_rockets;
904 self.ammo_cells = warmup_start_ammo_cells;
905 self.ammo_fuel = warmup_start_ammo_fuel;
906 self.health = warmup_start_health;
907 self.armorvalue = warmup_start_armorvalue;
908 self.weapons = warmup_start_weapons;
912 self.ammo_shells = start_ammo_shells;
913 self.ammo_nails = start_ammo_nails;
914 self.ammo_rockets = start_ammo_rockets;
915 self.ammo_cells = start_ammo_cells;
916 self.ammo_fuel = start_ammo_fuel;
917 self.health = start_health;
918 self.armorvalue = start_armorvalue;
919 self.weapons = start_weapons;
922 if(g_weaponarena_random)
924 if(g_weaponarena_random_with_laser)
925 self.weapons &~= WEPBIT_LASER;
926 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
927 if(g_weaponarena_random_with_laser)
928 self.weapons |= WEPBIT_LASER;
931 self.items = start_items;
932 self.jump_interval = time;
934 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
935 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
936 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
937 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
938 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
939 //extend the pause of rotting if client was reset at the beginning of the countdown
940 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
941 self.spawnshieldtime += game_starttime - time;
942 self.pauserotarmor_finished += game_starttime - time;
943 self.pauserothealth_finished += game_starttime - time;
944 self.pauseregen_finished += game_starttime - time;
946 self.damageforcescale = 2;
953 self.pain_finished = 0;
954 self.strength_finished = 0;
955 self.invincible_finished = 0;
957 // players have no think function
958 self.think = SUB_Null;
962 self.ballistics_density = autocvar_g_ballistics_density_player;
968 self.deadflag = DEAD_NO;
970 self.angles = spot.angles;
972 self.angles_z = 0; // never spawn tilted even if the spot says to
973 self.fixangle = TRUE; // turn this way immediately
974 self.velocity = '0 0 0';
975 self.avelocity = '0 0 0';
976 self.punchangle = '0 0 0';
977 self.punchvector = '0 0 0';
978 self.oldvelocity = self.velocity;
979 self.fire_endtime = -1;
982 WRITESPECTATABLE_MSG_ONE({
983 WriteByte(MSG_ONE, SVC_TEMPENTITY);
984 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
988 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
994 self.view_ofs = PL_VIEW_OFS;
995 setsize (self, PL_MIN, PL_MAX);
996 self.spawnorigin = spot.origin;
997 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
998 // don't reset back to last position, even if new position is stuck in solid
999 self.oldorigin = self.origin;
1000 self.prevorigin = self.origin;
1001 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1005 Spawnqueue_Remove(self);
1006 Spawnqueue_Mark(self);
1012 self.event_damage = PlayerDamage;
1014 self.bot_attack = TRUE;
1016 self.statdraintime = time + 5;
1017 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1019 if(self.killcount == -666) {
1020 PlayerScore_Clear(self);
1024 self.cnt = WEP_LASER;
1026 CL_SpawnWeaponentity();
1027 self.alpha = default_player_alpha;
1028 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1029 self.exteriorweaponentity.alpha = default_weapon_alpha;
1031 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1032 self.lms_traveled_distance = 0;
1033 self.speedrunning = FALSE;
1035 race_PostSpawn(spot);
1037 if(autocvar_spawn_debug)
1039 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
1040 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
1043 //stuffcmd(self, "chase_active 0");
1044 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1046 if (autocvar_g_spawnsound)
1047 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1050 if(self.team == assault_attacker_team)
1051 centerprint(self, "You are attacking!");
1053 centerprint(self, "You are defending!");
1056 target_voicescript_clear(self);
1058 // reset fields the weapons may use
1059 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1060 weapon_action(j, WR_RESETPLAYER);
1064 activator = oldself;
1069 MUTATOR_CALLHOOK(PlayerSpawn);
1071 self.switchweapon = w_getbestweapon(self);
1072 self.cnt = self.switchweapon;
1076 self.alivetime = time;
1077 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1078 PutObserverInServer ();
1082 // ctf_playerchanged();
1085 .float ebouncefactor, ebouncestop; // electro's values
1086 // TODO do we need all these fields, or should we stop autodetecting runtime
1087 // changes and just have a console command to update this?
1088 float ClientInit_SendEntity(entity to, float sf)
1090 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1091 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1092 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1093 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1094 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1095 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1096 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1097 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1098 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1099 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1100 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1101 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1102 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1103 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1104 if(sv_foginterval && world.fog != "")
1105 WriteString(MSG_ENTITY, world.fog);
1107 WriteString(MSG_ENTITY, "");
1108 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1109 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1110 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1111 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1112 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1113 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1114 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1115 WriteByte(MSG_ENTITY, autocvar_g_balance_campingrifle_secondary); // client has to know if it should zoom or not
1116 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1120 void ClientInit_CheckUpdate()
1122 self.nextthink = time;
1123 if(self.count != autocvar_g_balance_armor_blockpercent)
1125 self.count = autocvar_g_balance_armor_blockpercent;
1126 self.SendFlags |= 1;
1128 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1130 self.cnt = autocvar_g_balance_weaponswitchdelay;
1131 self.SendFlags |= 1;
1133 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1135 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1136 self.SendFlags |= 1;
1138 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1140 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1141 self.SendFlags |= 1;
1143 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1145 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1146 self.SendFlags |= 1;
1148 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1150 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1151 self.SendFlags |= 1;
1155 void ClientInit_Spawn()
1160 e.classname = "clientinit";
1161 e.think = ClientInit_CheckUpdate;
1162 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1166 ClientInit_CheckUpdate();
1175 void SetNewParms (void)
1177 // initialize parms for a new player
1178 parm1 = -(86400 * 366);
1186 void SetChangeParms (void)
1188 // save parms for level change
1189 parm1 = self.parm_idlesince - time;
1197 void DecodeLevelParms (void)
1200 self.parm_idlesince = parm1;
1201 if(self.parm_idlesince == -(86400 * 366))
1202 self.parm_idlesince = time;
1204 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1205 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1212 Called when a client types 'kill' in the console
1216 .float clientkill_nexttime;
1217 void ClientKill_Now_TeamChange()
1219 if(self.killindicator_teamchange == -1)
1222 JoinBestTeam( self, FALSE, FALSE );
1224 else if(self.killindicator_teamchange == -2)
1229 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"));
1230 PutObserverInServer();
1233 SV_ChangeTeam(self.killindicator_teamchange - 1);
1236 void ClientKill_Now()
1238 remove(self.killindicator);
1239 self.killindicator = world;
1241 if(self.killindicator_teamchange)
1242 ClientKill_Now_TeamChange();
1245 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1247 // now I am sure the player IS dead
1249 void KillIndicator_Think()
1251 if (!self.owner.modelindex)
1253 self.owner.killindicator = world;
1261 ClientKill_Now(); // no oldself needed
1264 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1266 self.nextthink = time + 1;
1272 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1273 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1276 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1277 if(self.owner.killindicator_teamchange)
1279 if(self.owner.killindicator_teamchange == -1)
1280 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1281 else if(self.owner.killindicator_teamchange == -2)
1282 centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
1284 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1287 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1289 self.nextthink = time + 1;
1294 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1298 killtime = autocvar_g_balance_kill_delay;
1300 if(g_race_qualifying || g_cts)
1303 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1305 remove(self.killindicator);
1306 self.killindicator = world;
1308 ClientKill_Now(); // allow instant kill in this case
1312 self.killindicator_teamchange = targetteam;
1314 if(!self.killindicator)
1316 if(self.modelindex && self.deadflag == DEAD_NO)
1318 killtime = max(killtime, self.clientkill_nexttime - time);
1319 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1322 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1328 self.killindicator = spawn();
1329 self.killindicator.owner = self;
1330 self.killindicator.scale = 0.5;
1331 setattachment(self.killindicator, self, "");
1332 setorigin(self.killindicator, '0 0 52');
1333 self.killindicator.think = KillIndicator_Think;
1334 self.killindicator.nextthink = time + (self.lip) * 0.05;
1335 self.killindicator.cnt = ceil(killtime);
1336 self.killindicator.count = bound(0, ceil(killtime), 10);
1337 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1339 for(e = world; (e = find(e, classname, "body")) != world; )
1343 e.killindicator = spawn();
1344 e.killindicator.owner = e;
1345 e.killindicator.scale = 0.5;
1346 setattachment(e.killindicator, e, "");
1347 setorigin(e.killindicator, '0 0 52');
1348 e.killindicator.think = KillIndicator_Think;
1349 e.killindicator.nextthink = time + (e.lip) * 0.05;
1350 e.killindicator.cnt = ceil(killtime);
1355 if(self.killindicator)
1357 if(targetteam == 0) // just die
1358 self.killindicator.colormod = '0 0 0';
1359 else if(targetteam == -1) // auto
1360 self.killindicator.colormod = '0 1 0';
1361 else if(targetteam == -2) // spectate
1362 self.killindicator.colormod = '0.5 0.5 0.5';
1364 self.killindicator.colormod = TeamColor(targetteam);
1368 void ClientKill (void)
1370 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1374 else if(g_freezetag && self.freezetag_frozen == 1)
1379 ClientKill_TeamChange(0);
1382 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
1384 e.killindicator = spawn();
1385 e.killindicator.owner = e;
1386 e.killindicator.think = KillIndicator_Think;
1387 e.killindicator.nextthink = time + (e.lip) * 0.05;
1388 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1389 e.killindicator.health = 1; // this is used to indicate that it should be silent
1393 void DoTeamChange(float destteam)
1399 SetPlayerColors(self, destteam);
1402 if(self.classname == "player")
1405 CheckAllowedTeams(self);
1406 t = FindSmallestTeam(self, TRUE);
1409 case COLOR_TEAM1: c0 = c1; break;
1410 case COLOR_TEAM2: c0 = c2; break;
1411 case COLOR_TEAM3: c0 = c3; break;
1412 case COLOR_TEAM4: c0 = c4; break;
1419 destteam = COLOR_TEAM1;
1423 destteam = COLOR_TEAM2;
1427 destteam = COLOR_TEAM3;
1431 destteam = COLOR_TEAM4;
1437 if(destteam == self.team && destteam >= 0 && !self.killindicator)
1439 ClientKill_TeamChange(destteam);
1442 void FixClientCvars(entity e)
1444 // send prediction settings to the client
1445 stuffcmd(e, "\nin_bindmap 0 0\n");
1447 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1448 if(autocvar_g_antilag == 3) // client side hitscan
1449 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1451 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1453 * we no longer need to stuff this. Remove this comment block if you feel
1454 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1455 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1456 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1457 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1458 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1459 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1460 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1461 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1462 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1463 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1464 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1465 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1466 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1467 stuffcmd(e, "cl_movement_edgefriction 1\n");
1471 float PlayerInIDList(entity p, string idlist)
1476 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1477 if not(p.crypto_idfp)
1480 // this function allows abbreviated player IDs too!
1481 n = tokenize_console(idlist);
1482 for(i = 0; i < n; ++i)
1485 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1496 Called when a client connects to the server
1499 //void ctf_clientconnect();
1500 string ColoredTeamName(float t);
1501 void DecodeLevelParms (void);
1502 //void dom_player_join_team(entity pl);
1503 void ClientConnect (void)
1507 if(self.flags & FL_CLIENT)
1509 print("Warning: ClientConnect, but already connected!\n");
1513 if(Ban_MaybeEnforceBan(self))
1519 sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1522 self.classname = "player_joining";
1524 self.flags = FL_CLIENT;
1525 self.version_nagtime = time + 10 + random() * 10;
1529 dprint("BUG player count is lower than zero, this cannot happen!\n");
1533 PlayerScore_Attach(self);
1534 ClientData_Attach();
1535 accuracy_init(self);
1537 bot_clientconnect();
1543 race_PreSpawnObserver();
1546 // dom_player_join_team(self);
1548 // identify the right forced team
1549 if(autocvar_g_campaign)
1551 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1553 switch(autocvar_g_campaign_forceteam)
1555 case 1: self.team_forced = COLOR_TEAM1; break;
1556 case 2: self.team_forced = COLOR_TEAM2; break;
1557 case 3: self.team_forced = COLOR_TEAM3; break;
1558 case 4: self.team_forced = COLOR_TEAM4; break;
1559 default: self.team_forced = 0;
1563 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1564 self.team_forced = COLOR_TEAM1;
1565 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1566 self.team_forced = COLOR_TEAM2;
1567 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1568 self.team_forced = COLOR_TEAM3;
1569 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1570 self.team_forced = COLOR_TEAM4;
1571 else if(autocvar_g_forced_team_otherwise == "red")
1572 self.team_forced = COLOR_TEAM1;
1573 else if(autocvar_g_forced_team_otherwise == "blue")
1574 self.team_forced = COLOR_TEAM2;
1575 else if(autocvar_g_forced_team_otherwise == "yellow")
1576 self.team_forced = COLOR_TEAM3;
1577 else if(autocvar_g_forced_team_otherwise == "pink")
1578 self.team_forced = COLOR_TEAM4;
1579 else if(autocvar_g_forced_team_otherwise == "spectate")
1580 self.team_forced = -1;
1581 else if(autocvar_g_forced_team_otherwise == "spectator")
1582 self.team_forced = -1;
1584 self.team_forced = 0;
1587 if(self.team_forced > 0)
1588 self.team_forced = 0;
1590 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1592 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1593 self.classname = "observer";
1597 if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1599 self.classname = "player";
1600 campaign_bots_may_start = 1;
1604 self.classname = "observer"; // do it anyway
1609 self.classname = "player";
1610 campaign_bots_may_start = 1;
1614 self.playerid = (playerid_last = playerid_last + 1);
1616 if(autocvar_sv_eventlog)
1617 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1619 LogTeamchange(self.playerid, self.team, 1);
1621 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1623 self.netname_previous = strzone(self.netname);
1625 bprint("^4", self.netname, "^4 connected");
1627 if(self.classname != "observer" && (g_domination || g_ctf))
1628 bprint(" and joined the ", ColoredTeamName(self.team));
1632 self.welcomemessage_time = 0;
1634 stuffcmd(self, strcat(clientstuff, "\n"));
1635 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1636 stuffcmd(self, "cl_particles_reloadeffects\n");
1638 FixClientCvars(self);
1640 // spawnfunc_waypoint sprites
1641 WaypointSprite_InitClient(self);
1643 // Wazat's grappling hook
1644 SetGrappleHookBindings();
1646 // get autoswitch state from player when he toggles it
1647 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1649 // get version info from player
1650 stuffcmd(self, "cmd clientversion $gameversion\n");
1652 // get other cvars from player
1655 // notify about available teams
1658 CheckAllowedTeams(self);
1659 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1660 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1663 stuffcmd(self, "set _teams_available 0\n");
1665 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1669 self.classname = "observer";
1671 Spawnqueue_Insert(self);
1675 ctf_clientconnect();
1678 if(teams_matter || radar_showennemies)
1681 bot_relinkplayerlist();
1683 self.spectatortime = time;
1686 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"));
1689 self.jointime = time;
1690 self.allowedTimeouts = autocvar_sv_timeout_number;
1692 if(clienttype(self) == CLIENTTYPE_REAL)
1694 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1695 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1700 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1702 PlayerScore_Add(self, SP_LMS_RANK, 666);
1703 self.frags = FRAGS_SPECTATOR;
1707 if(!sv_foginterval && world.fog != "")
1708 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1710 SoundEntity_Attach(self);
1712 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1714 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1715 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1718 self.hitplotfh = -1;
1720 if(g_race || g_cts) {
1726 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1729 race_send_recordtime(MSG_ONE);
1730 race_send_speedaward(MSG_ONE);
1732 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1733 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1734 race_send_speedaward_alltimebest(MSG_ONE);
1737 for (i = 1; i <= RANKINGS_CNT; ++i) {
1738 race_SendRankings(i, 0, 0, MSG_ONE);
1741 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1742 send_CSQC_teamnagger();
1744 send_CSQC_cr_maxbullets(self);
1748 PlayerStats_AddPlayer(self);
1755 Called when a client disconnects from the server
1758 .entity chatbubbleentity;
1759 .entity teambubbleentity;
1761 void ClientDisconnect (void)
1763 if not(self.flags & FL_CLIENT)
1765 print("Warning: ClientDisconnect without ClientConnect\n");
1769 PlayerStats_AddGlobalInfo(self);
1771 CheatShutdownClient();
1773 if(self.hitplotfh >= 0)
1775 fclose(self.hitplotfh);
1776 self.hitplotfh = -1;
1780 anticheat_shutdown();
1782 playerdemo_shutdown();
1784 bot_clientdisconnect();
1789 if(autocvar_sv_eventlog)
1790 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1791 bprint ("^4",self.netname);
1792 bprint ("^4 disconnected\n");
1794 SoundEntity_Detach(self);
1797 MUTATOR_CALLHOOK(ClientDisconnect);
1799 Portal_ClearAll(self);
1801 if(self.flagcarried)
1802 DropFlag(self.flagcarried, world, world);
1803 if(self.ballcarried && g_nexball)
1804 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1806 // Here, everything has been done that requires this player to be a client.
1808 self.flags &~= FL_CLIENT;
1810 if (self.chatbubbleentity)
1811 remove (self.chatbubbleentity);
1813 if (self.teambubbleentity)
1814 remove (self.teambubbleentity);
1816 if (self.killindicator)
1817 remove (self.killindicator);
1819 WaypointSprite_PlayerGone();
1821 bot_relinkplayerlist();
1825 Spawnqueue_Unmark(self);
1826 Spawnqueue_Remove(self);
1829 accuracy_free(self);
1830 ClientData_Detach();
1831 PlayerScore_Detach(self);
1833 if(self.netname_previous)
1834 strunzone(self.netname_previous);
1835 if(self.clientstatus)
1836 strunzone(self.clientstatus);
1837 if(self.weaponorder_byimpulse)
1838 strunzone(self.weaponorder_byimpulse);
1840 ClearPlayerSounds();
1843 remove(self.personal);
1853 void ChatBubbleThink()
1855 self.nextthink = time;
1856 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1858 if(self.owner) // but why can that ever be world?
1859 self.owner.chatbubbleentity = world;
1863 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1865 || self.owner.tetris_on
1868 self.model = self.mdl;
1873 void UpdateChatBubble()
1875 if (!self.modelindex)
1877 // spawn a chatbubble entity if needed
1878 if (!self.chatbubbleentity)
1880 self.chatbubbleentity = spawn();
1881 self.chatbubbleentity.owner = self;
1882 self.chatbubbleentity.exteriormodeltoclient = self;
1883 self.chatbubbleentity.think = ChatBubbleThink;
1884 self.chatbubbleentity.nextthink = time;
1885 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1886 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1887 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1888 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1889 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1890 self.chatbubbleentity.model = "";
1891 self.chatbubbleentity.effects = EF_LOWPRECISION;
1896 void TeamBubbleThink()
1898 self.nextthink = time;
1899 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1901 if(self.owner) // but why can that ever be world?
1902 self.owner.teambubbleentity = world;
1906 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1907 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1910 self.model = self.mdl;
1914 float TeamBubble_customizeentityforclient()
1916 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1919 void UpdateTeamBubble()
1921 if (!self.modelindex || !teams_matter)
1923 // spawn a teambubble entity if needed
1924 if (!self.teambubbleentity && teams_matter)
1926 self.teambubbleentity = spawn();
1927 self.teambubbleentity.owner = self;
1928 self.teambubbleentity.exteriormodeltoclient = self;
1929 self.teambubbleentity.think = TeamBubbleThink;
1930 self.teambubbleentity.nextthink = time;
1931 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1932 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1933 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1934 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1935 self.teambubbleentity.mdl = self.teambubbleentity.model;
1936 self.teambubbleentity.model = self.teambubbleentity.mdl;
1937 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1938 self.teambubbleentity.effects = EF_LOWPRECISION;
1942 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1943 // added to the model skins
1944 /*void UpdateColorModHack()
1947 c = self.clientcolors & 15;
1948 // LordHavoc: only bothering to support white, green, red, yellow, blue
1949 if (!teams_matter) self.colormod = '0 0 0';
1950 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1951 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1952 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1953 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1954 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1955 else self.colormod = '1 1 1';
1961 if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1963 self.solid = SOLID_NOT;
1964 self.takedamage = DAMAGE_NO;
1965 self.movetype = MOVETYPE_FLY;
1966 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1967 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1968 self.effects |= EF_ADDITIVE;
1969 self.oldcolormap = self.colormap;
1970 self.colormap = 512;
1971 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1972 if(autocvar_g_respawn_ghosts_maxtime)
1973 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1977 self.effects |= EF_NODRAW; // prevent another CopyBody
1978 if(self.oldcolormap)
1980 self.colormap = self.oldcolormap;
1981 self.oldcolormap = 0;
1983 PutClientInServer();
1986 void play_countdown(float finished, string samp)
1988 if(clienttype(self) == CLIENTTYPE_REAL)
1989 if(floor(finished - time - frametime) != floor(finished - time))
1990 if(finished - time < 6)
1991 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1995 * When sv_timeout is used this function returs strings like
1996 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1997 * Called by centerprint functions
1998 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
2000 string getTimeoutText(float addOneSecond) {
2001 if (!autocvar_sv_timeout || !timeoutStatus)
2004 local string retStr;
2005 if (timeoutStatus == 1) {
2006 if (addOneSecond == 1) {
2007 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
2010 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
2014 else if (timeoutStatus == 2) {
2016 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
2017 //don't show messages like "Timeout ends in 0 seconds"...
2018 if ((remainingTimeoutTime + 1) > 0)
2024 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2025 //don't show messages like "Timeout ends in 0 seconds"...
2026 if (remainingTimeoutTime > 0)
2035 void player_powerups (void)
2037 // add a way to see what the items were BEFORE all of these checks for the mutator hook
2038 olditems = self.items;
2040 if((self.items & IT_USING_JETPACK) && !self.deadflag)
2042 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2043 self.modelflags |= MF_ROCKET;
2047 SoundEntity_StopSound(self, CHAN_PLAYER);
2048 self.modelflags &~= MF_ROCKET;
2051 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2053 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2056 Fire_ApplyDamage(self);
2057 Fire_ApplyEffect(self);
2061 self.effects |= EF_FULLBRIGHT;
2063 if (self.items & IT_STRENGTH)
2065 play_countdown(self.strength_finished, "misc/poweroff.wav");
2066 if (time > self.strength_finished)
2068 self.alpha = default_player_alpha;
2069 self.exteriorweaponentity.alpha = default_weapon_alpha;
2070 self.items &~= IT_STRENGTH;
2071 sprint(self, "^3Invisibility has worn off\n");
2076 if (time < self.strength_finished)
2078 self.alpha = g_minstagib_invis_alpha;
2079 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2080 self.items |= IT_STRENGTH;
2081 sprint(self, "^3You are invisible\n");
2085 if (self.items & IT_INVINCIBLE)
2087 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2088 if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2090 self.items = self.items - (self.items & IT_INVINCIBLE);
2091 sprint(self, "^3Speed has worn off\n");
2096 if (time < self.invincible_finished)
2098 self.items = self.items | IT_INVINCIBLE;
2099 sprint(self, "^3You are on speed\n");
2103 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.
2105 if (self.items & IT_STRENGTH)
2107 play_countdown(self.strength_finished, "misc/poweroff.wav");
2108 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2109 if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2111 self.items = self.items - (self.items & IT_STRENGTH);
2112 sprint(self, "^3Strength has worn off\n");
2117 if (time < self.strength_finished)
2119 self.items = self.items | IT_STRENGTH;
2120 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2123 if (self.items & IT_INVINCIBLE)
2125 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2126 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2127 if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2129 self.items = self.items - (self.items & IT_INVINCIBLE);
2130 sprint(self, "^3Shield has worn off\n");
2135 if (time < self.invincible_finished)
2137 self.items = self.items | IT_INVINCIBLE;
2138 sprint(self, "^3Shield surrounds you\n");
2142 if(autocvar_g_nodepthtestplayers)
2143 self.effects = self.effects | EF_NODEPTHTEST;
2145 if(autocvar_g_fullbrightplayers)
2146 self.effects = self.effects | EF_FULLBRIGHT;
2148 // midair gamemode: damage only while in the air
2149 // if in midair mode, being on ground grants temporary invulnerability
2150 // (this is so that multishot weapon don't clear the ground flag on the
2151 // first damage in the frame, leaving the player vulnerable to the
2152 // remaining hits in the same frame)
2153 if (self.flags & FL_ONGROUND)
2155 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2157 if (time >= game_starttime)
2158 if (time < self.spawnshieldtime)
2159 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2162 MUTATOR_CALLHOOK(PlayerPowerups);
2165 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2167 if(current > stable)
2169 else if(current > stable - 0.25) // when close enough, "snap"
2172 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2175 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2177 if(current < stable)
2179 else if(current < stable + 0.25) // when close enough, "snap"
2182 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2185 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2187 if(current > rotstable)
2189 if(rotframetime > 0)
2191 current = CalcRot(current, rotstable, rotfactor, rotframetime);
2192 current = max(rotstable, current - rotlinear * rotframetime);
2195 else if(current < regenstable)
2197 if(regenframetime > 0)
2199 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2200 current = min(regenstable, current + regenlinear * regenframetime);
2210 void player_regen (void)
2212 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2213 maxh = autocvar_g_balance_health_rotstable;
2214 maxa = autocvar_g_balance_armor_rotstable;
2215 maxf = autocvar_g_balance_fuel_rotstable;
2216 minh = autocvar_g_balance_health_regenstable;
2217 mina = autocvar_g_balance_armor_regenstable;
2218 minf = autocvar_g_balance_fuel_regenstable;
2219 limith = autocvar_g_balance_health_limit;
2220 limita = autocvar_g_balance_armor_limit;
2221 limitf = autocvar_g_balance_fuel_limit;
2223 max_mod = regen_mod = rot_mod = limit_mod = 1;
2225 if (self.runes & RUNE_REGEN)
2227 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2229 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2230 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2231 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2235 regen_mod = autocvar_g_balance_rune_regen_regenrate;
2236 max_mod = autocvar_g_balance_rune_regen_hpmod;
2237 limit_mod = autocvar_g_balance_rune_regen_limitmod;
2240 else if (self.runes & CURSE_VENOM)
2242 max_mod = autocvar_g_balance_curse_venom_hpmod;
2243 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2244 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2246 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2247 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2248 //if (!self.runes & RUNE_REGEN)
2249 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2251 maxh = maxh * max_mod;
2252 //maxa = maxa * max_mod;
2253 //maxf = maxf * max_mod;
2254 minh = minh * max_mod;
2255 //mina = mina * max_mod;
2256 //minf = minf * max_mod;
2257 limith = limith * limit_mod;
2258 limita = limita * limit_mod;
2259 //limitf = limitf * limit_mod;
2264 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2266 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);
2267 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);
2269 // if player rotted to death... die!
2271 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2274 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2275 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);
2278 float zoomstate_set;
2279 void SetZoomState(float z)
2281 if(z != self.zoomstate)
2284 ClientData_Touch(self);
2289 void GetPressedKeys(void) {
2290 MUTATOR_CALLHOOK(GetPressedKeys);
2291 if (self.movement_x > 0) // get if movement keys are pressed
2292 { // forward key pressed
2293 self.pressedkeys |= KEY_FORWARD;
2294 self.pressedkeys &~= KEY_BACKWARD;
2296 else if (self.movement_x < 0)
2297 { // backward key pressed
2298 self.pressedkeys |= KEY_BACKWARD;
2299 self.pressedkeys &~= KEY_FORWARD;
2303 self.pressedkeys &~= KEY_FORWARD;
2304 self.pressedkeys &~= KEY_BACKWARD;
2307 if (self.movement_y > 0)
2308 { // right key pressed
2309 self.pressedkeys |= KEY_RIGHT;
2310 self.pressedkeys &~= KEY_LEFT;
2312 else if (self.movement_y < 0)
2313 { // left key pressed
2314 self.pressedkeys |= KEY_LEFT;
2315 self.pressedkeys &~= KEY_RIGHT;
2319 self.pressedkeys &~= KEY_RIGHT;
2320 self.pressedkeys &~= KEY_LEFT;
2323 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2324 self.pressedkeys |= KEY_JUMP;
2326 self.pressedkeys &~= KEY_JUMP;
2327 if (self.BUTTON_CROUCH)
2328 self.pressedkeys |= KEY_CROUCH;
2330 self.pressedkeys &~= KEY_CROUCH;
2334 ======================
2335 spectate mode routines
2336 ======================
2339 void SpectateCopy(entity spectatee) {
2341 MUTATOR_CALLHOOK(SpectateCopy);
2342 self.armortype = spectatee.armortype;
2343 self.armorvalue = spectatee.armorvalue;
2344 self.ammo_cells = spectatee.ammo_cells;
2345 self.ammo_shells = spectatee.ammo_shells;
2346 self.ammo_nails = spectatee.ammo_nails;
2347 self.ammo_rockets = spectatee.ammo_rockets;
2348 self.ammo_fuel = spectatee.ammo_fuel;
2349 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2350 self.health = spectatee.health;
2352 self.items = spectatee.items;
2353 self.last_pickup = spectatee.last_pickup;
2354 self.metertime = spectatee.metertime;
2355 self.strength_finished = spectatee.strength_finished;
2356 self.invincible_finished = spectatee.invincible_finished;
2357 self.pressedkeys = spectatee.pressedkeys;
2358 self.weapons = spectatee.weapons;
2359 self.switchweapon = spectatee.switchweapon;
2360 self.weapon = spectatee.weapon;
2361 self.punchangle = spectatee.punchangle;
2362 self.view_ofs = spectatee.view_ofs;
2363 self.v_angle = spectatee.v_angle;
2364 self.velocity = spectatee.velocity;
2365 self.dmg_take = spectatee.dmg_take;
2366 self.dmg_save = spectatee.dmg_save;
2367 self.dmg_inflictor = spectatee.dmg_inflictor;
2368 self.angles = spectatee.v_angle;
2369 self.fixangle = TRUE;
2370 setorigin(self, spectatee.origin);
2371 setsize(self, spectatee.mins, spectatee.maxs);
2372 SetZoomState(spectatee.zoomstate);
2374 anticheat_spectatecopy(spectatee);
2377 float SpectateUpdate() {
2381 if (self == self.enemy)
2384 if(self.enemy.classname != "player")
2387 SpectateCopy(self.enemy);
2392 float SpectateNext() {
2393 other = find(self.enemy, classname, "player");
2396 other = find(other, classname, "player");
2401 if(self.enemy.classname == "player") {
2403 WriteByte(MSG_ONE, SVC_SETVIEW);
2404 WriteEntity(MSG_ONE, self.enemy);
2405 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2406 self.movetype = MOVETYPE_NONE;
2407 accuracy_resend(self);
2409 if(!SpectateUpdate())
2410 PutObserverInServer();
2420 ShowRespawnCountdown()
2422 Update a respawn countdown display.
2425 void ShowRespawnCountdown()
2428 if(self.deadflag == DEAD_NO) // just respawned?
2432 number = ceil(self.death_time - time);
2435 if(number <= self.respawn_countdown)
2437 self.respawn_countdown = number - 1;
2438 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
2439 AnnounceTo(self, strcat(ftos(number), ""));
2444 void LeaveSpectatorMode()
2446 if(isJoinAllowed()) {
2447 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2448 self.classname = "player";
2450 if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2451 JoinBestTeam(self, FALSE, TRUE);
2453 if(autocvar_g_campaign)
2454 campaign_bots_may_start = 1;
2456 PutClientInServer();
2458 if(self.classname == "player")
2459 bprint ("^4", self.netname, "^4 is playing now\n");
2461 if(!autocvar_g_campaign)
2462 centerprint(self,""); // clear MOTD
2466 if (g_ca && self.caplayer) {
2469 stuffcmd(self,"menu_showteamselect\n");
2474 //player may not join because of g_maxplayers is set
2475 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2480 * Determines whether the player is allowed to join. This depends on cvar
2481 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2482 * it checks whether the number of currently playing players exceeds g_maxplayers.
2483 * @return bool TRUE if the player is allowed to join, false otherwise
2485 float isJoinAllowed() {
2486 if(self.team_forced < 0)
2487 return FALSE; // forced spectators can never join
2489 if (!autocvar_g_maxplayers)
2493 local float currentlyPlaying;
2494 FOR_EACH_REALPLAYER(e) {
2495 if(e.classname == "player")
2496 currentlyPlaying += 1;
2498 if(currentlyPlaying < autocvar_g_maxplayers)
2505 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2506 * g_maxplayers_spectator_blocktime seconds
2508 void checkSpectatorBlock() {
2509 if(self.classname == "spectator" || self.classname == "observer") {
2510 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2511 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2517 void ObserverThink()
2519 if (self.flags & FL_JUMPRELEASED) {
2520 if (self.BUTTON_JUMP && !self.version_mismatch) {
2521 self.welcomemessage_time = 0;
2522 self.flags &~= FL_JUMPRELEASED;
2523 self.flags |= FL_SPAWNING;
2524 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2525 self.welcomemessage_time = 0;
2526 self.flags &~= FL_JUMPRELEASED;
2527 if(SpectateNext() == 1) {
2528 self.classname = "spectator";
2532 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2533 self.flags |= FL_JUMPRELEASED;
2534 if(self.flags & FL_SPAWNING)
2536 self.flags &~= FL_SPAWNING;
2537 LeaveSpectatorMode();
2542 PrintWelcomeMessage(self);
2545 void SpectatorThink()
2547 if (self.flags & FL_JUMPRELEASED) {
2548 if (self.BUTTON_JUMP && !self.version_mismatch) {
2549 self.welcomemessage_time = 0;
2550 self.flags &~= FL_JUMPRELEASED;
2551 self.flags |= FL_SPAWNING;
2552 } else if(self.BUTTON_ATCK) {
2553 self.welcomemessage_time = 0;
2554 self.flags &~= FL_JUMPRELEASED;
2555 if(SpectateNext() == 1) {
2556 self.classname = "spectator";
2558 self.classname = "observer";
2559 PutClientInServer();
2561 } else if (self.BUTTON_ATCK2) {
2562 self.welcomemessage_time = 0;
2563 self.flags &~= FL_JUMPRELEASED;
2564 self.classname = "observer";
2565 PutClientInServer();
2567 if(!SpectateUpdate())
2568 PutObserverInServer();
2571 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2572 self.flags |= FL_JUMPRELEASED;
2573 if(self.flags & FL_SPAWNING)
2575 self.flags &~= FL_SPAWNING;
2576 LeaveSpectatorMode();
2582 PrintWelcomeMessage(self);
2583 self.flags |= FL_CLIENT | FL_NOTARGET;
2586 .float touchexplode_time;
2592 Called every frame for each client before the physics are run
2595 void() ctf_setstatus;
2596 void() nexball_setstatus;
2598 void PlayerPreThink (void)
2600 self.stat_game_starttime = game_starttime;
2601 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2602 self.stat_leadlimit = autocvar_leadlimit;
2606 // physics frames: update anticheat stuff
2607 anticheat_prethink();
2610 if(blockSpectators && frametime)
2611 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2612 checkSpectatorBlock();
2616 if(self.netname_previous != self.netname)
2618 if(autocvar_sv_eventlog)
2619 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2620 if(self.netname_previous)
2621 strunzone(self.netname_previous);
2622 self.netname_previous = strzone(self.netname);
2626 if(self.version_nagtime)
2627 if(self.cvar_g_xonoticversion)
2628 if(time > self.version_nagtime)
2630 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2632 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2634 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");
2635 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2640 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2643 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.com/^1!\n");
2644 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.com/^1!\n"));
2648 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2649 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2653 self.version_nagtime = 0;
2657 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2659 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2660 self.max_armorvalue = 0;
2664 if (TetrisPreFrame())
2668 MUTATOR_CALLHOOK(PlayerPreThink);
2670 if(self.classname == "player") {
2671 // if(self.netname == "Wazat")
2672 // bprint(self.classname, "\n");
2674 CheckRules_Player();
2676 PrintWelcomeMessage(self);
2678 if (intermission_running)
2680 IntermissionThink (); // otherwise a button could be missed between
2681 return; // the think tics
2684 if(self.teleport_time)
2685 if(time > self.teleport_time)
2687 self.teleport_time = 0;
2688 self.effects = self.effects - (self.effects & EF_NODRAW);
2691 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2692 UpdateSelectedPlayer();
2694 //don't allow the player to turn around while game is paused!
2695 if(timeoutStatus == 2) {
2696 self.v_angle = self.lastV_angle;
2697 self.angles = self.lastV_angle;
2698 self.fixangle = TRUE;
2703 if(self.health <= 0 && autocvar_g_deathglow)
2705 if(self.glowmod_x > 0)
2706 self.glowmod_x -= autocvar_g_deathglow * frametime;
2708 self.glowmod_x = -1;
2709 if(self.glowmod_y > 0)
2710 self.glowmod_y -= autocvar_g_deathglow * frametime;
2712 self.glowmod_y = -1;
2713 if(self.glowmod_z > 0)
2714 self.glowmod_z -= autocvar_g_deathglow * frametime;
2716 self.glowmod_z = -1;
2719 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2723 if (self.deadflag != DEAD_NO)
2725 float button_pressed, force_respawn;
2726 if(self.personal && g_race_qualifying)
2728 if(time > self.death_time)
2730 self.death_time = time + 1; // only retry once a second
2739 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2740 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2741 if (self.deadflag == DEAD_DYING)
2744 self.deadflag = DEAD_RESPAWNING;
2745 else if(!button_pressed)
2746 self.deadflag = DEAD_DEAD;
2748 else if (self.deadflag == DEAD_DEAD)
2751 self.deadflag = DEAD_RESPAWNABLE;
2753 else if (self.deadflag == DEAD_RESPAWNABLE)
2756 self.deadflag = DEAD_RESPAWNING;
2758 else if (self.deadflag == DEAD_RESPAWNING)
2760 if(time > self.death_time)
2762 self.death_time = time + 1; // only retry once a second
2766 ShowRespawnCountdown();
2772 if(time > self.touchexplode_time)
2773 if(self.classname == "player")
2774 if(self.deadflag == DEAD_NO)
2775 if not(IS_INDEPENDENT_PLAYER(self))
2776 FOR_EACH_PLAYER(other) if(self != other)
2778 if(time > other.touchexplode_time)
2779 if(other.deadflag == DEAD_NO)
2780 if not(IS_INDEPENDENT_PLAYER(other))
2781 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2783 PlayerTouchExplode(self, other);
2784 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2788 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2792 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2793 dist = self.prevorigin - self.origin;
2795 self.lms_traveled_distance += fabs(vlen(dist));
2797 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2799 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2800 self.lms_traveled_distance = 0;
2803 if(time > self.lms_nextcheck)
2805 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2806 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2808 centerprint(self, autocvar_g_lms_campcheck_message);
2809 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2810 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2811 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');
2813 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2814 self.lms_traveled_distance = 0;
2818 self.prevorigin = self.origin;
2820 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2825 self.view_ofs = PL_CROUCH_VIEW_OFS;
2826 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2827 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2834 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2835 if (!trace_startsolid)
2837 self.crouch = FALSE;
2838 self.view_ofs = PL_VIEW_OFS;
2839 setsize (self, PL_MIN, PL_MAX);
2844 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2846 if(self.bloodloss_timer < time)
2848 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2849 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2855 GrapplingHookFrame();
2857 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2860 self.items &~= self.items_added;
2864 self.items_added = 0;
2865 if(self.items & IT_JETPACK)
2866 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2867 self.items_added |= IT_FUEL;
2869 self.items |= self.items_added;
2874 // rot nex charge to the charge limit
2875 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2876 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2882 minstagib_ammocheck();
2888 nexball_setstatus();
2890 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2892 //self.angles_y=self.v_angle_y + 90; // temp
2893 } else if(gameover) {
2894 if (intermission_running)
2895 IntermissionThink (); // otherwise a button could be missed between
2897 } else if(self.classname == "observer") {
2899 } else if(self.classname == "spectator") {
2904 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && autocvar_g_balance_campingrifle_secondary == 0));
2906 float oldspectatee_status;
2907 oldspectatee_status = self.spectatee_status;
2908 if(self.classname == "spectator")
2909 self.spectatee_status = num_for_edict(self.enemy);
2910 else if(self.classname == "observer")
2911 self.spectatee_status = num_for_edict(self);
2913 self.spectatee_status = 0;
2914 if(self.spectatee_status != oldspectatee_status)
2916 ClientData_Touch(self);
2918 race_InitSpectator();
2921 if(self.teamkill_soundtime)
2922 if(time > self.teamkill_soundtime)
2924 self.teamkill_soundtime = 0;
2926 entity oldpusher, oldself;
2928 oldself = self; self = self.teamkill_soundsource;
2929 oldpusher = self.pusher; self.pusher = oldself;
2931 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2933 self.pusher = oldpusher;
2937 if(self.taunt_soundtime)
2938 if(time > self.taunt_soundtime)
2940 self.taunt_soundtime = 0;
2941 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2944 target_voicescript_next(self);
2947 float isInvisibleString(string s)
2950 s = strdecolorize(s);
2951 for((i = 0), (n = strlen(s)); i < n; ++i)
2959 case 192: // charmap space
2960 if (!autocvar_utf8_enable)
2963 case 160: // space in unicode fonts
2964 case 0xE000 + 192: // utf8 charmap space
2965 if (autocvar_utf8_enable)
2978 Called every frame for each client after the physics are run
2981 .float idlekick_lasttimeleft;
2982 .entity showheadshotbbox;
2983 void showheadshotbbox_think()
2985 if(self.owner.showheadshotbbox != self)
2990 self.nextthink = time;
2991 setorigin(self, self.owner.origin);
2992 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2994 void PlayerPostThink (void)
2996 // Savage: Check for nameless players
2997 if (isInvisibleString(self.netname)) {
2998 self.netname = "Player";
2999 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
3002 if(sv_maxidle && frametime)
3004 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
3006 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3009 bprint("^3", self.netname, "^3 was kicked for idling.\n");
3010 AnnounceTo(self, "terminated");
3014 else if(timeleft <= 10)
3016 if(timeleft != self.idlekick_lasttimeleft)
3018 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3019 AnnounceTo(self, strcat(ftos(timeleft), ""));
3024 centerprint_expire(self, CENTERPRIO_IDLEKICK);
3026 self.idlekick_lasttimeleft = timeleft;
3030 if(self.impulse == 100)
3032 if (TetrisPostFrame())
3038 if(self.classname == "player") {
3039 CheckRules_Player();
3044 if (intermission_running)
3045 return; // intermission or finale
3047 } else if (self.classname == "observer") {
3049 } else if (self.classname == "spectator") {
3055 for(i = 0; i < 1000; ++i)
3058 end = self.origin + '0 0 1024' + 512 * randomvec();
3059 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3060 if(trace_fraction < 1)
3061 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3063 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3071 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3073 if(self.waypointsprite_attachedforcarrier)
3074 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3076 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3078 if(!self.showheadshotbbox)
3080 self.showheadshotbbox = spawn();
3081 self.showheadshotbbox.classname = "headshotbbox";
3082 self.showheadshotbbox.owner = self;
3083 self.showheadshotbbox.think = showheadshotbbox_think;
3084 self.showheadshotbbox.nextthink = time;
3085 self = self.showheadshotbbox;
3092 if(self.showheadshotbbox)
3093 remove(self.showheadshotbbox);
3098 if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
3100 if(!self.stored_netname)
3101 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3102 if(self.stored_netname != self.netname)
3104 db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3105 strunzone(self.stored_netname);
3106 self.stored_netname = strzone(self.netname);
3112 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));