prio = 0;
// filter out spots for the wrong team
- if(teamcheck)
- if(spot.team != teamcheck)
- return '-1 0 0';
+ if(teamcheck >= 0)
+ if(spot.team != teamcheck)
+ return '-1 0 0';
if(race_spawns)
if(spot.target == "")
spotlist = spot;
/*
- if(teamcheck)
+ if(teamcheck >= 0)
if(spot.team != teamcheck)
error("invalid spawn added");
/*
entity e;
- if(teamcheck)
+ if(teamcheck >= 0)
for(e = spotlist; e; e = e.chain)
{
print("seen ", etos(e), "\n");
if (spot)
return spot;
- teamcheck = 0;
+ if(anypoint)
+ teamcheck = -1;
+ else if(have_team_spawns > 0)
+ {
+ if(have_team_spawns_forteam[self.team] == 0)
+ {
+ // we request a spawn for a team, and we have team
+ // spawns, but that team has no spawns?
+ if(have_team_spawns[0])
+ // try noteam spawns
+ teamcheck = 0;
+ else
+ // if not, any spawn has to do
+ teamcheck = -1;
+ }
+ else
+ teamcheck = self.team; // MUST be team
+ }
+ else if(have_team_spawns == 0 && have_team_spawns[0])
+ teamcheck = 0; // MUST be noteam
+ else
+ teamcheck = -1;
+ // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
- if(!anypoint && have_team_spawns > 0)
- teamcheck = self.team;
// get the list of players
playerlist = findchain(classname, "player");
print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
entity e;
- if(teamcheck)
+ if(teamcheck >= 0)
for(e = firstspot; e; e = e.chain)
if(e.team != teamcheck)
error("invalid spawn found");
// reset fields the weapons may use
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
+ {
weapon_action(j, WR_RESETPLAYER);
+ // all weapons must be fully loaded when we spawn
+ entity e;
+ e = get_weaponinfo(j);
+ if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
+ self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ }
+ self.weapon_forbidchange = FALSE;
+
oldself = self;
self = spot;
activator = oldself;
WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
+ WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
+ WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}
string ColoredTeamName(float t);
void DecodeLevelParms (void);
//void dom_player_join_team(entity pl);
+void set_dom_state(entity e);
void ClientConnect (void)
{
float t;
DecodeLevelParms();
#ifdef WATERMARK
- sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
+ sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK(), "\n"));
#endif
self.classname = "player_joining";
else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
send_CSQC_teamnagger();
+ if (g_domination)
+ set_dom_state(self);
+
CheatInitClient();
PlayerStats_AddPlayer(self);
+
+ self.shownames = spawn();
+ self.shownames.owner = self;
+ self.shownames.think = shownames_think;
+ self.shownames.nextthink = time;
+ self.shownames.customizeentityforclient = shownames_customize;
+ Net_LinkEntity(self.shownames, FALSE, 0, SendEntity_ShowNames);
}
/*
self.playerid = 0;
ReadyCount();
+ remove(self.shownames);
+
// free cvars
GetCvars(-1);
}
self.impulse = 0;
self.items = spectatee.items;
self.last_pickup = spectatee.last_pickup;
+ self.hit_time = spectatee.hit_time;
self.metertime = spectatee.metertime;
self.strength_finished = spectatee.strength_finished;
self.invincible_finished = spectatee.invincible_finished;
self.weapons = spectatee.weapons;
self.switchweapon = spectatee.switchweapon;
self.weapon = spectatee.weapon;
+ self.nex_charge = spectatee.nex_charge;
+ self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
+ self.hagar_load = spectatee.hagar_load;
+ self.minelayer_mines = spectatee.minelayer_mines;
self.punchangle = spectatee.punchangle;
self.view_ofs = spectatee.view_ofs;
self.v_angle = spectatee.v_angle;
.float items_added;
void PlayerPreThink (void)
{
+ WarpZone_PlayerPhysics_FixVAngle();
+
self.stat_game_starttime = game_starttime;
self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
self.stat_leadlimit = autocvar_leadlimit;
return; // the think tics
}
- if(self.teleport_time)
- if(time > self.teleport_time)
- {
- self.teleport_time = 0;
- self.effects = self.effects - (self.effects & EF_NODRAW);
- }
-
- if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
- UpdateSelectedPlayer();
-
//don't allow the player to turn around while game is paused!
if(timeoutStatus == 2) {
self.v_angle = self.lastV_angle;
self.glowmod_z = -1;
}
else
+ {
+ // set weapon and player glowmod
self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
+
+ if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
+ {
+ self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+
+ if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
+ {
+ self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+ }
+ }
+ else
+ self.weaponentity_glowmod = self.glowmod;
+ }
player_powerups();
}
}
if(!zoomstate_set)
- SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
+ SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
float oldspectatee_status;
oldspectatee_status = self.spectatee_status;
playerdemo_write();
- if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
+ if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
{
if(!self.stored_netname)
self.stored_netname = strzone(uid2name(self.crypto_idfp));