Limit g_balance_vore_swallow_limit between 1 and 9. This fixes some small bugs, such...
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         if (clienttype(e) == CLIENTTYPE_REAL)\r
17         {\r
18                 msg_entity = e;\r
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
21                 WriteString(MSG_ONE, snd);\r
22         }\r
23 }\r
24 \r
25 float ClientData_Send(entity to, float sf)\r
26 {\r
27         if(to != self.owner)\r
28         {\r
29                 error("wtf");\r
30                 return FALSE;\r
31         }\r
32 \r
33         entity e;\r
34 \r
35         e = to;\r
36         if(to.classname == "spectator")\r
37                 e = to.enemy;\r
38 \r
39         sf = 0;\r
40 \r
41         if(e.race_completed)\r
42                 sf |= 1; // forced scoreboard\r
43         if(to.spectatee_status)\r
44                 sf |= 2; // spectator ent number follows\r
45         if(e.zoomstate)\r
46                 sf |= 4; // zoomed\r
47 \r
48         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
49         WriteByte(MSG_ENTITY, sf);\r
50 \r
51         if(sf & 2)\r
52                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
53 \r
54         if(sf & 8)\r
55         {\r
56                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
57                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
58         }\r
59 \r
60         return TRUE;\r
61 }\r
62 \r
63 void ClientData_Attach()\r
64 {\r
65         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
66         self.clientdata.drawonlytoclient = self;\r
67         self.clientdata.owner = self;\r
68 }\r
69 \r
70 void ClientData_Detach()\r
71 {\r
72         remove(self.clientdata);\r
73         self.clientdata = world;\r
74 }\r
75 \r
76 void ClientData_Touch(entity e)\r
77 {\r
78         e.clientdata.SendFlags = 1;\r
79 \r
80         // make it spectatable\r
81         entity e2;\r
82         FOR_EACH_REALCLIENT(e2)\r
83         {\r
84                 if(e2 != e)\r
85                         if(e2.classname == "spectator")\r
86                                 if(e2.enemy == e)\r
87                                         e2.clientdata.SendFlags = 1;\r
88         }\r
89 }\r
90 \r
91 \r
92 .vector spawnpoint_score;\r
93 .string netname_previous;\r
94 \r
95 void spawnfunc_info_player_survivor (void)\r
96 {\r
97         spawnfunc_info_player_deathmatch();\r
98 }\r
99 \r
100 void spawnfunc_info_player_start (void)\r
101 {\r
102         spawnfunc_info_player_deathmatch();\r
103 }\r
104 \r
105 void spawnfunc_info_player_deathmatch (void)\r
106 {\r
107         self.classname = "info_player_deathmatch";\r
108         relocate_spawnpoint();\r
109 }\r
110 \r
111 void spawnpoint_use()\r
112 {\r
113         if(teams_matter)\r
114         if(have_team_spawns > 0)\r
115         {\r
116                 self.team = activator.team;\r
117                 some_spawn_has_been_used = 1;\r
118         }\r
119 };\r
120 \r
121 // Returns:\r
122 //   _x: prio (-1 if unusable)\r
123 //   _y: weight\r
124 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
125 {\r
126         float shortest, thisdist;\r
127         float prio;\r
128         entity player;\r
129 \r
130         prio = 0;\r
131 \r
132         // filter out spots for the wrong team\r
133         if(teamcheck)\r
134         if(spot.team != teamcheck)\r
135                 return '-1 0 0';\r
136 \r
137         if(race_spawns)\r
138                 if(spot.target == "")\r
139                         return '-1 0 0';\r
140 \r
141         if(clienttype(self) == CLIENTTYPE_REAL)\r
142         {\r
143                 if(spot.restriction == 1)\r
144                         return '-1 0 0';\r
145         }\r
146         else\r
147         {\r
148                 if(spot.restriction == 2)\r
149                         return '-1 0 0';\r
150         }\r
151 \r
152         // filter out spots for assault\r
153         if(spot.target != "") {\r
154                 local entity ent;\r
155                 float good, found;\r
156                 ent = find(world, targetname, spot.target);\r
157 \r
158                 while(ent) {\r
159                         if(ent.classname == "target_objective")\r
160                         {\r
161                                 found = 1;\r
162                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
163                                         return '-1 0 0';\r
164                                 good = 1;\r
165                         }\r
166                         else if(ent.classname == "trigger_race_checkpoint")\r
167                         {\r
168                                 found = 1;\r
169                                 if(!anypoint) // spectators may spawn everywhere\r
170 \r
171                                 {\r
172                                         if(g_race_qualifying)\r
173                                         {\r
174                                                 // spawn at first\r
175                                                 if(ent.race_checkpoint != 0)\r
176                                                         return '-1 0 0';\r
177                                                 if(spot.race_place != race_lowest_place_spawn)\r
178                                                         return '-1 0 0';\r
179                                         }\r
180                                         else\r
181                                         {\r
182                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
183                                                         return '-1 0 0';\r
184                                                 // try reusing the previous spawn\r
185                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
186                                                         prio += 1;\r
187                                                 if(ent.race_checkpoint == 0)\r
188                                                 {\r
189                                                         float pl;\r
190                                                         pl = self.race_place;\r
191                                                         if(pl > race_highest_place_spawn)\r
192                                                                 pl = 0;\r
193                                                         if(pl == 0 && !self.race_started)\r
194                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
195                                                         if(spot.race_place != pl)\r
196                                                                 return '-1 0 0';\r
197                                                 }\r
198                                         }\r
199                                 }\r
200                                 good = 1;\r
201                         }\r
202                         ent = find(ent, targetname, spot.target);\r
203                 }\r
204 \r
205                 if(found && !good)\r
206                         return '-1 0 0';\r
207         }\r
208 \r
209         player = playerlist;\r
210         shortest = vlen(world.maxs - world.mins);\r
211         for(player = playerlist; player; player = player.chain)\r
212                 if (player != self)\r
213                 {\r
214                         thisdist = vlen(player.origin - spot.origin);\r
215                         if (thisdist < shortest)\r
216                                 shortest = thisdist;\r
217                 }\r
218         return prio * '1 0 0' + shortest * '0 1 0';\r
219 }\r
220 \r
221 float spawn_allbad;\r
222 float spawn_allgood;\r
223 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
224 {\r
225         local entity spot, spotlist, spotlistend;\r
226         spawn_allgood = TRUE;\r
227         spawn_allbad = TRUE;\r
228 \r
229         spotlist = world;\r
230         spotlistend = world;\r
231 \r
232         for(spot = firstspot; spot; spot = spot.chain)\r
233         {\r
234                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
235 \r
236                 if(cvar("spawn_debugview"))\r
237                 {\r
238                         setmodel(spot, "models/rune.mdl");\r
239                         if(spot.spawnpoint_score_y < mindist)\r
240                         {\r
241                                 spot.colormod = '1 0 0';\r
242                                 spot.scale = 1;\r
243                         }\r
244                         else\r
245                         {\r
246                                 spot.colormod = '0 1 0';\r
247                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
248                         }\r
249                 }\r
250 \r
251                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
252                 {\r
253                         if(spot.spawnpoint_score_y < mindist)\r
254                         {\r
255                                 // too short distance\r
256                                 spawn_allgood = FALSE;\r
257                         }\r
258                         else\r
259                         {\r
260                                 // perfect\r
261                                 spawn_allbad = FALSE;\r
262 \r
263                                 if(spotlistend)\r
264                                         spotlistend.chain = spot;\r
265                                 spotlistend = spot;\r
266                                 if(!spotlist)\r
267                                         spotlist = spot;\r
268 \r
269                                 /*\r
270                                 if(teamcheck)\r
271                                 if(spot.team != teamcheck)\r
272                                         error("invalid spawn added");\r
273 \r
274                                 print("added ", etos(spot), "\n");\r
275                                 */\r
276                         }\r
277                 }\r
278         }\r
279         if(spotlistend)\r
280                 spotlistend.chain = world;\r
281 \r
282         /*\r
283                 entity e;\r
284                 if(teamcheck)\r
285                         for(e = spotlist; e; e = e.chain)\r
286                         {\r
287                                 print("seen ", etos(e), "\n");\r
288                                 if(e.team != teamcheck)\r
289                                         error("invalid spawn found");\r
290                         }\r
291         */\r
292 \r
293         return spotlist;\r
294 }\r
295 \r
296 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
297 {\r
298         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
299         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
300         local entity spot;\r
301 \r
302         RandomSelection_Init();\r
303         for(spot = firstspot; spot; spot = spot.chain)\r
304                 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);\r
305 \r
306         return RandomSelection_chosen_ent;\r
307 }\r
308 \r
309 /*\r
310 =============\r
311 SelectSpawnPoint\r
312 \r
313 Finds a point to respawn\r
314 =============\r
315 */\r
316 entity SelectSpawnPoint (float anypoint)\r
317 {\r
318         local float teamcheck;\r
319         local entity firstspot_new;\r
320         local entity spot, firstspot, playerlist;\r
321 \r
322         spot = find (world, classname, "testplayerstart");\r
323         if (spot)\r
324                 return spot;\r
325 \r
326         teamcheck = 0;\r
327 \r
328         if(!anypoint && have_team_spawns > 0)\r
329                 teamcheck = self.team;\r
330 \r
331         // get the list of players\r
332         playerlist = findchain(classname, "player");\r
333         // get the entire list of spots\r
334         firstspot = findchain(classname, "info_player_deathmatch");\r
335         // filter out the bad ones\r
336         // (note this returns the original list if none survived)\r
337         if(anypoint)\r
338         {\r
339                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
340         }\r
341         else\r
342         {\r
343                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
344                 if(!firstspot_new)\r
345                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
346                 firstspot = firstspot_new;\r
347 \r
348                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
349                 // (this means that roughly every other spawn will be furthest, so you\r
350                 // usually won't get fragged at spawn twice in a row)\r
351                 if (arena_roundbased && !g_ca)\r
352                 {\r
353                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
354                         if(firstspot_new)\r
355                                 firstspot = firstspot_new;\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 }\r
358                 else if (random() > cvar("g_spawn_furthest"))\r
359                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
360                 else\r
361                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
362         }\r
363 \r
364         if(cvar("spawn_debugview"))\r
365         {\r
366                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
367 \r
368                 entity e;\r
369                 if(teamcheck)\r
370                         for(e = firstspot; e; e = e.chain)\r
371                                 if(e.team != teamcheck)\r
372                                         error("invalid spawn found");\r
373         }\r
374 \r
375         if (!spot)\r
376         {\r
377                 if(cvar("spawn_debug"))\r
378                         GotoNextMap();\r
379                 else\r
380                 {\r
381                         if(some_spawn_has_been_used)\r
382                                 return world; // team can't spawn any more, because of actions of other team\r
383                         else\r
384                                 error("Cannot find a spawn point - please fix the map!");\r
385                 }\r
386         }\r
387 \r
388         return spot;\r
389 }\r
390 \r
391 /*\r
392 =============\r
393 CheckPlayerModel\r
394 \r
395 Checks if the argument string can be a valid playermodel.\r
396 Returns a valid one in doubt.\r
397 =============\r
398 */\r
399 string FallbackPlayerModel = "models/player/vixen.zym";\r
400 string CheckPlayerModel(string plyermodel) {\r
401         if(strlen(plyermodel) < 4)\r
402                 return FallbackPlayerModel;\r
403         if( substring(plyermodel,0,14) != "models/player/")\r
404                 return FallbackPlayerModel;\r
405         else if(cvar("sv_servermodelsonly"))\r
406         {\r
407                 if(substring(plyermodel,-4,4) != ".zym")\r
408                 if(substring(plyermodel,-4,4) != ".dpm")\r
409                 if(substring(plyermodel,-4,4) != ".iqm")\r
410                 if(substring(plyermodel,-4,4) != ".md3")\r
411                 if(substring(plyermodel,-4,4) != ".psk")\r
412                         return FallbackPlayerModel;\r
413                 if(plyermodel != strtolower(plyermodel))\r
414                         return FallbackPlayerModel;\r
415                 if(!fexists(plyermodel))\r
416                         return FallbackPlayerModel;\r
417         }\r
418         return plyermodel;\r
419 }\r
420 \r
421 void setmodel_apply(string modelname, float reset_anims)\r
422 {\r
423         precache_model(modelname);\r
424         setmodel(self, modelname); // players have high precision\r
425         if(reset_anims)\r
426                 player_setupanimsformodel();\r
427 }\r
428 \r
429 string setmodel_state()\r
430 {\r
431         // set the proper belly model depending on how full we are\r
432         string newmodel_name, newmodel_extension, applymodel;\r
433 \r
434         // 4 is the extension length\r
435         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
436         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
437 \r
438         float vore_state;\r
439         if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.666666666666))\r
440                 vore_state = 3;\r
441         else if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.333333333333))\r
442                 vore_state = 2;\r
443         else if(self.stomach_load)\r
444                 vore_state = 1;\r
445 \r
446         if(vore_state)\r
447                 applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
448         else\r
449                 applymodel = self.playermodel;\r
450 \r
451         return applymodel;\r
452 }\r
453 \r
454 /*\r
455 =============\r
456 Client_customizeentityforclient\r
457 =============\r
458 */\r
459 void Client_setmodel(string applymodel)\r
460 {\r
461         local vector m1, m2;\r
462         if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
463                 return;\r
464         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
465                 return;\r
466 \r
467         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
468         m1 = self.mins;\r
469         m2 = self.maxs;\r
470         setmodel_apply(applymodel, FALSE);\r
471         setsize (self, m1, m2);\r
472 }\r
473 \r
474 void Client_uncustomizeentityforclient()\r
475 {\r
476         self.skin = self.skinindex;\r
477 }\r
478 \r
479 float Client_customizeentityforclient()\r
480 {\r
481         entity modelsource;\r
482         string stomachmodel;\r
483 \r
484         if(self.modelindex == 0)\r
485                 return TRUE;\r
486 \r
487         // forcemodel stuff\r
488 \r
489 #ifdef PROFILING\r
490         float t0;\r
491         t0 = gettime(GETTIME_HIRES); // reference\r
492 #endif\r
493 \r
494         modelsource = self;\r
495 \r
496 #ifdef ALLOW_FORCEMODELS\r
497         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
498                 modelsource = other;\r
499         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
500                 modelsource = other;\r
501 #endif\r
502 \r
503         self.skin = modelsource.skinindex;\r
504 \r
505 #if 0\r
506         if(modelsource == self)\r
507                 self.skin = modelsource.skinindex;\r
508         else\r
509                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
510 #endif\r
511 \r
512         // self: me\r
513         // other: the player viewing me\r
514 \r
515 #ifdef PROFILING\r
516         float t1;\r
517         t1 = gettime(GETTIME_HIRES); // reference\r
518         client_cefc_accumulator += (t1 - t0);\r
519 #endif\r
520 \r
521         // now change the predator's player model into a stomach model for the prey\r
522         // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
523         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
524         stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
525 \r
526         if(other.spectatee_status)\r
527                 other = other.enemy; // also do this for the player we are spectating\r
528 \r
529         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
530         if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
531         if(other.predator == self || other.fakepredator == self)\r
532         {\r
533                 Client_setmodel(stomachmodel);\r
534                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
535                 return TRUE;\r
536         }\r
537 \r
538         Client_setmodel(setmodel_state());\r
539         if not(self.stat_eaten || self.fakeprey)\r
540                 self.alpha = default_player_alpha;\r
541         else if(cvar("g_vore_neighborprey_distance") && !self.fakeprey && (self.predator == other.predator || self.predator == other.fakepredator) && !(other.cvar_chase_active || other.classname == "observer"))\r
542                 self.alpha = default_player_alpha; // allow seeing neighboring prey\r
543         else\r
544                 self.alpha = -1; // hide prey\r
545         return TRUE;\r
546 }\r
547 \r
548 /*\r
549 =============\r
550 PutObserverInServer\r
551 \r
552 putting a client as observer in the server\r
553 =============\r
554 */\r
555 void FixPlayermodel();\r
556 void PutObserverInServer (void)\r
557 {\r
558         entity  spot;\r
559 \r
560         race_PreSpawnObserver();\r
561 \r
562         spot = SelectSpawnPoint (TRUE);\r
563         if(!spot)\r
564                 error("No spawnpoints for observers?!?\n");\r
565         RemoveGrabber(self); // Wazat's Grabber\r
566 \r
567         if(clienttype(self) == CLIENTTYPE_REAL)\r
568         {\r
569                 msg_entity = self;\r
570                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
571                 WriteEntity(MSG_ONE, self);\r
572         }\r
573 \r
574         Vore_Disconnect();\r
575 \r
576         kh_Key_DropAll(self, TRUE);\r
577 \r
578         if(self.flagcarried)\r
579                 DropFlag(self.flagcarried, world, world);\r
580 \r
581         WaypointSprite_PlayerDead();\r
582 \r
583         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
584                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
585 \r
586         if(self.killcount != -666) {\r
587                 if(g_lms) {\r
588                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
589                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
590                         else\r
591                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
592                 } else\r
593                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
594 \r
595                 if(self.just_joined == FALSE) {\r
596                         LogTeamchange(self.playerid, -1, 4);\r
597                 } else\r
598                         self.just_joined = FALSE;\r
599         }\r
600 \r
601         PlayerScore_Clear(self); // clear scores when needed\r
602 \r
603         self.spectatortime = time;\r
604 \r
605         self.classname = "observer";\r
606         self.iscreature = FALSE;\r
607         self.health = -666;\r
608         self.takedamage = DAMAGE_NO;\r
609         self.solid = SOLID_NOT;\r
610         self.movetype = MOVETYPE_NOCLIP;\r
611         self.flags = FL_CLIENT | FL_NOTARGET;\r
612         self.armorvalue = 666;\r
613         self.effects = 0;\r
614         self.armorvalue = cvar("g_balance_armor_start");\r
615         self.pauserotarmor_finished = 0;\r
616         self.pauserothealth_finished = 0;\r
617         self.pauseregenhealth_finished = 0;\r
618         self.pauseregenarmor_finished = 0;\r
619         self.damageforcescale = 0;\r
620         self.death_time = 0;\r
621         self.dead_frame = 0;\r
622         self.alpha = 0;\r
623         self.scale = 0;\r
624         self.fade_time = 0;\r
625         self.pain_frame = 0;\r
626         self.pain_finished = 0;\r
627         self.strength_finished = 0;\r
628         self.invincible_finished = 0;\r
629         self.pushltime = 0;\r
630         self.think = SUB_Null;\r
631         self.nextthink = 0;\r
632         self.grabber_time = 0;\r
633         self.deadflag = DEAD_NO;\r
634         self.angles = spot.angles;\r
635         self.angles_z = 0;\r
636         self.fixangle = TRUE;\r
637         self.crouch = FALSE;\r
638 \r
639         self.view_ofs = PL_VIEW_OFS;\r
640         setorigin (self, spot.origin);\r
641         setsize (self, '0 0 0', '0 0 0');\r
642         self.prevorigin = self.origin;\r
643         self.items = 0;\r
644         self.weapons = 0;\r
645         self.model = "";\r
646         FixPlayermodel();\r
647         self.model = "";\r
648         self.modelindex = 0;\r
649         self.weapon = 0;\r
650         self.weaponmodel = "";\r
651         self.weaponentity = world;\r
652         self.exteriorweaponentity = world;\r
653         self.killcount = -666;\r
654         self.velocity = '0 0 0';\r
655         self.avelocity = '0 0 0';\r
656         self.punchangle = '0 0 0';\r
657         self.punchvector = '0 0 0';\r
658         self.oldvelocity = self.velocity;\r
659         self.fire_endtime = -1;\r
660 \r
661         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
662 \r
663         if(g_arena)\r
664         {\r
665                 if(self.version_mismatch)\r
666                 {\r
667                         Spawnqueue_Unmark(self);\r
668                         Spawnqueue_Remove(self);\r
669                 }\r
670                 else\r
671                 {\r
672                         Spawnqueue_Insert(self);\r
673                 }\r
674         }\r
675         else if(g_lms)\r
676         {\r
677                 // Only if the player cannot play at all\r
678                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
679                         self.frags = FRAGS_SPECTATOR;\r
680                 else\r
681                         self.frags = FRAGS_LMS_LOSER;\r
682         }\r
683         else\r
684                 self.frags = FRAGS_SPECTATOR;\r
685 }\r
686 \r
687 float RestrictSkin(float s)\r
688 {\r
689         if(!teams_matter)\r
690                 return s;\r
691         if(s == 6)\r
692                 return 6;\r
693         return mod(s, 3);\r
694 }\r
695 \r
696 void FixPlayermodel()\r
697 {\r
698         local string defaultmodel;\r
699         local float defaultskin, chmdl, oldskin;\r
700         local vector m1, m2;\r
701 \r
702         defaultmodel = "";\r
703 \r
704         if(cvar("sv_defaultcharacter") == 1) {\r
705                 defaultskin = 0;\r
706 \r
707                 if(teams_matter)\r
708                 {\r
709                         string s;\r
710                         s = Team_ColorNameLowerCase(self.team);\r
711                         if(s != "neutral")\r
712                         {\r
713                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
714                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
715                         }\r
716                 }\r
717 \r
718                 if(defaultmodel == "")\r
719                 {\r
720                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
721                         defaultskin = cvar("sv_defaultplayerskin");\r
722                 }\r
723         }\r
724 \r
725         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
726         {\r
727                 if(self.model != "")\r
728                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
729                 self.model = ""; // force the != checks to return true\r
730         }\r
731 \r
732         if(defaultmodel != "")\r
733         {\r
734                 if (defaultmodel != self.model)\r
735                 {\r
736                         m1 = self.mins;\r
737                         m2 = self.maxs;\r
738                         setmodel_apply (defaultmodel, TRUE);\r
739                         setsize (self, m1, m2);\r
740                         chmdl = TRUE;\r
741                 }\r
742 \r
743                 oldskin = self.skinindex;\r
744                 self.skinindex = defaultskin;\r
745         } else {\r
746                 if (self.model == "")\r
747                 {\r
748                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
749                         m1 = self.mins;\r
750                         m2 = self.maxs;\r
751                         setmodel_apply (self.playermodel, TRUE);\r
752                         setsize (self, m1, m2);\r
753                         chmdl = TRUE;\r
754                 }\r
755                 // update player sounds if we changed model\r
756                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
757                         UpdatePlayerSounds();\r
758 \r
759                 oldskin = self.skinindex;\r
760                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
761         }\r
762 \r
763         if(chmdl || oldskin != self.skinindex)\r
764                 self.species = player_getspecies(); // model or skin has changed\r
765 \r
766         if(!teams_matter)\r
767                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
768                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
769                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
770 }\r
771 \r
772 void PlayerTouchExplode(entity p1, entity p2)\r
773 {\r
774         vector org;\r
775         org = (p1.origin + p2.origin) * 0.5;\r
776         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
777 \r
778         te_explosion(org);\r
779 \r
780         entity e;\r
781         e = spawn();\r
782         setorigin(e, org);\r
783         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
784         remove(e);\r
785 }\r
786 \r
787 /*\r
788 =============\r
789 PutClientInServer\r
790 \r
791 Called when a client spawns in the server\r
792 =============\r
793 */\r
794 //void() ctf_playerchanged;\r
795 void PutClientInServer (void)\r
796 {\r
797         if(clienttype(self) == CLIENTTYPE_BOT)\r
798         {\r
799                 self.classname = "player";\r
800         }\r
801         else if(clienttype(self) == CLIENTTYPE_REAL)\r
802         {\r
803                 msg_entity = self;\r
804                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
805                 WriteEntity(MSG_ONE, self);\r
806         }\r
807 \r
808         // player is dead and becomes observer\r
809         // FIXME fix LMS scoring for new system\r
810         if(g_lms)\r
811         {\r
812                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
813                         self.classname = "observer";\r
814         }\r
815 \r
816         if(g_arena || (g_ca && !allowed_to_spawn))\r
817         if(!self.spawned)\r
818                 self.classname = "observer";\r
819 \r
820         if(gameover)\r
821                 self.classname = "observer";\r
822 \r
823         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
824                 entity spot, oldself;\r
825                 float j;\r
826 \r
827                 if(self.team < 0)\r
828                         JoinBestTeam(self, FALSE, TRUE);\r
829 \r
830                 race_PreSpawn();\r
831 \r
832                 spot = SelectSpawnPoint (FALSE);\r
833                 if(!spot)\r
834                 {\r
835                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
836                         return; // spawn failed\r
837                 }\r
838 \r
839                 RemoveGrabber(self); // Wazat's Grabber\r
840 \r
841                 Vore_DeadPrey_Detach(self);\r
842                 self.fakeprey = FALSE; // clear the fakeprey status\r
843 \r
844                 self.classname = "player";\r
845                 self.wasplayer = TRUE;\r
846                 self.iscreature = TRUE;\r
847                 self.movetype = MOVETYPE_WALK;\r
848                 if(cvar("g_player_colisions"))\r
849                         self.solid = SOLID_SLIDEBOX;\r
850                 else\r
851                         self.solid = SOLID_CORPSE;\r
852                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
853                 if(cvar("g_playerclip_collisions"))\r
854                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
855                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
856                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
857                 self.frags = FRAGS_PLAYER;\r
858                 if(independent_players)\r
859                         MAKE_INDEPENDENT_PLAYER(self);\r
860                 self.flags = FL_CLIENT;\r
861                 self.takedamage = DAMAGE_AIM;\r
862                 self.effects = 0;\r
863                 self.air_finished = time + 12;\r
864                 self.dmg = 2;\r
865 \r
866                 if(inWarmupStage)\r
867                 {\r
868                         self.ammo_fuel = warmup_start_ammo_fuel;\r
869                         self.health = warmup_start_health;\r
870                         self.armorvalue = warmup_start_armorvalue;\r
871                         self.weapons = warmup_start_weapons;\r
872                 }\r
873                 else\r
874                 {\r
875                         self.ammo_fuel = start_ammo_fuel;\r
876                         self.health = start_health;\r
877                         self.armorvalue = start_armorvalue;\r
878                         self.weapons = start_weapons;\r
879                 }\r
880 \r
881                 self.items = start_items;\r
882                 self.switchweapon = w_getbestweapon(self);\r
883                 self.cnt = self.switchweapon;\r
884                 self.weapon = 0;\r
885 \r
886                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
887                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
888                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
889                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
890                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
891                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
892                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
893                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
894                         self.spawnshieldtime += game_starttime - time;\r
895                         self.pauserotarmor_finished += game_starttime - time;\r
896                         self.pauserothealth_finished += game_starttime - time;\r
897                         self.pauseregenhealth_finished += game_starttime - time;\r
898                         self.pauseregenarmor_finished += game_starttime - time;\r
899                 }\r
900                 self.damageforcescale = 2;\r
901                 self.death_time = 0;\r
902                 self.dead_frame = 0;\r
903                 self.alpha = 0;\r
904                 self.scale = 0;\r
905                 self.fade_time = 0;\r
906                 self.pain_frame = 0;\r
907                 self.pain_finished = 0;\r
908                 self.strength_finished = 0;\r
909                 self.invincible_finished = 0;\r
910                 self.pushltime = 0;\r
911                 // players have no think function\r
912                 self.think = SUB_Null;\r
913                 self.nextthink = 0;\r
914                 self.grabber_time = 0;\r
915                 self.dmg_team = 0;\r
916 \r
917                 self.deadflag = DEAD_NO;\r
918                 self.stomach_load = 0;\r
919                 self.angles = spot.angles;\r
920 \r
921                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
922                 self.fixangle = TRUE; // turn this way immediately\r
923                 self.velocity = '0 0 0';\r
924                 self.avelocity = '0 0 0';\r
925                 self.punchangle = '0 0 0';\r
926                 self.punchvector = '0 0 0';\r
927                 self.oldvelocity = self.velocity;\r
928                 self.fire_endtime = -1;\r
929 \r
930                 msg_entity = self;\r
931                 WRITESPECTATABLE_MSG_ONE({\r
932                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
933                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
934                 });\r
935 \r
936                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
937 \r
938                 self.model = "";\r
939                 FixPlayermodel();\r
940 \r
941                 self.crouch = FALSE;\r
942                 self.view_ofs = PL_VIEW_OFS;\r
943                 setsize (self, PL_MIN, PL_MAX);\r
944                 self.spawnorigin = spot.origin;\r
945                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
946                 // don't reset back to last position, even if new position is stuck in solid\r
947                 self.oldorigin = self.origin;\r
948                 self.prevorigin = self.origin;\r
949                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
950 \r
951                 if(g_arena)\r
952                 {\r
953                         Spawnqueue_Remove(self);\r
954                         Spawnqueue_Mark(self);\r
955                 }\r
956 \r
957                 else if(g_ca)\r
958                         self.caplayer = 1;\r
959 \r
960                 self.event_damage = PlayerDamage;\r
961 \r
962                 self.bot_attack = TRUE;\r
963 \r
964                 self.statdraintime = time + 5;\r
965                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
966 \r
967                 if(self.killcount == -666) {\r
968                         PlayerScore_Clear(self);\r
969                         self.killcount = 0;\r
970                 }\r
971 \r
972                 CL_SpawnWeaponentity();\r
973                 self.alpha = default_player_alpha;\r
974                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
975                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
976 \r
977                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
978                 self.lms_traveled_distance = 0;\r
979                 self.speedrunning = FALSE;\r
980 \r
981                 race_PostSpawn(spot);\r
982 \r
983                 if(cvar("spawn_debug"))\r
984                 {\r
985                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
986                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
987                 }\r
988 \r
989                 //stuffcmd(self, "chase_active 0");\r
990                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
991 \r
992                 if (cvar("g_spawnsound"))\r
993                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
994 \r
995                 if(g_assault) {\r
996                         if(self.team == assault_attacker_team)\r
997                                 centerprint(self, "You are attacking!");\r
998                         else\r
999                                 centerprint(self, "You are defending!");\r
1000                 }\r
1001 \r
1002                 target_voicescript_clear(self);\r
1003 \r
1004                 // reset fields the weapons may use\r
1005         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1006                 {\r
1007             weapon_action(j, WR_RESETPLAYER);\r
1008 \r
1009                         // all weapons must be fully loaded when we spawn\r
1010                         entity e;\r
1011                         e = get_weaponinfo(j);\r
1012                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1013                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1014                 }\r
1015 \r
1016                 oldself = self;\r
1017                 self = spot;\r
1018                         activator = oldself;\r
1019                                 SUB_UseTargets();\r
1020                         activator = world;\r
1021                 self = oldself;\r
1022         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1023                 PutObserverInServer ();\r
1024         }\r
1025 \r
1026         //if(g_ctf)\r
1027         //      ctf_playerchanged();\r
1028 }\r
1029 \r
1030 float ClientInit_SendEntity(entity to, float sf)\r
1031 {\r
1032         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1033         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1034         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1035         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1036 \r
1037         if(sv_foginterval && world.fog != "")\r
1038                 WriteString(MSG_ENTITY, world.fog);\r
1039         else\r
1040                 WriteString(MSG_ENTITY, "");\r
1041         WriteCoord(MSG_ENTITY, cvar("g_campaign"));\r
1042         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1043         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1044 \r
1045         WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
1046         WriteCoord(MSG_ENTITY, g_balance_vore_swallow_limit);\r
1047         return TRUE;\r
1048 }\r
1049 \r
1050 void ClientInit_Spawn()\r
1051 {\r
1052         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1053 }\r
1054 \r
1055 /*\r
1056 =============\r
1057 SetNewParms\r
1058 =============\r
1059 */\r
1060 void SetNewParms (void)\r
1061 {\r
1062         // initialize parms for a new player\r
1063         parm1 = -(86400 * 366);\r
1064 }\r
1065 \r
1066 /*\r
1067 =============\r
1068 SetChangeParms\r
1069 =============\r
1070 */\r
1071 void SetChangeParms (void)\r
1072 {\r
1073         // save parms for level change\r
1074         parm1 = self.parm_idlesince - time;\r
1075 }\r
1076 \r
1077 /*\r
1078 =============\r
1079 DecodeLevelParms\r
1080 =============\r
1081 */\r
1082 void DecodeLevelParms (void)\r
1083 {\r
1084         // load parms\r
1085         self.parm_idlesince = parm1;\r
1086         if(self.parm_idlesince == -(86400 * 366))\r
1087                 self.parm_idlesince = time;\r
1088 \r
1089         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1090         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1091 }\r
1092 \r
1093 /*\r
1094 =============\r
1095 ClientKill\r
1096 \r
1097 Called when a client types 'kill' in the console\r
1098 =============\r
1099 */\r
1100 \r
1101 void ClientKill_Now_TeamChange()\r
1102 {\r
1103         if(self.killindicator_teamchange == -1)\r
1104         {\r
1105                 self.team = -1;\r
1106                 JoinBestTeam( self, FALSE, FALSE );\r
1107         }\r
1108         else\r
1109                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1110 }\r
1111 \r
1112 void ClientKill_Now()\r
1113 {\r
1114         if(self.killindicator_teamchange)\r
1115                 ClientKill_Now_TeamChange();\r
1116 \r
1117         // in any case:\r
1118         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1119 \r
1120         if(self.killindicator)\r
1121         {\r
1122                 dprint("Cleaned up after a leaked kill indicator.\n");\r
1123                 remove(self.killindicator);\r
1124                 self.killindicator = world;\r
1125         }\r
1126 }\r
1127 void KillIndicator_Think()\r
1128 {\r
1129         if (!self.owner.modelindex)\r
1130         {\r
1131                 self.owner.killindicator = world;\r
1132                 remove(self);\r
1133                 return;\r
1134         }\r
1135 \r
1136         if(self.cnt <= 0)\r
1137         {\r
1138                 self = self.owner;\r
1139                 ClientKill_Now(); // no oldself needed\r
1140                 return;\r
1141         }\r
1142         else\r
1143         {\r
1144                 if(self.cnt <= 10)\r
1145                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1146                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1147                 {\r
1148                         if(self.cnt <= 10)\r
1149                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1150                         if(self.owner.killindicator_teamchange)\r
1151                         {\r
1152                                 if(self.owner.killindicator_teamchange == -1)\r
1153                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1154                                 else\r
1155                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1156                         }\r
1157                         else\r
1158                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1159                 }\r
1160                 self.nextthink = time + 1;\r
1161                 self.cnt -= 1;\r
1162         }\r
1163 }\r
1164 \r
1165 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
1166 {\r
1167         float killtime;\r
1168         entity e;\r
1169         killtime = cvar("g_balance_kill_delay");\r
1170 \r
1171         if(g_race_qualifying)\r
1172                 killtime = 0;\r
1173 \r
1174         self.killindicator_teamchange = targetteam;\r
1175 \r
1176         if(!self.killindicator)\r
1177         {\r
1178                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1179                 {\r
1180                         ClientKill_Now();\r
1181                 }\r
1182                 else\r
1183                 {\r
1184                         self.killindicator = spawn();\r
1185                         self.killindicator.owner = self;\r
1186                         self.killindicator.scale = 0.5;\r
1187                         setattachment(self.killindicator, self, "");\r
1188                         setorigin(self.killindicator, '0 0 52');\r
1189                         self.killindicator.think = KillIndicator_Think;\r
1190                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1191                         self.killindicator.cnt = ceil(killtime);\r
1192                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1193                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1194 \r
1195                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1196                         {\r
1197                                 if(e.enemy != self)\r
1198                                         continue;\r
1199                                 e.killindicator = spawn();\r
1200                                 e.killindicator.owner = e;\r
1201                                 e.killindicator.scale = 0.5;\r
1202                                 setattachment(e.killindicator, e, "");\r
1203                                 setorigin(e.killindicator, '0 0 52');\r
1204                                 e.killindicator.think = KillIndicator_Think;\r
1205                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1206                                 e.killindicator.cnt = ceil(killtime);\r
1207                         }\r
1208                         self.lip = 0;\r
1209                 }\r
1210         }\r
1211         if(self.killindicator)\r
1212         {\r
1213                 if(targetteam)\r
1214                         self.killindicator.colormod = TeamColor(targetteam);\r
1215                 else\r
1216                         self.killindicator.colormod = '0 0 0';\r
1217         }\r
1218 }\r
1219 \r
1220 void ClientKill (void)\r
1221 {\r
1222         ClientKill_TeamChange(0);\r
1223 }\r
1224 \r
1225 void DoTeamChange(float destteam)\r
1226 {\r
1227         float t, c0;\r
1228         if(!teams_matter)\r
1229         {\r
1230                 if(destteam >= 0)\r
1231                         SetPlayerColors(self, destteam);\r
1232                 return;\r
1233         }\r
1234         if(self.classname == "player")\r
1235         if(destteam == -1)\r
1236         {\r
1237                 CheckAllowedTeams(self);\r
1238                 t = FindSmallestTeam(self, TRUE);\r
1239                 switch(self.team)\r
1240                 {\r
1241                         case COLOR_TEAM1: c0 = c1; break;\r
1242                         case COLOR_TEAM2: c0 = c2; break;\r
1243                         case COLOR_TEAM3: c0 = c3; break;\r
1244                         case COLOR_TEAM4: c0 = c4; break;\r
1245                         default:          c0 = 999;\r
1246                 }\r
1247                 switch(t)\r
1248                 {\r
1249                         case 1:\r
1250                                 if(c0 > c1)\r
1251                                         destteam = COLOR_TEAM1;\r
1252                                 break;\r
1253                         case 2:\r
1254                                 if(c0 > c2)\r
1255                                         destteam = COLOR_TEAM2;\r
1256                                 break;\r
1257                         case 3:\r
1258                                 if(c0 > c3)\r
1259                                         destteam = COLOR_TEAM3;\r
1260                                 break;\r
1261                         case 4:\r
1262                                 if(c0 > c4)\r
1263                                         destteam = COLOR_TEAM4;\r
1264                                 break;\r
1265                 }\r
1266                 if(destteam == -1)\r
1267                         return;\r
1268         }\r
1269         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1270                 return;\r
1271         ClientKill_TeamChange(destteam);\r
1272 }\r
1273 \r
1274 void FixClientCvars(entity e)\r
1275 {\r
1276         // send prediction settings to the client\r
1277         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1278         if(g_race || g_cts)\r
1279                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1280         if(cvar("g_antilag") == 3) // client side hitscan\r
1281                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1282                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1283         /*\r
1284          * we no longer need to stuff this. Remove this comment block if you feel\r
1285          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1286         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1287         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1288         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1289         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1290         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1291         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1292         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1293         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1294         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1295         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1296         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1297         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1298         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1299          */\r
1300 }\r
1301 \r
1302 /*\r
1303 =============\r
1304 ClientConnect\r
1305 \r
1306 Called when a client connects to the server\r
1307 =============\r
1308 */\r
1309 //void ctf_clientconnect();\r
1310 string ColoredTeamName(float t);\r
1311 void DecodeLevelParms (void);\r
1312 //void dom_player_join_team(entity pl);\r
1313 #ifdef UID\r
1314 .float uid_kicktime;\r
1315 .string uid;\r
1316 #endif\r
1317 void ClientConnect (void)\r
1318 {\r
1319         float t;\r
1320 \r
1321         if(self.flags & FL_CLIENT)\r
1322         {\r
1323                 print("Warning: ClientConnect, but already connected!\n");\r
1324                 return;\r
1325         }\r
1326 \r
1327         if(Ban_MaybeEnforceBan(self))\r
1328                 return;\r
1329 \r
1330         DecodeLevelParms();\r
1331 \r
1332         self.classname = "player_joining";\r
1333 \r
1334         self.flags = FL_CLIENT;\r
1335         self.version_nagtime = time + 10 + random() * 10;\r
1336 \r
1337         if(player_count<0)\r
1338         {\r
1339                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1340                 player_count = 0;\r
1341         }\r
1342 \r
1343         PlayerScore_Attach(self);\r
1344         ClientData_Attach();\r
1345 \r
1346         bot_clientconnect();\r
1347 \r
1348         playerdemo_init();\r
1349 \r
1350         anticheat_init();\r
1351         \r
1352         race_PreSpawnObserver();\r
1353 \r
1354         //if(g_domination)\r
1355         //      dom_player_join_team(self);\r
1356 \r
1357         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1358 \r
1359         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1360                 self.classname = "observer";\r
1361         } else {\r
1362                 if(teams_matter)\r
1363                 {\r
1364                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1365                         {\r
1366                                 self.classname = "player";\r
1367                                 campaign_bots_may_start = 1;\r
1368                         }\r
1369                         else\r
1370                         {\r
1371                                 self.classname = "observer"; // do it anyway\r
1372                         }\r
1373                 }\r
1374                 else\r
1375                 {\r
1376                         self.classname = "player";\r
1377                         campaign_bots_may_start = 1;\r
1378                 }\r
1379         }\r
1380 \r
1381         self.playerid = (playerid_last = playerid_last + 1);\r
1382 \r
1383         if(cvar("sv_eventlog"))\r
1384                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1385 \r
1386         LogTeamchange(self.playerid, self.team, 1);\r
1387 \r
1388         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1389 \r
1390         self.netname_previous = strzone(self.netname);\r
1391 \r
1392         bprint("^4", self.netname, "^4 connected");\r
1393 \r
1394         if(self.classname != "observer" && (g_domination || g_ctf))\r
1395                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1396 \r
1397         bprint("\n");\r
1398 \r
1399         self.welcomemessage_time = 0;\r
1400 \r
1401         stuffcmd(self, strcat(clientstuff, "\n"));\r
1402         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1403         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1404 \r
1405         FixClientCvars(self);\r
1406 \r
1407         // spawnfunc_waypoint sprites\r
1408         WaypointSprite_InitClient(self);\r
1409 \r
1410         // Wazat's grabber\r
1411         SetGrabberBindings();\r
1412 \r
1413         // get autoswitch state from player when he toggles it\r
1414         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1415 \r
1416         // get version info from player\r
1417         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1418 \r
1419         // get other cvars from player\r
1420         GetCvars(0);\r
1421 \r
1422         // set cvar for team scoreboard\r
1423         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1424 \r
1425         // notify about available teams\r
1426         if(teams_matter)\r
1427         {\r
1428                 CheckAllowedTeams(self);\r
1429                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1430                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1431         }\r
1432         else\r
1433                 stuffcmd(self, "set _teams_available 0\n");\r
1434 \r
1435         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1436 \r
1437         if(g_arena || g_ca)\r
1438         {\r
1439                 self.classname = "observer";\r
1440                 if(g_arena)\r
1441                         Spawnqueue_Insert(self);\r
1442         }\r
1443         /*else if(g_ctf)\r
1444         {\r
1445                 ctf_clientconnect();\r
1446         }*/\r
1447 \r
1448         if(teams_matter || radar_showennemies)\r
1449                 attach_entcs();\r
1450 \r
1451         bot_relinkplayerlist();\r
1452 \r
1453         self.spectatortime = time;\r
1454         if(blockSpectators)\r
1455         {\r
1456                 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"));\r
1457         }\r
1458 \r
1459         self.jointime = time;\r
1460         self.allowedTimeouts = cvar("sv_timeout_number");\r
1461 \r
1462         if(clienttype(self) == CLIENTTYPE_REAL)\r
1463         {\r
1464                 if(cvar("g_bugrigs"))\r
1465                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1466         }\r
1467 \r
1468         if(g_lms)\r
1469         {\r
1470                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1471                 {\r
1472                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1473                         self.frags = FRAGS_SPECTATOR;\r
1474                 }\r
1475         }\r
1476 \r
1477         if(!sv_foginterval && world.fog != "")\r
1478                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1479 \r
1480         SoundEntity_Attach(self);\r
1481 \r
1482         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1483         {\r
1484                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1485                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1486         }\r
1487         else\r
1488                 self.hitplotfh = -1;\r
1489 \r
1490 #ifdef UID\r
1491         if(clienttype(self) == CLIENTTYPE_REAL)\r
1492         if not(self.uid)\r
1493                 self.uid_kicktime = time + 60;\r
1494 #endif\r
1495 \r
1496         if(g_race || g_cts) {\r
1497                 string rr;\r
1498                 if(g_cts)\r
1499                         rr = CTS_RECORD;\r
1500                 else\r
1501                         rr = RACE_RECORD;\r
1502                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1503 \r
1504                 race_send_recordtime(MSG_ONE);\r
1505                 race_send_speedaward(MSG_ONE);\r
1506 \r
1507                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1508                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1509                 race_send_speedaward_alltimebest(MSG_ONE);\r
1510 \r
1511                 float i;\r
1512                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1513                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1514                 }\r
1515         }\r
1516         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1517                 send_CSQC_teamnagger();\r
1518 \r
1519         CheatInitClient();\r
1520 }\r
1521 \r
1522 /*\r
1523 =============\r
1524 ClientDisconnect\r
1525 \r
1526 Called when a client disconnects from the server\r
1527 =============\r
1528 */\r
1529 .entity chatbubbleentity;\r
1530 .entity teambubbleentity;\r
1531 void ReadyCount();\r
1532 void ClientDisconnect (void)\r
1533 {\r
1534         if not(self.flags & FL_CLIENT)\r
1535         {\r
1536                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1537                 return;\r
1538         }\r
1539 \r
1540         Vore_Disconnect();\r
1541 \r
1542         CheatShutdownClient();\r
1543 \r
1544         if(self.hitplotfh >= 0)\r
1545         {\r
1546                 fclose(self.hitplotfh);\r
1547                 self.hitplotfh = -1;\r
1548         }\r
1549 \r
1550         anticheat_report();\r
1551         anticheat_shutdown();\r
1552 \r
1553         playerdemo_shutdown();\r
1554 \r
1555         bot_clientdisconnect();\r
1556 \r
1557         if(self.entcs)\r
1558                 detach_entcs();\r
1559 \r
1560         if(cvar("sv_eventlog"))\r
1561                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1562         bprint ("^4",self.netname);\r
1563         bprint ("^4 disconnected\n");\r
1564 \r
1565         SoundEntity_Detach(self);\r
1566 \r
1567         kh_Key_DropAll(self, TRUE);\r
1568 \r
1569         if(self.flagcarried)\r
1570                 DropFlag(self.flagcarried, world, world);\r
1571         // Here, everything has been done that requires this player to be a client.\r
1572 \r
1573         self.flags &~= FL_CLIENT;\r
1574 \r
1575         if (self.chatbubbleentity)\r
1576                 remove (self.chatbubbleentity);\r
1577 \r
1578         if (self.teambubbleentity)\r
1579                 remove (self.teambubbleentity);\r
1580 \r
1581         if (self.killindicator)\r
1582                 remove (self.killindicator);\r
1583 \r
1584         WaypointSprite_PlayerGone();\r
1585 \r
1586         bot_relinkplayerlist();\r
1587 \r
1588         if(g_arena)\r
1589         {\r
1590                 Spawnqueue_Unmark(self);\r
1591                 Spawnqueue_Remove(self);\r
1592         }\r
1593 \r
1594         ClientData_Detach();\r
1595         PlayerScore_Detach(self);\r
1596 \r
1597         if(self.netname_previous)\r
1598                 strunzone(self.netname_previous);\r
1599         if(self.clientstatus)\r
1600                 strunzone(self.clientstatus);\r
1601 \r
1602         ClearPlayerSounds();\r
1603 \r
1604         if(self.personal)\r
1605                 remove(self.personal);\r
1606 \r
1607         self.playerid = 0;\r
1608         ReadyCount();\r
1609 \r
1610         // free cvars\r
1611         GetCvars(-1);\r
1612 }\r
1613 \r
1614 .float BUTTON_CHAT;\r
1615 void ChatBubbleThink()\r
1616 {\r
1617         self.nextthink = time;\r
1618         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1619         {\r
1620                 if(self.owner) // but why can that ever be world?\r
1621                         self.owner.chatbubbleentity = world;\r
1622                 remove(self);\r
1623                 return;\r
1624         }\r
1625         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
1626 #ifdef TETRIS\r
1627                 || self.owner.tetris_on\r
1628 #endif\r
1629         )\r
1630                 self.model = self.mdl;\r
1631         else\r
1632                 self.model = "";\r
1633 };\r
1634 \r
1635 void UpdateChatBubble()\r
1636 {\r
1637         if (!self.modelindex)\r
1638                 return;\r
1639         // spawn a chatbubble entity if needed\r
1640         if (!self.chatbubbleentity)\r
1641         {\r
1642                 self.chatbubbleentity = spawn();\r
1643                 self.chatbubbleentity.owner = self;\r
1644                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1645                 self.chatbubbleentity.think = ChatBubbleThink;\r
1646                 self.chatbubbleentity.nextthink = time;\r
1647                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1648                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1649                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1650                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1651                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1652                 self.chatbubbleentity.model = "";\r
1653                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1654         }\r
1655 }\r
1656 \r
1657 void TeamBubbleThink()\r
1658 {\r
1659         self.nextthink = time;\r
1660         if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
1661         {\r
1662                 if(self.owner) // but why can that ever be world?\r
1663                         self.owner.teambubbleentity = world;\r
1664                 remove(self);\r
1665                 return;\r
1666         }\r
1667 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
1668         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
1669                 self.model = "";\r
1670         else\r
1671         {\r
1672                 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
1673                 if(self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
1674                         setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
1675                 else\r
1676                         setmodel(self, "models/misc/teambubble.spr");\r
1677         }\r
1678 };\r
1679 \r
1680 float TeamBubble_customizeentityforclient()\r
1681 {\r
1682         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
1683 }\r
1684 \r
1685 void UpdateTeamBubble()\r
1686 {\r
1687         if (!self.modelindex || !teams_matter)\r
1688                 return;\r
1689         // spawn a teambubble entity if needed\r
1690         if (!self.teambubbleentity && teams_matter)\r
1691         {\r
1692                 self.teambubbleentity = spawn();\r
1693                 self.teambubbleentity.owner = self;\r
1694                 self.teambubbleentity.exteriormodeltoclient = self;\r
1695                 self.teambubbleentity.think = TeamBubbleThink;\r
1696                 self.teambubbleentity.nextthink = time;\r
1697                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
1698 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1699                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1700                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1701 //              self.teambubbleentity.mdl = self.teambubbleentity.model;\r
1702 //              self.teambubbleentity.model = self.teambubbleentity.mdl;\r
1703                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
1704                 self.teambubbleentity.effects = EF_LOWPRECISION;\r
1705         }\r
1706 }\r
1707 \r
1708 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1709 // added to the model skins\r
1710 /*void UpdateColorModHack()\r
1711 {\r
1712         local float c;\r
1713         c = self.clientcolors & 15;\r
1714         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1715              if (!teams_matter) self.colormod = '0 0 0';\r
1716         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1717         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1718         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1719         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1720         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1721         else self.colormod = '1 1 1';\r
1722 };*/\r
1723 \r
1724 .float oldcolormap;\r
1725 void respawn(void)\r
1726 {\r
1727         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1728         {\r
1729                 self.solid = SOLID_NOT;\r
1730                 self.takedamage = DAMAGE_NO;\r
1731                 self.movetype = MOVETYPE_FLY;\r
1732                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1733                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1734                 self.effects |= EF_ADDITIVE;\r
1735                 self.oldcolormap = self.colormap;\r
1736                 self.colormap = 512;\r
1737                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1738                 if(cvar("g_respawn_ghosts_maxtime"))\r
1739                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
1740         }\r
1741 \r
1742         CopyBody(1);\r
1743         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1744         if(self.oldcolormap)\r
1745         {\r
1746                 self.colormap = self.oldcolormap;\r
1747                 self.oldcolormap = 0;\r
1748         }\r
1749         PutClientInServer();\r
1750 }\r
1751 \r
1752 void play_countdown(float finished, string samp)\r
1753 {\r
1754         if(clienttype(self) == CLIENTTYPE_REAL)\r
1755                 if(floor(finished - time - frametime) != floor(finished - time))\r
1756                         if(finished - time < 6)\r
1757                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1758 }\r
1759 \r
1760 /**\r
1761  * When sv_timeout is used this function returs strings like\r
1762  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1763  * Called by centerprint functions\r
1764  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1765  */\r
1766 string getTimeoutText(float addOneSecond) {\r
1767         if (!cvar("sv_timeout") || !timeoutStatus)\r
1768                 return "";\r
1769 \r
1770         local string retStr;\r
1771         if (timeoutStatus == 1) {\r
1772                 if (addOneSecond == 1) {\r
1773                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1774                 }\r
1775                 else {\r
1776                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1777                 }\r
1778                 return retStr;\r
1779         }\r
1780         else if (timeoutStatus == 2) {\r
1781                 if (addOneSecond) {\r
1782                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1783                         //don't show messages like "Timeout ends in 0 seconds"...\r
1784                         if ((remainingTimeoutTime + 1) > 0)\r
1785                                 return retStr;\r
1786                         else\r
1787                                 return "";\r
1788                 }\r
1789                 else {\r
1790                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1791                         //don't show messages like "Timeout ends in 0 seconds"...\r
1792                         if (remainingTimeoutTime > 0)\r
1793                                 return retStr;\r
1794                         else\r
1795                                 return "";\r
1796                 }\r
1797         }\r
1798         else return "";\r
1799 }\r
1800 \r
1801 void player_powerups (void)\r
1802 {\r
1803         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1804         {\r
1805                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1806                 self.modelflags |= MF_ROCKET;\r
1807         }\r
1808         else\r
1809         {\r
1810                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1811                 self.modelflags &~= MF_ROCKET;\r
1812         }\r
1813 \r
1814         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1815 \r
1816         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1817                 return;\r
1818         \r
1819         Fire_ApplyDamage(self);\r
1820         Fire_ApplyEffect(self);\r
1821 \r
1822         if (self.items & IT_STRENGTH)\r
1823         {\r
1824                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1825                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1826                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1827                 {\r
1828                         self.items = self.items - (self.items & IT_STRENGTH);\r
1829                         sprint(self, "^3Strength has worn off\n");\r
1830                 }\r
1831         }\r
1832         else\r
1833         {\r
1834                 if (time < self.strength_finished)\r
1835                 {\r
1836                         self.items = self.items | IT_STRENGTH;\r
1837                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1838                 }\r
1839         }\r
1840         if (self.items & IT_INVINCIBLE)\r
1841         {\r
1842                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1843                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1844                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1845                 {\r
1846                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1847                         sprint(self, "^3Shield has worn off\n");\r
1848                 }\r
1849         }\r
1850         else\r
1851         {\r
1852                 if (time < self.invincible_finished)\r
1853                 {\r
1854                         self.items = self.items | IT_INVINCIBLE;\r
1855                         sprint(self, "^3Shield surrounds you\n");\r
1856                 }\r
1857         }\r
1858 \r
1859         if(cvar("g_nodepthtestplayers"))\r
1860                 self.effects = self.effects | EF_NODEPTHTEST;\r
1861 \r
1862         if(cvar("g_fullbrightplayers"))\r
1863                 self.effects = self.effects | EF_FULLBRIGHT;\r
1864 \r
1865         // midair gamemode: damage only while in the air\r
1866         // if in midair mode, being on ground grants temporary invulnerability\r
1867         // (this is so that multishot weapon don't clear the ground flag on the\r
1868         // first damage in the frame, leaving the player vulnerable to the\r
1869         // remaining hits in the same frame)\r
1870         if (self.flags & FL_ONGROUND)\r
1871         if (g_midair)\r
1872                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1873 \r
1874         if (time >= game_starttime)\r
1875         if (time < self.spawnshieldtime)\r
1876                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1877 }\r
1878 \r
1879 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1880 {\r
1881         if(current > stable)\r
1882                 return current;\r
1883         else if(current > stable - 0.25) // when close enough, "snap"\r
1884                 return stable;\r
1885         else\r
1886                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1887 }\r
1888 \r
1889 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1890 {\r
1891         if(current < stable)\r
1892                 return current;\r
1893         else if(current < stable + 0.25) // when close enough, "snap"\r
1894                 return stable;\r
1895         else\r
1896                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1897 }\r
1898 \r
1899 .float regen_soundtime;\r
1900 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
1901 {\r
1902         if(current > rotstable)\r
1903         {\r
1904                 if(rotframetime > 0)\r
1905                 {\r
1906                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1907                         current = max(rotstable, current - rotlinear * rotframetime);\r
1908                 }\r
1909         }\r
1910         else if(current < regenstable)\r
1911         {\r
1912                 if(regenframetime > 0)\r
1913                 {\r
1914                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1915                         current = min(regenstable, current + regenlinear * regenframetime);\r
1916 \r
1917                         if(regensound != "")\r
1918                         if(regenfactor || regenlinear)\r
1919                         {\r
1920                                 if(self.regen_soundtime < time)\r
1921                                 {\r
1922                                         msg_entity = self;\r
1923                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1924                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1925                                 }\r
1926                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1927                         }\r
1928                 }\r
1929         }\r
1930 \r
1931         if(current > limit)\r
1932                 current = limit;\r
1933 \r
1934         return current;\r
1935 }\r
1936 \r
1937 void player_regen (void)\r
1938 {\r
1939         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1940         maxh = cvar("g_balance_health_rotstable");\r
1941         maxa = cvar("g_balance_armor_rotstable");\r
1942         maxf = cvar("g_balance_fuel_rotstable");\r
1943         minh = cvar("g_balance_health_regenstable");\r
1944         mina = cvar("g_balance_armor_regenstable");\r
1945         minf = cvar("g_balance_fuel_regenstable");\r
1946         limith = cvar("g_balance_health_limit");\r
1947         limita = cvar("g_balance_armor_limit");\r
1948         limitf = cvar("g_balance_fuel_limit");\r
1949 \r
1950         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1951 \r
1952         maxh = maxh * max_mod;\r
1953         //maxa = maxa * max_mod;\r
1954         //maxf = maxf * max_mod;\r
1955         minh = minh * max_mod;\r
1956         //mina = mina * max_mod;\r
1957         //minf = minf * max_mod;\r
1958         limith = limith * limit_mod;\r
1959         limita = limita * limit_mod;\r
1960         //limitf = limitf * limit_mod;\r
1961 \r
1962         if(g_lms && g_ca)\r
1963                 rot_mod = 0;\r
1964 \r
1965         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1966         {\r
1967                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
1968                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
1969 \r
1970                 // if player rotted to death...  die!\r
1971                 if(self.health < 1)\r
1972                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
1973         }\r
1974 \r
1975         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1976                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_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, "");\r
1977 }\r
1978 \r
1979 float zoomstate_set;\r
1980 void SetZoomState(float z)\r
1981 {\r
1982         if(z != self.zoomstate)\r
1983         {\r
1984                 self.zoomstate = z;\r
1985                 ClientData_Touch(self);\r
1986         }\r
1987         zoomstate_set = 1;\r
1988 }\r
1989 \r
1990 void GetPressedKeys(void) {\r
1991         if (self.movement_x > 0) // get if movement keys are pressed\r
1992         {       // forward key pressed\r
1993                 self.pressedkeys |= KEY_FORWARD;\r
1994                 self.pressedkeys &~= KEY_BACKWARD;\r
1995         }\r
1996         else if (self.movement_x < 0)\r
1997         {       // backward key pressed\r
1998                 self.pressedkeys |= KEY_BACKWARD;\r
1999                 self.pressedkeys &~= KEY_FORWARD;\r
2000         }\r
2001         else\r
2002         {       // no x input\r
2003                 self.pressedkeys &~= KEY_FORWARD;\r
2004                 self.pressedkeys &~= KEY_BACKWARD;\r
2005         }\r
2006 \r
2007         if (self.movement_y > 0)\r
2008         {       // right key pressed\r
2009                 self.pressedkeys |= KEY_RIGHT;\r
2010                 self.pressedkeys &~= KEY_LEFT;\r
2011         }\r
2012         else if (self.movement_y < 0)\r
2013         {       // left key pressed\r
2014                 self.pressedkeys |= KEY_LEFT;\r
2015                 self.pressedkeys &~= KEY_RIGHT;\r
2016         }\r
2017         else\r
2018         {       // no y input\r
2019                 self.pressedkeys &~= KEY_RIGHT;\r
2020                 self.pressedkeys &~= KEY_LEFT;\r
2021         }\r
2022 \r
2023         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
2024                 self.pressedkeys |= KEY_JUMP;\r
2025         else\r
2026                 self.pressedkeys &~= KEY_JUMP;\r
2027         if (self.BUTTON_CROUCH)\r
2028                 self.pressedkeys |= KEY_CROUCH;\r
2029         else\r
2030                 self.pressedkeys &~= KEY_CROUCH;\r
2031 }\r
2032 \r
2033 void update_stats (float number, float hit, float fired) {\r
2034 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2035 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2036 \r
2037         if(number) {\r
2038                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2039                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2040         } else {\r
2041                 self.stat_hit = hit * sv_accuracy_data_share;\r
2042                 self.stat_fired = fired * sv_accuracy_data_share;\r
2043         }\r
2044 }\r
2045 \r
2046 /*\r
2047 ======================\r
2048 spectate mode routines\r
2049 ======================\r
2050 */\r
2051 \r
2052 .float weapon_count;\r
2053 void SpectateCopy(entity spectatee) {\r
2054         if(spectatee.weapon_count < WEP_LAST) {\r
2055                 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]));\r
2056                 spectatee.weapon_count ++;\r
2057         } else\r
2058                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2059 \r
2060         self.kh_state = spectatee.kh_state;\r
2061         self.armortype = spectatee.armortype;\r
2062         self.armorvalue = spectatee.armorvalue;\r
2063         self.ammo_fuel = spectatee.ammo_fuel;\r
2064         self.clip_load = spectatee.clip_load;\r
2065         self.clip_size = spectatee.clip_size;\r
2066         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2067         self.health = spectatee.health;\r
2068         self.impulse = 0;\r
2069         self.items = spectatee.items;\r
2070         self.last_pickup = spectatee.last_pickup;\r
2071         self.strength_finished = spectatee.strength_finished;\r
2072         self.invincible_finished = spectatee.invincible_finished;\r
2073         self.pressedkeys = spectatee.pressedkeys;\r
2074         self.weapons = spectatee.weapons;\r
2075         self.switchweapon = spectatee.switchweapon;\r
2076         self.weapon = spectatee.weapon;\r
2077         self.punchangle = spectatee.punchangle;\r
2078         self.view_ofs = spectatee.view_ofs;\r
2079         self.v_angle = spectatee.v_angle;\r
2080         self.velocity = spectatee.velocity;\r
2081         self.dmg_take = spectatee.dmg_take;\r
2082         self.dmg_save = spectatee.dmg_save;\r
2083         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2084         self.angles = spectatee.v_angle;\r
2085         self.scale = spectatee.scale;\r
2086         self.fixangle = TRUE;\r
2087         self.stomach_load = spectatee.stomach_load;\r
2088         self.stat_eaten = spectatee.stat_eaten;\r
2089         self.stat_stomachload = spectatee.stat_stomachload;\r
2090         self.stat_digesting = spectatee.stat_digesting;\r
2091         self.stat_canleave = spectatee.stat_canleave;\r
2092         self.stat_canswallow = spectatee.stat_canswallow;\r
2093         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2094         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2095         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2096         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2097         setorigin(self, spectatee.origin);\r
2098         setsize(self, spectatee.mins, spectatee.maxs);\r
2099         SetZoomState(spectatee.zoomstate);\r
2100 \r
2101         anticheat_spectatecopy(spectatee);\r
2102 }\r
2103 \r
2104 float SpectateUpdate() {\r
2105         if(!self.enemy)\r
2106                 return 0;\r
2107 \r
2108         if (self == self.enemy)\r
2109                 return 0;\r
2110 \r
2111         if(self.enemy.classname != "player")\r
2112                 return 0;\r
2113 \r
2114         SpectateCopy(self.enemy);\r
2115 \r
2116         return 1;\r
2117 }\r
2118 \r
2119 float SpectateNext() {\r
2120         other = find(self.enemy, classname, "player");\r
2121 \r
2122         if (!other)\r
2123                 other = find(other, classname, "player");\r
2124 \r
2125         if (other)\r
2126                 self.enemy = other;\r
2127 \r
2128         if(self.enemy.classname == "player") {\r
2129                 msg_entity = self;\r
2130                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2131                 WriteEntity(MSG_ONE, self.enemy);\r
2132                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2133                 self.movetype = MOVETYPE_NONE;\r
2134 \r
2135                 self.enemy.weapon_count = 0;\r
2136 \r
2137                 if(!SpectateUpdate())\r
2138                         PutObserverInServer();\r
2139 \r
2140                 return 1;\r
2141         } else {\r
2142                 return 0;\r
2143         }\r
2144 }\r
2145 \r
2146 /*\r
2147 =============\r
2148 ShowRespawnCountdown()\r
2149 \r
2150 Update a respawn countdown display.\r
2151 =============\r
2152 */\r
2153 void ShowRespawnCountdown()\r
2154 {\r
2155         float number;\r
2156         if(self.deadflag == DEAD_NO) // just respawned?\r
2157                 return;\r
2158         else\r
2159         {\r
2160                 number = ceil(self.death_time - time);\r
2161                 if(number <= 0)\r
2162                         return;\r
2163                 if(number <= self.respawn_countdown)\r
2164                 {\r
2165                         self.respawn_countdown = number - 1;\r
2166                         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\r
2167                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2168                 }\r
2169         }\r
2170 }\r
2171 \r
2172 void LeaveSpectatorMode()\r
2173 {\r
2174         if(isJoinAllowed()) {\r
2175                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2176                         self.classname = "player";\r
2177 \r
2178                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2179                                 JoinBestTeam(self, FALSE, TRUE);\r
2180 \r
2181                         if(cvar("g_campaign"))\r
2182                                 campaign_bots_may_start = 1;\r
2183 \r
2184                         self.stat_count = WEP_LAST;\r
2185 \r
2186                         PutClientInServer();\r
2187 \r
2188                         if(self.classname == "player")\r
2189                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2190 \r
2191                         if(!cvar("g_campaign"))\r
2192                                 centerprint(self,""); // clear MOTD\r
2193 \r
2194                         return;\r
2195                 } else {\r
2196                         if (g_ca && self.caplayer) {\r
2197                         }       // do nothing\r
2198                         else\r
2199                                 stuffcmd(self,"menu_showteamselect\n");\r
2200                         return;\r
2201                 }\r
2202         }\r
2203         else {\r
2204                 //player may not join because of g_maxplayers is set\r
2205                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2206         }\r
2207 }\r
2208 \r
2209 /**\r
2210  * Determines whether the player is allowed to join. This depends on cvar\r
2211  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2212  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2213  * @return bool TRUE if the player is allowed to join, false otherwise\r
2214  */\r
2215 float isJoinAllowed() {\r
2216         if (!cvar("g_maxplayers"))\r
2217                 return TRUE;\r
2218 \r
2219         local entity e;\r
2220         local float currentlyPlaying;\r
2221         FOR_EACH_REALPLAYER(e) {\r
2222                 if(e.classname == "player")\r
2223                         currentlyPlaying += 1;\r
2224         }\r
2225         if(currentlyPlaying < cvar("g_maxplayers"))\r
2226                 return TRUE;\r
2227 \r
2228         return FALSE;\r
2229 }\r
2230 \r
2231 /**\r
2232  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2233  * g_maxplayers_spectator_blocktime seconds\r
2234  */\r
2235 void checkSpectatorBlock() {\r
2236         if(self.classname == "spectator" || self.classname == "observer") {\r
2237                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2238                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2239                         dropclient(self);\r
2240                 }\r
2241         }\r
2242 }\r
2243 \r
2244 float vercmp_recursive(string v1, string v2)\r
2245 {\r
2246         float dot1, dot2;\r
2247         string s1, s2;\r
2248         float r;\r
2249 \r
2250         dot1 = strstrofs(v1, ".", 0);\r
2251         dot2 = strstrofs(v2, ".", 0);\r
2252         if(dot1 == -1)\r
2253                 s1 = v1;\r
2254         else\r
2255                 s1 = substring(v1, 0, dot1);\r
2256         if(dot2 == -1)\r
2257                 s2 = v2;\r
2258         else\r
2259                 s2 = substring(v2, 0, dot2);\r
2260 \r
2261         r = stof(s1) - stof(s2);\r
2262         if(r != 0)\r
2263                 return r;\r
2264 \r
2265         r = strcasecmp(s1, s2);\r
2266         if(r != 0)\r
2267                 return r;\r
2268 \r
2269         if(dot1 == -1)\r
2270                 if(dot2 == -1)\r
2271                         return 0;\r
2272                 else\r
2273                         return -1;\r
2274         else\r
2275                 if(dot2 == -1)\r
2276                         return 1;\r
2277                 else\r
2278                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2279 }\r
2280 \r
2281 float vercmp(string v1, string v2)\r
2282 {\r
2283         if(strcasecmp(v1, v2) == 0) // early out check\r
2284                 return 0;\r
2285         return vercmp_recursive(v1, v2);\r
2286 }\r
2287 \r
2288 void SetPlayerSize()\r
2289 {\r
2290         if(cvar("g_healthsize"))\r
2291         {\r
2292                 // change player scale based on the amount of health we have\r
2293 \r
2294                 self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
2295 \r
2296                 // The following code sets the bounding box to match the player's size.\r
2297                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2298                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2299                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2300                 if(self.crouch)\r
2301                 {\r
2302                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2303                         if(!self.stat_eaten)\r
2304                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2305                 }\r
2306                 else\r
2307                 {\r
2308                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2309                         if(!self.stat_eaten)\r
2310                                 self.view_ofs = PL_VIEW_OFS * self.scale;\r
2311                 }\r
2312         }\r
2313 \r
2314         if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
2315         {\r
2316                 // resize prey if neighborprey is enabled\r
2317                 self.scale *= cvar("g_vore_neighborprey_scale");\r
2318         }\r
2319 }\r
2320 \r
2321 void ObserverThink()\r
2322 {\r
2323         if (self.flags & FL_JUMPRELEASED) {\r
2324                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2325                         self.welcomemessage_time = 0;\r
2326                         self.flags &~= FL_JUMPRELEASED;\r
2327                         self.flags |= FL_SPAWNING;\r
2328                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2329                         self.welcomemessage_time = 0;\r
2330                         self.flags &~= FL_JUMPRELEASED;\r
2331                         if(SpectateNext() == 1) {\r
2332                                 self.classname = "spectator";\r
2333                         }\r
2334                 }\r
2335         } else {\r
2336                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2337                         self.flags |= FL_JUMPRELEASED;\r
2338                         if(self.flags & FL_SPAWNING)\r
2339                         {\r
2340                                 self.flags &~= FL_SPAWNING;\r
2341                                 LeaveSpectatorMode();\r
2342                                 return;\r
2343                         }\r
2344                 }\r
2345         }\r
2346         PrintWelcomeMessage(self);\r
2347 }\r
2348 \r
2349 void SpectatorThink()\r
2350 {\r
2351         if (self.flags & FL_JUMPRELEASED) {\r
2352                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2353                         self.welcomemessage_time = 0;\r
2354                         self.flags &~= FL_JUMPRELEASED;\r
2355                         self.flags |= FL_SPAWNING;\r
2356                 } else if(self.BUTTON_ATCK) {\r
2357                         self.welcomemessage_time = 0;\r
2358                         self.flags &~= FL_JUMPRELEASED;\r
2359                         if(SpectateNext() == 1) {\r
2360                                 self.classname = "spectator";\r
2361                         } else {\r
2362                                 self.classname = "observer";\r
2363                                 self.stat_count = WEP_LAST;\r
2364                                 PutClientInServer();\r
2365                         }\r
2366                 } else if (self.BUTTON_ATCK2) {\r
2367                         self.welcomemessage_time = 0;\r
2368                         self.flags &~= FL_JUMPRELEASED;\r
2369                         self.classname = "observer";\r
2370                         self.stat_count = WEP_LAST;\r
2371                         PutClientInServer();\r
2372                 } else {\r
2373                         if(!SpectateUpdate())\r
2374                                 PutObserverInServer();\r
2375                 }\r
2376         } else {\r
2377                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2378                         self.flags |= FL_JUMPRELEASED;\r
2379                         if(self.flags & FL_SPAWNING)\r
2380                         {\r
2381                                 self.flags &~= FL_SPAWNING;\r
2382                                 LeaveSpectatorMode();\r
2383                                 return;\r
2384                         }\r
2385                 }\r
2386         }\r
2387 \r
2388         PrintWelcomeMessage(self);\r
2389         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2390 }\r
2391 \r
2392 .float touchexplode_time;\r
2393 \r
2394 /*\r
2395 =============\r
2396 PlayerPreThink\r
2397 \r
2398 Called every frame for each client before the physics are run\r
2399 =============\r
2400 */\r
2401 void() ctf_setstatus;\r
2402 .float items_added;\r
2403 void PlayerPreThink (void)\r
2404 {\r
2405         self.stat_game_starttime = game_starttime;\r
2406         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2407         self.stat_leadlimit = cvar("leadlimit");\r
2408 \r
2409         if(frametime)\r
2410         {\r
2411                 // physics frames: update anticheat stuff\r
2412                 anticheat_prethink();\r
2413         }\r
2414 \r
2415         if(blockSpectators && frametime)\r
2416                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2417                 checkSpectatorBlock();\r
2418 \r
2419         zoomstate_set = 0;\r
2420 \r
2421         if(self.netname_previous != self.netname)\r
2422         {\r
2423                 if(cvar("sv_eventlog"))\r
2424                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2425                 if(self.netname_previous)\r
2426                         strunzone(self.netname_previous);\r
2427                 self.netname_previous = strzone(self.netname);\r
2428         }\r
2429 \r
2430         // core code for the vore system\r
2431         Vore();\r
2432 \r
2433         // version nagging\r
2434         if(self.version_nagtime)\r
2435                 if(self.cvar_g_voretournamentversion)\r
2436                         if(time > self.version_nagtime)\r
2437                         {\r
2438                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2439                                 {\r
2440                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2441                                         {\r
2442                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2443                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2444                                         }\r
2445                                         else\r
2446                                         {\r
2447                                                 float r;\r
2448                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2449                                                 if(r < 0)\r
2450                                                 {\r
2451                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n");\r
2452                                                         sprint(self, strcat("\{1}^1NOTE: ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n"));\r
2453                                                 }\r
2454                                                 else if(r > 0)\r
2455                                                 {\r
2456                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2457                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2458                                                 }\r
2459                                         }\r
2460                                 }\r
2461                                 self.version_nagtime = 0;\r
2462                         }\r
2463 \r
2464         // GOD MODE info\r
2465         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2466         {\r
2467                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2468                 self.max_armorvalue = 0;\r
2469         }\r
2470 \r
2471 #ifdef TETRIS\r
2472         if (TetrisPreFrame())\r
2473                 return;\r
2474 #endif\r
2475 \r
2476         if(self.classname == "player") {\r
2477 //              if(self.netname == "Wazat")\r
2478 //                      bprint(self.classname, "\n");\r
2479 \r
2480                 CheckRules_Player();\r
2481 \r
2482                 PrintWelcomeMessage(self);\r
2483 \r
2484                 if (intermission_running)\r
2485                 {\r
2486                         IntermissionThink ();   // otherwise a button could be missed between\r
2487                         return;                                 // the think tics\r
2488                 }\r
2489 \r
2490                 if(self.teleport_time)\r
2491                 if(time > self.teleport_time)\r
2492                 {\r
2493                         self.teleport_time = 0;\r
2494                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2495                 }\r
2496 \r
2497                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2498                         UpdateSelectedPlayer();\r
2499 \r
2500                 //don't allow the player to turn around while game is paused!\r
2501                 if(timeoutStatus == 2) {\r
2502                         self.v_angle = self.lastV_angle;\r
2503                         self.angles = self.lastV_angle;\r
2504                         self.fixangle = TRUE;\r
2505                 }\r
2506 \r
2507                 if(frametime)\r
2508                 {\r
2509 \r
2510                         if(self.health <= 0 && cvar("g_deathglow"))\r
2511                         {\r
2512                                 if(self.glowmod_x > 0)\r
2513                                         self.glowmod_x -= cvar("g_deathglow") * frametime;\r
2514                                 else\r
2515                                         self.glowmod_x = -1;\r
2516                                 if(self.glowmod_y > 0)\r
2517                                         self.glowmod_y -= cvar("g_deathglow") * frametime;\r
2518                                 else\r
2519                                         self.glowmod_y = -1;\r
2520                                 if(self.glowmod_z > 0)\r
2521                                         self.glowmod_z -= cvar("g_deathglow") * frametime;\r
2522                                 else\r
2523                                         self.glowmod_z = -1;\r
2524                         }\r
2525                         else\r
2526                         {\r
2527                                 // set weapon and player glowmod\r
2528                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
2529                                 self.weaponentity_glowmod = self.glowmod;\r
2530                         }\r
2531 \r
2532                         player_powerups();\r
2533                 }\r
2534 \r
2535                 if (self.deadflag != DEAD_NO)\r
2536                 {\r
2537                         float button_pressed, force_respawn;\r
2538                         if(self.personal && g_race_qualifying)\r
2539                         {\r
2540                                 if(time > self.death_time)\r
2541                                 {\r
2542                                         self.death_time = time + 1; // only retry once a second\r
2543                                         respawn();\r
2544                                         self.impulse = 141;\r
2545                                 }\r
2546                         }\r
2547                         else\r
2548                         {\r
2549                                 if(frametime)\r
2550                                         player_anim();\r
2551                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2552                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2553                                 if (self.deadflag == DEAD_DYING)\r
2554                                 {\r
2555                                         if(force_respawn)\r
2556                                                 self.deadflag = DEAD_RESPAWNING;\r
2557                                         else if(!button_pressed)\r
2558                                                 self.deadflag = DEAD_DEAD;\r
2559                                 }\r
2560                                 else if (self.deadflag == DEAD_DEAD)\r
2561                                 {\r
2562                                         if(button_pressed)\r
2563                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2564                                 }\r
2565                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2566                                 {\r
2567                                         if(!button_pressed)\r
2568                                                 self.deadflag = DEAD_RESPAWNING;\r
2569                                 }\r
2570                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2571                                 {\r
2572                                         if(time > self.death_time)\r
2573                                         {\r
2574                                                 self.death_time = time + 1; // only retry once a second\r
2575                                                 respawn();\r
2576                                         }\r
2577                                 }\r
2578                                 ShowRespawnCountdown();\r
2579                         }\r
2580                         return;\r
2581                 }\r
2582 \r
2583                 if(g_touchexplode)\r
2584                 if(time > self.touchexplode_time)\r
2585                 if(self.classname == "player")\r
2586                 if(self.deadflag == DEAD_NO)\r
2587                 if not(IS_INDEPENDENT_PLAYER(self))\r
2588                 FOR_EACH_PLAYER(other) if(self != other)\r
2589                 {\r
2590                         if(time > other.touchexplode_time)\r
2591                         if(other.classname == "player")\r
2592                         if(other.deadflag == DEAD_NO)\r
2593                         if not(IS_INDEPENDENT_PLAYER(other))\r
2594                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2595                         {\r
2596                                 PlayerTouchExplode(self, other);\r
2597                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2598                         }\r
2599                 }\r
2600 \r
2601                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2602                 {\r
2603                         vector dist;\r
2604 \r
2605                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2606                         dist = self.prevorigin - self.origin;\r
2607                         dist_z = 0;\r
2608                         self.lms_traveled_distance += fabs(vlen(dist));\r
2609 \r
2610                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2611                         {\r
2612                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2613                                 self.lms_traveled_distance = 0;\r
2614                         }\r
2615 \r
2616                         if(time > self.lms_nextcheck)\r
2617                         {\r
2618                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2619                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2620                                 {\r
2621                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2622                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2623                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(\r
2624                                         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');\r
2625                                 }\r
2626                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2627                                 self.lms_traveled_distance = 0;\r
2628                         }\r
2629                 }\r
2630 \r
2631                 self.prevorigin = self.origin;\r
2632 \r
2633                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2634                 {\r
2635                         if (!self.crouch)\r
2636                         {\r
2637                                 self.crouch = TRUE;\r
2638                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2639                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2640                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2641                         }\r
2642                 }\r
2643                 else\r
2644                 {\r
2645                         if (self.crouch)\r
2646                         {\r
2647                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2648                                 if (!trace_startsolid)\r
2649                                 {\r
2650                                         self.crouch = FALSE;\r
2651                                         self.view_ofs = PL_VIEW_OFS;\r
2652                                         setsize (self, PL_MIN, PL_MAX);\r
2653                                 }\r
2654                         }\r
2655                 }\r
2656 \r
2657                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2658                 {\r
2659                         if(self.bloodloss_timer < time)\r
2660                         {\r
2661                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2662                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2663                         }\r
2664                 }\r
2665 \r
2666                 SetPlayerSize();\r
2667 \r
2668                 FixPlayermodel();\r
2669 \r
2670                 GrabberFrame();\r
2671 \r
2672                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2673                 //if(frametime)\r
2674                 {\r
2675                         self.items &~= self.items_added;\r
2676 \r
2677                         W_WeaponFrame();\r
2678 \r
2679                         self.items_added = 0;\r
2680                         if(self.items & IT_JETPACK)\r
2681                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2682                                         self.items_added |= IT_FUEL;\r
2683 \r
2684                         self.items |= self.items_added;\r
2685                 }\r
2686 \r
2687                 player_regen();\r
2688                 if(frametime)\r
2689                         player_anim();\r
2690 \r
2691                 ctf_setstatus();\r
2692 \r
2693                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2694 \r
2695                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2696         } else if(gameover) {\r
2697                 if (intermission_running)\r
2698                         IntermissionThink ();   // otherwise a button could be missed between\r
2699                 return;\r
2700         } else if(self.classname == "observer") {\r
2701                 ObserverThink();\r
2702         } else if(self.classname == "spectator") {\r
2703                 SpectatorThink();\r
2704         }\r
2705 \r
2706         if(!zoomstate_set)\r
2707                 SetZoomState(self.BUTTON_ZOOM);\r
2708 \r
2709         float oldspectatee_status;\r
2710         oldspectatee_status = self.spectatee_status;\r
2711         if(self.classname == "spectator")\r
2712                 self.spectatee_status = num_for_edict(self.enemy);\r
2713         else if(self.classname == "observer")\r
2714                 self.spectatee_status = num_for_edict(self);\r
2715         else\r
2716                 self.spectatee_status = 0;\r
2717         if(self.spectatee_status != oldspectatee_status)\r
2718         {\r
2719                 ClientData_Touch(self);\r
2720                 if(g_race || g_cts)\r
2721                         race_InitSpectator();\r
2722         }\r
2723 \r
2724         if(self.teamkill_soundtime)\r
2725         if(time > self.teamkill_soundtime)\r
2726         {\r
2727                 self.teamkill_soundtime = 0;\r
2728 \r
2729                 entity oldpusher, oldself;\r
2730 \r
2731                 oldself = self; self = self.teamkill_soundsource;\r
2732                 oldpusher = self.pusher; self.pusher = oldself;\r
2733 \r
2734                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2735 \r
2736                 self.pusher = oldpusher;\r
2737                 self = oldself;\r
2738         }\r
2739 \r
2740         if(self.taunt_soundtime)\r
2741         if(time > self.taunt_soundtime)\r
2742         {\r
2743                 switch(self.taunt_soundtype)\r
2744                 {\r
2745                         case TAUNTTYPE_DEATH:\r
2746                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2747                                 break;\r
2748                         case TAUNTTYPE_VOREPRED:\r
2749                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2750                                 break;\r
2751                         case TAUNTTYPE_VOREPREY:\r
2752                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2753                                 break;\r
2754                         default:\r
2755                                 dprint("Incorrect autotaunt type\n");\r
2756                                 break;\r
2757                 }\r
2758 \r
2759                 self.taunt_soundtime = 0;\r
2760                 self.taunt_soundtype = 0;\r
2761         }\r
2762 \r
2763         target_voicescrip