]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/cl_client.qc
Many fixes and adaptations to the Accuracy Stats window, and get the Grabber to prope...
[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         msg_entity = e;\r
17         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
18         WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
19         WriteString(MSG_ONE, snd);\r
20 }\r
21 \r
22 float ClientData_Send(entity to, float sf)\r
23 {\r
24         if(to != self.owner)\r
25         {\r
26                 error("wtf");\r
27                 return FALSE;\r
28         }\r
29 \r
30         entity e;\r
31 \r
32         e = to;\r
33         if(to.classname == "spectator")\r
34                 e = to.enemy;\r
35 \r
36         sf = 0;\r
37 \r
38         if(e.race_completed)\r
39                 sf |= 1; // forced scoreboard\r
40         if(to.spectatee_status)\r
41                 sf |= 2; // spectator ent number follows\r
42         if(e.zoomstate)\r
43                 sf |= 4; // zoomed\r
44 \r
45         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
46         WriteByte(MSG_ENTITY, sf);\r
47 \r
48         if(sf & 2)\r
49                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
50 \r
51         if(sf & 8)\r
52         {\r
53                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
54                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
55         }\r
56 \r
57         return TRUE;\r
58 }\r
59 \r
60 void ClientData_Attach()\r
61 {\r
62         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
63         self.clientdata.drawonlytoclient = self;\r
64         self.clientdata.owner = self;\r
65 }\r
66 \r
67 void ClientData_Detach()\r
68 {\r
69         remove(self.clientdata);\r
70         self.clientdata = world;\r
71 }\r
72 \r
73 void ClientData_Touch(entity e)\r
74 {\r
75         e.clientdata.SendFlags = 1;\r
76 \r
77         // make it spectatable\r
78         entity e2;\r
79         FOR_EACH_REALCLIENT(e2)\r
80         {\r
81                 if(e2 != e)\r
82                         if(e2.classname == "spectator")\r
83                                 if(e2.enemy == e)\r
84                                         e2.clientdata.SendFlags = 1;\r
85         }\r
86 }\r
87 \r
88 \r
89 .vector spawnpoint_score;\r
90 .string netname_previous;\r
91 \r
92 void spawnfunc_info_player_survivor (void)\r
93 {\r
94         spawnfunc_info_player_deathmatch();\r
95 }\r
96 \r
97 void spawnfunc_info_player_start (void)\r
98 {\r
99         spawnfunc_info_player_deathmatch();\r
100 }\r
101 \r
102 void spawnfunc_info_player_deathmatch (void)\r
103 {\r
104         self.classname = "info_player_deathmatch";\r
105         relocate_spawnpoint();\r
106 }\r
107 \r
108 void spawnpoint_use()\r
109 {\r
110         if(teams_matter)\r
111         if(have_team_spawns > 0)\r
112         {\r
113                 self.team = activator.team;\r
114                 some_spawn_has_been_used = 1;\r
115         }\r
116 };\r
117 \r
118 // Returns:\r
119 //   _x: prio (-1 if unusable)\r
120 //   _y: weight\r
121 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
122 {\r
123         float shortest, thisdist;\r
124         float prio;\r
125         entity player;\r
126 \r
127         prio = 0;\r
128 \r
129         // filter out spots for the wrong team\r
130         if(teamcheck)\r
131         if(spot.team != teamcheck)\r
132                 return '-1 0 0';\r
133 \r
134         if(race_spawns)\r
135                 if(spot.target == "")\r
136                         return '-1 0 0';\r
137 \r
138         if(clienttype(self) == CLIENTTYPE_REAL)\r
139         {\r
140                 if(spot.restriction == 1)\r
141                         return '-1 0 0';\r
142         }\r
143         else\r
144         {\r
145                 if(spot.restriction == 2)\r
146                         return '-1 0 0';\r
147         }\r
148 \r
149         // filter out spots for assault\r
150         if(spot.target != "") {\r
151                 local entity ent;\r
152                 float good, found;\r
153                 ent = find(world, targetname, spot.target);\r
154 \r
155                 while(ent) {\r
156                         if(ent.classname == "target_objective")\r
157                         {\r
158                                 found = 1;\r
159                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
160                                         return '-1 0 0';\r
161                                 good = 1;\r
162                         }\r
163                         else if(ent.classname == "trigger_race_checkpoint")\r
164                         {\r
165                                 found = 1;\r
166                                 if(!anypoint) // spectators may spawn everywhere\r
167 \r
168                                 {\r
169                                         if(g_race_qualifying)\r
170                                         {\r
171                                                 // spawn at first\r
172                                                 if(ent.race_checkpoint != 0)\r
173                                                         return '-1 0 0';\r
174                                                 if(spot.race_place != race_lowest_place_spawn)\r
175                                                         return '-1 0 0';\r
176                                         }\r
177                                         else\r
178                                         {\r
179                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
180                                                         return '-1 0 0';\r
181                                                 // try reusing the previous spawn\r
182                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
183                                                         prio += 1;\r
184                                                 if(ent.race_checkpoint == 0)\r
185                                                 {\r
186                                                         float pl;\r
187                                                         pl = self.race_place;\r
188                                                         if(pl > race_highest_place_spawn)\r
189                                                                 pl = 0;\r
190                                                         if(pl == 0 && !self.race_started)\r
191                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
192                                                         if(spot.race_place != pl)\r
193                                                                 return '-1 0 0';\r
194                                                 }\r
195                                         }\r
196                                 }\r
197                                 good = 1;\r
198                         }\r
199                         ent = find(ent, targetname, spot.target);\r
200                 }\r
201 \r
202                 if(found && !good)\r
203                         return '-1 0 0';\r
204         }\r
205 \r
206         player = playerlist;\r
207         shortest = vlen(world.maxs - world.mins);\r
208         for(player = playerlist; player; player = player.chain)\r
209                 if (player != self)\r
210                 {\r
211                         thisdist = vlen(player.origin - spot.origin);\r
212                         if (thisdist < shortest)\r
213                                 shortest = thisdist;\r
214                 }\r
215         return prio * '1 0 0' + shortest * '0 1 0';\r
216 }\r
217 \r
218 float spawn_allbad;\r
219 float spawn_allgood;\r
220 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
221 {\r
222         local entity spot, spotlist, spotlistend;\r
223         spawn_allgood = TRUE;\r
224         spawn_allbad = TRUE;\r
225 \r
226         spotlist = world;\r
227         spotlistend = world;\r
228 \r
229         for(spot = firstspot; spot; spot = spot.chain)\r
230         {\r
231                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
232 \r
233                 if(cvar("spawn_debugview"))\r
234                 {\r
235                         setmodel(spot, "models/rune.mdl");\r
236                         if(spot.spawnpoint_score_y < mindist)\r
237                         {\r
238                                 spot.colormod = '1 0 0';\r
239                                 spot.scale = 1;\r
240                         }\r
241                         else\r
242                         {\r
243                                 spot.colormod = '0 1 0';\r
244                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
245                         }\r
246                 }\r
247 \r
248                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
249                 {\r
250                         if(spot.spawnpoint_score_y < mindist)\r
251                         {\r
252                                 // too short distance\r
253                                 spawn_allgood = FALSE;\r
254                         }\r
255                         else\r
256                         {\r
257                                 // perfect\r
258                                 spawn_allbad = FALSE;\r
259 \r
260                                 if(spotlistend)\r
261                                         spotlistend.chain = spot;\r
262                                 spotlistend = spot;\r
263                                 if(!spotlist)\r
264                                         spotlist = spot;\r
265 \r
266                                 /*\r
267                                 if(teamcheck)\r
268                                 if(spot.team != teamcheck)\r
269                                         error("invalid spawn added");\r
270 \r
271                                 print("added ", etos(spot), "\n");\r
272                                 */\r
273                         }\r
274                 }\r
275         }\r
276         if(spotlistend)\r
277                 spotlistend.chain = world;\r
278 \r
279         /*\r
280                 entity e;\r
281                 if(teamcheck)\r
282                         for(e = spotlist; e; e = e.chain)\r
283                         {\r
284                                 print("seen ", etos(e), "\n");\r
285                                 if(e.team != teamcheck)\r
286                                         error("invalid spawn found");\r
287                         }\r
288         */\r
289 \r
290         return spotlist;\r
291 }\r
292 \r
293 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
294 {\r
295         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
296         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
297         local entity spot;\r
298 \r
299         RandomSelection_Init();\r
300         for(spot = firstspot; spot; spot = spot.chain)\r
301                 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
302 \r
303         return RandomSelection_chosen_ent;\r
304 }\r
305 \r
306 /*\r
307 =============\r
308 SelectSpawnPoint\r
309 \r
310 Finds a point to respawn\r
311 =============\r
312 */\r
313 entity SelectSpawnPoint (float anypoint)\r
314 {\r
315         local float teamcheck;\r
316         local entity firstspot_new;\r
317         local entity spot, firstspot, playerlist;\r
318 \r
319         spot = find (world, classname, "testplayerstart");\r
320         if (spot)\r
321                 return spot;\r
322 \r
323         teamcheck = 0;\r
324 \r
325         if(!anypoint && have_team_spawns > 0)\r
326                 teamcheck = self.team;\r
327 \r
328         // get the list of players\r
329         playerlist = findchain(classname, "player");\r
330         // get the entire list of spots\r
331         firstspot = findchain(classname, "info_player_deathmatch");\r
332         // filter out the bad ones\r
333         // (note this returns the original list if none survived)\r
334         if(anypoint)\r
335         {\r
336                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
337         }\r
338         else\r
339         {\r
340                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
341                 if(!firstspot_new)\r
342                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
343                 firstspot = firstspot_new;\r
344 \r
345                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
346                 // (this means that roughly every other spawn will be furthest, so you\r
347                 // usually won't get fragged at spawn twice in a row)\r
348                 if (arena_roundbased && !g_ca)\r
349                 {\r
350                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
351                         if(firstspot_new)\r
352                                 firstspot = firstspot_new;\r
353                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
354                 }\r
355                 else if (random() > cvar("g_spawn_furthest"))\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 else\r
358                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
359         }\r
360 \r
361         if(cvar("spawn_debugview"))\r
362         {\r
363                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
364 \r
365                 entity e;\r
366                 if(teamcheck)\r
367                         for(e = firstspot; e; e = e.chain)\r
368                                 if(e.team != teamcheck)\r
369                                         error("invalid spawn found");\r
370         }\r
371 \r
372         if (!spot)\r
373         {\r
374                 if(cvar("spawn_debug"))\r
375                         GotoNextMap();\r
376                 else\r
377                 {\r
378                         if(some_spawn_has_been_used)\r
379                                 return world; // team can't spawn any more, because of actions of other team\r
380                         else\r
381                                 error("Cannot find a spawn point - please fix the map!");\r
382                 }\r
383         }\r
384 \r
385         return spot;\r
386 }\r
387 \r
388 /*\r
389 =============\r
390 CheckPlayerModel\r
391 \r
392 Checks if the argument string can be a valid playermodel.\r
393 Returns a valid one in doubt.\r
394 =============\r
395 */\r
396 string FallbackPlayerModel = "models/player/vixen.zym";\r
397 string CheckPlayerModel(string plyermodel) {\r
398         if(strlen(plyermodel) < 4)\r
399                 return FallbackPlayerModel;\r
400         if( substring(plyermodel,0,14) != "models/player/")\r
401                 return FallbackPlayerModel;\r
402         else if(cvar("sv_servermodelsonly"))\r
403         {\r
404                 if(substring(plyermodel,-4,4) != ".zym")\r
405                 if(substring(plyermodel,-4,4) != ".dpm")\r
406                 if(substring(plyermodel,-4,4) != ".md3")\r
407                 if(substring(plyermodel,-4,4) != ".psk")\r
408                         return FallbackPlayerModel;\r
409                 if(plyermodel != strtolower(plyermodel))\r
410                         return FallbackPlayerModel;\r
411                 if(!fexists(plyermodel))\r
412                         return FallbackPlayerModel;\r
413         }\r
414         return plyermodel;\r
415 }\r
416 \r
417 void setmodel_apply(string modelname)\r
418 {\r
419         precache_model(modelname);\r
420         setmodel(self, modelname); // players have high precision\r
421         player_setupanimsformodel();\r
422 }\r
423 \r
424 string setmodel_state()\r
425 {\r
426         // set the proper belly model depending on how full we are\r
427         string newmodel_name, newmodel_extension, applymodel;\r
428 \r
429         // 4 is the extension length\r
430         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
431         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
432 \r
433         if(self.stomach_load)\r
434                 applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
435         else\r
436                 applymodel = self.playermodel;\r
437 \r
438         return applymodel;\r
439 }\r
440 \r
441 /*\r
442 =============\r
443 Client_customizeentityforclient\r
444 =============\r
445 */\r
446 void Client_setmodel(string applymodel)\r
447 {\r
448         local vector m1, m2;\r
449         if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
450                 return;\r
451         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
452                 return;\r
453 \r
454         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
455         m1 = self.mins;\r
456         m2 = self.maxs;\r
457         setmodel_apply(applymodel);\r
458         setsize (self, m1, m2);\r
459 }\r
460 \r
461 void Client_uncustomizeentityforclient()\r
462 {\r
463         self.skin = self.skinindex;\r
464 }\r
465 \r
466 float Client_customizeentityforclient()\r
467 {\r
468         entity modelsource;\r
469         string applymodel;\r
470 \r
471         if(self.modelindex == 0)\r
472                 return TRUE;\r
473 \r
474         // forcemodel stuff\r
475 \r
476 #ifdef PROFILING\r
477         float t0;\r
478         t0 = gettime(GETTIME_HIRES); // reference\r
479 #endif\r
480 \r
481         modelsource = self;\r
482 \r
483 #ifdef ALLOW_FORCEMODELS\r
484         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
485                 modelsource = other;\r
486         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
487                 modelsource = other;\r
488 #endif\r
489 \r
490         self.skin = modelsource.skinindex;\r
491 \r
492 #if 0\r
493         if(modelsource == self)\r
494                 self.skin = modelsource.skinindex;\r
495         else\r
496                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
497 #endif\r
498 \r
499         // self: me\r
500         // other: the player viewing me\r
501 \r
502 #ifdef PROFILING\r
503         float t1;\r
504         t1 = gettime(GETTIME_HIRES); // reference\r
505         client_cefc_accumulator += (t1 - t0);\r
506 #endif\r
507 \r
508         // now change the predator's player model into a stomach model for the prey\r
509         // 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
510         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
511 \r
512         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
513         if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
514         {\r
515                 Client_setmodel(setmodel_state());\r
516                 if not(self.predator.classname == "player")\r
517                         self.alpha = default_player_alpha;\r
518                 return TRUE;\r
519         }\r
520         if(other.spectatee_status)\r
521                 other = other.enemy; // also do this for the player we are spectating\r
522         if(other.predator == self)\r
523         {\r
524                 applymodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
525                 Client_setmodel(applymodel);\r
526                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
527                 return TRUE;\r
528         }\r
529         Client_setmodel(setmodel_state());\r
530         if not(self.predator.classname == "player")\r
531                 self.alpha = default_player_alpha;\r
532         return TRUE;\r
533 }\r
534 \r
535 /*\r
536 =============\r
537 PutObserverInServer\r
538 \r
539 putting a client as observer in the server\r
540 =============\r
541 */\r
542 void FixPlayermodel();\r
543 void PutObserverInServer (void)\r
544 {\r
545         entity  spot;\r
546 \r
547         race_PreSpawnObserver();\r
548 \r
549         spot = SelectSpawnPoint (TRUE);\r
550         if(!spot)\r
551                 error("No spawnpoints for observers?!?\n");\r
552         RemoveGrabber(self); // Wazat's Grabber\r
553 \r
554         if(clienttype(self) == CLIENTTYPE_REAL)\r
555         {\r
556                 msg_entity = self;\r
557                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
558                 WriteEntity(MSG_ONE, self);\r
559         }\r
560 \r
561         Vore_Disconnect();\r
562 \r
563         kh_Key_DropAll(self, TRUE);\r
564 \r
565         if(self.flagcarried)\r
566                 DropFlag(self.flagcarried, world, world);\r
567 \r
568         WaypointSprite_PlayerDead();\r
569 \r
570         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
571                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
572 \r
573         if(self.killcount != -666) {\r
574                 if(g_lms) {\r
575                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
576                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
577                         else\r
578                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
579                 } else\r
580                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
581 \r
582                 if(self.just_joined == FALSE) {\r
583                         LogTeamchange(self.playerid, -1, 4);\r
584                 } else\r
585                         self.just_joined = FALSE;\r
586         }\r
587 \r
588         PlayerScore_Clear(self); // clear scores when needed\r
589 \r
590         self.spectatortime = time;\r
591 \r
592         self.classname = "observer";\r
593         self.iscreature = FALSE;\r
594         self.health = -666;\r
595         self.takedamage = DAMAGE_NO;\r
596         self.solid = SOLID_NOT;\r
597         self.movetype = MOVETYPE_NOCLIP;\r
598         self.flags = FL_CLIENT | FL_NOTARGET;\r
599         self.armorvalue = 666;\r
600         self.effects = 0;\r
601         self.armorvalue = cvar("g_balance_armor_start");\r
602         self.pauserotarmor_finished = 0;\r
603         self.pauserothealth_finished = 0;\r
604         self.pauseregen_finished = 0;\r
605         self.damageforcescale = 0;\r
606         self.death_time = 0;\r
607         self.dead_frame = 0;\r
608         self.alpha = 0;\r
609         self.scale = 0;\r
610         self.fade_time = 0;\r
611         self.pain_frame = 0;\r
612         self.pain_finished = 0;\r
613         self.strength_finished = 0;\r
614         self.invincible_finished = 0;\r
615         self.pushltime = 0;\r
616         self.think = SUB_Null;\r
617         self.nextthink = 0;\r
618         self.grabber_time = 0;\r
619         self.deadflag = DEAD_NO;\r
620         self.angles = spot.angles;\r
621         self.angles_z = 0;\r
622         self.fixangle = TRUE;\r
623         self.crouch = FALSE;\r
624 \r
625         self.view_ofs = PL_VIEW_OFS;\r
626         setorigin (self, spot.origin);\r
627         setsize (self, '0 0 0', '0 0 0');\r
628         self.prevorigin = self.origin;\r
629         self.items = 0;\r
630         self.weapons = 0;\r
631         self.model = "";\r
632         FixPlayermodel();\r
633         self.model = "";\r
634         self.modelindex = 0;\r
635         self.weapon = 0;\r
636         self.weaponmodel = "";\r
637         self.weaponentity = world;\r
638         self.exteriorweaponentity = world;\r
639         self.killcount = -666;\r
640         self.velocity = '0 0 0';\r
641         self.avelocity = '0 0 0';\r
642         self.punchangle = '0 0 0';\r
643         self.punchvector = '0 0 0';\r
644         self.oldvelocity = self.velocity;\r
645         self.fire_endtime = -1;\r
646 \r
647         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
648 \r
649         if(g_arena)\r
650         {\r
651                 if(self.version_mismatch)\r
652                 {\r
653                         Spawnqueue_Unmark(self);\r
654                         Spawnqueue_Remove(self);\r
655                 }\r
656                 else\r
657                 {\r
658                         Spawnqueue_Insert(self);\r
659                 }\r
660         }\r
661         else if(g_lms)\r
662         {\r
663                 // Only if the player cannot play at all\r
664                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
665                         self.frags = FRAGS_SPECTATOR;\r
666                 else\r
667                         self.frags = FRAGS_LMS_LOSER;\r
668         }\r
669         else\r
670                 self.frags = FRAGS_SPECTATOR;\r
671 }\r
672 \r
673 float RestrictSkin(float s)\r
674 {\r
675         if(!teams_matter)\r
676                 return s;\r
677         if(s == 6)\r
678                 return 6;\r
679         return mod(s, 3);\r
680 }\r
681 \r
682 void FixPlayermodel()\r
683 {\r
684         local string defaultmodel;\r
685         local float defaultskin, chmdl, oldskin;\r
686         local vector m1, m2;\r
687 \r
688         defaultmodel = "";\r
689 \r
690         if(cvar("sv_defaultcharacter") == 1) {\r
691                 defaultskin = 0;\r
692 \r
693                 if(teams_matter)\r
694                 {\r
695                         string s;\r
696                         s = Team_ColorNameLowerCase(self.team);\r
697                         if(s != "neutral")\r
698                         {\r
699                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
700                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
701                         }\r
702                 }\r
703 \r
704                 if(defaultmodel == "")\r
705                 {\r
706                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
707                         defaultskin = cvar("sv_defaultplayerskin");\r
708                 }\r
709         }\r
710 \r
711         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
712         {\r
713                 if(self.model != "")\r
714                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
715                 self.model = ""; // force the != checks to return true\r
716         }\r
717 \r
718         if(defaultmodel != "")\r
719         {\r
720                 if (defaultmodel != self.model)\r
721                 {\r
722                         m1 = self.mins;\r
723                         m2 = self.maxs;\r
724                         setmodel_apply (defaultmodel);\r
725                         setsize (self, m1, m2);\r
726                         chmdl = TRUE;\r
727                 }\r
728 \r
729                 oldskin = self.skinindex;\r
730                 self.skinindex = defaultskin;\r
731         } else {\r
732                 if (self.model == "")\r
733                 {\r
734                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
735                         m1 = self.mins;\r
736                         m2 = self.maxs;\r
737                         setmodel_apply (self.playermodel);\r
738                         setsize (self, m1, m2);\r
739                         chmdl = TRUE;\r
740                 }\r
741                 // update player sounds if we changed model\r
742                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
743                         UpdatePlayerSounds();\r
744 \r
745                 oldskin = self.skinindex;\r
746                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
747         }\r
748 \r
749         if(chmdl || oldskin != self.skinindex)\r
750                 self.species = player_getspecies(); // model or skin has changed\r
751 \r
752         if(!teams_matter)\r
753                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
754                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
755                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
756 }\r
757 \r
758 void PlayerTouchExplode(entity p1, entity p2)\r
759 {\r
760         vector org;\r
761         org = (p1.origin + p2.origin) * 0.5;\r
762         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
763 \r
764         te_explosion(org);\r
765 \r
766         entity e;\r
767         e = spawn();\r
768         setorigin(e, org);\r
769         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
770         remove(e);\r
771 }\r
772 \r
773 /*\r
774 =============\r
775 PutClientInServer\r
776 \r
777 Called when a client spawns in the server\r
778 =============\r
779 */\r
780 //void() ctf_playerchanged;\r
781 void PutClientInServer (void)\r
782 {\r
783         if(clienttype(self) == CLIENTTYPE_BOT)\r
784         {\r
785                 self.classname = "player";\r
786         }\r
787         else if(clienttype(self) == CLIENTTYPE_REAL)\r
788         {\r
789                 msg_entity = self;\r
790                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
791                 WriteEntity(MSG_ONE, self);\r
792         }\r
793 \r
794         // player is dead and becomes observer\r
795         // FIXME fix LMS scoring for new system\r
796         if(g_lms)\r
797         {\r
798                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
799                         self.classname = "observer";\r
800         }\r
801 \r
802         if(g_arena || (g_ca && !allowed_to_spawn))\r
803         if(!self.spawned)\r
804                 self.classname = "observer";\r
805 \r
806         if(gameover)\r
807                 self.classname = "observer";\r
808 \r
809         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
810                 entity spot, oldself;\r
811                 float j;\r
812 \r
813                 if(self.team < 0)\r
814                         JoinBestTeam(self, FALSE, TRUE);\r
815 \r
816                 race_PreSpawn();\r
817 \r
818                 spot = SelectSpawnPoint (FALSE);\r
819                 if(!spot)\r
820                 {\r
821                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
822                         return; // spawn failed\r
823                 }\r
824 \r
825                 RemoveGrabber(self); // Wazat's Grabber\r
826 \r
827                 self.classname = "player";\r
828                 self.wasplayer = TRUE;\r
829                 self.iscreature = TRUE;\r
830                 self.movetype = MOVETYPE_WALK;\r
831                 self.solid = SOLID_SLIDEBOX;\r
832                 if(cvar("g_playerclip_collisions"))\r
833                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
834                 else\r
835                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;\r
836                 self.frags = FRAGS_PLAYER;\r
837                 if(independent_players)\r
838                         MAKE_INDEPENDENT_PLAYER(self);\r
839                 self.flags = FL_CLIENT;\r
840                 self.takedamage = DAMAGE_AIM;\r
841                 self.effects = 0;\r
842                 self.air_finished = time + 12;\r
843                 self.dmg = 2;\r
844 \r
845                 if(inWarmupStage)\r
846                 {\r
847                         self.ammo_fuel = warmup_start_ammo_fuel;\r
848                         self.health = warmup_start_health;\r
849                         self.armorvalue = warmup_start_armorvalue;\r
850                         self.weapons = warmup_start_weapons;\r
851                 }\r
852                 else\r
853                 {\r
854                         self.ammo_fuel = start_ammo_fuel;\r
855                         self.health = start_health;\r
856                         self.armorvalue = start_armorvalue;\r
857                         self.weapons = start_weapons;\r
858                 }\r
859 \r
860                 self.items = start_items;\r
861                 self.switchweapon = w_getbestweapon(self);\r
862                 self.cnt = self.switchweapon;\r
863                 self.weapon = 0;\r
864 \r
865                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
866                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
867                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
868                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
869                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
870                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
871                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
872                         self.spawnshieldtime += game_starttime - time;\r
873                         self.pauserotarmor_finished += game_starttime - time;\r
874                         self.pauserothealth_finished += game_starttime - time;\r
875                         self.pauseregen_finished += game_starttime - time;\r
876                 }\r
877                 self.damageforcescale = 2;\r
878                 self.death_time = 0;\r
879                 self.dead_frame = 0;\r
880                 self.alpha = 0;\r
881                 self.scale = 0;\r
882                 self.fade_time = 0;\r
883                 self.pain_frame = 0;\r
884                 self.pain_finished = 0;\r
885                 self.strength_finished = 0;\r
886                 self.invincible_finished = 0;\r
887                 self.pushltime = 0;\r
888                 // players have no think function\r
889                 self.think = SUB_Null;\r
890                 self.nextthink = 0;\r
891                 self.grabber_time = 0;\r
892                 self.dmg_team = 0;\r
893 \r
894                 self.deadflag = DEAD_NO;\r
895                 self.stomach_load = 0;\r
896                 self.angles = spot.angles;\r
897 \r
898                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
899                 self.fixangle = TRUE; // turn this way immediately\r
900                 self.velocity = '0 0 0';\r
901                 self.avelocity = '0 0 0';\r
902                 self.punchangle = '0 0 0';\r
903                 self.punchvector = '0 0 0';\r
904                 self.oldvelocity = self.velocity;\r
905                 self.fire_endtime = -1;\r
906 \r
907                 msg_entity = self;\r
908                 WRITESPECTATABLE_MSG_ONE({\r
909                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
910                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
911                 });\r
912 \r
913                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
914 \r
915                 self.model = "";\r
916                 FixPlayermodel();\r
917 \r
918                 self.crouch = FALSE;\r
919                 self.view_ofs = PL_VIEW_OFS;\r
920                 setsize (self, PL_MIN, PL_MAX);\r
921                 self.spawnorigin = spot.origin;\r
922                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
923                 // don't reset back to last position, even if new position is stuck in solid\r
924                 self.oldorigin = self.origin;\r
925                 self.prevorigin = self.origin;\r
926                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!\r
927 \r
928                 if(g_arena)\r
929                 {\r
930                         Spawnqueue_Remove(self);\r
931                         Spawnqueue_Mark(self);\r
932                 }\r
933 \r
934                 else if(g_ca)\r
935                         self.caplayer = 1;\r
936 \r
937                 self.event_damage = PlayerDamage;\r
938 \r
939                 self.bot_attack = TRUE;\r
940 \r
941                 self.statdraintime = time + 5;\r
942                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
943 \r
944                 if(self.killcount == -666) {\r
945                         PlayerScore_Clear(self);\r
946                         self.killcount = 0;\r
947                 }\r
948 \r
949                 CL_SpawnWeaponentity();\r
950                 self.alpha = default_player_alpha;\r
951                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
952                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
953 \r
954                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
955                 self.lms_traveled_distance = 0;\r
956                 self.speedrunning = FALSE;\r
957 \r
958                 race_PostSpawn(spot);\r
959 \r
960                 if(cvar("spawn_debug"))\r
961                 {\r
962                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
963                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
964                 }\r
965 \r
966                 //stuffcmd(self, "chase_active 0");\r
967                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
968 \r
969                 if (cvar("g_spawnsound"))\r
970                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
971 \r
972                 if(g_assault) {\r
973                         if(self.team == assault_attacker_team)\r
974                                 centerprint(self, "You are attacking!");\r
975                         else\r
976                                 centerprint(self, "You are defending!");\r
977                 }\r
978 \r
979                 target_voicescript_clear(self);\r
980 \r
981                 // reset fields the weapons may use\r
982         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
983             weapon_action(j, WR_RESETPLAYER);\r
984 \r
985                 oldself = self;\r
986                 self = spot;\r
987                         activator = oldself;\r
988                                 SUB_UseTargets();\r
989                         activator = world;\r
990                 self = oldself;\r
991         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
992                 PutObserverInServer ();\r
993         }\r
994 \r
995         //if(g_ctf)\r
996         //      ctf_playerchanged();\r
997 }\r
998 \r
999 float ClientInit_SendEntity(entity to, float sf)\r
1000 {\r
1001         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1002         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1003         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1004         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1005 \r
1006         if(sv_foginterval && world.fog != "")\r
1007                 WriteString(MSG_ENTITY, world.fog);\r
1008         else\r
1009                 WriteString(MSG_ENTITY, "");\r
1010         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1011         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1012 \r
1013         WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
1014         WriteCoord(MSG_ENTITY, cvar("g_vore_showpreyhealth"));\r
1015         return TRUE;\r
1016 }\r
1017 \r
1018 void ClientInit_Spawn()\r
1019 {\r
1020         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1021 }\r
1022 \r
1023 /*\r
1024 =============\r
1025 SetNewParms\r
1026 =============\r
1027 */\r
1028 void SetNewParms (void)\r
1029 {\r
1030         // initialize parms for a new player\r
1031         parm1 = -(86400 * 366);\r
1032 }\r
1033 \r
1034 /*\r
1035 =============\r
1036 SetChangeParms\r
1037 =============\r
1038 */\r
1039 void SetChangeParms (void)\r
1040 {\r
1041         // save parms for level change\r
1042         parm1 = self.parm_idlesince - time;\r
1043 }\r
1044 \r
1045 /*\r
1046 =============\r
1047 DecodeLevelParms\r
1048 =============\r
1049 */\r
1050 void DecodeLevelParms (void)\r
1051 {\r
1052         // load parms\r
1053         self.parm_idlesince = parm1;\r
1054         if(self.parm_idlesince == -(86400 * 366))\r
1055                 self.parm_idlesince = time;\r
1056 \r
1057         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1058         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1059 }\r
1060 \r
1061 /*\r
1062 =============\r
1063 ClientKill\r
1064 \r
1065 Called when a client types 'kill' in the console\r
1066 =============\r
1067 */\r
1068 \r
1069 void ClientKill_Now_TeamChange()\r
1070 {\r
1071         if(self.killindicator_teamchange == -1)\r
1072         {\r
1073                 self.team = -1;\r
1074                 JoinBestTeam( self, FALSE, FALSE );\r
1075         }\r
1076         else\r
1077                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1078 }\r
1079 \r
1080 void ClientKill_Now()\r
1081 {\r
1082         if(self.killindicator_teamchange)\r
1083                 ClientKill_Now_TeamChange();\r
1084 \r
1085         // in any case:\r
1086         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1087 \r
1088         if(self.killindicator)\r
1089         {\r
1090                 dprint("Cleaned up after a leaked kill indicator.\n");\r
1091                 remove(self.killindicator);\r
1092                 self.killindicator = world;\r
1093         }\r
1094 }\r
1095 void KillIndicator_Think()\r
1096 {\r
1097         if (!self.owner.modelindex)\r
1098         {\r
1099                 self.owner.killindicator = world;\r
1100                 remove(self);\r
1101                 return;\r
1102         }\r
1103 \r
1104         if(self.cnt <= 0)\r
1105         {\r
1106                 self = self.owner;\r
1107                 ClientKill_Now(); // no oldself needed\r
1108                 return;\r
1109         }\r
1110         else\r
1111         {\r
1112                 if(self.cnt <= 10)\r
1113                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1114                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1115                 {\r
1116                         if(self.cnt <= 10)\r
1117                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1118                         if(self.owner.killindicator_teamchange)\r
1119                         {\r
1120                                 if(self.owner.killindicator_teamchange == -1)\r
1121                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1122                                 else\r
1123                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1124                         }\r
1125                         else\r
1126                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1127                 }\r
1128                 self.nextthink = time + 1;\r
1129                 self.cnt -= 1;\r
1130         }\r
1131 }\r
1132 \r
1133 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
1134 {\r
1135         float killtime;\r
1136         entity e;\r
1137         killtime = cvar("g_balance_kill_delay");\r
1138 \r
1139         if(g_race_qualifying)\r
1140                 killtime = 0;\r
1141 \r
1142         self.killindicator_teamchange = targetteam;\r
1143 \r
1144         if(!self.killindicator)\r
1145         {\r
1146                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1147                 {\r
1148                         ClientKill_Now();\r
1149                 }\r
1150                 else\r
1151                 {\r
1152                         self.killindicator = spawn();\r
1153                         self.killindicator.owner = self;\r
1154                         self.killindicator.scale = 0.5;\r
1155                         setattachment(self.killindicator, self, "");\r
1156                         setorigin(self.killindicator, '0 0 52');\r
1157                         self.killindicator.think = KillIndicator_Think;\r
1158                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1159                         self.killindicator.cnt = ceil(killtime);\r
1160                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1161                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1162 \r
1163                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1164                         {\r
1165                                 if(e.enemy != self)\r
1166                                         continue;\r
1167                                 e.killindicator = spawn();\r
1168                                 e.killindicator.owner = e;\r
1169                                 e.killindicator.scale = 0.5;\r
1170                                 setattachment(e.killindicator, e, "");\r
1171                                 setorigin(e.killindicator, '0 0 52');\r
1172                                 e.killindicator.think = KillIndicator_Think;\r
1173                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1174                                 e.killindicator.cnt = ceil(killtime);\r
1175                         }\r
1176                         self.lip = 0;\r
1177                 }\r
1178         }\r
1179         if(self.killindicator)\r
1180         {\r
1181                 if(targetteam)\r
1182                         self.killindicator.colormod = TeamColor(targetteam);\r
1183                 else\r
1184                         self.killindicator.colormod = '0 0 0';\r
1185         }\r
1186 }\r
1187 \r
1188 void ClientKill (void)\r
1189 {\r
1190         ClientKill_TeamChange(0);\r
1191 }\r
1192 \r
1193 void DoTeamChange(float destteam)\r
1194 {\r
1195         float t, c0;\r
1196         if(!teams_matter)\r
1197         {\r
1198                 if(destteam >= 0)\r
1199                         SetPlayerColors(self, destteam);\r
1200                 return;\r
1201         }\r
1202         if(self.classname == "player")\r
1203         if(destteam == -1)\r
1204         {\r
1205                 CheckAllowedTeams(self);\r
1206                 t = FindSmallestTeam(self, TRUE);\r
1207                 switch(self.team)\r
1208                 {\r
1209                         case COLOR_TEAM1: c0 = c1; break;\r
1210                         case COLOR_TEAM2: c0 = c2; break;\r
1211                         case COLOR_TEAM3: c0 = c3; break;\r
1212                         case COLOR_TEAM4: c0 = c4; break;\r
1213                         default:          c0 = 999;\r
1214                 }\r
1215                 switch(t)\r
1216                 {\r
1217                         case 1:\r
1218                                 if(c0 > c1)\r
1219                                         destteam = COLOR_TEAM1;\r
1220                                 break;\r
1221                         case 2:\r
1222                                 if(c0 > c2)\r
1223                                         destteam = COLOR_TEAM2;\r
1224                                 break;\r
1225                         case 3:\r
1226                                 if(c0 > c3)\r
1227                                         destteam = COLOR_TEAM3;\r
1228                                 break;\r
1229                         case 4:\r
1230                                 if(c0 > c4)\r
1231                                         destteam = COLOR_TEAM4;\r
1232                                 break;\r
1233                 }\r
1234                 if(destteam == -1)\r
1235                         return;\r
1236         }\r
1237         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1238                 return;\r
1239         ClientKill_TeamChange(destteam);\r
1240 }\r
1241 \r
1242 void FixClientCvars(entity e)\r
1243 {\r
1244         // send prediction settings to the client\r
1245         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1246         if(g_race || g_cts)\r
1247                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1248         if(cvar("g_antilag") == 3) // client side hitscan\r
1249                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1250                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1251         /*\r
1252          * we no longer need to stuff this. Remove this comment block if you feel\r
1253          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1254         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1255         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1256         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1257         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1258         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1259         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1260         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1261         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1262         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1263         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1264         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1265         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1266         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1267          */\r
1268 }\r
1269 \r
1270 /*\r
1271 =============\r
1272 ClientConnect\r
1273 \r
1274 Called when a client connects to the server\r
1275 =============\r
1276 */\r
1277 //void ctf_clientconnect();\r
1278 string ColoredTeamName(float t);\r
1279 void DecodeLevelParms (void);\r
1280 //void dom_player_join_team(entity pl);\r
1281 #ifdef UID\r
1282 .float uid_kicktime;\r
1283 .string uid;\r
1284 #endif\r
1285 void ClientConnect (void)\r
1286 {\r
1287         float t;\r
1288 \r
1289         if(self.flags & FL_CLIENT)\r
1290         {\r
1291                 print("Warning: ClientConnect, but already connected!\n");\r
1292                 return;\r
1293         }\r
1294 \r
1295         if(Ban_MaybeEnforceBan(self))\r
1296                 return;\r
1297 \r
1298         DecodeLevelParms();\r
1299 \r
1300         self.classname = "player_joining";\r
1301 \r
1302         self.flags = FL_CLIENT;\r
1303         self.version_nagtime = time + 10 + random() * 10;\r
1304 \r
1305         if(player_count<0)\r
1306         {\r
1307                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1308                 player_count = 0;\r
1309         }\r
1310 \r
1311         PlayerScore_Attach(self);\r
1312         ClientData_Attach();\r
1313 \r
1314         bot_clientconnect();\r
1315 \r
1316         playerdemo_init();\r
1317 \r
1318         anticheat_init();\r
1319         \r
1320         race_PreSpawnObserver();\r
1321 \r
1322         //if(g_domination)\r
1323         //      dom_player_join_team(self);\r
1324 \r
1325         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1326 \r
1327         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1328                 self.classname = "observer";\r
1329         } else {\r
1330                 if(teams_matter)\r
1331                 {\r
1332                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1333                         {\r
1334                                 self.classname = "player";\r
1335                                 campaign_bots_may_start = 1;\r
1336                         }\r
1337                         else\r
1338                         {\r
1339                                 self.classname = "observer"; // do it anyway\r
1340                         }\r
1341                 }\r
1342                 else\r
1343                 {\r
1344                         self.classname = "player";\r
1345                         campaign_bots_may_start = 1;\r
1346                 }\r
1347         }\r
1348 \r
1349         self.playerid = (playerid_last = playerid_last + 1);\r
1350 \r
1351         if(cvar("sv_eventlog"))\r
1352                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1353 \r
1354         LogTeamchange(self.playerid, self.team, 1);\r
1355 \r
1356         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1357 \r
1358         self.netname_previous = strzone(self.netname);\r
1359 \r
1360         bprint("^4", self.netname, "^4 connected");\r
1361 \r
1362         if(self.classname != "observer" && (g_domination || g_ctf))\r
1363                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1364 \r
1365         bprint("\n");\r
1366 \r
1367         self.welcomemessage_time = 0;\r
1368 \r
1369         stuffcmd(self, strcat(clientstuff, "\n"));\r
1370         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1371         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1372 \r
1373         FixClientCvars(self);\r
1374 \r
1375         // spawnfunc_waypoint sprites\r
1376         WaypointSprite_InitClient(self);\r
1377 \r
1378         // Wazat's grabber\r
1379         SetGrabberBindings();\r
1380 \r
1381         // get autoswitch state from player when he toggles it\r
1382         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1383 \r
1384         // get version info from player\r
1385         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1386 \r
1387         // get other cvars from player\r
1388         GetCvars(0);\r
1389 \r
1390         // set cvar for team scoreboard\r
1391         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1392 \r
1393         // notify about available teams\r
1394         if(teams_matter)\r
1395         {\r
1396                 CheckAllowedTeams(self);\r
1397                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1398                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1399         }\r
1400         else\r
1401                 stuffcmd(self, "set _teams_available 0\n");\r
1402 \r
1403         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1404 \r
1405         if(g_arena || g_ca)\r
1406         {\r
1407                 self.classname = "observer";\r
1408                 if(g_arena)\r
1409                         Spawnqueue_Insert(self);\r
1410         }\r
1411         /*else if(g_ctf)\r
1412         {\r
1413                 ctf_clientconnect();\r
1414         }*/\r
1415 \r
1416         if(teams_matter || radar_showennemies)\r
1417                 attach_entcs();\r
1418 \r
1419         bot_relinkplayerlist();\r
1420 \r
1421         self.spectatortime = time;\r
1422         if(blockSpectators)\r
1423         {\r
1424                 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
1425         }\r
1426 \r
1427         self.jointime = time;\r
1428         self.allowedTimeouts = cvar("sv_timeout_number");\r
1429 \r
1430         if(clienttype(self) == CLIENTTYPE_REAL)\r
1431         {\r
1432                 if(cvar("g_bugrigs"))\r
1433                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1434         }\r
1435 \r
1436         if(g_lms)\r
1437         {\r
1438                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1439                 {\r
1440                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1441                         self.frags = FRAGS_SPECTATOR;\r
1442                 }\r
1443         }\r
1444 \r
1445         if(!sv_foginterval && world.fog != "")\r
1446                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1447 \r
1448         SoundEntity_Attach(self);\r
1449 \r
1450         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1451         {\r
1452                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1453                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1454         }\r
1455         else\r
1456                 self.hitplotfh = -1;\r
1457 \r
1458 #ifdef UID\r
1459         if(clienttype(self) == CLIENTTYPE_REAL)\r
1460         if not(self.uid)\r
1461                 self.uid_kicktime = time + 60;\r
1462 #endif\r
1463 \r
1464         if(g_race || g_cts) {\r
1465                 string rr;\r
1466                 if(g_cts)\r
1467                         rr = CTS_RECORD;\r
1468                 else\r
1469                         rr = RACE_RECORD;\r
1470                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1471 \r
1472                 race_send_recordtime(MSG_ONE);\r
1473                 race_send_speedaward(MSG_ONE);\r
1474 \r
1475                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1476                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1477                 race_send_speedaward_alltimebest(MSG_ONE);\r
1478 \r
1479                 float i;\r
1480                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1481                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1482                 }\r
1483         }\r
1484         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1485                 send_CSQC_teamnagger();\r
1486 \r
1487         CheatInitClient();\r
1488 }\r
1489 \r
1490 /*\r
1491 =============\r
1492 ClientDisconnect\r
1493 \r
1494 Called when a client disconnects from the server\r
1495 =============\r
1496 */\r
1497 .entity chatbubbleentity;\r
1498 .entity teambubbleentity;\r
1499 void ReadyCount();\r
1500 void ClientDisconnect (void)\r
1501 {\r
1502         if not(self.flags & FL_CLIENT)\r
1503         {\r
1504                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1505                 return;\r
1506         }\r
1507 \r
1508         Vore_Disconnect();\r
1509 \r
1510         CheatShutdownClient();\r
1511 \r
1512         if(self.hitplotfh >= 0)\r
1513         {\r
1514                 fclose(self.hitplotfh);\r
1515                 self.hitplotfh = -1;\r
1516         }\r
1517 \r
1518         anticheat_report();\r
1519         anticheat_shutdown();\r
1520 \r
1521         playerdemo_shutdown();\r
1522 \r
1523         bot_clientdisconnect();\r
1524 \r
1525         if(self.entcs)\r
1526                 detach_entcs();\r
1527 \r
1528         if(cvar("sv_eventlog"))\r
1529                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1530         bprint ("^4",self.netname);\r
1531         bprint ("^4 disconnected\n");\r
1532 \r
1533         SoundEntity_Detach(self);\r
1534 \r
1535         kh_Key_DropAll(self, TRUE);\r
1536 \r
1537         if(self.flagcarried)\r
1538                 DropFlag(self.flagcarried, world, world);\r
1539         // Here, everything has been done that requires this player to be a client.\r
1540 \r
1541         self.flags &~= FL_CLIENT;\r
1542 \r
1543         if (self.chatbubbleentity)\r
1544                 remove (self.chatbubbleentity);\r
1545 \r
1546         if (self.teambubbleentity)\r
1547                 remove (self.teambubbleentity);\r
1548 \r
1549         if (self.killindicator)\r
1550                 remove (self.killindicator);\r
1551 \r
1552         WaypointSprite_PlayerGone();\r
1553 \r
1554         bot_relinkplayerlist();\r
1555 \r
1556         if(g_arena)\r
1557         {\r
1558                 Spawnqueue_Unmark(self);\r
1559                 Spawnqueue_Remove(self);\r
1560         }\r
1561 \r
1562         ClientData_Detach();\r
1563         PlayerScore_Detach(self);\r
1564 \r
1565         if(self.netname_previous)\r
1566                 strunzone(self.netname_previous);\r
1567         if(self.clientstatus)\r
1568                 strunzone(self.clientstatus);\r
1569 \r
1570         ClearPlayerSounds();\r
1571 \r
1572         if(self.personal)\r
1573                 remove(self.personal);\r
1574 \r
1575         self.playerid = 0;\r
1576         ReadyCount();\r
1577 \r
1578         // free cvars\r
1579         GetCvars(-1);\r
1580 }\r
1581 \r
1582 .float BUTTON_CHAT;\r
1583 void ChatBubbleThink()\r
1584 {\r
1585         self.nextthink = time;\r
1586         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1587         {\r
1588                 if(self.owner) // but why can that ever be world?\r
1589                         self.owner.chatbubbleentity = world;\r
1590                 remove(self);\r
1591                 return;\r
1592         }\r
1593         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.predator.classname != "player")\r
1594 #ifdef TETRIS\r
1595                 || self.owner.tetris_on\r
1596 #endif\r
1597         )\r
1598                 self.model = self.mdl;\r
1599         else\r
1600                 self.model = "";\r
1601 };\r
1602 \r
1603 void UpdateChatBubble()\r
1604 {\r
1605         if (!self.modelindex)\r
1606                 return;\r
1607         // spawn a chatbubble entity if needed\r
1608         if (!self.chatbubbleentity)\r
1609         {\r
1610                 self.chatbubbleentity = spawn();\r
1611                 self.chatbubbleentity.owner = self;\r
1612                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1613                 self.chatbubbleentity.think = ChatBubbleThink;\r
1614                 self.chatbubbleentity.nextthink = time;\r
1615                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1616                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1617                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1618                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1619                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1620                 self.chatbubbleentity.model = "";\r
1621                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1622         }\r
1623 }\r
1624 \r
1625 void TeamBubbleThink()\r
1626 {\r
1627         self.nextthink = time;\r
1628         if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
1629         {\r
1630                 if(self.owner) // but why can that ever be world?\r
1631                         self.owner.teambubbleentity = world;\r
1632                 remove(self);\r
1633                 return;\r
1634         }\r
1635 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
1636         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.predator.classname == "player")\r
1637                 self.model = "";\r
1638         else\r
1639         {\r
1640                 if(cvar("g_balance_vore_teamheal") && self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
1641                         setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
1642                 else\r
1643                         setmodel(self, "models/misc/teambubble.spr");\r
1644         }\r
1645 };\r
1646 \r
1647 float TeamBubble_customizeentityforclient()\r
1648 {\r
1649         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
1650 }\r
1651 \r
1652 void UpdateTeamBubble()\r
1653 {\r
1654         if (!self.modelindex || !teams_matter)\r
1655                 return;\r
1656         // spawn a teambubble entity if needed\r
1657         if (!self.teambubbleentity && teams_matter)\r
1658         {\r
1659                 self.teambubbleentity = spawn();\r
1660                 self.teambubbleentity.owner = self;\r
1661                 self.teambubbleentity.exteriormodeltoclient = self;\r
1662                 self.teambubbleentity.think = TeamBubbleThink;\r
1663                 self.teambubbleentity.nextthink = time;\r
1664                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
1665 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1666                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1667                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1668 //              self.teambubbleentity.mdl = self.teambubbleentity.model;\r
1669 //              self.teambubbleentity.model = self.teambubbleentity.mdl;\r
1670                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
1671                 self.teambubbleentity.effects = EF_LOWPRECISION;\r
1672         }\r
1673 }\r
1674 \r
1675 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1676 // added to the model skins\r
1677 /*void UpdateColorModHack()\r
1678 {\r
1679         local float c;\r
1680         c = self.clientcolors & 15;\r
1681         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1682              if (!teams_matter) self.colormod = '0 0 0';\r
1683         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1684         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1685         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1686         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1687         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1688         else self.colormod = '1 1 1';\r
1689 };*/\r
1690 \r
1691 void respawn(void)\r
1692 {\r
1693         CopyBody(1);\r
1694         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1695         PutClientInServer();\r
1696 }\r
1697 \r
1698 void play_countdown(float finished, string samp)\r
1699 {\r
1700         if(clienttype(self) == CLIENTTYPE_REAL)\r
1701                 if(floor(finished - time - frametime) != floor(finished - time))\r
1702                         if(finished - time < 6)\r
1703                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1704 }\r
1705 \r
1706 /**\r
1707  * When sv_timeout is used this function returs strings like\r
1708  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1709  * Called by centerprint functions\r
1710  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1711  */\r
1712 string getTimeoutText(float addOneSecond) {\r
1713         if (!cvar("sv_timeout") || !timeoutStatus)\r
1714                 return "";\r
1715 \r
1716         local string retStr;\r
1717         if (timeoutStatus == 1) {\r
1718                 if (addOneSecond == 1) {\r
1719                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1720                 }\r
1721                 else {\r
1722                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1723                 }\r
1724                 return retStr;\r
1725         }\r
1726         else if (timeoutStatus == 2) {\r
1727                 if (addOneSecond) {\r
1728                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1729                         //don't show messages like "Timeout ends in 0 seconds"...\r
1730                         if ((remainingTimeoutTime + 1) > 0)\r
1731                                 return retStr;\r
1732                         else\r
1733                                 return "";\r
1734                 }\r
1735                 else {\r
1736                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1737                         //don't show messages like "Timeout ends in 0 seconds"...\r
1738                         if (remainingTimeoutTime > 0)\r
1739                                 return retStr;\r
1740                         else\r
1741                                 return "";\r
1742                 }\r
1743         }\r
1744         else return "";\r
1745 }\r
1746 \r
1747 void player_powerups (void)\r
1748 {\r
1749         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1750         {\r
1751                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1752                 self.modelflags |= MF_ROCKET;\r
1753         }\r
1754         else\r
1755         {\r
1756                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1757                 self.modelflags &~= MF_ROCKET;\r
1758         }\r
1759 \r
1760         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1761 \r
1762         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1763                 return;\r
1764         \r
1765         Fire_ApplyDamage(self);\r
1766         Fire_ApplyEffect(self);\r
1767 \r
1768         if (self.items & IT_STRENGTH)\r
1769         {\r
1770                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1771                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1772                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1773                 {\r
1774                         self.items = self.items - (self.items & IT_STRENGTH);\r
1775                         sprint(self, "^3Strength has worn off\n");\r
1776                 }\r
1777         }\r
1778         else\r
1779         {\r
1780                 if (time < self.strength_finished)\r
1781                 {\r
1782                         self.items = self.items | IT_STRENGTH;\r
1783                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1784                 }\r
1785         }\r
1786         if (self.items & IT_INVINCIBLE)\r
1787         {\r
1788                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1789                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1790                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1791                 {\r
1792                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1793                         sprint(self, "^3Shield has worn off\n");\r
1794                 }\r
1795         }\r
1796         else\r
1797         {\r
1798                 if (time < self.invincible_finished)\r
1799                 {\r
1800                         self.items = self.items | IT_INVINCIBLE;\r
1801                         sprint(self, "^3Shield surrounds you\n");\r
1802                 }\r
1803         }\r
1804 \r
1805         if(cvar("g_nodepthtestplayers"))\r
1806                 self.effects = self.effects | EF_NODEPTHTEST;\r
1807 \r
1808         if(cvar("g_fullbrightplayers"))\r
1809                 self.effects = self.effects | EF_FULLBRIGHT;\r
1810 \r
1811         // midair gamemode: damage only while in the air\r
1812         // if in midair mode, being on ground grants temporary invulnerability\r
1813         // (this is so that multishot weapon don't clear the ground flag on the\r
1814         // first damage in the frame, leaving the player vulnerable to the\r
1815         // remaining hits in the same frame)\r
1816         if (self.flags & FL_ONGROUND)\r
1817         if (g_midair)\r
1818                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1819 \r
1820         if (time >= game_starttime)\r
1821         if (time < self.spawnshieldtime)\r
1822                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1823 }\r
1824 \r
1825 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1826 {\r
1827         if(current > stable)\r
1828                 return current;\r
1829         else if(current > stable - 0.25) // when close enough, "snap"\r
1830                 return stable;\r
1831         else\r
1832                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1833 }\r
1834 \r
1835 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1836 {\r
1837         if(current < stable)\r
1838                 return current;\r
1839         else if(current < stable + 0.25) // when close enough, "snap"\r
1840                 return stable;\r
1841         else\r
1842                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1843 }\r
1844 \r
1845 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)\r
1846 {\r
1847         if(current > rotstable)\r
1848         {\r
1849                 if(rotframetime > 0)\r
1850                 {\r
1851                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1852                         current = max(rotstable, current - rotlinear * rotframetime);\r
1853                 }\r
1854         }\r
1855         else if(current < regenstable)\r
1856         {\r
1857                 if(regenframetime > 0)\r
1858                 {\r
1859                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1860                         current = min(regenstable, current + regenlinear * regenframetime);\r
1861                 }\r
1862         }\r
1863 \r
1864         if(current > limit)\r
1865                 current = limit;\r
1866 \r
1867         return current;\r
1868 }\r
1869 \r
1870 void player_regen (void)\r
1871 {\r
1872         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1873         maxh = cvar("g_balance_health_rotstable");\r
1874         maxa = cvar("g_balance_armor_rotstable");\r
1875         maxf = cvar("g_balance_fuel_rotstable");\r
1876         minh = cvar("g_balance_health_regenstable");\r
1877         mina = cvar("g_balance_armor_regenstable");\r
1878         minf = cvar("g_balance_fuel_regenstable");\r
1879         limith = cvar("g_balance_health_limit");\r
1880         limita = cvar("g_balance_armor_limit");\r
1881         limitf = cvar("g_balance_fuel_limit");\r
1882 \r
1883         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1884 \r
1885         maxh = maxh * max_mod;\r
1886         //maxa = maxa * max_mod;\r
1887         //maxf = maxf * max_mod;\r
1888         minh = minh * max_mod;\r
1889         //mina = mina * max_mod;\r
1890         //minf = minf * max_mod;\r
1891         limith = limith * limit_mod;\r
1892         limita = limita * limit_mod;\r
1893         //limitf = limitf * limit_mod;\r
1894 \r
1895         if(g_lms && g_ca)\r
1896                 rot_mod = 0;\r
1897 \r
1898         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1899         {\r
1900                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);\r
1901                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);\r
1902 \r
1903                 // if player rotted to death...  die!\r
1904                 if(self.health < 1)\r
1905                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
1906         }\r
1907 \r
1908         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1909                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);\r
1910 }\r
1911 \r
1912 float zoomstate_set;\r
1913 void SetZoomState(float z)\r
1914 {\r
1915         if(z != self.zoomstate)\r
1916         {\r
1917                 self.zoomstate = z;\r
1918                 ClientData_Touch(self);\r
1919         }\r
1920         zoomstate_set = 1;\r
1921 }\r
1922 \r
1923 void GetPressedKeys(void) {\r
1924         if (self.movement_x > 0) // get if movement keys are pressed\r
1925         {       // forward key pressed\r
1926                 self.pressedkeys |= KEY_FORWARD;\r
1927                 self.pressedkeys &~= KEY_BACKWARD;\r
1928         }\r
1929         else if (self.movement_x < 0)\r
1930         {       // backward key pressed\r
1931                 self.pressedkeys |= KEY_BACKWARD;\r
1932                 self.pressedkeys &~= KEY_FORWARD;\r
1933         }\r
1934         else\r
1935         {       // no x input\r
1936                 self.pressedkeys &~= KEY_FORWARD;\r
1937                 self.pressedkeys &~= KEY_BACKWARD;\r
1938         }\r
1939 \r
1940         if (self.movement_y > 0)\r
1941         {       // right key pressed\r
1942                 self.pressedkeys |= KEY_RIGHT;\r
1943                 self.pressedkeys &~= KEY_LEFT;\r
1944         }\r
1945         else if (self.movement_y < 0)\r
1946         {       // left key pressed\r
1947                 self.pressedkeys |= KEY_LEFT;\r
1948                 self.pressedkeys &~= KEY_RIGHT;\r
1949         }\r
1950         else\r
1951         {       // no y input\r
1952                 self.pressedkeys &~= KEY_RIGHT;\r
1953                 self.pressedkeys &~= KEY_LEFT;\r
1954         }\r
1955 \r
1956         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
1957                 self.pressedkeys |= KEY_JUMP;\r
1958         else\r
1959                 self.pressedkeys &~= KEY_JUMP;\r
1960         if (self.BUTTON_CROUCH)\r
1961                 self.pressedkeys |= KEY_CROUCH;\r
1962         else\r
1963                 self.pressedkeys &~= KEY_CROUCH;\r
1964 }\r
1965 \r
1966 void update_stats (float number, float hit, float fired) {\r
1967 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
1968 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
1969 \r
1970         if(number) {\r
1971                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
1972                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
1973         } else {\r
1974                 self.stat_hit = hit * sv_accuracy_data_share;\r
1975                 self.stat_fired = fired * sv_accuracy_data_share;\r
1976         }\r
1977 }\r
1978 \r
1979 /*\r
1980 ======================\r
1981 spectate mode routines\r
1982 ======================\r
1983 */\r
1984 \r
1985 .float weapon_count;\r
1986 void SpectateCopy(entity spectatee) {\r
1987         if(spectatee.weapon_count < WEP_LAST) {\r
1988                 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
1989                 spectatee.weapon_count ++;\r
1990         } else\r
1991                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
1992 \r
1993         self.kh_state = spectatee.kh_state;\r
1994         self.armortype = spectatee.armortype;\r
1995         self.armorvalue = spectatee.armorvalue;\r
1996         self.ammo_fuel = spectatee.ammo_fuel;\r
1997         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
1998         self.health = spectatee.health;\r
1999         self.impulse = 0;\r
2000         self.items = spectatee.items;\r
2001         self.strength_finished = spectatee.strength_finished;\r
2002         self.invincible_finished = spectatee.invincible_finished;\r
2003         self.pressedkeys = spectatee.pressedkeys;\r
2004         self.weapons = spectatee.weapons;\r
2005         self.switchweapon = spectatee.switchweapon;\r
2006         self.weapon = spectatee.weapon;\r
2007         self.punchangle = spectatee.punchangle;\r
2008         self.view_ofs = spectatee.view_ofs;\r
2009         self.v_angle = spectatee.v_angle;\r
2010         self.velocity = spectatee.velocity;\r
2011         self.dmg_take = spectatee.dmg_take;\r
2012         self.dmg_save = spectatee.dmg_save;\r
2013         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2014         self.angles = spectatee.v_angle;\r
2015         self.fixangle = TRUE;\r
2016         self.stomach_load = spectatee.stomach_load;\r
2017         self.stat_eaten = spectatee.stat_eaten;\r
2018         self.stat_stomachload = spectatee.stat_stomachload;\r
2019         self.stat_digesting = spectatee.stat_digesting;\r
2020         self.stat_canleave = spectatee.stat_canleave;\r
2021         setorigin(self, spectatee.origin);\r
2022         setsize(self, spectatee.mins, spectatee.maxs);\r
2023         SetZoomState(spectatee.zoomstate);\r
2024 \r
2025         anticheat_spectatecopy(spectatee);\r
2026 }\r
2027 \r
2028 float SpectateUpdate() {\r
2029         if(!self.enemy)\r
2030                 return 0;\r
2031 \r
2032         if (self == self.enemy)\r
2033                 return 0;\r
2034 \r
2035         if(self.enemy.classname != "player")\r
2036                 return 0;\r
2037 \r
2038         SpectateCopy(self.enemy);\r
2039 \r
2040         return 1;\r
2041 }\r
2042 \r
2043 float SpectateNext() {\r
2044         other = find(self.enemy, classname, "player");\r
2045 \r
2046         if (!other)\r
2047                 other = find(other, classname, "player");\r
2048 \r
2049         if (other)\r
2050                 self.enemy = other;\r
2051 \r
2052         if(self.enemy.classname == "player") {\r
2053                 msg_entity = self;\r
2054                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2055                 WriteEntity(MSG_ONE, self.enemy);\r
2056                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2057                 self.movetype = MOVETYPE_NONE;\r
2058 \r
2059                 self.enemy.weapon_count = 0;\r
2060 \r
2061                 if(!SpectateUpdate())\r
2062                         PutObserverInServer();\r
2063 \r
2064                 return 1;\r
2065         } else {\r
2066                 return 0;\r
2067         }\r
2068 }\r
2069 \r
2070 /*\r
2071 =============\r
2072 ShowRespawnCountdown()\r
2073 \r
2074 Update a respawn countdown display.\r
2075 =============\r
2076 */\r
2077 void ShowRespawnCountdown()\r
2078 {\r
2079         float number;\r
2080         if(self.deadflag == DEAD_NO) // just respawned?\r
2081                 return;\r
2082         else\r
2083         {\r
2084                 number = ceil(self.death_time - time);\r
2085                 if(number <= 0)\r
2086                         return;\r
2087                 if(number <= self.respawn_countdown)\r
2088                 {\r
2089                         self.respawn_countdown = number - 1;\r
2090                         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
2091                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2092                 }\r
2093         }\r
2094 }\r
2095 \r
2096 void LeaveSpectatorMode()\r
2097 {\r
2098         if(isJoinAllowed()) {\r
2099                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2100                         self.classname = "player";\r
2101 \r
2102                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2103                                 JoinBestTeam(self, FALSE, TRUE);\r
2104 \r
2105                         if(cvar("g_campaign"))\r
2106                                 campaign_bots_may_start = 1;\r
2107 \r
2108                         self.stat_count = WEP_LAST;\r
2109 \r
2110                         PutClientInServer();\r
2111 \r
2112                         if(self.classname == "player")\r
2113                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2114 \r
2115                         if(!cvar("g_campaign"))\r
2116                                 centerprint(self,""); // clear MOTD\r
2117 \r
2118                         return;\r
2119                 } else {\r
2120                         if (g_ca && self.caplayer) {\r
2121                         }       // do nothing\r
2122                         else\r
2123                                 stuffcmd(self,"menu_showteamselect\n");\r
2124                         return;\r
2125                 }\r
2126         }\r
2127         else {\r
2128                 //player may not join because of g_maxplayers is set\r
2129                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2130         }\r
2131 }\r
2132 \r
2133 /**\r
2134  * Determines whether the player is allowed to join. This depends on cvar\r
2135  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2136  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2137  * @return bool TRUE if the player is allowed to join, false otherwise\r
2138  */\r
2139 float isJoinAllowed() {\r
2140         if (!cvar("g_maxplayers"))\r
2141                 return TRUE;\r
2142 \r
2143         local entity e;\r
2144         local float currentlyPlaying;\r
2145         FOR_EACH_REALPLAYER(e) {\r
2146                 if(e.classname == "player")\r
2147                         currentlyPlaying += 1;\r
2148         }\r
2149         if(currentlyPlaying < cvar("g_maxplayers"))\r
2150                 return TRUE;\r
2151 \r
2152         return FALSE;\r
2153 }\r
2154 \r
2155 /**\r
2156  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2157  * g_maxplayers_spectator_blocktime seconds\r
2158  */\r
2159 void checkSpectatorBlock() {\r
2160         if(self.classname == "spectator" || self.classname == "observer") {\r
2161                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2162                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2163                         dropclient(self);\r
2164                 }\r
2165         }\r
2166 }\r
2167 \r
2168 float vercmp_recursive(string v1, string v2)\r
2169 {\r
2170         float dot1, dot2;\r
2171         string s1, s2;\r
2172         float r;\r
2173 \r
2174         dot1 = strstrofs(v1, ".", 0);\r
2175         dot2 = strstrofs(v2, ".", 0);\r
2176         if(dot1 == -1)\r
2177                 s1 = v1;\r
2178         else\r
2179                 s1 = substring(v1, 0, dot1);\r
2180         if(dot2 == -1)\r
2181                 s2 = v2;\r
2182         else\r
2183                 s2 = substring(v2, 0, dot2);\r
2184 \r
2185         r = stof(s1) - stof(s2);\r
2186         if(r != 0)\r
2187                 return r;\r
2188 \r
2189         r = strcasecmp(s1, s2);\r
2190         if(r != 0)\r
2191                 return r;\r
2192 \r
2193         if(dot1 == -1)\r
2194                 if(dot2 == -1)\r
2195                         return 0;\r
2196                 else\r
2197                         return -1;\r
2198         else\r
2199                 if(dot2 == -1)\r
2200                         return 1;\r
2201                 else\r
2202                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2203 }\r
2204 \r
2205 float vercmp(string v1, string v2)\r
2206 {\r
2207         if(strcasecmp(v1, v2) == 0) // early out check\r
2208                 return 0;\r
2209         return vercmp_recursive(v1, v2);\r
2210 }\r
2211 \r
2212 void ObserverThink()\r
2213 {\r
2214         if (self.flags & FL_JUMPRELEASED) {\r
2215                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2216                         self.welcomemessage_time = 0;\r
2217                         self.flags &~= FL_JUMPRELEASED;\r
2218                         self.flags |= FL_SPAWNING;\r
2219                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2220                         self.welcomemessage_time = 0;\r
2221                         self.flags &~= FL_JUMPRELEASED;\r
2222                         if(SpectateNext() == 1) {\r
2223                                 self.classname = "spectator";\r
2224                         }\r
2225                 }\r
2226         } else {\r
2227                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2228                         self.flags |= FL_JUMPRELEASED;\r
2229                         if(self.flags & FL_SPAWNING)\r
2230                         {\r
2231                                 self.flags &~= FL_SPAWNING;\r
2232                                 LeaveSpectatorMode();\r
2233                                 return;\r
2234                         }\r
2235                 }\r
2236         }\r
2237         PrintWelcomeMessage(self);\r
2238 }\r
2239 \r
2240 void SpectatorThink()\r
2241 {\r
2242         if (self.flags & FL_JUMPRELEASED) {\r
2243                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2244                         self.welcomemessage_time = 0;\r
2245                         self.flags &~= FL_JUMPRELEASED;\r
2246                         self.flags |= FL_SPAWNING;\r
2247                 } else if(self.BUTTON_ATCK) {\r
2248                         self.welcomemessage_time = 0;\r
2249                         self.flags &~= FL_JUMPRELEASED;\r
2250                         if(SpectateNext() == 1) {\r
2251                                 self.classname = "spectator";\r
2252                         } else {\r
2253                                 self.classname = "observer";\r
2254                                 self.stat_count = WEP_LAST;\r
2255                                 PutClientInServer();\r
2256                         }\r
2257                 } else if (self.BUTTON_ATCK2) {\r
2258                         self.welcomemessage_time = 0;\r
2259                         self.flags &~= FL_JUMPRELEASED;\r
2260                         self.classname = "observer";\r
2261                         self.stat_count = WEP_LAST;\r
2262                         PutClientInServer();\r
2263                 } else {\r
2264                         if(!SpectateUpdate())\r
2265                                 PutObserverInServer();\r
2266                 }\r
2267         } else {\r
2268                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2269                         self.flags |= FL_JUMPRELEASED;\r
2270                         if(self.flags & FL_SPAWNING)\r
2271                         {\r
2272                                 self.flags &~= FL_SPAWNING;\r
2273                                 LeaveSpectatorMode();\r
2274                                 return;\r
2275                         }\r
2276                 }\r
2277         }\r
2278 \r
2279         PrintWelcomeMessage(self);\r
2280         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2281 }\r
2282 \r
2283 .float touchexplode_time;\r
2284 \r
2285 /*\r
2286 =============\r
2287 PlayerPreThink\r
2288 \r
2289 Called every frame for each client before the physics are run\r
2290 =============\r
2291 */\r
2292 void() ctf_setstatus;\r
2293 .float items_added;\r
2294 void PlayerPreThink (void)\r
2295 {\r
2296         self.stat_game_starttime = game_starttime;\r
2297         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2298         self.stat_leadlimit = cvar("leadlimit");\r
2299 \r
2300         if(frametime)\r
2301         {\r
2302                 // physics frames: update anticheat stuff\r
2303                 anticheat_prethink();\r
2304         }\r
2305 \r
2306         if(blockSpectators && frametime)\r
2307                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2308                 checkSpectatorBlock();\r
2309 \r
2310         zoomstate_set = 0;\r
2311 \r
2312         if(self.netname_previous != self.netname)\r
2313         {\r
2314                 if(cvar("sv_eventlog"))\r
2315                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2316                 if(self.netname_previous)\r
2317                         strunzone(self.netname_previous);\r
2318                 self.netname_previous = strzone(self.netname);\r
2319         }\r
2320 \r
2321         // core code for the vore system\r
2322         Vore();\r
2323 \r
2324         // version nagging\r
2325         if(self.version_nagtime)\r
2326                 if(self.cvar_g_voretournamentversion)\r
2327                         if(time > self.version_nagtime)\r
2328                         {\r
2329                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2330                                 {\r
2331                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2332                                         {\r
2333                                                 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
2334                                                 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
2335                                         }\r
2336                                         else\r
2337                                         {\r
2338                                                 float r;\r
2339                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2340                                                 if(r < 0)\r
2341                                                 {\r
2342                                                         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
2343                                                         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
2344                                                 }\r
2345                                                 else if(r > 0)\r
2346                                                 {\r
2347                                                         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
2348                                                         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
2349                                                 }\r
2350                                         }\r
2351                                 }\r
2352                                 self.version_nagtime = 0;\r
2353                         }\r
2354 \r
2355         // GOD MODE info\r
2356         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2357         {\r
2358                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2359                 self.max_armorvalue = 0;\r
2360         }\r
2361 \r
2362 #ifdef TETRIS\r
2363         if (TetrisPreFrame())\r
2364                 return;\r
2365 #endif\r
2366 \r
2367         if(self.classname == "player") {\r
2368 //              if(self.netname == "Wazat")\r
2369 //                      bprint(self.classname, "\n");\r
2370 \r
2371                 CheckRules_Player();\r
2372 \r
2373                 PrintWelcomeMessage(self);\r
2374 \r
2375                 if (intermission_running)\r
2376                 {\r
2377                         IntermissionThink ();   // otherwise a button could be missed between\r
2378                         return;                                 // the think tics\r
2379                 }\r
2380 \r
2381                 if(self.teleport_time)\r
2382                 if(time > self.teleport_time)\r
2383                 {\r
2384                         self.teleport_time = 0;\r
2385                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2386                 }\r
2387 \r
2388                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2389                         UpdateSelectedPlayer();\r
2390 \r
2391                 //don't allow the player to turn around while game is paused!\r
2392                 if(timeoutStatus == 2) {\r
2393                         self.v_angle = self.lastV_angle;\r
2394                         self.angles = self.lastV_angle;\r
2395                         self.fixangle = TRUE;\r
2396                 }\r
2397 \r
2398                 if(frametime)\r
2399                 {\r
2400                         player_powerups();\r
2401                 }\r
2402 \r
2403                 if (self.deadflag != DEAD_NO)\r
2404                 {\r
2405                         float button_pressed, force_respawn;\r
2406                         if(self.personal && g_race_qualifying)\r
2407                         {\r
2408                                 if(time > self.death_time)\r
2409                                 {\r
2410                                         self.death_time = time + 1; // only retry once a second\r
2411                                         respawn();\r
2412                                         self.impulse = 141;\r
2413                                 }\r
2414                         }\r
2415                         else\r
2416                         {\r
2417                                 if(frametime)\r
2418                                         player_anim();\r
2419                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2420                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2421                                 if (self.deadflag == DEAD_DYING)\r
2422                                 {\r
2423                                         if(force_respawn)\r
2424                                                 self.deadflag = DEAD_RESPAWNING;\r
2425                                         else if(!button_pressed)\r
2426                                                 self.deadflag = DEAD_DEAD;\r
2427                                 }\r
2428                                 else if (self.deadflag == DEAD_DEAD)\r
2429                                 {\r
2430                                         if(button_pressed)\r
2431                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2432                                 }\r
2433                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2434                                 {\r
2435                                         if(!button_pressed)\r
2436                                                 self.deadflag = DEAD_RESPAWNING;\r
2437                                 }\r
2438                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2439                                 {\r
2440                                         if(time > self.death_time)\r
2441                                         {\r
2442                                                 self.death_time = time + 1; // only retry once a second\r
2443                                                 respawn();\r
2444                                         }\r
2445                                 }\r
2446                                 ShowRespawnCountdown();\r
2447                         }\r
2448                         return;\r
2449                 }\r
2450 \r
2451                 if(g_touchexplode)\r
2452                 if(time > self.touchexplode_time)\r
2453                 if(self.classname == "player")\r
2454                 if(self.deadflag == DEAD_NO)\r
2455                 if not(IS_INDEPENDENT_PLAYER(self))\r
2456                 FOR_EACH_PLAYER(other) if(self != other)\r
2457                 {\r
2458                         if(time > other.touchexplode_time)\r
2459                         if(other.classname == "player")\r
2460                         if(other.deadflag == DEAD_NO)\r
2461                         if not(IS_INDEPENDENT_PLAYER(other))\r
2462                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2463                         {\r
2464                                 PlayerTouchExplode(self, other);\r
2465                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2466                         }\r
2467                 }\r
2468 \r
2469                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2470                 {\r
2471                         vector dist;\r
2472 \r
2473                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2474                         dist = self.prevorigin - self.origin;\r
2475                         dist_z = 0;\r
2476                         self.lms_traveled_distance += fabs(vlen(dist));\r
2477 \r
2478                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2479                         {\r
2480                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2481                                 self.lms_traveled_distance = 0;\r
2482                         }\r
2483 \r
2484                         if(time > self.lms_nextcheck)\r
2485                         {\r
2486                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2487                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2488                                 {\r
2489                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2490                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2491                                         // 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
2492                                         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
2493                                 }\r
2494                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2495                                 self.lms_traveled_distance = 0;\r
2496                         }\r
2497                 }\r
2498 \r
2499                 self.prevorigin = self.origin;\r
2500 \r
2501                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2502                 {\r
2503                         if (!self.crouch)\r
2504                         {\r
2505                                 self.crouch = TRUE;\r
2506                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2507                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2508                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2509                         }\r
2510                 }\r
2511                 else\r
2512                 {\r
2513                         if (self.crouch)\r
2514                         {\r
2515                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2516                                 if (!trace_startsolid)\r
2517                                 {\r
2518                                         self.crouch = FALSE;\r
2519                                         self.view_ofs = PL_VIEW_OFS;\r
2520                                         setsize (self, PL_MIN, PL_MAX);\r
2521                                 }\r
2522                         }\r
2523                 }\r
2524 \r
2525                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2526                 {\r
2527                         if(self.bloodloss_timer < time)\r
2528                         {\r
2529                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2530                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2531                         }\r
2532                 }\r
2533 \r
2534                 FixPlayermodel();\r
2535 \r
2536                 GrabberFrame();\r
2537 \r
2538                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2539                 //if(frametime)\r
2540                 {\r
2541                         self.items &~= self.items_added;\r
2542 \r
2543                         W_WeaponFrame();\r
2544 \r
2545                         self.items_added = 0;\r
2546                         if(self.items & IT_JETPACK)\r
2547                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2548                                         self.items_added |= IT_FUEL;\r
2549 \r
2550                         self.items |= self.items_added;\r
2551                 }\r
2552 \r
2553                 player_regen();\r
2554                 if(frametime)\r
2555                         player_anim();\r
2556 \r
2557                 ctf_setstatus();\r
2558 \r
2559                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2560 \r
2561                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2562         } else if(gameover) {\r
2563                 if (intermission_running)\r
2564                         IntermissionThink ();   // otherwise a button could be missed between\r
2565                 return;\r
2566         } else if(self.classname == "observer") {\r
2567                 ObserverThink();\r
2568         } else if(self.classname == "spectator") {\r
2569                 SpectatorThink();\r
2570         }\r
2571 \r
2572         if(!zoomstate_set)\r
2573                 SetZoomState(self.BUTTON_ZOOM);\r
2574 \r
2575         float oldspectatee_status;\r
2576         oldspectatee_status = self.spectatee_status;\r
2577         if(self.classname == "spectator")\r
2578                 self.spectatee_status = num_for_edict(self.enemy);\r
2579         else if(self.classname == "observer")\r
2580                 self.spectatee_status = num_for_edict(self);\r
2581         else\r
2582                 self.spectatee_status = 0;\r
2583         if(self.spectatee_status != oldspectatee_status)\r
2584         {\r
2585                 ClientData_Touch(self);\r
2586                 if(g_race || g_cts)\r
2587                         race_InitSpectator();\r
2588         }\r
2589 \r
2590         if(self.teamkill_soundtime)\r
2591         if(time > self.teamkill_soundtime)\r
2592         {\r
2593                 self.teamkill_soundtime = 0;\r
2594 \r
2595                 entity oldpusher, oldself;\r
2596 \r
2597                 oldself = self; self = self.teamkill_soundsource;\r
2598                 oldpusher = self.pusher; self.pusher = oldself;\r
2599 \r
2600                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2601 \r
2602                 self.pusher = oldpusher;\r
2603                 self = oldself;\r
2604         }\r
2605 \r
2606         if(self.taunt_soundtime)\r
2607         if(time > self.taunt_soundtime)\r
2608         {\r
2609                 self.taunt_soundtime = 0;\r
2610                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2611         }\r
2612 \r
2613         target_voicescript_next(self);\r
2614 }\r
2615 \r
2616 float isInvisibleString(string s)\r
2617 {\r
2618         float i, n, c;\r
2619         s = strdecolorize(s);\r
2620         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2621         {\r
2622                 c = str2chr(s, i);\r
2623                 switch(c)\r
2624                 {\r
2625                         case 0:\r
2626                         case 32:\r
2627                         case 160:\r
2628                                 break;\r
2629                         default:\r
2630                                 return FALSE;\r
2631                 }\r
2632         }\r
2633         return TRUE;\r
2634 }\r
2635 \r
2636 /*\r
2637 =============\r
2638 PlayerPostThink\r
2639 \r
2640 Called every frame for each client after the physics are run\r
2641 =============\r
2642 */\r
2643 .float idlekick_lasttimeleft;\r
2644 void PlayerPostThink (void)\r
2645 {\r
2646         // Savage: Check for nameless players\r
2647         if (isInvisibleString(self.netname)) {\r
2648                 self.netname = "Player";\r
2649                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2650         }\r
2651 \r
2652         // send the clients accuracy stats to the client\r
2653         if(self.stat_count > 0)\r
2654         if(frametime)\r
2655         {\r
2656                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2657                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2658                 self.stat_count -= 1;\r
2659         }\r
2660 \r
2661 #ifdef UID\r
2662         if(self.uid_kicktime)\r
2663         if(time > self.uid_kicktime)\r
2664         {\r
2665                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2666                 dropclient(self);\r
2667                 return;\r
2668         }\r
2669 #endif\r
2670 \r
2671         if(sv_maxidle && frametime)\r
2672         {\r
2673                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2674                 float timeleft;\r
2675                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2676                 if(timeleft <= 0)\r
2677                 {\r
2678                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2679                         AnnounceTo(self, "terminated");\r
2680                         dropclient(self);\r
2681                         return;\r
2682                 }\r
2683                 else if(timeleft <= 10)\r
2684                 {\r
2685                         if(timeleft != self.idlekick_lasttimeleft)\r
2686                         {\r
2687                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2688                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2689                         }\r
2690                 }\r
2691                 else\r
2692                 {\r
2693                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2694                 }\r
2695                 self.idlekick_lasttimeleft = timeleft;\r
2696         }\r
2697 \r
2698 #ifdef TETRIS\r
2699         if(self.impulse == 100)\r
2700                 ImpulseCommands();\r
2701         if (TetrisPostFrame())\r
2702                 return;\r
2703 #endif\r
2704 \r
2705         CheatFrame();\r
2706 \r
2707         if(self.classname == "player") {\r
2708                 CheckRules_Player();\r
2709                 UpdateChatBubble();\r
2710                 UpdateTeamBubble();\r
2711                 if (self.impulse)\r
2712                         ImpulseCommands();\r
2713                 if (intermission_running)\r
2714                         return;         // intermission or finale\r
2715 \r
2716                 GetPressedKeys();\r
2717         } else if (self.classname == "observer") {\r
2718                 //do nothing\r
2719         } else if (self.classname == "spectator") {\r
2720                 //do nothing\r
2721         }\r
2722 \r
2723         /*\r
2724         float i;\r
2725         for(i = 0; i < 1000; ++i)\r
2726         {\r
2727                 vector end;\r
2728                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
2729                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
2730                 if(trace_fraction < 1)\r
2731                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
2732                 {\r
2733                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
2734                         break;\r
2735                 }\r
2736         }\r
2737         */\r
2738 \r
2739         Arena_Warmup();\r
2740 \r
2741         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
2742 \r
2743         if(self.waypointsprite_attachedforcarrier)\r
2744                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
2745         \r
2746         playerdemo_write();\r
2747 \r
2748         /*\r
2749         if(g_race)\r
2750                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
2751         */\r
2752 }\r