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1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         if (clienttype(e) == CLIENTTYPE_REAL)\r
17         {\r
18                 msg_entity = e;\r
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
21                 WriteString(MSG_ONE, snd);\r
22         }\r
23 }\r
24 \r
25 float ClientData_Send(entity to, float sf)\r
26 {\r
27         if(to != self.owner)\r
28         {\r
29                 error("wtf");\r
30                 return FALSE;\r
31         }\r
32 \r
33         entity e;\r
34 \r
35         e = to;\r
36         if(to.classname == "spectator")\r
37                 e = to.enemy;\r
38 \r
39         sf = 0;\r
40 \r
41         if(e.race_completed)\r
42                 sf |= 1; // forced scoreboard\r
43         if(to.spectatee_status)\r
44                 sf |= 2; // spectator ent number follows\r
45         if(e.zoomstate)\r
46                 sf |= 4; // zoomed\r
47 \r
48         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
49         WriteByte(MSG_ENTITY, sf);\r
50 \r
51         if(sf & 2)\r
52                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
53 \r
54         if(sf & 8)\r
55         {\r
56                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
57                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
58         }\r
59 \r
60         return TRUE;\r
61 }\r
62 \r
63 void ClientData_Attach()\r
64 {\r
65         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
66         self.clientdata.drawonlytoclient = self;\r
67         self.clientdata.owner = self;\r
68 }\r
69 \r
70 void ClientData_Detach()\r
71 {\r
72         remove(self.clientdata);\r
73         self.clientdata = world;\r
74 }\r
75 \r
76 void ClientData_Touch(entity e)\r
77 {\r
78         e.clientdata.SendFlags = 1;\r
79 \r
80         // make it spectatable\r
81         entity e2;\r
82         FOR_EACH_REALCLIENT(e2)\r
83         {\r
84                 if(e2 != e)\r
85                         if(e2.classname == "spectator")\r
86                                 if(e2.enemy == e)\r
87                                         e2.clientdata.SendFlags = 1;\r
88         }\r
89 }\r
90 \r
91 \r
92 .vector spawnpoint_score;\r
93 .string netname_previous;\r
94 \r
95 void spawnfunc_info_player_survivor (void)\r
96 {\r
97         spawnfunc_info_player_deathmatch();\r
98 }\r
99 \r
100 void spawnfunc_info_player_start (void)\r
101 {\r
102         spawnfunc_info_player_deathmatch();\r
103 }\r
104 \r
105 void spawnfunc_info_player_deathmatch (void)\r
106 {\r
107         self.classname = "info_player_deathmatch";\r
108         relocate_spawnpoint();\r
109 }\r
110 \r
111 void spawnpoint_use()\r
112 {\r
113         if(teams_matter)\r
114         if(have_team_spawns > 0)\r
115         {\r
116                 self.team = activator.team;\r
117                 some_spawn_has_been_used = 1;\r
118         }\r
119 };\r
120 \r
121 // Returns:\r
122 //   _x: prio (-1 if unusable)\r
123 //   _y: weight\r
124 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
125 {\r
126         float shortest, thisdist;\r
127         float prio;\r
128         entity player;\r
129 \r
130         prio = 0;\r
131 \r
132         // filter out spots for the wrong team\r
133         if(teamcheck)\r
134         if(spot.team != teamcheck)\r
135                 return '-1 0 0';\r
136 \r
137         if(race_spawns)\r
138                 if(spot.target == "")\r
139                         return '-1 0 0';\r
140 \r
141         if(clienttype(self) == CLIENTTYPE_REAL)\r
142         {\r
143                 if(spot.restriction == 1)\r
144                         return '-1 0 0';\r
145         }\r
146         else\r
147         {\r
148                 if(spot.restriction == 2)\r
149                         return '-1 0 0';\r
150         }\r
151 \r
152         // filter out spots for assault\r
153         if(spot.target != "") {\r
154                 local entity ent;\r
155                 float good, found;\r
156                 ent = find(world, targetname, spot.target);\r
157 \r
158                 while(ent) {\r
159                         if(ent.classname == "target_objective")\r
160                         {\r
161                                 found = 1;\r
162                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
163                                         return '-1 0 0';\r
164                                 good = 1;\r
165                         }\r
166                         else if(ent.classname == "trigger_race_checkpoint")\r
167                         {\r
168                                 found = 1;\r
169                                 if(!anypoint) // spectators may spawn everywhere\r
170 \r
171                                 {\r
172                                         if(g_race_qualifying)\r
173                                         {\r
174                                                 // spawn at first\r
175                                                 if(ent.race_checkpoint != 0)\r
176                                                         return '-1 0 0';\r
177                                                 if(spot.race_place != race_lowest_place_spawn)\r
178                                                         return '-1 0 0';\r
179                                         }\r
180                                         else\r
181                                         {\r
182                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
183                                                         return '-1 0 0';\r
184                                                 // try reusing the previous spawn\r
185                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
186                                                         prio += 1;\r
187                                                 if(ent.race_checkpoint == 0)\r
188                                                 {\r
189                                                         float pl;\r
190                                                         pl = self.race_place;\r
191                                                         if(pl > race_highest_place_spawn)\r
192                                                                 pl = 0;\r
193                                                         if(pl == 0 && !self.race_started)\r
194                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
195                                                         if(spot.race_place != pl)\r
196                                                                 return '-1 0 0';\r
197                                                 }\r
198                                         }\r
199                                 }\r
200                                 good = 1;\r
201                         }\r
202                         ent = find(ent, targetname, spot.target);\r
203                 }\r
204 \r
205                 if(found && !good)\r
206                         return '-1 0 0';\r
207         }\r
208 \r
209         player = playerlist;\r
210         shortest = vlen(world.maxs - world.mins);\r
211         for(player = playerlist; player; player = player.chain)\r
212                 if (player != self)\r
213                 {\r
214                         thisdist = vlen(player.origin - spot.origin);\r
215                         if (thisdist < shortest)\r
216                                 shortest = thisdist;\r
217                 }\r
218         return prio * '1 0 0' + shortest * '0 1 0';\r
219 }\r
220 \r
221 float spawn_allbad;\r
222 float spawn_allgood;\r
223 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
224 {\r
225         local entity spot, spotlist, spotlistend;\r
226         spawn_allgood = TRUE;\r
227         spawn_allbad = TRUE;\r
228 \r
229         spotlist = world;\r
230         spotlistend = world;\r
231 \r
232         for(spot = firstspot; spot; spot = spot.chain)\r
233         {\r
234                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
235 \r
236                 if(cvar("spawn_debugview"))\r
237                 {\r
238                         setmodel(spot, "models/rune.mdl");\r
239                         if(spot.spawnpoint_score_y < mindist)\r
240                         {\r
241                                 spot.colormod = '1 0 0';\r
242                                 spot.scale = 1;\r
243                         }\r
244                         else\r
245                         {\r
246                                 spot.colormod = '0 1 0';\r
247                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
248                         }\r
249                 }\r
250 \r
251                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
252                 {\r
253                         if(spot.spawnpoint_score_y < mindist)\r
254                         {\r
255                                 // too short distance\r
256                                 spawn_allgood = FALSE;\r
257                         }\r
258                         else\r
259                         {\r
260                                 // perfect\r
261                                 spawn_allbad = FALSE;\r
262 \r
263                                 if(spotlistend)\r
264                                         spotlistend.chain = spot;\r
265                                 spotlistend = spot;\r
266                                 if(!spotlist)\r
267                                         spotlist = spot;\r
268 \r
269                                 /*\r
270                                 if(teamcheck)\r
271                                 if(spot.team != teamcheck)\r
272                                         error("invalid spawn added");\r
273 \r
274                                 print("added ", etos(spot), "\n");\r
275                                 */\r
276                         }\r
277                 }\r
278         }\r
279         if(spotlistend)\r
280                 spotlistend.chain = world;\r
281 \r
282         /*\r
283                 entity e;\r
284                 if(teamcheck)\r
285                         for(e = spotlist; e; e = e.chain)\r
286                         {\r
287                                 print("seen ", etos(e), "\n");\r
288                                 if(e.team != teamcheck)\r
289                                         error("invalid spawn found");\r
290                         }\r
291         */\r
292 \r
293         return spotlist;\r
294 }\r
295 \r
296 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
297 {\r
298         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
299         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
300         local entity spot;\r
301 \r
302         RandomSelection_Init();\r
303         for(spot = firstspot; spot; spot = spot.chain)\r
304                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);\r
305 \r
306         return RandomSelection_chosen_ent;\r
307 }\r
308 \r
309 /*\r
310 =============\r
311 SelectSpawnPoint\r
312 \r
313 Finds a point to respawn\r
314 =============\r
315 */\r
316 entity SelectSpawnPoint (float anypoint)\r
317 {\r
318         local float teamcheck;\r
319         local entity firstspot_new;\r
320         local entity spot, firstspot, playerlist;\r
321 \r
322         spot = find (world, classname, "testplayerstart");\r
323         if (spot)\r
324                 return spot;\r
325 \r
326         teamcheck = 0;\r
327 \r
328         if(!anypoint && have_team_spawns > 0)\r
329                 teamcheck = self.team;\r
330 \r
331         // get the list of players\r
332         playerlist = findchain(classname, "player");\r
333         // get the entire list of spots\r
334         firstspot = findchain(classname, "info_player_deathmatch");\r
335         // filter out the bad ones\r
336         // (note this returns the original list if none survived)\r
337         if(anypoint)\r
338         {\r
339                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
340         }\r
341         else\r
342         {\r
343                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
344                 if(!firstspot_new)\r
345                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
346                 firstspot = firstspot_new;\r
347 \r
348                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
349                 // (this means that roughly every other spawn will be furthest, so you\r
350                 // usually won't get fragged at spawn twice in a row)\r
351                 if (arena_roundbased && !g_ca)\r
352                 {\r
353                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
354                         if(firstspot_new)\r
355                                 firstspot = firstspot_new;\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 }\r
358                 else if (random() > cvar("g_spawn_furthest"))\r
359                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
360                 else\r
361                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
362         }\r
363 \r
364         if(cvar("spawn_debugview"))\r
365         {\r
366                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
367 \r
368                 entity e;\r
369                 if(teamcheck)\r
370                         for(e = firstspot; e; e = e.chain)\r
371                                 if(e.team != teamcheck)\r
372                                         error("invalid spawn found");\r
373         }\r
374 \r
375         if (!spot)\r
376         {\r
377                 if(cvar("spawn_debug"))\r
378                         GotoNextMap();\r
379                 else\r
380                 {\r
381                         if(some_spawn_has_been_used)\r
382                                 return world; // team can't spawn any more, because of actions of other team\r
383                         else\r
384                                 error("Cannot find a spawn point - please fix the map!");\r
385                 }\r
386         }\r
387 \r
388         return spot;\r
389 }\r
390 \r
391 /*\r
392 =============\r
393 CheckPlayerModel\r
394 \r
395 Checks if the argument string can be a valid playermodel.\r
396 Returns a valid one in doubt.\r
397 =============\r
398 */\r
399 string FallbackPlayerModel = "models/player/vixen.zym";\r
400 string CheckPlayerModel(string plyermodel) {\r
401         if(strlen(plyermodel) < 4)\r
402                 return FallbackPlayerModel;\r
403         if( substring(plyermodel,0,14) != "models/player/")\r
404                 return FallbackPlayerModel;\r
405         else if(cvar("sv_servermodelsonly"))\r
406         {\r
407                 if(substring(plyermodel,-4,4) != ".zym")\r
408                 if(substring(plyermodel,-4,4) != ".dpm")\r
409                 if(substring(plyermodel,-4,4) != ".iqm")\r
410                 if(substring(plyermodel,-4,4) != ".md3")\r
411                 if(substring(plyermodel,-4,4) != ".psk")\r
412                         return FallbackPlayerModel;\r
413                 if(plyermodel != strtolower(plyermodel))\r
414                         return FallbackPlayerModel;\r
415                 if(!fexists(plyermodel))\r
416                         return FallbackPlayerModel;\r
417         }\r
418         return plyermodel;\r
419 }\r
420 \r
421 void setmodel_apply(string modelname, float reset_anims)\r
422 {\r
423         precache_model(modelname);\r
424         setmodel(self, modelname); // players have high precision\r
425         if(reset_anims)\r
426                 player_setupanimsformodel();\r
427 }\r
428 \r
429 string setmodel_state()\r
430 {\r
431         // set the proper belly model depending on how full we are\r
432         string newmodel_name, newmodel_extension, applymodel;\r
433 \r
434         // 4 is the extension length\r
435         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
436         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
437 \r
438         float vore_state;\r
439         if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.6))\r
440                 vore_state = 3;\r
441         else if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.3))\r
442                 vore_state = 2;\r
443         else if(self.stomach_load)\r
444                 vore_state = 1;\r
445 \r
446         if(vore_state)\r
447                 applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
448         else\r
449                 applymodel = self.playermodel;\r
450 \r
451         return applymodel;\r
452 }\r
453 \r
454 /*\r
455 =============\r
456 Client_customizeentityforclient\r
457 =============\r
458 */\r
459 void Client_setmodel(string applymodel)\r
460 {\r
461         local vector m1, m2;\r
462         if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
463                 return;\r
464         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
465                 return;\r
466 \r
467         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
468         m1 = self.mins;\r
469         m2 = self.maxs;\r
470         setmodel_apply(applymodel, FALSE);\r
471         setsize (self, m1, m2);\r
472 }\r
473 \r
474 void Client_uncustomizeentityforclient()\r
475 {\r
476         self.skin = self.skinindex;\r
477 }\r
478 \r
479 float Client_customizeentityforclient()\r
480 {\r
481         entity modelsource;\r
482         string stomachmodel;\r
483 \r
484         if(self.modelindex == 0)\r
485                 return TRUE;\r
486 \r
487         // forcemodel stuff\r
488 \r
489 #ifdef PROFILING\r
490         float t0;\r
491         t0 = gettime(GETTIME_HIRES); // reference\r
492 #endif\r
493 \r
494         modelsource = self;\r
495 \r
496 #ifdef ALLOW_FORCEMODELS\r
497         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
498                 modelsource = other;\r
499         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
500                 modelsource = other;\r
501 #endif\r
502 \r
503         self.skin = modelsource.skinindex;\r
504 \r
505 #if 0\r
506         if(modelsource == self)\r
507                 self.skin = modelsource.skinindex;\r
508         else\r
509                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
510 #endif\r
511 \r
512         // self: me\r
513         // other: the player viewing me\r
514 \r
515 #ifdef PROFILING\r
516         float t1;\r
517         t1 = gettime(GETTIME_HIRES); // reference\r
518         client_cefc_accumulator += (t1 - t0);\r
519 #endif\r
520 \r
521         // now change the predator's player model into a stomach model for the prey\r
522         // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
523         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
524         stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
525 \r
526         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
527                 other = other.enemy; // also do this for the player we are spectating\r
528 \r
529         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
530         if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
531         if(other.predator == self || other.fakepredator == self)\r
532         {\r
533                 Client_setmodel(stomachmodel);\r
534                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
535                 return TRUE;\r
536         }\r
537 \r
538         Client_setmodel(setmodel_state());\r
539         if not(self.stat_eaten || self.fakeprey)\r
540                 self.alpha = default_player_alpha;\r
541         else if(cvar("g_vore_neighborprey_distance") && !self.fakeprey && (self.predator == other.predator || self.predator == other.fakepredator) && !(other.cvar_chase_active || other.classname == "observer"))\r
542                 self.alpha = default_player_alpha; // allow seeing neighboring prey\r
543         else\r
544                 self.alpha = -1; // hide prey\r
545         return TRUE;\r
546 }\r
547 \r
548 /*\r
549 =============\r
550 PutObserverInServer\r
551 \r
552 putting a client as observer in the server\r
553 =============\r
554 */\r
555 void FixPlayermodel();\r
556 void PutObserverInServer (void)\r
557 {\r
558         entity  spot;\r
559 \r
560         race_PreSpawnObserver();\r
561 \r
562         spot = SelectSpawnPoint (TRUE);\r
563         if(!spot)\r
564                 error("No spawnpoints for observers?!?\n");\r
565         RemoveGrabber(self); // Wazat's Grabber\r
566 \r
567         if(clienttype(self) == CLIENTTYPE_REAL)\r
568         {\r
569                 msg_entity = self;\r
570                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
571                 WriteEntity(MSG_ONE, self);\r
572         }\r
573 \r
574         Vore_Disconnect();\r
575 \r
576         kh_Key_DropAll(self, TRUE);\r
577 \r
578         if(self.flagcarried)\r
579                 DropFlag(self.flagcarried, world, world);\r
580 \r
581         WaypointSprite_PlayerDead();\r
582 \r
583         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
584                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
585 \r
586         if(self.killcount != -666) {\r
587                 if(g_lms) {\r
588                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
589                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
590                         else\r
591                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
592                 } else\r
593                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
594 \r
595                 if(self.just_joined == FALSE) {\r
596                         LogTeamchange(self.playerid, -1, 4);\r
597                 } else\r
598                         self.just_joined = FALSE;\r
599         }\r
600 \r
601         PlayerScore_Clear(self); // clear scores when needed\r
602 \r
603         self.spectatortime = time;\r
604 \r
605         self.classname = "observer";\r
606         self.iscreature = FALSE;\r
607         self.health = -666;\r
608         self.takedamage = DAMAGE_NO;\r
609         self.solid = SOLID_NOT;\r
610         self.movetype = MOVETYPE_NOCLIP;\r
611         self.flags = FL_CLIENT | FL_NOTARGET;\r
612         self.armorvalue = 666;\r
613         self.effects = 0;\r
614         self.armorvalue = cvar("g_balance_armor_start");\r
615         self.pauserotarmor_finished = 0;\r
616         self.pauserothealth_finished = 0;\r
617         self.pauseregenhealth_finished = 0;\r
618         self.pauseregenarmor_finished = 0;\r
619         self.damageforcescale = 0;\r
620         self.death_time = 0;\r
621         self.dead_frame = 0;\r
622         self.alpha = 0;\r
623         self.scale = 0;\r
624         self.fade_time = 0;\r
625         self.pain_frame = 0;\r
626         self.pain_finished = 0;\r
627         self.strength_finished = 0;\r
628         self.invincible_finished = 0;\r
629         self.pushltime = 0;\r
630         self.think = SUB_Null;\r
631         self.nextthink = 0;\r
632         self.grabber_time = 0;\r
633         self.deadflag = DEAD_NO;\r
634         self.angles = spot.angles;\r
635         self.angles_z = 0;\r
636         self.fixangle = TRUE;\r
637         self.crouch = FALSE;\r
638 \r
639         self.view_ofs = PL_VIEW_OFS;\r
640         setorigin (self, spot.origin);\r
641         setsize (self, '0 0 0', '0 0 0');\r
642         self.prevorigin = self.origin;\r
643         self.items = 0;\r
644         self.weapons = 0;\r
645         self.model = "";\r
646         FixPlayermodel();\r
647         self.model = "";\r
648         self.modelindex = 0;\r
649         self.weapon = 0;\r
650         self.weaponmodel = "";\r
651         self.weaponentity = world;\r
652         self.exteriorweaponentity = world;\r
653         self.killcount = -666;\r
654         self.velocity = '0 0 0';\r
655         self.avelocity = '0 0 0';\r
656         self.punchangle = '0 0 0';\r
657         self.punchvector = '0 0 0';\r
658         self.oldvelocity = self.velocity;\r
659         self.fire_endtime = -1;\r
660 \r
661         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
662 \r
663         if(g_arena)\r
664         {\r
665                 if(self.version_mismatch)\r
666                 {\r
667                         Spawnqueue_Unmark(self);\r
668                         Spawnqueue_Remove(self);\r
669                 }\r
670                 else\r
671                 {\r
672                         Spawnqueue_Insert(self);\r
673                 }\r
674         }\r
675         else if(g_lms)\r
676         {\r
677                 // Only if the player cannot play at all\r
678                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
679                         self.frags = FRAGS_SPECTATOR;\r
680                 else\r
681                         self.frags = FRAGS_LMS_LOSER;\r
682         }\r
683         else\r
684                 self.frags = FRAGS_SPECTATOR;\r
685 }\r
686 \r
687 float RestrictSkin(float s)\r
688 {\r
689         if(!teams_matter)\r
690                 return s;\r
691         if(s == 6)\r
692                 return 6;\r
693         return mod(s, 3);\r
694 }\r
695 \r
696 void FixPlayermodel()\r
697 {\r
698         local string defaultmodel;\r
699         local float defaultskin, chmdl, oldskin;\r
700         local vector m1, m2;\r
701 \r
702         defaultmodel = "";\r
703 \r
704         if(cvar("sv_defaultcharacter") == 1) {\r
705                 defaultskin = 0;\r
706 \r
707                 if(teams_matter)\r
708                 {\r
709                         string s;\r
710                         s = Team_ColorNameLowerCase(self.team);\r
711                         if(s != "neutral")\r
712                         {\r
713                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
714                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
715                         }\r
716                 }\r
717 \r
718                 if(defaultmodel == "")\r
719                 {\r
720                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
721                         defaultskin = cvar("sv_defaultplayerskin");\r
722                 }\r
723         }\r
724 \r
725         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
726         {\r
727                 if(self.model != "")\r
728                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
729                 self.model = ""; // force the != checks to return true\r
730         }\r
731 \r
732         if(defaultmodel != "")\r
733         {\r
734                 if (defaultmodel != self.model)\r
735                 {\r
736                         m1 = self.mins;\r
737                         m2 = self.maxs;\r
738                         setmodel_apply (defaultmodel, TRUE);\r
739                         setsize (self, m1, m2);\r
740                         chmdl = TRUE;\r
741                 }\r
742 \r
743                 oldskin = self.skinindex;\r
744                 self.skinindex = defaultskin;\r
745         } else {\r
746                 if (self.model == "")\r
747                 {\r
748                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
749                         m1 = self.mins;\r
750                         m2 = self.maxs;\r
751                         setmodel_apply (self.playermodel, TRUE);\r
752                         setsize (self, m1, m2);\r
753                         chmdl = TRUE;\r
754                 }\r
755                 // update player sounds if we changed model\r
756                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
757                         UpdatePlayerSounds();\r
758 \r
759                 oldskin = self.skinindex;\r
760                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
761         }\r
762 \r
763         if(chmdl || oldskin != self.skinindex)\r
764                 self.species = player_getspecies(); // model or skin has changed\r
765 \r
766         if(!teams_matter)\r
767                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
768                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
769                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
770 }\r
771 \r
772 void PlayerTouchExplode(entity p1, entity p2)\r
773 {\r
774         vector org;\r
775         org = (p1.origin + p2.origin) * 0.5;\r
776         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
777 \r
778         te_explosion(org);\r
779 \r
780         entity e;\r
781         e = spawn();\r
782         setorigin(e, org);\r
783         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
784         remove(e);\r
785 }\r
786 \r
787 /*\r
788 =============\r
789 PutClientInServer\r
790 \r
791 Called when a client spawns in the server\r
792 =============\r
793 */\r
794 //void() ctf_playerchanged;\r
795 void PutClientInServer (void)\r
796 {\r
797         if(clienttype(self) == CLIENTTYPE_BOT)\r
798         {\r
799                 self.classname = "player";\r
800         }\r
801         else if(clienttype(self) == CLIENTTYPE_REAL)\r
802         {\r
803                 msg_entity = self;\r
804                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
805                 WriteEntity(MSG_ONE, self);\r
806         }\r
807 \r
808         // player is dead and becomes observer\r
809         // FIXME fix LMS scoring for new system\r
810         if(g_lms)\r
811         {\r
812                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
813                         self.classname = "observer";\r
814         }\r
815 \r
816         if(g_arena || (g_ca && !allowed_to_spawn))\r
817         if(!self.spawned)\r
818                 self.classname = "observer";\r
819 \r
820         if(gameover)\r
821                 self.classname = "observer";\r
822 \r
823         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
824                 entity spot, oldself;\r
825                 float j;\r
826 \r
827                 if(self.team < 0)\r
828                         JoinBestTeam(self, FALSE, TRUE);\r
829 \r
830                 race_PreSpawn();\r
831 \r
832                 spot = SelectSpawnPoint (FALSE);\r
833                 if(!spot)\r
834                 {\r
835                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
836                         return; // spawn failed\r
837                 }\r
838 \r
839                 RemoveGrabber(self); // Wazat's Grabber\r
840 \r
841                 Vore_DeadPrey_Detach(self);\r
842                 self.fakeprey = FALSE; // clear the fakeprey status\r
843 \r
844                 self.classname = "player";\r
845                 self.wasplayer = TRUE;\r
846                 self.iscreature = TRUE;\r
847                 self.movetype = MOVETYPE_WALK;\r
848                 if(cvar("g_player_colisions"))\r
849                         self.solid = SOLID_SLIDEBOX;\r
850                 else\r
851                         self.solid = SOLID_CORPSE;\r
852                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
853                 if(cvar("g_playerclip_collisions"))\r
854                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
855                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
856                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
857                 self.frags = FRAGS_PLAYER;\r
858                 if(independent_players)\r
859                         MAKE_INDEPENDENT_PLAYER(self);\r
860                 self.flags = FL_CLIENT;\r
861                 self.takedamage = DAMAGE_AIM;\r
862                 self.effects = 0;\r
863                 self.air_finished = time + 12;\r
864                 self.dmg = 2;\r
865 \r
866                 if(inWarmupStage)\r
867                 {\r
868                         self.ammo_fuel = warmup_start_ammo_fuel;\r
869                         self.health = warmup_start_health;\r
870                         self.armorvalue = warmup_start_armorvalue;\r
871                         self.weapons = warmup_start_weapons;\r
872                 }\r
873                 else\r
874                 {\r
875                         self.ammo_fuel = start_ammo_fuel;\r
876                         self.health = start_health;\r
877                         self.armorvalue = start_armorvalue;\r
878                         self.weapons = start_weapons;\r
879                 }\r
880 \r
881                 self.items = start_items;\r
882                 self.switchweapon = w_getbestweapon(self);\r
883                 self.cnt = self.switchweapon;\r
884                 self.weapon = 0;\r
885 \r
886                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
887                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
888                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
889                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
890                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
891                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
892                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
893                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
894                         self.spawnshieldtime += game_starttime - time;\r
895                         self.pauserotarmor_finished += game_starttime - time;\r
896                         self.pauserothealth_finished += game_starttime - time;\r
897                         self.pauseregenhealth_finished += game_starttime - time;\r
898                         self.pauseregenarmor_finished += game_starttime - time;\r
899                 }\r
900                 self.damageforcescale = 2;\r
901                 self.death_time = 0;\r
902                 self.dead_frame = 0;\r
903                 self.alpha = 0;\r
904                 self.scale = 0;\r
905                 self.fade_time = 0;\r
906                 self.pain_frame = 0;\r
907                 self.pain_finished = 0;\r
908                 self.strength_finished = 0;\r
909                 self.invincible_finished = 0;\r
910                 self.pushltime = 0;\r
911                 // players have no think function\r
912                 self.think = SUB_Null;\r
913                 self.nextthink = 0;\r
914                 self.grabber_time = 0;\r
915                 self.dmg_team = 0;\r
916 \r
917                 self.deadflag = DEAD_NO;\r
918                 self.stomach_load = 0;\r
919                 self.angles = spot.angles;\r
920 \r
921                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
922                 self.fixangle = TRUE; // turn this way immediately\r
923                 self.velocity = '0 0 0';\r
924                 self.avelocity = '0 0 0';\r
925                 self.punchangle = '0 0 0';\r
926                 self.punchvector = '0 0 0';\r
927                 self.oldvelocity = self.velocity;\r
928                 self.fire_endtime = -1;\r
929 \r
930                 msg_entity = self;\r
931                 WRITESPECTATABLE_MSG_ONE({\r
932                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
933                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
934                 });\r
935 \r
936                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
937 \r
938                 self.model = "";\r
939                 FixPlayermodel();\r
940 \r
941                 self.crouch = FALSE;\r
942                 self.view_ofs = PL_VIEW_OFS;\r
943                 setsize (self, PL_MIN, PL_MAX);\r
944                 self.spawnorigin = spot.origin;\r
945                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
946                 // don't reset back to last position, even if new position is stuck in solid\r
947                 self.oldorigin = self.origin;\r
948                 self.prevorigin = self.origin;\r
949                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
950 \r
951                 if(g_arena)\r
952                 {\r
953                         Spawnqueue_Remove(self);\r
954                         Spawnqueue_Mark(self);\r
955                 }\r
956 \r
957                 else if(g_ca)\r
958                         self.caplayer = 1;\r
959 \r
960                 self.event_damage = PlayerDamage;\r
961 \r
962                 self.bot_attack = TRUE;\r
963 \r
964                 self.statdraintime = time + 5;\r
965                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
966 \r
967                 if(self.killcount == -666) {\r
968                         PlayerScore_Clear(self);\r
969                         self.killcount = 0;\r
970                 }\r
971 \r
972                 CL_SpawnWeaponentity();\r
973                 self.alpha = default_player_alpha;\r
974                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
975                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
976 \r
977                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
978                 self.lms_traveled_distance = 0;\r
979                 self.speedrunning = FALSE;\r
980 \r
981                 race_PostSpawn(spot);\r
982 \r
983                 if(cvar("spawn_debug"))\r
984                 {\r
985                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
986                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
987                 }\r
988 \r
989                 //stuffcmd(self, "chase_active 0");\r
990                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
991 \r
992                 if (cvar("g_spawnsound"))\r
993                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
994 \r
995                 if(g_assault) {\r
996                         if(self.team == assault_attacker_team)\r
997                                 centerprint(self, "You are attacking!");\r
998                         else\r
999                                 centerprint(self, "You are defending!");\r
1000                 }\r
1001 \r
1002                 target_voicescript_clear(self);\r
1003 \r
1004                 // reset fields the weapons may use\r
1005         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1006                 {\r
1007             weapon_action(j, WR_RESETPLAYER);\r
1008 \r
1009                         // all weapons must be fully loaded when we spawn\r
1010                         entity e;\r
1011                         e = get_weaponinfo(j);\r
1012                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1013                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1014                 }\r
1015 \r
1016                 oldself = self;\r
1017                 self = spot;\r
1018                         activator = oldself;\r
1019                                 SUB_UseTargets();\r
1020                         activator = world;\r
1021                 self = oldself;\r
1022         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1023                 PutObserverInServer ();\r
1024         }\r
1025 \r
1026         //if(g_ctf)\r
1027         //      ctf_playerchanged();\r
1028 }\r
1029 \r
1030 float ClientInit_SendEntity(entity to, float sf)\r
1031 {\r
1032         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1033         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1034         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1035         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1036 \r
1037         if(sv_foginterval && world.fog != "")\r
1038                 WriteString(MSG_ENTITY, world.fog);\r
1039         else\r
1040                 WriteString(MSG_ENTITY, "");\r
1041         WriteCoord(MSG_ENTITY, cvar("g_campaign"));\r
1042         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1043         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1044 \r
1045         WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
1046         WriteCoord(MSG_ENTITY, g_balance_vore_swallow_limit);\r
1047 \r
1048         // tell the client if this server uses armor\r
1049         float armor_enabled;\r
1050         if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) || (inWarmupStage && cvar("g_warmup_start_armor")) || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
1051                 armor_enabled = TRUE;\r
1052         WriteByte(MSG_ENTITY, armor_enabled);\r
1053 \r
1054         return TRUE;\r
1055 }\r
1056 \r
1057 void ClientInit_Spawn()\r
1058 {\r
1059         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1060 }\r
1061 \r
1062 /*\r
1063 =============\r
1064 SetNewParms\r
1065 =============\r
1066 */\r
1067 void SetNewParms (void)\r
1068 {\r
1069         // initialize parms for a new player\r
1070         parm1 = -(86400 * 366);\r
1071 }\r
1072 \r
1073 /*\r
1074 =============\r
1075 SetChangeParms\r
1076 =============\r
1077 */\r
1078 void SetChangeParms (void)\r
1079 {\r
1080         // save parms for level change\r
1081         parm1 = self.parm_idlesince - time;\r
1082 }\r
1083 \r
1084 /*\r
1085 =============\r
1086 DecodeLevelParms\r
1087 =============\r
1088 */\r
1089 void DecodeLevelParms (void)\r
1090 {\r
1091         // load parms\r
1092         self.parm_idlesince = parm1;\r
1093         if(self.parm_idlesince == -(86400 * 366))\r
1094                 self.parm_idlesince = time;\r
1095 \r
1096         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1097         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1098 }\r
1099 \r
1100 /*\r
1101 =============\r
1102 ClientKill\r
1103 \r
1104 Called when a client types 'kill' in the console\r
1105 =============\r
1106 */\r
1107 \r
1108 void ClientKill_Now_TeamChange()\r
1109 {\r
1110         if(self.killindicator_teamchange == -1)\r
1111         {\r
1112                 self.team = -1;\r
1113                 JoinBestTeam( self, FALSE, FALSE );\r
1114         }\r
1115         else\r
1116                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1117 }\r
1118 \r
1119 void ClientKill_Now()\r
1120 {\r
1121         if(self.killindicator_teamchange)\r
1122                 ClientKill_Now_TeamChange();\r
1123 \r
1124         // in any case:\r
1125         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1126 \r
1127         if(self.killindicator)\r
1128         {\r
1129                 dprint("Cleaned up after a leaked kill indicator.\n");\r
1130                 remove(self.killindicator);\r
1131                 self.killindicator = world;\r
1132         }\r
1133 }\r
1134 void KillIndicator_Think()\r
1135 {\r
1136         if (!self.owner.modelindex)\r
1137         {\r
1138                 self.owner.killindicator = world;\r
1139                 remove(self);\r
1140                 return;\r
1141         }\r
1142 \r
1143         if(self.cnt <= 0)\r
1144         {\r
1145                 self = self.owner;\r
1146                 ClientKill_Now(); // no oldself needed\r
1147                 return;\r
1148         }\r
1149         else\r
1150         {\r
1151                 if(self.cnt <= 10)\r
1152                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1153                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1154                 {\r
1155                         if(self.cnt <= 10)\r
1156                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1157                         if(self.owner.killindicator_teamchange)\r
1158                         {\r
1159                                 if(self.owner.killindicator_teamchange == -1)\r
1160                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1161                                 else\r
1162                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1163                         }\r
1164                         else\r
1165                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1166                 }\r
1167                 self.nextthink = time + 1;\r
1168                 self.cnt -= 1;\r
1169         }\r
1170 }\r
1171 \r
1172 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
1173 {\r
1174         float killtime;\r
1175         entity e;\r
1176         killtime = cvar("g_balance_kill_delay");\r
1177 \r
1178         if(g_race_qualifying)\r
1179                 killtime = 0;\r
1180 \r
1181         self.killindicator_teamchange = targetteam;\r
1182 \r
1183         if(!self.killindicator)\r
1184         {\r
1185                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1186                 {\r
1187                         ClientKill_Now();\r
1188                 }\r
1189                 else\r
1190                 {\r
1191                         self.killindicator = spawn();\r
1192                         self.killindicator.owner = self;\r
1193                         self.killindicator.scale = 0.5;\r
1194                         setattachment(self.killindicator, self, "");\r
1195                         setorigin(self.killindicator, '0 0 52');\r
1196                         self.killindicator.think = KillIndicator_Think;\r
1197                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1198                         self.killindicator.cnt = ceil(killtime);\r
1199                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1200                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1201 \r
1202                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1203                         {\r
1204                                 if(e.enemy != self)\r
1205                                         continue;\r
1206                                 e.killindicator = spawn();\r
1207                                 e.killindicator.owner = e;\r
1208                                 e.killindicator.scale = 0.5;\r
1209                                 setattachment(e.killindicator, e, "");\r
1210                                 setorigin(e.killindicator, '0 0 52');\r
1211                                 e.killindicator.think = KillIndicator_Think;\r
1212                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1213                                 e.killindicator.cnt = ceil(killtime);\r
1214                         }\r
1215                         self.lip = 0;\r
1216                 }\r
1217         }\r
1218         if(self.killindicator)\r
1219         {\r
1220                 if(targetteam)\r
1221                         self.killindicator.colormod = TeamColor(targetteam);\r
1222                 else\r
1223                         self.killindicator.colormod = '0 0 0';\r
1224         }\r
1225 }\r
1226 \r
1227 void ClientKill (void)\r
1228 {\r
1229         ClientKill_TeamChange(0);\r
1230 }\r
1231 \r
1232 void DoTeamChange(float destteam)\r
1233 {\r
1234         float t, c0;\r
1235         if(!teams_matter)\r
1236         {\r
1237                 if(destteam >= 0)\r
1238                         SetPlayerColors(self, destteam);\r
1239                 return;\r
1240         }\r
1241         if(self.classname == "player")\r
1242         if(destteam == -1)\r
1243         {\r
1244                 CheckAllowedTeams(self);\r
1245                 t = FindSmallestTeam(self, TRUE);\r
1246                 switch(self.team)\r
1247                 {\r
1248                         case COLOR_TEAM1: c0 = c1; break;\r
1249                         case COLOR_TEAM2: c0 = c2; break;\r
1250                         case COLOR_TEAM3: c0 = c3; break;\r
1251                         case COLOR_TEAM4: c0 = c4; break;\r
1252                         default:          c0 = 999;\r
1253                 }\r
1254                 switch(t)\r
1255                 {\r
1256                         case 1:\r
1257                                 if(c0 > c1)\r
1258                                         destteam = COLOR_TEAM1;\r
1259                                 break;\r
1260                         case 2:\r
1261                                 if(c0 > c2)\r
1262                                         destteam = COLOR_TEAM2;\r
1263                                 break;\r
1264                         case 3:\r
1265                                 if(c0 > c3)\r
1266                                         destteam = COLOR_TEAM3;\r
1267                                 break;\r
1268                         case 4:\r
1269                                 if(c0 > c4)\r
1270                                         destteam = COLOR_TEAM4;\r
1271                                 break;\r
1272                 }\r
1273                 if(destteam == -1)\r
1274                         return;\r
1275         }\r
1276         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1277                 return;\r
1278         ClientKill_TeamChange(destteam);\r
1279 }\r
1280 \r
1281 void FixClientCvars(entity e)\r
1282 {\r
1283         // send prediction settings to the client\r
1284         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1285         if(g_race || g_cts)\r
1286                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1287         if(cvar("g_antilag") == 3) // client side hitscan\r
1288                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1289                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1290         /*\r
1291          * we no longer need to stuff this. Remove this comment block if you feel\r
1292          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1293         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1294         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1295         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1296         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1297         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1298         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1299         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1300         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1301         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1302         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1303         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1304         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1305         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1306          */\r
1307 }\r
1308 \r
1309 /*\r
1310 =============\r
1311 ClientConnect\r
1312 \r
1313 Called when a client connects to the server\r
1314 =============\r
1315 */\r
1316 //void ctf_clientconnect();\r
1317 string ColoredTeamName(float t);\r
1318 void DecodeLevelParms (void);\r
1319 //void dom_player_join_team(entity pl);\r
1320 #ifdef UID\r
1321 .float uid_kicktime;\r
1322 .string uid;\r
1323 #endif\r
1324 void ClientConnect (void)\r
1325 {\r
1326         float t;\r
1327 \r
1328         if(self.flags & FL_CLIENT)\r
1329         {\r
1330                 print("Warning: ClientConnect, but already connected!\n");\r
1331                 return;\r
1332         }\r
1333 \r
1334         if(Ban_MaybeEnforceBan(self))\r
1335                 return;\r
1336 \r
1337         DecodeLevelParms();\r
1338 \r
1339         self.classname = "player_joining";\r
1340 \r
1341         self.flags = FL_CLIENT;\r
1342         self.version_nagtime = time + 10 + random() * 10;\r
1343 \r
1344         if(player_count<0)\r
1345         {\r
1346                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1347                 player_count = 0;\r
1348         }\r
1349 \r
1350         PlayerScore_Attach(self);\r
1351         ClientData_Attach();\r
1352 \r
1353         bot_clientconnect();\r
1354 \r
1355         playerdemo_init();\r
1356 \r
1357         anticheat_init();\r
1358         \r
1359         race_PreSpawnObserver();\r
1360 \r
1361         //if(g_domination)\r
1362         //      dom_player_join_team(self);\r
1363 \r
1364         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1365 \r
1366         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1367                 self.classname = "observer";\r
1368         } else {\r
1369                 if(teams_matter)\r
1370                 {\r
1371                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1372                         {\r
1373                                 self.classname = "player";\r
1374                                 campaign_bots_may_start = 1;\r
1375                         }\r
1376                         else\r
1377                         {\r
1378                                 self.classname = "observer"; // do it anyway\r
1379                         }\r
1380                 }\r
1381                 else\r
1382                 {\r
1383                         self.classname = "player";\r
1384                         campaign_bots_may_start = 1;\r
1385                 }\r
1386         }\r
1387 \r
1388         self.playerid = (playerid_last = playerid_last + 1);\r
1389 \r
1390         if(cvar("sv_eventlog"))\r
1391                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1392 \r
1393         LogTeamchange(self.playerid, self.team, 1);\r
1394 \r
1395         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1396 \r
1397         self.netname_previous = strzone(self.netname);\r
1398 \r
1399         bprint("^4", self.netname, "^4 connected");\r
1400 \r
1401         if(self.classname != "observer" && (g_domination || g_ctf))\r
1402                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1403 \r
1404         bprint("\n");\r
1405 \r
1406         self.welcomemessage_time = 0;\r
1407 \r
1408         stuffcmd(self, strcat(clientstuff, "\n"));\r
1409         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1410         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1411 \r
1412         FixClientCvars(self);\r
1413 \r
1414         // spawnfunc_waypoint sprites\r
1415         WaypointSprite_InitClient(self);\r
1416 \r
1417         // Wazat's grabber\r
1418         SetGrabberBindings();\r
1419 \r
1420         // get autoswitch state from player when he toggles it\r
1421         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1422 \r
1423         // get version info from player\r
1424         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1425 \r
1426         // get other cvars from player\r
1427         GetCvars(0);\r
1428 \r
1429         // set cvar for team scoreboard\r
1430         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1431 \r
1432         // notify about available teams\r
1433         if(teams_matter)\r
1434         {\r
1435                 CheckAllowedTeams(self);\r
1436                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1437                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1438         }\r
1439         else\r
1440                 stuffcmd(self, "set _teams_available 0\n");\r
1441 \r
1442         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1443 \r
1444         if(g_arena || g_ca)\r
1445         {\r
1446                 self.classname = "observer";\r
1447                 if(g_arena)\r
1448                         Spawnqueue_Insert(self);\r
1449         }\r
1450         /*else if(g_ctf)\r
1451         {\r
1452                 ctf_clientconnect();\r
1453         }*/\r
1454 \r
1455         if(teams_matter || radar_showennemies)\r
1456                 attach_entcs();\r
1457 \r
1458         bot_relinkplayerlist();\r
1459 \r
1460         self.spectatortime = time;\r
1461         if(blockSpectators)\r
1462         {\r
1463                 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
1464         }\r
1465 \r
1466         self.jointime = time;\r
1467         self.allowedTimeouts = cvar("sv_timeout_number");\r
1468 \r
1469         if(clienttype(self) == CLIENTTYPE_REAL)\r
1470         {\r
1471                 if(cvar("g_bugrigs"))\r
1472                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1473         }\r
1474 \r
1475         if(g_lms)\r
1476         {\r
1477                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1478                 {\r
1479                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1480                         self.frags = FRAGS_SPECTATOR;\r
1481                 }\r
1482         }\r
1483 \r
1484         if(!sv_foginterval && world.fog != "")\r
1485                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1486 \r
1487         SoundEntity_Attach(self);\r
1488 \r
1489         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1490         {\r
1491                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1492                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1493         }\r
1494         else\r
1495                 self.hitplotfh = -1;\r
1496 \r
1497 #ifdef UID\r
1498         if(clienttype(self) == CLIENTTYPE_REAL)\r
1499         if not(self.uid)\r
1500                 self.uid_kicktime = time + 60;\r
1501 #endif\r
1502 \r
1503         if(g_race || g_cts) {\r
1504                 string rr;\r
1505                 if(g_cts)\r
1506                         rr = CTS_RECORD;\r
1507                 else\r
1508                         rr = RACE_RECORD;\r
1509                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1510 \r
1511                 race_send_recordtime(MSG_ONE);\r
1512                 race_send_speedaward(MSG_ONE);\r
1513 \r
1514                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1515                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1516                 race_send_speedaward_alltimebest(MSG_ONE);\r
1517 \r
1518                 float i;\r
1519                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1520                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1521                 }\r
1522         }\r
1523         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1524                 send_CSQC_teamnagger();\r
1525 \r
1526         CheatInitClient();\r
1527 }\r
1528 \r
1529 /*\r
1530 =============\r
1531 ClientDisconnect\r
1532 \r
1533 Called when a client disconnects from the server\r
1534 =============\r
1535 */\r
1536 .entity chatbubbleentity;\r
1537 .entity teambubbleentity;\r
1538 void ReadyCount();\r
1539 void ClientDisconnect (void)\r
1540 {\r
1541         if not(self.flags & FL_CLIENT)\r
1542         {\r
1543                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1544                 return;\r
1545         }\r
1546 \r
1547         Vore_Disconnect();\r
1548 \r
1549         CheatShutdownClient();\r
1550 \r
1551         if(self.hitplotfh >= 0)\r
1552         {\r
1553                 fclose(self.hitplotfh);\r
1554                 self.hitplotfh = -1;\r
1555         }\r
1556 \r
1557         anticheat_report();\r
1558         anticheat_shutdown();\r
1559 \r
1560         playerdemo_shutdown();\r
1561 \r
1562         bot_clientdisconnect();\r
1563 \r
1564         if(self.entcs)\r
1565                 detach_entcs();\r
1566 \r
1567         if(cvar("sv_eventlog"))\r
1568                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1569         bprint ("^4",self.netname);\r
1570         bprint ("^4 disconnected\n");\r
1571 \r
1572         SoundEntity_Detach(self);\r
1573 \r
1574         kh_Key_DropAll(self, TRUE);\r
1575 \r
1576         if(self.flagcarried)\r
1577                 DropFlag(self.flagcarried, world, world);\r
1578         // Here, everything has been done that requires this player to be a client.\r
1579 \r
1580         self.flags &~= FL_CLIENT;\r
1581 \r
1582         if (self.chatbubbleentity)\r
1583                 remove (self.chatbubbleentity);\r
1584 \r
1585         if (self.teambubbleentity)\r
1586                 remove (self.teambubbleentity);\r
1587 \r
1588         if (self.killindicator)\r
1589                 remove (self.killindicator);\r
1590 \r
1591         WaypointSprite_PlayerGone();\r
1592 \r
1593         bot_relinkplayerlist();\r
1594 \r
1595         if(g_arena)\r
1596         {\r
1597                 Spawnqueue_Unmark(self);\r
1598                 Spawnqueue_Remove(self);\r
1599         }\r
1600 \r
1601         ClientData_Detach();\r
1602         PlayerScore_Detach(self);\r
1603 \r
1604         if(self.netname_previous)\r
1605                 strunzone(self.netname_previous);\r
1606         if(self.clientstatus)\r
1607                 strunzone(self.clientstatus);\r
1608 \r
1609         ClearPlayerSounds();\r
1610 \r
1611         if(self.personal)\r
1612                 remove(self.personal);\r
1613 \r
1614         self.playerid = 0;\r
1615         ReadyCount();\r
1616 \r
1617         // free cvars\r
1618         GetCvars(-1);\r
1619 }\r
1620 \r
1621 .float BUTTON_CHAT;\r
1622 void ChatBubbleThink()\r
1623 {\r
1624         self.nextthink = time;\r
1625         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1626         {\r
1627                 if(self.owner) // but why can that ever be world?\r
1628                         self.owner.chatbubbleentity = world;\r
1629                 remove(self);\r
1630                 return;\r
1631         }\r
1632         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
1633 #ifdef TETRIS\r
1634                 || self.owner.tetris_on\r
1635 #endif\r
1636         )\r
1637                 self.model = self.mdl;\r
1638         else\r
1639                 self.model = "";\r
1640 };\r
1641 \r
1642 void UpdateChatBubble()\r
1643 {\r
1644         if (!self.modelindex)\r
1645                 return;\r
1646         // spawn a chatbubble entity if needed\r
1647         if (!self.chatbubbleentity)\r
1648         {\r
1649                 self.chatbubbleentity = spawn();\r
1650                 self.chatbubbleentity.owner = self;\r
1651                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1652                 self.chatbubbleentity.think = ChatBubbleThink;\r
1653                 self.chatbubbleentity.nextthink = time;\r
1654                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1655                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1656                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1657                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1658                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1659                 self.chatbubbleentity.model = "";\r
1660                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1661         }\r
1662 }\r
1663 \r
1664 void TeamBubbleThink()\r
1665 {\r
1666         self.nextthink = time;\r
1667         if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
1668         {\r
1669                 if(self.owner) // but why can that ever be world?\r
1670                         self.owner.teambubbleentity = world;\r
1671                 remove(self);\r
1672                 return;\r
1673         }\r
1674 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
1675         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
1676                 self.model = "";\r
1677         else\r
1678         {\r
1679                 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
1680                 if(self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
1681                         setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
1682                 else\r
1683                         setmodel(self, "models/misc/teambubble.spr");\r
1684         }\r
1685 };\r
1686 \r
1687 float TeamBubble_customizeentityforclient()\r
1688 {\r
1689         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
1690 }\r
1691 \r
1692 void UpdateTeamBubble()\r
1693 {\r
1694         if (!self.modelindex || !teams_matter)\r
1695                 return;\r
1696         // spawn a teambubble entity if needed\r
1697         if (!self.teambubbleentity && teams_matter)\r
1698         {\r
1699                 self.teambubbleentity = spawn();\r
1700                 self.teambubbleentity.owner = self;\r
1701                 self.teambubbleentity.exteriormodeltoclient = self;\r
1702                 self.teambubbleentity.think = TeamBubbleThink;\r
1703                 self.teambubbleentity.nextthink = time;\r
1704                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
1705 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1706                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1707                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1708 //              self.teambubbleentity.mdl = self.teambubbleentity.model;\r
1709 //              self.teambubbleentity.model = self.teambubbleentity.mdl;\r
1710                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
1711                 self.teambubbleentity.effects = EF_LOWPRECISION;\r
1712         }\r
1713 }\r
1714 \r
1715 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1716 // added to the model skins\r
1717 /*void UpdateColorModHack()\r
1718 {\r
1719         local float c;\r
1720         c = self.clientcolors & 15;\r
1721         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1722              if (!teams_matter) self.colormod = '0 0 0';\r
1723         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1724         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1725         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1726         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1727         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1728         else self.colormod = '1 1 1';\r
1729 };*/\r
1730 \r
1731 .float oldcolormap;\r
1732 void respawn(void)\r
1733 {\r
1734         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1735         {\r
1736                 self.solid = SOLID_NOT;\r
1737                 self.takedamage = DAMAGE_NO;\r
1738                 self.movetype = MOVETYPE_FLY;\r
1739                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1740                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1741                 self.effects |= EF_ADDITIVE;\r
1742                 self.oldcolormap = self.colormap;\r
1743                 self.colormap = 512;\r
1744                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1745                 if(cvar("g_respawn_ghosts_maxtime"))\r
1746                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
1747         }\r
1748 \r
1749         CopyBody(1);\r
1750         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1751         if(self.oldcolormap)\r
1752         {\r
1753                 self.colormap = self.oldcolormap;\r
1754                 self.oldcolormap = 0;\r
1755         }\r
1756         PutClientInServer();\r
1757 }\r
1758 \r
1759 void play_countdown(float finished, string samp)\r
1760 {\r
1761         if(clienttype(self) == CLIENTTYPE_REAL)\r
1762                 if(floor(finished - time - frametime) != floor(finished - time))\r
1763                         if(finished - time < 6)\r
1764                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1765 }\r
1766 \r
1767 /**\r
1768  * When sv_timeout is used this function returs strings like\r
1769  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1770  * Called by centerprint functions\r
1771  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1772  */\r
1773 string getTimeoutText(float addOneSecond) {\r
1774         if (!cvar("sv_timeout") || !timeoutStatus)\r
1775                 return "";\r
1776 \r
1777         local string retStr;\r
1778         if (timeoutStatus == 1) {\r
1779                 if (addOneSecond == 1) {\r
1780                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1781                 }\r
1782                 else {\r
1783                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1784                 }\r
1785                 return retStr;\r
1786         }\r
1787         else if (timeoutStatus == 2) {\r
1788                 if (addOneSecond) {\r
1789                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1790                         //don't show messages like "Timeout ends in 0 seconds"...\r
1791                         if ((remainingTimeoutTime + 1) > 0)\r
1792                                 return retStr;\r
1793                         else\r
1794                                 return "";\r
1795                 }\r
1796                 else {\r
1797                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1798                         //don't show messages like "Timeout ends in 0 seconds"...\r
1799                         if (remainingTimeoutTime > 0)\r
1800                                 return retStr;\r
1801                         else\r
1802                                 return "";\r
1803                 }\r
1804         }\r
1805         else return "";\r
1806 }\r
1807 \r
1808 void player_powerups (void)\r
1809 {\r
1810         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1811         {\r
1812                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1813                 self.modelflags |= MF_ROCKET;\r
1814         }\r
1815         else\r
1816         {\r
1817                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1818                 self.modelflags &~= MF_ROCKET;\r
1819         }\r
1820 \r
1821         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1822 \r
1823         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1824                 return;\r
1825         \r
1826         Fire_ApplyDamage(self);\r
1827         Fire_ApplyEffect(self);\r
1828 \r
1829         if (self.items & IT_STRENGTH)\r
1830         {\r
1831                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1832                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1833                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1834                 {\r
1835                         self.items = self.items - (self.items & IT_STRENGTH);\r
1836                         sprint(self, "^3Strength has worn off\n");\r
1837                 }\r
1838         }\r
1839         else\r
1840         {\r
1841                 if (time < self.strength_finished)\r
1842                 {\r
1843                         self.items = self.items | IT_STRENGTH;\r
1844                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1845                 }\r
1846         }\r
1847         if (self.items & IT_INVINCIBLE)\r
1848         {\r
1849                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1850                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1851                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1852                 {\r
1853                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1854                         sprint(self, "^3Shield has worn off\n");\r
1855                 }\r
1856         }\r
1857         else\r
1858         {\r
1859                 if (time < self.invincible_finished)\r
1860                 {\r
1861                         self.items = self.items | IT_INVINCIBLE;\r
1862                         sprint(self, "^3Shield surrounds you\n");\r
1863                 }\r
1864         }\r
1865 \r
1866         if(cvar("g_nodepthtestplayers"))\r
1867                 self.effects = self.effects | EF_NODEPTHTEST;\r
1868 \r
1869         if(cvar("g_fullbrightplayers"))\r
1870                 self.effects = self.effects | EF_FULLBRIGHT;\r
1871 \r
1872         // midair gamemode: damage only while in the air\r
1873         // if in midair mode, being on ground grants temporary invulnerability\r
1874         // (this is so that multishot weapon don't clear the ground flag on the\r
1875         // first damage in the frame, leaving the player vulnerable to the\r
1876         // remaining hits in the same frame)\r
1877         if (self.flags & FL_ONGROUND)\r
1878         if (g_midair)\r
1879                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1880 \r
1881         if (time >= game_starttime)\r
1882         if (time < self.spawnshieldtime)\r
1883                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1884 }\r
1885 \r
1886 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1887 {\r
1888         if(current > stable)\r
1889                 return current;\r
1890         else if(current > stable - 0.25) // when close enough, "snap"\r
1891                 return stable;\r
1892         else\r
1893                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1894 }\r
1895 \r
1896 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1897 {\r
1898         if(current < stable)\r
1899                 return current;\r
1900         else if(current < stable + 0.25) // when close enough, "snap"\r
1901                 return stable;\r
1902         else\r
1903                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1904 }\r
1905 \r
1906 .float regen_soundtime;\r
1907 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
1908 {\r
1909         if(current > rotstable)\r
1910         {\r
1911                 if(rotframetime > 0)\r
1912                 {\r
1913                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1914                         current = max(rotstable, current - rotlinear * rotframetime);\r
1915                 }\r
1916         }\r
1917         else if(current < regenstable)\r
1918         {\r
1919                 if(regenframetime > 0)\r
1920                 {\r
1921                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1922                         current = min(regenstable, current + regenlinear * regenframetime);\r
1923 \r
1924                         if(regensound != "")\r
1925                         if(regenfactor || regenlinear)\r
1926                         {\r
1927                                 if(self.regen_soundtime < time)\r
1928                                 {\r
1929                                         msg_entity = self;\r
1930                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1931                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1932                                 }\r
1933                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1934                         }\r
1935                 }\r
1936         }\r
1937 \r
1938         if(current > limit)\r
1939                 current = limit;\r
1940 \r
1941         return current;\r
1942 }\r
1943 \r
1944 void player_regen (void)\r
1945 {\r
1946         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1947         maxh = cvar("g_balance_health_rotstable");\r
1948         maxa = cvar("g_balance_armor_rotstable");\r
1949         maxf = cvar("g_balance_fuel_rotstable");\r
1950         minh = cvar("g_balance_health_regenstable");\r
1951         mina = cvar("g_balance_armor_regenstable");\r
1952         minf = cvar("g_balance_fuel_regenstable");\r
1953         limith = cvar("g_balance_health_limit");\r
1954         limita = cvar("g_balance_armor_limit");\r
1955         limitf = cvar("g_balance_fuel_limit");\r
1956 \r
1957         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1958 \r
1959         maxh = maxh * max_mod;\r
1960         //maxa = maxa * max_mod;\r
1961         //maxf = maxf * max_mod;\r
1962         minh = minh * max_mod;\r
1963         //mina = mina * max_mod;\r
1964         //minf = minf * max_mod;\r
1965         limith = limith * limit_mod;\r
1966         limita = limita * limit_mod;\r
1967         //limitf = limitf * limit_mod;\r
1968 \r
1969         if(g_lms && g_ca)\r
1970                 rot_mod = 0;\r
1971 \r
1972         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1973         {\r
1974                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
1975                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
1976 \r
1977                 // if player rotted to death...  die!\r
1978                 if(self.health < 1)\r
1979                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
1980         }\r
1981 \r
1982         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1983                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, "");\r
1984 }\r
1985 \r
1986 float zoomstate_set;\r
1987 void SetZoomState(float z)\r
1988 {\r
1989         if(z != self.zoomstate)\r
1990         {\r
1991                 self.zoomstate = z;\r
1992                 ClientData_Touch(self);\r
1993         }\r
1994         zoomstate_set = 1;\r
1995 }\r
1996 \r
1997 void GetPressedKeys(void) {\r
1998         if (self.movement_x > 0) // get if movement keys are pressed\r
1999         {       // forward key pressed\r
2000                 self.pressedkeys |= KEY_FORWARD;\r
2001                 self.pressedkeys &~= KEY_BACKWARD;\r
2002         }\r
2003         else if (self.movement_x < 0)\r
2004         {       // backward key pressed\r
2005                 self.pressedkeys |= KEY_BACKWARD;\r
2006                 self.pressedkeys &~= KEY_FORWARD;\r
2007         }\r
2008         else\r
2009         {       // no x input\r
2010                 self.pressedkeys &~= KEY_FORWARD;\r
2011                 self.pressedkeys &~= KEY_BACKWARD;\r
2012         }\r
2013 \r
2014         if (self.movement_y > 0)\r
2015         {       // right key pressed\r
2016                 self.pressedkeys |= KEY_RIGHT;\r
2017                 self.pressedkeys &~= KEY_LEFT;\r
2018         }\r
2019         else if (self.movement_y < 0)\r
2020         {       // left key pressed\r
2021                 self.pressedkeys |= KEY_LEFT;\r
2022                 self.pressedkeys &~= KEY_RIGHT;\r
2023         }\r
2024         else\r
2025         {       // no y input\r
2026                 self.pressedkeys &~= KEY_RIGHT;\r
2027                 self.pressedkeys &~= KEY_LEFT;\r
2028         }\r
2029 \r
2030         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
2031                 self.pressedkeys |= KEY_JUMP;\r
2032         else\r
2033                 self.pressedkeys &~= KEY_JUMP;\r
2034         if (self.BUTTON_CROUCH)\r
2035                 self.pressedkeys |= KEY_CROUCH;\r
2036         else\r
2037                 self.pressedkeys &~= KEY_CROUCH;\r
2038 }\r
2039 \r
2040 void update_stats (float number, float hit, float fired) {\r
2041 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2042 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2043 \r
2044         if(number) {\r
2045                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2046                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2047         } else {\r
2048                 self.stat_hit = hit * sv_accuracy_data_share;\r
2049                 self.stat_fired = fired * sv_accuracy_data_share;\r
2050         }\r
2051 }\r
2052 \r
2053 /*\r
2054 ======================\r
2055 spectate mode routines\r
2056 ======================\r
2057 */\r
2058 \r
2059 .float weapon_count;\r
2060 void SpectateCopy(entity spectatee) {\r
2061         if(spectatee.weapon_count < WEP_LAST) {\r
2062                 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
2063                 spectatee.weapon_count ++;\r
2064         } else\r
2065                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2066 \r
2067         self.kh_state = spectatee.kh_state;\r
2068         self.armortype = spectatee.armortype;\r
2069         self.armorvalue = spectatee.armorvalue;\r
2070         self.ammo_fuel = spectatee.ammo_fuel;\r
2071         self.clip_load = spectatee.clip_load;\r
2072         self.clip_size = spectatee.clip_size;\r
2073         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2074         self.health = spectatee.health;\r
2075         self.impulse = 0;\r
2076         self.items = spectatee.items;\r
2077         self.last_pickup = spectatee.last_pickup;\r
2078         self.strength_finished = spectatee.strength_finished;\r
2079         self.invincible_finished = spectatee.invincible_finished;\r
2080         self.pressedkeys = spectatee.pressedkeys;\r
2081         self.weapons = spectatee.weapons;\r
2082         self.switchweapon = spectatee.switchweapon;\r
2083         self.weapon = spectatee.weapon;\r
2084         self.punchangle = spectatee.punchangle;\r
2085         self.view_ofs = spectatee.view_ofs;\r
2086         self.v_angle = spectatee.v_angle;\r
2087         self.velocity = spectatee.velocity;\r
2088         self.dmg_take = spectatee.dmg_take;\r
2089         self.dmg_save = spectatee.dmg_save;\r
2090         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2091         self.angles = spectatee.v_angle;\r
2092         self.scale = spectatee.scale;\r
2093         self.fixangle = TRUE;\r
2094         self.stomach_load = spectatee.stomach_load;\r
2095         self.stat_eaten = spectatee.stat_eaten;\r
2096         self.stat_stomachload = spectatee.stat_stomachload;\r
2097         self.stat_digesting = spectatee.stat_digesting;\r
2098         self.stat_canleave = spectatee.stat_canleave;\r
2099         self.stat_canswallow = spectatee.stat_canswallow;\r
2100         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2101         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2102         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2103         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2104         setorigin(self, spectatee.origin);\r
2105         setsize(self, spectatee.mins, spectatee.maxs);\r
2106         SetZoomState(spectatee.zoomstate);\r
2107 \r
2108         anticheat_spectatecopy(spectatee);\r
2109 }\r
2110 \r
2111 float SpectateUpdate() {\r
2112         if(!self.enemy)\r
2113                 return 0;\r
2114 \r
2115         if (self == self.enemy)\r
2116                 return 0;\r
2117 \r
2118         if(self.enemy.classname != "player")\r
2119                 return 0;\r
2120 \r
2121         SpectateCopy(self.enemy);\r
2122 \r
2123         return 1;\r
2124 }\r
2125 \r
2126 float SpectateNext() {\r
2127         other = find(self.enemy, classname, "player");\r
2128 \r
2129         if (!other)\r
2130                 other = find(other, classname, "player");\r
2131 \r
2132         if (other)\r
2133                 self.enemy = other;\r
2134 \r
2135         if(self.enemy.classname == "player") {\r
2136                 msg_entity = self;\r
2137                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2138                 WriteEntity(MSG_ONE, self.enemy);\r
2139                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2140                 self.movetype = MOVETYPE_NONE;\r
2141 \r
2142                 self.enemy.weapon_count = 0;\r
2143 \r
2144                 if(!SpectateUpdate())\r
2145                         PutObserverInServer();\r
2146 \r
2147                 return 1;\r
2148         } else {\r
2149                 return 0;\r
2150         }\r
2151 }\r
2152 \r
2153 /*\r
2154 =============\r
2155 ShowRespawnCountdown()\r
2156 \r
2157 Update a respawn countdown display.\r
2158 =============\r
2159 */\r
2160 void ShowRespawnCountdown()\r
2161 {\r
2162         float number;\r
2163         if(self.deadflag == DEAD_NO) // just respawned?\r
2164                 return;\r
2165         else\r
2166         {\r
2167                 number = ceil(self.death_time - time);\r
2168                 if(number <= 0)\r
2169                         return;\r
2170                 if(number <= self.respawn_countdown)\r
2171                 {\r
2172                         self.respawn_countdown = number - 1;\r
2173                         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
2174                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2175                 }\r
2176         }\r
2177 }\r
2178 \r
2179 void LeaveSpectatorMode()\r
2180 {\r
2181         if(isJoinAllowed()) {\r
2182                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2183                         self.classname = "player";\r
2184 \r
2185                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2186                                 JoinBestTeam(self, FALSE, TRUE);\r
2187 \r
2188                         if(cvar("g_campaign"))\r
2189                                 campaign_bots_may_start = 1;\r
2190 \r
2191                         self.stat_count = WEP_LAST;\r
2192 \r
2193                         PutClientInServer();\r
2194 \r
2195                         if(self.classname == "player")\r
2196                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2197 \r
2198                         if(!cvar("g_campaign"))\r
2199                                 centerprint(self,""); // clear MOTD\r
2200 \r
2201                         return;\r
2202                 } else {\r
2203                         if (g_ca && self.caplayer) {\r
2204                         }       // do nothing\r
2205                         else\r
2206                                 stuffcmd(self,"menu_showteamselect\n");\r
2207                         return;\r
2208                 }\r
2209         }\r
2210         else {\r
2211                 //player may not join because of g_maxplayers is set\r
2212                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2213         }\r
2214 }\r
2215 \r
2216 /**\r
2217  * Determines whether the player is allowed to join. This depends on cvar\r
2218  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2219  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2220  * @return bool TRUE if the player is allowed to join, false otherwise\r
2221  */\r
2222 float isJoinAllowed() {\r
2223         if (!cvar("g_maxplayers"))\r
2224                 return TRUE;\r
2225 \r
2226         local entity e;\r
2227         local float currentlyPlaying;\r
2228         FOR_EACH_REALPLAYER(e) {\r
2229                 if(e.classname == "player")\r
2230                         currentlyPlaying += 1;\r
2231         }\r
2232         if(currentlyPlaying < cvar("g_maxplayers"))\r
2233                 return TRUE;\r
2234 \r
2235         return FALSE;\r
2236 }\r
2237 \r
2238 /**\r
2239  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2240  * g_maxplayers_spectator_blocktime seconds\r
2241  */\r
2242 void checkSpectatorBlock() {\r
2243         if(self.classname == "spectator" || self.classname == "observer") {\r
2244                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2245                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2246                         dropclient(self);\r
2247                 }\r
2248         }\r
2249 }\r
2250 \r
2251 float vercmp_recursive(string v1, string v2)\r
2252 {\r
2253         float dot1, dot2;\r
2254         string s1, s2;\r
2255         float r;\r
2256 \r
2257         dot1 = strstrofs(v1, ".", 0);\r
2258         dot2 = strstrofs(v2, ".", 0);\r
2259         if(dot1 == -1)\r
2260                 s1 = v1;\r
2261         else\r
2262                 s1 = substring(v1, 0, dot1);\r
2263         if(dot2 == -1)\r
2264                 s2 = v2;\r
2265         else\r
2266                 s2 = substring(v2, 0, dot2);\r
2267 \r
2268         r = stof(s1) - stof(s2);\r
2269         if(r != 0)\r
2270                 return r;\r
2271 \r
2272         r = strcasecmp(s1, s2);\r
2273         if(r != 0)\r
2274                 return r;\r
2275 \r
2276         if(dot1 == -1)\r
2277                 if(dot2 == -1)\r
2278                         return 0;\r
2279                 else\r
2280                         return -1;\r
2281         else\r
2282                 if(dot2 == -1)\r
2283                         return 1;\r
2284                 else\r
2285                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2286 }\r
2287 \r
2288 float vercmp(string v1, string v2)\r
2289 {\r
2290         if(strcasecmp(v1, v2) == 0) // early out check\r
2291                 return 0;\r
2292         return vercmp_recursive(v1, v2);\r
2293 }\r
2294 \r
2295 void SetPlayerSize()\r
2296 {\r
2297         if(cvar("g_healthsize"))\r
2298         {\r
2299                 // change player scale based on the amount of health we have\r
2300 \r
2301                 self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
2302 \r
2303                 // The following code sets the bounding box to match the player's size.\r
2304                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2305                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2306                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2307                 if(self.crouch)\r
2308                 {\r
2309                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2310                         if(!self.stat_eaten)\r
2311                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2312                 }\r
2313                 else\r
2314                 {\r
2315                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2316                         if(!self.stat_eaten)\r
2317                                 self.view_ofs = PL_VIEW_OFS * self.scale;\r
2318                 }\r
2319         }\r
2320 \r
2321         if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
2322         {\r
2323                 // resize prey if neighborprey is enabled\r
2324                 self.scale *= cvar("g_vore_neighborprey_scale");\r
2325         }\r
2326 }\r
2327 \r
2328 void ObserverThink()\r
2329 {\r
2330         if (self.flags & FL_JUMPRELEASED) {\r
2331                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2332                         self.welcomemessage_time = 0;\r
2333                         self.flags &~= FL_JUMPRELEASED;\r
2334                         self.flags |= FL_SPAWNING;\r
2335                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2336                         self.welcomemessage_time = 0;\r
2337                         self.flags &~= FL_JUMPRELEASED;\r
2338                         if(SpectateNext() == 1) {\r
2339                                 self.classname = "spectator";\r
2340                         }\r
2341                 }\r
2342         } else {\r
2343                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2344                         self.flags |= FL_JUMPRELEASED;\r
2345                         if(self.flags & FL_SPAWNING)\r
2346                         {\r
2347                                 self.flags &~= FL_SPAWNING;\r
2348                                 LeaveSpectatorMode();\r
2349                                 return;\r
2350                         }\r
2351                 }\r
2352         }\r
2353         PrintWelcomeMessage(self);\r
2354 }\r
2355 \r
2356 void SpectatorThink()\r
2357 {\r
2358         if (self.flags & FL_JUMPRELEASED) {\r
2359                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2360                         self.welcomemessage_time = 0;\r
2361                         self.flags &~= FL_JUMPRELEASED;\r
2362                         self.flags |= FL_SPAWNING;\r
2363                 } else if(self.BUTTON_ATCK) {\r
2364                         self.welcomemessage_time = 0;\r
2365                         self.flags &~= FL_JUMPRELEASED;\r
2366                         if(SpectateNext() == 1) {\r
2367                                 self.classname = "spectator";\r
2368                         } else {\r
2369                                 self.classname = "observer";\r
2370                                 self.stat_count = WEP_LAST;\r
2371                                 PutClientInServer();\r
2372                         }\r
2373                 } else if (self.BUTTON_ATCK2) {\r
2374                         self.welcomemessage_time = 0;\r
2375                         self.flags &~= FL_JUMPRELEASED;\r
2376                         self.classname = "observer";\r
2377                         self.stat_count = WEP_LAST;\r
2378                         PutClientInServer();\r
2379                 } else {\r
2380                         if(!SpectateUpdate())\r
2381                                 PutObserverInServer();\r
2382                 }\r
2383         } else {\r
2384                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2385                         self.flags |= FL_JUMPRELEASED;\r
2386                         if(self.flags & FL_SPAWNING)\r
2387                         {\r
2388                                 self.flags &~= FL_SPAWNING;\r
2389                                 LeaveSpectatorMode();\r
2390                                 return;\r
2391                         }\r
2392                 }\r
2393         }\r
2394 \r
2395         PrintWelcomeMessage(self);\r
2396         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2397 }\r
2398 \r
2399 .float touchexplode_time;\r
2400 \r
2401 /*\r
2402 =============\r
2403 PlayerPreThink\r
2404 \r
2405 Called every frame for each client before the physics are run\r
2406 =============\r
2407 */\r
2408 void() ctf_setstatus;\r
2409 .float items_added;\r
2410 void PlayerPreThink (void)\r
2411 {\r
2412         self.stat_game_starttime = game_starttime;\r
2413         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2414         self.stat_leadlimit = cvar("leadlimit");\r
2415 \r
2416         if(frametime)\r
2417         {\r
2418                 // physics frames: update anticheat stuff\r
2419                 anticheat_prethink();\r
2420         }\r
2421 \r
2422         if(blockSpectators && frametime)\r
2423                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2424                 checkSpectatorBlock();\r
2425 \r
2426         zoomstate_set = 0;\r
2427 \r
2428         if(self.netname_previous != self.netname)\r
2429         {\r
2430                 if(cvar("sv_eventlog"))\r
2431                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2432                 if(self.netname_previous)\r
2433                         strunzone(self.netname_previous);\r
2434                 self.netname_previous = strzone(self.netname);\r
2435         }\r
2436 \r
2437         // core code for the vore system\r
2438         Vore();\r
2439 \r
2440         // version nagging\r
2441         if(self.version_nagtime)\r
2442                 if(self.cvar_g_voretournamentversion)\r
2443                         if(time > self.version_nagtime)\r
2444                         {\r
2445                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2446                                 {\r
2447                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2448                                         {\r
2449                                                 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
2450                                                 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
2451                                         }\r
2452                                         else\r
2453                                         {\r
2454                                                 float r;\r
2455                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2456                                                 if(r < 0)\r
2457                                                 {\r
2458                                                         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
2459                                                         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
2460                                                 }\r
2461                                                 else if(r > 0)\r
2462                                                 {\r
2463                                                         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
2464                                                         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
2465                                                 }\r
2466                                         }\r
2467                                 }\r
2468                                 self.version_nagtime = 0;\r
2469                         }\r
2470 \r
2471         // GOD MODE info\r
2472         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2473         {\r
2474                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2475                 self.max_armorvalue = 0;\r
2476         }\r
2477 \r
2478 #ifdef TETRIS\r
2479         if (TetrisPreFrame())\r
2480                 return;\r
2481 #endif\r
2482 \r
2483         if(self.classname == "player") {\r
2484 //              if(self.netname == "Wazat")\r
2485 //                      bprint(self.classname, "\n");\r
2486 \r
2487                 CheckRules_Player();\r
2488 \r
2489                 PrintWelcomeMessage(self);\r
2490 \r
2491                 if (intermission_running)\r
2492                 {\r
2493                         IntermissionThink ();   // otherwise a button could be missed between\r
2494                         return;                                 // the think tics\r
2495                 }\r
2496 \r
2497                 if(self.teleport_time)\r
2498                 if(time > self.teleport_time)\r
2499                 {\r
2500                         self.teleport_time = 0;\r
2501                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2502                 }\r
2503 \r
2504                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2505                         UpdateSelectedPlayer();\r
2506 \r
2507                 //don't allow the player to turn around while game is paused!\r
2508                 if(timeoutStatus == 2) {\r
2509                         self.v_angle = self.lastV_angle;\r
2510                         self.angles = self.lastV_angle;\r
2511                         self.fixangle = TRUE;\r
2512                 }\r
2513 \r
2514                 if(frametime)\r
2515                 {\r
2516 \r
2517                         if(self.health <= 0 && cvar("g_deathglow"))\r
2518                         {\r
2519                                 if(self.glowmod_x > 0)\r
2520                                         self.glowmod_x -= cvar("g_deathglow") * frametime;\r
2521                                 else\r
2522                                         self.glowmod_x = -1;\r
2523                                 if(self.glowmod_y > 0)\r
2524                                         self.glowmod_y -= cvar("g_deathglow") * frametime;\r
2525                                 else\r
2526                                         self.glowmod_y = -1;\r
2527                                 if(self.glowmod_z > 0)\r
2528                                         self.glowmod_z -= cvar("g_deathglow") * frametime;\r
2529                                 else\r
2530                                         self.glowmod_z = -1;\r
2531                         }\r
2532                         else\r
2533                         {\r
2534                                 // set weapon and player glowmod\r
2535                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
2536                                 self.weaponentity_glowmod = self.glowmod;\r
2537                         }\r
2538 \r
2539                         player_powerups();\r
2540                 }\r
2541 \r
2542                 if (self.deadflag != DEAD_NO)\r
2543                 {\r
2544                         float button_pressed, force_respawn;\r
2545                         if(self.personal && g_race_qualifying)\r
2546                         {\r
2547                                 if(time > self.death_time)\r
2548                                 {\r
2549                                         self.death_time = time + 1; // only retry once a second\r
2550                                         respawn();\r
2551                                         self.impulse = 141;\r
2552                                 }\r
2553                         }\r
2554                         else\r
2555                         {\r
2556                                 if(frametime)\r
2557                                         player_anim();\r
2558                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2559                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2560                                 if (self.deadflag == DEAD_DYING)\r
2561                                 {\r
2562                                         if(force_respawn)\r
2563                                                 self.deadflag = DEAD_RESPAWNING;\r
2564                                         else if(!button_pressed)\r
2565                                                 self.deadflag = DEAD_DEAD;\r
2566                                 }\r
2567                                 else if (self.deadflag == DEAD_DEAD)\r
2568                                 {\r
2569                                         if(button_pressed)\r
2570                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2571                                 }\r
2572                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2573                                 {\r
2574                                         if(!button_pressed)\r
2575                                                 self.deadflag = DEAD_RESPAWNING;\r
2576                                 }\r
2577                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2578                                 {\r
2579                                         if(time > self.death_time)\r
2580                                         {\r
2581                                                 self.death_time = time + 1; // only retry once a second\r
2582                                                 respawn();\r
2583                                         }\r
2584                                 }\r
2585                                 ShowRespawnCountdown();\r
2586                         }\r
2587                         return;\r
2588                 }\r
2589 \r
2590                 if(g_touchexplode)\r
2591                 if(time > self.touchexplode_time)\r
2592                 if(self.classname == "player")\r
2593                 if(self.deadflag == DEAD_NO)\r
2594                 if not(IS_INDEPENDENT_PLAYER(self))\r
2595                 FOR_EACH_PLAYER(other) if(self != other)\r
2596                 {\r
2597                         if(time > other.touchexplode_time)\r
2598                         if(other.classname == "player")\r
2599                         if(other.deadflag == DEAD_NO)\r
2600                         if not(IS_INDEPENDENT_PLAYER(other))\r
2601                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2602                         {\r
2603                                 PlayerTouchExplode(self, other);\r
2604                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2605                         }\r
2606                 }\r
2607 \r
2608                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2609                 {\r
2610                         vector dist;\r
2611 \r
2612                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2613                         dist = self.prevorigin - self.origin;\r
2614                         dist_z = 0;\r
2615                         self.lms_traveled_distance += fabs(vlen(dist));\r
2616 \r
2617                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2618                         {\r
2619                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2620                                 self.lms_traveled_distance = 0;\r
2621                         }\r
2622 \r
2623                         if(time > self.lms_nextcheck)\r
2624                         {\r
2625                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2626                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2627                                 {\r
2628                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2629                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2630                                         // 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
2631                                         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
2632                                 }\r
2633                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2634                                 self.lms_traveled_distance = 0;\r
2635                         }\r
2636                 }\r
2637 \r
2638                 self.prevorigin = self.origin;\r
2639 \r
2640                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2641                 {\r
2642                         if (!self.crouch)\r
2643                         {\r
2644                                 self.crouch = TRUE;\r
2645                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2646                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2647                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2648                         }\r
2649                 }\r
2650                 else\r
2651                 {\r
2652                         if (self.crouch)\r
2653                         {\r
2654                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2655                                 if (!trace_startsolid)\r
2656                                 {\r
2657                                         self.crouch = FALSE;\r
2658                                         self.view_ofs = PL_VIEW_OFS;\r
2659                                         setsize (self, PL_MIN, PL_MAX);\r
2660                                 }\r
2661                         }\r
2662                 }\r
2663 \r
2664                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2665                 {\r
2666                         if(self.bloodloss_timer < time)\r
2667                         {\r
2668                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2669                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2670                         }\r
2671                 }\r
2672 \r
2673                 SetPlayerSize();\r
2674 \r
2675                 FixPlayermodel();\r
2676 \r
2677                 GrabberFrame();\r
2678 \r
2679                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2680                 //if(frametime)\r
2681                 {\r
2682                         self.items &~= self.items_added;\r
2683 \r
2684                         W_WeaponFrame();\r
2685 \r
2686                         self.items_added = 0;\r
2687                         if(self.items & IT_JETPACK)\r
2688                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2689                                         self.items_added |= IT_FUEL;\r
2690 \r
2691                         self.items |= self.items_added;\r
2692                 }\r
2693 \r
2694                 player_regen();\r
2695                 if(frametime)\r
2696                         player_anim();\r
2697 \r
2698                 ctf_setstatus();\r
2699 \r
2700                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2701 \r
2702                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2703         } else if(gameover) {\r
2704                 if (intermission_running)\r
2705                         IntermissionThink ();   // otherwise a button could be missed between\r
2706                 return;\r
2707         } else if(self.classname == "observer") {\r
2708                 ObserverThink();\r
2709         } else if(self.classname == "spectator") {\r
2710                 SpectatorThink();\r
2711         }\r
2712 \r
2713         if(!zoomstate_set)\r
2714                 SetZoomState(self.BUTTON_ZOOM);\r
2715 \r
2716         float oldspectatee_status;\r
2717         oldspectatee_status = self.spectatee_status;\r
2718         if(self.classname == "spectator")\r
2719                 self.spectatee_status = num_for_edict(self.enemy);\r
2720         else if(self.classname == "observer")\r
2721                 self.spectatee_status = num_for_edict(self);\r
2722         else\r
2723                 self.spectatee_status = 0;\r
2724         if(self.spectatee_status != oldspectatee_status)\r
2725         {\r
2726                 ClientData_Touch(self);\r
2727                 if(g_race || g_cts)\r
2728                         race_InitSpectator();\r
2729         }\r
2730 \r
2731         if(self.teamkill_soundtime)\r
2732         if(time > self.teamkill_soundtime)\r
2733         {\r
2734                 self.teamkill_soundtime = 0;\r
2735 \r
2736                 entity oldpusher, oldself;\r
2737 \r
2738                 oldself = self; self = self.teamkill_soundsource;\r
2739                 oldpusher = self.pusher; self.pusher = oldself;\r
2740 \r
2741                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2742 \r
2743                 self.pusher = oldpusher;\r
2744                 self = oldself;\r
2745         }\r
2746 \r
2747         if(self.taunt_soundtime)\r
2748         if(time > self.taunt_soundtime)\r
2749         {\r
2750                 switch(self.taunt_soundtype)\r
2751                 {\r
2752                         case TAUNTTYPE_DEATH:\r
2753                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2754                                 break;\r
2755                         case TAUNTTYPE_VOREPRED:\r
2756                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2757                                 break;\r
2758                         case TAUNTTYPE_VOREPREY:\r
2759                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2760                                 break;\r
2761                         default:\r
2762                                 dprint("Incorrect autotaunt type\n");\r
2763                                 break;\r
2764                 }\r
2765 \r
2766                 self.taunt_soundtime = 0;\r
2767                 self.taunt_soundtype = 0;\r
2768         }\r
2769 \r
2770         target_voicescript_next(self);\r
2771 \r
2772         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2773         if(!self.weapon)\r
2774                 self.clip_load = self.clip_size = 0;\r
2775 }\r
2776 \r
2777 float isInvisibleString(string s)\r
2778 {\r
2779         float i, n, c;\r
2780         s = strdecolorize(s);\r
2781         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2782         {\r
2783                 c = str2chr(s, i);\r
2784                 switch(c)\r
2785                 {\r
2786                         case 0:\r
2787                         case 32: // space\r
2788                                 break;\r
2789                         case 192: // charmap space\r
2790                                 if (!cvar("utf8_enable"))\r
2791                                         break;\r
2792                                 return FALSE;\r
2793                         case 160: // space in unicode fonts\r
2794                         case 0xE000 + 192: // utf8 charmap space\r
2795                                 if (cvar("utf8_enable"))\r
2796                                         break;\r
2797                         default:\r
2798                                 return FALSE;\r
2799                 }\r
2800         }\r
2801         return TRUE;\r
2802 }\r
2803 \r
2804 /*\r
2805 =============\r
2806 PlayerPostThink\r
2807 \r
2808 Called every frame for each client after the physics are run\r
2809 =============\r
2810 */\r
2811 .float idlekick_lasttimeleft;\r
2812 void PlayerPostThink (void)\r
2813 {\r
2814         // Savage: Check for nameless players\r
2815         if (isInvisibleString(self.netname)) {\r
2816                 self.netname = "Player";\r
2817                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2818         }\r
2819 \r
2820         // send the clients accuracy stats to the client\r
2821         if(self.stat_count > 0)\r
2822         if(frametime)\r
2823         {\r
2824                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2825                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2826                 self.stat_count -= 1;\r
2827         }\r
2828 \r
2829 #ifdef UID\r
2830         if(self.uid_kicktime)\r
2831         if(time > self.uid_kicktime)\r
2832         {\r
2833                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2834                 dropclient(self);\r
2835                 return;\r
2836         }\r
2837 #endif\r
2838 \r
2839         if(sv_maxidle && frametime)\r
2840         {\r
2841                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2842                 float timeleft;\r
2843                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2844                 if(timeleft <= 0)\r
2845                 {\r
2846                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2847                         AnnounceTo(self, "terminated");\r
2848                         dropclient(self);\r
2849                         return;\r
2850                 }\r
2851                 else if(timeleft <= 10)\r
2852                 {\r
2853                         if(timeleft != self.idlekick_lasttimeleft)\r
2854                         {\r
2855                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2856                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2857                         }\r
2858                 }\r
2859                 else\r
2860                 {\r
2861                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2862                 }\r
2863                 self.idlekick_lasttimeleft = timeleft;\r
2864         }\r
2865 \r
2866 #ifdef TETRIS\r
2867         if(self.impulse == 100)\r
2868                 ImpulseCommands();\r
2869         if (TetrisPostFrame())\r
2870                 return;\r
2871 #endif\r
2872 \r
2873         CheatFrame();\r
2874 \r
2875         if(self.classname == "player") {\r
2876                 CheckRules_Player();\r
2877                 UpdateChatBubble();\r
2878                 UpdateTeamBubble();\r
2879                 if (self.impulse)\r
2880                         ImpulseCommands();\r
2881                 if (intermission_running)\r
2882                         return;         // intermission or finale\r
2883 \r
2884                 GetPressedKeys();\r
2885         } else if (self.classname == "observer") {\r
2886                 //do nothing\r
2887         } else if (self.classname == "spectator") {\r
2888                 //do nothing\r
2889         }\r
2890 \r
2891         /*\r
2892         float i;\r
2893         for(i = 0; i < 1000; ++i)\r
2894         {\r
2895                 vector end;\r
2896                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
2897                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
2898                 if(trace_fraction < 1)\r
2899                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
2900                 {\r
2901                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
2902                         break;\r
2903                 }\r
2904         }\r
2905         */\r
2906 \r
2907         Arena_Warmup();\r
2908 \r
2909         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
2910 \r
2911         if(self.waypointsprite_attachedforcarrier)\r
2912                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
2913         \r
2914         playerdemo_write();\r
2915 \r
2916         /*\r
2917         if(g_race)\r
2918                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
2919         */\r
2920 }\r