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[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         if (clienttype(e) == CLIENTTYPE_REAL)\r
17         {\r
18                 msg_entity = e;\r
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
21                 WriteString(MSG_ONE, snd);\r
22         }\r
23 }\r
24 \r
25 float ClientData_Send(entity to, float sf)\r
26 {\r
27         if(to != self.owner)\r
28         {\r
29                 error("wtf");\r
30                 return FALSE;\r
31         }\r
32 \r
33         entity e;\r
34 \r
35         e = to;\r
36         if(to.classname == "spectator")\r
37                 e = to.enemy;\r
38 \r
39         sf = 0;\r
40 \r
41         if(e.race_completed)\r
42                 sf |= 1; // forced scoreboard\r
43         if(to.spectatee_status)\r
44                 sf |= 2; // spectator ent number follows\r
45         if(e.zoomstate)\r
46                 sf |= 4; // zoomed\r
47 \r
48         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
49         WriteByte(MSG_ENTITY, sf);\r
50 \r
51         if(sf & 2)\r
52                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
53 \r
54         if(sf & 8)\r
55         {\r
56                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
57                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
58         }\r
59 \r
60         return TRUE;\r
61 }\r
62 \r
63 void ClientData_Attach()\r
64 {\r
65         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
66         self.clientdata.drawonlytoclient = self;\r
67         self.clientdata.owner = self;\r
68 }\r
69 \r
70 void ClientData_Detach()\r
71 {\r
72         remove(self.clientdata);\r
73         self.clientdata = world;\r
74 }\r
75 \r
76 void ClientData_Touch(entity e)\r
77 {\r
78         e.clientdata.SendFlags = 1;\r
79 \r
80         // make it spectatable\r
81         entity e2;\r
82         FOR_EACH_REALCLIENT(e2)\r
83         {\r
84                 if(e2 != e)\r
85                         if(e2.classname == "spectator")\r
86                                 if(e2.enemy == e)\r
87                                         e2.clientdata.SendFlags = 1;\r
88         }\r
89 }\r
90 \r
91 \r
92 .vector spawnpoint_score;\r
93 .string netname_previous;\r
94 \r
95 void spawnfunc_info_player_survivor (void)\r
96 {\r
97         spawnfunc_info_player_deathmatch();\r
98 }\r
99 \r
100 void spawnfunc_info_player_start (void)\r
101 {\r
102         spawnfunc_info_player_deathmatch();\r
103 }\r
104 \r
105 void spawnfunc_info_player_deathmatch (void)\r
106 {\r
107         self.classname = "info_player_deathmatch";\r
108         relocate_spawnpoint();\r
109 }\r
110 \r
111 void spawnpoint_use()\r
112 {\r
113         if(teams_matter)\r
114         if(have_team_spawns > 0)\r
115         {\r
116                 self.team = activator.team;\r
117                 some_spawn_has_been_used = 1;\r
118         }\r
119 };\r
120 \r
121 // Returns:\r
122 //   _x: prio (-1 if unusable)\r
123 //   _y: weight\r
124 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
125 {\r
126         float shortest, thisdist;\r
127         float prio;\r
128         entity player;\r
129 \r
130         prio = 0;\r
131 \r
132         // filter out spots for the wrong team\r
133         if(teamcheck)\r
134         if(spot.team != teamcheck)\r
135                 return '-1 0 0';\r
136 \r
137         if(race_spawns)\r
138                 if(spot.target == "")\r
139                         return '-1 0 0';\r
140 \r
141         if(clienttype(self) == CLIENTTYPE_REAL)\r
142         {\r
143                 if(spot.restriction == 1)\r
144                         return '-1 0 0';\r
145         }\r
146         else\r
147         {\r
148                 if(spot.restriction == 2)\r
149                         return '-1 0 0';\r
150         }\r
151 \r
152         // filter out spots for assault\r
153         if(spot.target != "") {\r
154                 local entity ent;\r
155                 float good, found;\r
156                 ent = find(world, targetname, spot.target);\r
157 \r
158                 while(ent) {\r
159                         if(ent.classname == "target_objective")\r
160                         {\r
161                                 found = 1;\r
162                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
163                                         return '-1 0 0';\r
164                                 good = 1;\r
165                         }\r
166                         else if(ent.classname == "trigger_race_checkpoint")\r
167                         {\r
168                                 found = 1;\r
169                                 if(!anypoint) // spectators may spawn everywhere\r
170 \r
171                                 {\r
172                                         if(g_race_qualifying)\r
173                                         {\r
174                                                 // spawn at first\r
175                                                 if(ent.race_checkpoint != 0)\r
176                                                         return '-1 0 0';\r
177                                                 if(spot.race_place != race_lowest_place_spawn)\r
178                                                         return '-1 0 0';\r
179                                         }\r
180                                         else\r
181                                         {\r
182                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
183                                                         return '-1 0 0';\r
184                                                 // try reusing the previous spawn\r
185                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
186                                                         prio += 1;\r
187                                                 if(ent.race_checkpoint == 0)\r
188                                                 {\r
189                                                         float pl;\r
190                                                         pl = self.race_place;\r
191                                                         if(pl > race_highest_place_spawn)\r
192                                                                 pl = 0;\r
193                                                         if(pl == 0 && !self.race_started)\r
194                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
195                                                         if(spot.race_place != pl)\r
196                                                                 return '-1 0 0';\r
197                                                 }\r
198                                         }\r
199                                 }\r
200                                 good = 1;\r
201                         }\r
202                         ent = find(ent, targetname, spot.target);\r
203                 }\r
204 \r
205                 if(found && !good)\r
206                         return '-1 0 0';\r
207         }\r
208 \r
209         player = playerlist;\r
210         shortest = vlen(world.maxs - world.mins);\r
211         for(player = playerlist; player; player = player.chain)\r
212                 if (player != self)\r
213                 {\r
214                         thisdist = vlen(player.origin - spot.origin);\r
215                         if (thisdist < shortest)\r
216                                 shortest = thisdist;\r
217                 }\r
218         return prio * '1 0 0' + shortest * '0 1 0';\r
219 }\r
220 \r
221 float spawn_allbad;\r
222 float spawn_allgood;\r
223 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
224 {\r
225         local entity spot, spotlist, spotlistend;\r
226         spawn_allgood = TRUE;\r
227         spawn_allbad = TRUE;\r
228 \r
229         spotlist = world;\r
230         spotlistend = world;\r
231 \r
232         for(spot = firstspot; spot; spot = spot.chain)\r
233         {\r
234                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
235 \r
236                 if(cvar("spawn_debugview"))\r
237                 {\r
238                         setmodel(spot, "models/rune.mdl");\r
239                         if(spot.spawnpoint_score_y < mindist)\r
240                         {\r
241                                 spot.colormod = '1 0 0';\r
242                                 spot.scale = 1;\r
243                         }\r
244                         else\r
245                         {\r
246                                 spot.colormod = '0 1 0';\r
247                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
248                         }\r
249                 }\r
250 \r
251                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
252                 {\r
253                         if(spot.spawnpoint_score_y < mindist)\r
254                         {\r
255                                 // too short distance\r
256                                 spawn_allgood = FALSE;\r
257                         }\r
258                         else\r
259                         {\r
260                                 // perfect\r
261                                 spawn_allbad = FALSE;\r
262 \r
263                                 if(spotlistend)\r
264                                         spotlistend.chain = spot;\r
265                                 spotlistend = spot;\r
266                                 if(!spotlist)\r
267                                         spotlist = spot;\r
268 \r
269                                 /*\r
270                                 if(teamcheck)\r
271                                 if(spot.team != teamcheck)\r
272                                         error("invalid spawn added");\r
273 \r
274                                 print("added ", etos(spot), "\n");\r
275                                 */\r
276                         }\r
277                 }\r
278         }\r
279         if(spotlistend)\r
280                 spotlistend.chain = world;\r
281 \r
282         /*\r
283                 entity e;\r
284                 if(teamcheck)\r
285                         for(e = spotlist; e; e = e.chain)\r
286                         {\r
287                                 print("seen ", etos(e), "\n");\r
288                                 if(e.team != teamcheck)\r
289                                         error("invalid spawn found");\r
290                         }\r
291         */\r
292 \r
293         return spotlist;\r
294 }\r
295 \r
296 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
297 {\r
298         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
299         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
300         local entity spot;\r
301 \r
302         RandomSelection_Init();\r
303         for(spot = firstspot; spot; spot = spot.chain)\r
304                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);\r
305 \r
306         return RandomSelection_chosen_ent;\r
307 }\r
308 \r
309 /*\r
310 =============\r
311 SelectSpawnPoint\r
312 \r
313 Finds a point to respawn\r
314 =============\r
315 */\r
316 entity SelectSpawnPoint (float anypoint)\r
317 {\r
318         local float teamcheck;\r
319         local entity firstspot_new;\r
320         local entity spot, firstspot, playerlist;\r
321 \r
322         spot = find (world, classname, "testplayerstart");\r
323         if (spot)\r
324                 return spot;\r
325 \r
326         teamcheck = 0;\r
327 \r
328         if(!anypoint && have_team_spawns > 0)\r
329                 teamcheck = self.team;\r
330 \r
331         // get the list of players\r
332         playerlist = findchain(classname, "player");\r
333         // get the entire list of spots\r
334         firstspot = findchain(classname, "info_player_deathmatch");\r
335         // filter out the bad ones\r
336         // (note this returns the original list if none survived)\r
337         if(anypoint)\r
338         {\r
339                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
340         }\r
341         else\r
342         {\r
343                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
344                 if(!firstspot_new)\r
345                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
346                 firstspot = firstspot_new;\r
347 \r
348                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
349                 // (this means that roughly every other spawn will be furthest, so you\r
350                 // usually won't get fragged at spawn twice in a row)\r
351                 if (arena_roundbased && !g_ca)\r
352                 {\r
353                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
354                         if(firstspot_new)\r
355                                 firstspot = firstspot_new;\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 }\r
358                 else if (random() > cvar("g_spawn_furthest"))\r
359                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
360                 else\r
361                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
362         }\r
363 \r
364         if(cvar("spawn_debugview"))\r
365         {\r
366                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
367 \r
368                 entity e;\r
369                 if(teamcheck)\r
370                         for(e = firstspot; e; e = e.chain)\r
371                                 if(e.team != teamcheck)\r
372                                         error("invalid spawn found");\r
373         }\r
374 \r
375         if (!spot)\r
376         {\r
377                 if(cvar("spawn_debug"))\r
378                         GotoNextMap();\r
379                 else\r
380                 {\r
381                         if(some_spawn_has_been_used)\r
382                                 return world; // team can't spawn any more, because of actions of other team\r
383                         else\r
384                                 error("Cannot find a spawn point - please fix the map!");\r
385                 }\r
386         }\r
387 \r
388         return spot;\r
389 }\r
390 \r
391 /*\r
392 =============\r
393 CheckPlayerModel\r
394 \r
395 Checks if the argument string can be a valid playermodel.\r
396 Returns a valid one in doubt.\r
397 =============\r
398 */\r
399 string FallbackPlayerModel = "models/player/vixen.zym";\r
400 string CheckPlayerModel(string plyermodel) {\r
401         if(strlen(plyermodel) < 4)\r
402                 return FallbackPlayerModel;\r
403         if( substring(plyermodel,0,14) != "models/player/")\r
404                 return FallbackPlayerModel;\r
405         else if(cvar("sv_servermodelsonly"))\r
406         {\r
407                 if(substring(plyermodel,-4,4) != ".zym")\r
408                 if(substring(plyermodel,-4,4) != ".dpm")\r
409                 if(substring(plyermodel,-4,4) != ".iqm")\r
410                 if(substring(plyermodel,-4,4) != ".md3")\r
411                 if(substring(plyermodel,-4,4) != ".psk")\r
412                         return FallbackPlayerModel;\r
413                 if(plyermodel != strtolower(plyermodel))\r
414                         return FallbackPlayerModel;\r
415                 if(!fexists(plyermodel))\r
416                         return FallbackPlayerModel;\r
417         }\r
418         return plyermodel;\r
419 }\r
420 \r
421 void setmodel_apply(string modelname, float reset_anims)\r
422 {\r
423         precache_model(modelname);\r
424         setmodel(self, modelname); // players have high precision\r
425         if(reset_anims)\r
426                 player_setupanimsformodel();\r
427 }\r
428 \r
429 string setmodel_state()\r
430 {\r
431         // set the proper belly model depending on how full we are\r
432         string newmodel_name, newmodel_extension, applymodel;\r
433 \r
434         // 4 is the extension length\r
435         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
436         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
437 \r
438         float vore_state;\r
439         if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.6))\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.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
535                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
536                 return TRUE;\r
537         }\r
538 \r
539         Client_setmodel(setmodel_state());\r
540         self.effects &~= EF_NODEPTHTEST;\r
541         if not(self.stat_eaten || self.fakeprey)\r
542                 self.alpha = default_player_alpha;\r
543         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
544         {\r
545                 self.alpha = default_player_alpha; // allow seeing neighboring prey\r
546                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
547         }\r
548         else\r
549                 self.alpha = -1; // hide prey\r
550         return TRUE;\r
551 }\r
552 \r
553 /*\r
554 =============\r
555 PutObserverInServer\r
556 \r
557 putting a client as observer in the server\r
558 =============\r
559 */\r
560 void FixPlayermodel();\r
561 void PutObserverInServer (void)\r
562 {\r
563         entity  spot;\r
564 \r
565         race_PreSpawnObserver();\r
566 \r
567         spot = SelectSpawnPoint (TRUE);\r
568         if(!spot)\r
569                 error("No spawnpoints for observers?!?\n");\r
570         RemoveGrabber(self); // Wazat's Grabber\r
571 \r
572         if(clienttype(self) == CLIENTTYPE_REAL)\r
573         {\r
574                 msg_entity = self;\r
575                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
576                 WriteEntity(MSG_ONE, self);\r
577         }\r
578 \r
579         Vore_Disconnect();\r
580 \r
581         kh_Key_DropAll(self, TRUE);\r
582 \r
583         if(self.flagcarried)\r
584                 DropFlag(self.flagcarried, world, world);\r
585 \r
586         WaypointSprite_PlayerDead();\r
587 \r
588         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
589                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
590 \r
591         if(self.killcount != -666) {\r
592                 if(g_lms) {\r
593                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
594                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
595                         else\r
596                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
597                 } else\r
598                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
599 \r
600                 if(self.just_joined == FALSE) {\r
601                         LogTeamchange(self.playerid, -1, 4);\r
602                 } else\r
603                         self.just_joined = FALSE;\r
604         }\r
605 \r
606         PlayerScore_Clear(self); // clear scores when needed\r
607 \r
608         self.spectatortime = time;\r
609 \r
610         self.classname = "observer";\r
611         self.iscreature = FALSE;\r
612         self.health = -666;\r
613         self.takedamage = DAMAGE_NO;\r
614         self.solid = SOLID_NOT;\r
615         self.movetype = MOVETYPE_NOCLIP;\r
616         self.flags = FL_CLIENT | FL_NOTARGET;\r
617         self.armorvalue = 666;\r
618         self.effects = 0;\r
619         self.armorvalue = cvar("g_balance_armor_start");\r
620         self.pauserotarmor_finished = 0;\r
621         self.pauserothealth_finished = 0;\r
622         self.pauseregenhealth_finished = 0;\r
623         self.pauseregenarmor_finished = 0;\r
624         self.damageforcescale = 0;\r
625         self.death_time = 0;\r
626         self.dead_frame = 0;\r
627         self.alpha = 0;\r
628         self.scale = 0;\r
629         self.fade_time = 0;\r
630         self.pain_frame = 0;\r
631         self.pain_finished = 0;\r
632         self.strength_finished = 0;\r
633         self.invincible_finished = 0;\r
634         self.pushltime = 0;\r
635         self.think = SUB_Null;\r
636         self.nextthink = 0;\r
637         self.grabber_time = 0;\r
638         self.deadflag = DEAD_NO;\r
639         self.angles = spot.angles;\r
640         self.angles_z = 0;\r
641         self.fixangle = TRUE;\r
642         self.crouch = FALSE;\r
643 \r
644         self.view_ofs = PL_VIEW_OFS;\r
645         setorigin (self, spot.origin);\r
646         setsize (self, '0 0 0', '0 0 0');\r
647         self.prevorigin = self.origin;\r
648         self.items = 0;\r
649         self.weapons = 0;\r
650         self.model = "";\r
651         FixPlayermodel();\r
652         self.model = "";\r
653         self.modelindex = 0;\r
654         self.weapon = 0;\r
655         self.weaponmodel = "";\r
656         self.weaponentity = world;\r
657         self.exteriorweaponentity = world;\r
658         self.killcount = -666;\r
659         self.velocity = '0 0 0';\r
660         self.avelocity = '0 0 0';\r
661         self.punchangle = '0 0 0';\r
662         self.punchvector = '0 0 0';\r
663         self.oldvelocity = self.velocity;\r
664         self.fire_endtime = -1;\r
665 \r
666         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
667 \r
668         if(g_arena)\r
669         {\r
670                 if(self.version_mismatch)\r
671                 {\r
672                         Spawnqueue_Unmark(self);\r
673                         Spawnqueue_Remove(self);\r
674                 }\r
675                 else\r
676                 {\r
677                         Spawnqueue_Insert(self);\r
678                 }\r
679         }\r
680         else if(g_lms)\r
681         {\r
682                 // Only if the player cannot play at all\r
683                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
684                         self.frags = FRAGS_SPECTATOR;\r
685                 else\r
686                         self.frags = FRAGS_LMS_LOSER;\r
687         }\r
688         else\r
689                 self.frags = FRAGS_SPECTATOR;\r
690 }\r
691 \r
692 float RestrictSkin(float s)\r
693 {\r
694         if(!teams_matter)\r
695                 return s;\r
696         if(s == 6)\r
697                 return 6;\r
698         return mod(s, 3);\r
699 }\r
700 \r
701 void FixPlayermodel()\r
702 {\r
703         local string defaultmodel;\r
704         local float defaultskin, chmdl, oldskin;\r
705         local vector m1, m2;\r
706 \r
707         defaultmodel = "";\r
708 \r
709         if(cvar("sv_defaultcharacter") == 1) {\r
710                 defaultskin = 0;\r
711 \r
712                 if(teams_matter)\r
713                 {\r
714                         string s;\r
715                         s = Team_ColorNameLowerCase(self.team);\r
716                         if(s != "neutral")\r
717                         {\r
718                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
719                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
720                         }\r
721                 }\r
722 \r
723                 if(defaultmodel == "")\r
724                 {\r
725                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
726                         defaultskin = cvar("sv_defaultplayerskin");\r
727                 }\r
728         }\r
729 \r
730         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
731         {\r
732                 if(self.model != "")\r
733                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
734                 self.model = ""; // force the != checks to return true\r
735         }\r
736 \r
737         if(defaultmodel != "")\r
738         {\r
739                 if (defaultmodel != self.model)\r
740                 {\r
741                         m1 = self.mins;\r
742                         m2 = self.maxs;\r
743                         setmodel_apply (defaultmodel, TRUE);\r
744                         setsize (self, m1, m2);\r
745                         chmdl = TRUE;\r
746                 }\r
747 \r
748                 oldskin = self.skinindex;\r
749                 self.skinindex = defaultskin;\r
750         } else {\r
751                 if (self.model == "")\r
752                 {\r
753                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
754                         m1 = self.mins;\r
755                         m2 = self.maxs;\r
756                         setmodel_apply (self.playermodel, TRUE);\r
757                         setsize (self, m1, m2);\r
758                         chmdl = TRUE;\r
759                 }\r
760                 // update player sounds if we changed model\r
761                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
762                         UpdatePlayerSounds();\r
763 \r
764                 oldskin = self.skinindex;\r
765                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
766         }\r
767 \r
768         if(chmdl || oldskin != self.skinindex)\r
769                 self.species = player_getspecies(); // model or skin has changed\r
770 \r
771         if(!teams_matter)\r
772                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
773                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
774                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
775 }\r
776 \r
777 void PlayerTouchExplode(entity p1, entity p2)\r
778 {\r
779         vector org;\r
780         org = (p1.origin + p2.origin) * 0.5;\r
781         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
782 \r
783         te_explosion(org);\r
784 \r
785         entity e;\r
786         e = spawn();\r
787         setorigin(e, org);\r
788         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
789         remove(e);\r
790 }\r
791 \r
792 /*\r
793 =============\r
794 PutClientInServer\r
795 \r
796 Called when a client spawns in the server\r
797 =============\r
798 */\r
799 //void() ctf_playerchanged;\r
800 void PutClientInServer (void)\r
801 {\r
802         if(clienttype(self) == CLIENTTYPE_BOT)\r
803         {\r
804                 self.classname = "player";\r
805         }\r
806         else if(clienttype(self) == CLIENTTYPE_REAL)\r
807         {\r
808                 msg_entity = self;\r
809                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
810                 WriteEntity(MSG_ONE, self);\r
811         }\r
812 \r
813         // player is dead and becomes observer\r
814         // FIXME fix LMS scoring for new system\r
815         if(g_lms)\r
816         {\r
817                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
818                         self.classname = "observer";\r
819         }\r
820 \r
821         if(g_arena || (g_ca && !allowed_to_spawn))\r
822         if(!self.spawned)\r
823                 self.classname = "observer";\r
824 \r
825         if(gameover)\r
826                 self.classname = "observer";\r
827 \r
828         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
829                 entity spot, oldself;\r
830                 float j;\r
831 \r
832                 if(self.team < 0)\r
833                         JoinBestTeam(self, FALSE, TRUE);\r
834 \r
835                 race_PreSpawn();\r
836 \r
837                 spot = SelectSpawnPoint (FALSE);\r
838                 if(!spot)\r
839                 {\r
840                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
841                         return; // spawn failed\r
842                 }\r
843 \r
844                 RemoveGrabber(self); // Wazat's Grabber\r
845 \r
846                 Vore_DeadPrey_Detach(self);\r
847                 self.fakeprey = FALSE; // clear the fakeprey status\r
848                 self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
849 \r
850                 self.classname = "player";\r
851                 self.wasplayer = TRUE;\r
852                 self.iscreature = TRUE;\r
853                 self.movetype = MOVETYPE_WALK;\r
854                 if(cvar("g_player_colisions"))\r
855                         self.solid = SOLID_SLIDEBOX;\r
856                 else\r
857                         self.solid = SOLID_CORPSE;\r
858                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
859                 if(cvar("g_playerclip_collisions"))\r
860                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
861                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
862                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
863                 self.frags = FRAGS_PLAYER;\r
864                 if(independent_players)\r
865                         MAKE_INDEPENDENT_PLAYER(self);\r
866                 self.flags = FL_CLIENT;\r
867                 self.takedamage = DAMAGE_AIM;\r
868                 self.effects = 0;\r
869                 self.air_finished = time + 12;\r
870                 self.dmg = 2;\r
871 \r
872                 if(inWarmupStage)\r
873                 {\r
874                         self.ammo_fuel = warmup_start_ammo_fuel;\r
875                         self.health = warmup_start_health;\r
876                         self.armorvalue = warmup_start_armorvalue;\r
877                         self.weapons = warmup_start_weapons;\r
878                 }\r
879                 else\r
880                 {\r
881                         self.ammo_fuel = start_ammo_fuel;\r
882                         self.health = start_health;\r
883                         self.armorvalue = start_armorvalue;\r
884                         self.weapons = start_weapons;\r
885                 }\r
886 \r
887                 self.items = start_items;\r
888                 self.switchweapon = w_getbestweapon(self);\r
889                 self.cnt = self.switchweapon;\r
890                 self.weapon = 0;\r
891 \r
892                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
893                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
894                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
895                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
896                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
897                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
898                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
899                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
900                         self.spawnshieldtime += game_starttime - time;\r
901                         self.pauserotarmor_finished += game_starttime - time;\r
902                         self.pauserothealth_finished += game_starttime - time;\r
903                         self.pauseregenhealth_finished += game_starttime - time;\r
904                         self.pauseregenarmor_finished += game_starttime - time;\r
905                 }\r
906                 self.damageforcescale = 2;\r
907                 self.death_time = 0;\r
908                 self.dead_frame = 0;\r
909                 self.alpha = 0;\r
910                 self.scale = 0;\r
911                 self.fade_time = 0;\r
912                 self.pain_frame = 0;\r
913                 self.pain_finished = 0;\r
914                 self.strength_finished = 0;\r
915                 self.invincible_finished = 0;\r
916                 self.pushltime = 0;\r
917                 // players have no think function\r
918                 self.think = SUB_Null;\r
919                 self.nextthink = 0;\r
920                 self.grabber_time = 0;\r
921                 self.dmg_team = 0;\r
922 \r
923                 self.deadflag = DEAD_NO;\r
924                 self.stomach_load = 0;\r
925                 self.angles = spot.angles;\r
926 \r
927                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
928                 self.fixangle = TRUE; // turn this way immediately\r
929                 self.velocity = '0 0 0';\r
930                 self.avelocity = '0 0 0';\r
931                 self.punchangle = '0 0 0';\r
932                 self.punchvector = '0 0 0';\r
933                 self.oldvelocity = self.velocity;\r
934                 self.fire_endtime = -1;\r
935 \r
936                 msg_entity = self;\r
937                 WRITESPECTATABLE_MSG_ONE({\r
938                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
939                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
940                 });\r
941 \r
942                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
943 \r
944                 self.model = "";\r
945                 FixPlayermodel();\r
946 \r
947                 self.crouch = FALSE;\r
948                 self.view_ofs = PL_VIEW_OFS;\r
949                 setsize (self, PL_MIN, PL_MAX);\r
950                 self.spawnorigin = spot.origin;\r
951                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
952                 // don't reset back to last position, even if new position is stuck in solid\r
953                 self.oldorigin = self.origin;\r
954                 self.prevorigin = self.origin;\r
955                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
956 \r
957                 if(g_arena)\r
958                 {\r
959                         Spawnqueue_Remove(self);\r
960                         Spawnqueue_Mark(self);\r
961                 }\r
962 \r
963                 else if(g_ca)\r
964                         self.caplayer = 1;\r
965 \r
966                 self.event_damage = PlayerDamage;\r
967 \r
968                 self.bot_attack = TRUE;\r
969 \r
970                 self.statdraintime = time + 5;\r
971                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
972 \r
973                 if(self.killcount == -666) {\r
974                         PlayerScore_Clear(self);\r
975                         self.killcount = 0;\r
976                 }\r
977 \r
978                 CL_SpawnWeaponentity();\r
979                 self.alpha = default_player_alpha;\r
980                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
981                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
982 \r
983                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
984                 self.lms_traveled_distance = 0;\r
985                 self.speedrunning = FALSE;\r
986 \r
987                 race_PostSpawn(spot);\r
988 \r
989                 if(cvar("spawn_debug"))\r
990                 {\r
991                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
992                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
993                 }\r
994 \r
995                 //stuffcmd(self, "chase_active 0");\r
996                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
997 \r
998                 if (cvar("g_spawnsound"))\r
999                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
1000 \r
1001                 if(g_assault) {\r
1002                         if(self.team == assault_attacker_team)\r
1003                                 centerprint(self, "You are attacking!");\r
1004                         else\r
1005                                 centerprint(self, "You are defending!");\r
1006                 }\r
1007 \r
1008                 target_voicescript_clear(self);\r
1009 \r
1010                 // reset fields the weapons may use\r
1011         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1012                 {\r
1013             weapon_action(j, WR_RESETPLAYER);\r
1014 \r
1015                         // all weapons must be fully loaded when we spawn\r
1016                         entity e;\r
1017                         e = get_weaponinfo(j);\r
1018                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1019                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1020                 }\r
1021 \r
1022                 oldself = self;\r
1023                 self = spot;\r
1024                         activator = oldself;\r
1025                                 SUB_UseTargets();\r
1026                         activator = world;\r
1027                 self = oldself;\r
1028         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1029                 PutObserverInServer ();\r
1030         }\r
1031 \r
1032         //if(g_ctf)\r
1033         //      ctf_playerchanged();\r
1034 }\r
1035 \r
1036 float ClientInit_SendEntity(entity to, float sf)\r
1037 {\r
1038         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1039         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1040         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1041         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1042 \r
1043         if(sv_foginterval && world.fog != "")\r
1044                 WriteString(MSG_ENTITY, world.fog);\r
1045         else\r
1046                 WriteString(MSG_ENTITY, "");\r
1047         WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
1048         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1049         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1050 \r
1051         WriteShort(MSG_ENTITY, cvar("g_vore"));\r
1052         WriteShort(MSG_ENTITY, g_balance_vore_swallow_limit);\r
1053         WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
1054         WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
1055         WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
1056 \r
1057         // tell the client if this server uses armor\r
1058         float armor_max;\r
1059         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
1060                 armor_max = cvar("g_balance_armor_limit");\r
1061         WriteCoord(MSG_ENTITY, armor_max);\r
1062 \r
1063         float teamheal_max;\r
1064         if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
1065                 teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
1066         WriteCoord(MSG_ENTITY, teamheal_max);\r
1067 \r
1068         return TRUE;\r
1069 }\r
1070 \r
1071 void ClientInit_Spawn()\r
1072 {\r
1073         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1074 }\r
1075 \r
1076 /*\r
1077 =============\r
1078 SetNewParms\r
1079 =============\r
1080 */\r
1081 void SetNewParms (void)\r
1082 {\r
1083         // initialize parms for a new player\r
1084         parm1 = -(86400 * 366);\r
1085 }\r
1086 \r
1087 /*\r
1088 =============\r
1089 SetChangeParms\r
1090 =============\r
1091 */\r
1092 void SetChangeParms (void)\r
1093 {\r
1094         // save parms for level change\r
1095         parm1 = self.parm_idlesince - time;\r
1096 }\r
1097 \r
1098 /*\r
1099 =============\r
1100 DecodeLevelParms\r
1101 =============\r
1102 */\r
1103 void DecodeLevelParms (void)\r
1104 {\r
1105         // load parms\r
1106         self.parm_idlesince = parm1;\r
1107         if(self.parm_idlesince == -(86400 * 366))\r
1108                 self.parm_idlesince = time;\r
1109 \r
1110         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1111         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1112 }\r
1113 \r
1114 /*\r
1115 =============\r
1116 ClientKill\r
1117 \r
1118 Called when a client types 'kill' in the console\r
1119 =============\r
1120 */\r
1121 \r
1122 .float clientkill_nexttime;\r
1123 void ClientKill_Now_TeamChange()\r
1124 {\r
1125         if(self.killindicator_teamchange == -1)\r
1126         {\r
1127                 self.team = -1;\r
1128                 JoinBestTeam( self, FALSE, FALSE );\r
1129         }\r
1130         else if(self.killindicator_teamchange == -2)\r
1131         {\r
1132                 if(g_ca)\r
1133                         self.caplayer = 0;\r
1134                 if(blockSpectators)\r
1135                         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
1136                 PutObserverInServer();\r
1137         }\r
1138         else\r
1139                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1140 }\r
1141 \r
1142 void ClientKill_Now()\r
1143 {       \r
1144         if(self.killindicator && !wasfreed(self.killindicator))\r
1145         remove(self.killindicator);\r
1146         \r
1147         self.killindicator = world;\r
1148 \r
1149         if(self.killindicator_teamchange)\r
1150                 ClientKill_Now_TeamChange();\r
1151 \r
1152         // in any case:\r
1153         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1154 \r
1155         // now I am sure the player IS dead\r
1156 }\r
1157 void KillIndicator_Think()\r
1158 {\r
1159         if (!self.owner.modelindex)\r
1160         {\r
1161                 self.owner.killindicator = world;\r
1162                 remove(self);\r
1163                 return;\r
1164         }\r
1165 \r
1166         if(self.cnt <= 0)\r
1167         {\r
1168                 self = self.owner;\r
1169                 ClientKill_Now(); // no oldself needed\r
1170                 return;\r
1171         }\r
1172     else if(g_cts && self.health == 1) // health == 1 means that it's silent\r
1173     {\r
1174         self.nextthink = time + 1;\r
1175         self.cnt -= 1;\r
1176     }\r
1177         else\r
1178         {\r
1179                 if(self.cnt <= 10)\r
1180                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1181                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1182                 {\r
1183                         if(self.cnt <= 10)\r
1184                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1185                         if(self.owner.killindicator_teamchange)\r
1186                         {\r
1187                                 if(self.owner.killindicator_teamchange == -1)\r
1188                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1189                                 else if(self.owner.killindicator_teamchange == -2)\r
1190                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));\r
1191                                 else\r
1192                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1193                         }\r
1194                         else\r
1195                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1196                 }\r
1197                 self.nextthink = time + 1;\r
1198                 self.cnt -= 1;\r
1199         }\r
1200 }\r
1201 \r
1202 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec\r
1203 {\r
1204         float killtime;\r
1205         entity e;\r
1206         killtime = cvar("g_balance_kill_delay");\r
1207 \r
1208         if(g_race_qualifying || g_cts)\r
1209                 killtime = 0;\r
1210 \r
1211     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill\r
1212     {\r
1213                 remove(self.killindicator);\r
1214                 self.killindicator = world;\r
1215 \r
1216         ClientKill_Now(); // allow instant kill in this case\r
1217         return;\r
1218     }\r
1219 \r
1220         self.killindicator_teamchange = targetteam;\r
1221 \r
1222     if(!self.killindicator)\r
1223         {\r
1224                 if(self.modelindex && self.deadflag == DEAD_NO)\r
1225                 {\r
1226                         killtime = max(killtime, self.clientkill_nexttime - time);\r
1227                         self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam");\r
1228                 }\r
1229 \r
1230                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1231                 {\r
1232                         ClientKill_Now();\r
1233                 }\r
1234                 else\r
1235                 {\r
1236                         self.killindicator = spawn();\r
1237                         self.killindicator.owner = self;\r
1238                         self.killindicator.scale = 0.5;\r
1239                         setattachment(self.killindicator, self, "");\r
1240                         setorigin(self.killindicator, '0 0 52');\r
1241                         self.killindicator.think = KillIndicator_Think;\r
1242                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1243                         self.killindicator.cnt = ceil(killtime);\r
1244                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1245                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1246 \r
1247                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1248                         {\r
1249                                 if(e.enemy != self)\r
1250                                         continue;\r
1251                                 e.killindicator = spawn();\r
1252                                 e.killindicator.owner = e;\r
1253                                 e.killindicator.scale = 0.5;\r
1254                                 setattachment(e.killindicator, e, "");\r
1255                                 setorigin(e.killindicator, '0 0 52');\r
1256                                 e.killindicator.think = KillIndicator_Think;\r
1257                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1258                                 e.killindicator.cnt = ceil(killtime);\r
1259                         }\r
1260                         self.lip = 0;\r
1261                 }\r
1262         }\r
1263         if(self.killindicator)\r
1264         {\r
1265                 if(targetteam == 0) // just die\r
1266                         self.killindicator.colormod = '0 0 0';\r
1267                 else if(targetteam == -1) // auto\r
1268                         self.killindicator.colormod = '0 1 0';\r
1269                 else if(targetteam == -2) // spectate\r
1270                         self.killindicator.colormod = '0.5 0.5 0.5';\r
1271                 else\r
1272                         self.killindicator.colormod = TeamColor(targetteam);\r
1273         }\r
1274 }\r
1275 \r
1276 void ClientKill (void)\r
1277 {\r
1278         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either\r
1279         {\r
1280                 // do nothing\r
1281         }\r
1282         else\r
1283                 ClientKill_TeamChange(0);\r
1284 }\r
1285 \r
1286 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed\r
1287 {\r
1288     e.killindicator = spawn();\r
1289     e.killindicator.owner = e;\r
1290     e.killindicator.think = KillIndicator_Think;\r
1291     e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1292     e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay"));\r
1293     e.killindicator.health = 1; // this is used to indicate that it should be silent\r
1294     e.lip = 0;\r
1295 }\r
1296 \r
1297 void DoTeamChange(float destteam)\r
1298 {\r
1299         float t, c0;\r
1300         if(!teamplay)\r
1301         {\r
1302                 if(destteam >= 0)\r
1303                         SetPlayerColors(self, destteam);\r
1304                 return;\r
1305         }\r
1306         if(self.classname == "player")\r
1307         if(destteam == -1)\r
1308         {\r
1309                 CheckAllowedTeams(self);\r
1310                 t = FindSmallestTeam(self, TRUE);\r
1311                 switch(self.team)\r
1312                 {\r
1313                         case COLOR_TEAM1: c0 = c1; break;\r
1314                         case COLOR_TEAM2: c0 = c2; break;\r
1315                         case COLOR_TEAM3: c0 = c3; break;\r
1316                         case COLOR_TEAM4: c0 = c4; break;\r
1317                         default:          c0 = 999;\r
1318                 }\r
1319                 switch(t)\r
1320                 {\r
1321                         case 1:\r
1322                                 if(c0 > c1)\r
1323                                         destteam = COLOR_TEAM1;\r
1324                                 break;\r
1325                         case 2:\r
1326                                 if(c0 > c2)\r
1327                                         destteam = COLOR_TEAM2;\r
1328                                 break;\r
1329                         case 3:\r
1330                                 if(c0 > c3)\r
1331                                         destteam = COLOR_TEAM3;\r
1332                                 break;\r
1333                         case 4:\r
1334                                 if(c0 > c4)\r
1335                                         destteam = COLOR_TEAM4;\r
1336                                 break;\r
1337                 }\r
1338                 if(destteam == -1)\r
1339                         return;\r
1340         }\r
1341         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1342                 return;\r
1343         ClientKill_TeamChange(destteam);\r
1344 }\r
1345 \r
1346 void FixClientCvars(entity e)\r
1347 {\r
1348         // send prediction settings to the client\r
1349         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1350         if(g_race || g_cts)\r
1351                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1352         if(cvar("g_antilag") == 3) // client side hitscan\r
1353                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1354                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1355         /*\r
1356          * we no longer need to stuff this. Remove this comment block if you feel\r
1357          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1358         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1359         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1360         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1361         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1362         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1363         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1364         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1365         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1366         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1367         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1368         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1369         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1370         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1371          */\r
1372 }\r
1373 \r
1374 /*\r
1375 =============\r
1376 ClientConnect\r
1377 \r
1378 Called when a client connects to the server\r
1379 =============\r
1380 */\r
1381 //void ctf_clientconnect();\r
1382 string ColoredTeamName(float t);\r
1383 void DecodeLevelParms (void);\r
1384 //void dom_player_join_team(entity pl);\r
1385 #ifdef UID\r
1386 .float uid_kicktime;\r
1387 .string uid;\r
1388 #endif\r
1389 void ClientConnect (void)\r
1390 {\r
1391         float t;\r
1392 \r
1393         if(self.flags & FL_CLIENT)\r
1394         {\r
1395                 print("Warning: ClientConnect, but already connected!\n");\r
1396                 return;\r
1397         }\r
1398 \r
1399         if(Ban_MaybeEnforceBan(self))\r
1400                 return;\r
1401 \r
1402         DecodeLevelParms();\r
1403 \r
1404         self.classname = "player_joining";\r
1405 \r
1406         self.flags = FL_CLIENT;\r
1407         self.version_nagtime = time + 10 + random() * 10;\r
1408 \r
1409         if(player_count<0)\r
1410         {\r
1411                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1412                 player_count = 0;\r
1413         }\r
1414 \r
1415         PlayerScore_Attach(self);\r
1416         ClientData_Attach();\r
1417 \r
1418         bot_clientconnect();\r
1419 \r
1420         playerdemo_init();\r
1421 \r
1422         anticheat_init();\r
1423         \r
1424         race_PreSpawnObserver();\r
1425 \r
1426         //if(g_domination)\r
1427         //      dom_player_join_team(self);\r
1428 \r
1429         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1430 \r
1431         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1432                 self.classname = "observer";\r
1433         } else {\r
1434                 if(teams_matter)\r
1435                 {\r
1436                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1437                         {\r
1438                                 self.classname = "player";\r
1439                                 campaign_bots_may_start = 1;\r
1440                         }\r
1441                         else\r
1442                         {\r
1443                                 self.classname = "observer"; // do it anyway\r
1444                         }\r
1445                 }\r
1446                 else\r
1447                 {\r
1448                         self.classname = "player";\r
1449                         campaign_bots_may_start = 1;\r
1450                 }\r
1451         }\r
1452 \r
1453         self.playerid = (playerid_last = playerid_last + 1);\r
1454 \r
1455         if(cvar("sv_eventlog"))\r
1456                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1457 \r
1458         LogTeamchange(self.playerid, self.team, 1);\r
1459 \r
1460         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1461 \r
1462         self.netname_previous = strzone(self.netname);\r
1463 \r
1464         bprint("^4", self.netname, "^4 connected");\r
1465 \r
1466         if(self.classname != "observer" && (g_domination || g_ctf))\r
1467                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1468 \r
1469         bprint("\n");\r
1470 \r
1471         self.welcomemessage_time = 0;\r
1472 \r
1473         stuffcmd(self, strcat(clientstuff, "\n"));\r
1474         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1475         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1476 \r
1477         FixClientCvars(self);\r
1478 \r
1479         // spawnfunc_waypoint sprites\r
1480         WaypointSprite_InitClient(self);\r
1481 \r
1482         // Wazat's grabber\r
1483         SetGrabberBindings();\r
1484 \r
1485         // get autoswitch state from player when he toggles it\r
1486         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1487 \r
1488         // get version info from player\r
1489         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1490 \r
1491         // get other cvars from player\r
1492         GetCvars(0);\r
1493 \r
1494         // set cvar for team scoreboard\r
1495         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1496 \r
1497         // notify about available teams\r
1498         if(teams_matter)\r
1499         {\r
1500                 CheckAllowedTeams(self);\r
1501                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1502                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1503         }\r
1504         else\r
1505                 stuffcmd(self, "set _teams_available 0\n");\r
1506 \r
1507         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1508 \r
1509         if(g_arena || g_ca)\r
1510         {\r
1511                 self.classname = "observer";\r
1512                 if(g_arena)\r
1513                         Spawnqueue_Insert(self);\r
1514         }\r
1515         /*else if(g_ctf)\r
1516         {\r
1517                 ctf_clientconnect();\r
1518         }*/\r
1519 \r
1520         attach_entcs();\r
1521 \r
1522         bot_relinkplayerlist();\r
1523 \r
1524         self.spectatortime = time;\r
1525         if(blockSpectators)\r
1526         {\r
1527                 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
1528         }\r
1529 \r
1530         self.jointime = time;\r
1531         self.allowedTimeouts = cvar("sv_timeout_number");\r
1532 \r
1533         if(clienttype(self) == CLIENTTYPE_REAL)\r
1534         {\r
1535                 if(cvar("g_bugrigs"))\r
1536                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1537         }\r
1538 \r
1539         if(g_lms)\r
1540         {\r
1541                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1542                 {\r
1543                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1544                         self.frags = FRAGS_SPECTATOR;\r
1545                 }\r
1546         }\r
1547 \r
1548         if(!sv_foginterval && world.fog != "")\r
1549                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1550 \r
1551         SoundEntity_Attach(self);\r
1552 \r
1553         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1554         {\r
1555                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1556                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1557         }\r
1558         else\r
1559                 self.hitplotfh = -1;\r
1560 \r
1561 #ifdef UID\r
1562         if(clienttype(self) == CLIENTTYPE_REAL)\r
1563         if not(self.uid)\r
1564                 self.uid_kicktime = time + 60;\r
1565 #endif\r
1566 \r
1567         if(g_race || g_cts) {\r
1568                 string rr;\r
1569                 if(g_cts)\r
1570                         rr = CTS_RECORD;\r
1571                 else\r
1572                         rr = RACE_RECORD;\r
1573                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1574 \r
1575                 race_send_recordtime(MSG_ONE);\r
1576                 race_send_speedaward(MSG_ONE);\r
1577 \r
1578                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1579                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1580                 race_send_speedaward_alltimebest(MSG_ONE);\r
1581 \r
1582                 float i;\r
1583                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1584                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1585                 }\r
1586         }\r
1587         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1588                 send_CSQC_teamnagger();\r
1589 \r
1590         CheatInitClient();\r
1591 }\r
1592 \r
1593 /*\r
1594 =============\r
1595 ClientDisconnect\r
1596 \r
1597 Called when a client disconnects from the server\r
1598 =============\r
1599 */\r
1600 .entity chatbubbleentity;\r
1601 void ReadyCount();\r
1602 void ClientDisconnect (void)\r
1603 {\r
1604         if not(self.flags & FL_CLIENT)\r
1605         {\r
1606                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1607                 return;\r
1608         }\r
1609 \r
1610         Vore_Disconnect();\r
1611 \r
1612         CheatShutdownClient();\r
1613 \r
1614         if(self.hitplotfh >= 0)\r
1615         {\r
1616                 fclose(self.hitplotfh);\r
1617                 self.hitplotfh = -1;\r
1618         }\r
1619 \r
1620         anticheat_report();\r
1621         anticheat_shutdown();\r
1622 \r
1623         playerdemo_shutdown();\r
1624 \r
1625         bot_clientdisconnect();\r
1626 \r
1627         if(self.entcs)\r
1628                 detach_entcs();\r
1629 \r
1630         if(cvar("sv_eventlog"))\r
1631                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1632         bprint ("^4",self.netname);\r
1633         bprint ("^4 disconnected\n");\r
1634 \r
1635         SoundEntity_Detach(self);\r
1636 \r
1637         kh_Key_DropAll(self, TRUE);\r
1638 \r
1639         if(self.flagcarried)\r
1640                 DropFlag(self.flagcarried, world, world);\r
1641         // Here, everything has been done that requires this player to be a client.\r
1642 \r
1643         self.flags &~= FL_CLIENT;\r
1644 \r
1645         if (self.chatbubbleentity)\r
1646                 remove (self.chatbubbleentity);\r
1647 \r
1648         if (self.killindicator)\r
1649                 remove (self.killindicator);\r
1650 \r
1651         WaypointSprite_PlayerGone();\r
1652 \r
1653         bot_relinkplayerlist();\r
1654 \r
1655         if(g_arena)\r
1656         {\r
1657                 Spawnqueue_Unmark(self);\r
1658                 Spawnqueue_Remove(self);\r
1659         }\r
1660 \r
1661         ClientData_Detach();\r
1662         PlayerScore_Detach(self);\r
1663 \r
1664         if(self.netname_previous)\r
1665                 strunzone(self.netname_previous);\r
1666         if(self.clientstatus)\r
1667                 strunzone(self.clientstatus);\r
1668 \r
1669         ClearPlayerSounds();\r
1670 \r
1671         if(self.personal)\r
1672                 remove(self.personal);\r
1673 \r
1674         self.playerid = 0;\r
1675         ReadyCount();\r
1676 \r
1677         // free cvars\r
1678         GetCvars(-1);\r
1679 }\r
1680 \r
1681 .float BUTTON_CHAT;\r
1682 void ChatBubbleThink()\r
1683 {\r
1684         self.nextthink = time;\r
1685         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1686         {\r
1687                 if(self.owner) // but why can that ever be world?\r
1688                         self.owner.chatbubbleentity = world;\r
1689                 remove(self);\r
1690                 return;\r
1691         }\r
1692         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
1693 #ifdef TETRIS\r
1694                 || self.owner.tetris_on\r
1695 #endif\r
1696         )\r
1697                 self.model = self.mdl;\r
1698         else\r
1699                 self.model = "";\r
1700 };\r
1701 \r
1702 void UpdateChatBubble()\r
1703 {\r
1704         if (!self.modelindex)\r
1705                 return;\r
1706         // spawn a chatbubble entity if needed\r
1707         if (!self.chatbubbleentity)\r
1708         {\r
1709                 self.chatbubbleentity = spawn();\r
1710                 self.chatbubbleentity.owner = self;\r
1711                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1712                 self.chatbubbleentity.think = ChatBubbleThink;\r
1713                 self.chatbubbleentity.nextthink = time;\r
1714                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1715                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1716                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1717                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1718                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1719                 self.chatbubbleentity.model = "";\r
1720                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1721         }\r
1722 }\r
1723 \r
1724 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1725 // added to the model skins\r
1726 /*void UpdateColorModHack()\r
1727 {\r
1728         local float c;\r
1729         c = self.clientcolors & 15;\r
1730         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1731              if (!teams_matter) self.colormod = '0 0 0';\r
1732         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1733         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1734         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1735         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1736         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1737         else self.colormod = '1 1 1';\r
1738 };*/\r
1739 \r
1740 .float oldcolormap;\r
1741 void respawn(void)\r
1742 {\r
1743         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1744         {\r
1745                 self.solid = SOLID_NOT;\r
1746                 self.takedamage = DAMAGE_NO;\r
1747                 self.movetype = MOVETYPE_FLY;\r
1748                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1749                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1750                 self.effects |= EF_ADDITIVE;\r
1751                 self.oldcolormap = self.colormap;\r
1752                 self.colormap = 512;\r
1753                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1754                 if(cvar("g_respawn_ghosts_maxtime"))\r
1755                         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
1756         }\r
1757 \r
1758         CopyBody(1);\r
1759         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1760         if(self.oldcolormap)\r
1761         {\r
1762                 self.colormap = self.oldcolormap;\r
1763                 self.oldcolormap = 0;\r
1764         }\r
1765         PutClientInServer();\r
1766 }\r
1767 \r
1768 void play_countdown(float finished, string samp)\r
1769 {\r
1770         if(clienttype(self) == CLIENTTYPE_REAL)\r
1771                 if(floor(finished - time - frametime) != floor(finished - time))\r
1772                         if(finished - time < 6)\r
1773                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1774 }\r
1775 \r
1776 /**\r
1777  * When sv_timeout is used this function returs strings like\r
1778  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1779  * Called by centerprint functions\r
1780  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1781  */\r
1782 string getTimeoutText(float addOneSecond) {\r
1783         if (!cvar("sv_timeout") || !timeoutStatus)\r
1784                 return "";\r
1785 \r
1786         local string retStr;\r
1787         if (timeoutStatus == 1) {\r
1788                 if (addOneSecond == 1) {\r
1789                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1790                 }\r
1791                 else {\r
1792                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1793                 }\r
1794                 return retStr;\r
1795         }\r
1796         else if (timeoutStatus == 2) {\r
1797                 if (addOneSecond) {\r
1798                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1799                         //don't show messages like "Timeout ends in 0 seconds"...\r
1800                         if ((remainingTimeoutTime + 1) > 0)\r
1801                                 return retStr;\r
1802                         else\r
1803                                 return "";\r
1804                 }\r
1805                 else {\r
1806                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1807                         //don't show messages like "Timeout ends in 0 seconds"...\r
1808                         if (remainingTimeoutTime > 0)\r
1809                                 return retStr;\r
1810                         else\r
1811                                 return "";\r
1812                 }\r
1813         }\r
1814         else return "";\r
1815 }\r
1816 \r
1817 void player_powerups (void)\r
1818 {\r
1819         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1820         {\r
1821                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1822                 self.modelflags |= MF_ROCKET;\r
1823         }\r
1824         else\r
1825         {\r
1826                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1827                 self.modelflags &~= MF_ROCKET;\r
1828         }\r
1829 \r
1830         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1831 \r
1832         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1833                 return;\r
1834         \r
1835         Fire_ApplyDamage(self);\r
1836         Fire_ApplyEffect(self);\r
1837 \r
1838         if (self.items & IT_STRENGTH)\r
1839         {\r
1840                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1841                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1842                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1843                 {\r
1844                         self.items = self.items - (self.items & IT_STRENGTH);\r
1845                         sprint(self, "^3Strength has worn off\n");\r
1846                 }\r
1847         }\r
1848         else\r
1849         {\r
1850                 if (time < self.strength_finished)\r
1851                 {\r
1852                         self.items = self.items | IT_STRENGTH;\r
1853                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1854                 }\r
1855         }\r
1856         if (self.items & IT_INVINCIBLE)\r
1857         {\r
1858                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1859                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1860                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1861                 {\r
1862                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1863                         sprint(self, "^3Shield has worn off\n");\r
1864                 }\r
1865         }\r
1866         else\r
1867         {\r
1868                 if (time < self.invincible_finished)\r
1869                 {\r
1870                         self.items = self.items | IT_INVINCIBLE;\r
1871                         sprint(self, "^3Shield surrounds you\n");\r
1872                 }\r
1873         }\r
1874 \r
1875         if(cvar("g_nodepthtestplayers"))\r
1876                 self.effects = self.effects | EF_NODEPTHTEST;\r
1877 \r
1878         if(cvar("g_fullbrightplayers"))\r
1879                 self.effects = self.effects | EF_FULLBRIGHT;\r
1880 \r
1881         // midair gamemode: damage only while in the air\r
1882         // if in midair mode, being on ground grants temporary invulnerability\r
1883         // (this is so that multishot weapon don't clear the ground flag on the\r
1884         // first damage in the frame, leaving the player vulnerable to the\r
1885         // remaining hits in the same frame)\r
1886         if (self.flags & FL_ONGROUND)\r
1887         if (g_midair)\r
1888                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1889 \r
1890         if (time >= game_starttime)\r
1891         if (time < self.spawnshieldtime)\r
1892                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1893 }\r
1894 \r
1895 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1896 {\r
1897         if(current > stable)\r
1898                 return current;\r
1899         else if(current > stable - 0.25) // when close enough, "snap"\r
1900                 return stable;\r
1901         else\r
1902                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1903 }\r
1904 \r
1905 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1906 {\r
1907         if(current < stable)\r
1908                 return current;\r
1909         else if(current < stable + 0.25) // when close enough, "snap"\r
1910                 return stable;\r
1911         else\r
1912                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1913 }\r
1914 \r
1915 .float regen_soundtime;\r
1916 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
1917 {\r
1918         if(current > rotstable)\r
1919         {\r
1920                 if(rotframetime > 0)\r
1921                 {\r
1922                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1923                         current = max(rotstable, current - rotlinear * rotframetime);\r
1924                 }\r
1925         }\r
1926         else if(current < regenstable)\r
1927         {\r
1928                 if(regenframetime > 0)\r
1929                 {\r
1930                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1931                         current = min(regenstable, current + regenlinear * regenframetime);\r
1932 \r
1933                         if(regensound != "")\r
1934                         if(regenfactor || regenlinear)\r
1935                         {\r
1936                                 if(self.regen_soundtime < time)\r
1937                                 {\r
1938                                         msg_entity = self;\r
1939                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1940                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1941                                 }\r
1942                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1943                         }\r
1944                 }\r
1945         }\r
1946 \r
1947         if(current > limit)\r
1948                 current = limit;\r
1949 \r
1950         return current;\r
1951 }\r
1952 \r
1953 void player_regen (void)\r
1954 {\r
1955         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1956         maxh = cvar("g_balance_health_rotstable");\r
1957         maxa = cvar("g_balance_armor_rotstable");\r
1958         maxf = cvar("g_balance_fuel_rotstable");\r
1959         minh = cvar("g_balance_health_regenstable");\r
1960         mina = cvar("g_balance_armor_regenstable");\r
1961         minf = cvar("g_balance_fuel_regenstable");\r
1962         limith = cvar("g_balance_health_limit");\r
1963         limita = cvar("g_balance_armor_limit");\r
1964         limitf = cvar("g_balance_fuel_limit");\r
1965 \r
1966         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1967 \r
1968         maxh = maxh * max_mod;\r
1969         //maxa = maxa * max_mod;\r
1970         //maxf = maxf * max_mod;\r
1971         minh = minh * max_mod;\r
1972         //mina = mina * max_mod;\r
1973         //minf = minf * max_mod;\r
1974         limith = limith * limit_mod;\r
1975         limita = limita * limit_mod;\r
1976         //limitf = limitf * limit_mod;\r
1977 \r
1978         if(g_lms && g_ca)\r
1979                 rot_mod = 0;\r
1980 \r
1981         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1982         {\r
1983                 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
1984                 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
1985 \r
1986                 // if player rotted to death...  die!\r
1987                 if(self.health < 1)\r
1988                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
1989         }\r
1990 \r
1991         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1992                 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
1993 }\r
1994 \r
1995 float zoomstate_set;\r
1996 void SetZoomState(float z)\r
1997 {\r
1998         if(z != self.zoomstate)\r
1999         {\r
2000                 self.zoomstate = z;\r
2001                 ClientData_Touch(self);\r
2002         }\r
2003         zoomstate_set = 1;\r
2004 }\r
2005 \r
2006 void GetPressedKeys(void) {\r
2007         if (self.movement_x > 0) // get if movement keys are pressed\r
2008         {       // forward key pressed\r
2009                 self.pressedkeys |= KEY_FORWARD;\r
2010                 self.pressedkeys &~= KEY_BACKWARD;\r
2011         }\r
2012         else if (self.movement_x < 0)\r
2013         {       // backward key pressed\r
2014                 self.pressedkeys |= KEY_BACKWARD;\r
2015                 self.pressedkeys &~= KEY_FORWARD;\r
2016         }\r
2017         else\r
2018         {       // no x input\r
2019                 self.pressedkeys &~= KEY_FORWARD;\r
2020                 self.pressedkeys &~= KEY_BACKWARD;\r
2021         }\r
2022 \r
2023         if (self.movement_y > 0)\r
2024         {       // right key pressed\r
2025                 self.pressedkeys |= KEY_RIGHT;\r
2026                 self.pressedkeys &~= KEY_LEFT;\r
2027         }\r
2028         else if (self.movement_y < 0)\r
2029         {       // left key pressed\r
2030                 self.pressedkeys |= KEY_LEFT;\r
2031                 self.pressedkeys &~= KEY_RIGHT;\r
2032         }\r
2033         else\r
2034         {       // no y input\r
2035                 self.pressedkeys &~= KEY_RIGHT;\r
2036                 self.pressedkeys &~= KEY_LEFT;\r
2037         }\r
2038 \r
2039         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
2040                 self.pressedkeys |= KEY_JUMP;\r
2041         else\r
2042                 self.pressedkeys &~= KEY_JUMP;\r
2043         if (self.BUTTON_CROUCH)\r
2044                 self.pressedkeys |= KEY_CROUCH;\r
2045         else\r
2046                 self.pressedkeys &~= KEY_CROUCH;\r
2047 }\r
2048 \r
2049 void update_stats (float number, float hit, float fired) {\r
2050 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2051 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2052 \r
2053         if(number) {\r
2054                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2055                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2056         } else {\r
2057                 self.stat_hit = hit * sv_accuracy_data_share;\r
2058                 self.stat_fired = fired * sv_accuracy_data_share;\r
2059         }\r
2060 }\r
2061 \r
2062 /*\r
2063 ======================\r
2064 spectate mode routines\r
2065 ======================\r
2066 */\r
2067 \r
2068 .float weapon_count;\r
2069 void SpectateCopy(entity spectatee) {\r
2070         if(spectatee.weapon_count < WEP_LAST) {\r
2071                 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
2072                 spectatee.weapon_count ++;\r
2073         } else\r
2074                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2075 \r
2076         self.kh_state = spectatee.kh_state;\r
2077         self.armortype = spectatee.armortype;\r
2078         self.armorvalue = spectatee.armorvalue;\r
2079         self.ammo_fuel = spectatee.ammo_fuel;\r
2080         self.clip_load = spectatee.clip_load;\r
2081         self.clip_size = spectatee.clip_size;\r
2082         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2083         self.health = spectatee.health;\r
2084         self.impulse = 0;\r
2085         self.items = spectatee.items;\r
2086         self.last_pickup = spectatee.last_pickup;\r
2087         self.strength_finished = spectatee.strength_finished;\r
2088         self.invincible_finished = spectatee.invincible_finished;\r
2089         self.pressedkeys = spectatee.pressedkeys;\r
2090         self.weapons = spectatee.weapons;\r
2091         self.switchweapon = spectatee.switchweapon;\r
2092         self.weapon = spectatee.weapon;\r
2093         self.punchangle = spectatee.punchangle;\r
2094         self.view_ofs = spectatee.view_ofs;\r
2095         self.v_angle = spectatee.v_angle;\r
2096         self.velocity = spectatee.velocity;\r
2097         self.dmg_take = spectatee.dmg_take;\r
2098         self.dmg_save = spectatee.dmg_save;\r
2099         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2100         self.angles = spectatee.v_angle;\r
2101         self.scale = spectatee.scale;\r
2102         self.fixangle = TRUE;\r
2103         self.stomach_load = spectatee.stomach_load;\r
2104         self.stat_eaten = spectatee.stat_eaten;\r
2105         self.stat_stomachload = spectatee.stat_stomachload;\r
2106         self.stat_digesting = spectatee.stat_digesting;\r
2107         self.stat_canleave = spectatee.stat_canleave;\r
2108         self.stat_canswallow = spectatee.stat_canswallow;\r
2109         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2110         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2111         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2112         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2113         setorigin(self, spectatee.origin);\r
2114         setsize(self, spectatee.mins, spectatee.maxs);\r
2115         SetZoomState(spectatee.zoomstate);\r
2116 \r
2117         anticheat_spectatecopy(spectatee);\r
2118 }\r
2119 \r
2120 float SpectateUpdate() {\r
2121         if(!self.enemy)\r
2122                 return 0;\r
2123 \r
2124         if (self == self.enemy)\r
2125                 return 0;\r
2126 \r
2127         if(self.enemy.classname != "player")\r
2128                 return 0;\r
2129 \r
2130         SpectateCopy(self.enemy);\r
2131 \r
2132         return 1;\r
2133 }\r
2134 \r
2135 float SpectateNext() {\r
2136         other = find(self.enemy, classname, "player");\r
2137 \r
2138         if (!other)\r
2139                 other = find(other, classname, "player");\r
2140 \r
2141         if (other)\r
2142                 self.enemy = other;\r
2143 \r
2144         if(self.enemy.classname == "player") {\r
2145                 msg_entity = self;\r
2146                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2147                 WriteEntity(MSG_ONE, self.enemy);\r
2148                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2149                 self.movetype = MOVETYPE_NONE;\r
2150 \r
2151                 self.enemy.weapon_count = 0;\r
2152 \r
2153                 if(!SpectateUpdate())\r
2154                         PutObserverInServer();\r
2155 \r
2156                 return 1;\r
2157         } else {\r
2158                 return 0;\r
2159         }\r
2160 }\r
2161 \r
2162 /*\r
2163 =============\r
2164 ShowRespawnCountdown()\r
2165 \r
2166 Update a respawn countdown display.\r
2167 =============\r
2168 */\r
2169 void ShowRespawnCountdown()\r
2170 {\r
2171         float number;\r
2172         if(self.deadflag == DEAD_NO) // just respawned?\r
2173                 return;\r
2174         else\r
2175         {\r
2176                 number = ceil(self.death_time - time);\r
2177                 if(number <= 0)\r
2178                         return;\r
2179                 if(number <= self.respawn_countdown)\r
2180                 {\r
2181                         self.respawn_countdown = number - 1;\r
2182                         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
2183                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2184                 }\r
2185         }\r
2186 }\r
2187 \r
2188 void LeaveSpectatorMode()\r
2189 {\r
2190         if(isJoinAllowed()) {\r
2191                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2192                         self.classname = "player";\r
2193 \r
2194                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2195                                 JoinBestTeam(self, FALSE, TRUE);\r
2196 \r
2197                         if(cvar("g_campaign"))\r
2198                                 campaign_bots_may_start = 1;\r
2199 \r
2200                         self.stat_count = WEP_LAST;\r
2201 \r
2202                         PutClientInServer();\r
2203 \r
2204                         if(self.classname == "player")\r
2205                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2206 \r
2207                         if(!cvar("g_campaign"))\r
2208                                 centerprint(self,""); // clear MOTD\r
2209 \r
2210                         return;\r
2211                 } else {\r
2212                         if (g_ca && self.caplayer) {\r
2213                         }       // do nothing\r
2214                         else\r
2215                                 stuffcmd(self,"menu_showteamselect\n");\r
2216                         return;\r
2217                 }\r
2218         }\r
2219         else {\r
2220                 //player may not join because of g_maxplayers is set\r
2221                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2222         }\r
2223 }\r
2224 \r
2225 /**\r
2226  * Determines whether the player is allowed to join. This depends on cvar\r
2227  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2228  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2229  * @return bool TRUE if the player is allowed to join, false otherwise\r
2230  */\r
2231 float isJoinAllowed() {\r
2232         if (!cvar("g_maxplayers"))\r
2233                 return TRUE;\r
2234 \r
2235         local entity e;\r
2236         local float currentlyPlaying;\r
2237         FOR_EACH_REALPLAYER(e) {\r
2238                 if(e.classname == "player")\r
2239                         currentlyPlaying += 1;\r
2240         }\r
2241         if(currentlyPlaying < cvar("g_maxplayers"))\r
2242                 return TRUE;\r
2243 \r
2244         return FALSE;\r
2245 }\r
2246 \r
2247 /**\r
2248  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2249  * g_maxplayers_spectator_blocktime seconds\r
2250  */\r
2251 void checkSpectatorBlock() {\r
2252         if(self.classname == "spectator" || self.classname == "observer") {\r
2253                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2254                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2255                         dropclient(self);\r
2256                 }\r
2257         }\r
2258 }\r
2259 \r
2260 float vercmp_recursive(string v1, string v2)\r
2261 {\r
2262         float dot1, dot2;\r
2263         string s1, s2;\r
2264         float r;\r
2265 \r
2266         dot1 = strstrofs(v1, ".", 0);\r
2267         dot2 = strstrofs(v2, ".", 0);\r
2268         if(dot1 == -1)\r
2269                 s1 = v1;\r
2270         else\r
2271                 s1 = substring(v1, 0, dot1);\r
2272         if(dot2 == -1)\r
2273                 s2 = v2;\r
2274         else\r
2275                 s2 = substring(v2, 0, dot2);\r
2276 \r
2277         r = stof(s1) - stof(s2);\r
2278         if(r != 0)\r
2279                 return r;\r
2280 \r
2281         r = strcasecmp(s1, s2);\r
2282         if(r != 0)\r
2283                 return r;\r
2284 \r
2285         if(dot1 == -1)\r
2286                 if(dot2 == -1)\r
2287                         return 0;\r
2288                 else\r
2289                         return -1;\r
2290         else\r
2291                 if(dot2 == -1)\r
2292                         return 1;\r
2293                 else\r
2294                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2295 }\r
2296 \r
2297 float vercmp(string v1, string v2)\r
2298 {\r
2299         if(strcasecmp(v1, v2) == 0) // early out check\r
2300                 return 0;\r
2301         return vercmp_recursive(v1, v2);\r
2302 }\r
2303 \r
2304 void SetPlayerSize()\r
2305 {\r
2306         if(cvar("g_healthsize"))\r
2307         {\r
2308                 // change player scale based on the amount of health we have\r
2309 \r
2310                 self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
2311 \r
2312                 // The following code sets the bounding box to match the player's size.\r
2313                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2314                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2315                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2316                 if(self.crouch)\r
2317                 {\r
2318                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2319                         if(!self.stat_eaten)\r
2320                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2321                 }\r
2322                 else\r
2323                 {\r
2324                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2325                         if(!self.stat_eaten)\r
2326                                 self.view_ofs = PL_VIEW_OFS * self.scale;\r
2327                 }\r
2328         }\r
2329 \r
2330         if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
2331         {\r
2332                 // resize prey if neighborprey is enabled\r
2333                 self.scale *= cvar("g_vore_neighborprey_scale");\r
2334         }\r
2335 }\r
2336 \r
2337 void ObserverThink()\r
2338 {\r
2339         if (self.flags & FL_JUMPRELEASED) {\r
2340                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2341                         self.welcomemessage_time = 0;\r
2342                         self.flags &~= FL_JUMPRELEASED;\r
2343                         self.flags |= FL_SPAWNING;\r
2344                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2345                         self.welcomemessage_time = 0;\r
2346                         self.flags &~= FL_JUMPRELEASED;\r
2347                         if(SpectateNext() == 1) {\r
2348                                 self.classname = "spectator";\r
2349                         }\r
2350                 }\r
2351         } else {\r
2352                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2353                         self.flags |= FL_JUMPRELEASED;\r
2354                         if(self.flags & FL_SPAWNING)\r
2355                         {\r
2356                                 self.flags &~= FL_SPAWNING;\r
2357                                 LeaveSpectatorMode();\r
2358                                 return;\r
2359                         }\r
2360                 }\r
2361         }\r
2362         PrintWelcomeMessage(self);\r
2363 }\r
2364 \r
2365 void SpectatorThink()\r
2366 {\r
2367         if (self.flags & FL_JUMPRELEASED) {\r
2368                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2369                         self.welcomemessage_time = 0;\r
2370                         self.flags &~= FL_JUMPRELEASED;\r
2371                         self.flags |= FL_SPAWNING;\r
2372                 } else if(self.BUTTON_ATCK) {\r
2373                         self.welcomemessage_time = 0;\r
2374                         self.flags &~= FL_JUMPRELEASED;\r
2375                         if(SpectateNext() == 1) {\r
2376                                 self.classname = "spectator";\r
2377                         } else {\r
2378                                 self.classname = "observer";\r
2379                                 self.stat_count = WEP_LAST;\r
2380                                 PutClientInServer();\r
2381                         }\r
2382                 } else if (self.BUTTON_ATCK2) {\r
2383                         self.welcomemessage_time = 0;\r
2384                         self.flags &~= FL_JUMPRELEASED;\r
2385                         self.classname = "observer";\r
2386                         self.stat_count = WEP_LAST;\r
2387                         PutClientInServer();\r
2388                 } else {\r
2389                         if(!SpectateUpdate())\r
2390                                 PutObserverInServer();\r
2391                 }\r
2392         } else {\r
2393                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2394                         self.flags |= FL_JUMPRELEASED;\r
2395                         if(self.flags & FL_SPAWNING)\r
2396                         {\r
2397                                 self.flags &~= FL_SPAWNING;\r
2398                                 LeaveSpectatorMode();\r
2399                                 return;\r
2400                         }\r
2401                 }\r
2402         }\r
2403 \r
2404         PrintWelcomeMessage(self);\r
2405         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2406 }\r
2407 \r
2408 .float touchexplode_time;\r
2409 \r
2410 /*\r
2411 =============\r
2412 PlayerPreThink\r
2413 \r
2414 Called every frame for each client before the physics are run\r
2415 =============\r
2416 */\r
2417 void() ctf_setstatus;\r
2418 .float items_added;\r
2419 void PlayerPreThink (void)\r
2420 {\r
2421         self.stat_game_starttime = game_starttime;\r
2422         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2423         self.stat_leadlimit = cvar("leadlimit");\r
2424 \r
2425         if(frametime)\r
2426         {\r
2427                 // physics frames: update anticheat stuff\r
2428                 anticheat_prethink();\r
2429         }\r
2430 \r
2431         if(blockSpectators && frametime)\r
2432                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2433                 checkSpectatorBlock();\r
2434 \r
2435         zoomstate_set = 0;\r
2436 \r
2437         if(self.netname_previous != self.netname)\r
2438         {\r
2439                 if(cvar("sv_eventlog"))\r
2440                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2441                 if(self.netname_previous)\r
2442                         strunzone(self.netname_previous);\r
2443                 self.netname_previous = strzone(self.netname);\r
2444         }\r
2445 \r
2446         // core code for the vore system\r
2447         Vore();\r
2448 \r
2449         // version nagging\r
2450         if(self.version_nagtime)\r
2451                 if(self.cvar_g_voretournamentversion)\r
2452                         if(time > self.version_nagtime)\r
2453                         {\r
2454                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2455                                 {\r
2456                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2457                                         {\r
2458                                                 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
2459                                                 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
2460                                         }\r
2461                                         else\r
2462                                         {\r
2463                                                 float r;\r
2464                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2465                                                 if(r < 0)\r
2466                                                 {\r
2467                                                         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
2468                                                         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
2469                                                 }\r
2470                                                 else if(r > 0)\r
2471                                                 {\r
2472                                                         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
2473                                                         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
2474                                                 }\r
2475                                         }\r
2476                                 }\r
2477                                 self.version_nagtime = 0;\r
2478                         }\r
2479 \r
2480         // GOD MODE info\r
2481         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2482         {\r
2483                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2484                 self.max_armorvalue = 0;\r
2485         }\r
2486 \r
2487 #ifdef TETRIS\r
2488         if (TetrisPreFrame())\r
2489                 return;\r
2490 #endif\r
2491 \r
2492         if(self.classname == "player") {\r
2493 //              if(self.netname == "Wazat")\r
2494 //                      bprint(self.classname, "\n");\r
2495 \r
2496                 CheckRules_Player();\r
2497 \r
2498                 PrintWelcomeMessage(self);\r
2499 \r
2500                 if (intermission_running)\r
2501                 {\r
2502                         IntermissionThink ();   // otherwise a button could be missed between\r
2503                         return;                                 // the think tics\r
2504                 }\r
2505 \r
2506                 if(self.teleport_time)\r
2507                 if(time > self.teleport_time)\r
2508                 {\r
2509                         self.teleport_time = 0;\r
2510                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2511                 }\r
2512 \r
2513                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2514                         UpdateSelectedPlayer();\r
2515 \r
2516                 //don't allow the player to turn around while game is paused!\r
2517                 if(timeoutStatus == 2) {\r
2518                         self.v_angle = self.lastV_angle;\r
2519                         self.angles = self.lastV_angle;\r
2520                         self.fixangle = TRUE;\r
2521                 }\r
2522 \r
2523                 if(frametime)\r
2524                 {\r
2525 \r
2526                         if(self.health <= 0 && cvar("g_deathglow"))\r
2527                         {\r
2528                                 if(self.glowmod_x > 0)\r
2529                                         self.glowmod_x -= cvar("g_deathglow") * frametime;\r
2530                                 else\r
2531                                         self.glowmod_x = -1;\r
2532                                 if(self.glowmod_y > 0)\r
2533                                         self.glowmod_y -= cvar("g_deathglow") * frametime;\r
2534                                 else\r
2535                                         self.glowmod_y = -1;\r
2536                                 if(self.glowmod_z > 0)\r
2537                                         self.glowmod_z -= cvar("g_deathglow") * frametime;\r
2538                                 else\r
2539                                         self.glowmod_z = -1;\r
2540                         }\r
2541                         else\r
2542                         {\r
2543                                 // set weapon and player glowmod\r
2544                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
2545                                 self.weaponentity_glowmod = self.glowmod;\r
2546                         }\r
2547 \r
2548                         player_powerups();\r
2549                 }\r
2550 \r
2551                 if (self.deadflag != DEAD_NO)\r
2552                 {\r
2553                         float button_pressed, force_respawn;\r
2554                         if(self.personal && g_race_qualifying)\r
2555                         {\r
2556                                 if(time > self.death_time)\r
2557                                 {\r
2558                                         self.death_time = time + 1; // only retry once a second\r
2559                                         respawn();\r
2560                                         self.impulse = 141;\r
2561                                 }\r
2562                         }\r
2563                         else\r
2564                         {\r
2565                                 if(frametime)\r
2566                                         player_anim();\r
2567                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2568                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2569                                 if (self.deadflag == DEAD_DYING)\r
2570                                 {\r
2571                                         if(force_respawn)\r
2572                                                 self.deadflag = DEAD_RESPAWNING;\r
2573                                         else if(!button_pressed)\r
2574                                                 self.deadflag = DEAD_DEAD;\r
2575                                 }\r
2576                                 else if (self.deadflag == DEAD_DEAD)\r
2577                                 {\r
2578                                         if(button_pressed)\r
2579                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2580                                 }\r
2581                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2582                                 {\r
2583                                         if(!button_pressed)\r
2584                                                 self.deadflag = DEAD_RESPAWNING;\r
2585                                 }\r
2586                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2587                                 {\r
2588                                         if(time > self.death_time)\r
2589                                         {\r
2590                                                 self.death_time = time + 1; // only retry once a second\r
2591                                                 respawn();\r
2592                                         }\r
2593                                 }\r
2594                                 ShowRespawnCountdown();\r
2595                         }\r
2596                         return;\r
2597                 }\r
2598 \r
2599                 if(g_touchexplode)\r
2600                 if(time > self.touchexplode_time)\r
2601                 if(self.classname == "player")\r
2602                 if(self.deadflag == DEAD_NO)\r
2603                 if not(IS_INDEPENDENT_PLAYER(self))\r
2604                 FOR_EACH_PLAYER(other) if(self != other)\r
2605                 {\r
2606                         if(time > other.touchexplode_time)\r
2607                         if(other.classname == "player")\r
2608                         if(other.deadflag == DEAD_NO)\r
2609                         if not(IS_INDEPENDENT_PLAYER(other))\r
2610                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2611                         {\r
2612                                 PlayerTouchExplode(self, other);\r
2613                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2614                         }\r
2615                 }\r
2616 \r
2617                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2618                 {\r
2619                         vector dist;\r
2620 \r
2621                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2622                         dist = self.prevorigin - self.origin;\r
2623                         dist_z = 0;\r
2624                         self.lms_traveled_distance += fabs(vlen(dist));\r
2625 \r
2626                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2627                         {\r
2628                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2629                                 self.lms_traveled_distance = 0;\r
2630                         }\r
2631 \r
2632                         if(time > self.lms_nextcheck)\r
2633                         {\r
2634                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2635                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2636                                 {\r
2637                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2638                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2639                                         // 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
2640                                         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
2641                                 }\r
2642                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2643                                 self.lms_traveled_distance = 0;\r
2644                         }\r
2645                 }\r
2646 \r
2647                 self.prevorigin = self.origin;\r
2648 \r
2649                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2650                 {\r
2651                         if (!self.crouch)\r
2652                         {\r
2653                                 self.crouch = TRUE;\r
2654                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2655                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2656                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2657                         }\r
2658                 }\r
2659                 else\r
2660                 {\r
2661                         if (self.crouch)\r
2662                         {\r
2663                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2664                                 if (!trace_startsolid)\r
2665                                 {\r
2666                                         self.crouch = FALSE;\r
2667                                         self.view_ofs = PL_VIEW_OFS;\r
2668                                         setsize (self, PL_MIN, PL_MAX);\r
2669                                 }\r
2670                         }\r
2671                 }\r
2672 \r
2673                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2674                 {\r
2675                         if(self.bloodloss_timer < time)\r
2676                         {\r
2677                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2678                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2679                         }\r
2680                 }\r
2681 \r
2682                 SetPlayerSize();\r
2683 \r
2684                 FixPlayermodel();\r
2685 \r
2686                 GrabberFrame();\r
2687 \r
2688                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2689                 //if(frametime)\r
2690                 {\r
2691                         self.items &~= self.items_added;\r
2692 \r
2693                         W_WeaponFrame();\r
2694 \r
2695                         self.items_added = 0;\r
2696                         if(self.items & IT_JETPACK)\r
2697                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2698                                         self.items_added |= IT_FUEL;\r
2699 \r
2700                         self.items |= self.items_added;\r
2701                 }\r
2702 \r
2703                 player_regen();\r
2704                 if(frametime)\r
2705                         player_anim();\r
2706 \r
2707                 ctf_setstatus();\r
2708 \r
2709                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2710 \r
2711                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2712         } else if(gameover) {\r
2713                 if (intermission_running)\r
2714                         IntermissionThink ();   // otherwise a button could be missed between\r
2715                 return;\r
2716         } else if(self.classname == "observer") {\r
2717                 ObserverThink();\r
2718         } else if(self.classname == "spectator") {\r
2719                 SpectatorThink();\r
2720         }\r
2721 \r
2722         if(!zoomstate_set)\r
2723                 SetZoomState(self.BUTTON_ZOOM);\r
2724 \r
2725         float oldspectatee_status;\r
2726         oldspectatee_status = self.spectatee_status;\r
2727         if(self.classname == "spectator")\r
2728                 self.spectatee_status = num_for_edict(self.enemy);\r
2729         else if(self.classname == "observer")\r
2730                 self.spectatee_status = num_for_edict(self);\r
2731         else\r
2732                 self.spectatee_status = 0;\r
2733         if(self.spectatee_status != oldspectatee_status)\r
2734         {\r
2735                 ClientData_Touch(self);\r
2736                 if(g_race || g_cts)\r
2737                         race_InitSpectator();\r
2738         }\r
2739 \r
2740         if(self.teamkill_soundtime)\r
2741         if(time > self.teamkill_soundtime)\r
2742         {\r
2743                 self.teamkill_soundtime = 0;\r
2744 \r
2745                 entity oldpusher, oldself;\r
2746 \r
2747                 oldself = self; self = self.teamkill_soundsource;\r
2748                 oldpusher = self.pusher; self.pusher = oldself;\r
2749 \r
2750                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2751 \r
2752                 self.pusher = oldpusher;\r
2753                 self = oldself;\r
2754         }\r
2755 \r
2756         if(self.taunt_soundtime)\r
2757         if(time > self.taunt_soundtime)\r
2758         {\r
2759                 switch(self.taunt_soundtype)\r
2760                 {\r
2761                         case TAUNTTYPE_DEATH:\r
2762                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2763                                 break;\r
2764                         case TAUNTTYPE_VOREPRED:\r
2765                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2766                                 break;\r
2767                         case TAUNTTYPE_VOREPREY:\r
2768                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2769                                 break;\r
2770                         default:\r
2771                                 dprint("Incorrect autotaunt type\n");\r
2772                                 break;\r
2773                 }\r
2774 \r
2775                 self.taunt_soundtime = 0;\r
2776                 self.taunt_soundtype = 0;\r
2777         }\r
2778 \r
2779         target_voicescript_next(self);\r
2780 \r
2781         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2782         if(!self.weapon)\r
2783                 self.clip_load = self.clip_size = 0;\r
2784 }\r
2785 \r
2786 float isInvisibleString(string s)\r
2787 {\r
2788         float i, n, c;\r
2789         s = strdecolorize(s);\r
2790         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2791         {\r
2792                 c = str2chr(s, i);\r
2793                 switch(c)\r
2794                 {\r
2795                         case 0:\r
2796                         case 32: // space\r
2797                                 break;\r
2798                         case 192: // charmap space\r
2799                                 if (!cvar("utf8_enable"))\r
2800                                         break;\r
2801                                 return FALSE;\r
2802                         case 160: // space in unicode fonts\r
2803                         case 0xE000 + 192: // utf8 charmap space\r
2804                                 if (cvar("utf8_enable"))\r
2805                                         break;\r
2806                         default:\r
2807                                 return FALSE;\r
2808                 }\r
2809         }\r
2810         return TRUE;\r
2811 }\r
2812 \r
2813 /*\r
2814 =============\r
2815 PlayerPostThink\r
2816 \r
2817 Called every frame for each client after the physics are run\r
2818 =============\r
2819 */\r
2820 .float idlekick_lasttimeleft;\r
2821 void PlayerPostThink (void)\r
2822 {\r
2823         // Savage: Check for nameless players\r
2824         if (isInvisibleString(self.netname)) {\r
2825                 self.netname = "Player";\r
2826                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2827         }\r
2828 \r
2829         // send the clients accuracy stats to the client\r
2830         if(self.stat_count > 0)\r
2831         if(frametime)\r
2832         {\r
2833                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2834                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2835                 self.stat_count -= 1;\r
2836         }\r
2837 \r
2838 #ifdef UID\r
2839         if(self.uid_kicktime)\r
2840         if(time > self.uid_kicktime)\r
2841         {\r
2842                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2843                 dropclient(self);\r
2844                 return;\r
2845         }\r
2846 #endif\r
2847 \r
2848         if(sv_maxidle && frametime)\r
2849         {\r
2850                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2851                 float timeleft;\r
2852                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2853                 if(timeleft <= 0)\r
2854                 {\r
2855                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2856                         AnnounceTo(self, "terminated");\r
2857                         dropclient(self);\r
2858                         return;\r
2859                 }\r
2860                 else if(timeleft <= 10)\r
2861                 {\r
2862                         if(timeleft != self.idlekick_lasttimeleft)\r
2863                         {\r
2864                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2865                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2866                         }\r
2867                 }\r
2868                 else\r
2869                 {\r
2870                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2871                 }\r
2872                 self.idlekick_lasttimeleft = timeleft;\r
2873         }\r
2874 \r
2875 #ifdef TETRIS\r
2876         if(self.impulse == 100)\r
2877                 ImpulseCommands();\r
2878         if (TetrisPostFrame())\r
2879                 return;\r
2880 #endif\r
2881 \r
2882         CheatFrame();\r
2883 \r
2884         if(self.classname == "player") {\r
2885                 CheckRules_Player();\r
2886                 UpdateChatBubble();\r
2887                 if (self.impulse)\r
2888                         ImpulseCommands();\r
2889                 if (intermission_running)\r
2890                         return;         // intermission or finale\r
2891 \r
2892                 GetPressedKeys();\r
2893         } else if (self.classname == "observer") {\r
2894                 //do nothing\r
2895         } else if (self.classname == "spectator") {\r
2896                 //do nothing\r
2897         }\r
2898 \r
2899         /*\r
2900         float i;\r
2901         for(i = 0; i < 1000; ++i)\r
2902         {\r
2903                 vector end;\r
2904                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
2905                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
2906                 if(trace_fraction < 1)\r
2907                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
2908                 {\r
2909                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
2910                         break;\r
2911                 }\r
2912         }\r
2913         */\r
2914 \r
2915         Arena_Warmup();\r
2916 \r
2917         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
2918 \r
2919         if(self.waypointsprite_attachedforcarrier)\r
2920                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
2921         \r
2922         playerdemo_write();\r
2923 \r
2924         /*\r
2925         if(g_race)\r
2926                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
2927         */\r
2928 }\r