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