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