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