1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 void Announce(string snd) {
10 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
11 WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_BROADCAST, snd);
15 void AnnounceTo(entity e, string snd) {
16 if (clienttype(e) == CLIENTTYPE_REAL)
19 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21 WriteString(MSG_ONE, snd);
25 float ClientData_Send(entity to, float sf)
36 if(to.classname == "spectator")
42 sf |= 1; // forced scoreboard
43 if(to.spectatee_status)
44 sf |= 2; // spectator ent number follows
47 if(e.porto_v_angle_held)
48 sf |= 8; // angles held
50 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51 WriteByte(MSG_ENTITY, sf);
54 WriteByte(MSG_ENTITY, to.spectatee_status);
58 WriteAngle(MSG_ENTITY, e.v_angle_x);
59 WriteAngle(MSG_ENTITY, e.v_angle_y);
65 void ClientData_Attach()
67 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68 self.clientdata.drawonlytoclient = self;
69 self.clientdata.owner = self;
72 void ClientData_Detach()
74 remove(self.clientdata);
75 self.clientdata = world;
78 void ClientData_Touch(entity e)
80 e.clientdata.SendFlags = 1;
82 // make it spectatable
84 FOR_EACH_REALCLIENT(e2)
87 if(e2.classname == "spectator")
89 e2.clientdata.SendFlags = 1;
94 .vector spawnpoint_score;
95 .string netname_previous;
97 void spawnfunc_info_player_survivor (void)
99 spawnfunc_info_player_deathmatch();
102 void spawnfunc_info_player_start (void)
104 spawnfunc_info_player_deathmatch();
107 void spawnfunc_info_player_deathmatch (void)
109 self.classname = "info_player_deathmatch";
110 relocate_spawnpoint();
113 void spawnpoint_use()
116 if(have_team_spawns > 0)
118 self.team = activator.team;
119 some_spawn_has_been_used = 1;
124 // _x: prio (-1 if unusable)
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
128 float shortest, thisdist;
134 // filter out spots for the wrong team
136 if(spot.team != teamcheck)
140 if(spot.target == "")
143 if(clienttype(self) == CLIENTTYPE_REAL)
145 if(spot.restriction == 1)
150 if(spot.restriction == 2)
154 shortest = vlen(world.maxs - world.mins);
155 FOR_EACH_PLAYER(player) if (player != self)
157 thisdist = vlen(player.origin - spot.origin);
158 if (thisdist < shortest)
161 if(shortest > mindist)
162 prio += SPAWN_PRIO_GOOD_DISTANCE;
164 spawn_score = prio * '1 0 0' + shortest * '0 1 0';
167 // filter out spots for assault
168 if(spot.target != "") {
173 for(ent = world; (ent = find(ent, targetname, spot.target)); )
176 if(ent.spawn_evalfunc)
178 entity oldself = self;
180 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
182 if(spawn_score_x < 0)
189 dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
194 MUTATOR_CALLHOOK(Spawn_Score);
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
201 for(spot = firstspot; spot; spot = spot.chain)
202 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
207 entity spot, spotlist, spotlistend;
212 Spawn_ScoreAll(firstspot, mindist, teamcheck);
214 for(spot = firstspot; spot; spot = spot.chain)
216 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
219 spotlistend.chain = spot;
226 spotlistend.chain = world;
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
233 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
237 RandomSelection_Init();
238 for(spot = firstspot; spot; spot = spot.chain)
239 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);
241 return RandomSelection_chosen_ent;
248 Finds a point to respawn
251 entity SelectSpawnPoint (float anypoint)
254 entity spot, firstspot;
256 spot = find (world, classname, "testplayerstart");
260 if(anypoint || autocvar_g_spawn_useallspawns)
262 else if(have_team_spawns > 0)
264 if(have_team_spawns_forteam[self.team] == 0)
266 // we request a spawn for a team, and we have team
267 // spawns, but that team has no spawns?
268 if(have_team_spawns_forteam[0])
272 // if not, any spawn has to do
276 teamcheck = self.team; // MUST be team
278 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279 teamcheck = 0; // MUST be noteam
282 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
285 // get the entire list of spots
286 firstspot = findchain(classname, "info_player_deathmatch");
287 // filter out the bad ones
288 // (note this returns the original list if none survived)
291 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
296 if (arena_roundbased && !g_ca)
300 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
302 // there is 50/50 chance of choosing a random spot or the furthest spot
303 // (this means that roughly every other spawn will be furthest, so you
304 // usually won't get fragged at spawn twice in a row)
305 if (random() > autocvar_g_spawn_furthest)
306 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
308 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
313 if(autocvar_spawn_debug)
317 if(some_spawn_has_been_used)
318 return world; // team can't spawn any more, because of actions of other team
320 error("Cannot find a spawn point - please fix the map!");
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
339 // note: we cannot summon Don Strunzone here, some player may
340 // still have the model string set. In case anyone manages how
341 // to change a cvar default, we'll have a small leak here.
342 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
344 // only in right path
345 if( substring(plyermodel,0,14) != "models/player/")
346 return FallbackPlayerModel;
347 // only good file extensions
348 if(substring(plyermodel,-4,4) != ".zym")
349 if(substring(plyermodel,-4,4) != ".dpm")
350 if(substring(plyermodel,-4,4) != ".iqm")
351 if(substring(plyermodel,-4,4) != ".md3")
352 if(substring(plyermodel,-4,4) != ".psk")
353 return FallbackPlayerModel;
354 // forbid the LOD models
355 if(substring(plyermodel, -9,5) == "_lod1")
356 return FallbackPlayerModel;
357 if(substring(plyermodel, -9,5) == "_lod2")
358 return FallbackPlayerModel;
359 if(plyermodel != strtolower(plyermodel))
360 return FallbackPlayerModel;
361 // also, restrict to server models
362 if(autocvar_sv_servermodelsonly)
364 if(!fexists(plyermodel))
365 return FallbackPlayerModel;
370 void setplayermodel(entity e, string modelname)
372 precache_model(modelname);
373 setmodel(e, modelname);
374 player_setupanimsformodel();
375 UpdatePlayerSounds();
382 putting a client as observer in the server
385 void FixPlayermodel();
386 void PutObserverInServer (void)
389 self.hud = HUD_NORMAL;
390 race_PreSpawnObserver();
392 spot = SelectSpawnPoint (TRUE);
394 error("No spawnpoints for observers?!?\n");
395 RemoveGrapplingHook(self); // Wazat's Grappling Hook
397 if(clienttype(self) == CLIENTTYPE_REAL)
400 WriteByte(MSG_ONE, SVC_SETVIEW);
401 WriteEntity(MSG_ONE, self);
404 MUTATOR_CALLHOOK(MakePlayerObserver);
406 minstagib_stop_countdown(self);
408 Portal_ClearAll(self);
413 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
418 vehicles_exit(VHEF_RELESE);
420 WaypointSprite_PlayerDead();
422 if not(g_ca) // don't reset teams when moving a ca player to the spectators
423 self.team = -1; // move this as it is needed to log the player spectating in eventlog
425 if(self.killcount != -666) {
427 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
428 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
430 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
431 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
433 if(self.just_joined == FALSE) {
434 LogTeamchange(self.playerid, -1, 4);
436 self.just_joined = FALSE;
439 PlayerScore_Clear(self); // clear scores when needed
441 accuracy_resend(self);
443 self.spectatortime = time;
445 self.classname = "observer";
446 self.iscreature = FALSE;
447 self.teleportable = TELEPORT_SIMPLE;
448 self.damagedbycontents = FALSE;
450 self.takedamage = DAMAGE_NO;
451 self.solid = SOLID_NOT;
452 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
453 self.flags = FL_CLIENT | FL_NOTARGET;
454 self.armorvalue = 666;
456 self.armorvalue = autocvar_g_balance_armor_start;
457 self.pauserotarmor_finished = 0;
458 self.pauserothealth_finished = 0;
459 self.pauseregen_finished = 0;
460 self.damageforcescale = 0;
462 self.respawn_time = 0;
467 self.pain_finished = 0;
468 self.strength_finished = 0;
469 self.invincible_finished = 0;
470 self.superweapons_finished = 0;
473 self.think = func_null;
476 self.deadflag = DEAD_NO;
477 self.angles = spot.angles;
479 self.fixangle = TRUE;
482 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
483 self.prevorigin = self.origin;
485 WEPSET_CLEAR_E(self);
488 setmodel(self, "null");
489 self.drawonlytoclient = self;
491 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
492 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
495 self.weaponname = "";
496 self.switchingweapon = 0;
497 self.weaponmodel = "";
498 self.weaponentity = world;
499 self.exteriorweaponentity = world;
500 self.killcount = -666;
501 self.velocity = '0 0 0';
502 self.avelocity = '0 0 0';
503 self.punchangle = '0 0 0';
504 self.punchvector = '0 0 0';
505 self.oldvelocity = self.velocity;
506 self.fire_endtime = -1;
510 if(self.version_mismatch)
512 self.frags = FRAGS_SPECTATOR;
513 Spawnqueue_Unmark(self);
514 Spawnqueue_Remove(self);
518 self.frags = FRAGS_LMS_LOSER;
519 Spawnqueue_Insert(self);
525 self.frags = FRAGS_LMS_LOSER;
527 self.frags = FRAGS_SPECTATOR;
529 else if((g_race && g_race_qualifying) || g_cts)
531 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
532 self.frags = FRAGS_LMS_LOSER;
534 self.frags = FRAGS_SPECTATOR;
537 self.frags = FRAGS_SPECTATOR;
540 .float model_randomizer;
541 void FixPlayermodel()
544 float defaultskin, chmdl, oldskin, n, i;
551 if(autocvar_sv_defaultcharacter == 1)
556 s = Team_ColorName_Lower(self.team);
559 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
560 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
564 if(defaultmodel == "")
566 defaultmodel = autocvar_sv_defaultplayermodel;
567 defaultskin = autocvar_sv_defaultplayerskin;
570 n = tokenize_console(defaultmodel);
572 defaultmodel = argv(floor(n * self.model_randomizer));
574 i = strstrofs(defaultmodel, ":", 0);
577 defaultskin = stof(substring(defaultmodel, i+1, -1));
578 defaultmodel = substring(defaultmodel, 0, i);
582 if(defaultmodel != "")
584 if (defaultmodel != self.model)
588 setplayermodel (self, defaultmodel);
589 setsize (self, m1, m2);
594 self.skin = defaultskin;
596 if (self.playermodel != self.model || self.playermodel == "")
598 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
601 setplayermodel (self, self.playermodel);
602 setsize (self, m1, m2);
607 self.skin = stof(self.playerskin);
610 if(chmdl || oldskin != self.skin) // model or skin has changed
612 self.species = player_getspecies(); // update species
613 UpdatePlayerSounds(); // update skin sounds
617 if(strlen(autocvar_sv_defaultplayercolors))
618 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
619 setcolor(self, stof(autocvar_sv_defaultplayercolors));
622 void PlayerTouchExplode(entity p1, entity p2)
625 org = (p1.origin + p2.origin) * 0.5;
626 org_z += (p1.mins_z + p2.mins_z) * 0.5;
633 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
641 Called when a client spawns in the server
645 void PutClientInServer (void)
647 if(clienttype(self) == CLIENTTYPE_BOT)
649 self.classname = "player";
653 else if(clienttype(self) == CLIENTTYPE_REAL)
656 WriteByte(MSG_ONE, SVC_SETVIEW);
657 WriteEntity(MSG_ONE, self);
663 if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
664 self.classname = "observer";
666 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
667 self.classname = "observer";
670 self.classname = "observer";
672 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
673 entity spot, oldself;
676 accuracy_resend(self);
679 JoinBestTeam(self, FALSE, TRUE);
683 spot = SelectSpawnPoint (FALSE);
686 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
687 return; // spawn failed
690 RemoveGrapplingHook(self); // Wazat's Grappling Hook
692 self.classname = "player";
693 self.wasplayer = TRUE;
694 self.iscreature = TRUE;
695 self.teleportable = TELEPORT_NORMAL;
696 self.damagedbycontents = TRUE;
697 self.movetype = MOVETYPE_WALK;
698 self.solid = SOLID_SLIDEBOX;
699 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
700 if(autocvar_g_playerclip_collisions)
701 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
702 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
703 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
704 self.frags = FRAGS_PLAYER;
705 if(INDEPENDENT_PLAYERS)
706 MAKE_INDEPENDENT_PLAYER(self);
707 self.flags = FL_CLIENT;
708 if(autocvar__notarget)
709 self.flags |= FL_NOTARGET;
710 self.takedamage = DAMAGE_AIM;
712 self.effects = EF_FULLBRIGHT;
715 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
716 self.air_finished = time + 12;
718 if(autocvar_g_balance_nex_charge)
720 if(autocvar_g_balance_nex_secondary_chargepool)
721 self.nex_chargepool_ammo = 1;
722 self.nex_charge = autocvar_g_balance_nex_charge_start;
727 self.ammo_shells = warmup_start_ammo_shells;
728 self.ammo_nails = warmup_start_ammo_nails;
729 self.ammo_rockets = warmup_start_ammo_rockets;
730 self.ammo_cells = warmup_start_ammo_cells;
731 self.ammo_fuel = warmup_start_ammo_fuel;
732 self.health = warmup_start_health;
733 self.armorvalue = warmup_start_armorvalue;
734 WEPSET_COPY_EA(self, warmup_start_weapons);
738 self.ammo_shells = start_ammo_shells;
739 self.ammo_nails = start_ammo_nails;
740 self.ammo_rockets = start_ammo_rockets;
741 self.ammo_cells = start_ammo_cells;
742 self.ammo_fuel = start_ammo_fuel;
743 self.health = start_health;
744 self.armorvalue = start_armorvalue;
745 WEPSET_COPY_EA(self, start_weapons);
748 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
749 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
751 self.superweapons_finished = 0;
753 if(g_weaponarena_random)
755 if(g_weaponarena_random_with_laser)
756 WEPSET_ANDNOT_EW(self, WEP_LASER);
757 W_RandomWeapons(self, g_weaponarena_random);
758 if(g_weaponarena_random_with_laser)
759 WEPSET_OR_EW(self, WEP_LASER);
762 self.items = start_items;
764 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
765 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
766 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
767 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
768 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
769 //extend the pause of rotting if client was reset at the beginning of the countdown
770 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
771 self.spawnshieldtime += game_starttime - time;
772 self.pauserotarmor_finished += game_starttime - time;
773 self.pauserothealth_finished += game_starttime - time;
774 self.pauseregen_finished += game_starttime - time;
776 self.damageforcescale = 2;
778 self.respawn_time = 0;
782 self.pain_finished = 0;
783 self.strength_finished = 0;
784 self.invincible_finished = 0;
786 // players have no think function
787 self.think = func_null;
791 self.ballistics_density = autocvar_g_ballistics_density_player;
795 self.deadflag = DEAD_NO;
797 self.angles = spot.angles;
799 self.angles_z = 0; // never spawn tilted even if the spot says to
800 self.fixangle = TRUE; // turn this way immediately
801 self.velocity = '0 0 0';
802 self.avelocity = '0 0 0';
803 self.punchangle = '0 0 0';
804 self.punchvector = '0 0 0';
805 self.oldvelocity = self.velocity;
806 self.fire_endtime = -1;
809 WRITESPECTATABLE_MSG_ONE({
810 WriteByte(MSG_ONE, SVC_TEMPENTITY);
811 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
816 self.drawonlytoclient = world;
819 self.view_ofs = PL_VIEW_OFS;
820 setsize (self, PL_MIN, PL_MAX);
821 self.spawnorigin = spot.origin;
822 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
823 // don't reset back to last position, even if new position is stuck in solid
824 self.oldorigin = self.origin;
825 self.prevorigin = self.origin;
826 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
827 self.lastteleporttime = time; // prevent insane speeds due to changing origin
828 self.hud = HUD_NORMAL;
832 Spawnqueue_Remove(self);
833 Spawnqueue_Mark(self);
838 self.event_damage = PlayerDamage;
840 self.bot_attack = TRUE;
842 self.statdraintime = time + 5;
843 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
845 if(self.killcount == -666) {
846 PlayerScore_Clear(self);
850 CL_SpawnWeaponentity();
851 self.alpha = default_player_alpha;
852 self.colormod = '1 1 1' * autocvar_g_player_brightness;
853 self.exteriorweaponentity.alpha = default_weapon_alpha;
855 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
856 self.lms_traveled_distance = 0;
857 self.speedrunning = FALSE;
859 race_PostSpawn(spot);
861 //stuffcmd(self, "chase_active 0");
862 //stuffcmd(self, "set viewsize $tmpviewsize \n");
865 if(self.team == assault_attacker_team)
866 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
868 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
871 target_voicescript_clear(self);
873 // reset fields the weapons may use
874 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
876 weapon_action(j, WR_RESETPLAYER);
878 // all weapons must be fully loaded when we spawn
880 e = get_weaponinfo(j);
881 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
882 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
890 self.target = string_null;
897 MUTATOR_CALLHOOK(PlayerSpawn);
899 if(autocvar_spawn_debug)
901 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
902 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
905 self.switchweapon = w_getbestweapon(self);
906 self.cnt = -1; // W_LastWeapon will not complain
908 self.weaponname = "";
909 self.switchingweapon = 0;
913 self.alivetime = time;
917 if (autocvar_g_spawnsound)
918 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
919 } else if(self.classname == "observer") {
920 PutObserverInServer ();
924 .float ebouncefactor, ebouncestop; // electro's values
925 // TODO do we need all these fields, or should we stop autodetecting runtime
926 // changes and just have a console command to update this?
927 float ClientInit_SendEntity(entity to, float sf)
929 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
930 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
931 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
932 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
933 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
934 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
935 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
936 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
937 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
938 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
939 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
940 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
941 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
942 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
943 if(sv_foginterval && world.fog != "")
944 WriteString(MSG_ENTITY, world.fog);
946 WriteString(MSG_ENTITY, "");
947 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
948 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
949 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
950 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
951 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
952 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
953 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
954 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
955 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
956 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
957 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
958 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
959 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
963 void ClientInit_CheckUpdate()
965 self.nextthink = time;
966 if(self.count != autocvar_g_balance_armor_blockpercent)
968 self.count = autocvar_g_balance_armor_blockpercent;
971 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
973 self.cnt = autocvar_g_balance_weaponswitchdelay;
976 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
978 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
981 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
983 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
986 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
988 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
991 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
993 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
998 void ClientInit_Spawn()
1003 e.classname = "clientinit";
1004 e.think = ClientInit_CheckUpdate;
1005 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1009 ClientInit_CheckUpdate();
1018 void SetNewParms (void)
1020 // initialize parms for a new player
1021 parm1 = -(86400 * 366);
1029 void SetChangeParms (void)
1031 // save parms for level change
1032 parm1 = self.parm_idlesince - time;
1040 void DecodeLevelParms (void)
1043 self.parm_idlesince = parm1;
1044 if(self.parm_idlesince == -(86400 * 366))
1045 self.parm_idlesince = time;
1047 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1048 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1055 Called when a client types 'kill' in the console
1059 .float clientkill_nexttime;
1060 void ClientKill_Now_TeamChange()
1062 if(self.killindicator_teamchange == -1)
1064 JoinBestTeam( self, FALSE, TRUE );
1066 else if(self.killindicator_teamchange == -2)
1071 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1072 PutObserverInServer();
1075 SV_ChangeTeam(self.killindicator_teamchange - 1);
1078 void ClientKill_Now()
1082 vehicles_exit(VHEF_RELESE);
1083 if(!self.killindicator_teamchange)
1085 self.vehicle_health = -1;
1086 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1090 if(self.killindicator && !wasfreed(self.killindicator))
1091 remove(self.killindicator);
1093 self.killindicator = world;
1095 if(self.killindicator_teamchange)
1096 ClientKill_Now_TeamChange();
1099 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1101 // now I am sure the player IS dead
1103 void KillIndicator_Think()
1107 self.owner.killindicator = world;
1112 if (self.owner.alpha < 0 && !self.owner.vehicle)
1114 self.owner.killindicator = world;
1122 ClientKill_Now(); // no oldself needed
1125 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1127 self.nextthink = time + 1;
1133 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1134 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1137 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1139 self.nextthink = time + 1;
1144 float clientkilltime;
1145 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1154 killtime = autocvar_g_balance_kill_delay;
1156 if(g_race_qualifying || g_cts)
1159 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1161 remove(self.killindicator);
1162 self.killindicator = world;
1164 ClientKill_Now(); // allow instant kill in this case
1168 self.killindicator_teamchange = targetteam;
1170 if(!self.killindicator)
1172 if(self.deadflag == DEAD_NO)
1174 killtime = max(killtime, self.clientkill_nexttime - time);
1175 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1178 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1184 starttime = max(time, clientkilltime);
1186 self.killindicator = spawn();
1187 self.killindicator.owner = self;
1188 self.killindicator.scale = 0.5;
1189 setattachment(self.killindicator, self, "");
1190 setorigin(self.killindicator, '0 0 52');
1191 self.killindicator.think = KillIndicator_Think;
1192 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1193 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1194 self.killindicator.cnt = ceil(killtime);
1195 self.killindicator.count = bound(0, ceil(killtime), 10);
1196 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1198 for(e = world; (e = find(e, classname, "body")) != world; )
1202 e.killindicator = spawn();
1203 e.killindicator.owner = e;
1204 e.killindicator.scale = 0.5;
1205 setattachment(e.killindicator, e, "");
1206 setorigin(e.killindicator, '0 0 52');
1207 e.killindicator.think = KillIndicator_Think;
1208 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1209 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1210 e.killindicator.cnt = ceil(killtime);
1215 if(self.killindicator)
1217 if(targetteam == 0) // just die
1219 self.killindicator.colormod = '0 0 0';
1220 if(clienttype(self) == CLIENTTYPE_REAL)
1221 if(self.killindicator.cnt > 0)
1222 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1224 else if(targetteam == -1) // auto
1226 self.killindicator.colormod = '0 1 0';
1227 if(clienttype(self) == CLIENTTYPE_REAL)
1228 if(self.killindicator.cnt > 0)
1229 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1231 else if(targetteam == -2) // spectate
1233 self.killindicator.colormod = '0.5 0.5 0.5';
1234 if(clienttype(self) == CLIENTTYPE_REAL)
1235 if(self.killindicator.cnt > 0)
1236 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1240 self.killindicator.colormod = Team_ColorRGB(targetteam);
1241 if(clienttype(self) == CLIENTTYPE_REAL)
1242 if(self.killindicator.cnt > 0)
1243 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1249 void ClientKill (void)
1254 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1258 else if(self.freezetag_frozen)
1263 ClientKill_TeamChange(0);
1266 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
1268 e.killindicator = spawn();
1269 e.killindicator.owner = e;
1270 e.killindicator.think = KillIndicator_Think;
1271 e.killindicator.nextthink = time + (e.lip) * 0.05;
1272 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1273 e.killindicator.health = 1; // this is used to indicate that it should be silent
1277 void FixClientCvars(entity e)
1279 // send prediction settings to the client
1280 stuffcmd(e, "\nin_bindmap 0 0\n");
1282 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1283 if(autocvar_g_antilag == 3) // client side hitscan
1284 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1285 if(autocvar_sv_gentle)
1286 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1288 * we no longer need to stuff this. Remove this comment block if you feel
1289 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1290 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1291 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1292 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1293 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1294 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1295 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1296 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1297 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1298 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1299 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1300 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1301 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1302 stuffcmd(e, "cl_movement_edgefriction 1\n");
1306 float PlayerInIDList(entity p, string idlist)
1311 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1312 if not(p.crypto_idfp)
1315 // this function allows abbreviated player IDs too!
1316 n = tokenize_console(idlist);
1317 for(i = 0; i < n; ++i)
1320 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1331 Called when a client connects to the server
1334 void DecodeLevelParms (void);
1335 //void dom_player_join_team(entity pl);
1336 void set_dom_state(entity e);
1337 void ClientConnect (void)
1341 if(self.flags & FL_CLIENT)
1343 print("Warning: ClientConnect, but already connected!\n");
1347 if(Ban_MaybeEnforceBanOnce(self))
1353 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1356 self.classname = "player_joining";
1358 self.flags = FL_CLIENT;
1359 self.version_nagtime = time + 10 + random() * 10;
1363 dprint("BUG player count is lower than zero, this cannot happen!\n");
1367 PlayerScore_Attach(self);
1368 ClientData_Attach();
1369 accuracy_init(self);
1371 bot_clientconnect();
1377 race_PreSpawnObserver();
1379 // identify the right forced team
1380 if(autocvar_g_campaign)
1382 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1384 switch(autocvar_g_campaign_forceteam)
1386 case 1: self.team_forced = NUM_TEAM_1; break;
1387 case 2: self.team_forced = NUM_TEAM_2; break;
1388 case 3: self.team_forced = NUM_TEAM_3; break;
1389 case 4: self.team_forced = NUM_TEAM_4; break;
1390 default: self.team_forced = 0;
1394 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1395 self.team_forced = NUM_TEAM_1;
1396 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1397 self.team_forced = NUM_TEAM_2;
1398 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1399 self.team_forced = NUM_TEAM_3;
1400 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1401 self.team_forced = NUM_TEAM_4;
1402 else if(autocvar_g_forced_team_otherwise == "red")
1403 self.team_forced = NUM_TEAM_1;
1404 else if(autocvar_g_forced_team_otherwise == "blue")
1405 self.team_forced = NUM_TEAM_2;
1406 else if(autocvar_g_forced_team_otherwise == "yellow")
1407 self.team_forced = NUM_TEAM_3;
1408 else if(autocvar_g_forced_team_otherwise == "pink")
1409 self.team_forced = NUM_TEAM_4;
1410 else if(autocvar_g_forced_team_otherwise == "spectate")
1411 self.team_forced = -1;
1412 else if(autocvar_g_forced_team_otherwise == "spectator")
1413 self.team_forced = -1;
1415 self.team_forced = 0;
1418 if(self.team_forced > 0)
1419 self.team_forced = 0;
1421 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1423 if(autocvar_g_campaign || self.team_forced < 0) {
1424 self.classname = "observer";
1428 if(autocvar_g_balance_teams)
1430 self.classname = "player";
1431 campaign_bots_may_start = 1;
1435 self.classname = "observer"; // do it anyway
1440 self.classname = "player";
1441 campaign_bots_may_start = 1;
1445 self.playerid = (playerid_last = playerid_last + 1);
1447 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1449 if(clienttype(self) == CLIENTTYPE_BOT)
1450 PlayerStats_AddPlayer(self);
1452 if(autocvar_sv_eventlog)
1453 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1455 LogTeamchange(self.playerid, self.team, 1);
1457 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1459 self.netname_previous = strzone(self.netname);
1461 if((self.classname == STR_PLAYER && teamplay))
1462 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1464 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1466 stuffcmd(self, strcat(clientstuff, "\n"));
1467 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1469 FixClientCvars(self);
1471 // spawnfunc_waypoint sprites
1472 WaypointSprite_InitClient(self);
1474 // Wazat's grappling hook
1475 SetGrappleHookBindings();
1477 // get version info from player
1478 stuffcmd(self, "cmd clientversion $gameversion\n");
1480 // get other cvars from player
1483 // notify about available teams
1486 CheckAllowedTeams(self);
1487 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1488 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1491 stuffcmd(self, "set _teams_available 0\n");
1495 self.classname = "observer";
1497 Spawnqueue_Insert(self);
1502 bot_relinkplayerlist();
1504 self.spectatortime = time;
1507 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1510 self.jointime = time;
1511 self.allowed_timeouts = autocvar_sv_timeout_number;
1513 if(clienttype(self) == CLIENTTYPE_REAL)
1515 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1516 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1519 if(!sv_foginterval && world.fog != "")
1520 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1522 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1524 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1525 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1528 self.hitplotfh = -1;
1530 if(g_race || g_cts) {
1538 race_send_recordtime(MSG_ONE);
1539 race_send_speedaward(MSG_ONE);
1541 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1542 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1543 race_send_speedaward_alltimebest(MSG_ONE);
1546 for (i = 1; i <= RANKINGS_CNT; ++i) {
1547 race_SendRankings(i, 0, 0, MSG_ONE);
1550 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1551 send_CSQC_teamnagger();
1555 if(!autocvar_g_campaign)
1556 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1558 CSQCMODEL_AUTOINIT();
1560 self.model_randomizer = random();
1562 if(clienttype(self) != CLIENTTYPE_REAL)
1567 MUTATOR_CALLHOOK(ClientConnect);
1573 Called when a client disconnects from the server
1576 .entity chatbubbleentity;
1578 void ClientDisconnect (void)
1581 vehicles_exit(VHEF_RELESE);
1583 if not(self.flags & FL_CLIENT)
1585 print("Warning: ClientDisconnect without ClientConnect\n");
1589 PlayerStats_AddGlobalInfo(self);
1591 CheatShutdownClient();
1593 if(self.hitplotfh >= 0)
1595 fclose(self.hitplotfh);
1596 self.hitplotfh = -1;
1600 anticheat_shutdown();
1602 playerdemo_shutdown();
1604 bot_clientdisconnect();
1609 if(autocvar_sv_eventlog)
1610 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1612 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1614 MUTATOR_CALLHOOK(ClientDisconnect);
1616 Portal_ClearAll(self);
1618 RemoveGrapplingHook(self);
1620 // Here, everything has been done that requires this player to be a client.
1622 self.flags &~= FL_CLIENT;
1624 if (self.chatbubbleentity)
1625 remove (self.chatbubbleentity);
1627 if (self.killindicator)
1628 remove (self.killindicator);
1630 WaypointSprite_PlayerGone();
1632 bot_relinkplayerlist();
1636 Spawnqueue_Unmark(self);
1637 Spawnqueue_Remove(self);
1640 accuracy_free(self);
1641 ClientData_Detach();
1642 PlayerScore_Detach(self);
1644 if(self.netname_previous)
1645 strunzone(self.netname_previous);
1646 if(self.clientstatus)
1647 strunzone(self.clientstatus);
1648 if(self.weaponorder_byimpulse)
1649 strunzone(self.weaponorder_byimpulse);
1651 ClearPlayerSounds();
1654 remove(self.personal);
1664 void ChatBubbleThink()
1666 self.nextthink = time;
1667 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1669 if(self.owner) // but why can that ever be world?
1670 self.owner.chatbubbleentity = world;
1674 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1676 || self.owner.tetris_on
1679 self.model = self.mdl;
1684 void UpdateChatBubble()
1688 // spawn a chatbubble entity if needed
1689 if (!self.chatbubbleentity)
1691 self.chatbubbleentity = spawn();
1692 self.chatbubbleentity.owner = self;
1693 self.chatbubbleentity.exteriormodeltoclient = self;
1694 self.chatbubbleentity.think = ChatBubbleThink;
1695 self.chatbubbleentity.nextthink = time;
1696 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1697 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1698 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1699 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1700 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1701 self.chatbubbleentity.model = "";
1702 self.chatbubbleentity.effects = EF_LOWPRECISION;
1707 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1708 // added to the model skins
1709 /*void UpdateColorModHack()
1712 c = self.clientcolors & 15;
1713 // LordHavoc: only bothering to support white, green, red, yellow, blue
1714 if (!teamplay) self.colormod = '0 0 0';
1715 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1716 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1717 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1718 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1719 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1720 else self.colormod = '1 1 1';
1725 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1727 self.solid = SOLID_NOT;
1728 self.takedamage = DAMAGE_NO;
1729 self.movetype = MOVETYPE_FLY;
1730 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1731 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1732 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1733 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1734 if(autocvar_g_respawn_ghosts_maxtime)
1735 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1740 self.effects |= EF_NODRAW; // prevent another CopyBody
1741 PutClientInServer();
1744 void play_countdown(float finished, string samp)
1746 if(clienttype(self) == CLIENTTYPE_REAL)
1747 if(floor(finished - time - frametime) != floor(finished - time))
1748 if(finished - time < 6)
1749 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1752 void player_powerups (void)
1754 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1755 olditems = self.items;
1757 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1758 self.modelflags |= MF_ROCKET;
1760 self.modelflags &~= MF_ROCKET;
1762 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1764 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1767 Fire_ApplyDamage(self);
1768 Fire_ApplyEffect(self);
1772 self.effects |= EF_FULLBRIGHT;
1774 if (self.items & IT_STRENGTH)
1776 play_countdown(self.strength_finished, "misc/poweroff.wav");
1777 if (time > self.strength_finished)
1779 self.alpha = default_player_alpha;
1780 self.exteriorweaponentity.alpha = default_weapon_alpha;
1781 self.items &~= IT_STRENGTH;
1782 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1783 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1788 if (time < self.strength_finished)
1790 self.alpha = g_minstagib_invis_alpha;
1791 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1792 self.items |= IT_STRENGTH;
1793 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1794 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1798 if (self.items & IT_INVINCIBLE)
1800 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1801 if (time > self.invincible_finished)
1803 self.items = self.items - (self.items & IT_INVINCIBLE);
1804 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1805 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1810 if (time < self.invincible_finished)
1812 self.items = self.items | IT_INVINCIBLE;
1813 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1814 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1818 else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
1820 if (self.items & IT_STRENGTH)
1822 play_countdown(self.strength_finished, "misc/poweroff.wav");
1823 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1824 if (time > self.strength_finished)
1826 self.items = self.items - (self.items & IT_STRENGTH);
1827 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1828 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1833 if (time < self.strength_finished)
1835 self.items = self.items | IT_STRENGTH;
1836 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1837 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1840 if (self.items & IT_INVINCIBLE)
1842 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1843 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1844 if (time > self.invincible_finished)
1846 self.items = self.items - (self.items & IT_INVINCIBLE);
1847 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1848 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1853 if (time < self.invincible_finished)
1855 self.items = self.items | IT_INVINCIBLE;
1856 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1857 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1860 if (self.items & IT_SUPERWEAPON)
1862 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1864 self.superweapons_finished = 0;
1865 self.items = self.items - (self.items & IT_SUPERWEAPON);
1866 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1867 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1869 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1871 // don't let them run out
1875 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1876 if (time > self.superweapons_finished)
1878 self.items = self.items - (self.items & IT_SUPERWEAPON);
1879 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1880 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1881 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1885 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1887 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1889 self.items = self.items | IT_SUPERWEAPON;
1890 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1891 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1895 self.superweapons_finished = 0;
1896 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1901 self.superweapons_finished = 0;
1905 if(autocvar_g_nodepthtestplayers)
1906 self.effects = self.effects | EF_NODEPTHTEST;
1908 if(autocvar_g_fullbrightplayers)
1909 self.effects = self.effects | EF_FULLBRIGHT;
1911 // midair gamemode: damage only while in the air
1912 // if in midair mode, being on ground grants temporary invulnerability
1913 // (this is so that multishot weapon don't clear the ground flag on the
1914 // first damage in the frame, leaving the player vulnerable to the
1915 // remaining hits in the same frame)
1916 if (self.flags & FL_ONGROUND)
1918 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1920 if (time >= game_starttime)
1921 if (time < self.spawnshieldtime)
1922 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1924 MUTATOR_CALLHOOK(PlayerPowerups);
1927 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1929 if(current > stable)
1931 else if(current > stable - 0.25) // when close enough, "snap"
1934 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1937 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1939 if(current < stable)
1941 else if(current < stable + 0.25) // when close enough, "snap"
1944 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1947 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1949 if(current > rotstable)
1951 if(rotframetime > 0)
1953 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1954 current = max(rotstable, current - rotlinear * rotframetime);
1957 else if(current < regenstable)
1959 if(regenframetime > 0)
1961 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1962 current = min(regenstable, current + regenlinear * regenframetime);
1972 void player_regen (void)
1974 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1975 maxh = autocvar_g_balance_health_rotstable;
1976 maxa = autocvar_g_balance_armor_rotstable;
1977 maxf = autocvar_g_balance_fuel_rotstable;
1978 minh = autocvar_g_balance_health_regenstable;
1979 mina = autocvar_g_balance_armor_regenstable;
1980 minf = autocvar_g_balance_fuel_regenstable;
1981 limith = autocvar_g_balance_health_limit;
1982 limita = autocvar_g_balance_armor_limit;
1983 limitf = autocvar_g_balance_fuel_limit;
1985 max_mod = regen_mod = rot_mod = limit_mod = 1;
1987 maxh = maxh * max_mod;
1988 //maxa = maxa * max_mod;
1989 //maxf = maxf * max_mod;
1990 minh = minh * max_mod;
1991 //mina = mina * max_mod;
1992 //minf = minf * max_mod;
1993 limith = limith * limit_mod;
1994 limita = limita * limit_mod;
1995 //limitf = limitf * limit_mod;
2000 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2002 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2003 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2005 // if player rotted to death... die!
2007 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2010 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2011 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2014 float zoomstate_set;
2015 void SetZoomState(float z)
2017 if(z != self.zoomstate)
2020 ClientData_Touch(self);
2025 void GetPressedKeys(void) {
2026 MUTATOR_CALLHOOK(GetPressedKeys);
2027 if (self.movement_x > 0) // get if movement keys are pressed
2028 { // forward key pressed
2029 self.pressedkeys |= KEY_FORWARD;
2030 self.pressedkeys &~= KEY_BACKWARD;
2032 else if (self.movement_x < 0)
2033 { // backward key pressed
2034 self.pressedkeys |= KEY_BACKWARD;
2035 self.pressedkeys &~= KEY_FORWARD;
2039 self.pressedkeys &~= KEY_FORWARD;
2040 self.pressedkeys &~= KEY_BACKWARD;
2043 if (self.movement_y > 0)
2044 { // right key pressed
2045 self.pressedkeys |= KEY_RIGHT;
2046 self.pressedkeys &~= KEY_LEFT;
2048 else if (self.movement_y < 0)
2049 { // left key pressed
2050 self.pressedkeys |= KEY_LEFT;
2051 self.pressedkeys &~= KEY_RIGHT;
2055 self.pressedkeys &~= KEY_RIGHT;
2056 self.pressedkeys &~= KEY_LEFT;
2059 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2060 self.pressedkeys |= KEY_JUMP;
2062 self.pressedkeys &~= KEY_JUMP;
2063 if (self.BUTTON_CROUCH)
2064 self.pressedkeys |= KEY_CROUCH;
2066 self.pressedkeys &~= KEY_CROUCH;
2068 if (self.BUTTON_ATCK)
2069 self.pressedkeys |= KEY_ATCK;
2071 self.pressedkeys &~= KEY_ATCK;
2072 if (self.BUTTON_ATCK2)
2073 self.pressedkeys |= KEY_ATCK2;
2075 self.pressedkeys &~= KEY_ATCK2;
2079 ======================
2080 spectate mode routines
2081 ======================
2084 void SpectateCopy(entity spectatee) {
2086 MUTATOR_CALLHOOK(SpectateCopy);
2087 self.armortype = spectatee.armortype;
2088 self.armorvalue = spectatee.armorvalue;
2089 self.ammo_cells = spectatee.ammo_cells;
2090 self.ammo_shells = spectatee.ammo_shells;
2091 self.ammo_nails = spectatee.ammo_nails;
2092 self.ammo_rockets = spectatee.ammo_rockets;
2093 self.ammo_fuel = spectatee.ammo_fuel;
2094 self.clip_load = spectatee.clip_load;
2095 self.clip_size = spectatee.clip_size;
2096 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2097 self.health = spectatee.health;
2099 self.items = spectatee.items;
2100 self.last_pickup = spectatee.last_pickup;
2101 self.hit_time = spectatee.hit_time;
2102 self.metertime = spectatee.metertime;
2103 self.strength_finished = spectatee.strength_finished;
2104 self.invincible_finished = spectatee.invincible_finished;
2105 self.pressedkeys = spectatee.pressedkeys;
2106 WEPSET_COPY_EE(self, spectatee);
2107 self.switchweapon = spectatee.switchweapon;
2108 self.switchingweapon = spectatee.switchingweapon;
2109 self.weapon = spectatee.weapon;
2110 self.nex_charge = spectatee.nex_charge;
2111 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2112 self.hagar_load = spectatee.hagar_load;
2113 self.minelayer_mines = spectatee.minelayer_mines;
2114 self.punchangle = spectatee.punchangle;
2115 self.view_ofs = spectatee.view_ofs;
2116 self.velocity = spectatee.velocity;
2117 self.dmg_take = spectatee.dmg_take;
2118 self.dmg_save = spectatee.dmg_save;
2119 self.dmg_inflictor = spectatee.dmg_inflictor;
2120 self.v_angle = spectatee.v_angle;
2121 self.angles = spectatee.v_angle;
2122 self.stat_respawn_time = spectatee.stat_respawn_time;
2123 if(!self.BUTTON_USE)
2124 self.fixangle = TRUE;
2125 setorigin(self, spectatee.origin);
2126 setsize(self, spectatee.mins, spectatee.maxs);
2127 SetZoomState(spectatee.zoomstate);
2129 anticheat_spectatecopy(spectatee);
2130 self.hud = spectatee.hud;
2131 if(spectatee.vehicle)
2133 self.fixangle = FALSE;
2134 //self.velocity = spectatee.vehicle.velocity;
2135 self.vehicle_health = spectatee.vehicle_health;
2136 self.vehicle_shield = spectatee.vehicle_shield;
2137 self.vehicle_energy = spectatee.vehicle_energy;
2138 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2139 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2140 self.vehicle_reload1 = spectatee.vehicle_reload1;
2141 self.vehicle_reload2 = spectatee.vehicle_reload2;
2145 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2146 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2147 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2148 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2150 //WriteByte (MSG_ONE, SVC_SETVIEW);
2151 // WriteEntity(MSG_ONE, self);
2152 //makevectors(spectatee.v_angle);
2153 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2157 float SpectateUpdate() {
2161 if (self == self.enemy)
2164 if(self.enemy.classname != "player")
2167 SpectateCopy(self.enemy);
2173 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2174 entity CA_SpectateNext(entity start) {
2175 if (start.team == self.team) {
2180 // continue from current player
2181 while(other && other.team != self.team) {
2182 other = find(other, classname, "player");
2186 // restart from begining
2187 other = find(other, classname, "player");
2188 while(other && other.team != self.team) {
2189 other = find(other, classname, "player");
2196 float SpectateNext(entity _prefer) {
2201 other = find(self.enemy, classname, "player");
2203 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2204 // CA and ca players when spectating enemies is forbidden
2205 other = CA_SpectateNext(other);
2207 // other modes and ca spectators or spectating enemies is allowed
2209 other = find(other, classname, "player");
2215 if(self.enemy.classname == "player") {
2216 /*if(self.enemy.vehicle)
2220 WriteByte(MSG_ONE, SVC_SETVIEW);
2221 WriteEntity(MSG_ONE, self.enemy);
2222 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2224 self.movetype = MOVETYPE_NONE;
2225 accuracy_resend(self);
2230 WriteByte(MSG_ONE, SVC_SETVIEW);
2231 WriteEntity(MSG_ONE, self.enemy);
2232 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2233 self.movetype = MOVETYPE_NONE;
2234 accuracy_resend(self);
2236 if(!SpectateUpdate())
2237 PutObserverInServer();
2247 ShowRespawnCountdown()
2249 Update a respawn countdown display.
2252 void ShowRespawnCountdown()
2255 if(self.deadflag == DEAD_NO) // just respawned?
2259 number = ceil(self.respawn_time - time);
2262 if(number <= self.respawn_countdown)
2264 self.respawn_countdown = number - 1;
2265 if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2266 AnnounceTo(self, strcat(ftos(number), ""));
2271 void LeaveSpectatorMode()
2273 if(nJoinAllowed(self))
2275 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2277 self.classname = "player";
2279 if(autocvar_g_campaign || autocvar_g_balance_teams)
2280 { JoinBestTeam(self, FALSE, TRUE); }
2282 if(autocvar_g_campaign)
2283 { campaign_bots_may_start = 1; }
2285 { Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD); }
2287 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2289 PutClientInServer();
2291 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2293 else if not(g_ca && self.caplayer) { stuffcmd(self, "menu_showteamselect\n"); }
2297 // Player may not join because g_maxplayers is set
2298 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2303 * Determines whether the player is allowed to join. This depends on cvar
2304 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2305 * it checks whether the number of currently playing players exceeds g_maxplayers.
2306 * @return int number of free slots for players, 0 if none
2308 float nJoinAllowed(entity ignore) {
2310 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2311 // so report 0 free slots if restricted
2313 if(autocvar_g_forced_team_otherwise == "spectate")
2315 if(autocvar_g_forced_team_otherwise == "spectator")
2319 if(self.team_forced < 0)
2320 return 0; // forced spectators can never join
2322 // TODO simplify this
2324 float totalClients = 0;
2329 if (!autocvar_g_maxplayers)
2330 return maxclients - totalClients;
2332 float currentlyPlaying = 0;
2333 FOR_EACH_REALPLAYER(e)
2334 currentlyPlaying += 1;
2336 if(currentlyPlaying < autocvar_g_maxplayers)
2337 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2343 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2344 * g_maxplayers_spectator_blocktime seconds
2346 void checkSpectatorBlock() {
2347 if(self.classname == "spectator" || self.classname == "observer") {
2348 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2349 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2355 .float motd_actived_time; // used for both motd and campaign_message
2356 void PrintWelcomeMessage()
2358 if (self.motd_actived_time == 0) { // is there already a message showing?
2359 if (autocvar_g_campaign) {
2360 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2361 self.motd_actived_time = time;
2362 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2365 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2366 self.motd_actived_time = time;
2367 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2370 } else { // showing MOTD or campaign message
2371 if (autocvar_g_campaign) {
2372 if (self.BUTTON_INFO)
2373 self.motd_actived_time = time;
2374 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2375 self.motd_actived_time = 0;
2376 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2379 if ((time - self.jointime) > autocvar_welcome_message_time) {
2380 if (self.BUTTON_INFO)
2381 self.motd_actived_time = time;
2382 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2383 self.motd_actived_time = 0;
2384 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2391 void ObserverThink()
2393 float prefered_movetype;
2394 if (self.flags & FL_JUMPRELEASED) {
2395 if (self.BUTTON_JUMP && !self.version_mismatch) {
2396 self.flags &~= FL_JUMPRELEASED;
2397 self.flags |= FL_SPAWNING;
2398 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2399 self.flags &~= FL_JUMPRELEASED;
2400 if(SpectateNext(world) == 1) {
2401 self.classname = "spectator";
2404 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2405 if (self.movetype != prefered_movetype)
2406 self.movetype = prefered_movetype;
2409 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2410 self.flags |= FL_JUMPRELEASED;
2411 if(self.flags & FL_SPAWNING)
2413 self.flags &~= FL_SPAWNING;
2414 LeaveSpectatorMode();
2420 PrintWelcomeMessage();
2423 void SpectatorThink()
2425 if (self.flags & FL_JUMPRELEASED) {
2426 if (self.BUTTON_JUMP && !self.version_mismatch) {
2427 self.flags &~= FL_JUMPRELEASED;
2428 self.flags |= FL_SPAWNING;
2429 } else if(self.BUTTON_ATCK) {
2430 self.flags &~= FL_JUMPRELEASED;
2431 if(SpectateNext(world) == 1) {
2432 self.classname = "spectator";
2434 self.classname = "observer";
2435 PutClientInServer();
2437 } else if (self.BUTTON_ATCK2) {
2438 self.flags &~= FL_JUMPRELEASED;
2439 self.classname = "observer";
2440 PutClientInServer();
2442 if(!SpectateUpdate())
2443 PutObserverInServer();
2446 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2447 self.flags |= FL_JUMPRELEASED;
2448 if(self.flags & FL_SPAWNING)
2450 self.flags &~= FL_SPAWNING;
2451 LeaveSpectatorMode();
2455 if(!SpectateUpdate())
2456 PutObserverInServer();
2459 PrintWelcomeMessage();
2460 self.flags |= FL_CLIENT | FL_NOTARGET;
2465 if(self.classname != "player")
2470 vehicles_exit(VHEF_NORMAL);
2474 // a use key was pressed; call handlers
2475 MUTATOR_CALLHOOK(PlayerUseKey);
2478 .float touchexplode_time;
2484 Called every frame for each client before the physics are run
2487 .float usekeypressed;
2488 void() nexball_setstatus;
2490 void PlayerPreThink (void)
2492 WarpZone_PlayerPhysics_FixVAngle();
2494 self.stat_game_starttime = game_starttime;
2495 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2496 self.stat_leadlimit = autocvar_leadlimit;
2498 if(g_arena || (g_ca && !allowed_to_spawn))
2499 self.stat_respawn_time = 0;
2501 self.stat_respawn_time = self.respawn_time;
2505 // physics frames: update anticheat stuff
2506 anticheat_prethink();
2509 if(blockSpectators && frametime)
2510 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2511 checkSpectatorBlock();
2515 if(self.netname_previous != self.netname)
2517 if(autocvar_sv_eventlog)
2518 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2519 if(self.netname_previous)
2520 strunzone(self.netname_previous);
2521 self.netname_previous = strzone(self.netname);
2525 if(self.version_nagtime)
2526 if(self.cvar_g_xonoticversion)
2527 if(time > self.version_nagtime)
2529 // don't notify git users
2530 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2532 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2534 // notify release users if connecting to git
2535 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2536 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2541 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2544 // give users new version
2545 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2546 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2550 // notify users about old server version
2551 print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2552 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2556 self.version_nagtime = 0;
2560 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2562 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2563 self.max_armorvalue = 0;
2567 if (TetrisPreFrame())
2571 MUTATOR_CALLHOOK(PlayerPreThink);
2573 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2575 if(self.BUTTON_USE && !self.usekeypressed)
2577 self.usekeypressed = self.BUTTON_USE;
2580 PrintWelcomeMessage();
2582 if(self.classname == "player") {
2583 // if(self.netname == "Wazat")
2584 // bprint(self.classname, "\n");
2586 CheckRules_Player();
2588 if (intermission_running)
2590 IntermissionThink (); // otherwise a button could be missed between
2591 return; // the think tics
2594 //don't allow the player to turn around while game is paused!
2595 if(timeout_status == TIMEOUT_ACTIVE) {
2596 // FIXME turn this into CSQC stuff
2597 self.v_angle = self.lastV_angle;
2598 self.angles = self.lastV_angle;
2599 self.fixangle = TRUE;
2604 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2606 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2607 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2608 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2610 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2612 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2613 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2614 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2618 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2624 minstagib_ammocheck();
2626 if (self.deadflag != DEAD_NO)
2628 float button_pressed, force_respawn;
2629 if(self.personal && g_race_qualifying)
2631 if(time > self.respawn_time)
2633 self.respawn_time = time + 1; // only retry once a second
2642 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2643 force_respawn = (g_ca || g_cts || autocvar_g_forced_respawn);
2644 if (self.deadflag == DEAD_DYING)
2647 self.deadflag = DEAD_RESPAWNING;
2648 else if(!button_pressed)
2649 self.deadflag = DEAD_DEAD;
2651 else if (self.deadflag == DEAD_DEAD)
2654 self.deadflag = DEAD_RESPAWNABLE;
2656 else if (self.deadflag == DEAD_RESPAWNABLE)
2659 self.deadflag = DEAD_RESPAWNING;
2661 else if (self.deadflag == DEAD_RESPAWNING)
2663 if(time > self.respawn_time)
2665 self.respawn_time = time + 1; // only retry once a second
2669 ShowRespawnCountdown();
2672 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2673 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2674 self.stat_respawn_time *= -1;
2678 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2679 // so (self.deadflag == DEAD_NO) is always true in the code below
2682 if(time > self.touchexplode_time)
2683 if(self.classname == "player")
2684 if(self.deadflag == DEAD_NO)
2685 if not(IS_INDEPENDENT_PLAYER(self))
2686 FOR_EACH_PLAYER(other) if(self != other)
2688 if(time > other.touchexplode_time)
2689 if(other.deadflag == DEAD_NO)
2690 if not(IS_INDEPENDENT_PLAYER(other))
2691 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2693 PlayerTouchExplode(self, other);
2694 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2698 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2702 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2703 dist = self.prevorigin - self.origin;
2705 self.lms_traveled_distance += fabs(vlen(dist));
2707 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2709 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2710 self.lms_traveled_distance = 0;
2713 if(time > self.lms_nextcheck)
2715 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2716 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2718 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2719 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2720 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2721 Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2723 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2724 self.lms_traveled_distance = 0;
2728 self.prevorigin = self.origin;
2730 float do_crouch = self.BUTTON_CROUCH;
2733 if(self.health <= g_bloodloss)
2737 if(self.freezetag_frozen)
2739 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2747 self.view_ofs = PL_CROUCH_VIEW_OFS;
2748 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2749 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2756 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2757 if (!trace_startsolid)
2759 self.crouch = FALSE;
2760 self.view_ofs = PL_VIEW_OFS;
2761 setsize (self, PL_MIN, PL_MAX);
2766 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2768 if(self.bloodloss_timer < time)
2770 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2771 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2777 GrapplingHookFrame();
2779 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2782 self.items &~= self.items_added;
2786 self.items_added = 0;
2787 if(self.items & IT_JETPACK)
2788 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2789 self.items_added |= IT_FUEL;
2791 self.items |= self.items_added;
2796 // rot nex charge to the charge limit
2797 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2798 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2804 nexball_setstatus();
2807 secrets_setstatus();
2809 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2811 //self.angles_y=self.v_angle_y + 90; // temp
2812 } else if(gameover) {
2813 if (intermission_running)
2814 IntermissionThink (); // otherwise a button could be missed between
2816 } else if(self.classname == "observer") {
2818 } else if(self.classname == "spectator") {
2823 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2825 float oldspectatee_status;
2826 oldspectatee_status = self.spectatee_status;
2827 if(self.classname == "spectator")
2828 self.spectatee_status = num_for_edict(self.enemy);
2829 else if(self.classname == "observer")
2830 self.spectatee_status = num_for_edict(self);
2832 self.spectatee_status = 0;
2833 if(self.spectatee_status != oldspectatee_status)
2835 ClientData_Touch(self);
2837 race_InitSpectator();
2840 if(self.teamkill_soundtime)
2841 if(time > self.teamkill_soundtime)
2843 self.teamkill_soundtime = 0;
2845 entity oldpusher, oldself;
2847 oldself = self; self = self.teamkill_soundsource;
2848 oldpusher = self.pusher; self.pusher = oldself;
2850 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2852 self.pusher = oldpusher;
2856 if(self.taunt_soundtime)
2857 if(time > self.taunt_soundtime)
2859 self.taunt_soundtime = 0;
2860 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2863 target_voicescript_next(self);
2865 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2867 self.clip_load = self.clip_size = 0;
2870 float isInvisibleString(string s)
2873 s = strdecolorize(s);
2874 for((i = 0), (n = strlen(s)); i < n; ++i)
2882 case 192: // charmap space
2883 if (!autocvar_utf8_enable)
2886 case 160: // space in unicode fonts
2887 case 0xE000 + 192: // utf8 charmap space
2888 if (autocvar_utf8_enable)
2901 Called every frame for each client after the physics are run
2904 .float idlekick_lasttimeleft;
2905 void PlayerPostThink (void)
2907 // Savage: Check for nameless players
2908 if (isInvisibleString(self.netname)) {
2909 self.netname = "Player";
2910 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2913 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2915 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2917 if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2922 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2923 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2925 if(!self.idlekick_lasttimeleft)
2926 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2930 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2934 else if(timeleft <= 10)
2936 if(timeleft != self.idlekick_lasttimeleft)
2937 AnnounceTo(self, ftos(timeleft));
2938 self.idlekick_lasttimeleft = timeleft;
2944 if(self.impulse == 100)
2946 if (!TetrisPostFrame())
2952 //CheckPlayerJump();
2954 if(self.classname == "player") {
2955 CheckRules_Player();
2959 if (intermission_running)
2960 return; // intermission or finale
2970 for(i = 0; i < 1000; ++i)
2973 end = self.origin + '0 0 1024' + 512 * randomvec();
2974 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2975 if(trace_fraction < 1)
2976 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2978 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2984 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2986 if(self.waypointsprite_attachedforcarrier)
2987 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2991 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2993 if not(self.stored_netname)
2994 self.stored_netname = strzone(uid2name(self.crypto_idfp));
2995 if(self.stored_netname != self.netname)
2997 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2998 strunzone(self.stored_netname);
2999 self.stored_netname = strzone(self.netname);
3005 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3008 CSQCMODEL_AUTOUPDATE();