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(0, SVC_TEMPENTITY);
6 WriteByte(0, TE_CSQC_TEAMNAGGER);
9 void Announce(string snd) {
10 WriteByte(MSG_ALL, SVC_TEMPENTITY);
11 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_ALL, 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, entity playerlist, float teamcheck, float anypoint)
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 // filter out spots for assault
155 if(spot.target != "") {
158 ent = find(world, targetname, spot.target);
161 if(ent.classname == "target_objective")
164 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
168 else if(ent.classname == "trigger_race_checkpoint")
171 if(!anypoint) // spectators may spawn everywhere
174 if(g_race_qualifying)
177 if(ent.race_checkpoint != 0)
179 if(spot.race_place != race_lowest_place_spawn)
184 if(ent.race_checkpoint != self.race_respawn_checkpoint)
186 // try reusing the previous spawn
187 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
189 if(ent.race_checkpoint == 0)
192 pl = self.race_place;
193 if(pl > race_highest_place_spawn)
195 if(pl == 0 && !self.race_started)
196 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
197 if(spot.race_place != pl)
204 ent = find(ent, targetname, spot.target);
212 shortest = vlen(world.maxs - world.mins);
213 for(player = playerlist; player; player = player.chain)
216 thisdist = vlen(player.origin - spot.origin);
217 if (thisdist < shortest)
220 return prio * '1 0 0' + shortest * '0 1 0';
225 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
227 local entity spot, spotlist, spotlistend;
228 spawn_allgood = TRUE;
234 for(spot = firstspot; spot; spot = spot.chain)
236 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
238 if(cvar("spawn_debugview"))
240 setmodel(spot, "models/runematch/rune.mdl");
241 if(spot.spawnpoint_score_y < mindist)
243 spot.colormod = '1 0 0';
248 spot.colormod = '0 1 0';
249 spot.scale = spot.spawnpoint_score_y / mindist;
253 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
255 if(spot.spawnpoint_score_y < mindist)
257 // too short distance
258 spawn_allgood = FALSE;
263 spawn_allbad = FALSE;
266 spotlistend.chain = spot;
273 if(spot.team != teamcheck)
274 error("invalid spawn added");
276 print("added ", etos(spot), "\n");
282 spotlistend.chain = world;
287 for(e = spotlist; e; e = e.chain)
289 print("seen ", etos(e), "\n");
290 if(e.team != teamcheck)
291 error("invalid spawn found");
298 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
300 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
301 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
304 RandomSelection_Init();
305 for(spot = firstspot; spot; spot = spot.chain)
306 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);
308 return RandomSelection_chosen_ent;
315 Finds a point to respawn
318 entity SelectSpawnPoint (float anypoint)
320 local float teamcheck;
321 local entity firstspot_new;
322 local entity spot, firstspot, playerlist;
324 spot = find (world, classname, "testplayerstart");
330 if(!anypoint && have_team_spawns > 0)
331 teamcheck = self.team;
333 // get the list of players
334 playerlist = findchain(classname, "player");
335 // get the entire list of spots
336 firstspot = findchain(classname, "info_player_deathmatch");
337 // filter out the bad ones
338 // (note this returns the original list if none survived)
341 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
345 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
347 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
348 firstspot = firstspot_new;
350 // there is 50/50 chance of choosing a random spot or the furthest spot
351 // (this means that roughly every other spawn will be furthest, so you
352 // usually won't get fragged at spawn twice in a row)
353 if (arena_roundbased && !g_ca)
355 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
357 firstspot = firstspot_new;
358 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
360 else if (random() > cvar("g_spawn_furthest"))
361 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
363 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
366 if(cvar("spawn_debugview"))
368 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
372 for(e = firstspot; e; e = e.chain)
373 if(e.team != teamcheck)
374 error("invalid spawn found");
379 if(cvar("spawn_debug"))
383 if(some_spawn_has_been_used)
384 return world; // team can't spawn any more, because of actions of other team
386 error("Cannot find a spawn point - please fix the map!");
397 Checks if the argument string can be a valid playermodel.
398 Returns a valid one in doubt.
401 string FallbackPlayerModel = "models/player/marine.zym";
402 string CheckPlayerModel(string plyermodel) {
403 if(strlen(plyermodel) < 4)
404 return FallbackPlayerModel;
405 if( substring(plyermodel,0,14) != "models/player/")
406 return FallbackPlayerModel;
407 else if(cvar("sv_servermodelsonly"))
409 if(substring(plyermodel,-4,4) != ".zym")
410 if(substring(plyermodel,-4,4) != ".dpm")
411 if(substring(plyermodel,-4,4) != ".iqm")
412 if(substring(plyermodel,-4,4) != ".md3")
413 if(substring(plyermodel,-4,4) != ".psk")
414 return FallbackPlayerModel;
415 // forbid the LOD models
416 if(substring(plyermodel, -9,5) == "_lod1")
417 return FallbackPlayerModel;
418 if(substring(plyermodel, -9,5) == "_lod2")
419 return FallbackPlayerModel;
420 if(plyermodel != strtolower(plyermodel))
421 return FallbackPlayerModel;
422 if(!fexists(plyermodel))
423 return FallbackPlayerModel;
430 Client_customizeentityforclient
435 void Client_uncustomizeentityforclient()
437 if(self.modelindex == 0) // no need to uncustomize then
439 self.modelindex = self.modelindex_lod0;
440 self.skin = self.skinindex;
443 float Client_customizeentityforclient()
447 if(self.modelindex == 0)
454 t0 = gettime(GETTIME_HIRES); // reference
459 #ifdef ALLOW_FORCEMODELS
460 if(other.cvar_cl_forceplayermodelsfromxonotic)
461 if not(self.modelindex_lod0_from_xonotic)
463 if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
467 self.skin = modelsource.skinindex;
470 if(modelsource == self)
471 self.skin = modelsource.skinindex;
473 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
477 // other: the player viewing me
481 if(other.cvar_cl_playerdetailreduction <= 0)
483 if(other.cvar_cl_playerdetailreduction <= -2)
484 self.modelindex = modelsource.modelindex_lod2;
485 else if(other.cvar_cl_playerdetailreduction <= -1)
486 self.modelindex = modelsource.modelindex_lod1;
488 self.modelindex = modelsource.modelindex_lod0;
492 distance = vlen(self.origin - other.origin);
493 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
494 if(f > sv_loddistance2)
495 self.modelindex = modelsource.modelindex_lod2;
496 else if(f > sv_loddistance1)
497 self.modelindex = modelsource.modelindex_lod1;
499 self.modelindex = modelsource.modelindex_lod0;
504 t1 = gettime(GETTIME_HIRES); // reference
505 client_cefc_accumulator += (t1 - t0);
511 void setmodel_lod(entity e, string modelname)
517 // FIXME: this only supports 3-letter extensions
518 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
521 setmodel(e, s); // players have high precision
522 self.modelindex_lod1 = self.modelindex;
525 self.modelindex_lod1 = -1;
527 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
530 setmodel(e, s); // players have high precision
531 self.modelindex_lod2 = self.modelindex;
534 self.modelindex_lod2 = -1;
536 precache_model(modelname);
537 setmodel(e, modelname); // players have high precision
538 self.modelindex_lod0 = self.modelindex;
540 if(self.modelindex_lod1 < 0)
541 self.modelindex_lod1 = self.modelindex;
543 if(self.modelindex_lod2 < 0)
544 self.modelindex_lod2 = self.modelindex;
548 precache_model(modelname);
549 setmodel(e, modelname); // players have high precision
550 self.modelindex_lod0 = self.modelindex;
551 // save it for possible player model forcing
554 s = whichpack(self.model);
555 self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
557 player_setupanimsformodel();
564 putting a client as observer in the server
567 void FixPlayermodel();
568 void PutObserverInServer (void)
572 race_PreSpawnObserver();
574 spot = SelectSpawnPoint (TRUE);
576 error("No spawnpoints for observers?!?\n");
577 RemoveGrapplingHook(self); // Wazat's Grappling Hook
579 if(clienttype(self) == CLIENTTYPE_REAL)
582 WriteByte(MSG_ONE, SVC_SETVIEW);
583 WriteEntity(MSG_ONE, self);
588 Portal_ClearAll(self);
591 DropFlag(self.flagcarried, world, world);
594 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
596 WaypointSprite_PlayerDead();
598 if not(g_ca) // don't reset teams when moving a ca player to the spectators
599 self.team = -1; // move this as it is needed to log the player spectating in eventlog
601 if(self.killcount != -666) {
603 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
604 bprint ("^4", self.netname, "^4 has no more lives left\n");
606 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
608 bprint ("^4", self.netname, "^4 is spectating now\n");
610 if(self.just_joined == FALSE) {
611 LogTeamchange(self.playerid, -1, 4);
613 self.just_joined = FALSE;
616 PlayerScore_Clear(self); // clear scores when needed
618 self.spectatortime = time;
620 self.classname = "observer";
621 self.iscreature = FALSE;
623 self.takedamage = DAMAGE_NO;
624 self.solid = SOLID_NOT;
625 self.movetype = MOVETYPE_NOCLIP;
626 self.flags = FL_CLIENT | FL_NOTARGET;
627 self.armorvalue = 666;
629 self.armorvalue = cvar("g_balance_armor_start");
630 self.pauserotarmor_finished = 0;
631 self.pauserothealth_finished = 0;
632 self.pauseregen_finished = 0;
633 self.damageforcescale = 0;
640 self.pain_finished = 0;
641 self.strength_finished = 0;
642 self.invincible_finished = 0;
644 self.think = SUB_Null;
648 self.deadflag = DEAD_NO;
649 self.angles = spot.angles;
651 self.fixangle = TRUE;
654 self.view_ofs = PL_VIEW_OFS;
655 setorigin (self, spot.origin);
656 setsize (self, '0 0 0', '0 0 0');
657 self.prevorigin = self.origin;
665 self.weaponmodel = "";
666 self.weaponentity = world;
667 self.exteriorweaponentity = world;
668 self.killcount = -666;
669 self.velocity = '0 0 0';
670 self.avelocity = '0 0 0';
671 self.punchangle = '0 0 0';
672 self.punchvector = '0 0 0';
673 self.oldvelocity = self.velocity;
674 self.fire_endtime = -1;
677 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
681 if(self.version_mismatch)
683 Spawnqueue_Unmark(self);
684 Spawnqueue_Remove(self);
688 Spawnqueue_Insert(self);
693 // Only if the player cannot play at all
694 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
695 self.frags = FRAGS_SPECTATOR;
697 self.frags = FRAGS_LMS_LOSER;
700 self.frags = FRAGS_SPECTATOR;
702 MUTATOR_CALLHOOK(MakePlayerObserver);
705 float RestrictSkin(float s)
714 void FixPlayermodel()
716 local string defaultmodel;
717 local float defaultskin, chmdl, oldskin;
722 if(cvar("sv_defaultcharacter") == 1) {
728 s = Team_ColorNameLowerCase(self.team);
731 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
732 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
736 if(defaultmodel == "")
738 defaultmodel = cvar_string("sv_defaultplayermodel");
739 defaultskin = cvar("sv_defaultplayerskin");
743 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
746 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
747 self.model = ""; // force the != checks to return true
750 if(defaultmodel != "")
752 if (defaultmodel != self.model)
756 setmodel_lod (self, defaultmodel);
757 setsize (self, m1, m2);
761 oldskin = self.skinindex;
762 self.skinindex = defaultskin;
764 if (self.playermodel != self.model || self.playermodel == "")
766 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
769 setmodel_lod (self, self.playermodel);
770 setsize (self, m1, m2);
774 oldskin = self.skinindex;
775 self.skinindex = RestrictSkin(stof(self.playerskin));
778 if(chmdl || oldskin != self.skinindex)
779 self.species = player_getspecies(); // model or skin has changed
782 if(strlen(cvar_string("sv_defaultplayercolors")))
783 if(self.clientcolors != cvar("sv_defaultplayercolors"))
784 setcolor(self, cvar("sv_defaultplayercolors"));
787 void PlayerTouchExplode(entity p1, entity p2)
790 org = (p1.origin + p2.origin) * 0.5;
791 org_z += (p1.mins_z + p2.mins_z) * 0.5;
798 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
806 Called when a client spawns in the server
809 //void() ctf_playerchanged;
810 void PutClientInServer (void)
812 if(clienttype(self) == CLIENTTYPE_BOT)
814 self.classname = "player";
816 else if(clienttype(self) == CLIENTTYPE_REAL)
819 WriteByte(MSG_ONE, SVC_SETVIEW);
820 WriteEntity(MSG_ONE, self);
823 // player is dead and becomes observer
824 // FIXME fix LMS scoring for new system
827 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
828 self.classname = "observer";
831 if(g_arena || (g_ca && !allowed_to_spawn))
833 self.classname = "observer";
836 self.classname = "observer";
838 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
839 entity spot, oldself;
843 JoinBestTeam(self, FALSE, TRUE);
847 spot = SelectSpawnPoint (FALSE);
850 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
851 return; // spawn failed
854 RemoveGrapplingHook(self); // Wazat's Grappling Hook
856 self.classname = "player";
857 self.wasplayer = TRUE;
858 self.iscreature = TRUE;
859 self.movetype = MOVETYPE_WALK;
860 self.solid = SOLID_SLIDEBOX;
861 if(cvar("g_playerclip_collisions"))
862 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
864 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
865 self.frags = FRAGS_PLAYER;
866 if(independent_players)
867 MAKE_INDEPENDENT_PLAYER(self);
868 self.flags = FL_CLIENT;
869 self.takedamage = DAMAGE_AIM;
871 self.effects = EF_FULLBRIGHT;
874 self.air_finished = time + 12;
879 self.ammo_shells = warmup_start_ammo_shells;
880 self.ammo_nails = warmup_start_ammo_nails;
881 self.ammo_rockets = warmup_start_ammo_rockets;
882 self.ammo_cells = warmup_start_ammo_cells;
883 self.ammo_fuel = warmup_start_ammo_fuel;
884 self.health = warmup_start_health;
885 self.armorvalue = warmup_start_armorvalue;
886 self.weapons = warmup_start_weapons;
890 self.ammo_shells = start_ammo_shells;
891 self.ammo_nails = start_ammo_nails;
892 self.ammo_rockets = start_ammo_rockets;
893 self.ammo_cells = start_ammo_cells;
894 self.ammo_fuel = start_ammo_fuel;
895 self.health = start_health;
896 self.armorvalue = start_armorvalue;
897 self.weapons = start_weapons;
900 if(g_weaponarena_random)
901 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
903 self.items = start_items;
904 self.jump_interval = time;
906 self.spawnshieldtime = time + cvar("g_spawnshieldtime");
907 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
908 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
909 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");
910 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
911 //extend the pause of rotting if client was reset at the beginning of the countdown
912 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?
913 self.spawnshieldtime += game_starttime - time;
914 self.pauserotarmor_finished += game_starttime - time;
915 self.pauserothealth_finished += game_starttime - time;
916 self.pauseregen_finished += game_starttime - time;
918 self.damageforcescale = 2;
925 self.pain_finished = 0;
926 self.strength_finished = 0;
927 self.invincible_finished = 0;
929 // players have no think function
930 self.think = SUB_Null;
939 self.deadflag = DEAD_NO;
941 self.angles = spot.angles;
943 self.angles_z = 0; // never spawn tilted even if the spot says to
944 self.fixangle = TRUE; // turn this way immediately
945 self.velocity = '0 0 0';
946 self.avelocity = '0 0 0';
947 self.punchangle = '0 0 0';
948 self.punchvector = '0 0 0';
949 self.oldvelocity = self.velocity;
950 self.fire_endtime = -1;
953 WRITESPECTATABLE_MSG_ONE({
954 WriteByte(MSG_ONE, SVC_TEMPENTITY);
955 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
959 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
965 self.view_ofs = PL_VIEW_OFS;
966 setsize (self, PL_MIN, PL_MAX);
967 self.spawnorigin = spot.origin;
968 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
969 // don't reset back to last position, even if new position is stuck in solid
970 self.oldorigin = self.origin;
971 self.prevorigin = self.origin;
972 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
976 Spawnqueue_Remove(self);
977 Spawnqueue_Mark(self);
983 self.event_damage = PlayerDamage;
985 self.bot_attack = TRUE;
987 self.statdraintime = time + 5;
988 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
990 if(self.killcount == -666) {
991 PlayerScore_Clear(self);
995 self.cnt = WEP_LASER;
997 CL_SpawnWeaponentity();
998 self.alpha = default_player_alpha;
999 self.colormod = '1 1 1' * cvar("g_player_brightness");
1000 self.exteriorweaponentity.alpha = default_weapon_alpha;
1002 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
1003 self.lms_traveled_distance = 0;
1004 self.speedrunning = FALSE;
1006 race_PostSpawn(spot);
1008 if(cvar("spawn_debug"))
1010 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
1011 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
1014 //stuffcmd(self, "chase_active 0");
1015 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1017 if (cvar("g_spawnsound"))
1018 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1021 if(self.team == assault_attacker_team)
1022 centerprint(self, "You are attacking!");
1024 centerprint(self, "You are defending!");
1027 target_voicescript_clear(self);
1029 // reset fields the weapons may use
1030 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1031 weapon_action(j, WR_RESETPLAYER);
1035 activator = oldself;
1040 MUTATOR_CALLHOOK(PlayerSpawn);
1042 self.switchweapon = w_getbestweapon(self);
1043 self.cnt = self.switchweapon;
1045 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1046 PutObserverInServer ();
1050 // ctf_playerchanged();
1053 float ClientInit_SendEntity(entity to, float sf)
1055 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1056 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1057 WriteCoord(MSG_ENTITY, hook_shotorigin_x);
1058 WriteCoord(MSG_ENTITY, hook_shotorigin_y);
1059 WriteCoord(MSG_ENTITY, hook_shotorigin_z);
1061 if(sv_foginterval && world.fog != "")
1062 WriteString(MSG_ENTITY, world.fog);
1064 WriteString(MSG_ENTITY, "");
1065 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1066 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1067 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_secondary_bouncefactor
1068 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_secondary_bouncestop
1072 void ClientInit_CheckUpdate()
1074 self.nextthink = time;
1075 if(self.count != cvar("g_balance_armor_blockpercent"))
1077 self.count = cvar("g_balance_armor_blockpercent");
1078 self.SendFlags |= 1;
1080 if(self.cnt != cvar("g_balance_weaponswitchdelay"))
1082 self.cnt = cvar("g_balance_weaponswitchdelay");
1083 self.SendFlags |= 1;
1085 if(self.bouncefactor != cvar("g_balance_grenadelauncher_secondary_bouncefactor"))
1087 self.bouncefactor = cvar("g_balance_grenadelauncher_secondary_bouncefactor");
1088 self.SendFlags |= 1;
1090 if(self.bouncestop != cvar("g_balance_grenadelauncher_secondary_bouncestop"))
1092 self.bouncestop = cvar("g_balance_grenadelauncher_secondary_bouncestop");
1093 self.SendFlags |= 1;
1097 void ClientInit_Spawn()
1101 e.classname = "clientinit";
1102 e.think = ClientInit_CheckUpdate;
1104 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1107 ClientInit_CheckUpdate();
1116 void SetNewParms (void)
1118 // initialize parms for a new player
1119 parm1 = -(86400 * 366);
1127 void SetChangeParms (void)
1129 // save parms for level change
1130 parm1 = self.parm_idlesince - time;
1138 void DecodeLevelParms (void)
1141 self.parm_idlesince = parm1;
1142 if(self.parm_idlesince == -(86400 * 366))
1143 self.parm_idlesince = time;
1145 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1146 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1153 Called when a client types 'kill' in the console
1157 void ClientKill_Now_TeamChange()
1159 if(self.killindicator_teamchange == -1)
1162 JoinBestTeam( self, FALSE, FALSE );
1165 SV_ChangeTeam(self.killindicator_teamchange - 1);
1168 void ClientKill_Now()
1170 if(self.killindicator_teamchange)
1171 ClientKill_Now_TeamChange();
1174 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1176 if(self.killindicator)
1178 dprint("Cleaned up after a leaked kill indicator.\n");
1179 remove(self.killindicator);
1180 self.killindicator = world;
1183 void KillIndicator_Think()
1185 if (!self.owner.modelindex)
1187 self.owner.killindicator = world;
1195 ClientKill_Now(); // no oldself needed
1201 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1202 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1205 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1206 if(self.owner.killindicator_teamchange)
1208 if(self.owner.killindicator_teamchange == -1)
1209 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1211 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1214 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1216 self.nextthink = time + 1;
1221 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1225 killtime = cvar("g_balance_kill_delay");
1227 if(g_race_qualifying)
1230 self.killindicator_teamchange = targetteam;
1232 if(!self.killindicator)
1234 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1240 self.killindicator = spawn();
1241 self.killindicator.owner = self;
1242 self.killindicator.scale = 0.5;
1243 setattachment(self.killindicator, self, "");
1244 setorigin(self.killindicator, '0 0 52');
1245 self.killindicator.think = KillIndicator_Think;
1246 self.killindicator.nextthink = time + (self.lip) * 0.05;
1247 self.killindicator.cnt = ceil(killtime);
1248 self.killindicator.count = bound(0, ceil(killtime), 10);
1249 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1251 for(e = world; (e = find(e, classname, "body")) != world; )
1255 e.killindicator = spawn();
1256 e.killindicator.owner = e;
1257 e.killindicator.scale = 0.5;
1258 setattachment(e.killindicator, e, "");
1259 setorigin(e.killindicator, '0 0 52');
1260 e.killindicator.think = KillIndicator_Think;
1261 e.killindicator.nextthink = time + (e.lip) * 0.05;
1262 e.killindicator.cnt = ceil(killtime);
1267 if(self.killindicator)
1270 self.killindicator.colormod = TeamColor(targetteam);
1272 self.killindicator.colormod = '0 0 0';
1276 void ClientKill (void)
1278 ClientKill_TeamChange(0);
1281 void DoTeamChange(float destteam)
1287 SetPlayerColors(self, destteam);
1290 if(self.classname == "player")
1293 CheckAllowedTeams(self);
1294 t = FindSmallestTeam(self, TRUE);
1297 case COLOR_TEAM1: c0 = c1; break;
1298 case COLOR_TEAM2: c0 = c2; break;
1299 case COLOR_TEAM3: c0 = c3; break;
1300 case COLOR_TEAM4: c0 = c4; break;
1307 destteam = COLOR_TEAM1;
1311 destteam = COLOR_TEAM2;
1315 destteam = COLOR_TEAM3;
1319 destteam = COLOR_TEAM4;
1325 if(destteam == self.team && destteam >= 0 && !self.killindicator)
1327 ClientKill_TeamChange(destteam);
1330 void FixClientCvars(entity e)
1332 // send prediction settings to the client
1333 stuffcmd(e, "\nin_bindmap 0 0\n");
1335 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1336 if(cvar("g_antilag") == 3) // client side hitscan
1337 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");
1338 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1340 * we no longer need to stuff this. Remove this comment block if you feel
1341 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1342 stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));
1343 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
1344 stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
1345 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
1346 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));
1347 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
1348 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
1349 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));
1350 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
1351 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));
1352 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));
1353 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));
1354 stuffcmd(e, "cl_movement_edgefriction 1\n");
1362 Called when a client connects to the server
1365 //void ctf_clientconnect();
1366 string ColoredTeamName(float t);
1367 void DecodeLevelParms (void);
1368 //void dom_player_join_team(entity pl);
1370 .float uid_kicktime;
1373 void ClientConnect (void)
1377 if(self.flags & FL_CLIENT)
1379 print("Warning: ClientConnect, but already connected!\n");
1383 if(Ban_MaybeEnforceBan(self))
1388 self.classname = "player_joining";
1390 self.flags = FL_CLIENT;
1391 self.version_nagtime = time + 10 + random() * 10;
1395 dprint("BUG player count is lower than zero, this cannot happen!\n");
1399 PlayerScore_Attach(self);
1400 ClientData_Attach();
1402 bot_clientconnect();
1408 race_PreSpawnObserver();
1411 // dom_player_join_team(self);
1413 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1415 if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {
1416 self.classname = "observer";
1420 if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))
1422 self.classname = "player";
1423 campaign_bots_may_start = 1;
1427 self.classname = "observer"; // do it anyway
1432 self.classname = "player";
1433 campaign_bots_may_start = 1;
1437 self.playerid = (playerid_last = playerid_last + 1);
1439 if(cvar("sv_eventlog"))
1440 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1442 LogTeamchange(self.playerid, self.team, 1);
1444 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1446 self.netname_previous = strzone(self.netname);
1448 bprint("^4", self.netname, "^4 connected");
1450 if(self.classname != "observer" && (g_domination || g_ctf))
1451 bprint(" and joined the ", ColoredTeamName(self.team));
1455 self.welcomemessage_time = 0;
1457 stuffcmd(self, strcat(clientstuff, "\n"));
1458 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1459 stuffcmd(self, "cl_particles_reloadeffects\n");
1461 FixClientCvars(self);
1463 // spawnfunc_waypoint sprites
1464 WaypointSprite_InitClient(self);
1466 // Wazat's grappling hook
1467 SetGrappleHookBindings();
1469 // get autoswitch state from player when he toggles it
1470 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1472 // get version info from player
1473 stuffcmd(self, "cmd clientversion $gameversion\n");
1475 // get other cvars from player
1478 // set cvar for team scoreboard
1479 stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));
1481 // notify about available teams
1484 CheckAllowedTeams(self);
1485 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1486 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1489 stuffcmd(self, "set _teams_available 0\n");
1491 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1495 self.classname = "observer";
1497 Spawnqueue_Insert(self);
1501 ctf_clientconnect();
1504 if(teams_matter || radar_showennemies)
1507 bot_relinkplayerlist();
1509 self.spectatortime = time;
1512 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"));
1515 self.jointime = time;
1516 self.allowedTimeouts = cvar("sv_timeout_number");
1518 if(clienttype(self) == CLIENTTYPE_REAL)
1520 if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA)
1521 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1526 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1528 PlayerScore_Add(self, SP_LMS_RANK, 666);
1529 self.frags = FRAGS_SPECTATOR;
1533 if(!sv_foginterval && world.fog != "")
1534 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1536 SoundEntity_Attach(self);
1538 if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1540 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1541 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1544 self.hitplotfh = -1;
1547 if(clienttype(self) == CLIENTTYPE_REAL)
1549 self.uid_kicktime = time + 60;
1552 if(g_race || g_cts) {
1558 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1560 race_send_recordtime(MSG_ONE);
1561 race_send_speedaward(MSG_ONE);
1563 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1564 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));
1565 race_send_speedaward_alltimebest(MSG_ONE);
1568 for (i = 1; i <= RANKINGS_CNT; ++i) {
1569 race_SendRankings(i, 0, 0, MSG_ONE);
1572 else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca
1573 send_CSQC_teamnagger();
1582 Called when a client disconnects from the server
1585 .entity chatbubbleentity;
1586 .entity teambubbleentity;
1588 void ClientDisconnect (void)
1590 if not(self.flags & FL_CLIENT)
1592 print("Warning: ClientDisconnect without ClientConnect\n");
1596 CheatShutdownClient();
1598 if(self.hitplotfh >= 0)
1600 fclose(self.hitplotfh);
1601 self.hitplotfh = -1;
1605 anticheat_shutdown();
1607 playerdemo_shutdown();
1609 bot_clientdisconnect();
1614 if(cvar("sv_eventlog"))
1615 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1616 bprint ("^4",self.netname);
1617 bprint ("^4 disconnected\n");
1619 SoundEntity_Detach(self);
1622 MUTATOR_CALLHOOK(ClientDisconnect);
1624 Portal_ClearAll(self);
1626 if(self.flagcarried)
1627 DropFlag(self.flagcarried, world, world);
1628 if(self.ballcarried)
1629 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1631 // Here, everything has been done that requires this player to be a client.
1633 self.flags &~= FL_CLIENT;
1635 if (self.chatbubbleentity)
1636 remove (self.chatbubbleentity);
1638 if (self.teambubbleentity)
1639 remove (self.teambubbleentity);
1641 if (self.killindicator)
1642 remove (self.killindicator);
1644 WaypointSprite_PlayerGone();
1646 bot_relinkplayerlist();
1649 if(self.weaponentity)
1650 if(self.weaponentity.lasertarget)
1651 remove(self.weaponentity.lasertarget);
1655 Spawnqueue_Unmark(self);
1656 Spawnqueue_Remove(self);
1659 ClientData_Detach();
1660 PlayerScore_Detach(self);
1662 if(self.netname_previous)
1663 strunzone(self.netname_previous);
1664 if(self.clientstatus)
1665 strunzone(self.clientstatus);
1667 ClearPlayerSounds();
1670 remove(self.personal);
1680 void ChatBubbleThink()
1682 self.nextthink = time;
1683 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1685 if(self.owner) // but why can that ever be world?
1686 self.owner.chatbubbleentity = world;
1690 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1692 || self.owner.tetris_on
1695 self.model = self.mdl;
1700 void UpdateChatBubble()
1702 if (!self.modelindex)
1704 // spawn a chatbubble entity if needed
1705 if (!self.chatbubbleentity)
1707 self.chatbubbleentity = spawn();
1708 self.chatbubbleentity.owner = self;
1709 self.chatbubbleentity.exteriormodeltoclient = self;
1710 self.chatbubbleentity.think = ChatBubbleThink;
1711 self.chatbubbleentity.nextthink = time;
1712 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1713 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1714 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1715 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1716 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1717 self.chatbubbleentity.model = "";
1718 self.chatbubbleentity.effects = EF_LOWPRECISION;
1723 void TeamBubbleThink()
1725 self.nextthink = time;
1726 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1728 if(self.owner) // but why can that ever be world?
1729 self.owner.teambubbleentity = world;
1733 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1734 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1737 self.model = self.mdl;
1741 float TeamBubble_customizeentityforclient()
1743 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1746 void UpdateTeamBubble()
1748 if (!self.modelindex || !teams_matter)
1750 // spawn a teambubble entity if needed
1751 if (!self.teambubbleentity && teams_matter)
1753 self.teambubbleentity = spawn();
1754 self.teambubbleentity.owner = self;
1755 self.teambubbleentity.exteriormodeltoclient = self;
1756 self.teambubbleentity.think = TeamBubbleThink;
1757 self.teambubbleentity.nextthink = time;
1758 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1759 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1760 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1761 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1762 self.teambubbleentity.mdl = self.teambubbleentity.model;
1763 self.teambubbleentity.model = self.teambubbleentity.mdl;
1764 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1765 self.teambubbleentity.effects = EF_LOWPRECISION;
1769 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1770 // added to the model skins
1771 /*void UpdateColorModHack()
1774 c = self.clientcolors & 15;
1775 // LordHavoc: only bothering to support white, green, red, yellow, blue
1776 if (!teams_matter) self.colormod = '0 0 0';
1777 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1778 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1779 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1780 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1781 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1782 else self.colormod = '1 1 1';
1788 if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
1790 self.solid = SOLID_NOT;
1791 self.takedamage = DAMAGE_NO;
1792 self.movetype = MOVETYPE_FLY;
1793 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
1794 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
1795 self.effects |= EF_ADDITIVE;
1796 self.oldcolormap = self.colormap;
1797 self.colormap = 512;
1798 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1799 if(cvar("g_respawn_ghosts_maxtime"))
1800 SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
1804 self.effects |= EF_NODRAW; // prevent another CopyBody
1805 if(self.oldcolormap)
1807 self.colormap = self.oldcolormap;
1808 self.oldcolormap = 0;
1810 PutClientInServer();
1813 void play_countdown(float finished, string samp)
1815 if(clienttype(self) == CLIENTTYPE_REAL)
1816 if(floor(finished - time - frametime) != floor(finished - time))
1817 if(finished - time < 6)
1818 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1822 * When sv_timeout is used this function returs strings like
1823 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1824 * Called by centerprint functions
1825 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1827 string getTimeoutText(float addOneSecond) {
1828 if (!cvar("sv_timeout") || !timeoutStatus)
1831 local string retStr;
1832 if (timeoutStatus == 1) {
1833 if (addOneSecond == 1) {
1834 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1837 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1841 else if (timeoutStatus == 2) {
1843 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1844 //don't show messages like "Timeout ends in 0 seconds"...
1845 if ((remainingTimeoutTime + 1) > 0)
1851 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
1852 //don't show messages like "Timeout ends in 0 seconds"...
1853 if (remainingTimeoutTime > 0)
1862 void player_powerups (void)
1864 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1866 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
1867 self.modelflags |= MF_ROCKET;
1871 SoundEntity_StopSound(self, CHAN_PLAYER);
1872 self.modelflags &~= MF_ROCKET;
1875 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1877 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
1880 Fire_ApplyDamage(self);
1881 Fire_ApplyEffect(self);
1885 self.effects |= EF_FULLBRIGHT;
1887 if (self.items & IT_STRENGTH)
1889 play_countdown(self.strength_finished, "misc/poweroff.wav");
1890 if (time > self.strength_finished)
1892 self.alpha = default_player_alpha;
1893 self.exteriorweaponentity.alpha = default_weapon_alpha;
1894 self.items &~= IT_STRENGTH;
1895 sprint(self, "^3Invisibility has worn off\n");
1900 if (time < self.strength_finished)
1902 self.alpha = g_minstagib_invis_alpha;
1903 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1904 self.items |= IT_STRENGTH;
1905 sprint(self, "^3You are invisible\n");
1909 if (self.items & IT_INVINCIBLE)
1911 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1912 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1914 self.items = self.items - (self.items & IT_INVINCIBLE);
1915 sprint(self, "^3Speed has worn off\n");
1920 if (time < self.invincible_finished)
1922 self.items = self.items | IT_INVINCIBLE;
1923 sprint(self, "^3You are on speed\n");
1929 if (self.items & IT_STRENGTH)
1931 play_countdown(self.strength_finished, "misc/poweroff.wav");
1932 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1933 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
1935 self.items = self.items - (self.items & IT_STRENGTH);
1936 sprint(self, "^3Strength has worn off\n");
1941 if (time < self.strength_finished)
1943 self.items = self.items | IT_STRENGTH;
1944 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1947 if (self.items & IT_INVINCIBLE)
1949 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1950 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1951 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
1953 self.items = self.items - (self.items & IT_INVINCIBLE);
1954 sprint(self, "^3Shield has worn off\n");
1959 if (time < self.invincible_finished)
1961 self.items = self.items | IT_INVINCIBLE;
1962 sprint(self, "^3Shield surrounds you\n");
1966 if(cvar("g_nodepthtestplayers"))
1967 self.effects = self.effects | EF_NODEPTHTEST;
1969 if(cvar("g_fullbrightplayers"))
1970 self.effects = self.effects | EF_FULLBRIGHT;
1972 // midair gamemode: damage only while in the air
1973 // if in midair mode, being on ground grants temporary invulnerability
1974 // (this is so that multishot weapon don't clear the ground flag on the
1975 // first damage in the frame, leaving the player vulnerable to the
1976 // remaining hits in the same frame)
1977 if (self.flags & FL_ONGROUND)
1979 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
1981 if (time >= game_starttime)
1982 if (time < self.spawnshieldtime)
1983 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1986 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1988 if(current > stable)
1990 else if(current > stable - 0.25) // when close enough, "snap"
1993 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1996 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1998 if(current < stable)
2000 else if(current < stable + 0.25) // when close enough, "snap"
2003 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2006 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2008 if(current > rotstable)
2010 if(rotframetime > 0)
2012 current = CalcRot(current, rotstable, rotfactor, rotframetime);
2013 current = max(rotstable, current - rotlinear * rotframetime);
2016 else if(current < regenstable)
2018 if(regenframetime > 0)
2020 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2021 current = min(regenstable, current + regenlinear * regenframetime);
2031 void player_regen (void)
2033 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2034 maxh = cvar("g_balance_health_rotstable");
2035 maxa = cvar("g_balance_armor_rotstable");
2036 maxf = cvar("g_balance_fuel_rotstable");
2037 minh = cvar("g_balance_health_regenstable");
2038 mina = cvar("g_balance_armor_regenstable");
2039 minf = cvar("g_balance_fuel_regenstable");
2040 limith = cvar("g_balance_health_limit");
2041 limita = cvar("g_balance_armor_limit");
2042 limitf = cvar("g_balance_fuel_limit");
2044 max_mod = regen_mod = rot_mod = limit_mod = 1;
2046 if (self.runes & RUNE_REGEN)
2048 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2050 regen_mod = cvar("g_balance_rune_regen_combo_regenrate");
2051 max_mod = cvar("g_balance_rune_regen_combo_hpmod");
2052 limit_mod = cvar("g_balance_rune_regen_combo_limitmod");
2056 regen_mod = cvar("g_balance_rune_regen_regenrate");
2057 max_mod = cvar("g_balance_rune_regen_hpmod");
2058 limit_mod = cvar("g_balance_rune_regen_limitmod");
2061 else if (self.runes & CURSE_VENOM)
2063 max_mod = cvar("g_balance_curse_venom_hpmod");
2064 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2065 rot_mod = cvar("g_balance_rune_regen_combo_rotrate");
2067 rot_mod = cvar("g_balance_curse_venom_rotrate");
2068 limit_mod = cvar("g_balance_curse_venom_limitmod");
2069 //if (!self.runes & RUNE_REGEN)
2070 // rot_mod = cvar("g_balance_curse_venom_rotrate");
2072 maxh = maxh * max_mod;
2073 //maxa = maxa * max_mod;
2074 //maxf = maxf * max_mod;
2075 minh = minh * max_mod;
2076 //mina = mina * max_mod;
2077 //minf = minf * max_mod;
2078 limith = limith * limit_mod;
2079 limita = limita * limit_mod;
2080 //limitf = limitf * limit_mod;
2085 if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate")))
2087 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2088 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2090 // if player rotted to death... die!
2092 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2095 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2096 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2099 float zoomstate_set;
2100 void SetZoomState(float z)
2102 if(z != self.zoomstate)
2105 ClientData_Touch(self);
2110 void GetPressedKeys(void) {
2111 MUTATOR_CALLHOOK(GetPressedKeys);
2112 if (self.movement_x > 0) // get if movement keys are pressed
2113 { // forward key pressed
2114 self.pressedkeys |= KEY_FORWARD;
2115 self.pressedkeys &~= KEY_BACKWARD;
2117 else if (self.movement_x < 0)
2118 { // backward key pressed
2119 self.pressedkeys |= KEY_BACKWARD;
2120 self.pressedkeys &~= KEY_FORWARD;
2124 self.pressedkeys &~= KEY_FORWARD;
2125 self.pressedkeys &~= KEY_BACKWARD;
2128 if (self.movement_y > 0)
2129 { // right key pressed
2130 self.pressedkeys |= KEY_RIGHT;
2131 self.pressedkeys &~= KEY_LEFT;
2133 else if (self.movement_y < 0)
2134 { // left key pressed
2135 self.pressedkeys |= KEY_LEFT;
2136 self.pressedkeys &~= KEY_RIGHT;
2140 self.pressedkeys &~= KEY_RIGHT;
2141 self.pressedkeys &~= KEY_LEFT;
2144 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2145 self.pressedkeys |= KEY_JUMP;
2147 self.pressedkeys &~= KEY_JUMP;
2148 if (self.BUTTON_CROUCH)
2149 self.pressedkeys |= KEY_CROUCH;
2151 self.pressedkeys &~= KEY_CROUCH;
2154 void update_stats (float number, float hit, float fired) {
2155 // self.stat_hit = number + ((number==0) ? 1 : 64) * hit * sv_accuracy_data_share;
2156 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;
2159 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;
2160 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;
2162 self.stat_hit = hit * sv_accuracy_data_share;
2163 self.stat_fired = fired * sv_accuracy_data_share;
2168 ======================
2169 spectate mode routines
2170 ======================
2173 .float weapon_count;
2174 void SpectateCopy(entity spectatee) {
2175 if(spectatee.weapon_count < WEP_LAST) {
2176 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]));
2177 spectatee.weapon_count ++;
2179 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);
2182 MUTATOR_CALLHOOK(SpectateCopy);
2183 self.armortype = spectatee.armortype;
2184 self.armorvalue = spectatee.armorvalue;
2185 self.ammo_cells = spectatee.ammo_cells;
2186 self.ammo_shells = spectatee.ammo_shells;
2187 self.ammo_nails = spectatee.ammo_nails;
2188 self.ammo_rockets = spectatee.ammo_rockets;
2189 self.ammo_fuel = spectatee.ammo_fuel;
2190 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2191 self.health = spectatee.health;
2193 self.items = spectatee.items;
2194 self.metertime = spectatee.metertime;
2195 self.strength_finished = spectatee.strength_finished;
2196 self.invincible_finished = spectatee.invincible_finished;
2197 self.pressedkeys = spectatee.pressedkeys;
2198 self.weapons = spectatee.weapons;
2199 self.switchweapon = spectatee.switchweapon;
2200 self.weapon = spectatee.weapon;
2201 self.punchangle = spectatee.punchangle;
2202 self.view_ofs = spectatee.view_ofs;
2203 self.v_angle = spectatee.v_angle;
2204 self.velocity = spectatee.velocity;
2205 self.dmg_take = spectatee.dmg_take;
2206 self.dmg_save = spectatee.dmg_save;
2207 self.dmg_inflictor = spectatee.dmg_inflictor;
2208 self.angles = spectatee.v_angle;
2209 self.fixangle = TRUE;
2210 setorigin(self, spectatee.origin);
2211 setsize(self, spectatee.mins, spectatee.maxs);
2212 SetZoomState(spectatee.zoomstate);
2214 anticheat_spectatecopy(spectatee);
2217 float SpectateUpdate() {
2221 if (self == self.enemy)
2224 if(self.enemy.classname != "player")
2227 SpectateCopy(self.enemy);
2232 float SpectateNext() {
2233 other = find(self.enemy, classname, "player");
2236 other = find(other, classname, "player");
2241 if(self.enemy.classname == "player") {
2243 WriteByte(MSG_ONE, SVC_SETVIEW);
2244 WriteEntity(MSG_ONE, self.enemy);
2245 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2246 self.movetype = MOVETYPE_NONE;
2248 self.enemy.weapon_count = 0;
2250 if(!SpectateUpdate())
2251 PutObserverInServer();
2261 ShowRespawnCountdown()
2263 Update a respawn countdown display.
2266 void ShowRespawnCountdown()
2269 if(self.deadflag == DEAD_NO) // just respawned?
2273 number = ceil(self.death_time - time);
2276 if(number <= self.respawn_countdown)
2278 self.respawn_countdown = number - 1;
2279 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
2280 AnnounceTo(self, strcat(ftos(number), ""));
2285 void LeaveSpectatorMode()
2287 if(isJoinAllowed()) {
2288 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {
2289 self.classname = "player";
2291 if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))
2292 JoinBestTeam(self, FALSE, TRUE);
2294 if(cvar("g_campaign"))
2295 campaign_bots_may_start = 1;
2297 self.stat_count = WEP_LAST;
2299 PutClientInServer();
2301 if(self.classname == "player")
2302 bprint ("^4", self.netname, "^4 is playing now\n");
2304 if(!cvar("g_campaign"))
2305 centerprint(self,""); // clear MOTD
2309 if (g_ca && self.caplayer) {
2312 stuffcmd(self,"menu_showteamselect\n");
2317 //player may not join because of g_maxplayers is set
2318 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2323 * Determines whether the player is allowed to join. This depends on cvar
2324 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2325 * it checks whether the number of currently playing players exceeds g_maxplayers.
2326 * @return bool TRUE if the player is allowed to join, false otherwise
2328 float isJoinAllowed() {
2329 if (!cvar("g_maxplayers"))
2333 local float currentlyPlaying;
2334 FOR_EACH_REALPLAYER(e) {
2335 if(e.classname == "player")
2336 currentlyPlaying += 1;
2338 if(currentlyPlaying < cvar("g_maxplayers"))
2345 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2346 * g_maxplayers_spectator_blocktime seconds
2348 void checkSpectatorBlock() {
2349 if(self.classname == "spectator" || self.classname == "observer") {
2350 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {
2351 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2357 float vercmp_recursive(string v1, string v2)
2363 dot1 = strstrofs(v1, ".", 0);
2364 dot2 = strstrofs(v2, ".", 0);
2368 s1 = substring(v1, 0, dot1);
2372 s2 = substring(v2, 0, dot2);
2374 r = stof(s1) - stof(s2);
2378 r = strcasecmp(s1, s2);
2391 return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
2394 float vercmp(string v1, string v2)
2396 if(strcasecmp(v1, v2) == 0) // early out check
2398 return vercmp_recursive(v1, v2);
2401 void ObserverThink()
2403 if (self.flags & FL_JUMPRELEASED) {
2404 if (self.BUTTON_JUMP && !self.version_mismatch) {
2405 self.welcomemessage_time = 0;
2406 self.flags &~= FL_JUMPRELEASED;
2407 self.flags |= FL_SPAWNING;
2408 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2409 self.welcomemessage_time = 0;
2410 self.flags &~= FL_JUMPRELEASED;
2411 if(SpectateNext() == 1) {
2412 self.classname = "spectator";
2416 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2417 self.flags |= FL_JUMPRELEASED;
2418 if(self.flags & FL_SPAWNING)
2420 self.flags &~= FL_SPAWNING;
2421 LeaveSpectatorMode();
2426 PrintWelcomeMessage(self);
2429 void SpectatorThink()
2431 if (self.flags & FL_JUMPRELEASED) {
2432 if (self.BUTTON_JUMP && !self.version_mismatch) {
2433 self.welcomemessage_time = 0;
2434 self.flags &~= FL_JUMPRELEASED;
2435 self.flags |= FL_SPAWNING;
2436 } else if(self.BUTTON_ATCK) {
2437 self.welcomemessage_time = 0;
2438 self.flags &~= FL_JUMPRELEASED;
2439 if(SpectateNext() == 1) {
2440 self.classname = "spectator";
2442 self.classname = "observer";
2443 self.stat_count = WEP_LAST;
2444 PutClientInServer();
2446 } else if (self.BUTTON_ATCK2) {
2447 self.welcomemessage_time = 0;
2448 self.flags &~= FL_JUMPRELEASED;
2449 self.classname = "observer";
2450 self.stat_count = WEP_LAST;
2451 PutClientInServer();
2453 if(!SpectateUpdate())
2454 PutObserverInServer();
2457 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2458 self.flags |= FL_JUMPRELEASED;
2459 if(self.flags & FL_SPAWNING)
2461 self.flags &~= FL_SPAWNING;
2462 LeaveSpectatorMode();
2468 PrintWelcomeMessage(self);
2469 self.flags |= FL_CLIENT | FL_NOTARGET;
2472 .float touchexplode_time;
2478 Called every frame for each client before the physics are run
2481 void() ctf_setstatus;
2482 void() nexball_setstatus;
2484 void PlayerPreThink (void)
2486 self.stat_game_starttime = game_starttime;
2487 self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");
2488 self.stat_leadlimit = cvar("leadlimit");
2492 // physics frames: update anticheat stuff
2493 anticheat_prethink();
2496 if(blockSpectators && frametime)
2497 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2498 checkSpectatorBlock();
2502 if(self.netname_previous != self.netname)
2504 if(cvar("sv_eventlog"))
2505 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2506 if(self.netname_previous)
2507 strunzone(self.netname_previous);
2508 self.netname_previous = strzone(self.netname);
2512 if(self.version_nagtime)
2513 if(self.cvar_g_xonoticversion)
2514 if(time > self.version_nagtime)
2516 if(strstr(self.cvar_g_xonoticversion, "svn", 0) < 0)
2518 if(strstr(cvar_string("g_xonoticversion"), "svn", 0) >= 0)
2520 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2521 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2526 r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion"));
2529 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2530 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", cvar_string("g_xonoticversion"), "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2534 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2535 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2539 self.version_nagtime = 0;
2543 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2545 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2546 self.max_armorvalue = 0;
2550 if (TetrisPreFrame())
2554 MUTATOR_CALLHOOK(PlayerPreThink);
2556 if(self.classname == "player") {
2557 // if(self.netname == "Wazat")
2558 // bprint(self.classname, "\n");
2560 CheckRules_Player();
2562 PrintWelcomeMessage(self);
2564 if (intermission_running)
2566 IntermissionThink (); // otherwise a button could be missed between
2567 return; // the think tics
2570 if(self.teleport_time)
2571 if(time > self.teleport_time)
2573 self.teleport_time = 0;
2574 self.effects = self.effects - (self.effects & EF_NODRAW);
2577 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2578 UpdateSelectedPlayer();
2580 //don't allow the player to turn around while game is paused!
2581 if(timeoutStatus == 2) {
2582 self.v_angle = self.lastV_angle;
2583 self.angles = self.lastV_angle;
2584 self.fixangle = TRUE;
2589 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2593 if (self.deadflag != DEAD_NO)
2595 float button_pressed, force_respawn;
2596 if(self.personal && g_race_qualifying)
2598 if(time > self.death_time)
2600 self.death_time = time + 1; // only retry once a second
2609 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2610 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));
2611 if (self.deadflag == DEAD_DYING)
2614 self.deadflag = DEAD_RESPAWNING;
2615 else if(!button_pressed)
2616 self.deadflag = DEAD_DEAD;
2618 else if (self.deadflag == DEAD_DEAD)
2621 self.deadflag = DEAD_RESPAWNABLE;
2623 else if (self.deadflag == DEAD_RESPAWNABLE)
2626 self.deadflag = DEAD_RESPAWNING;
2628 else if (self.deadflag == DEAD_RESPAWNING)
2630 if(time > self.death_time)
2632 self.death_time = time + 1; // only retry once a second
2636 ShowRespawnCountdown();
2642 if(time > self.touchexplode_time)
2643 if(self.classname == "player")
2644 if(self.deadflag == DEAD_NO)
2645 if not(IS_INDEPENDENT_PLAYER(self))
2646 FOR_EACH_PLAYER(other) if(self != other)
2648 if(time > other.touchexplode_time)
2649 if(other.classname == "player")
2650 if(other.deadflag == DEAD_NO)
2651 if not(IS_INDEPENDENT_PLAYER(other))
2652 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2654 PlayerTouchExplode(self, other);
2655 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2659 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))
2663 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2664 dist = self.prevorigin - self.origin;
2666 self.lms_traveled_distance += fabs(vlen(dist));
2668 if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))
2670 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;
2671 self.lms_traveled_distance = 0;
2674 if(time > self.lms_nextcheck)
2676 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2677 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))
2679 centerprint(self, cvar_string("g_lms_campcheck_message"));
2680 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2681 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2682 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');
2684 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");
2685 self.lms_traveled_distance = 0;
2689 self.prevorigin = self.origin;
2691 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2696 self.view_ofs = PL_CROUCH_VIEW_OFS;
2697 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2698 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2705 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2706 if (!trace_startsolid)
2708 self.crouch = FALSE;
2709 self.view_ofs = PL_VIEW_OFS;
2710 setsize (self, PL_MIN, PL_MAX);
2715 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2717 if(self.bloodloss_timer < time)
2719 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2720 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2726 GrapplingHookFrame();
2728 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2731 self.items &~= self.items_added;
2735 self.items_added = 0;
2736 if(self.items & IT_JETPACK)
2737 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2738 self.items_added |= IT_FUEL;
2740 self.items |= self.items_added;
2748 minstagib_ammocheck();
2751 nexball_setstatus();
2753 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);
2755 //self.angles_y=self.v_angle_y + 90; // temp
2756 } else if(gameover) {
2757 if (intermission_running)
2758 IntermissionThink (); // otherwise a button could be missed between
2760 } else if(self.classname == "observer") {
2762 } else if(self.classname == "spectator") {
2767 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX));
2769 float oldspectatee_status;
2770 oldspectatee_status = self.spectatee_status;
2771 if(self.classname == "spectator")
2772 self.spectatee_status = num_for_edict(self.enemy);
2773 else if(self.classname == "observer")
2774 self.spectatee_status = num_for_edict(self);
2776 self.spectatee_status = 0;
2777 if(self.spectatee_status != oldspectatee_status)
2779 ClientData_Touch(self);
2781 race_InitSpectator();
2784 if(self.teamkill_soundtime)
2785 if(time > self.teamkill_soundtime)
2787 self.teamkill_soundtime = 0;
2789 entity oldpusher, oldself;
2791 oldself = self; self = self.teamkill_soundsource;
2792 oldpusher = self.pusher; self.pusher = oldself;
2794 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2796 self.pusher = oldpusher;
2800 if(self.taunt_soundtime)
2801 if(time > self.taunt_soundtime)
2803 self.taunt_soundtime = 0;
2804 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2807 target_voicescript_next(self);
2810 float isInvisibleString(string s)
2813 s = strdecolorize(s);
2814 for((i = 0), (n = strlen(s)); i < n; ++i)
2834 Called every frame for each client after the physics are run
2837 .float idlekick_lasttimeleft;
2838 void PlayerPostThink (void)
2840 // Savage: Check for nameless players
2841 if (isInvisibleString(self.netname)) {
2842 self.netname = "Player";
2843 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2846 // send the clients accuracy stats to the client
2847 if(self.stat_count > 0)
2850 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));
2851 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));
2852 self.stat_count -= 1;
2856 if(self.uid_kicktime)
2857 if(time > self.uid_kicktime)
2859 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");
2865 if(sv_maxidle && frametime)
2867 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2869 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2872 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2873 AnnounceTo(self, "terminated");
2877 else if(timeleft <= 10)
2879 if(timeleft != self.idlekick_lasttimeleft)
2881 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
2882 AnnounceTo(self, strcat(ftos(timeleft), ""));
2887 centerprint_expire(self, CENTERPRIO_IDLEKICK);
2889 self.idlekick_lasttimeleft = timeleft;
2893 if(self.impulse == 100)
2895 if (TetrisPostFrame())
2901 if(self.classname == "player") {
2902 CheckRules_Player();
2907 if (intermission_running)
2908 return; // intermission or finale
2910 } else if (self.classname == "observer") {
2912 } else if (self.classname == "spectator") {
2918 for(i = 0; i < 1000; ++i)
2921 end = self.origin + '0 0 1024' + 512 * randomvec();
2922 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2923 if(trace_fraction < 1)
2924 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2926 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2934 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2936 if(self.waypointsprite_attachedforcarrier)
2937 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));
2943 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));