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 (g_arena && arena_roundbased)
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);
406 // Only if the player cannot play at all
407 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
408 self.frags = FRAGS_SPECTATOR;
410 self.frags = FRAGS_LMS_LOSER;
412 else if((g_race && g_race_qualifying) || g_cts)
414 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
415 self.frags = FRAGS_LMS_LOSER;
417 self.frags = FRAGS_SPECTATOR;
420 self.frags = FRAGS_SPECTATOR;
423 MUTATOR_CALLHOOK(MakePlayerObserver);
425 minstagib_stop_countdown(self);
427 Portal_ClearAll(self);
432 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
437 vehicles_exit(VHEF_RELESE);
439 WaypointSprite_PlayerDead();
441 if not(g_ca) // don't reset teams when moving a ca player to the spectators
442 self.team = -1; // move this as it is needed to log the player spectating in eventlog
444 if(self.killcount != -666) {
446 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
447 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
449 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
450 } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
452 if(self.just_joined == FALSE) {
453 LogTeamchange(self.playerid, -1, 4);
455 self.just_joined = FALSE;
458 PlayerScore_Clear(self); // clear scores when needed
460 accuracy_resend(self);
462 self.spectatortime = time;
464 self.classname = "observer";
465 self.iscreature = FALSE;
466 self.teleportable = TELEPORT_SIMPLE;
467 self.damagedbycontents = FALSE;
469 self.takedamage = DAMAGE_NO;
470 self.solid = SOLID_NOT;
471 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
472 self.flags = FL_CLIENT | FL_NOTARGET;
473 self.armorvalue = 666;
475 self.armorvalue = autocvar_g_balance_armor_start;
476 self.pauserotarmor_finished = 0;
477 self.pauserothealth_finished = 0;
478 self.pauseregen_finished = 0;
479 self.damageforcescale = 0;
481 self.respawn_flags = 0;
482 self.respawn_time = 0;
483 self.stat_respawn_time = 0;
488 self.pain_finished = 0;
489 self.strength_finished = 0;
490 self.invincible_finished = 0;
491 self.superweapons_finished = 0;
494 self.think = func_null;
498 self.deadflag = DEAD_NO;
499 self.angles = spot.angles;
501 self.fixangle = TRUE;
504 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
505 self.prevorigin = self.origin;
507 WEPSET_CLEAR_E(self);
510 setmodel(self, "null");
511 self.drawonlytoclient = self;
513 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
514 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
517 self.weaponname = "";
518 self.switchingweapon = 0;
519 self.weaponmodel = "";
520 self.weaponentity = world;
521 self.exteriorweaponentity = world;
522 self.killcount = -666;
523 self.velocity = '0 0 0';
524 self.avelocity = '0 0 0';
525 self.punchangle = '0 0 0';
526 self.punchvector = '0 0 0';
527 self.oldvelocity = self.velocity;
528 self.fire_endtime = -1;
531 .float model_randomizer;
532 void FixPlayermodel()
535 float defaultskin, chmdl, oldskin, n, i;
542 if(autocvar_sv_defaultcharacter == 1)
547 s = Team_ColorName_Lower(self.team);
550 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
551 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
555 if(defaultmodel == "")
557 defaultmodel = autocvar_sv_defaultplayermodel;
558 defaultskin = autocvar_sv_defaultplayerskin;
561 n = tokenize_console(defaultmodel);
563 defaultmodel = argv(floor(n * self.model_randomizer));
565 i = strstrofs(defaultmodel, ":", 0);
568 defaultskin = stof(substring(defaultmodel, i+1, -1));
569 defaultmodel = substring(defaultmodel, 0, i);
573 if(defaultmodel != "")
575 if (defaultmodel != self.model)
579 setplayermodel (self, defaultmodel);
580 setsize (self, m1, m2);
585 self.skin = defaultskin;
587 if (self.playermodel != self.model || self.playermodel == "")
589 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
592 setplayermodel (self, self.playermodel);
593 setsize (self, m1, m2);
598 self.skin = stof(self.playerskin);
601 if(chmdl || oldskin != self.skin) // model or skin has changed
603 self.species = player_getspecies(); // update species
604 UpdatePlayerSounds(); // update skin sounds
608 if(strlen(autocvar_sv_defaultplayercolors))
609 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
610 setcolor(self, stof(autocvar_sv_defaultplayercolors));
613 void PlayerTouchExplode(entity p1, entity p2)
616 org = (p1.origin + p2.origin) * 0.5;
617 org_z += (p1.mins_z + p2.mins_z) * 0.5;
624 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
632 Called when a client spawns in the server
636 void PutClientInServer (void)
638 if(clienttype(self) == CLIENTTYPE_BOT)
639 self.classname = "player";
640 else if(clienttype(self) == CLIENTTYPE_REAL)
643 WriteByte(MSG_ONE, SVC_SETVIEW);
644 WriteEntity(MSG_ONE, self);
650 // player is dead and becomes observer
651 // FIXME fix LMS scoring for new system
654 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
655 self.classname = "observer";
658 MUTATOR_CALLHOOK(PutClientInServer);
661 self.classname = "observer";
663 if(self.classname == "player") {
664 entity spot, oldself;
667 accuracy_resend(self);
670 JoinBestTeam(self, FALSE, TRUE);
674 spot = SelectSpawnPoint (FALSE);
677 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
678 return; // spawn failed
681 RemoveGrapplingHook(self); // Wazat's Grappling Hook
683 self.classname = "player";
684 self.wasplayer = TRUE;
685 self.iscreature = TRUE;
686 self.teleportable = TELEPORT_NORMAL;
687 self.damagedbycontents = TRUE;
688 self.movetype = MOVETYPE_WALK;
689 self.solid = SOLID_SLIDEBOX;
690 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
691 if(autocvar_g_playerclip_collisions)
692 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
693 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
694 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
695 self.frags = FRAGS_PLAYER;
696 if(INDEPENDENT_PLAYERS)
697 MAKE_INDEPENDENT_PLAYER(self);
698 self.flags = FL_CLIENT;
699 if(autocvar__notarget)
700 self.flags |= FL_NOTARGET;
701 self.takedamage = DAMAGE_AIM;
703 self.effects = EF_FULLBRIGHT;
706 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
707 self.air_finished = time + 12;
709 if(autocvar_g_balance_nex_charge)
711 if(autocvar_g_balance_nex_secondary_chargepool)
712 self.nex_chargepool_ammo = 1;
713 self.nex_charge = autocvar_g_balance_nex_charge_start;
718 self.ammo_shells = warmup_start_ammo_shells;
719 self.ammo_nails = warmup_start_ammo_nails;
720 self.ammo_rockets = warmup_start_ammo_rockets;
721 self.ammo_cells = warmup_start_ammo_cells;
722 self.ammo_fuel = warmup_start_ammo_fuel;
723 self.health = warmup_start_health;
724 self.armorvalue = warmup_start_armorvalue;
725 WEPSET_COPY_EA(self, warmup_start_weapons);
729 self.ammo_shells = start_ammo_shells;
730 self.ammo_nails = start_ammo_nails;
731 self.ammo_rockets = start_ammo_rockets;
732 self.ammo_cells = start_ammo_cells;
733 self.ammo_fuel = start_ammo_fuel;
734 self.health = start_health;
735 self.armorvalue = start_armorvalue;
736 WEPSET_COPY_EA(self, start_weapons);
739 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
740 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
742 self.superweapons_finished = 0;
744 if(g_weaponarena_random)
746 if(g_weaponarena_random_with_laser)
747 WEPSET_ANDNOT_EW(self, WEP_LASER);
748 W_RandomWeapons(self, g_weaponarena_random);
749 if(g_weaponarena_random_with_laser)
750 WEPSET_OR_EW(self, WEP_LASER);
753 self.items = start_items;
755 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
756 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
757 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
758 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
759 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
760 //extend the pause of rotting if client was reset at the beginning of the countdown
761 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
762 self.spawnshieldtime += game_starttime - time;
763 self.pauserotarmor_finished += game_starttime - time;
764 self.pauserothealth_finished += game_starttime - time;
765 self.pauseregen_finished += game_starttime - time;
767 self.damageforcescale = 2;
769 self.respawn_flags = 0;
770 self.respawn_time = 0;
771 self.stat_respawn_time = 0;
775 self.pain_finished = 0;
776 self.strength_finished = 0;
777 self.invincible_finished = 0;
779 // players have no think function
780 self.think = func_null;
784 self.ballistics_density = autocvar_g_ballistics_density_player;
790 self.deadflag = DEAD_NO;
792 self.angles = spot.angles;
794 self.angles_z = 0; // never spawn tilted even if the spot says to
795 self.fixangle = TRUE; // turn this way immediately
796 self.velocity = '0 0 0';
797 self.avelocity = '0 0 0';
798 self.punchangle = '0 0 0';
799 self.punchvector = '0 0 0';
800 self.oldvelocity = self.velocity;
801 self.fire_endtime = -1;
804 WRITESPECTATABLE_MSG_ONE({
805 WriteByte(MSG_ONE, SVC_TEMPENTITY);
806 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
811 self.drawonlytoclient = world;
814 self.view_ofs = PL_VIEW_OFS;
815 setsize (self, PL_MIN, PL_MAX);
816 self.spawnorigin = spot.origin;
817 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
818 // don't reset back to last position, even if new position is stuck in solid
819 self.oldorigin = self.origin;
820 self.prevorigin = self.origin;
821 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
822 self.lastteleporttime = time; // prevent insane speeds due to changing origin
823 self.hud = HUD_NORMAL;
825 self.event_damage = PlayerDamage;
827 self.bot_attack = TRUE;
829 self.statdraintime = time + 5;
830 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
832 if(self.killcount == -666) {
833 PlayerScore_Clear(self);
837 CL_SpawnWeaponentity();
838 self.alpha = default_player_alpha;
839 self.colormod = '1 1 1' * autocvar_g_player_brightness;
840 self.exteriorweaponentity.alpha = default_weapon_alpha;
842 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
843 self.lms_traveled_distance = 0;
844 self.speedrunning = FALSE;
846 race_PostSpawn(spot);
848 //stuffcmd(self, "chase_active 0");
849 //stuffcmd(self, "set viewsize $tmpviewsize \n");
852 if(self.team == assault_attacker_team)
853 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
855 Send_Notification(NOTIF_TEAM, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
858 target_voicescript_clear(self);
860 // reset fields the weapons may use
861 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
863 weapon_action(j, WR_RESETPLAYER);
865 // all weapons must be fully loaded when we spawn
867 e = get_weaponinfo(j);
868 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
869 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
877 self.target = string_null;
884 MUTATOR_CALLHOOK(PlayerSpawn);
886 if(autocvar_spawn_debug)
888 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
889 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
892 self.switchweapon = w_getbestweapon(self);
893 self.cnt = -1; // W_LastWeapon will not complain
895 self.weaponname = "";
896 self.switchingweapon = 0;
900 self.alivetime = time;
904 if (autocvar_g_spawnsound)
905 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
906 } else if(self.classname == "observer") {
907 PutObserverInServer ();
911 .float ebouncefactor, ebouncestop; // electro's values
912 // TODO do we need all these fields, or should we stop autodetecting runtime
913 // changes and just have a console command to update this?
914 float ClientInit_SendEntity(entity to, float sf)
916 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
917 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
918 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
919 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
920 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
921 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
922 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
923 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
924 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
925 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
926 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
927 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
928 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
929 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
930 if(sv_foginterval && world.fog != "")
931 WriteString(MSG_ENTITY, world.fog);
933 WriteString(MSG_ENTITY, "");
934 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
935 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
936 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
937 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
938 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
939 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
940 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
941 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
942 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
943 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
944 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
945 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
946 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
950 void ClientInit_CheckUpdate()
952 self.nextthink = time;
953 if(self.count != autocvar_g_balance_armor_blockpercent)
955 self.count = autocvar_g_balance_armor_blockpercent;
958 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
960 self.cnt = autocvar_g_balance_weaponswitchdelay;
963 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
965 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
968 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
970 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
973 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
975 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
978 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
980 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
985 void ClientInit_Spawn()
990 e.classname = "clientinit";
991 e.think = ClientInit_CheckUpdate;
992 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
996 ClientInit_CheckUpdate();
1005 void SetNewParms (void)
1007 // initialize parms for a new player
1008 parm1 = -(86400 * 366);
1016 void SetChangeParms (void)
1018 // save parms for level change
1019 parm1 = self.parm_idlesince - time;
1027 void DecodeLevelParms (void)
1030 self.parm_idlesince = parm1;
1031 if(self.parm_idlesince == -(86400 * 366))
1032 self.parm_idlesince = time;
1034 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1035 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1042 Called when a client types 'kill' in the console
1046 .float clientkill_nexttime;
1047 void ClientKill_Now_TeamChange()
1049 if(self.killindicator_teamchange == -1)
1051 JoinBestTeam( self, FALSE, TRUE );
1053 else if(self.killindicator_teamchange == -2)
1056 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1057 PutObserverInServer();
1060 SV_ChangeTeam(self.killindicator_teamchange - 1);
1061 self.killindicator_teamchange = 0;
1064 void ClientKill_Now()
1068 vehicles_exit(VHEF_RELESE);
1069 if(!self.killindicator_teamchange)
1071 self.vehicle_health = -1;
1072 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1076 if(self.killindicator && !wasfreed(self.killindicator))
1077 remove(self.killindicator);
1079 self.killindicator = world;
1081 if(self.killindicator_teamchange)
1082 ClientKill_Now_TeamChange();
1085 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1087 // now I am sure the player IS dead
1089 void KillIndicator_Think()
1093 self.owner.killindicator = world;
1098 if (self.owner.alpha < 0 && !self.owner.vehicle)
1100 self.owner.killindicator = world;
1108 ClientKill_Now(); // no oldself needed
1111 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1113 self.nextthink = time + 1;
1119 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1120 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1123 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1125 self.nextthink = time + 1;
1130 float clientkilltime;
1131 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1140 killtime = autocvar_g_balance_kill_delay;
1142 if(g_race_qualifying || g_cts)
1145 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1147 remove(self.killindicator);
1148 self.killindicator = world;
1150 ClientKill_Now(); // allow instant kill in this case
1154 self.killindicator_teamchange = targetteam;
1156 if(!self.killindicator)
1158 if(self.deadflag == DEAD_NO)
1160 killtime = max(killtime, self.clientkill_nexttime - time);
1161 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1164 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1170 starttime = max(time, clientkilltime);
1172 self.killindicator = spawn();
1173 self.killindicator.owner = self;
1174 self.killindicator.scale = 0.5;
1175 setattachment(self.killindicator, self, "");
1176 setorigin(self.killindicator, '0 0 52');
1177 self.killindicator.think = KillIndicator_Think;
1178 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1179 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1180 self.killindicator.cnt = ceil(killtime);
1181 self.killindicator.count = bound(0, ceil(killtime), 10);
1182 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1184 for(e = world; (e = find(e, classname, "body")) != world; )
1188 e.killindicator = spawn();
1189 e.killindicator.owner = e;
1190 e.killindicator.scale = 0.5;
1191 setattachment(e.killindicator, e, "");
1192 setorigin(e.killindicator, '0 0 52');
1193 e.killindicator.think = KillIndicator_Think;
1194 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1195 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1196 e.killindicator.cnt = ceil(killtime);
1201 if(self.killindicator)
1203 if(targetteam == 0) // just die
1205 self.killindicator.colormod = '0 0 0';
1206 if(clienttype(self) == CLIENTTYPE_REAL)
1207 if(self.killindicator.cnt > 0)
1208 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
1210 else if(targetteam == -1) // auto
1212 self.killindicator.colormod = '0 1 0';
1213 if(clienttype(self) == CLIENTTYPE_REAL)
1214 if(self.killindicator.cnt > 0)
1215 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
1217 else if(targetteam == -2) // spectate
1219 self.killindicator.colormod = '0.5 0.5 0.5';
1220 if(clienttype(self) == CLIENTTYPE_REAL)
1221 if(self.killindicator.cnt > 0)
1222 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
1226 self.killindicator.colormod = Team_ColorRGB(targetteam);
1227 if(clienttype(self) == CLIENTTYPE_REAL)
1228 if(self.killindicator.cnt > 0)
1229 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
1235 void ClientKill (void)
1237 if(gameover) return;
1238 if(self.player_blocked) return;
1239 if(self.freezetag_frozen) return;
1241 ClientKill_TeamChange(0);
1244 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
1246 e.killindicator = spawn();
1247 e.killindicator.owner = e;
1248 e.killindicator.think = KillIndicator_Think;
1249 e.killindicator.nextthink = time + (e.lip) * 0.05;
1250 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1251 e.killindicator.health = 1; // this is used to indicate that it should be silent
1255 void FixClientCvars(entity e)
1257 // send prediction settings to the client
1258 stuffcmd(e, "\nin_bindmap 0 0\n");
1260 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1261 if(autocvar_g_antilag == 3) // client side hitscan
1262 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1263 if(autocvar_sv_gentle)
1264 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1266 * we no longer need to stuff this. Remove this comment block if you feel
1267 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1268 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1269 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1270 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1271 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1272 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1273 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1274 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1275 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1276 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1277 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1278 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1279 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1280 stuffcmd(e, "cl_movement_edgefriction 1\n");
1284 float PlayerInIDList(entity p, string idlist)
1289 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1290 if not(p.crypto_idfp)
1293 // this function allows abbreviated player IDs too!
1294 n = tokenize_console(idlist);
1295 for(i = 0; i < n; ++i)
1298 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1309 Called when a client connects to the server
1312 void DecodeLevelParms (void);
1313 //void dom_player_join_team(entity pl);
1314 void set_dom_state(entity e);
1315 void ClientConnect (void)
1319 if(self.flags & FL_CLIENT)
1321 print("Warning: ClientConnect, but already connected!\n");
1325 if(Ban_MaybeEnforceBanOnce(self))
1331 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1334 self.classname = "player_joining";
1336 self.flags = FL_CLIENT;
1337 self.version_nagtime = time + 10 + random() * 10;
1341 dprint("BUG player count is lower than zero, this cannot happen!\n");
1345 PlayerScore_Attach(self);
1346 ClientData_Attach();
1347 accuracy_init(self);
1349 bot_clientconnect();
1355 race_PreSpawnObserver();
1357 // identify the right forced team
1358 if(autocvar_g_campaign)
1360 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1362 switch(autocvar_g_campaign_forceteam)
1364 case 1: self.team_forced = NUM_TEAM_1; break;
1365 case 2: self.team_forced = NUM_TEAM_2; break;
1366 case 3: self.team_forced = NUM_TEAM_3; break;
1367 case 4: self.team_forced = NUM_TEAM_4; break;
1368 default: self.team_forced = 0;
1372 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1373 self.team_forced = NUM_TEAM_1;
1374 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1375 self.team_forced = NUM_TEAM_2;
1376 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1377 self.team_forced = NUM_TEAM_3;
1378 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1379 self.team_forced = NUM_TEAM_4;
1380 else if(autocvar_g_forced_team_otherwise == "red")
1381 self.team_forced = NUM_TEAM_1;
1382 else if(autocvar_g_forced_team_otherwise == "blue")
1383 self.team_forced = NUM_TEAM_2;
1384 else if(autocvar_g_forced_team_otherwise == "yellow")
1385 self.team_forced = NUM_TEAM_3;
1386 else if(autocvar_g_forced_team_otherwise == "pink")
1387 self.team_forced = NUM_TEAM_4;
1388 else if(autocvar_g_forced_team_otherwise == "spectate")
1389 self.team_forced = -1;
1390 else if(autocvar_g_forced_team_otherwise == "spectator")
1391 self.team_forced = -1;
1393 self.team_forced = 0;
1396 if(self.team_forced > 0)
1397 self.team_forced = 0;
1399 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1401 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1402 self.classname = "observer";
1406 if(autocvar_g_balance_teams)
1408 self.classname = "player";
1409 campaign_bots_may_start = 1;
1413 self.classname = "observer"; // do it anyway
1418 self.classname = "player";
1419 campaign_bots_may_start = 1;
1423 self.playerid = (playerid_last = playerid_last + 1);
1425 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1427 if(clienttype(self) == CLIENTTYPE_BOT)
1428 PlayerStats_AddPlayer(self);
1430 if(autocvar_sv_eventlog)
1431 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1433 LogTeamchange(self.playerid, self.team, 1);
1435 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1437 self.netname_previous = strzone(self.netname);
1439 if((self.classname == STR_PLAYER && teamplay))
1440 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1442 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1444 stuffcmd(self, strcat(clientstuff, "\n"));
1445 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1447 FixClientCvars(self);
1449 // spawnfunc_waypoint sprites
1450 WaypointSprite_InitClient(self);
1452 // Wazat's grappling hook
1453 SetGrappleHookBindings();
1455 // get version info from player
1456 stuffcmd(self, "cmd clientversion $gameversion\n");
1458 // get other cvars from player
1461 // notify about available teams
1464 CheckAllowedTeams(self);
1465 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1466 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1469 stuffcmd(self, "set _teams_available 0\n");
1473 bot_relinkplayerlist();
1475 self.spectatortime = time;
1478 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1481 self.jointime = time;
1482 self.allowed_timeouts = autocvar_sv_timeout_number;
1484 if(clienttype(self) == CLIENTTYPE_REAL)
1486 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1487 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1492 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1494 PlayerScore_Add(self, SP_LMS_RANK, 666);
1495 self.frags = FRAGS_SPECTATOR;
1499 if(!sv_foginterval && world.fog != "")
1500 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1502 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1504 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1505 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1508 self.hitplotfh = -1;
1510 if(g_race || g_cts) {
1518 race_send_recordtime(MSG_ONE);
1519 race_send_speedaward(MSG_ONE);
1521 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1522 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1523 race_send_speedaward_alltimebest(MSG_ONE);
1526 for (i = 1; i <= RANKINGS_CNT; ++i) {
1527 race_SendRankings(i, 0, 0, MSG_ONE);
1530 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1531 send_CSQC_teamnagger();
1535 if(!autocvar_g_campaign)
1536 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1538 CSQCMODEL_AUTOINIT();
1540 self.model_randomizer = random();
1542 if(clienttype(self) == CLIENTTYPE_REAL)
1545 MUTATOR_CALLHOOK(ClientConnect);
1551 Called when a client disconnects from the server
1554 .entity chatbubbleentity;
1556 void ClientDisconnect (void)
1559 vehicles_exit(VHEF_RELESE);
1561 if not(self.flags & FL_CLIENT)
1563 print("Warning: ClientDisconnect without ClientConnect\n");
1567 PlayerStats_AddGlobalInfo(self);
1569 CheatShutdownClient();
1571 if(self.hitplotfh >= 0)
1573 fclose(self.hitplotfh);
1574 self.hitplotfh = -1;
1578 anticheat_shutdown();
1580 playerdemo_shutdown();
1582 bot_clientdisconnect();
1587 if(autocvar_sv_eventlog)
1588 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1590 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1593 MUTATOR_CALLHOOK(ClientDisconnect);
1595 Portal_ClearAll(self);
1597 RemoveGrapplingHook(self);
1599 // Here, everything has been done that requires this player to be a client.
1601 self.flags &~= FL_CLIENT;
1603 if (self.chatbubbleentity)
1604 remove (self.chatbubbleentity);
1606 if (self.killindicator)
1607 remove (self.killindicator);
1609 WaypointSprite_PlayerGone();
1611 bot_relinkplayerlist();
1613 accuracy_free(self);
1614 ClientData_Detach();
1615 PlayerScore_Detach(self);
1617 if(self.netname_previous)
1618 strunzone(self.netname_previous);
1619 if(self.clientstatus)
1620 strunzone(self.clientstatus);
1621 if(self.weaponorder_byimpulse)
1622 strunzone(self.weaponorder_byimpulse);
1624 ClearPlayerSounds();
1627 remove(self.personal);
1637 void ChatBubbleThink()
1639 self.nextthink = time;
1640 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1642 if(self.owner) // but why can that ever be world?
1643 self.owner.chatbubbleentity = world;
1647 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1649 || self.owner.tetris_on
1652 self.model = self.mdl;
1657 void UpdateChatBubble()
1661 // spawn a chatbubble entity if needed
1662 if (!self.chatbubbleentity)
1664 self.chatbubbleentity = spawn();
1665 self.chatbubbleentity.owner = self;
1666 self.chatbubbleentity.exteriormodeltoclient = self;
1667 self.chatbubbleentity.think = ChatBubbleThink;
1668 self.chatbubbleentity.nextthink = time;
1669 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1670 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1671 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1672 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1673 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1674 self.chatbubbleentity.model = "";
1675 self.chatbubbleentity.effects = EF_LOWPRECISION;
1680 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1681 // added to the model skins
1682 /*void UpdateColorModHack()
1685 c = self.clientcolors & 15;
1686 // LordHavoc: only bothering to support white, green, red, yellow, blue
1687 if (!teamplay) self.colormod = '0 0 0';
1688 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1689 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1690 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1691 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1692 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1693 else self.colormod = '1 1 1';
1698 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1700 self.solid = SOLID_NOT;
1701 self.takedamage = DAMAGE_NO;
1702 self.movetype = MOVETYPE_FLY;
1703 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1704 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1705 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1706 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1707 if(autocvar_g_respawn_ghosts_maxtime)
1708 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1713 self.effects |= EF_NODRAW; // prevent another CopyBody
1714 PutClientInServer();
1717 void play_countdown(float finished, string samp)
1719 if(clienttype(self) == CLIENTTYPE_REAL)
1720 if(floor(finished - time - frametime) != floor(finished - time))
1721 if(finished - time < 6)
1722 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1725 void player_powerups (void)
1727 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1728 olditems = self.items;
1730 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1731 self.modelflags |= MF_ROCKET;
1733 self.modelflags &~= MF_ROCKET;
1735 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1737 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1740 Fire_ApplyDamage(self);
1741 Fire_ApplyEffect(self);
1745 self.effects |= EF_FULLBRIGHT;
1747 if (self.items & IT_STRENGTH)
1749 play_countdown(self.strength_finished, "misc/poweroff.wav");
1750 if (time > self.strength_finished)
1752 self.alpha = default_player_alpha;
1753 self.exteriorweaponentity.alpha = default_weapon_alpha;
1754 self.items &~= IT_STRENGTH;
1755 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
1756 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
1761 if (time < self.strength_finished)
1763 self.alpha = g_minstagib_invis_alpha;
1764 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1765 self.items |= IT_STRENGTH;
1766 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
1767 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
1771 if (self.items & IT_INVINCIBLE)
1773 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1774 if (time > self.invincible_finished)
1776 self.items = self.items - (self.items & IT_INVINCIBLE);
1777 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
1778 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
1783 if (time < self.invincible_finished)
1785 self.items = self.items | IT_INVINCIBLE;
1786 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
1787 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
1791 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.
1793 if (self.items & IT_STRENGTH)
1795 play_countdown(self.strength_finished, "misc/poweroff.wav");
1796 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1797 if (time > self.strength_finished)
1799 self.items = self.items - (self.items & IT_STRENGTH);
1800 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1801 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1806 if (time < self.strength_finished)
1808 self.items = self.items | IT_STRENGTH;
1809 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1810 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1813 if (self.items & IT_INVINCIBLE)
1815 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1816 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1817 if (time > self.invincible_finished)
1819 self.items = self.items - (self.items & IT_INVINCIBLE);
1820 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1821 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1826 if (time < self.invincible_finished)
1828 self.items = self.items | IT_INVINCIBLE;
1829 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1830 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1833 if (self.items & IT_SUPERWEAPON)
1835 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1837 self.superweapons_finished = 0;
1838 self.items = self.items - (self.items & IT_SUPERWEAPON);
1839 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1840 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1842 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1844 // don't let them run out
1848 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1849 if (time > self.superweapons_finished)
1851 self.items = self.items - (self.items & IT_SUPERWEAPON);
1852 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1853 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1854 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1858 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1860 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1862 self.items = self.items | IT_SUPERWEAPON;
1863 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1864 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1868 self.superweapons_finished = 0;
1869 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1874 self.superweapons_finished = 0;
1878 if(autocvar_g_nodepthtestplayers)
1879 self.effects = self.effects | EF_NODEPTHTEST;
1881 if(autocvar_g_fullbrightplayers)
1882 self.effects = self.effects | EF_FULLBRIGHT;
1884 // midair gamemode: damage only while in the air
1885 // if in midair mode, being on ground grants temporary invulnerability
1886 // (this is so that multishot weapon don't clear the ground flag on the
1887 // first damage in the frame, leaving the player vulnerable to the
1888 // remaining hits in the same frame)
1889 if (self.flags & FL_ONGROUND)
1891 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1893 if (time >= game_starttime)
1894 if (time < self.spawnshieldtime)
1895 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1897 MUTATOR_CALLHOOK(PlayerPowerups);
1900 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1902 if(current > stable)
1904 else if(current > stable - 0.25) // when close enough, "snap"
1907 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1910 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1912 if(current < stable)
1914 else if(current < stable + 0.25) // when close enough, "snap"
1917 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1920 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1922 if(current > rotstable)
1924 if(rotframetime > 0)
1926 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1927 current = max(rotstable, current - rotlinear * rotframetime);
1930 else if(current < regenstable)
1932 if(regenframetime > 0)
1934 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1935 current = min(regenstable, current + regenlinear * regenframetime);
1945 void player_regen (void)
1947 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1948 maxh = autocvar_g_balance_health_rotstable;
1949 maxa = autocvar_g_balance_armor_rotstable;
1950 maxf = autocvar_g_balance_fuel_rotstable;
1951 minh = autocvar_g_balance_health_regenstable;
1952 mina = autocvar_g_balance_armor_regenstable;
1953 minf = autocvar_g_balance_fuel_regenstable;
1954 limith = autocvar_g_balance_health_limit;
1955 limita = autocvar_g_balance_armor_limit;
1956 limitf = autocvar_g_balance_fuel_limit;
1958 max_mod = regen_mod = rot_mod = limit_mod = 1;
1960 if (self.runes & RUNE_REGEN)
1962 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1964 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1965 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1966 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1970 regen_mod = autocvar_g_balance_rune_regen_regenrate;
1971 max_mod = autocvar_g_balance_rune_regen_hpmod;
1972 limit_mod = autocvar_g_balance_rune_regen_limitmod;
1975 else if (self.runes & CURSE_VENOM)
1977 max_mod = autocvar_g_balance_curse_venom_hpmod;
1978 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1979 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
1981 rot_mod = autocvar_g_balance_curse_venom_rotrate;
1982 limit_mod = autocvar_g_balance_curse_venom_limitmod;
1983 //if (!self.runes & RUNE_REGEN)
1984 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
1986 maxh = maxh * max_mod;
1987 //maxa = maxa * max_mod;
1988 //maxf = maxf * max_mod;
1989 minh = minh * max_mod;
1990 //mina = mina * max_mod;
1991 //minf = minf * max_mod;
1992 limith = limith * limit_mod;
1993 limita = limita * limit_mod;
1994 //limitf = limitf * limit_mod;
1999 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2001 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);
2002 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);
2004 // if player rotted to death... die!
2006 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2009 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2010 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);
2013 float zoomstate_set;
2014 void SetZoomState(float z)
2016 if(z != self.zoomstate)
2019 ClientData_Touch(self);
2024 void GetPressedKeys(void) {
2025 MUTATOR_CALLHOOK(GetPressedKeys);
2026 if (self.movement_x > 0) // get if movement keys are pressed
2027 { // forward key pressed
2028 self.pressedkeys |= KEY_FORWARD;
2029 self.pressedkeys &~= KEY_BACKWARD;
2031 else if (self.movement_x < 0)
2032 { // backward key pressed
2033 self.pressedkeys |= KEY_BACKWARD;
2034 self.pressedkeys &~= KEY_FORWARD;
2038 self.pressedkeys &~= KEY_FORWARD;
2039 self.pressedkeys &~= KEY_BACKWARD;
2042 if (self.movement_y > 0)
2043 { // right key pressed
2044 self.pressedkeys |= KEY_RIGHT;
2045 self.pressedkeys &~= KEY_LEFT;
2047 else if (self.movement_y < 0)
2048 { // left key pressed
2049 self.pressedkeys |= KEY_LEFT;
2050 self.pressedkeys &~= KEY_RIGHT;
2054 self.pressedkeys &~= KEY_RIGHT;
2055 self.pressedkeys &~= KEY_LEFT;
2058 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2059 self.pressedkeys |= KEY_JUMP;
2061 self.pressedkeys &~= KEY_JUMP;
2062 if (self.BUTTON_CROUCH)
2063 self.pressedkeys |= KEY_CROUCH;
2065 self.pressedkeys &~= KEY_CROUCH;
2067 if (self.BUTTON_ATCK)
2068 self.pressedkeys |= KEY_ATCK;
2070 self.pressedkeys &~= KEY_ATCK;
2071 if (self.BUTTON_ATCK2)
2072 self.pressedkeys |= KEY_ATCK2;
2074 self.pressedkeys &~= KEY_ATCK2;
2078 ======================
2079 spectate mode routines
2080 ======================
2083 void SpectateCopy(entity spectatee) {
2085 MUTATOR_CALLHOOK(SpectateCopy);
2086 self.armortype = spectatee.armortype;
2087 self.armorvalue = spectatee.armorvalue;
2088 self.ammo_cells = spectatee.ammo_cells;
2089 self.ammo_shells = spectatee.ammo_shells;
2090 self.ammo_nails = spectatee.ammo_nails;
2091 self.ammo_rockets = spectatee.ammo_rockets;
2092 self.ammo_fuel = spectatee.ammo_fuel;
2093 self.clip_load = spectatee.clip_load;
2094 self.clip_size = spectatee.clip_size;
2095 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2096 self.health = spectatee.health;
2098 self.items = spectatee.items;
2099 self.last_pickup = spectatee.last_pickup;
2100 self.hit_time = spectatee.hit_time;
2101 self.metertime = spectatee.metertime;
2102 self.strength_finished = spectatee.strength_finished;
2103 self.invincible_finished = spectatee.invincible_finished;
2104 self.pressedkeys = spectatee.pressedkeys;
2105 WEPSET_COPY_EE(self, spectatee);
2106 self.switchweapon = spectatee.switchweapon;
2107 self.switchingweapon = spectatee.switchingweapon;
2108 self.weapon = spectatee.weapon;
2109 self.nex_charge = spectatee.nex_charge;
2110 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2111 self.hagar_load = spectatee.hagar_load;
2112 self.minelayer_mines = spectatee.minelayer_mines;
2113 self.punchangle = spectatee.punchangle;
2114 self.view_ofs = spectatee.view_ofs;
2115 self.velocity = spectatee.velocity;
2116 self.dmg_take = spectatee.dmg_take;
2117 self.dmg_save = spectatee.dmg_save;
2118 self.dmg_inflictor = spectatee.dmg_inflictor;
2119 self.v_angle = spectatee.v_angle;
2120 self.angles = spectatee.v_angle;
2121 if(!self.BUTTON_USE)
2122 self.fixangle = TRUE;
2123 setorigin(self, spectatee.origin);
2124 setsize(self, spectatee.mins, spectatee.maxs);
2125 SetZoomState(spectatee.zoomstate);
2127 anticheat_spectatecopy(spectatee);
2128 self.hud = spectatee.hud;
2129 if(spectatee.vehicle)
2131 self.fixangle = FALSE;
2132 //self.velocity = spectatee.vehicle.velocity;
2133 self.vehicle_health = spectatee.vehicle_health;
2134 self.vehicle_shield = spectatee.vehicle_shield;
2135 self.vehicle_energy = spectatee.vehicle_energy;
2136 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2137 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2138 self.vehicle_reload1 = spectatee.vehicle_reload1;
2139 self.vehicle_reload2 = spectatee.vehicle_reload2;
2143 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2144 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2145 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2146 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2148 //WriteByte (MSG_ONE, SVC_SETVIEW);
2149 // WriteEntity(MSG_ONE, self);
2150 //makevectors(spectatee.v_angle);
2151 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2155 float SpectateUpdate() {
2159 if (self == self.enemy)
2162 if(self.enemy.classname != "player")
2165 SpectateCopy(self.enemy);
2171 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2172 entity CA_SpectateNext(entity start) {
2173 if (start.team == self.team) {
2178 // continue from current player
2179 while(other && other.team != self.team) {
2180 other = find(other, classname, "player");
2184 // restart from begining
2185 other = find(other, classname, "player");
2186 while(other && other.team != self.team) {
2187 other = find(other, classname, "player");
2194 float SpectateNext(entity _prefer) {
2199 other = find(self.enemy, classname, "player");
2201 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2202 // CA and ca players when spectating enemies is forbidden
2203 other = CA_SpectateNext(other);
2205 // other modes and ca spectators or spectating enemies is allowed
2207 other = find(other, classname, "player");
2213 if(self.enemy.classname == "player") {
2214 /*if(self.enemy.vehicle)
2218 WriteByte(MSG_ONE, SVC_SETVIEW);
2219 WriteEntity(MSG_ONE, self.enemy);
2220 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2222 self.movetype = MOVETYPE_NONE;
2223 accuracy_resend(self);
2228 WriteByte(MSG_ONE, SVC_SETVIEW);
2229 WriteEntity(MSG_ONE, self.enemy);
2230 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2231 self.movetype = MOVETYPE_NONE;
2232 accuracy_resend(self);
2234 if(!SpectateUpdate())
2235 PutObserverInServer();
2245 ShowRespawnCountdown()
2247 Update a respawn countdown display.
2250 void ShowRespawnCountdown()
2253 if(self.deadflag == DEAD_NO) // just respawned?
2257 number = ceil(self.respawn_time - time);
2260 if(number <= self.respawn_countdown)
2262 self.respawn_countdown = number - 1;
2263 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
2264 AnnounceTo(self, strcat(ftos(number), ""));
2269 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); }
2294 stuffcmd(self, "menu_showteamselect\n");
2298 // Player may not join because g_maxplayers is set
2299 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2304 * Determines whether the player is allowed to join. This depends on cvar
2305 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2306 * it checks whether the number of currently playing players exceeds g_maxplayers.
2307 * @return int number of free slots for players, 0 if none
2309 float nJoinAllowed(entity ignore) {
2311 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2312 // so report 0 free slots if restricted
2314 if(autocvar_g_forced_team_otherwise == "spectate")
2316 if(autocvar_g_forced_team_otherwise == "spectator")
2320 if(self.team_forced < 0)
2321 return 0; // forced spectators can never join
2323 // TODO simplify this
2325 float totalClients = 0;
2330 if (!autocvar_g_maxplayers)
2331 return maxclients - totalClients;
2333 float currentlyPlaying = 0;
2334 FOR_EACH_REALCLIENT(e)
2335 if(e.classname == "player" || e.caplayer == 1)
2336 currentlyPlaying += 1;
2338 if(currentlyPlaying < autocvar_g_maxplayers)
2339 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
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 + autocvar_g_maxplayers_spectator_blocktime) ) {
2351 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2357 .float motd_actived_time; // used for both motd and campaign_message
2358 void PrintWelcomeMessage()
2360 if (self.motd_actived_time == 0) { // is there already a message showing?
2361 if (autocvar_g_campaign) {
2362 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2363 self.motd_actived_time = time;
2364 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2367 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2368 self.motd_actived_time = time;
2369 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2372 } else { // showing MOTD or campaign message
2373 if (autocvar_g_campaign) {
2374 if (self.BUTTON_INFO)
2375 self.motd_actived_time = time;
2376 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2377 self.motd_actived_time = 0;
2378 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2381 if ((time - self.jointime) > autocvar_welcome_message_time) {
2382 if (self.BUTTON_INFO)
2383 self.motd_actived_time = time;
2384 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2385 self.motd_actived_time = 0;
2386 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2393 void ObserverThink()
2395 float prefered_movetype;
2396 if (self.flags & FL_JUMPRELEASED) {
2397 if (self.BUTTON_JUMP && !self.version_mismatch) {
2398 self.flags &~= FL_JUMPRELEASED;
2399 self.flags |= FL_SPAWNING;
2400 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2401 self.flags &~= FL_JUMPRELEASED;
2402 if(SpectateNext(world) == 1) {
2403 self.classname = "spectator";
2406 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2407 if (self.movetype != prefered_movetype)
2408 self.movetype = prefered_movetype;
2411 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2412 self.flags |= FL_JUMPRELEASED;
2413 if(self.flags & FL_SPAWNING)
2415 self.flags &~= FL_SPAWNING;
2416 LeaveSpectatorMode();
2422 PrintWelcomeMessage();
2425 void SpectatorThink()
2427 if (self.flags & FL_JUMPRELEASED) {
2428 if (self.BUTTON_JUMP && !self.version_mismatch) {
2429 self.flags &~= FL_JUMPRELEASED;
2430 self.flags |= FL_SPAWNING;
2431 } else if(self.BUTTON_ATCK) {
2432 self.flags &~= FL_JUMPRELEASED;
2433 if(SpectateNext(world) == 1) {
2434 self.classname = "spectator";
2436 self.classname = "observer";
2437 PutClientInServer();
2439 } else if (self.BUTTON_ATCK2) {
2440 self.flags &~= FL_JUMPRELEASED;
2441 self.classname = "observer";
2442 PutClientInServer();
2444 if(!SpectateUpdate())
2445 PutObserverInServer();
2448 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2449 self.flags |= FL_JUMPRELEASED;
2450 if(self.flags & FL_SPAWNING)
2452 self.flags &~= FL_SPAWNING;
2453 LeaveSpectatorMode();
2457 if(!SpectateUpdate())
2458 PutObserverInServer();
2461 PrintWelcomeMessage();
2462 self.flags |= FL_CLIENT | FL_NOTARGET;
2467 if(self.classname != "player")
2472 vehicles_exit(VHEF_NORMAL);
2476 // a use key was pressed; call handlers
2477 MUTATOR_CALLHOOK(PlayerUseKey);
2480 .float touchexplode_time;
2486 Called every frame for each client before the physics are run
2489 .float usekeypressed;
2490 void() nexball_setstatus;
2492 void PlayerPreThink (void)
2494 WarpZone_PlayerPhysics_FixVAngle();
2496 self.stat_game_starttime = game_starttime;
2497 self.stat_round_starttime = round_starttime;
2498 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2499 self.stat_leadlimit = autocvar_leadlimit;
2503 // physics frames: update anticheat stuff
2504 anticheat_prethink();
2507 if(blockSpectators && frametime)
2508 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2509 checkSpectatorBlock();
2513 if(self.netname_previous != self.netname)
2515 if(autocvar_sv_eventlog)
2516 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2517 if(self.netname_previous)
2518 strunzone(self.netname_previous);
2519 self.netname_previous = strzone(self.netname);
2523 if(self.version_nagtime)
2524 if(self.cvar_g_xonoticversion)
2525 if(time > self.version_nagtime)
2527 // don't notify git users
2528 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2530 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2532 // notify release users if connecting to git
2533 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");
2534 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2539 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2542 // give users new version
2543 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");
2544 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2548 // notify users about old server version
2549 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");
2550 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2554 self.version_nagtime = 0;
2558 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2560 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2561 self.max_armorvalue = 0;
2565 if (TetrisPreFrame())
2569 MUTATOR_CALLHOOK(PlayerPreThink);
2571 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2573 if(self.BUTTON_USE && !self.usekeypressed)
2575 self.usekeypressed = self.BUTTON_USE;
2578 PrintWelcomeMessage();
2580 if(self.classname == "player") {
2581 // if(self.netname == "Wazat")
2582 // bprint(self.classname, "\n");
2584 CheckRules_Player();
2586 if (intermission_running)
2588 IntermissionThink (); // otherwise a button could be missed between
2589 return; // the think tics
2592 //don't allow the player to turn around while game is paused!
2593 if(timeout_status == TIMEOUT_ACTIVE) {
2594 // FIXME turn this into CSQC stuff
2595 self.v_angle = self.lastV_angle;
2596 self.angles = self.lastV_angle;
2597 self.fixangle = TRUE;
2602 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2604 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);
2605 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);
2606 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);
2608 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2610 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);
2611 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);
2612 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);
2616 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2622 minstagib_ammocheck();
2624 if (self.deadflag != DEAD_NO)
2626 if(self.personal && g_race_qualifying)
2628 if(time > self.respawn_time)
2630 self.respawn_time = time + 1; // only retry once a second
2631 self.stat_respawn_time = self.respawn_time;
2638 float button_pressed;
2641 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2643 if (self.deadflag == DEAD_DYING)
2645 if(self.respawn_flags & RESPAWN_FORCE)
2646 self.deadflag = DEAD_RESPAWNING;
2647 else if(!button_pressed)
2648 self.deadflag = DEAD_DEAD;
2650 else if (self.deadflag == DEAD_DEAD)
2653 self.deadflag = DEAD_RESPAWNABLE;
2655 else if (self.deadflag == DEAD_RESPAWNABLE)
2658 self.deadflag = DEAD_RESPAWNING;
2660 else if (self.deadflag == DEAD_RESPAWNING)
2662 if(time > self.respawn_time)
2664 self.respawn_time = time + 1; // only retry once a second
2669 ShowRespawnCountdown();
2671 if(self.respawn_flags & RESPAWN_SILENT)
2672 self.stat_respawn_time = 0;
2674 self.stat_respawn_time = self.respawn_time;
2677 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2678 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2679 self.stat_respawn_time *= -1;
2683 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2684 // so (self.deadflag == DEAD_NO) is always true in the code below
2687 if(time > self.touchexplode_time)
2688 if(self.classname == "player")
2689 if(self.deadflag == DEAD_NO)
2690 if not(IS_INDEPENDENT_PLAYER(self))
2691 FOR_EACH_PLAYER(other) if(self != other)
2693 if(time > other.touchexplode_time)
2694 if(other.deadflag == DEAD_NO)
2695 if not(IS_INDEPENDENT_PLAYER(other))
2696 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2698 PlayerTouchExplode(self, other);
2699 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2703 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2707 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2708 dist = self.prevorigin - self.origin;
2710 self.lms_traveled_distance += fabs(vlen(dist));
2712 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2714 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2715 self.lms_traveled_distance = 0;
2718 if(time > self.lms_nextcheck)
2720 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2721 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2723 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
2724 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2725 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2726 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');
2728 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2729 self.lms_traveled_distance = 0;
2733 self.prevorigin = self.origin;
2735 float do_crouch = self.BUTTON_CROUCH;
2738 if(self.health <= g_bloodloss)
2742 if(self.freezetag_frozen)
2744 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2752 self.view_ofs = PL_CROUCH_VIEW_OFS;
2753 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2754 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2761 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2762 if (!trace_startsolid)
2764 self.crouch = FALSE;
2765 self.view_ofs = PL_VIEW_OFS;
2766 setsize (self, PL_MIN, PL_MAX);
2771 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2773 if(self.bloodloss_timer < time)
2775 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2776 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2782 GrapplingHookFrame();
2784 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2787 self.items &~= self.items_added;
2791 self.items_added = 0;
2792 if(self.items & IT_JETPACK)
2793 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2794 self.items_added |= IT_FUEL;
2796 self.items |= self.items_added;
2801 // rot nex charge to the charge limit
2802 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2803 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2809 nexball_setstatus();
2812 secrets_setstatus();
2814 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2816 //self.angles_y=self.v_angle_y + 90; // temp
2817 } else if(gameover) {
2818 if (intermission_running)
2819 IntermissionThink (); // otherwise a button could be missed between
2821 } else if(self.classname == "observer") {
2823 } else if(self.classname == "spectator") {
2828 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));
2830 float oldspectatee_status;
2831 oldspectatee_status = self.spectatee_status;
2832 if(self.classname == "spectator")
2833 self.spectatee_status = num_for_edict(self.enemy);
2834 else if(self.classname == "observer")
2835 self.spectatee_status = num_for_edict(self);
2837 self.spectatee_status = 0;
2838 if(self.spectatee_status != oldspectatee_status)
2840 ClientData_Touch(self);
2842 race_InitSpectator();
2845 if(self.teamkill_soundtime)
2846 if(time > self.teamkill_soundtime)
2848 self.teamkill_soundtime = 0;
2850 entity oldpusher, oldself;
2852 oldself = self; self = self.teamkill_soundsource;
2853 oldpusher = self.pusher; self.pusher = oldself;
2855 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2857 self.pusher = oldpusher;
2861 if(self.taunt_soundtime)
2862 if(time > self.taunt_soundtime)
2864 self.taunt_soundtime = 0;
2865 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2868 target_voicescript_next(self);
2870 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2872 self.clip_load = self.clip_size = 0;
2875 float isInvisibleString(string s)
2878 s = strdecolorize(s);
2879 for((i = 0), (n = strlen(s)); i < n; ++i)
2887 case 192: // charmap space
2888 if (!autocvar_utf8_enable)
2891 case 160: // space in unicode fonts
2892 case 0xE000 + 192: // utf8 charmap space
2893 if (autocvar_utf8_enable)
2906 Called every frame for each client after the physics are run
2909 .float idlekick_lasttimeleft;
2910 void PlayerPostThink (void)
2912 // Savage: Check for nameless players
2913 if (isInvisibleString(self.netname)) {
2914 self.netname = "Player";
2915 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2918 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2920 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2922 if(self.idlekick_lasttimeleft) { self.idlekick_lasttimeleft = 0; }
2927 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2928 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2930 if(!self.idlekick_lasttimeleft)
2931 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2935 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2939 else if(timeleft <= 10)
2941 if(timeleft != self.idlekick_lasttimeleft)
2942 AnnounceTo(self, ftos(timeleft));
2943 self.idlekick_lasttimeleft = timeleft;
2949 if(self.impulse == 100)
2951 if (!TetrisPostFrame())
2957 //CheckPlayerJump();
2959 if(self.classname == "player") {
2960 CheckRules_Player();
2964 if (intermission_running)
2965 return; // intermission or finale
2975 for(i = 0; i < 1000; ++i)
2978 end = self.origin + '0 0 1024' + 512 * randomvec();
2979 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2980 if(trace_fraction < 1)
2981 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2983 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2989 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2991 if(self.waypointsprite_attachedforcarrier)
2992 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
2996 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2998 if not(self.stored_netname)
2999 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3000 if(self.stored_netname != self.netname)
3002 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3003 strunzone(self.stored_netname);
3004 self.stored_netname = strzone(self.netname);
3010 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3013 CSQCMODEL_AUTOUPDATE();