void race_send_recordtime(float msg); void race_SendRankings(float pos, float prevpos, float del, float msg); void send_CSQC_teamnagger() { WriteByte(0, SVC_TEMPENTITY); WriteByte(0, TE_CSQC_TEAMNAGGER); } void send_CSQC_cr_maxbullets(entity e) { msg_entity = e; WriteByte(MSG_ONE, SVC_TEMPENTITY); WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS); WriteByte(MSG_ONE, cvar("g_balance_campingrifle_magazinecapacity")); } void Announce(string snd) { WriteByte(MSG_ALL, SVC_TEMPENTITY); WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE); WriteString(MSG_ALL, snd); } void AnnounceTo(entity e, string snd) { if (clienttype(e) == CLIENTTYPE_REAL) { msg_entity = e; WriteByte(MSG_ONE, SVC_TEMPENTITY); WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE); WriteString(MSG_ONE, snd); } } float ClientData_Send(entity to, float sf) { if(to != self.owner) { error("wtf"); return FALSE; } entity e; e = to; if(to.classname == "spectator") e = to.enemy; sf = 0; if(e.race_completed) sf |= 1; // forced scoreboard if(to.spectatee_status) sf |= 2; // spectator ent number follows if(e.zoomstate) sf |= 4; // zoomed if(e.porto_v_angle_held) sf |= 8; // angles held WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA); WriteByte(MSG_ENTITY, sf); if(sf & 2) WriteByte(MSG_ENTITY, to.spectatee_status); if(sf & 8) { WriteAngle(MSG_ENTITY, e.v_angle_x); WriteAngle(MSG_ENTITY, e.v_angle_y); } return TRUE; } void ClientData_Attach() { Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send); self.clientdata.drawonlytoclient = self; self.clientdata.owner = self; } void ClientData_Detach() { remove(self.clientdata); self.clientdata = world; } void ClientData_Touch(entity e) { e.clientdata.SendFlags = 1; // make it spectatable entity e2; FOR_EACH_REALCLIENT(e2) { if(e2 != e) if(e2.classname == "spectator") if(e2.enemy == e) e2.clientdata.SendFlags = 1; } } .vector spawnpoint_score; .string netname_previous; void spawnfunc_info_player_survivor (void) { spawnfunc_info_player_deathmatch(); } void spawnfunc_info_player_start (void) { spawnfunc_info_player_deathmatch(); } void spawnfunc_info_player_deathmatch (void) { self.classname = "info_player_deathmatch"; relocate_spawnpoint(); } void spawnpoint_use() { if(teams_matter) if(have_team_spawns > 0) { self.team = activator.team; some_spawn_has_been_used = 1; } }; // Returns: // _x: prio (-1 if unusable) // _y: weight vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint) { float shortest, thisdist; float prio; entity player; prio = 0; // filter out spots for the wrong team if(teamcheck) if(spot.team != teamcheck) return '-1 0 0'; if(race_spawns) if(spot.target == "") return '-1 0 0'; if(clienttype(self) == CLIENTTYPE_REAL) { if(spot.restriction == 1) return '-1 0 0'; } else { if(spot.restriction == 2) return '-1 0 0'; } // filter out spots for assault if(spot.target != "") { local entity ent; float good, found; ent = find(world, targetname, spot.target); while(ent) { if(ent.classname == "target_objective") { found = 1; if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE) return '-1 0 0'; good = 1; } else if(ent.classname == "trigger_race_checkpoint") { found = 1; if(!anypoint) // spectators may spawn everywhere { if(g_race_qualifying) { // spawn at first if(ent.race_checkpoint != 0) return '-1 0 0'; if(spot.race_place != race_lowest_place_spawn) return '-1 0 0'; } else { if(ent.race_checkpoint != self.race_respawn_checkpoint) return '-1 0 0'; // try reusing the previous spawn if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref) prio += 1; if(ent.race_checkpoint == 0) { float pl; pl = self.race_place; if(pl > race_highest_place_spawn) pl = 0; if(pl == 0 && !self.race_started) pl = race_highest_place_spawn; // use last place if he has not even touched finish yet if(spot.race_place != pl) return '-1 0 0'; } } } good = 1; } ent = find(ent, targetname, spot.target); } if(found && !good) return '-1 0 0'; } player = playerlist; shortest = vlen(world.maxs - world.mins); for(player = playerlist; player; player = player.chain) if (player != self) { thisdist = vlen(player.origin - spot.origin); if (thisdist < shortest) shortest = thisdist; } return prio * '1 0 0' + shortest * '0 1 0'; } float spawn_allbad; float spawn_allgood; entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint) { local entity spot, spotlist, spotlistend; spawn_allgood = TRUE; spawn_allbad = TRUE; spotlist = world; spotlistend = world; for(spot = firstspot; spot; spot = spot.chain) { spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint); if(cvar("spawn_debugview")) { setmodel(spot, "models/runematch/rune.mdl"); if(spot.spawnpoint_score_y < mindist) { spot.colormod = '1 0 0'; spot.scale = 1; } else { spot.colormod = '0 1 0'; spot.scale = spot.spawnpoint_score_y / mindist; } } if(spot.spawnpoint_score_x >= 0) // spawning allowed here { if(spot.spawnpoint_score_y < mindist) { // too short distance spawn_allgood = FALSE; } else { // perfect spawn_allbad = FALSE; if(spotlistend) spotlistend.chain = spot; spotlistend = spot; if(!spotlist) spotlist = spot; /* if(teamcheck) if(spot.team != teamcheck) error("invalid spawn added"); print("added ", etos(spot), "\n"); */ } } } if(spotlistend) spotlistend.chain = world; /* entity e; if(teamcheck) for(e = spotlist; e; e = e.chain) { print("seen ", etos(e), "\n"); if(e.team != teamcheck) error("invalid spawn found"); } */ return spotlist; } entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent) { // weight of a point: bound(lower, mindisttoplayer, upper)^exponent // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area) local entity spot; RandomSelection_Init(); for(spot = firstspot; spot; spot = spot.chain) 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); return RandomSelection_chosen_ent; } /* ============= SelectSpawnPoint Finds a point to respawn ============= */ entity SelectSpawnPoint (float anypoint) { local float teamcheck; local entity firstspot_new; local entity spot, firstspot, playerlist; spot = find (world, classname, "testplayerstart"); if (spot) return spot; teamcheck = 0; if(!anypoint && have_team_spawns > 0) teamcheck = self.team; // get the list of players playerlist = findchain(classname, "player"); // get the entire list of spots firstspot = findchain(classname, "info_player_deathmatch"); // filter out the bad ones // (note this returns the original list if none survived) if(anypoint) { spot = Spawn_WeightedPoint(firstspot, 1, 1, 1); } else { firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint); if(!firstspot_new) firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint); firstspot = firstspot_new; // there is 50/50 chance of choosing a random spot or the furthest spot // (this means that roughly every other spawn will be furthest, so you // usually won't get fragged at spawn twice in a row) if (arena_roundbased && !g_ca) { firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint); if(firstspot_new) firstspot = firstspot_new; spot = Spawn_WeightedPoint(firstspot, 1, 1, 1); } else if (random() > cvar("g_spawn_furthest")) spot = Spawn_WeightedPoint(firstspot, 1, 1, 1); else spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint } if(cvar("spawn_debugview")) { print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n"); entity e; if(teamcheck) for(e = firstspot; e; e = e.chain) if(e.team != teamcheck) error("invalid spawn found"); } if (!spot) { if(cvar("spawn_debug")) GotoNextMap(); else { if(some_spawn_has_been_used) return world; // team can't spawn any more, because of actions of other team else error("Cannot find a spawn point - please fix the map!"); } } return spot; } /* ============= CheckPlayerModel Checks if the argument string can be a valid playermodel. Returns a valid one in doubt. ============= */ string FallbackPlayerModel; string CheckPlayerModel(string plyermodel) { if(FallbackPlayerModel != cvar_defstring("_cl_playermodel")) { // note: we cannot summon Don Strunzone here, some player may // still have the model string set. In case anyone manages how // to change a cvar default, we'll have a small leak here. FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel")); } if(strlen(plyermodel) < 4) return FallbackPlayerModel; if( substring(plyermodel,0,14) != "models/player/") return FallbackPlayerModel; else if(cvar("sv_servermodelsonly")) { if(substring(plyermodel,-4,4) != ".zym") if(substring(plyermodel,-4,4) != ".dpm") if(substring(plyermodel,-4,4) != ".iqm") if(substring(plyermodel,-4,4) != ".md3") if(substring(plyermodel,-4,4) != ".psk") return FallbackPlayerModel; // forbid the LOD models if(substring(plyermodel, -9,5) == "_lod1") return FallbackPlayerModel; if(substring(plyermodel, -9,5) == "_lod2") return FallbackPlayerModel; if(plyermodel != strtolower(plyermodel)) return FallbackPlayerModel; if(!fexists(plyermodel)) return FallbackPlayerModel; } return plyermodel; } /* ============= Client_customizeentityforclient LOD reduction ============= */ void Client_uncustomizeentityforclient() { if(self.modelindex == 0) // no need to uncustomize then return; self.modelindex = self.modelindex_lod0; self.skin = self.skinindex; } float Client_customizeentityforclient() { entity modelsource; if(self.modelindex == 0) return TRUE; // forcemodel stuff #ifdef PROFILING float t0; t0 = gettime(GETTIME_HIRES); // reference #endif modelsource = self; #ifdef ALLOW_FORCEMODELS if(other.cvar_cl_forceplayermodelsfromxonotic) if not(self.modelindex_lod0_from_xonotic) modelsource = other; if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels) modelsource = other; #endif self.skin = modelsource.skinindex; #if 0 if(modelsource == self) self.skin = modelsource.skinindex; else self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins #endif // self: me // other: the player viewing me float distance; float f; if(other.cvar_cl_playerdetailreduction <= 0) { if(other.cvar_cl_playerdetailreduction <= -2) self.modelindex = modelsource.modelindex_lod2; else if(other.cvar_cl_playerdetailreduction <= -1) self.modelindex = modelsource.modelindex_lod1; else self.modelindex = modelsource.modelindex_lod0; } else { distance = vlen(self.origin - other.origin); f = (distance + 100.0) * other.cvar_cl_playerdetailreduction; if(f > sv_loddistance2) self.modelindex = modelsource.modelindex_lod2; else if(f > sv_loddistance1) self.modelindex = modelsource.modelindex_lod1; else self.modelindex = modelsource.modelindex_lod0; } #ifdef PROFILING float t1; t1 = gettime(GETTIME_HIRES); // reference client_cefc_accumulator += (t1 - t0); #endif return TRUE; } void setmodel_lod(entity e, string modelname) { string s; if(sv_loddistance1) { // FIXME: this only supports 3-letter extensions s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4)); if(fexists(s)) { setmodel(e, s); // players have high precision self.modelindex_lod1 = self.modelindex; } else self.modelindex_lod1 = -1; s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4)); if(fexists(s)) { setmodel(e, s); // players have high precision self.modelindex_lod2 = self.modelindex; } else self.modelindex_lod2 = -1; precache_model(modelname); setmodel(e, modelname); // players have high precision self.modelindex_lod0 = self.modelindex; if(self.modelindex_lod1 < 0) self.modelindex_lod1 = self.modelindex; if(self.modelindex_lod2 < 0) self.modelindex_lod2 = self.modelindex; } else { precache_model(modelname); setmodel(e, modelname); // players have high precision self.modelindex_lod0 = self.modelindex; // save it for possible player model forcing } s = whichpack(self.model); self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data")); player_setupanimsformodel(); UpdatePlayerSounds(); } /* ============= PutObserverInServer putting a client as observer in the server ============= */ void FixPlayermodel(); void PutObserverInServer (void) { entity spot; race_PreSpawnObserver(); spot = SelectSpawnPoint (TRUE); if(!spot) error("No spawnpoints for observers?!?\n"); RemoveGrapplingHook(self); // Wazat's Grappling Hook if(clienttype(self) == CLIENTTYPE_REAL) { msg_entity = self; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, self); } DropAllRunes(self); MUTATOR_CALLHOOK(MakePlayerObserver); Portal_ClearAll(self); if(self.alivetime) { PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime); self.alivetime = 0; } if(self.flagcarried) DropFlag(self.flagcarried, world, world); if(self.ballcarried && g_nexball) DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity); WaypointSprite_PlayerDead(); if not(g_ca) // don't reset teams when moving a ca player to the spectators self.team = -1; // move this as it is needed to log the player spectating in eventlog if(self.killcount != -666) { if(g_lms) { if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0) bprint ("^4", self.netname, "^4 has no more lives left\n"); else bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit? } else bprint ("^4", self.netname, "^4 is spectating now\n"); if(self.just_joined == FALSE) { LogTeamchange(self.playerid, -1, 4); } else self.just_joined = FALSE; } PlayerScore_Clear(self); // clear scores when needed accuracy_resend(self); self.spectatortime = time; self.classname = "observer"; self.iscreature = FALSE; self.health = -666; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; self.movetype = MOVETYPE_NOCLIP; self.flags = FL_CLIENT | FL_NOTARGET; self.armorvalue = 666; self.effects = 0; self.armorvalue = cvar("g_balance_armor_start"); self.pauserotarmor_finished = 0; self.pauserothealth_finished = 0; self.pauseregen_finished = 0; self.damageforcescale = 0; self.death_time = 0; self.dead_frame = 0; self.alpha = 0; self.scale = 0; self.fade_time = 0; self.pain_frame = 0; self.pain_finished = 0; self.strength_finished = 0; self.invincible_finished = 0; self.pushltime = 0; self.think = SUB_Null; self.nextthink = 0; self.hook_time = 0; self.runes = 0; self.deadflag = DEAD_NO; self.angles = spot.angles; self.angles_z = 0; self.fixangle = TRUE; self.crouch = FALSE; self.view_ofs = PL_VIEW_OFS; setorigin (self, spot.origin); setsize (self, '0 0 0', '0 0 0'); self.prevorigin = self.origin; self.items = 0; self.weapons = 0; self.model = ""; FixPlayermodel(); self.model = ""; self.modelindex = 0; self.weapon = 0; self.weaponmodel = ""; self.weaponentity = world; self.exteriorweaponentity = world; self.killcount = -666; self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.punchangle = '0 0 0'; self.punchvector = '0 0 0'; self.oldvelocity = self.velocity; self.fire_endtime = -1; if(sv_loddistance1) SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient); if(g_arena) { if(self.version_mismatch) { Spawnqueue_Unmark(self); Spawnqueue_Remove(self); } else { Spawnqueue_Insert(self); } } else if(g_lms) { // Only if the player cannot play at all if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666) self.frags = FRAGS_SPECTATOR; else self.frags = FRAGS_LMS_LOSER; } else self.frags = FRAGS_SPECTATOR; } float RestrictSkin(float s) { if(!teams_matter) return s; if(s == 6) return 6; return mod(s, 3); } void FixPlayermodel() { local string defaultmodel; local float defaultskin, chmdl, oldskin; local vector m1, m2; defaultmodel = ""; if(cvar("sv_defaultcharacter") == 1) { defaultskin = 0; if(teams_matter) { string s; s = Team_ColorNameLowerCase(self.team); if(s != "neutral") { defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s)); defaultskin = cvar(strcat("sv_defaultplayerskin_", s)); } } if(defaultmodel == "") { defaultmodel = cvar_string("sv_defaultplayermodel"); defaultskin = cvar("sv_defaultplayerskin"); } } if(self.modelindex == 0 && self.deadflag == DEAD_NO) { if(self.model != "") bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n"); self.model = ""; // force the != checks to return true } if(defaultmodel != "") { if (defaultmodel != self.model) { m1 = self.mins; m2 = self.maxs; setmodel_lod (self, defaultmodel); setsize (self, m1, m2); chmdl = TRUE; } oldskin = self.skinindex; self.skinindex = defaultskin; } else { if (self.playermodel != self.model || self.playermodel == "") { self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop m1 = self.mins; m2 = self.maxs; setmodel_lod (self, self.playermodel); setsize (self, m1, m2); chmdl = TRUE; } oldskin = self.skinindex; self.skinindex = RestrictSkin(stof(self.playerskin)); } if(chmdl || oldskin != self.skinindex) self.species = player_getspecies(); // model or skin has changed if(!teams_matter) if(strlen(cvar_string("sv_defaultplayercolors"))) if(self.clientcolors != stof(cvar_string("sv_defaultplayercolors"))) setcolor(self, stof(cvar_string("sv_defaultplayercolors"))); } void PlayerTouchExplode(entity p1, entity p2) { vector org; org = (p1.origin + p2.origin) * 0.5; org_z += (p1.mins_z + p2.mins_z) * 0.5; te_explosion(org); entity e; e = spawn(); setorigin(e, org); RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world); remove(e); } /* ============= PutClientInServer Called when a client spawns in the server ============= */ //void() ctf_playerchanged; void PutClientInServer (void) { if(clienttype(self) == CLIENTTYPE_BOT) { self.classname = "player"; } else if(clienttype(self) == CLIENTTYPE_REAL) { msg_entity = self; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, self); } // player is dead and becomes observer // FIXME fix LMS scoring for new system if(g_lms) { if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0) self.classname = "observer"; } if(g_arena || (g_ca && !allowed_to_spawn)) if(!self.spawned) self.classname = "observer"; if(gameover) self.classname = "observer"; if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) { entity spot, oldself; float j; accuracy_resend(self); if(self.team < 0) JoinBestTeam(self, FALSE, TRUE); race_PreSpawn(); spot = SelectSpawnPoint (FALSE); if(!spot) { centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it..."); return; // spawn failed } RemoveGrapplingHook(self); // Wazat's Grappling Hook self.classname = "player"; self.wasplayer = TRUE; self.iscreature = TRUE; self.movetype = MOVETYPE_WALK; self.solid = SOLID_SLIDEBOX; self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; if(cvar("g_playerclip_collisions")) self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions")) self.dphitcontentsmask |= DPCONTENTS_BOTCLIP; self.frags = FRAGS_PLAYER; if(independent_players) MAKE_INDEPENDENT_PLAYER(self); self.flags = FL_CLIENT; self.takedamage = DAMAGE_AIM; if(g_minstagib) self.effects = EF_FULLBRIGHT; else self.effects = 0; self.air_finished = time + 12; self.dmg = 2; if(cvar("g_balance_nex_charge")) { if(cvar("g_balance_nex_secondary_chargepool")) self.nex_chargepool_ammo = 1; self.nex_charge = cvar("g_balance_nex_charge_start"); } if(inWarmupStage) { self.ammo_shells = warmup_start_ammo_shells; self.ammo_nails = warmup_start_ammo_nails; self.ammo_rockets = warmup_start_ammo_rockets; self.ammo_cells = warmup_start_ammo_cells; self.ammo_fuel = warmup_start_ammo_fuel; self.health = warmup_start_health; self.armorvalue = warmup_start_armorvalue; self.weapons = warmup_start_weapons; } else { self.ammo_shells = start_ammo_shells; self.ammo_nails = start_ammo_nails; self.ammo_rockets = start_ammo_rockets; self.ammo_cells = start_ammo_cells; self.ammo_fuel = start_ammo_fuel; self.health = start_health; self.armorvalue = start_armorvalue; self.weapons = start_weapons; } if(g_weaponarena_random) { if(g_weaponarena_random_with_laser) self.weapons &~= WEPBIT_LASER; self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE); if(g_weaponarena_random_with_laser) self.weapons |= WEPBIT_LASER; } self.items = start_items; self.jump_interval = time; self.spawnshieldtime = time + cvar("g_spawnshieldtime"); self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn"); self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn"); self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn"); self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn"); //extend the pause of rotting if client was reset at the beginning of the countdown if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted? self.spawnshieldtime += game_starttime - time; self.pauserotarmor_finished += game_starttime - time; self.pauserothealth_finished += game_starttime - time; self.pauseregen_finished += game_starttime - time; } self.damageforcescale = 2; self.death_time = 0; self.dead_frame = 0; self.alpha = 0; self.scale = 0; self.fade_time = 0; self.pain_frame = 0; self.pain_finished = 0; self.strength_finished = 0; self.invincible_finished = 0; self.pushltime = 0; // players have no think function self.think = SUB_Null; self.nextthink = 0; self.hook_time = 0; self.dmg_team = 0; self.ballistics_density = cvar("g_ballistics_density_player"); self.metertime = 0; self.runes = 0; self.deadflag = DEAD_NO; self.angles = spot.angles; self.angles_z = 0; // never spawn tilted even if the spot says to self.fixangle = TRUE; // turn this way immediately self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.punchangle = '0 0 0'; self.punchvector = '0 0 0'; self.oldvelocity = self.velocity; self.fire_endtime = -1; msg_entity = self; WRITESPECTATABLE_MSG_ONE({ WriteByte(MSG_ONE, SVC_TEMPENTITY); WriteByte(MSG_ONE, TE_CSQC_SPAWN); }); if(sv_loddistance1) SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient); self.model = ""; FixPlayermodel(); self.crouch = FALSE; self.view_ofs = PL_VIEW_OFS; setsize (self, PL_MIN, PL_MAX); self.spawnorigin = spot.origin; setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24)); // don't reset back to last position, even if new position is stuck in solid self.oldorigin = self.origin; self.prevorigin = self.origin; self.lastrocket = world; // stop rocket guiding, no revenge from the grave! if(g_arena) { Spawnqueue_Remove(self); Spawnqueue_Mark(self); } else if(g_ca) self.caplayer = 1; self.event_damage = PlayerDamage; self.bot_attack = TRUE; self.statdraintime = time + 5; self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0; if(self.killcount == -666) { PlayerScore_Clear(self); self.killcount = 0; } self.cnt = WEP_LASER; CL_SpawnWeaponentity(); self.alpha = default_player_alpha; self.colormod = '1 1 1' * cvar("g_player_brightness"); self.exteriorweaponentity.alpha = default_weapon_alpha; self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2; self.lms_traveled_distance = 0; self.speedrunning = FALSE; race_PostSpawn(spot); if(cvar("spawn_debug")) { sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n")); remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor } //stuffcmd(self, "chase_active 0"); //stuffcmd(self, "set viewsize $tmpviewsize \n"); if (cvar("g_spawnsound")) sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM); if(g_assault) { if(self.team == assault_attacker_team) centerprint(self, "You are attacking!"); else centerprint(self, "You are defending!"); } target_voicescript_clear(self); // reset fields the weapons may use for (j = WEP_FIRST; j <= WEP_LAST; ++j) weapon_action(j, WR_RESETPLAYER); oldself = self; self = spot; activator = oldself; SUB_UseTargets(); activator = world; self = oldself; MUTATOR_CALLHOOK(PlayerSpawn); self.switchweapon = w_getbestweapon(self); self.cnt = self.switchweapon; self.weapon = 0; if(!self.alivetime) self.alivetime = time; } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) { PutObserverInServer (); } //if(g_ctf) // ctf_playerchanged(); } .float ebouncefactor, ebouncestop; // electro's values // TODO do we need all these fields, or should we stop autodetecting runtime // changes and just have a console command to update this? float ClientInit_SendEntity(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_INIT); WriteByte(MSG_ENTITY, g_nexball_meter_period * 32); WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2])); WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3])); if(sv_foginterval && world.fog != "") WriteString(MSG_ENTITY, world.fog); else WriteString(MSG_ENTITY, ""); WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop WriteByte(MSG_ENTITY, cvar("g_balance_nex_secondary")); // client has to know if it should zoom or not WriteByte(MSG_ENTITY, cvar("g_balance_campingrifle_secondary")); // client has to know if it should zoom or not WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not return TRUE; } void ClientInit_CheckUpdate() { self.nextthink = time; if(self.count != cvar("g_balance_armor_blockpercent")) { self.count = cvar("g_balance_armor_blockpercent"); self.SendFlags |= 1; } if(self.cnt != cvar("g_balance_weaponswitchdelay")) { self.cnt = cvar("g_balance_weaponswitchdelay"); self.SendFlags |= 1; } if(self.bouncefactor != cvar("g_balance_grenadelauncher_bouncefactor")) { self.bouncefactor = cvar("g_balance_grenadelauncher_bouncefactor"); self.SendFlags |= 1; } if(self.bouncestop != cvar("g_balance_grenadelauncher_bouncestop")) { self.bouncestop = cvar("g_balance_grenadelauncher_bouncestop"); self.SendFlags |= 1; } if(self.ebouncefactor != cvar("g_balance_electro_secondary_bouncefactor")) { self.ebouncefactor = cvar("g_balance_electro_secondary_bouncefactor"); self.SendFlags |= 1; } if(self.ebouncestop != cvar("g_balance_electro_secondary_bouncestop")) { self.ebouncestop = cvar("g_balance_electro_secondary_bouncestop"); self.SendFlags |= 1; } } void ClientInit_Spawn() { entity o; entity e; e = spawn(); e.classname = "clientinit"; e.think = ClientInit_CheckUpdate; Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity); o = self; self = e; ClientInit_CheckUpdate(); self = o; } /* ============= SetNewParms ============= */ void SetNewParms (void) { // initialize parms for a new player parm1 = -(86400 * 366); } /* ============= SetChangeParms ============= */ void SetChangeParms (void) { // save parms for level change parm1 = self.parm_idlesince - time; } /* ============= DecodeLevelParms ============= */ void DecodeLevelParms (void) { // load parms self.parm_idlesince = parm1; if(self.parm_idlesince == -(86400 * 366)) self.parm_idlesince = time; // whatever happens, allow 60 seconds of idling directly after connect for map loading self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60); } /* ============= ClientKill Called when a client types 'kill' in the console ============= */ void ClientKill_Now_TeamChange() { if(self.killindicator_teamchange == -1) { self.team = -1; JoinBestTeam( self, FALSE, FALSE ); } else SV_ChangeTeam(self.killindicator_teamchange - 1); } void ClientKill_Now() { if(self.killindicator_teamchange) ClientKill_Now_TeamChange(); // in any case: Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0'); if(self.killindicator) { dprint("Cleaned up after a leaked kill indicator.\n"); remove(self.killindicator); self.killindicator = world; } } void KillIndicator_Think() { if (!self.owner.modelindex) { self.owner.killindicator = world; remove(self); return; } if(self.cnt <= 0) { self = self.owner; ClientKill_Now(); // no oldself needed return; } else { if(self.cnt <= 10) setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32")); if(clienttype(self.owner) == CLIENTTYPE_REAL) { if(self.cnt <= 10) AnnounceTo(self.owner, strcat(ftos(self.cnt), "")); if(self.owner.killindicator_teamchange) { if(self.owner.killindicator_teamchange == -1) centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds")); else centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds")); } else centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds")); } self.nextthink = time + 1; self.cnt -= 1; } } void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto { float killtime; entity e; killtime = cvar("g_balance_kill_delay"); if(g_race_qualifying) killtime = 0; self.killindicator_teamchange = targetteam; if(!self.killindicator) { if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO) { ClientKill_Now(); } else { self.killindicator = spawn(); self.killindicator.owner = self; self.killindicator.scale = 0.5; setattachment(self.killindicator, self, ""); setorigin(self.killindicator, '0 0 52'); self.killindicator.think = KillIndicator_Think; self.killindicator.nextthink = time + (self.lip) * 0.05; self.killindicator.cnt = ceil(killtime); self.killindicator.count = bound(0, ceil(killtime), 10); sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n")); for(e = world; (e = find(e, classname, "body")) != world; ) { if(e.enemy != self) continue; e.killindicator = spawn(); e.killindicator.owner = e; e.killindicator.scale = 0.5; setattachment(e.killindicator, e, ""); setorigin(e.killindicator, '0 0 52'); e.killindicator.think = KillIndicator_Think; e.killindicator.nextthink = time + (e.lip) * 0.05; e.killindicator.cnt = ceil(killtime); } self.lip = 0; } } if(self.killindicator) { if(targetteam) self.killindicator.colormod = TeamColor(targetteam); else self.killindicator.colormod = '0 0 0'; } } void ClientKill (void) { if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either { // do nothing } else if(g_freezetag && self.freezetag_frozen == 1) { // do nothing } else ClientKill_TeamChange(0); } void CTS_ClientKill_Think (void) { self = self.owner; // set self to the player to be killed sprint(self, "^1You were killed in order to prevent cheating!"); ClientKill_Now(); } void CTS_ClientKill (float t) // silent version of ClientKill { entity e; e = spawn(); e.owner = self; e.think = CTS_ClientKill_Think; e.nextthink = t; } void DoTeamChange(float destteam) { float t, c0; if(!teams_matter) { if(destteam >= 0) SetPlayerColors(self, destteam); return; } if(self.classname == "player") if(destteam == -1) { CheckAllowedTeams(self); t = FindSmallestTeam(self, TRUE); switch(self.team) { case COLOR_TEAM1: c0 = c1; break; case COLOR_TEAM2: c0 = c2; break; case COLOR_TEAM3: c0 = c3; break; case COLOR_TEAM4: c0 = c4; break; default: c0 = 999; } switch(t) { case 1: if(c0 > c1) destteam = COLOR_TEAM1; break; case 2: if(c0 > c2) destteam = COLOR_TEAM2; break; case 3: if(c0 > c3) destteam = COLOR_TEAM3; break; case 4: if(c0 > c4) destteam = COLOR_TEAM4; break; } if(destteam == -1) return; } if(destteam == self.team && destteam >= 0 && !self.killindicator) return; ClientKill_TeamChange(destteam); } void FixClientCvars(entity e) { // send prediction settings to the client stuffcmd(e, "\nin_bindmap 0 0\n"); if(g_race || g_cts) stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n"); if(cvar("g_antilag") == 3) // client side hitscan stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n"); if(sv_gentle) stuffcmd(e, "cl_cmd settemp cl_gentle 1\n"); /* * we no longer need to stuff this. Remove this comment block if you feel * 2.3 and higher (or was it 2.2.3?) don't need these any more stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n")); stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n")); stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n")); stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n")); stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n")); stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n")); stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n")); stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n")); stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n")); stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n")); stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n")); stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n")); stuffcmd(e, "cl_movement_edgefriction 1\n"); */ } float PlayerInIDList(entity p, string idlist) { float n, i; string s; // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this if not(p.crypto_idfp) return 0; // this function allows abbreviated player IDs too! n = tokenize_console(idlist); for(i = 0; i < n; ++i) { s = argv(i); if(s == substring(p.crypto_idfp, 0, strlen(s))) return 1; } return 0; } /* ============= ClientConnect Called when a client connects to the server ============= */ //void ctf_clientconnect(); string ColoredTeamName(float t); void DecodeLevelParms (void); //void dom_player_join_team(entity pl); void ClientConnect (void) { float t; if(self.flags & FL_CLIENT) { print("Warning: ClientConnect, but already connected!\n"); return; } if(Ban_MaybeEnforceBan(self)) return; DecodeLevelParms(); #ifdef WATERMARK sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n")); #endif self.classname = "player_joining"; self.flags = FL_CLIENT; self.version_nagtime = time + 10 + random() * 10; if(player_count<0) { dprint("BUG player count is lower than zero, this cannot happen!\n"); player_count = 0; } PlayerScore_Attach(self); ClientData_Attach(); accuracy_init(self); bot_clientconnect(); playerdemo_init(); anticheat_init(); race_PreSpawnObserver(); //if(g_domination) // dom_player_join_team(self); // identify the right forced team if(PlayerInIDList(self, cvar_string("g_forced_team_red"))) self.team_forced = COLOR_TEAM1; else if(PlayerInIDList(self, cvar_string("g_forced_team_blue"))) self.team_forced = COLOR_TEAM2; else if(PlayerInIDList(self, cvar_string("g_forced_team_yellow"))) self.team_forced = COLOR_TEAM3; else if(PlayerInIDList(self, cvar_string("g_forced_team_pink"))) self.team_forced = COLOR_TEAM4; else if(cvar_string("g_forced_team_otherwise") == "red") self.team_forced = COLOR_TEAM1; else if(cvar_string("g_forced_team_otherwise") == "blue") self.team_forced = COLOR_TEAM2; else if(cvar_string("g_forced_team_otherwise") == "yellow") self.team_forced = COLOR_TEAM3; else if(cvar_string("g_forced_team_otherwise") == "pink") self.team_forced = COLOR_TEAM4; else if(cvar_string("g_forced_team_otherwise") == "spectate") self.team_forced = -1; else if(cvar_string("g_forced_team_otherwise") == "spectator") self.team_forced = -1; else self.team_forced = 0; if(!teams_matter) if(self.team_forced > 0) self.team_forced = 0; JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign") || self.team_forced < 0) { self.classname = "observer"; } else { if(teams_matter) { if(cvar("g_balance_teams") || cvar("g_balance_teams_force")) { self.classname = "player"; campaign_bots_may_start = 1; } else { self.classname = "observer"; // do it anyway } } else { self.classname = "player"; campaign_bots_may_start = 1; } } self.playerid = (playerid_last = playerid_last + 1); if(cvar("sv_eventlog")) GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname)); LogTeamchange(self.playerid, self.team, 1); self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects self.netname_previous = strzone(self.netname); bprint("^4", self.netname, "^4 connected"); if(self.classname != "observer" && (g_domination || g_ctf)) bprint(" and joined the ", ColoredTeamName(self.team)); bprint("\n"); self.welcomemessage_time = 0; stuffcmd(self, strcat(clientstuff, "\n")); stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n")); stuffcmd(self, "cl_particles_reloadeffects\n"); FixClientCvars(self); // spawnfunc_waypoint sprites WaypointSprite_InitClient(self); // Wazat's grappling hook SetGrappleHookBindings(); // get autoswitch state from player when he toggles it stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1 // get version info from player stuffcmd(self, "cmd clientversion $gameversion\n"); // get other cvars from player GetCvars(0); // set cvar for team scoreboard stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n")); // notify about available teams if(teams_matter) { CheckAllowedTeams(self); t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8; stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n")); } else stuffcmd(self, "set _teams_available 0\n"); stuffcmd(self, strcat("set gametype ", ftos(game), "\n")); if(g_arena || g_ca) { self.classname = "observer"; if(g_arena) Spawnqueue_Insert(self); } /*else if(g_ctf) { ctf_clientconnect(); }*/ if(teams_matter || radar_showennemies) attach_entcs(); bot_relinkplayerlist(); self.spectatortime = time; if(blockSpectators) { 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")); } self.jointime = time; self.allowedTimeouts = cvar("sv_timeout_number"); if(clienttype(self) == CLIENTTYPE_REAL) { if(cvar("g_bugrigs") || g_weaponarena == WEPBIT_TUBA) stuffcmd(self, "cl_cmd settemp chase_active 1\n"); } if(g_lms) { if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0) { PlayerScore_Add(self, SP_LMS_RANK, 666); self.frags = FRAGS_SPECTATOR; } } if(!sv_foginterval && world.fog != "") stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n")); SoundEntity_Attach(self); if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0) { self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE); fputs(self.hitplotfh, strcat("#name ", self.netname, "\n")); } else self.hitplotfh = -1; if(g_race || g_cts) { string rr; if(g_cts) rr = CTS_RECORD; else rr = RACE_RECORD; t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time"))); msg_entity = self; race_send_recordtime(MSG_ONE); race_send_speedaward(MSG_ONE); speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"))); speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"))); race_send_speedaward_alltimebest(MSG_ONE); float i; for (i = 1; i <= RANKINGS_CNT; ++i) { race_SendRankings(i, 0, 0, MSG_ONE); } } else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca send_CSQC_teamnagger(); send_CSQC_cr_maxbullets(self); CheatInitClient(); PlayerStats_AddPlayer(self); } /* ============= ClientDisconnect Called when a client disconnects from the server ============= */ .entity chatbubbleentity; .entity teambubbleentity; void ReadyCount(); void ClientDisconnect (void) { if not(self.flags & FL_CLIENT) { print("Warning: ClientDisconnect without ClientConnect\n"); return; } PlayerStats_AddGlobalInfo(self); CheatShutdownClient(); if(self.hitplotfh >= 0) { fclose(self.hitplotfh); self.hitplotfh = -1; } anticheat_report(); anticheat_shutdown(); playerdemo_shutdown(); bot_clientdisconnect(); if(self.entcs) detach_entcs(); if(cvar("sv_eventlog")) GameLogEcho(strcat(":part:", ftos(self.playerid))); bprint ("^4",self.netname); bprint ("^4 disconnected\n"); SoundEntity_Detach(self); DropAllRunes(self); MUTATOR_CALLHOOK(ClientDisconnect); Portal_ClearAll(self); if(self.flagcarried) DropFlag(self.flagcarried, world, world); if(self.ballcarried && g_nexball) DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity); // Here, everything has been done that requires this player to be a client. self.flags &~= FL_CLIENT; if (self.chatbubbleentity) remove (self.chatbubbleentity); if (self.teambubbleentity) remove (self.teambubbleentity); if (self.killindicator) remove (self.killindicator); WaypointSprite_PlayerGone(); bot_relinkplayerlist(); if(g_arena) { Spawnqueue_Unmark(self); Spawnqueue_Remove(self); } accuracy_free(self); ClientData_Detach(); PlayerScore_Detach(self); if(self.netname_previous) strunzone(self.netname_previous); if(self.clientstatus) strunzone(self.clientstatus); if(self.weaponorder_byimpulse) strunzone(self.weaponorder_byimpulse); ClearPlayerSounds(); if(self.personal) remove(self.personal); self.playerid = 0; ReadyCount(); // free cvars GetCvars(-1); } .float BUTTON_CHAT; void ChatBubbleThink() { self.nextthink = time; if (!self.owner.modelindex || self.owner.chatbubbleentity != self) { if(self.owner) // but why can that ever be world? self.owner.chatbubbleentity = world; remove(self); return; } if ((self.owner.BUTTON_CHAT && !self.owner.deadflag) #ifdef TETRIS || self.owner.tetris_on #endif ) self.model = self.mdl; else self.model = ""; }; void UpdateChatBubble() { if (!self.modelindex) return; // spawn a chatbubble entity if needed if (!self.chatbubbleentity) { self.chatbubbleentity = spawn(); self.chatbubbleentity.owner = self; self.chatbubbleentity.exteriormodeltoclient = self; self.chatbubbleentity.think = ChatBubbleThink; self.chatbubbleentity.nextthink = time; setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1'); setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1'); setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth self.chatbubbleentity.mdl = self.chatbubbleentity.model; self.chatbubbleentity.model = ""; self.chatbubbleentity.effects = EF_LOWPRECISION; } } void TeamBubbleThink() { self.nextthink = time; if (!self.owner.modelindex || self.owner.teambubbleentity != self) { if(self.owner) // but why can that ever be world? self.owner.teambubbleentity = world; remove(self); return; } // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator) self.model = ""; else self.model = self.mdl; }; float TeamBubble_customizeentityforclient() { return (self.owner != other && self.owner.team == other.team && other.killcount > -666); } void UpdateTeamBubble() { if (!self.modelindex || !teams_matter) return; // spawn a teambubble entity if needed if (!self.teambubbleentity && teams_matter) { self.teambubbleentity = spawn(); self.teambubbleentity.owner = self; self.teambubbleentity.exteriormodeltoclient = self; self.teambubbleentity.think = TeamBubbleThink; self.teambubbleentity.nextthink = time; setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1'); setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1'); setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth self.teambubbleentity.mdl = self.teambubbleentity.model; self.teambubbleentity.model = self.teambubbleentity.mdl; self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient; self.teambubbleentity.effects = EF_LOWPRECISION; } } // LordHavoc: this hack will be removed when proper _pants/_shirt layers are // added to the model skins /*void UpdateColorModHack() { local float c; c = self.clientcolors & 15; // LordHavoc: only bothering to support white, green, red, yellow, blue if (!teams_matter) self.colormod = '0 0 0'; else if (c == 0) self.colormod = '1.00 1.00 1.00'; else if (c == 3) self.colormod = '0.10 1.73 0.10'; else if (c == 4) self.colormod = '1.73 0.10 0.10'; else if (c == 12) self.colormod = '1.22 1.22 0.10'; else if (c == 13) self.colormod = '0.10 0.10 1.73'; else self.colormod = '1 1 1'; };*/ .float oldcolormap; void respawn(void) { if(self.modelindex != 0 && cvar("g_respawn_ghosts")) { self.solid = SOLID_NOT; self.takedamage = DAMAGE_NO; self.movetype = MOVETYPE_FLY; self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed"); self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3; self.effects |= EF_ADDITIVE; self.oldcolormap = self.colormap; self.colormap = 512; pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1); if(cvar("g_respawn_ghosts_maxtime")) SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5); } CopyBody(1); self.effects |= EF_NODRAW; // prevent another CopyBody if(self.oldcolormap) { self.colormap = self.oldcolormap; self.oldcolormap = 0; } PutClientInServer(); } void play_countdown(float finished, string samp) { if(clienttype(self) == CLIENTTYPE_REAL) if(floor(finished - time - frametime) != floor(finished - time)) if(finished - time < 6) sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM); } /** * When sv_timeout is used this function returs strings like * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n". * Called by centerprint functions * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text */ string getTimeoutText(float addOneSecond) { if (!cvar("sv_timeout") || !timeoutStatus) return ""; local string retStr; if (timeoutStatus == 1) { if (addOneSecond == 1) { retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n"); } else { retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n"); } return retStr; } else if (timeoutStatus == 2) { if (addOneSecond) { retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n"); //don't show messages like "Timeout ends in 0 seconds"... if ((remainingTimeoutTime + 1) > 0) return retStr; else return ""; } else { retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n"); //don't show messages like "Timeout ends in 0 seconds"... if (remainingTimeoutTime > 0) return retStr; else return ""; } } else return ""; } void player_powerups (void) { // add a way to see what the items were BEFORE all of these checks for the mutator hook olditems = self.items; if((self.items & IT_USING_JETPACK) && !self.deadflag) { SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation")); self.modelflags |= MF_ROCKET; } else { SoundEntity_StopSound(self, CHAN_PLAYER); self.modelflags &~= MF_ROCKET; } self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST); if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed return; Fire_ApplyDamage(self); Fire_ApplyEffect(self); if (g_minstagib) { self.effects |= EF_FULLBRIGHT; if (self.items & IT_STRENGTH) { play_countdown(self.strength_finished, "misc/poweroff.wav"); if (time > self.strength_finished) { self.alpha = default_player_alpha; self.exteriorweaponentity.alpha = default_weapon_alpha; self.items &~= IT_STRENGTH; sprint(self, "^3Invisibility has worn off\n"); } } else { if (time < self.strength_finished) { self.alpha = g_minstagib_invis_alpha; self.exteriorweaponentity.alpha = g_minstagib_invis_alpha; self.items |= IT_STRENGTH; sprint(self, "^3You are invisible\n"); } } if (self.items & IT_INVINCIBLE) { play_countdown(self.invincible_finished, "misc/poweroff.wav"); if (time > self.invincible_finished && cvar("g_balance_powerup_timer")) { self.items = self.items - (self.items & IT_INVINCIBLE); sprint(self, "^3Speed has worn off\n"); } } else { if (time < self.invincible_finished) { self.items = self.items | IT_INVINCIBLE; sprint(self, "^3You are on speed\n"); } } } 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. { if (self.items & IT_STRENGTH) { play_countdown(self.strength_finished, "misc/poweroff.wav"); self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT); if (time > self.strength_finished && cvar("g_balance_powerup_timer")) { self.items = self.items - (self.items & IT_STRENGTH); sprint(self, "^3Strength has worn off\n"); } } else { if (time < self.strength_finished) { self.items = self.items | IT_STRENGTH; sprint(self, "^3Strength infuses your weapons with devastating power\n"); } } if (self.items & IT_INVINCIBLE) { play_countdown(self.invincible_finished, "misc/poweroff.wav"); self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT); if (time > self.invincible_finished && cvar("g_balance_powerup_timer")) { self.items = self.items - (self.items & IT_INVINCIBLE); sprint(self, "^3Shield has worn off\n"); } } else { if (time < self.invincible_finished) { self.items = self.items | IT_INVINCIBLE; sprint(self, "^3Shield surrounds you\n"); } } if(cvar("g_nodepthtestplayers")) self.effects = self.effects | EF_NODEPTHTEST; if(cvar("g_fullbrightplayers")) self.effects = self.effects | EF_FULLBRIGHT; // midair gamemode: damage only while in the air // if in midair mode, being on ground grants temporary invulnerability // (this is so that multishot weapon don't clear the ground flag on the // first damage in the frame, leaving the player vulnerable to the // remaining hits in the same frame) if (self.flags & FL_ONGROUND) if (g_midair) self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime")); if (time >= game_starttime) if (time < self.spawnshieldtime) self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT); } MUTATOR_CALLHOOK(PlayerPowerups); } float CalcRegen(float current, float stable, float regenfactor, float regenframetime) { if(current > stable) return current; else if(current > stable - 0.25) // when close enough, "snap" return stable; else return min(stable, current + (stable - current) * regenfactor * regenframetime); } float CalcRot(float current, float stable, float rotfactor, float rotframetime) { if(current < stable) return current; else if(current < stable + 0.25) // when close enough, "snap" return stable; else return max(stable, current + (stable - current) * rotfactor * rotframetime); } float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit) { if(current > rotstable) { if(rotframetime > 0) { current = CalcRot(current, rotstable, rotfactor, rotframetime); current = max(rotstable, current - rotlinear * rotframetime); } } else if(current < regenstable) { if(regenframetime > 0) { current = CalcRegen(current, regenstable, regenfactor, regenframetime); current = min(regenstable, current + regenlinear * regenframetime); } } if(current > limit) current = limit; return current; } void player_regen (void) { float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod; maxh = cvar("g_balance_health_rotstable"); maxa = cvar("g_balance_armor_rotstable"); maxf = cvar("g_balance_fuel_rotstable"); minh = cvar("g_balance_health_regenstable"); mina = cvar("g_balance_armor_regenstable"); minf = cvar("g_balance_fuel_regenstable"); limith = cvar("g_balance_health_limit"); limita = cvar("g_balance_armor_limit"); limitf = cvar("g_balance_fuel_limit"); max_mod = regen_mod = rot_mod = limit_mod = 1; if (self.runes & RUNE_REGEN) { if (self.runes & CURSE_VENOM) // do we have both rune/curse? { regen_mod = cvar("g_balance_rune_regen_combo_regenrate"); max_mod = cvar("g_balance_rune_regen_combo_hpmod"); limit_mod = cvar("g_balance_rune_regen_combo_limitmod"); } else { regen_mod = cvar("g_balance_rune_regen_regenrate"); max_mod = cvar("g_balance_rune_regen_hpmod"); limit_mod = cvar("g_balance_rune_regen_limitmod"); } } else if (self.runes & CURSE_VENOM) { max_mod = cvar("g_balance_curse_venom_hpmod"); if (self.runes & RUNE_REGEN) // do we have both rune/curse? rot_mod = cvar("g_balance_rune_regen_combo_rotrate"); else rot_mod = cvar("g_balance_curse_venom_rotrate"); limit_mod = cvar("g_balance_curse_venom_limitmod"); //if (!self.runes & RUNE_REGEN) // rot_mod = cvar("g_balance_curse_venom_rotrate"); } maxh = maxh * max_mod; //maxa = maxa * max_mod; //maxf = maxf * max_mod; minh = minh * max_mod; //mina = mina * max_mod; //minf = minf * max_mod; limith = limith * limit_mod; limita = limita * limit_mod; //limitf = limitf * limit_mod; if(g_lms && g_ca) rot_mod = 0; if (!g_minstagib && !g_ca && (!g_lms || cvar("g_lms_regenerate"))) { 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); 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); // if player rotted to death... die! if(self.health < 1) self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0'); } if not(self.items & IT_UNLIMITED_WEAPON_AMMO) 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); } float zoomstate_set; void SetZoomState(float z) { if(z != self.zoomstate) { self.zoomstate = z; ClientData_Touch(self); } zoomstate_set = 1; } void GetPressedKeys(void) { MUTATOR_CALLHOOK(GetPressedKeys); if (self.movement_x > 0) // get if movement keys are pressed { // forward key pressed self.pressedkeys |= KEY_FORWARD; self.pressedkeys &~= KEY_BACKWARD; } else if (self.movement_x < 0) { // backward key pressed self.pressedkeys |= KEY_BACKWARD; self.pressedkeys &~= KEY_FORWARD; } else { // no x input self.pressedkeys &~= KEY_FORWARD; self.pressedkeys &~= KEY_BACKWARD; } if (self.movement_y > 0) { // right key pressed self.pressedkeys |= KEY_RIGHT; self.pressedkeys &~= KEY_LEFT; } else if (self.movement_y < 0) { // left key pressed self.pressedkeys |= KEY_LEFT; self.pressedkeys &~= KEY_RIGHT; } else { // no y input self.pressedkeys &~= KEY_RIGHT; self.pressedkeys &~= KEY_LEFT; } if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed self.pressedkeys |= KEY_JUMP; else self.pressedkeys &~= KEY_JUMP; if (self.BUTTON_CROUCH) self.pressedkeys |= KEY_CROUCH; else self.pressedkeys &~= KEY_CROUCH; } /* ====================== spectate mode routines ====================== */ void SpectateCopy(entity spectatee) { other = spectatee; MUTATOR_CALLHOOK(SpectateCopy); self.armortype = spectatee.armortype; self.armorvalue = spectatee.armorvalue; self.ammo_cells = spectatee.ammo_cells; self.ammo_shells = spectatee.ammo_shells; self.ammo_nails = spectatee.ammo_nails; self.ammo_rockets = spectatee.ammo_rockets; self.ammo_fuel = spectatee.ammo_fuel; self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance self.health = spectatee.health; self.impulse = 0; self.items = spectatee.items; self.last_pickup = spectatee.last_pickup; self.metertime = spectatee.metertime; self.strength_finished = spectatee.strength_finished; self.invincible_finished = spectatee.invincible_finished; self.pressedkeys = spectatee.pressedkeys; self.weapons = spectatee.weapons; self.switchweapon = spectatee.switchweapon; self.weapon = spectatee.weapon; self.punchangle = spectatee.punchangle; self.view_ofs = spectatee.view_ofs; self.v_angle = spectatee.v_angle; self.velocity = spectatee.velocity; self.dmg_take = spectatee.dmg_take; self.dmg_save = spectatee.dmg_save; self.dmg_inflictor = spectatee.dmg_inflictor; self.angles = spectatee.v_angle; self.fixangle = TRUE; setorigin(self, spectatee.origin); setsize(self, spectatee.mins, spectatee.maxs); SetZoomState(spectatee.zoomstate); anticheat_spectatecopy(spectatee); } float SpectateUpdate() { if(!self.enemy) return 0; if (self == self.enemy) return 0; if(self.enemy.classname != "player") return 0; SpectateCopy(self.enemy); return 1; } float SpectateNext() { other = find(self.enemy, classname, "player"); if (!other) other = find(other, classname, "player"); if (other) self.enemy = other; if(self.enemy.classname == "player") { msg_entity = self; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, self.enemy); //stuffcmd(self, "set viewsize $tmpviewsize \n"); self.movetype = MOVETYPE_NONE; accuracy_resend(self); if(!SpectateUpdate()) PutObserverInServer(); return 1; } else { return 0; } } /* ============= ShowRespawnCountdown() Update a respawn countdown display. ============= */ void ShowRespawnCountdown() { float number; if(self.deadflag == DEAD_NO) // just respawned? return; else { number = ceil(self.death_time - time); if(number <= 0) return; if(number <= self.respawn_countdown) { self.respawn_countdown = number - 1; 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 AnnounceTo(self, strcat(ftos(number), "")); } } } void LeaveSpectatorMode() { if(isJoinAllowed()) { if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned")) || self.team_forced > 0) { self.classname = "player"; if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) JoinBestTeam(self, FALSE, TRUE); if(cvar("g_campaign")) campaign_bots_may_start = 1; PutClientInServer(); if(self.classname == "player") bprint ("^4", self.netname, "^4 is playing now\n"); if(!cvar("g_campaign")) centerprint(self,""); // clear MOTD return; } else { if (g_ca && self.caplayer) { } // do nothing else stuffcmd(self,"menu_showteamselect\n"); return; } } else { //player may not join because of g_maxplayers is set centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT); } } /** * Determines whether the player is allowed to join. This depends on cvar * g_maxplayers, if it isn't used this function always return TRUE, otherwise * it checks whether the number of currently playing players exceeds g_maxplayers. * @return bool TRUE if the player is allowed to join, false otherwise */ float isJoinAllowed() { if(self.team_forced < 0) return FALSE; // forced spectators can never join if (!cvar("g_maxplayers")) return TRUE; local entity e; local float currentlyPlaying; FOR_EACH_REALPLAYER(e) { if(e.classname == "player") currentlyPlaying += 1; } if(currentlyPlaying < cvar("g_maxplayers")) return TRUE; return FALSE; } /** * Checks whether the client is an observer or spectator, if so, he will get kicked after * g_maxplayers_spectator_blocktime seconds */ void checkSpectatorBlock() { if(self.classname == "spectator" || self.classname == "observer") { if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) { sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n"); dropclient(self); } } } void ObserverThink() { if (self.flags & FL_JUMPRELEASED) { if (self.BUTTON_JUMP && !self.version_mismatch) { self.welcomemessage_time = 0; self.flags &~= FL_JUMPRELEASED; self.flags |= FL_SPAWNING; } else if(self.BUTTON_ATCK && !self.version_mismatch) { self.welcomemessage_time = 0; self.flags &~= FL_JUMPRELEASED; if(SpectateNext() == 1) { self.classname = "spectator"; } } } else { if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) { self.flags |= FL_JUMPRELEASED; if(self.flags & FL_SPAWNING) { self.flags &~= FL_SPAWNING; LeaveSpectatorMode(); return; } } } PrintWelcomeMessage(self); } void SpectatorThink() { if (self.flags & FL_JUMPRELEASED) { if (self.BUTTON_JUMP && !self.version_mismatch) { self.welcomemessage_time = 0; self.flags &~= FL_JUMPRELEASED; self.flags |= FL_SPAWNING; } else if(self.BUTTON_ATCK) { self.welcomemessage_time = 0; self.flags &~= FL_JUMPRELEASED; if(SpectateNext() == 1) { self.classname = "spectator"; } else { self.classname = "observer"; PutClientInServer(); } } else if (self.BUTTON_ATCK2) { self.welcomemessage_time = 0; self.flags &~= FL_JUMPRELEASED; self.classname = "observer"; PutClientInServer(); } else { if(!SpectateUpdate()) PutObserverInServer(); } } else { if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) { self.flags |= FL_JUMPRELEASED; if(self.flags & FL_SPAWNING) { self.flags &~= FL_SPAWNING; LeaveSpectatorMode(); return; } } } PrintWelcomeMessage(self); self.flags |= FL_CLIENT | FL_NOTARGET; } .float touchexplode_time; /* ============= PlayerPreThink Called every frame for each client before the physics are run ============= */ void() ctf_setstatus; void() nexball_setstatus; .float items_added; void PlayerPreThink (void) { self.stat_game_starttime = game_starttime; self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam"); self.stat_leadlimit = cvar("leadlimit"); if(frametime) { // physics frames: update anticheat stuff anticheat_prethink(); } if(blockSpectators && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero). checkSpectatorBlock(); zoomstate_set = 0; if(self.netname_previous != self.netname) { if(cvar("sv_eventlog")) GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname)); if(self.netname_previous) strunzone(self.netname_previous); self.netname_previous = strzone(self.netname); } // version nagging if(self.version_nagtime) if(self.cvar_g_xonoticversion) if(time > self.version_nagtime) { if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0) { if(strstr(cvar_string("g_xonoticversion"), "git", 0) >= 0) { 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"); 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")); } else { float r; r = vercmp(self.cvar_g_xonoticversion, cvar_string("g_xonoticversion")); if(r < 0) { 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"); 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")); } else if(r > 0) { 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"); sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", cvar_string("g_xonoticversion"), "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n")); } } } self.version_nagtime = 0; } // GOD MODE info if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue) { sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n")); self.max_armorvalue = 0; } #ifdef TETRIS if (TetrisPreFrame()) return; #endif MUTATOR_CALLHOOK(PlayerPreThink); if(self.classname == "player") { // if(self.netname == "Wazat") // bprint(self.classname, "\n"); CheckRules_Player(); PrintWelcomeMessage(self); if (intermission_running) { IntermissionThink (); // otherwise a button could be missed between return; // the think tics } if(self.teleport_time) if(time > self.teleport_time) { self.teleport_time = 0; self.effects = self.effects - (self.effects & EF_NODRAW); } if(frametime > 0) // don't do this in cl_movement frames, just in server ticks UpdateSelectedPlayer(); //don't allow the player to turn around while game is paused! if(timeoutStatus == 2) { self.v_angle = self.lastV_angle; self.angles = self.lastV_angle; self.fixangle = TRUE; } if(frametime) { if(self.health <= 0 && cvar("g_deathglow")) { if(self.glowmod_x > 0) self.glowmod_x -= cvar("g_deathglow") * frametime; else self.glowmod_x = -1; if(self.glowmod_y > 0) self.glowmod_y -= cvar("g_deathglow") * frametime; else self.glowmod_y = -1; if(self.glowmod_z > 0) self.glowmod_z -= cvar("g_deathglow") * frametime; else self.glowmod_z = -1; } else self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2; player_powerups(); } if (self.deadflag != DEAD_NO) { float button_pressed, force_respawn; if(self.personal && g_race_qualifying) { if(time > self.death_time) { self.death_time = time + 1; // only retry once a second respawn(); self.impulse = 141; } } else { if(frametime) player_anim(); button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE); force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn")); if (self.deadflag == DEAD_DYING) { if(force_respawn) self.deadflag = DEAD_RESPAWNING; else if(!button_pressed) self.deadflag = DEAD_DEAD; } else if (self.deadflag == DEAD_DEAD) { if(button_pressed) self.deadflag = DEAD_RESPAWNABLE; } else if (self.deadflag == DEAD_RESPAWNABLE) { if(!button_pressed) self.deadflag = DEAD_RESPAWNING; } else if (self.deadflag == DEAD_RESPAWNING) { if(time > self.death_time) { self.death_time = time + 1; // only retry once a second respawn(); } } ShowRespawnCountdown(); } return; } if(g_touchexplode) if(time > self.touchexplode_time) if(self.classname == "player") if(self.deadflag == DEAD_NO) if not(IS_INDEPENDENT_PLAYER(self)) FOR_EACH_PLAYER(other) if(self != other) { if(time > other.touchexplode_time) if(other.deadflag == DEAD_NO) if not(IS_INDEPENDENT_PLAYER(other)) if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax)) { PlayerTouchExplode(self, other); self.touchexplode_time = other.touchexplode_time = time + 0.2; } } if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval")) { vector dist; // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement) dist = self.prevorigin - self.origin; dist_z = 0; self.lms_traveled_distance += fabs(vlen(dist)); if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime)) { self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2; self.lms_traveled_distance = 0; } if(time > self.lms_nextcheck) { //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n"); if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance")) { centerprint(self, cvar_string("g_lms_campcheck_message")); // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :( 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'); } self.lms_nextcheck = time + cvar("g_lms_campcheck_interval"); self.lms_traveled_distance = 0; } } self.prevorigin = self.origin; if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) { if (!self.crouch) { self.crouch = TRUE; self.view_ofs = PL_CROUCH_VIEW_OFS; setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); setanim(self, self.anim_duck, FALSE, TRUE, TRUE); } } else { if (self.crouch) { tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self); if (!trace_startsolid) { self.crouch = FALSE; self.view_ofs = PL_VIEW_OFS; setsize (self, PL_MIN, PL_MAX); } } } if(self.health <= g_bloodloss && self.deadflag == DEAD_NO) { if(self.bloodloss_timer < time) { self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0'); self.bloodloss_timer = time + 0.5 + random() * 0.5; } } FixPlayermodel(); GrapplingHookFrame(); // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers //if(frametime) { self.items &~= self.items_added; W_WeaponFrame(); self.items_added = 0; if(self.items & IT_JETPACK) if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01) self.items_added |= IT_FUEL; self.items |= self.items_added; } player_regen(); // rot nex charge to the charge limit if(cvar("g_balance_nex_charge_rot_rate") && self.nex_charge > cvar("g_balance_nex_charge_limit") && self.nex_charge_rottime < time) self.nex_charge = bound(cvar("g_balance_nex_charge_limit"), self.nex_charge - cvar("g_balance_nex_charge_rot_rate") * frametime / W_TICSPERFRAME, 1); if(frametime) player_anim(); if (g_minstagib) minstagib_ammocheck(); if(g_ctf) ctf_setstatus(); if(g_nexball) nexball_setstatus(); self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime); //self.angles_y=self.v_angle_y + 90; // temp } else if(gameover) { if (intermission_running) IntermissionThink (); // otherwise a button could be missed between return; } else if(self.classname == "observer") { ObserverThink(); } else if(self.classname == "spectator") { SpectatorThink(); } if(!zoomstate_set) SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && cvar("g_balance_campingrifle_secondary") == 0)); float oldspectatee_status; oldspectatee_status = self.spectatee_status; if(self.classname == "spectator") self.spectatee_status = num_for_edict(self.enemy); else if(self.classname == "observer") self.spectatee_status = num_for_edict(self); else self.spectatee_status = 0; if(self.spectatee_status != oldspectatee_status) { ClientData_Touch(self); if(g_race || g_cts) race_InitSpectator(); } if(self.teamkill_soundtime) if(time > self.teamkill_soundtime) { self.teamkill_soundtime = 0; entity oldpusher, oldself; oldself = self; self = self.teamkill_soundsource; oldpusher = self.pusher; self.pusher = oldself; PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY); self.pusher = oldpusher; self = oldself; } if(self.taunt_soundtime) if(time > self.taunt_soundtime) { self.taunt_soundtime = 0; PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT); } target_voicescript_next(self); } float isInvisibleString(string s) { float i, n, c; s = strdecolorize(s); for((i = 0), (n = strlen(s)); i < n; ++i) { c = str2chr(s, i); switch(c) { case 0: case 32: // space break; case 192: // charmap space if (!cvar("utf8_enable")) break; return FALSE; case 160: // space in unicode fonts case 0xE000 + 192: // utf8 charmap space if (cvar("utf8_enable")) break; default: return FALSE; } } return TRUE; } /* ============= PlayerPostThink Called every frame for each client after the physics are run ============= */ .float idlekick_lasttimeleft; .entity showheadshotbbox; void showheadshotbbox_think() { if(self.owner.showheadshotbbox != self) { remove(self); return; } self.nextthink = time; setorigin(self, self.owner.origin); setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner)); } void PlayerPostThink (void) { // Savage: Check for nameless players if (isInvisibleString(self.netname)) { self.netname = "Player"; stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n")); } if(sv_maxidle && frametime) { // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero). float timeleft; timeleft = ceil(sv_maxidle - (time - self.parm_idlesince)); if(timeleft <= 0) { bprint("^3", self.netname, "^3 was kicked for idling.\n"); AnnounceTo(self, "terminated"); dropclient(self); return; } else if(timeleft <= 10) { if(timeleft != self.idlekick_lasttimeleft) { centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "...")); AnnounceTo(self, strcat(ftos(timeleft), "")); } } else { centerprint_expire(self, CENTERPRIO_IDLEKICK); } self.idlekick_lasttimeleft = timeleft; } #ifdef TETRIS if(self.impulse == 100) ImpulseCommands(); if (TetrisPostFrame()) return; #endif CheatFrame(); if(self.classname == "player") { CheckRules_Player(); UpdateChatBubble(); UpdateTeamBubble(); if (self.impulse) ImpulseCommands(); if (intermission_running) return; // intermission or finale GetPressedKeys(); } else if (self.classname == "observer") { //do nothing } else if (self.classname == "spectator") { //do nothing } /* float i; for(i = 0; i < 1000; ++i) { vector end; end = self.origin + '0 0 1024' + 512 * randomvec(); tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self); if(trace_fraction < 1) if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) { print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n"); break; } } */ Arena_Warmup(); //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1); if(self.waypointsprite_attachedforcarrier) WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent"))); if(self.classname == "player" && self.deadflag == DEAD_NO && cvar("r_showbboxes")) { if(!self.showheadshotbbox) { self.showheadshotbbox = spawn(); self.showheadshotbbox.classname = "headshotbbox"; self.showheadshotbbox.owner = self; self.showheadshotbbox.think = showheadshotbbox_think; self.showheadshotbbox.nextthink = time; self = self.showheadshotbbox; self.think(); self = self.owner; } } else { if(self.showheadshotbbox) remove(self.showheadshotbbox); } playerdemo_write(); if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1) { if(!self.stored_netname) self.stored_netname = strzone(uid2name(self.crypto_idfp)); if(self.stored_netname != self.netname) { db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname); strunzone(self.stored_netname); self.stored_netname = strzone(self.netname); } } /* if(g_race) dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self))); */ }