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Don't hide the predator's stomach model behind walls. This fixes walls showing throug...
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1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         if (clienttype(e) == CLIENTTYPE_REAL)\r
17         {\r
18                 msg_entity = e;\r
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
21                 WriteString(MSG_ONE, snd);\r
22         }\r
23 }\r
24 \r
25 float ClientData_Send(entity to, float sf)\r
26 {\r
27         if(to != self.owner)\r
28         {\r
29                 error("wtf");\r
30                 return FALSE;\r
31         }\r
32 \r
33         entity e;\r
34 \r
35         e = to;\r
36         if(to.classname == "spectator")\r
37                 e = to.enemy;\r
38 \r
39         sf = 0;\r
40 \r
41         if(e.race_completed)\r
42                 sf |= 1; // forced scoreboard\r
43         if(to.spectatee_status)\r
44                 sf |= 2; // spectator ent number follows\r
45         if(e.zoomstate)\r
46                 sf |= 4; // zoomed\r
47 \r
48         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
49         WriteByte(MSG_ENTITY, sf);\r
50 \r
51         if(sf & 2)\r
52                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
53 \r
54         if(sf & 8)\r
55         {\r
56                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
57                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
58         }\r
59 \r
60         return TRUE;\r
61 }\r
62 \r
63 void ClientData_Attach()\r
64 {\r
65         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
66         self.clientdata.drawonlytoclient = self;\r
67         self.clientdata.owner = self;\r
68 }\r
69 \r
70 void ClientData_Detach()\r
71 {\r
72         remove(self.clientdata);\r
73         self.clientdata = world;\r
74 }\r
75 \r
76 void ClientData_Touch(entity e)\r
77 {\r
78         e.clientdata.SendFlags = 1;\r
79 \r
80         // make it spectatable\r
81         entity e2;\r
82         FOR_EACH_REALCLIENT(e2)\r
83         {\r
84                 if(e2 != e)\r
85                         if(e2.classname == "spectator")\r
86                                 if(e2.enemy == e)\r
87                                         e2.clientdata.SendFlags = 1;\r
88         }\r
89 }\r
90 \r
91 \r
92 .vector spawnpoint_score;\r
93 .string netname_previous;\r
94 \r
95 void spawnfunc_info_player_survivor (void)\r
96 {\r
97         spawnfunc_info_player_deathmatch();\r
98 }\r
99 \r
100 void spawnfunc_info_player_start (void)\r
101 {\r
102         spawnfunc_info_player_deathmatch();\r
103 }\r
104 \r
105 void spawnfunc_info_player_deathmatch (void)\r
106 {\r
107         self.classname = "info_player_deathmatch";\r
108         relocate_spawnpoint();\r
109 }\r
110 \r
111 void spawnpoint_use()\r
112 {\r
113         if(teams_matter)\r
114         if(have_team_spawns > 0)\r
115         {\r
116                 self.team = activator.team;\r
117                 some_spawn_has_been_used = 1;\r
118         }\r
119 };\r
120 \r
121 // Returns:\r
122 //   _x: prio (-1 if unusable)\r
123 //   _y: weight\r
124 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
125 {\r
126         float shortest, thisdist;\r
127         float prio;\r
128         entity player;\r
129 \r
130         prio = 0;\r
131 \r
132         // filter out spots for the wrong team\r
133         if(teamcheck)\r
134         if(spot.team != teamcheck)\r
135                 return '-1 0 0';\r
136 \r
137         if(race_spawns)\r
138                 if(spot.target == "")\r
139                         return '-1 0 0';\r
140 \r
141         if(clienttype(self) == CLIENTTYPE_REAL)\r
142         {\r
143                 if(spot.restriction == 1)\r
144                         return '-1 0 0';\r
145         }\r
146         else\r
147         {\r
148                 if(spot.restriction == 2)\r
149                         return '-1 0 0';\r
150         }\r
151 \r
152         // filter out spots for assault\r
153         if(spot.target != "") {\r
154                 local entity ent;\r
155                 float good, found;\r
156                 ent = find(world, targetname, spot.target);\r
157 \r
158                 while(ent) {\r
159                         if(ent.classname == "target_objective")\r
160                         {\r
161                                 found = 1;\r
162                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
163                                         return '-1 0 0';\r
164                                 good = 1;\r
165                         }\r
166                         else if(ent.classname == "trigger_race_checkpoint")\r
167                         {\r
168                                 found = 1;\r
169                                 if(!anypoint) // spectators may spawn everywhere\r
170 \r
171                                 {\r
172                                         if(g_race_qualifying)\r
173                                         {\r
174                                                 // spawn at first\r
175                                                 if(ent.race_checkpoint != 0)\r
176                                                         return '-1 0 0';\r
177                                                 if(spot.race_place != race_lowest_place_spawn)\r
178                                                         return '-1 0 0';\r
179                                         }\r
180                                         else\r
181                                         {\r
182                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
183                                                         return '-1 0 0';\r
184                                                 // try reusing the previous spawn\r
185                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
186                                                         prio += 1;\r
187                                                 if(ent.race_checkpoint == 0)\r
188                                                 {\r
189                                                         float pl;\r
190                                                         pl = self.race_place;\r
191                                                         if(pl > race_highest_place_spawn)\r
192                                                                 pl = 0;\r
193                                                         if(pl == 0 && !self.race_started)\r
194                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
195                                                         if(spot.race_place != pl)\r
196                                                                 return '-1 0 0';\r
197                                                 }\r
198                                         }\r
199                                 }\r
200                                 good = 1;\r
201                         }\r
202                         ent = find(ent, targetname, spot.target);\r
203                 }\r
204 \r
205                 if(found && !good)\r
206                         return '-1 0 0';\r
207         }\r
208 \r
209         player = playerlist;\r
210         shortest = vlen(world.maxs - world.mins);\r
211         for(player = playerlist; player; player = player.chain)\r
212                 if (player != self)\r
213                 {\r
214                         thisdist = vlen(player.origin - spot.origin);\r
215                         if (thisdist < shortest)\r
216                                 shortest = thisdist;\r
217                 }\r
218         return prio * '1 0 0' + shortest * '0 1 0';\r
219 }\r
220 \r
221 float spawn_allbad;\r
222 float spawn_allgood;\r
223 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
224 {\r
225         local entity spot, spotlist, spotlistend;\r
226         spawn_allgood = TRUE;\r
227         spawn_allbad = TRUE;\r
228 \r
229         spotlist = world;\r
230         spotlistend = world;\r
231 \r
232         for(spot = firstspot; spot; spot = spot.chain)\r
233         {\r
234                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
235 \r
236                 if(cvar("spawn_debugview"))\r
237                 {\r
238                         setmodel(spot, "models/rune.mdl");\r
239                         if(spot.spawnpoint_score_y < mindist)\r
240                         {\r
241                                 spot.colormod = '1 0 0';\r
242                                 spot.scale = 1;\r
243                         }\r
244                         else\r
245                         {\r
246                                 spot.colormod = '0 1 0';\r
247                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
248                         }\r
249                 }\r
250 \r
251                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
252                 {\r
253                         if(spot.spawnpoint_score_y < mindist)\r
254                         {\r
255                                 // too short distance\r
256                                 spawn_allgood = FALSE;\r
257                         }\r
258                         else\r
259                         {\r
260                                 // perfect\r
261                                 spawn_allbad = FALSE;\r
262 \r
263                                 if(spotlistend)\r
264                                         spotlistend.chain = spot;\r
265                                 spotlistend = spot;\r
266                                 if(!spotlist)\r
267                                         spotlist = spot;\r
268 \r
269                                 /*\r
270                                 if(teamcheck)\r
271                                 if(spot.team != teamcheck)\r
272                                         error("invalid spawn added");\r
273 \r
274                                 print("added ", etos(spot), "\n");\r
275                                 */\r
276                         }\r
277                 }\r
278         }\r
279         if(spotlistend)\r
280                 spotlistend.chain = world;\r
281 \r
282         /*\r
283                 entity e;\r
284                 if(teamcheck)\r
285                         for(e = spotlist; e; e = e.chain)\r
286                         {\r
287                                 print("seen ", etos(e), "\n");\r
288                                 if(e.team != teamcheck)\r
289                                         error("invalid spawn found");\r
290                         }\r
291         */\r
292 \r
293         return spotlist;\r
294 }\r
295 \r
296 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
297 {\r
298         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
299         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
300         local entity spot;\r
301 \r
302         RandomSelection_Init();\r
303         for(spot = firstspot; spot; spot = spot.chain)\r
304                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);\r
305 \r
306         return RandomSelection_chosen_ent;\r
307 }\r
308 \r
309 /*\r
310 =============\r
311 SelectSpawnPoint\r
312 \r
313 Finds a point to respawn\r
314 =============\r
315 */\r
316 entity SelectSpawnPoint (float anypoint)\r
317 {\r
318         local float teamcheck;\r
319         local entity firstspot_new;\r
320         local entity spot, firstspot, playerlist;\r
321 \r
322         spot = find (world, classname, "testplayerstart");\r
323         if (spot)\r
324                 return spot;\r
325 \r
326         teamcheck = 0;\r
327 \r
328         if(!anypoint && have_team_spawns > 0)\r
329                 teamcheck = self.team;\r
330 \r
331         // get the list of players\r
332         playerlist = findchain(classname, "player");\r
333         // get the entire list of spots\r
334         firstspot = findchain(classname, "info_player_deathmatch");\r
335         // filter out the bad ones\r
336         // (note this returns the original list if none survived)\r
337         if(anypoint)\r
338         {\r
339                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
340         }\r
341         else\r
342         {\r
343                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
344                 if(!firstspot_new)\r
345                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
346                 firstspot = firstspot_new;\r
347 \r
348                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
349                 // (this means that roughly every other spawn will be furthest, so you\r
350                 // usually won't get fragged at spawn twice in a row)\r
351                 if (arena_roundbased && !g_ca)\r
352                 {\r
353                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
354                         if(firstspot_new)\r
355                                 firstspot = firstspot_new;\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 }\r
358                 else if (random() > cvar("g_spawn_furthest"))\r
359                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
360                 else\r
361                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
362         }\r
363 \r
364         if(cvar("spawn_debugview"))\r
365         {\r
366                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
367 \r
368                 entity e;\r
369                 if(teamcheck)\r
370                         for(e = firstspot; e; e = e.chain)\r
371                                 if(e.team != teamcheck)\r
372                                         error("invalid spawn found");\r
373         }\r
374 \r
375         if (!spot)\r
376         {\r
377                 if(cvar("spawn_debug"))\r
378                         GotoNextMap();\r
379                 else\r
380                 {\r
381                         if(some_spawn_has_been_used)\r
382                                 return world; // team can't spawn any more, because of actions of other team\r
383                         else\r
384                                 error("Cannot find a spawn point - please fix the map!");\r
385                 }\r
386         }\r
387 \r
388         return spot;\r
389 }\r
390 \r
391 /*\r
392 =============\r
393 CheckPlayerModel\r
394 \r
395 Checks if the argument string can be a valid playermodel.\r
396 Returns a valid one in doubt.\r
397 =============\r
398 */\r
399 string FallbackPlayerModel = "models/player/vixen.zym";\r
400 string CheckPlayerModel(string plyermodel) {\r
401         if(strlen(plyermodel) < 4)\r
402                 return FallbackPlayerModel;\r
403         if( substring(plyermodel,0,14) != "models/player/")\r
404                 return FallbackPlayerModel;\r
405         else if(cvar("sv_servermodelsonly"))\r
406         {\r
407                 if(substring(plyermodel,-4,4) != ".zym")\r
408                 if(substring(plyermodel,-4,4) != ".dpm")\r
409                 if(substring(plyermodel,-4,4) != ".iqm")\r
410                 if(substring(plyermodel,-4,4) != ".md3")\r
411                 if(substring(plyermodel,-4,4) != ".psk")\r
412                         return FallbackPlayerModel;\r
413                 if(plyermodel != strtolower(plyermodel))\r
414                         return FallbackPlayerModel;\r
415                 if(!fexists(plyermodel))\r
416                         return FallbackPlayerModel;\r
417         }\r
418         return plyermodel;\r
419 }\r
420 \r
421 void setmodel_apply(string modelname, float reset_anims)\r
422 {\r
423         precache_model(modelname);\r
424         setmodel(self, modelname); // players have high precision\r
425         if(reset_anims)\r
426                 player_setupanimsformodel();\r
427 }\r
428 \r
429 string setmodel_state()\r
430 {\r
431         // set the proper belly model depending on how full we are\r
432         string newmodel_name, newmodel_extension, applymodel;\r
433 \r
434         // 4 is the extension length\r
435         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
436         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
437 \r
438         float vore_state;\r
439         if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.6))\r
440                 vore_state = 3;\r
441         else if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.3))\r
442                 vore_state = 2;\r
443         else if(self.stomach_load)\r
444                 vore_state = 1;\r
445 \r
446         if(vore_state)\r
447                 applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
448         else\r
449                 applymodel = self.playermodel;\r
450 \r
451         return applymodel;\r
452 }\r
453 \r
454 /*\r
455 =============\r
456 Client_customizeentityforclient\r
457 =============\r
458 */\r
459 void Client_setmodel(string applymodel)\r
460 {\r
461         local vector m1, m2;\r
462         if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
463                 return;\r
464         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
465                 return;\r
466 \r
467         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
468         m1 = self.mins;\r
469         m2 = self.maxs;\r
470         setmodel_apply(applymodel, FALSE);\r
471         setsize (self, m1, m2);\r
472 }\r
473 \r
474 void Client_uncustomizeentityforclient()\r
475 {\r
476         self.skin = self.skinindex;\r
477 }\r
478 \r
479 float Client_customizeentityforclient()\r
480 {\r
481         entity modelsource;\r
482         string stomachmodel;\r
483 \r
484         if(self.modelindex == 0)\r
485                 return TRUE;\r
486 \r
487         // forcemodel stuff\r
488 \r
489 #ifdef PROFILING\r
490         float t0;\r
491         t0 = gettime(GETTIME_HIRES); // reference\r
492 #endif\r
493 \r
494         modelsource = self;\r
495 \r
496 #ifdef ALLOW_FORCEMODELS\r
497         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
498                 modelsource = other;\r
499         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
500                 modelsource = other;\r
501 #endif\r
502 \r
503         self.skin = modelsource.skinindex;\r
504 \r
505 #if 0\r
506         if(modelsource == self)\r
507                 self.skin = modelsource.skinindex;\r
508         else\r
509                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
510 #endif\r
511 \r
512         // self: me\r
513         // other: the player viewing me\r
514 \r
515 #ifdef PROFILING\r
516         float t1;\r
517         t1 = gettime(GETTIME_HIRES); // reference\r
518         client_cefc_accumulator += (t1 - t0);\r
519 #endif\r
520 \r
521         // now change the predator's player model into a stomach model for the prey\r
522         // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
523         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
524         stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
525 \r
526         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
527                 other = other.enemy; // also do this for the player we are spectating\r
528 \r
529         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
530         if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
531         if(other.predator == self || other.fakepredator == self)\r
532         {\r
533                 Client_setmodel(stomachmodel);\r
534                 self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
535                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
536                 return TRUE;\r
537         }\r
538 \r
539         Client_setmodel(setmodel_state());\r
540         self.effects &~= EF_NODEPTHTEST;\r
541         if not(self.stat_eaten || self.fakeprey)\r
542                 self.alpha = default_player_alpha;\r
543         else if(cvar("g_vore_neighborprey_distance") && !self.fakeprey && (self.predator == other.predator || self.predator == other.fakepredator) && !(other.cvar_chase_active || other.classname == "observer"))\r
544         {\r
545                 self.alpha = default_player_alpha; // allow seeing neighboring prey\r
546                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
547         }\r
548         else\r
549                 self.alpha = -1; // hide prey\r
550         return TRUE;\r
551 }\r
552 \r
553 /*\r
554 =============\r
555 PutObserverInServer\r
556 \r
557 putting a client as observer in the server\r
558 =============\r
559 */\r
560 void FixPlayermodel();\r
561 void PutObserverInServer (void)\r
562 {\r
563         entity  spot;\r
564 \r
565         race_PreSpawnObserver();\r
566 \r
567         spot = SelectSpawnPoint (TRUE);\r
568         if(!spot)\r
569                 error("No spawnpoints for observers?!?\n");\r
570         RemoveGrabber(self); // Wazat's Grabber\r
571 \r
572         if(clienttype(self) == CLIENTTYPE_REAL)\r
573         {\r
574                 msg_entity = self;\r
575                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
576                 WriteEntity(MSG_ONE, self);\r
577         }\r
578 \r
579         Vore_Disconnect();\r
580 \r
581         kh_Key_DropAll(self, TRUE);\r
582 \r
583         if(self.flagcarried)\r
584                 DropFlag(self.flagcarried, world, world);\r
585 \r
586         WaypointSprite_PlayerDead();\r
587 \r
588         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
589                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
590 \r
591         if(self.killcount != -666) {\r
592                 if(g_lms) {\r
593                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
594                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
595                         else\r
596                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
597                 } else\r
598                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
599 \r
600                 if(self.just_joined == FALSE) {\r
601                         LogTeamchange(self.playerid, -1, 4);\r
602                 } else\r
603                         self.just_joined = FALSE;\r
604         }\r
605 \r
606         PlayerScore_Clear(self); // clear scores when needed\r
607 \r
608         self.spectatortime = time;\r
609 \r
610         self.classname = "observer";\r
611         self.iscreature = FALSE;\r
612         self.health = -666;\r
613         self.takedamage = DAMAGE_NO;\r
614         self.solid = SOLID_NOT;\r
615         self.movetype = MOVETYPE_NOCLIP;\r
616         self.flags = FL_CLIENT | FL_NOTARGET;\r
617         self.armorvalue = 666;\r
618         self.effects = 0;\r
619         self.armorvalue = cvar("g_balance_armor_start");\r
620         self.pauserotarmor_finished = 0;\r
621         self.pauserothealth_finished = 0;\r
622         self.pauseregenhealth_finished = 0;\r
623         self.pauseregenarmor_finished = 0;\r
624         self.damageforcescale = 0;\r
625         self.death_time = 0;\r
626         self.dead_frame = 0;\r
627         self.alpha = 0;\r
628         self.scale = 0;\r
629         self.fade_time = 0;\r
630         self.pain_frame = 0;\r
631         self.pain_finished = 0;\r
632         self.strength_finished = 0;\r
633         self.invincible_finished = 0;\r
634         self.pushltime = 0;\r
635         self.think = SUB_Null;\r
636         self.nextthink = 0;\r
637         self.grabber_time = 0;\r
638         self.deadflag = DEAD_NO;\r
639         self.angles = spot.angles;\r
640         self.angles_z = 0;\r
641         self.fixangle = TRUE;\r
642         self.crouch = FALSE;\r
643 \r
644         self.view_ofs = PL_VIEW_OFS;\r
645         setorigin (self, spot.origin);\r
646         setsize (self, '0 0 0', '0 0 0');\r
647         self.prevorigin = self.origin;\r
648         self.items = 0;\r
649         self.weapons = 0;\r
650         self.model = "";\r
651         FixPlayermodel();\r
652         self.model = "";\r
653         self.modelindex = 0;\r
654         self.weapon = 0;\r
655         self.weaponmodel = "";\r
656         self.weaponentity = world;\r
657         self.exteriorweaponentity = world;\r
658         self.killcount = -666;\r
659         self.velocity = '0 0 0';\r
660         self.avelocity = '0 0 0';\r
661         self.punchangle = '0 0 0';\r
662         self.punchvector = '0 0 0';\r
663         self.oldvelocity = self.velocity;\r
664         self.fire_endtime = -1;\r
665 \r
666         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
667 \r
668         if(g_arena)\r
669         {\r
670                 if(self.version_mismatch)\r
671                 {\r
672                         Spawnqueue_Unmark(self);\r
673                         Spawnqueue_Remove(self);\r
674                 }\r
675                 else\r
676                 {\r
677                         Spawnqueue_Insert(self);\r
678                 }\r
679         }\r
680         else if(g_lms)\r
681         {\r
682                 // Only if the player cannot play at all\r
683                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
684                         self.frags = FRAGS_SPECTATOR;\r
685                 else\r
686                         self.frags = FRAGS_LMS_LOSER;\r
687         }\r
688         else\r
689                 self.frags = FRAGS_SPECTATOR;\r
690 }\r
691 \r
692 float RestrictSkin(float s)\r
693 {\r
694         if(!teams_matter)\r
695                 return s;\r
696         if(s == 6)\r
697                 return 6;\r
698         return mod(s, 3);\r
699 }\r
700 \r
701 void FixPlayermodel()\r
702 {\r
703         local string defaultmodel;\r
704         local float defaultskin, chmdl, oldskin;\r
705         local vector m1, m2;\r
706 \r
707         defaultmodel = "";\r
708 \r
709         if(cvar("sv_defaultcharacter") == 1) {\r
710                 defaultskin = 0;\r
711 \r
712                 if(teams_matter)\r
713                 {\r
714                         string s;\r
715                         s = Team_ColorNameLowerCase(self.team);\r
716                         if(s != "neutral")\r
717                         {\r
718                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
719                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
720                         }\r
721                 }\r
722 \r
723                 if(defaultmodel == "")\r
724                 {\r
725                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
726                         defaultskin = cvar("sv_defaultplayerskin");\r
727                 }\r
728         }\r
729 \r
730         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
731         {\r
732                 if(self.model != "")\r
733                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
734                 self.model = ""; // force the != checks to return true\r
735         }\r
736 \r
737         if(defaultmodel != "")\r
738         {\r
739                 if (defaultmodel != self.model)\r
740                 {\r
741                         m1 = self.mins;\r
742                         m2 = self.maxs;\r
743                         setmodel_apply (defaultmodel, TRUE);\r
744                         setsize (self, m1, m2);\r
745                         chmdl = TRUE;\r
746                 }\r
747 \r
748                 oldskin = self.skinindex;\r
749                 self.skinindex = defaultskin;\r
750         } else {\r
751                 if (self.model == "")\r
752                 {\r
753                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
754                         m1 = self.mins;\r
755                         m2 = self.maxs;\r
756                         setmodel_apply (self.playermodel, TRUE);\r
757                         setsize (self, m1, m2);\r
758                         chmdl = TRUE;\r
759                 }\r
760                 // update player sounds if we changed model\r
761                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
762                         UpdatePlayerSounds();\r
763 \r
764                 oldskin = self.skinindex;\r
765                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
766         }\r
767 \r
768         if(chmdl || oldskin != self.skinindex)\r
769                 self.species = player_getspecies(); // model or skin has changed\r
770 \r
771         if(!teams_matter)\r
772                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
773                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
774                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
775 }\r
776 \r
777 void PlayerTouchExplode(entity p1, entity p2)\r
778 {\r
779         vector org;\r
780         org = (p1.origin + p2.origin) * 0.5;\r
781         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
782 \r
783         te_explosion(org);\r
784 \r
785         entity e;\r
786         e = spawn();\r
787         setorigin(e, org);\r
788         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
789         remove(e);\r
790 }\r
791 \r
792 /*\r
793 =============\r
794 PutClientInServer\r
795 \r
796 Called when a client spawns in the server\r
797 =============\r
798 */\r
799 //void() ctf_playerchanged;\r
800 void PutClientInServer (void)\r
801 {\r
802         if(clienttype(self) == CLIENTTYPE_BOT)\r
803         {\r
804                 self.classname = "player";\r
805         }\r
806         else if(clienttype(self) == CLIENTTYPE_REAL)\r
807         {\r
808                 msg_entity = self;\r
809                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
810                 WriteEntity(MSG_ONE, self);\r
811         }\r
812 \r
813         // player is dead and becomes observer\r
814         // FIXME fix LMS scoring for new system\r
815         if(g_lms)\r
816         {\r
817                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
818                         self.classname = "observer";\r
819         }\r
820 \r
821         if(g_arena || (g_ca && !allowed_to_spawn))\r
822         if(!self.spawned)\r
823                 self.classname = "observer";\r
824 \r
825         if(gameover)\r
826                 self.classname = "observer";\r
827 \r
828         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
829                 entity spot, oldself;\r
830                 float j;\r
831 \r
832                 if(self.team < 0)\r
833                         JoinBestTeam(self, FALSE, TRUE);\r
834 \r
835                 race_PreSpawn();\r
836 \r
837                 spot = SelectSpawnPoint (FALSE);\r
838                 if(!spot)\r
839                 {\r
840                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
841                         return; // spawn failed\r
842                 }\r
843 \r
844                 RemoveGrabber(self); // Wazat's Grabber\r
845 \r
846                 Vore_DeadPrey_Detach(self);\r
847                 self.fakeprey = FALSE; // clear the fakeprey status\r
848                 self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
849 \r
850                 self.classname = "player";\r
851                 self.wasplayer = TRUE;\r
852                 self.iscreature = TRUE;\r
853                 self.movetype = MOVETYPE_WALK;\r
854                 if(cvar("g_player_colisions"))\r
855                         self.solid = SOLID_SLIDEBOX;\r
856                 else\r
857                         self.solid = SOLID_CORPSE;\r
858                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
859                 if(cvar("g_playerclip_collisions"))\r
860                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
861                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
862                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
863                 self.frags = FRAGS_PLAYER;\r
864                 if(independent_players)\r
865                         MAKE_INDEPENDENT_PLAYER(self);\r
866                 self.flags = FL_CLIENT;\r
867                 self.takedamage = DAMAGE_AIM;\r
868                 self.effects = 0;\r
869                 self.air_finished = time + 12;\r
870                 self.dmg = 2;\r
871 \r
872                 if(inWarmupStage)\r
873                 {\r
874                         self.ammo_fuel = warmup_start_ammo_fuel;\r
875                         self.health = warmup_start_health;\r
876                         self.armorvalue = warmup_start_armorvalue;\r
877                         self.weapons = warmup_start_weapons;\r
878                 }\r
879                 else\r
880                 {\r
881                         self.ammo_fuel = start_ammo_fuel;\r
882                         self.health = start_health;\r
883                         self.armorvalue = start_armorvalue;\r
884                         self.weapons = start_weapons;\r
885                 }\r
886 \r
887                 self.items = start_items;\r
888                 self.switchweapon = w_getbestweapon(self);\r
889                 self.cnt = self.switchweapon;\r
890                 self.weapon = 0;\r
891 \r
892                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
893                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
894                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
895                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
896                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
897                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
898                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
899                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
900                         self.spawnshieldtime += game_starttime - time;\r
901                         self.pauserotarmor_finished += game_starttime - time;\r
902                         self.pauserothealth_finished += game_starttime - time;\r
903                         self.pauseregenhealth_finished += game_starttime - time;\r
904                         self.pauseregenarmor_finished += game_starttime - time;\r
905                 }\r
906                 self.damageforcescale = 2;\r
907                 self.death_time = 0;\r
908                 self.dead_frame = 0;\r
909                 self.alpha = 0;\r
910                 self.scale = 0;\r
911                 self.fade_time = 0;\r
912                 self.pain_frame = 0;\r
913                 self.pain_finished = 0;\r
914                 self.strength_finished = 0;\r
915                 self.invincible_finished = 0;\r
916                 self.pushltime = 0;\r
917                 // players have no think function\r
918                 self.think = SUB_Null;\r
919                 self.nextthink = 0;\r
920                 self.grabber_time = 0;\r
921                 self.dmg_team = 0;\r
922 \r
923                 self.deadflag = DEAD_NO;\r
924                 self.stomach_load = 0;\r
925                 self.angles = spot.angles;\r
926 \r
927                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
928                 self.fixangle = TRUE; // turn this way immediately\r
929                 self.velocity = '0 0 0';\r
930                 self.avelocity = '0 0 0';\r
931                 self.punchangle = '0 0 0';\r
932                 self.punchvector = '0 0 0';\r
933                 self.oldvelocity = self.velocity;\r
934                 self.fire_endtime = -1;\r
935 \r
936                 msg_entity = self;\r
937                 WRITESPECTATABLE_MSG_ONE({\r
938                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
939                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
940                 });\r
941 \r
942                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
943 \r
944                 self.model = "";\r
945                 FixPlayermodel();\r
946 \r
947                 self.crouch = FALSE;\r
948                 self.view_ofs = PL_VIEW_OFS;\r
949                 setsize (self, PL_MIN, PL_MAX);\r
950                 self.spawnorigin = spot.origin;\r
951                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
952                 // don't reset back to last position, even if new position is stuck in solid\r
953                 self.oldorigin = self.origin;\r
954                 self.prevorigin = self.origin;\r
955                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
956 \r
957                 if(g_arena)\r
958                 {\r
959                         Spawnqueue_Remove(self);\r
960                         Spawnqueue_Mark(self);\r
961                 }\r
962 \r
963                 else if(g_ca)\r
964                         self.caplayer = 1;\r
965 \r
966                 self.event_damage = PlayerDamage;\r
967 \r
968                 self.bot_attack = TRUE;\r
969 \r
970                 self.statdraintime = time + 5;\r
971                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
972 \r
973                 if(self.killcount == -666) {\r
974                         PlayerScore_Clear(self);\r
975                         self.killcount = 0;\r
976                 }\r
977 \r
978                 CL_SpawnWeaponentity();\r
979                 self.alpha = default_player_alpha;\r
980                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
981                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
982 \r
983                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
984                 self.lms_traveled_distance = 0;\r
985                 self.speedrunning = FALSE;\r
986 \r
987                 race_PostSpawn(spot);\r
988 \r
989                 if(cvar("spawn_debug"))\r
990                 {\r
991                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
992                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
993                 }\r
994 \r
995                 //stuffcmd(self, "chase_active 0");\r
996                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
997 \r
998                 if (cvar("g_spawnsound"))\r
999                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
1000 \r
1001                 if(g_assault) {\r
1002                         if(self.team == assault_attacker_team)\r
1003                                 centerprint(self, "You are attacking!");\r
1004                         else\r
1005                                 centerprint(self, "You are defending!");\r
1006                 }\r
1007 \r
1008                 target_voicescript_clear(self);\r
1009 \r
1010                 // reset fields the weapons may use\r
1011         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1012                 {\r
1013             weapon_action(j, WR_RESETPLAYER);\r
1014 \r
1015                         // all weapons must be fully loaded when we spawn\r
1016                         entity e;\r
1017                         e = get_weaponinfo(j);\r
1018                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1019                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1020                 }\r
1021 \r
1022                 oldself = self;\r
1023                 self = spot;\r
1024                         activator = oldself;\r
1025                                 SUB_UseTargets();\r
1026                         activator = world;\r
1027                 self = oldself;\r
1028         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1029                 PutObserverInServer ();\r
1030         }\r
1031 \r
1032         //if(g_ctf)\r
1033         //      ctf_playerchanged();\r
1034 }\r
1035 \r
1036 float ClientInit_SendEntity(entity to, float sf)\r
1037 {\r
1038         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1039         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1040         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1041         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1042 \r
1043         if(sv_foginterval && world.fog != "")\r
1044                 WriteString(MSG_ENTITY, world.fog);\r
1045         else\r
1046                 WriteString(MSG_ENTITY, "");\r
1047         WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
1048         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1049         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1050 \r
1051         WriteShort(MSG_ENTITY, cvar("g_vore"));\r
1052         WriteShort(MSG_ENTITY, g_balance_vore_swallow_limit);\r
1053         WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
1054         WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
1055         WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
1056 \r
1057         // tell the client if this server uses armor\r
1058         float armor_max;\r
1059         if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
1060                 armor_max = cvar("g_balance_armor_limit");\r
1061         WriteCoord(MSG_ENTITY, armor_max);\r
1062 \r
1063         float teamheal_max;\r
1064         if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
1065                 teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
1066         WriteCoord(MSG_ENTITY, teamheal_max);\r
1067 \r
1068         return TRUE;\r
1069 }\r
1070 \r
1071 void ClientInit_Spawn()\r
1072 {\r
1073         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1074 }\r
1075 \r
1076 /*\r
1077 =============\r
1078 SetNewParms\r
1079 =============\r
1080 */\r
1081 void SetNewParms (void)\r
1082 {\r
1083         // initialize parms for a new player\r
1084         parm1 = -(86400 * 366);\r
1085 }\r
1086 \r
1087 /*\r
1088 =============\r
1089 SetChangeParms\r
1090 =============\r
1091 */\r
1092 void SetChangeParms (void)\r
1093 {\r
1094         // save parms for level change\r
1095         parm1 = self.parm_idlesince - time;\r
1096 }\r
1097 \r
1098 /*\r
1099 =============\r
1100 DecodeLevelParms\r
1101 =============\r
1102 */\r
1103 void DecodeLevelParms (void)\r
1104 {\r
1105         // load parms\r
1106         self.parm_idlesince = parm1;\r
1107         if(self.parm_idlesince == -(86400 * 366))\r
1108                 self.parm_idlesince = time;\r
1109 \r
1110         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1111         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1112 }\r
1113 \r
1114 /*\r
1115 =============\r
1116 ClientKill\r
1117 \r
1118 Called when a client types 'kill' in the console\r
1119 =============\r
1120 */\r
1121 \r
1122 void ClientKill_Now_TeamChange()\r
1123 {\r
1124         if(self.killindicator_teamchange == -1)\r
1125         {\r
1126                 self.team = -1;\r
1127                 JoinBestTeam( self, FALSE, FALSE );\r
1128         }\r
1129         else\r
1130                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1131 }\r
1132 \r
1133 void ClientKill_Now()\r
1134 {\r
1135         if(self.killindicator_teamchange)\r
1136                 ClientKill_Now_TeamChange();\r
1137 \r
1138         // in any case:\r
1139         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1140 \r
1141         if(self.killindicator)\r
1142         {\r
1143                 dprint("Cleaned up after a leaked kill indicator.\n");\r
1144                 remove(self.killindicator);\r
1145                 self.killindicator = world;\r
1146         }\r
1147 }\r
1148 void KillIndicator_Think()\r
1149 {\r
1150         if (!self.owner.modelindex)\r
1151         {\r
1152                 self.owner.killindicator = world;\r
1153                 remove(self);\r
1154                 return;\r
1155         }\r
1156 \r
1157         if(self.cnt <= 0)\r
1158         {\r
1159                 self = self.owner;\r
1160                 ClientKill_Now(); // no oldself needed\r
1161                 return;\r
1162         }\r
1163         else\r
1164         {\r
1165                 if(self.cnt <= 10)\r
1166                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1167                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1168                 {\r
1169                         if(self.cnt <= 10)\r
1170                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1171                         if(self.owner.killindicator_teamchange)\r
1172                         {\r
1173                                 if(self.owner.killindicator_teamchange == -1)\r
1174                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1175                                 else\r
1176                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1177                         }\r
1178                         else\r
1179                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1180                 }\r
1181                 self.nextthink = time + 1;\r
1182                 self.cnt -= 1;\r
1183         }\r
1184 }\r
1185 \r
1186 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
1187 {\r
1188         float killtime;\r
1189         entity e;\r
1190         killtime = cvar("g_balance_kill_delay");\r
1191 \r
1192         if(g_race_qualifying)\r
1193                 killtime = 0;\r
1194 \r
1195         self.killindicator_teamchange = targetteam;\r
1196 \r
1197         if(!self.killindicator)\r
1198         {\r
1199                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1200                 {\r
1201                         ClientKill_Now();\r
1202                 }\r
1203                 else\r
1204                 {\r
1205                         self.killindicator = spawn();\r
1206                         self.killindicator.owner = self;\r
1207                         self.killindicator.scale = 0.5;\r
1208                         setattachment(self.killindicator, self, "");\r
1209                         setorigin(self.killindicator, '0 0 52');\r
1210                         self.killindicator.think = KillIndicator_Think;\r
1211                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1212                         self.killindicator.cnt = ceil(killtime);\r
1213                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1214                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1215 \r
1216                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1217                         {\r
1218                                 if(e.enemy != self)\r
1219                                         continue;\r
1220                                 e.killindicator = spawn();\r
1221                                 e.killindicator.owner = e;\r
1222                                 e.killindicator.scale = 0.5;\r
1223                                 setattachment(e.killindicator, e, "");\r
1224                                 setorigin(e.killindicator, '0 0 52');\r
1225                                 e.killindicator.think = KillIndicator_Think;\r
1226                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1227                                 e.killindicator.cnt = ceil(killtime);\r
1228                         }\r
1229                         self.lip = 0;\r
1230                 }\r
1231         }\r
1232         if(self.killindicator)\r
1233         {\r
1234                 if(targetteam)\r
1235                         self.killindicator.colormod = TeamColor(targetteam);\r
1236                 else\r
1237                         self.killindicator.colormod = '0 0 0';\r
1238         }\r
1239 }\r
1240 \r
1241 void ClientKill (void)\r
1242 {\r
1243         ClientKill_TeamChange(0);\r
1244 }\r
1245 \r
1246 void DoTeamChange(float destteam)\r
1247 {\r
1248         float t, c0;\r
1249         if(!teams_matter)\r
1250         {\r
1251                 if(destteam >= 0)\r
1252                         SetPlayerColors(self, destteam);\r
1253                 return;\r
1254         }\r
1255         if(self.classname == "player")\r
1256         if(destteam == -1)\r
1257         {\r
1258                 CheckAllowedTeams(self);\r
1259                 t = FindSmallestTeam(self, TRUE);\r
1260                 switch(self.team)\r
1261                 {\r
1262                         case COLOR_TEAM1: c0 = c1; break;\r
1263                         case COLOR_TEAM2: c0 = c2; break;\r
1264                         case COLOR_TEAM3: c0 = c3; break;\r
1265                         case COLOR_TEAM4: c0 = c4; break;\r
1266                         default:          c0 = 999;\r
1267                 }\r
1268                 switch(t)\r
1269                 {\r
1270                         case 1:\r
1271                                 if(c0 > c1)\r
1272                                         destteam = COLOR_TEAM1;\r
1273                                 break;\r
1274                         case 2:\r
1275                                 if(c0 > c2)\r
1276                                         destteam = COLOR_TEAM2;\r
1277                                 break;\r
1278                         case 3:\r
1279                                 if(c0 > c3)\r
1280                                         destteam = COLOR_TEAM3;\r
1281                                 break;\r
1282                         case 4:\r
1283                                 if(c0 > c4)\r
1284                                         destteam = COLOR_TEAM4;\r
1285                                 break;\r
1286                 }\r
1287                 if(destteam == -1)\r
1288                         return;\r
1289         }\r
1290         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1291                 return;\r
1292         ClientKill_TeamChange(destteam);\r
1293 }\r
1294 \r
1295 void FixClientCvars(entity e)\r
1296 {\r
1297         // send prediction settings to the client\r
1298         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1299         if(g_race || g_cts)\r
1300                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1301         if(cvar("g_antilag") == 3) // client side hitscan\r
1302                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1303                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1304         /*\r
1305          * we no longer need to stuff this. Remove this comment block if you feel\r
1306          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1307         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1308         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1309         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1310         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1311         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1312         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1313         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1314         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1315         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1316         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1317         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1318         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1319         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1320          */\r
1321 }\r
1322 \r
1323 /*\r
1324 =============\r
1325 ClientConnect\r
1326 \r
1327 Called when a client connects to the server\r
1328 =============\r
1329 */\r
1330 //void ctf_clientconnect();\r
1331 string ColoredTeamName(float t);\r
1332 void DecodeLevelParms (void);\r
1333 //void dom_player_join_team(entity pl);\r
1334 #ifdef UID\r
1335 .float uid_kicktime;\r
1336 .string uid;\r
1337 #endif\r
1338 void ClientConnect (void)\r
1339 {\r
1340         float t;\r
1341 \r
1342         if(self.flags & FL_CLIENT)\r
1343         {\r
1344                 print("Warning: ClientConnect, but already connected!\n");\r
1345                 return;\r
1346         }\r
1347 \r
1348         if(Ban_MaybeEnforceBan(self))\r
1349                 return;\r
1350 \r
1351         DecodeLevelParms();\r
1352 \r
1353         self.classname = "player_joining";\r
1354 \r
1355         self.flags = FL_CLIENT;\r
1356         self.version_nagtime = time + 10 + random() * 10;\r
1357 \r
1358         if(player_count<0)\r
1359         {\r
1360                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1361                 player_count = 0;\r
1362         }\r
1363 \r
1364         PlayerScore_Attach(self);\r
1365         ClientData_Attach();\r
1366 \r
1367         bot_clientconnect();\r
1368 \r
1369         playerdemo_init();\r
1370 \r
1371         anticheat_init();\r
1372         \r
1373         race_PreSpawnObserver();\r
1374 \r
1375         //if(g_domination)\r
1376         //      dom_player_join_team(self);\r
1377 \r
1378         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1379 \r
1380         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1381                 self.classname = "observer";\r
1382         } else {\r
1383                 if(teams_matter)\r
1384                 {\r
1385                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1386                         {\r
1387                                 self.classname = "player";\r
1388                                 campaign_bots_may_start = 1;\r
1389                         }\r
1390                         else\r
1391                         {\r
1392                                 self.classname = "observer"; // do it anyway\r
1393                         }\r
1394                 }\r
1395                 else\r
1396                 {\r
1397                         self.classname = "player";\r
1398                         campaign_bots_may_start = 1;\r
1399                 }\r
1400         }\r
1401 \r
1402         self.playerid = (playerid_last = playerid_last + 1);\r
1403 \r
1404         if(cvar("sv_eventlog"))\r
1405                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1406 \r
1407         LogTeamchange(self.playerid, self.team, 1);\r
1408 \r
1409         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1410 \r
1411         self.netname_previous = strzone(self.netname);\r
1412 \r
1413         bprint("^4", self.netname, "^4 connected");\r
1414 \r
1415         if(self.classname != "observer" && (g_domination || g_ctf))\r
1416                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1417 \r
1418         bprint("\n");\r
1419 \r
1420         self.welcomemessage_time = 0;\r
1421 \r
1422         stuffcmd(self, strcat(clientstuff, "\n"));\r
1423         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1424         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1425 \r
1426         FixClientCvars(self);\r
1427 \r
1428         // spawnfunc_waypoint sprites\r
1429         WaypointSprite_InitClient(self);\r
1430 \r
1431         // Wazat's grabber\r
1432         SetGrabberBindings();\r
1433 \r
1434         // get autoswitch state from player when he toggles it\r
1435         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1436 \r
1437         // get version info from player\r
1438         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1439 \r
1440         // get other cvars from player\r
1441         GetCvars(0);\r
1442 \r
1443         // set cvar for team scoreboard\r
1444         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1445 \r
1446         // notify about available teams\r
1447         if(teams_matter)\r
1448         {\r
1449                 CheckAllowedTeams(self);\r
1450                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1451                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1452         }\r
1453         else\r
1454                 stuffcmd(self, "set _teams_available 0\n");\r
1455 \r
1456         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1457 \r
1458         if(g_arena || g_ca)\r
1459         {\r
1460                 self.classname = "observer";\r
1461                 if(g_arena)\r
1462                         Spawnqueue_Insert(self);\r
1463         }\r
1464         /*else if(g_ctf)\r
1465         {\r
1466                 ctf_clientconnect();\r
1467         }*/\r
1468 \r
1469         attach_entcs();\r
1470 \r
1471         bot_relinkplayerlist();\r
1472 \r
1473         self.spectatortime = time;\r
1474         if(blockSpectators)\r
1475         {\r
1476                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));\r
1477         }\r
1478 \r
1479         self.jointime = time;\r
1480         self.allowedTimeouts = cvar("sv_timeout_number");\r
1481 \r
1482         if(clienttype(self) == CLIENTTYPE_REAL)\r
1483         {\r
1484                 if(cvar("g_bugrigs"))\r
1485                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1486         }\r
1487 \r
1488         if(g_lms)\r
1489         {\r
1490                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1491                 {\r
1492                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1493                         self.frags = FRAGS_SPECTATOR;\r
1494                 }\r
1495         }\r
1496 \r
1497         if(!sv_foginterval && world.fog != "")\r
1498                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1499 \r
1500         SoundEntity_Attach(self);\r
1501 \r
1502         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1503         {\r
1504                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1505                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1506         }\r
1507         else\r
1508                 self.hitplotfh = -1;\r
1509 \r
1510 #ifdef UID\r
1511         if(clienttype(self) == CLIENTTYPE_REAL)\r
1512         if not(self.uid)\r
1513                 self.uid_kicktime = time + 60;\r
1514 #endif\r
1515 \r
1516         if(g_race || g_cts) {\r
1517                 string rr;\r
1518                 if(g_cts)\r
1519                         rr = CTS_RECORD;\r
1520                 else\r
1521                         rr = RACE_RECORD;\r
1522                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1523 \r
1524                 race_send_recordtime(MSG_ONE);\r
1525                 race_send_speedaward(MSG_ONE);\r
1526 \r
1527                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1528                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1529                 race_send_speedaward_alltimebest(MSG_ONE);\r
1530 \r
1531                 float i;\r
1532                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1533                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1534                 }\r
1535         }\r
1536         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1537                 send_CSQC_teamnagger();\r
1538 \r
1539         CheatInitClient();\r
1540 }\r
1541 \r
1542 /*\r
1543 =============\r
1544 ClientDisconnect\r
1545 \r
1546 Called when a client disconnects from the server\r
1547 =============\r
1548 */\r
1549 .entity chatbubbleentity;\r
1550 void ReadyCount();\r
1551 void ClientDisconnect (void)\r
1552 {\r
1553         if not(self.flags & FL_CLIENT)\r
1554         {\r
1555                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1556                 return;\r
1557         }\r
1558 \r
1559         Vore_Disconnect();\r
1560 \r
1561         CheatShutdownClient();\r
1562 \r
1563         if(self.hitplotfh >= 0)\r
1564         {\r
1565                 fclose(self.hitplotfh);\r
1566                 self.hitplotfh = -1;\r
1567         }\r
1568 \r
1569         anticheat_report();\r
1570         anticheat_shutdown();\r
1571 \r
1572         playerdemo_shutdown();\r
1573 \r
1574         bot_clientdisconnect();\r
1575 \r
1576         if(self.entcs)\r
1577                 detach_entcs();\r
1578 \r
1579         if(cvar("sv_eventlog"))\r
1580                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1581         bprint ("^4",self.netname);\r
1582         bprint ("^4 disconnected\n");\r
1583 \r
1584         SoundEntity_Detach(self);\r
1585 \r
1586         kh_Key_DropAll(self, TRUE);\r
1587 \r
1588         if(self.flagcarried)\r
1589                 DropFlag(self.flagcarried, world, world);\r
1590         // Here, everything has been done that requires this player to be a client.\r
1591 \r
1592         self.flags &~= FL_CLIENT;\r
1593 \r
1594         if (self.chatbubbleentity)\r
1595                 remove (self.chatbubbleentity);\r
1596 \r
1597         if (self.killindicator)\r
1598                 remove (self.killindicator);\r
1599 \r
1600         WaypointSprite_PlayerGone();\r
1601 \r
1602         bot_relinkplayerlist();\r
1603 \r
1604         if(g_arena)\r
1605         {\r
1606                 Spawnqueue_Unmark(self);\r
1607                 Spawnqueue_Remove(self);\r
1608         }\r
1609 \r
1610         ClientData_Detach();\r
1611         PlayerScore_Detach(self);\r
1612 \r
1613         if(self.netname_previous)\r
1614                 strunzone(self.netname_previous);\r
1615         if(self.clientstatus)\r
1616                 strunzone(self.clientstatus);\r
1617 \r
1618         ClearPlayerSounds();\r
1619 \r
1620         if(self.personal)\r
1621                 remove(self.personal);\r
1622 \r
1623         self.playerid = 0;\r
1624         ReadyCount();\r
1625 \r
1626         // free cvars\r
1627         GetCvars(-1);\r
1628 }\r
1629 \r
1630 .float BUTTON_CHAT;\r
1631 void ChatBubbleThink()\r
1632 {\r
1633         self.nextthink = time;\r
1634         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1635         {\r
1636                 if(self.owner) // but why can that ever be world?\r
1637                         self.owner.chatbubbleentity = world;\r
1638                 remove(self);\r
1639                 return;\r
1640         }\r
1641         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
1642 #ifdef TETRIS\r
1643                 || self.owner.tetris_on\r
1644 #endif\r
1645         )\r
1646                 self.model = self.mdl;\r
1647         else\r
1648                 self.model = "";\r
1649 };\r
1650 \r
1651 void UpdateChatBubble()\r
1652 {\r
1653         if (!self.modelindex)\r
1654                 return;\r
1655         // spawn a chatbubble entity if needed\r
1656         if (!self.chatbubbleentity)\r
1657         {\r
1658                 self.chatbubbleentity = spawn();\r
1659                 self.chatbubbleentity.owner = self;\r
1660                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1661                 self.chatbubbleentity.think = ChatBubbleThink;\r
1662                 self.chatbubbleentity.nextthink = time;\r
1663                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1664                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1665                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1666                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1667                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1668                 self.chatbubbleentity.model = "";\r
1669                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1670         }\r
1671 }\r
1672 \r
1673 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1674 // added to the model skins\r
1675 /*void UpdateColorModHack()\r
1676 {\r
1677         local float c;\r
1678         c = self.clientcolors & 15;\r
1679         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1680              if (!teams_matter) self.colormod = '0 0 0';\r
1681         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1682         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1683         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1684         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1685         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1686         else self.colormod = '1 1 1';\r
1687 };*/\r
1688 \r
1689 .float oldcolormap;\r
1690 void respawn(void)\r
1691 {\r
1692         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1693         {\r
1694                 self.solid = SOLID_NOT;\r
1695                 self.takedamage = DAMAGE_NO;\r
1696                 self.movetype = MOVETYPE_FLY;\r
1697                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1698                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1699                 self.effects |= EF_ADDITIVE;\r
1700                 self.oldcolormap = self.colormap;\r
1701                 self.colormap = 512;\r
1702                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1703                 if(cvar("g_respawn_ghosts_maxtime"))\r
1704                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
1705         }\r
1706 \r
1707         CopyBody(1);\r
1708         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1709         if(self.oldcolormap)\r
1710         {\r
1711                 self.colormap = self.oldcolormap;\r
1712                 self.oldcolormap = 0;\r
1713         }\r
1714         PutClientInServer();\r
1715 }\r
1716 \r
1717 void play_countdown(float finished, string samp)\r
1718 {\r
1719         if(clienttype(self) == CLIENTTYPE_REAL)\r
1720                 if(floor(finished - time - frametime) != floor(finished - time))\r
1721                         if(finished - time < 6)\r
1722                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1723 }\r
1724 \r
1725 /**\r
1726  * When sv_timeout is used this function returs strings like\r
1727  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1728  * Called by centerprint functions\r
1729  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1730  */\r
1731 string getTimeoutText(float addOneSecond) {\r
1732         if (!cvar("sv_timeout") || !timeoutStatus)\r
1733                 return "";\r
1734 \r
1735         local string retStr;\r
1736         if (timeoutStatus == 1) {\r
1737                 if (addOneSecond == 1) {\r
1738                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1739                 }\r
1740                 else {\r
1741                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1742                 }\r
1743                 return retStr;\r
1744         }\r
1745         else if (timeoutStatus == 2) {\r
1746                 if (addOneSecond) {\r
1747                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1748                         //don't show messages like "Timeout ends in 0 seconds"...\r
1749                         if ((remainingTimeoutTime + 1) > 0)\r
1750                                 return retStr;\r
1751                         else\r
1752                                 return "";\r
1753                 }\r
1754                 else {\r
1755                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1756                         //don't show messages like "Timeout ends in 0 seconds"...\r
1757                         if (remainingTimeoutTime > 0)\r
1758                                 return retStr;\r
1759                         else\r
1760                                 return "";\r
1761                 }\r
1762         }\r
1763         else return "";\r
1764 }\r
1765 \r
1766 void player_powerups (void)\r
1767 {\r
1768         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1769         {\r
1770                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1771                 self.modelflags |= MF_ROCKET;\r
1772         }\r
1773         else\r
1774         {\r
1775                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1776                 self.modelflags &~= MF_ROCKET;\r
1777         }\r
1778 \r
1779         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1780 \r
1781         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1782                 return;\r
1783         \r
1784         Fire_ApplyDamage(self);\r
1785         Fire_ApplyEffect(self);\r
1786 \r
1787         if (self.items & IT_STRENGTH)\r
1788         {\r
1789                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1790                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1791                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1792                 {\r
1793                         self.items = self.items - (self.items & IT_STRENGTH);\r
1794                         sprint(self, "^3Strength has worn off\n");\r
1795                 }\r
1796         }\r
1797         else\r
1798         {\r
1799                 if (time < self.strength_finished)\r
1800                 {\r
1801                         self.items = self.items | IT_STRENGTH;\r
1802                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1803                 }\r
1804         }\r
1805         if (self.items & IT_INVINCIBLE)\r
1806         {\r
1807                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1808                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1809                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1810                 {\r
1811                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1812                         sprint(self, "^3Shield has worn off\n");\r
1813                 }\r
1814         }\r
1815         else\r
1816         {\r
1817                 if (time < self.invincible_finished)\r
1818                 {\r
1819                         self.items = self.items | IT_INVINCIBLE;\r
1820                         sprint(self, "^3Shield surrounds you\n");\r
1821                 }\r
1822         }\r
1823 \r
1824         if(cvar("g_nodepthtestplayers"))\r
1825                 self.effects = self.effects | EF_NODEPTHTEST;\r
1826 \r
1827         if(cvar("g_fullbrightplayers"))\r
1828                 self.effects = self.effects | EF_FULLBRIGHT;\r
1829 \r
1830         // midair gamemode: damage only while in the air\r
1831         // if in midair mode, being on ground grants temporary invulnerability\r
1832         // (this is so that multishot weapon don't clear the ground flag on the\r
1833         // first damage in the frame, leaving the player vulnerable to the\r
1834         // remaining hits in the same frame)\r
1835         if (self.flags & FL_ONGROUND)\r
1836         if (g_midair)\r
1837                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1838 \r
1839         if (time >= game_starttime)\r
1840         if (time < self.spawnshieldtime)\r
1841                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1842 }\r
1843 \r
1844 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1845 {\r
1846         if(current > stable)\r
1847                 return current;\r
1848         else if(current > stable - 0.25) // when close enough, "snap"\r
1849                 return stable;\r
1850         else\r
1851                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1852 }\r
1853 \r
1854 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1855 {\r
1856         if(current < stable)\r
1857                 return current;\r
1858         else if(current < stable + 0.25) // when close enough, "snap"\r
1859                 return stable;\r
1860         else\r
1861                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1862 }\r
1863 \r
1864 .float regen_soundtime;\r
1865 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
1866 {\r
1867         if(current > rotstable)\r
1868         {\r
1869                 if(rotframetime > 0)\r
1870                 {\r
1871                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1872                         current = max(rotstable, current - rotlinear * rotframetime);\r
1873                 }\r
1874         }\r
1875         else if(current < regenstable)\r
1876         {\r
1877                 if(regenframetime > 0)\r
1878                 {\r
1879                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1880                         current = min(regenstable, current + regenlinear * regenframetime);\r
1881 \r
1882                         if(regensound != "")\r
1883                         if(regenfactor || regenlinear)\r
1884                         {\r
1885                                 if(self.regen_soundtime < time)\r
1886                                 {\r
1887                                         msg_entity = self;\r
1888                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1889                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1890                                 }\r
1891                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1892                         }\r
1893                 }\r
1894         }\r
1895 \r
1896         if(current > limit)\r
1897                 current = limit;\r
1898 \r
1899         return current;\r
1900 }\r
1901 \r
1902 void player_regen (void)\r
1903 {\r
1904         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1905         maxh = cvar("g_balance_health_rotstable");\r
1906         maxa = cvar("g_balance_armor_rotstable");\r
1907         maxf = cvar("g_balance_fuel_rotstable");\r
1908         minh = cvar("g_balance_health_regenstable");\r
1909         mina = cvar("g_balance_armor_regenstable");\r
1910         minf = cvar("g_balance_fuel_regenstable");\r
1911         limith = cvar("g_balance_health_limit");\r
1912         limita = cvar("g_balance_armor_limit");\r
1913         limitf = cvar("g_balance_fuel_limit");\r
1914 \r
1915         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1916 \r
1917         maxh = maxh * max_mod;\r
1918         //maxa = maxa * max_mod;\r
1919         //maxf = maxf * max_mod;\r
1920         minh = minh * max_mod;\r
1921         //mina = mina * max_mod;\r
1922         //minf = minf * max_mod;\r
1923         limith = limith * limit_mod;\r
1924         limita = limita * limit_mod;\r
1925         //limitf = limitf * limit_mod;\r
1926 \r
1927         if(g_lms && g_ca)\r
1928                 rot_mod = 0;\r
1929 \r
1930         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1931         {\r
1932                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
1933                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
1934 \r
1935                 // if player rotted to death...  die!\r
1936                 if(self.health < 1)\r
1937                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
1938         }\r
1939 \r
1940         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1941                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, "");\r
1942 }\r
1943 \r
1944 float zoomstate_set;\r
1945 void SetZoomState(float z)\r
1946 {\r
1947         if(z != self.zoomstate)\r
1948         {\r
1949                 self.zoomstate = z;\r
1950                 ClientData_Touch(self);\r
1951         }\r
1952         zoomstate_set = 1;\r
1953 }\r
1954 \r
1955 void GetPressedKeys(void) {\r
1956         if (self.movement_x > 0) // get if movement keys are pressed\r
1957         {       // forward key pressed\r
1958                 self.pressedkeys |= KEY_FORWARD;\r
1959                 self.pressedkeys &~= KEY_BACKWARD;\r
1960         }\r
1961         else if (self.movement_x < 0)\r
1962         {       // backward key pressed\r
1963                 self.pressedkeys |= KEY_BACKWARD;\r
1964                 self.pressedkeys &~= KEY_FORWARD;\r
1965         }\r
1966         else\r
1967         {       // no x input\r
1968                 self.pressedkeys &~= KEY_FORWARD;\r
1969                 self.pressedkeys &~= KEY_BACKWARD;\r
1970         }\r
1971 \r
1972         if (self.movement_y > 0)\r
1973         {       // right key pressed\r
1974                 self.pressedkeys |= KEY_RIGHT;\r
1975                 self.pressedkeys &~= KEY_LEFT;\r
1976         }\r
1977         else if (self.movement_y < 0)\r
1978         {       // left key pressed\r
1979                 self.pressedkeys |= KEY_LEFT;\r
1980                 self.pressedkeys &~= KEY_RIGHT;\r
1981         }\r
1982         else\r
1983         {       // no y input\r
1984                 self.pressedkeys &~= KEY_RIGHT;\r
1985                 self.pressedkeys &~= KEY_LEFT;\r
1986         }\r
1987 \r
1988         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
1989                 self.pressedkeys |= KEY_JUMP;\r
1990         else\r
1991                 self.pressedkeys &~= KEY_JUMP;\r
1992         if (self.BUTTON_CROUCH)\r
1993                 self.pressedkeys |= KEY_CROUCH;\r
1994         else\r
1995                 self.pressedkeys &~= KEY_CROUCH;\r
1996 }\r
1997 \r
1998 void update_stats (float number, float hit, float fired) {\r
1999 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2000 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2001 \r
2002         if(number) {\r
2003                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2004                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2005         } else {\r
2006                 self.stat_hit = hit * sv_accuracy_data_share;\r
2007                 self.stat_fired = fired * sv_accuracy_data_share;\r
2008         }\r
2009 }\r
2010 \r
2011 /*\r
2012 ======================\r
2013 spectate mode routines\r
2014 ======================\r
2015 */\r
2016 \r
2017 .float weapon_count;\r
2018 void SpectateCopy(entity spectatee) {\r
2019         if(spectatee.weapon_count < WEP_LAST) {\r
2020                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));\r
2021                 spectatee.weapon_count ++;\r
2022         } else\r
2023                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2024 \r
2025         self.kh_state = spectatee.kh_state;\r
2026         self.armortype = spectatee.armortype;\r
2027         self.armorvalue = spectatee.armorvalue;\r
2028         self.ammo_fuel = spectatee.ammo_fuel;\r
2029         self.clip_load = spectatee.clip_load;\r
2030         self.clip_size = spectatee.clip_size;\r
2031         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2032         self.health = spectatee.health;\r
2033         self.impulse = 0;\r
2034         self.items = spectatee.items;\r
2035         self.last_pickup = spectatee.last_pickup;\r
2036         self.strength_finished = spectatee.strength_finished;\r
2037         self.invincible_finished = spectatee.invincible_finished;\r
2038         self.pressedkeys = spectatee.pressedkeys;\r
2039         self.weapons = spectatee.weapons;\r
2040         self.switchweapon = spectatee.switchweapon;\r
2041         self.weapon = spectatee.weapon;\r
2042         self.punchangle = spectatee.punchangle;\r
2043         self.view_ofs = spectatee.view_ofs;\r
2044         self.v_angle = spectatee.v_angle;\r
2045         self.velocity = spectatee.velocity;\r
2046         self.dmg_take = spectatee.dmg_take;\r
2047         self.dmg_save = spectatee.dmg_save;\r
2048         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2049         self.angles = spectatee.v_angle;\r
2050         self.scale = spectatee.scale;\r
2051         self.fixangle = TRUE;\r
2052         self.stomach_load = spectatee.stomach_load;\r
2053         self.stat_eaten = spectatee.stat_eaten;\r
2054         self.stat_stomachload = spectatee.stat_stomachload;\r
2055         self.stat_digesting = spectatee.stat_digesting;\r
2056         self.stat_canleave = spectatee.stat_canleave;\r
2057         self.stat_canswallow = spectatee.stat_canswallow;\r
2058         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2059         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2060         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2061         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2062         setorigin(self, spectatee.origin);\r
2063         setsize(self, spectatee.mins, spectatee.maxs);\r
2064         SetZoomState(spectatee.zoomstate);\r
2065 \r
2066         anticheat_spectatecopy(spectatee);\r
2067 }\r
2068 \r
2069 float SpectateUpdate() {\r
2070         if(!self.enemy)\r
2071                 return 0;\r
2072 \r
2073         if (self == self.enemy)\r
2074                 return 0;\r
2075 \r
2076         if(self.enemy.classname != "player")\r
2077                 return 0;\r
2078 \r
2079         SpectateCopy(self.enemy);\r
2080 \r
2081         return 1;\r
2082 }\r
2083 \r
2084 float SpectateNext() {\r
2085         other = find(self.enemy, classname, "player");\r
2086 \r
2087         if (!other)\r
2088                 other = find(other, classname, "player");\r
2089 \r
2090         if (other)\r
2091                 self.enemy = other;\r
2092 \r
2093         if(self.enemy.classname == "player") {\r
2094                 msg_entity = self;\r
2095                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2096                 WriteEntity(MSG_ONE, self.enemy);\r
2097                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2098                 self.movetype = MOVETYPE_NONE;\r
2099 \r
2100                 self.enemy.weapon_count = 0;\r
2101 \r
2102                 if(!SpectateUpdate())\r
2103                         PutObserverInServer();\r
2104 \r
2105                 return 1;\r
2106         } else {\r
2107                 return 0;\r
2108         }\r
2109 }\r
2110 \r
2111 /*\r
2112 =============\r
2113 ShowRespawnCountdown()\r
2114 \r
2115 Update a respawn countdown display.\r
2116 =============\r
2117 */\r
2118 void ShowRespawnCountdown()\r
2119 {\r
2120         float number;\r
2121         if(self.deadflag == DEAD_NO) // just respawned?\r
2122                 return;\r
2123         else\r
2124         {\r
2125                 number = ceil(self.death_time - time);\r
2126                 if(number <= 0)\r
2127                         return;\r
2128                 if(number <= self.respawn_countdown)\r
2129                 {\r
2130                         self.respawn_countdown = number - 1;\r
2131                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds\r
2132                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2133                 }\r
2134         }\r
2135 }\r
2136 \r
2137 void LeaveSpectatorMode()\r
2138 {\r
2139         if(isJoinAllowed()) {\r
2140                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2141                         self.classname = "player";\r
2142 \r
2143                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2144                                 JoinBestTeam(self, FALSE, TRUE);\r
2145 \r
2146                         if(cvar("g_campaign"))\r
2147                                 campaign_bots_may_start = 1;\r
2148 \r
2149                         self.stat_count = WEP_LAST;\r
2150 \r
2151                         PutClientInServer();\r
2152 \r
2153                         if(self.classname == "player")\r
2154                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2155 \r
2156                         if(!cvar("g_campaign"))\r
2157                                 centerprint(self,""); // clear MOTD\r
2158 \r
2159                         return;\r
2160                 } else {\r
2161                         if (g_ca && self.caplayer) {\r
2162                         }       // do nothing\r
2163                         else\r
2164                                 stuffcmd(self,"menu_showteamselect\n");\r
2165                         return;\r
2166                 }\r
2167         }\r
2168         else {\r
2169                 //player may not join because of g_maxplayers is set\r
2170                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2171         }\r
2172 }\r
2173 \r
2174 /**\r
2175  * Determines whether the player is allowed to join. This depends on cvar\r
2176  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2177  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2178  * @return bool TRUE if the player is allowed to join, false otherwise\r
2179  */\r
2180 float isJoinAllowed() {\r
2181         if (!cvar("g_maxplayers"))\r
2182                 return TRUE;\r
2183 \r
2184         local entity e;\r
2185         local float currentlyPlaying;\r
2186         FOR_EACH_REALPLAYER(e) {\r
2187                 if(e.classname == "player")\r
2188                         currentlyPlaying += 1;\r
2189         }\r
2190         if(currentlyPlaying < cvar("g_maxplayers"))\r
2191                 return TRUE;\r
2192 \r
2193         return FALSE;\r
2194 }\r
2195 \r
2196 /**\r
2197  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2198  * g_maxplayers_spectator_blocktime seconds\r
2199  */\r
2200 void checkSpectatorBlock() {\r
2201         if(self.classname == "spectator" || self.classname == "observer") {\r
2202                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2203                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2204                         dropclient(self);\r
2205                 }\r
2206         }\r
2207 }\r
2208 \r
2209 float vercmp_recursive(string v1, string v2)\r
2210 {\r
2211         float dot1, dot2;\r
2212         string s1, s2;\r
2213         float r;\r
2214 \r
2215         dot1 = strstrofs(v1, ".", 0);\r
2216         dot2 = strstrofs(v2, ".", 0);\r
2217         if(dot1 == -1)\r
2218                 s1 = v1;\r
2219         else\r
2220                 s1 = substring(v1, 0, dot1);\r
2221         if(dot2 == -1)\r
2222                 s2 = v2;\r
2223         else\r
2224                 s2 = substring(v2, 0, dot2);\r
2225 \r
2226         r = stof(s1) - stof(s2);\r
2227         if(r != 0)\r
2228                 return r;\r
2229 \r
2230         r = strcasecmp(s1, s2);\r
2231         if(r != 0)\r
2232                 return r;\r
2233 \r
2234         if(dot1 == -1)\r
2235                 if(dot2 == -1)\r
2236                         return 0;\r
2237                 else\r
2238                         return -1;\r
2239         else\r
2240                 if(dot2 == -1)\r
2241                         return 1;\r
2242                 else\r
2243                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2244 }\r
2245 \r
2246 float vercmp(string v1, string v2)\r
2247 {\r
2248         if(strcasecmp(v1, v2) == 0) // early out check\r
2249                 return 0;\r
2250         return vercmp_recursive(v1, v2);\r
2251 }\r
2252 \r
2253 void SetPlayerSize()\r
2254 {\r
2255         if(cvar("g_healthsize"))\r
2256         {\r
2257                 // change player scale based on the amount of health we have\r
2258 \r
2259                 self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
2260 \r
2261                 // The following code sets the bounding box to match the player's size.\r
2262                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2263                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2264                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2265                 if(self.crouch)\r
2266                 {\r
2267                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2268                         if(!self.stat_eaten)\r
2269                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2270                 }\r
2271                 else\r
2272                 {\r
2273                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2274                         if(!self.stat_eaten)\r
2275                                 self.view_ofs = PL_VIEW_OFS * self.scale;\r
2276                 }\r
2277         }\r
2278 \r
2279         if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
2280         {\r
2281                 // resize prey if neighborprey is enabled\r
2282                 self.scale *= cvar("g_vore_neighborprey_scale");\r
2283         }\r
2284 }\r
2285 \r
2286 void ObserverThink()\r
2287 {\r
2288         if (self.flags & FL_JUMPRELEASED) {\r
2289                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2290                         self.welcomemessage_time = 0;\r
2291                         self.flags &~= FL_JUMPRELEASED;\r
2292                         self.flags |= FL_SPAWNING;\r
2293                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2294                         self.welcomemessage_time = 0;\r
2295                         self.flags &~= FL_JUMPRELEASED;\r
2296                         if(SpectateNext() == 1) {\r
2297                                 self.classname = "spectator";\r
2298                         }\r
2299                 }\r
2300         } else {\r
2301                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2302                         self.flags |= FL_JUMPRELEASED;\r
2303                         if(self.flags & FL_SPAWNING)\r
2304                         {\r
2305                                 self.flags &~= FL_SPAWNING;\r
2306                                 LeaveSpectatorMode();\r
2307                                 return;\r
2308                         }\r
2309                 }\r
2310         }\r
2311         PrintWelcomeMessage(self);\r
2312 }\r
2313 \r
2314 void SpectatorThink()\r
2315 {\r
2316         if (self.flags & FL_JUMPRELEASED) {\r
2317                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2318                         self.welcomemessage_time = 0;\r
2319                         self.flags &~= FL_JUMPRELEASED;\r
2320                         self.flags |= FL_SPAWNING;\r
2321                 } else if(self.BUTTON_ATCK) {\r
2322                         self.welcomemessage_time = 0;\r
2323                         self.flags &~= FL_JUMPRELEASED;\r
2324                         if(SpectateNext() == 1) {\r
2325                                 self.classname = "spectator";\r
2326                         } else {\r
2327                                 self.classname = "observer";\r
2328                                 self.stat_count = WEP_LAST;\r
2329                                 PutClientInServer();\r
2330                         }\r
2331                 } else if (self.BUTTON_ATCK2) {\r
2332                         self.welcomemessage_time = 0;\r
2333                         self.flags &~= FL_JUMPRELEASED;\r
2334                         self.classname = "observer";\r
2335                         self.stat_count = WEP_LAST;\r
2336                         PutClientInServer();\r
2337                 } else {\r
2338                         if(!SpectateUpdate())\r
2339                                 PutObserverInServer();\r
2340                 }\r
2341         } else {\r
2342                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2343                         self.flags |= FL_JUMPRELEASED;\r
2344                         if(self.flags & FL_SPAWNING)\r
2345                         {\r
2346                                 self.flags &~= FL_SPAWNING;\r
2347                                 LeaveSpectatorMode();\r
2348                                 return;\r
2349                         }\r
2350                 }\r
2351         }\r
2352 \r
2353         PrintWelcomeMessage(self);\r
2354         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2355 }\r
2356 \r
2357 .float touchexplode_time;\r
2358 \r
2359 /*\r
2360 =============\r
2361 PlayerPreThink\r
2362 \r
2363 Called every frame for each client before the physics are run\r
2364 =============\r
2365 */\r
2366 void() ctf_setstatus;\r
2367 .float items_added;\r
2368 void PlayerPreThink (void)\r
2369 {\r
2370         self.stat_game_starttime = game_starttime;\r
2371         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2372         self.stat_leadlimit = cvar("leadlimit");\r
2373 \r
2374         if(frametime)\r
2375         {\r
2376                 // physics frames: update anticheat stuff\r
2377                 anticheat_prethink();\r
2378         }\r
2379 \r
2380         if(blockSpectators && frametime)\r
2381                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2382                 checkSpectatorBlock();\r
2383 \r
2384         zoomstate_set = 0;\r
2385 \r
2386         if(self.netname_previous != self.netname)\r
2387         {\r
2388                 if(cvar("sv_eventlog"))\r
2389                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2390                 if(self.netname_previous)\r
2391                         strunzone(self.netname_previous);\r
2392                 self.netname_previous = strzone(self.netname);\r
2393         }\r
2394 \r
2395         // core code for the vore system\r
2396         Vore();\r
2397 \r
2398         // version nagging\r
2399         if(self.version_nagtime)\r
2400                 if(self.cvar_g_voretournamentversion)\r
2401                         if(time > self.version_nagtime)\r
2402                         {\r
2403                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2404                                 {\r
2405                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2406                                         {\r
2407                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2408                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2409                                         }\r
2410                                         else\r
2411                                         {\r
2412                                                 float r;\r
2413                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2414                                                 if(r < 0)\r
2415                                                 {\r
2416                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n");\r
2417                                                         sprint(self, strcat("\{1}^1NOTE: ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n"));\r
2418                                                 }\r
2419                                                 else if(r > 0)\r
2420                                                 {\r
2421                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2422                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2423                                                 }\r
2424                                         }\r
2425                                 }\r
2426                                 self.version_nagtime = 0;\r
2427                         }\r
2428 \r
2429         // GOD MODE info\r
2430         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2431         {\r
2432                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2433                 self.max_armorvalue = 0;\r
2434         }\r
2435 \r
2436 #ifdef TETRIS\r
2437         if (TetrisPreFrame())\r
2438                 return;\r
2439 #endif\r
2440 \r
2441         if(self.classname == "player") {\r
2442 //              if(self.netname == "Wazat")\r
2443 //                      bprint(self.classname, "\n");\r
2444 \r
2445                 CheckRules_Player();\r
2446 \r
2447                 PrintWelcomeMessage(self);\r
2448 \r
2449                 if (intermission_running)\r
2450                 {\r
2451                         IntermissionThink ();   // otherwise a button could be missed between\r
2452                         return;                                 // the think tics\r
2453                 }\r
2454 \r
2455                 if(self.teleport_time)\r
2456                 if(time > self.teleport_time)\r
2457                 {\r
2458                         self.teleport_time = 0;\r
2459                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2460                 }\r
2461 \r
2462                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2463                         UpdateSelectedPlayer();\r
2464 \r
2465                 //don't allow the player to turn around while game is paused!\r
2466                 if(timeoutStatus == 2) {\r
2467                         self.v_angle = self.lastV_angle;\r
2468                         self.angles = self.lastV_angle;\r
2469                         self.fixangle = TRUE;\r
2470                 }\r
2471 \r
2472                 if(frametime)\r
2473                 {\r
2474 \r
2475                         if(self.health <= 0 && cvar("g_deathglow"))\r
2476                         {\r
2477                                 if(self.glowmod_x > 0)\r
2478                                         self.glowmod_x -= cvar("g_deathglow") * frametime;\r
2479                                 else\r
2480                                         self.glowmod_x = -1;\r
2481                                 if(self.glowmod_y > 0)\r
2482                                         self.glowmod_y -= cvar("g_deathglow") * frametime;\r
2483                                 else\r
2484                                         self.glowmod_y = -1;\r
2485                                 if(self.glowmod_z > 0)\r
2486                                         self.glowmod_z -= cvar("g_deathglow") * frametime;\r
2487                                 else\r
2488                                         self.glowmod_z = -1;\r
2489                         }\r
2490                         else\r
2491                         {\r
2492                                 // set weapon and player glowmod\r
2493                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
2494                                 self.weaponentity_glowmod = self.glowmod;\r
2495                         }\r
2496 \r
2497                         player_powerups();\r
2498                 }\r
2499 \r
2500                 if (self.deadflag != DEAD_NO)\r
2501                 {\r
2502                         float button_pressed, force_respawn;\r
2503                         if(self.personal && g_race_qualifying)\r
2504                         {\r
2505                                 if(time > self.death_time)\r
2506                                 {\r
2507                                         self.death_time = time + 1; // only retry once a second\r
2508                                         respawn();\r
2509                                         self.impulse = 141;\r
2510                                 }\r
2511                         }\r
2512                         else\r
2513                         {\r
2514                                 if(frametime)\r
2515                                         player_anim();\r
2516                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2517                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2518                                 if (self.deadflag == DEAD_DYING)\r
2519                                 {\r
2520                                         if(force_respawn)\r
2521                                                 self.deadflag = DEAD_RESPAWNING;\r
2522                                         else if(!button_pressed)\r
2523                                                 self.deadflag = DEAD_DEAD;\r
2524                                 }\r
2525                                 else if (self.deadflag == DEAD_DEAD)\r
2526                                 {\r
2527                                         if(button_pressed)\r
2528                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2529                                 }\r
2530                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2531                                 {\r
2532                                         if(!button_pressed)\r
2533                                                 self.deadflag = DEAD_RESPAWNING;\r
2534                                 }\r
2535                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2536                                 {\r
2537                                         if(time > self.death_time)\r
2538                                         {\r
2539                                                 self.death_time = time + 1; // only retry once a second\r
2540                                                 respawn();\r
2541                                         }\r
2542                                 }\r
2543                                 ShowRespawnCountdown();\r
2544                         }\r
2545                         return;\r
2546                 }\r
2547 \r
2548                 if(g_touchexplode)\r
2549                 if(time > self.touchexplode_time)\r
2550                 if(self.classname == "player")\r
2551                 if(self.deadflag == DEAD_NO)\r
2552                 if not(IS_INDEPENDENT_PLAYER(self))\r
2553                 FOR_EACH_PLAYER(other) if(self != other)\r
2554                 {\r
2555                         if(time > other.touchexplode_time)\r
2556                         if(other.classname == "player")\r
2557                         if(other.deadflag == DEAD_NO)\r
2558                         if not(IS_INDEPENDENT_PLAYER(other))\r
2559                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2560                         {\r
2561                                 PlayerTouchExplode(self, other);\r
2562                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2563                         }\r
2564                 }\r
2565 \r
2566                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2567                 {\r
2568                         vector dist;\r
2569 \r
2570                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2571                         dist = self.prevorigin - self.origin;\r
2572                         dist_z = 0;\r
2573                         self.lms_traveled_distance += fabs(vlen(dist));\r
2574 \r
2575                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2576                         {\r
2577                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2578                                 self.lms_traveled_distance = 0;\r
2579                         }\r
2580 \r
2581                         if(time > self.lms_nextcheck)\r
2582                         {\r
2583                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2584                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2585                                 {\r
2586                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2587                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2588                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(\r
2589                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');\r
2590                                 }\r
2591                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2592                                 self.lms_traveled_distance = 0;\r
2593                         }\r
2594                 }\r
2595 \r
2596                 self.prevorigin = self.origin;\r
2597 \r
2598                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2599                 {\r
2600                         if (!self.crouch)\r
2601                         {\r
2602                                 self.crouch = TRUE;\r
2603                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2604                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2605                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2606                         }\r
2607                 }\r
2608                 else\r
2609                 {\r
2610                         if (self.crouch)\r
2611                         {\r
2612                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2613                                 if (!trace_startsolid)\r
2614                                 {\r
2615                                         self.crouch = FALSE;\r
2616                                         self.view_ofs = PL_VIEW_OFS;\r
2617                                         setsize (self, PL_MIN, PL_MAX);\r
2618                                 }\r
2619                         }\r
2620                 }\r
2621 \r
2622                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2623                 {\r
2624                         if(self.bloodloss_timer < time)\r
2625                         {\r
2626                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2627                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2628                         }\r
2629                 }\r
2630 \r
2631                 SetPlayerSize();\r
2632 \r
2633                 FixPlayermodel();\r
2634 \r
2635                 GrabberFrame();\r
2636 \r
2637                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2638                 //if(frametime)\r
2639                 {\r
2640                         self.items &~= self.items_added;\r
2641 \r
2642                         W_WeaponFrame();\r
2643 \r
2644                         self.items_added = 0;\r
2645                         if(self.items & IT_JETPACK)\r
2646                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2647                                         self.items_added |= IT_FUEL;\r
2648 \r
2649                         self.items |= self.items_added;\r
2650                 }\r
2651 \r
2652                 player_regen();\r
2653                 if(frametime)\r
2654                         player_anim();\r
2655 \r
2656                 ctf_setstatus();\r
2657 \r
2658                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2659 \r
2660                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2661         } else if(gameover) {\r
2662                 if (intermission_running)\r
2663                         IntermissionThink ();   // otherwise a button could be missed between\r
2664                 return;\r
2665         } else if(self.classname == "observer") {\r
2666                 ObserverThink();\r
2667         } else if(self.classname == "spectator") {\r
2668                 SpectatorThink();\r
2669         }\r
2670 \r
2671         if(!zoomstate_set)\r
2672                 SetZoomState(self.BUTTON_ZOOM);\r
2673 \r
2674         float oldspectatee_status;\r
2675         oldspectatee_status = self.spectatee_status;\r
2676         if(self.classname == "spectator")\r
2677                 self.spectatee_status = num_for_edict(self.enemy);\r
2678         else if(self.classname == "observer")\r
2679                 self.spectatee_status = num_for_edict(self);\r
2680         else\r
2681                 self.spectatee_status = 0;\r
2682         if(self.spectatee_status != oldspectatee_status)\r
2683         {\r
2684                 ClientData_Touch(self);\r
2685                 if(g_race || g_cts)\r
2686                         race_InitSpectator();\r
2687         }\r
2688 \r
2689         if(self.teamkill_soundtime)\r
2690         if(time > self.teamkill_soundtime)\r
2691         {\r
2692                 self.teamkill_soundtime = 0;\r
2693 \r
2694                 entity oldpusher, oldself;\r
2695 \r
2696                 oldself = self; self = self.teamkill_soundsource;\r
2697                 oldpusher = self.pusher; self.pusher = oldself;\r
2698 \r
2699                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2700 \r
2701                 self.pusher = oldpusher;\r
2702                 self = oldself;\r
2703         }\r
2704 \r
2705         if(self.taunt_soundtime)\r
2706         if(time > self.taunt_soundtime)\r
2707         {\r
2708                 switch(self.taunt_soundtype)\r
2709                 {\r
2710                         case TAUNTTYPE_DEATH:\r
2711                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2712                                 break;\r
2713                         case TAUNTTYPE_VOREPRED:\r
2714                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2715                                 break;\r
2716                         case TAUNTTYPE_VOREPREY:\r
2717                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2718                                 break;\r
2719                         default:\r
2720                                 dprint("Incorrect autotaunt type\n");\r
2721                                 break;\r
2722                 }\r
2723 \r
2724                 self.taunt_soundtime = 0;\r
2725                 self.taunt_soundtype = 0;\r
2726         }\r
2727 \r
2728         target_voicescript_next(self);\r
2729 \r
2730         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2731         if(!self.weapon)\r
2732                 self.clip_load = self.clip_size = 0;\r
2733 }\r
2734 \r
2735 float isInvisibleString(string s)\r
2736 {\r
2737         float i, n, c;\r
2738         s = strdecolorize(s);\r
2739         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2740         {\r
2741                 c = str2chr(s, i);\r
2742                 switch(c)\r
2743                 {\r
2744                         case 0:\r
2745                         case 32: // space\r
2746                                 break;\r
2747                         case 192: // charmap space\r
2748                                 if (!cvar("utf8_enable"))\r
2749                                         break;\r
2750                                 return FALSE;\r
2751                         case 160: // space in unicode fonts\r
2752                         case 0xE000 + 192: // utf8 charmap space\r
2753                                 if (cvar("utf8_enable"))\r
2754                                         break;\r
2755                         default:\r
2756                                 return FALSE;\r
2757                 }\r
2758         }\r
2759         return TRUE;\r
2760 }\r
2761 \r
2762 /*\r
2763 =============\r
2764 PlayerPostThink\r
2765 \r
2766 Called every frame for each client after the physics are run\r
2767 =============\r
2768 */\r
2769 .float idlekick_lasttimeleft;\r
2770 void PlayerPostThink (void)\r
2771 {\r
2772         // Savage: Check for nameless players\r
2773         if (isInvisibleString(self.netname)) {\r
2774                 self.netname = "Player";\r
2775                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2776         }\r
2777 \r
2778         // send the clients accuracy stats to the client\r
2779         if(self.stat_count > 0)\r
2780         if(frametime)\r
2781         {\r
2782                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2783                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2784                 self.stat_count -= 1;\r
2785         }\r
2786 \r
2787 #ifdef UID\r
2788         if(self.uid_kicktime)\r
2789         if(time > self.uid_kicktime)\r
2790         {\r
2791                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2792                 dropclient(self);\r
2793                 return;\r
2794         }\r
2795 #endif\r
2796 \r
2797         if(sv_maxidle && frametime)\r
2798         {\r
2799                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2800                 float timeleft;\r
2801                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2802                 if(timeleft <= 0)\r
2803                 {\r
2804                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2805                         AnnounceTo(self, "terminated");\r
2806                         dropclient(self);\r
2807                         return;\r
2808                 }\r
2809                 else if(timeleft <= 10)\r
2810                 {\r
2811                         if(timeleft != self.idlekick_lasttimeleft)\r
2812                         {\r
2813                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2814                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2815                         }\r
2816                 }\r
2817                 else\r
2818                 {\r
2819                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2820                 }\r
2821                 self.idlekick_lasttimeleft = timeleft;\r
2822         }\r
2823 \r
2824 #ifdef TETRIS\r
2825         if(self.impulse == 100)\r
2826                 ImpulseCommands();\r
2827         if (TetrisPostFrame())\r
2828                 return;\r
2829 #endif\r
2830 \r
2831         CheatFrame();\r
2832 \r
2833         if(self.classname == "player") {\r
2834                 CheckRules_Player();\r
2835                 UpdateChatBubble();\r
2836                 if (self.impulse)\r
2837                         ImpulseCommands();\r
2838                 if (intermission_running)\r
2839                         return;         // intermission or finale\r
2840 \r
2841                 GetPressedKeys();\r
2842         } else if (self.classname == "observer") {\r
2843                 //do nothing\r
2844         } else if (self.classname == "spectator") {\r
2845                 //do nothing\r
2846         }\r
2847 \r
2848         /*\r
2849         float i;\r
2850         for(i = 0; i < 1000; ++i)\r
2851         {\r
2852                 vector end;\r
2853                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
2854                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
2855                 if(trace_fraction < 1)\r
2856                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
2857                 {\r
2858                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
2859                         break;\r
2860                 }\r
2861         }\r
2862         */\r
2863 \r
2864         Arena_Warmup();\r
2865 \r
2866         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
2867 \r
2868         if(self.waypointsprite_attachedforcarrier)\r
2869                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
2870         \r
2871         playerdemo_write();\r
2872 \r
2873         /*\r
2874         if(g_race)\r
2875                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
2876         */\r
2877 }\r