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Player respawn effect
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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                 pointparticles(particleeffectnum("player_respawn"), self.origin, '0 0 0', 1);\r
1001 \r
1002                 if(g_assault) {\r
1003                         if(self.team == assault_attacker_team)\r
1004                                 centerprint(self, "You are attacking!");\r
1005                         else\r
1006                                 centerprint(self, "You are defending!");\r
1007                 }\r
1008 \r
1009                 target_voicescript_clear(self);\r
1010 \r
1011                 // reset fields the weapons may use\r
1012         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1013                 {\r
1014             weapon_action(j, WR_RESETPLAYER);\r
1015 \r
1016                         // all weapons must be fully loaded when we spawn\r
1017                         entity e;\r
1018                         e = get_weaponinfo(j);\r
1019                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1020                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1021                 }\r
1022 \r
1023                 oldself = self;\r
1024                 self = spot;\r
1025                         activator = oldself;\r
1026                                 SUB_UseTargets();\r
1027                         activator = world;\r
1028                 self = oldself;\r
1029         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1030                 PutObserverInServer ();\r
1031         }\r
1032 \r
1033         //if(g_ctf)\r
1034         //      ctf_playerchanged();\r
1035 }\r
1036 \r
1037 float ClientInit_SendEntity(entity to, float sf)\r
1038 {\r
1039         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1040         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1041         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1042         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1043 \r
1044         if(sv_foginterval && world.fog != "")\r
1045                 WriteString(MSG_ENTITY, world.fog);\r
1046         else\r
1047                 WriteString(MSG_ENTITY, "");\r
1048         WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
1049         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1050         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1051 \r
1052         WriteShort(MSG_ENTITY, cvar("g_vore"));\r
1053         WriteShort(MSG_ENTITY, g_balance_vore_swallow_limit);\r
1054         WriteShort(MSG_ENTITY, cvar("g_healthsize"));\r
1055         WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
1056         WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
1057 \r
1058         // tell the client if this server uses armor\r
1059         float armor_max;\r
1060         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
1061                 armor_max = cvar("g_balance_armor_limit");\r
1062         WriteCoord(MSG_ENTITY, armor_max);\r
1063 \r
1064         float teamheal_max;\r
1065         if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
1066                 teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
1067         WriteCoord(MSG_ENTITY, teamheal_max);\r
1068 \r
1069         return TRUE;\r
1070 }\r
1071 \r
1072 void ClientInit_Spawn()\r
1073 {\r
1074         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1075 }\r
1076 \r
1077 /*\r
1078 =============\r
1079 SetNewParms\r
1080 =============\r
1081 */\r
1082 void SetNewParms (void)\r
1083 {\r
1084         // initialize parms for a new player\r
1085         parm1 = -(86400 * 366);\r
1086 }\r
1087 \r
1088 /*\r
1089 =============\r
1090 SetChangeParms\r
1091 =============\r
1092 */\r
1093 void SetChangeParms (void)\r
1094 {\r
1095         // save parms for level change\r
1096         parm1 = self.parm_idlesince - time;\r
1097 }\r
1098 \r
1099 /*\r
1100 =============\r
1101 DecodeLevelParms\r
1102 =============\r
1103 */\r
1104 void DecodeLevelParms (void)\r
1105 {\r
1106         // load parms\r
1107         self.parm_idlesince = parm1;\r
1108         if(self.parm_idlesince == -(86400 * 366))\r
1109                 self.parm_idlesince = time;\r
1110 \r
1111         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1112         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1113 }\r
1114 \r
1115 /*\r
1116 =============\r
1117 ClientKill\r
1118 \r
1119 Called when a client types 'kill' in the console\r
1120 =============\r
1121 */\r
1122 \r
1123 .float clientkill_nexttime;\r
1124 void ClientKill_Now_TeamChange()\r
1125 {\r
1126         if(self.killindicator_teamchange == -1)\r
1127         {\r
1128                 self.team = -1;\r
1129                 JoinBestTeam( self, FALSE, FALSE );\r
1130         }\r
1131         else if(self.killindicator_teamchange == -2)\r
1132         {\r
1133                 if(g_ca)\r
1134                         self.caplayer = 0;\r
1135                 if(blockSpectators)\r
1136                         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
1137                 PutObserverInServer();\r
1138         }\r
1139         else\r
1140                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1141 }\r
1142 \r
1143 void ClientKill_Now()\r
1144 {       \r
1145         if(self.killindicator && !wasfreed(self.killindicator))\r
1146         remove(self.killindicator);\r
1147         \r
1148         self.killindicator = world;\r
1149 \r
1150         if(self.killindicator_teamchange)\r
1151                 ClientKill_Now_TeamChange();\r
1152 \r
1153         // in any case:\r
1154         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1155 \r
1156         // now I am sure the player IS dead\r
1157 }\r
1158 void KillIndicator_Think()\r
1159 {\r
1160         if (!self.owner.modelindex)\r
1161         {\r
1162                 self.owner.killindicator = world;\r
1163                 remove(self);\r
1164                 return;\r
1165         }\r
1166 \r
1167         if(self.cnt <= 0)\r
1168         {\r
1169                 self = self.owner;\r
1170                 ClientKill_Now(); // no oldself needed\r
1171                 return;\r
1172         }\r
1173     else if(g_cts && self.health == 1) // health == 1 means that it's silent\r
1174     {\r
1175         self.nextthink = time + 1;\r
1176         self.cnt -= 1;\r
1177     }\r
1178         else\r
1179         {\r
1180                 if(self.cnt <= 10)\r
1181                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1182                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1183                 {\r
1184                         if(self.cnt <= 10)\r
1185                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1186                         if(self.owner.killindicator_teamchange)\r
1187                         {\r
1188                                 if(self.owner.killindicator_teamchange == -1)\r
1189                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1190                                 else if(self.owner.killindicator_teamchange == -2)\r
1191                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));\r
1192                                 else\r
1193                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1194                         }\r
1195                         else\r
1196                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1197                 }\r
1198                 self.nextthink = time + 1;\r
1199                 self.cnt -= 1;\r
1200         }\r
1201 }\r
1202 \r
1203 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec\r
1204 {\r
1205         float killtime;\r
1206         entity e;\r
1207         killtime = cvar("g_balance_kill_delay");\r
1208 \r
1209         if(g_race_qualifying || g_cts)\r
1210                 killtime = 0;\r
1211 \r
1212     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill\r
1213     {\r
1214                 remove(self.killindicator);\r
1215                 self.killindicator = world;\r
1216 \r
1217         ClientKill_Now(); // allow instant kill in this case\r
1218         return;\r
1219     }\r
1220 \r
1221         self.killindicator_teamchange = targetteam;\r
1222 \r
1223     if(!self.killindicator)\r
1224         {\r
1225                 if(self.modelindex && self.deadflag == DEAD_NO)\r
1226                 {\r
1227                         killtime = max(killtime, self.clientkill_nexttime - time);\r
1228                         self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam");\r
1229                 }\r
1230 \r
1231                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1232                 {\r
1233                         ClientKill_Now();\r
1234                 }\r
1235                 else\r
1236                 {\r
1237                         self.killindicator = spawn();\r
1238                         self.killindicator.owner = self;\r
1239                         self.killindicator.scale = 0.5;\r
1240                         setattachment(self.killindicator, self, "");\r
1241                         setorigin(self.killindicator, '0 0 52');\r
1242                         self.killindicator.think = KillIndicator_Think;\r
1243                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1244                         self.killindicator.cnt = ceil(killtime);\r
1245                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1246                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1247 \r
1248                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1249                         {\r
1250                                 if(e.enemy != self)\r
1251                                         continue;\r
1252                                 e.killindicator = spawn();\r
1253                                 e.killindicator.owner = e;\r
1254                                 e.killindicator.scale = 0.5;\r
1255                                 setattachment(e.killindicator, e, "");\r
1256                                 setorigin(e.killindicator, '0 0 52');\r
1257                                 e.killindicator.think = KillIndicator_Think;\r
1258                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1259                                 e.killindicator.cnt = ceil(killtime);\r
1260                         }\r
1261                         self.lip = 0;\r
1262                 }\r
1263         }\r
1264         if(self.killindicator)\r
1265         {\r
1266                 if(targetteam == 0) // just die\r
1267                         self.killindicator.colormod = '0 0 0';\r
1268                 else if(targetteam == -1) // auto\r
1269                         self.killindicator.colormod = '0 1 0';\r
1270                 else if(targetteam == -2) // spectate\r
1271                         self.killindicator.colormod = '0.5 0.5 0.5';\r
1272                 else\r
1273                         self.killindicator.colormod = TeamColor(targetteam);\r
1274         }\r
1275 }\r
1276 \r
1277 void ClientKill (void)\r
1278 {\r
1279         if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either\r
1280         {\r
1281                 // do nothing\r
1282         }\r
1283         else\r
1284                 ClientKill_TeamChange(0);\r
1285 }\r
1286 \r
1287 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed\r
1288 {\r
1289     e.killindicator = spawn();\r
1290     e.killindicator.owner = e;\r
1291     e.killindicator.think = KillIndicator_Think;\r
1292     e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1293     e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay"));\r
1294     e.killindicator.health = 1; // this is used to indicate that it should be silent\r
1295     e.lip = 0;\r
1296 }\r
1297 \r
1298 void DoTeamChange(float destteam)\r
1299 {\r
1300         float t, c0;\r
1301         if(!teamplay)\r
1302         {\r
1303                 if(destteam >= 0)\r
1304                         SetPlayerColors(self, destteam);\r
1305                 return;\r
1306         }\r
1307         if(self.classname == "player")\r
1308         if(destteam == -1)\r
1309         {\r
1310                 CheckAllowedTeams(self);\r
1311                 t = FindSmallestTeam(self, TRUE);\r
1312                 switch(self.team)\r
1313                 {\r
1314                         case COLOR_TEAM1: c0 = c1; break;\r
1315                         case COLOR_TEAM2: c0 = c2; break;\r
1316                         case COLOR_TEAM3: c0 = c3; break;\r
1317                         case COLOR_TEAM4: c0 = c4; break;\r
1318                         default:          c0 = 999;\r
1319                 }\r
1320                 switch(t)\r
1321                 {\r
1322                         case 1:\r
1323                                 if(c0 > c1)\r
1324                                         destteam = COLOR_TEAM1;\r
1325                                 break;\r
1326                         case 2:\r
1327                                 if(c0 > c2)\r
1328                                         destteam = COLOR_TEAM2;\r
1329                                 break;\r
1330                         case 3:\r
1331                                 if(c0 > c3)\r
1332                                         destteam = COLOR_TEAM3;\r
1333                                 break;\r
1334                         case 4:\r
1335                                 if(c0 > c4)\r
1336                                         destteam = COLOR_TEAM4;\r
1337                                 break;\r
1338                 }\r
1339                 if(destteam == -1)\r
1340                         return;\r
1341         }\r
1342         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1343                 return;\r
1344         ClientKill_TeamChange(destteam);\r
1345 }\r
1346 \r
1347 void FixClientCvars(entity e)\r
1348 {\r
1349         // send prediction settings to the client\r
1350         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1351         if(g_race || g_cts)\r
1352                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1353         if(cvar("g_antilag") == 3) // client side hitscan\r
1354                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1355                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1356         /*\r
1357          * we no longer need to stuff this. Remove this comment block if you feel\r
1358          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1359         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1360         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1361         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1362         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1363         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1364         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1365         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1366         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1367         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1368         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1369         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1370         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1371         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1372          */\r
1373 }\r
1374 \r
1375 /*\r
1376 =============\r
1377 ClientConnect\r
1378 \r
1379 Called when a client connects to the server\r
1380 =============\r
1381 */\r
1382 //void ctf_clientconnect();\r
1383 string ColoredTeamName(float t);\r
1384 void DecodeLevelParms (void);\r
1385 //void dom_player_join_team(entity pl);\r
1386 #ifdef UID\r
1387 .float uid_kicktime;\r
1388 .string uid;\r
1389 #endif\r
1390 void ClientConnect (void)\r
1391 {\r
1392         float t;\r
1393 \r
1394         if(self.flags & FL_CLIENT)\r
1395         {\r
1396                 print("Warning: ClientConnect, but already connected!\n");\r
1397                 return;\r
1398         }\r
1399 \r
1400         if(Ban_MaybeEnforceBan(self))\r
1401                 return;\r
1402 \r
1403         DecodeLevelParms();\r
1404 \r
1405         self.classname = "player_joining";\r
1406 \r
1407         self.flags = FL_CLIENT;\r
1408         self.version_nagtime = time + 10 + random() * 10;\r
1409 \r
1410         if(player_count<0)\r
1411         {\r
1412                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1413                 player_count = 0;\r
1414         }\r
1415 \r
1416         PlayerScore_Attach(self);\r
1417         ClientData_Attach();\r
1418 \r
1419         bot_clientconnect();\r
1420 \r
1421         playerdemo_init();\r
1422 \r
1423         anticheat_init();\r
1424         \r
1425         race_PreSpawnObserver();\r
1426 \r
1427         //if(g_domination)\r
1428         //      dom_player_join_team(self);\r
1429 \r
1430         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1431 \r
1432         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1433                 self.classname = "observer";\r
1434         } else {\r
1435                 if(teams_matter)\r
1436                 {\r
1437                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1438                         {\r
1439                                 self.classname = "player";\r
1440                                 campaign_bots_may_start = 1;\r
1441                         }\r
1442                         else\r
1443                         {\r
1444                                 self.classname = "observer"; // do it anyway\r
1445                         }\r
1446                 }\r
1447                 else\r
1448                 {\r
1449                         self.classname = "player";\r
1450                         campaign_bots_may_start = 1;\r
1451                 }\r
1452         }\r
1453 \r
1454         self.playerid = (playerid_last = playerid_last + 1);\r
1455 \r
1456         if(cvar("sv_eventlog"))\r
1457                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1458 \r
1459         LogTeamchange(self.playerid, self.team, 1);\r
1460 \r
1461         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1462 \r
1463         self.netname_previous = strzone(self.netname);\r
1464 \r
1465         bprint("^4", self.netname, "^4 connected");\r
1466 \r
1467         if(self.classname != "observer" && (g_domination || g_ctf))\r
1468                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1469 \r
1470         bprint("\n");\r
1471 \r
1472         self.welcomemessage_time = 0;\r
1473 \r
1474         stuffcmd(self, strcat(clientstuff, "\n"));\r
1475         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1476         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1477 \r
1478         FixClientCvars(self);\r
1479 \r
1480         // spawnfunc_waypoint sprites\r
1481         WaypointSprite_InitClient(self);\r
1482 \r
1483         // Wazat's grabber\r
1484         SetGrabberBindings();\r
1485 \r
1486         // get autoswitch state from player when he toggles it\r
1487         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1488 \r
1489         // get version info from player\r
1490         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1491 \r
1492         // get other cvars from player\r
1493         GetCvars(0);\r
1494 \r
1495         // set cvar for team scoreboard\r
1496         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1497 \r
1498         // notify about available teams\r
1499         if(teams_matter)\r
1500         {\r
1501                 CheckAllowedTeams(self);\r
1502                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1503                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1504         }\r
1505         else\r
1506                 stuffcmd(self, "set _teams_available 0\n");\r
1507 \r
1508         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1509 \r
1510         if(g_arena || g_ca)\r
1511         {\r
1512                 self.classname = "observer";\r
1513                 if(g_arena)\r
1514                         Spawnqueue_Insert(self);\r
1515         }\r
1516         /*else if(g_ctf)\r
1517         {\r
1518                 ctf_clientconnect();\r
1519         }*/\r
1520 \r
1521         attach_entcs();\r
1522 \r
1523         bot_relinkplayerlist();\r
1524 \r
1525         self.spectatortime = time;\r
1526         if(blockSpectators)\r
1527         {\r
1528                 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
1529         }\r
1530 \r
1531         self.jointime = time;\r
1532         self.allowedTimeouts = cvar("sv_timeout_number");\r
1533 \r
1534         if(clienttype(self) == CLIENTTYPE_REAL)\r
1535         {\r
1536                 if(cvar("g_bugrigs"))\r
1537                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1538         }\r
1539 \r
1540         if(g_lms)\r
1541         {\r
1542                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1543                 {\r
1544                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1545                         self.frags = FRAGS_SPECTATOR;\r
1546                 }\r
1547         }\r
1548 \r
1549         if(!sv_foginterval && world.fog != "")\r
1550                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1551 \r
1552         SoundEntity_Attach(self);\r
1553 \r
1554         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1555         {\r
1556                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1557                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1558         }\r
1559         else\r
1560                 self.hitplotfh = -1;\r
1561 \r
1562 #ifdef UID\r
1563         if(clienttype(self) == CLIENTTYPE_REAL)\r
1564         if not(self.uid)\r
1565                 self.uid_kicktime = time + 60;\r
1566 #endif\r
1567 \r
1568         if(g_race || g_cts) {\r
1569                 string rr;\r
1570                 if(g_cts)\r
1571                         rr = CTS_RECORD;\r
1572                 else\r
1573                         rr = RACE_RECORD;\r
1574                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1575 \r
1576                 race_send_recordtime(MSG_ONE);\r
1577                 race_send_speedaward(MSG_ONE);\r
1578 \r
1579                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1580                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1581                 race_send_speedaward_alltimebest(MSG_ONE);\r
1582 \r
1583                 float i;\r
1584                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1585                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1586                 }\r
1587         }\r
1588         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1589                 send_CSQC_teamnagger();\r
1590 \r
1591         CheatInitClient();\r
1592 }\r
1593 \r
1594 /*\r
1595 =============\r
1596 ClientDisconnect\r
1597 \r
1598 Called when a client disconnects from the server\r
1599 =============\r
1600 */\r
1601 .entity chatbubbleentity;\r
1602 void ReadyCount();\r
1603 void ClientDisconnect (void)\r
1604 {\r
1605         if not(self.flags & FL_CLIENT)\r
1606         {\r
1607                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1608                 return;\r
1609         }\r
1610 \r
1611         Vore_Disconnect();\r
1612 \r
1613         CheatShutdownClient();\r
1614 \r
1615         if(self.hitplotfh >= 0)\r
1616         {\r
1617                 fclose(self.hitplotfh);\r
1618                 self.hitplotfh = -1;\r
1619         }\r
1620 \r
1621         anticheat_report();\r
1622         anticheat_shutdown();\r
1623 \r
1624         playerdemo_shutdown();\r
1625 \r
1626         bot_clientdisconnect();\r
1627 \r
1628         if(self.entcs)\r
1629                 detach_entcs();\r
1630 \r
1631         if(cvar("sv_eventlog"))\r
1632                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1633         bprint ("^4",self.netname);\r
1634         bprint ("^4 disconnected\n");\r
1635 \r
1636         SoundEntity_Detach(self);\r
1637 \r
1638         kh_Key_DropAll(self, TRUE);\r
1639 \r
1640         if(self.flagcarried)\r
1641                 DropFlag(self.flagcarried, world, world);\r
1642         // Here, everything has been done that requires this player to be a client.\r
1643 \r
1644         self.flags &~= FL_CLIENT;\r
1645 \r
1646         if (self.chatbubbleentity)\r
1647                 remove (self.chatbubbleentity);\r
1648 \r
1649         if (self.killindicator)\r
1650                 remove (self.killindicator);\r
1651 \r
1652         WaypointSprite_PlayerGone();\r
1653 \r
1654         bot_relinkplayerlist();\r
1655 \r
1656         if(g_arena)\r
1657         {\r
1658                 Spawnqueue_Unmark(self);\r
1659                 Spawnqueue_Remove(self);\r
1660         }\r
1661 \r
1662         ClientData_Detach();\r
1663         PlayerScore_Detach(self);\r
1664 \r
1665         if(self.netname_previous)\r
1666                 strunzone(self.netname_previous);\r
1667         if(self.clientstatus)\r
1668                 strunzone(self.clientstatus);\r
1669 \r
1670         ClearPlayerSounds();\r
1671 \r
1672         if(self.personal)\r
1673                 remove(self.personal);\r
1674 \r
1675         self.playerid = 0;\r
1676         ReadyCount();\r
1677 \r
1678         // free cvars\r
1679         GetCvars(-1);\r
1680 }\r
1681 \r
1682 .float BUTTON_CHAT;\r
1683 void ChatBubbleThink()\r
1684 {\r
1685         self.nextthink = time;\r
1686         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1687         {\r
1688                 if(self.owner) // but why can that ever be world?\r
1689                         self.owner.chatbubbleentity = world;\r
1690                 remove(self);\r
1691                 return;\r
1692         }\r
1693         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
1694 #ifdef TETRIS\r
1695                 || self.owner.tetris_on\r
1696 #endif\r
1697         )\r
1698                 self.model = self.mdl;\r
1699         else\r
1700                 self.model = "";\r
1701 };\r
1702 \r
1703 void UpdateChatBubble()\r
1704 {\r
1705         if (!self.modelindex)\r
1706                 return;\r
1707         // spawn a chatbubble entity if needed\r
1708         if (!self.chatbubbleentity)\r
1709         {\r
1710                 self.chatbubbleentity = spawn();\r
1711                 self.chatbubbleentity.owner = self;\r
1712                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1713                 self.chatbubbleentity.think = ChatBubbleThink;\r
1714                 self.chatbubbleentity.nextthink = time;\r
1715                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1716                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1717                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1718                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1719                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1720                 self.chatbubbleentity.model = "";\r
1721                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1722         }\r
1723 }\r
1724 \r
1725 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1726 // added to the model skins\r
1727 /*void UpdateColorModHack()\r
1728 {\r
1729         local float c;\r
1730         c = self.clientcolors & 15;\r
1731         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1732              if (!teams_matter) self.colormod = '0 0 0';\r
1733         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1734         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1735         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1736         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1737         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1738         else self.colormod = '1 1 1';\r
1739 };*/\r
1740 \r
1741 .float oldcolormap;\r
1742 void respawn(void)\r
1743 {\r
1744         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1745         {\r
1746                 self.solid = SOLID_NOT;\r
1747                 self.takedamage = DAMAGE_NO;\r
1748                 self.movetype = MOVETYPE_FLY;\r
1749                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1750                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1751                 self.effects |= EF_ADDITIVE;\r
1752                 self.oldcolormap = self.colormap;\r
1753                 self.colormap = 512;\r
1754                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1755                 if(cvar("g_respawn_ghosts_maxtime"))\r
1756                         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
1757         }\r
1758 \r
1759         CopyBody(1);\r
1760         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1761         if(self.oldcolormap)\r
1762         {\r
1763                 self.colormap = self.oldcolormap;\r
1764                 self.oldcolormap = 0;\r
1765         }\r
1766         PutClientInServer();\r
1767 }\r
1768 \r
1769 void play_countdown(float finished, string samp)\r
1770 {\r
1771         if(clienttype(self) == CLIENTTYPE_REAL)\r
1772                 if(floor(finished - time - frametime) != floor(finished - time))\r
1773                         if(finished - time < 6)\r
1774                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1775 }\r
1776 \r
1777 /**\r
1778  * When sv_timeout is used this function returs strings like\r
1779  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1780  * Called by centerprint functions\r
1781  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1782  */\r
1783 string getTimeoutText(float addOneSecond) {\r
1784         if (!cvar("sv_timeout") || !timeoutStatus)\r
1785                 return "";\r
1786 \r
1787         local string retStr;\r
1788         if (timeoutStatus == 1) {\r
1789                 if (addOneSecond == 1) {\r
1790                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1791                 }\r
1792                 else {\r
1793                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1794                 }\r
1795                 return retStr;\r
1796         }\r
1797         else if (timeoutStatus == 2) {\r
1798                 if (addOneSecond) {\r
1799                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1800                         //don't show messages like "Timeout ends in 0 seconds"...\r
1801                         if ((remainingTimeoutTime + 1) > 0)\r
1802                                 return retStr;\r
1803                         else\r
1804                                 return "";\r
1805                 }\r
1806                 else {\r
1807                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1808                         //don't show messages like "Timeout ends in 0 seconds"...\r
1809                         if (remainingTimeoutTime > 0)\r
1810                                 return retStr;\r
1811                         else\r
1812                                 return "";\r
1813                 }\r
1814         }\r
1815         else return "";\r
1816 }\r
1817 \r
1818 void player_powerups (void)\r
1819 {\r
1820         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1821         {\r
1822                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1823                 self.modelflags |= MF_ROCKET;\r
1824         }\r
1825         else\r
1826         {\r
1827                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1828                 self.modelflags &~= MF_ROCKET;\r
1829         }\r
1830 \r
1831         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1832 \r
1833         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1834                 return;\r
1835         \r
1836         Fire_ApplyDamage(self);\r
1837         Fire_ApplyEffect(self);\r
1838 \r
1839         if (self.items & IT_STRENGTH)\r
1840         {\r
1841                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1842                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1843                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1844                 {\r
1845                         self.items = self.items - (self.items & IT_STRENGTH);\r
1846                         sprint(self, "^3Strength has worn off\n");\r
1847                 }\r
1848         }\r
1849         else\r
1850         {\r
1851                 if (time < self.strength_finished)\r
1852                 {\r
1853                         self.items = self.items | IT_STRENGTH;\r
1854                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1855                 }\r
1856         }\r
1857         if (self.items & IT_INVINCIBLE)\r
1858         {\r
1859                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1860                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1861                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1862                 {\r
1863                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1864                         sprint(self, "^3Shield has worn off\n");\r
1865                 }\r
1866         }\r
1867         else\r
1868         {\r
1869                 if (time < self.invincible_finished)\r
1870                 {\r
1871                         self.items = self.items | IT_INVINCIBLE;\r
1872                         sprint(self, "^3Shield surrounds you\n");\r
1873                 }\r
1874         }\r
1875 \r
1876         if(cvar("g_nodepthtestplayers"))\r
1877                 self.effects = self.effects | EF_NODEPTHTEST;\r
1878 \r
1879         if(cvar("g_fullbrightplayers"))\r
1880                 self.effects = self.effects | EF_FULLBRIGHT;\r
1881 \r
1882         // midair gamemode: damage only while in the air\r
1883         // if in midair mode, being on ground grants temporary invulnerability\r
1884         // (this is so that multishot weapon don't clear the ground flag on the\r
1885         // first damage in the frame, leaving the player vulnerable to the\r
1886         // remaining hits in the same frame)\r
1887         if (self.flags & FL_ONGROUND)\r
1888         if (g_midair)\r
1889                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1890 \r
1891         if (time >= game_starttime)\r
1892         if (time < self.spawnshieldtime)\r
1893                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1894 }\r
1895 \r
1896 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1897 {\r
1898         if(current > stable)\r
1899                 return current;\r
1900         else if(current > stable - 0.25) // when close enough, "snap"\r
1901                 return stable;\r
1902         else\r
1903                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1904 }\r
1905 \r
1906 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1907 {\r
1908         if(current < stable)\r
1909                 return current;\r
1910         else if(current < stable + 0.25) // when close enough, "snap"\r
1911                 return stable;\r
1912         else\r
1913                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1914 }\r
1915 \r
1916 .float regen_soundtime;\r
1917 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
1918 {\r
1919         if(current > rotstable)\r
1920         {\r
1921                 if(rotframetime > 0)\r
1922                 {\r
1923                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1924                         current = max(rotstable, current - rotlinear * rotframetime);\r
1925                 }\r
1926         }\r
1927         else if(current < regenstable)\r
1928         {\r
1929                 if(regenframetime > 0)\r
1930                 {\r
1931                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1932                         current = min(regenstable, current + regenlinear * regenframetime);\r
1933 \r
1934                         if(regensound != "")\r
1935                         if(regenfactor || regenlinear)\r
1936                         {\r
1937                                 if(self.regen_soundtime < time)\r
1938                                 {\r
1939                                         msg_entity = self;\r
1940                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1941                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1942                                 }\r
1943                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1944                         }\r
1945                 }\r
1946         }\r
1947 \r
1948         if(current > limit)\r
1949                 current = limit;\r
1950 \r
1951         return current;\r
1952 }\r
1953 \r
1954 void player_regen (void)\r
1955 {\r
1956         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1957         maxh = cvar("g_balance_health_rotstable");\r
1958         maxa = cvar("g_balance_armor_rotstable");\r
1959         maxf = cvar("g_balance_fuel_rotstable");\r
1960         minh = cvar("g_balance_health_regenstable");\r
1961         mina = cvar("g_balance_armor_regenstable");\r
1962         minf = cvar("g_balance_fuel_regenstable");\r
1963         limith = cvar("g_balance_health_limit");\r
1964         limita = cvar("g_balance_armor_limit");\r
1965         limitf = cvar("g_balance_fuel_limit");\r
1966 \r
1967         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1968 \r
1969         maxh = maxh * max_mod;\r
1970         //maxa = maxa * max_mod;\r
1971         //maxf = maxf * max_mod;\r
1972         minh = minh * max_mod;\r
1973         //mina = mina * max_mod;\r
1974         //minf = minf * max_mod;\r
1975         limith = limith * limit_mod;\r
1976         limita = limita * limit_mod;\r
1977         //limitf = limitf * limit_mod;\r
1978 \r
1979         if(g_lms && g_ca)\r
1980                 rot_mod = 0;\r
1981 \r
1982         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1983         {\r
1984                 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
1985                 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
1986 \r
1987                 // if player rotted to death...  die!\r
1988                 if(self.health < 1)\r
1989                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
1990         }\r
1991 \r
1992         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1993                 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
1994 }\r
1995 \r
1996 float zoomstate_set;\r
1997 void SetZoomState(float z)\r
1998 {\r
1999         if(z != self.zoomstate)\r
2000         {\r
2001                 self.zoomstate = z;\r
2002                 ClientData_Touch(self);\r
2003         }\r
2004         zoomstate_set = 1;\r
2005 }\r
2006 \r
2007 void GetPressedKeys(void) {\r
2008         if (self.movement_x > 0) // get if movement keys are pressed\r
2009         {       // forward key pressed\r
2010                 self.pressedkeys |= KEY_FORWARD;\r
2011                 self.pressedkeys &~= KEY_BACKWARD;\r
2012         }\r
2013         else if (self.movement_x < 0)\r
2014         {       // backward key pressed\r
2015                 self.pressedkeys |= KEY_BACKWARD;\r
2016                 self.pressedkeys &~= KEY_FORWARD;\r
2017         }\r
2018         else\r
2019         {       // no x input\r
2020                 self.pressedkeys &~= KEY_FORWARD;\r
2021                 self.pressedkeys &~= KEY_BACKWARD;\r
2022         }\r
2023 \r
2024         if (self.movement_y > 0)\r
2025         {       // right key pressed\r
2026                 self.pressedkeys |= KEY_RIGHT;\r
2027                 self.pressedkeys &~= KEY_LEFT;\r
2028         }\r
2029         else if (self.movement_y < 0)\r
2030         {       // left key pressed\r
2031                 self.pressedkeys |= KEY_LEFT;\r
2032                 self.pressedkeys &~= KEY_RIGHT;\r
2033         }\r
2034         else\r
2035         {       // no y input\r
2036                 self.pressedkeys &~= KEY_RIGHT;\r
2037                 self.pressedkeys &~= KEY_LEFT;\r
2038         }\r
2039 \r
2040         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
2041                 self.pressedkeys |= KEY_JUMP;\r
2042         else\r
2043                 self.pressedkeys &~= KEY_JUMP;\r
2044         if (self.BUTTON_CROUCH)\r
2045                 self.pressedkeys |= KEY_CROUCH;\r
2046         else\r
2047                 self.pressedkeys &~= KEY_CROUCH;\r
2048 }\r
2049 \r
2050 void update_stats (float number, float hit, float fired) {\r
2051 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2052 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2053 \r
2054         if(number) {\r
2055                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2056                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2057         } else {\r
2058                 self.stat_hit = hit * sv_accuracy_data_share;\r
2059                 self.stat_fired = fired * sv_accuracy_data_share;\r
2060         }\r
2061 }\r
2062 \r
2063 /*\r
2064 ======================\r
2065 spectate mode routines\r
2066 ======================\r
2067 */\r
2068 \r
2069 .float weapon_count;\r
2070 void SpectateCopy(entity spectatee) {\r
2071         if(spectatee.weapon_count < WEP_LAST) {\r
2072                 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
2073                 spectatee.weapon_count ++;\r
2074         } else\r
2075                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2076 \r
2077         self.kh_state = spectatee.kh_state;\r
2078         self.armortype = spectatee.armortype;\r
2079         self.armorvalue = spectatee.armorvalue;\r
2080         self.ammo_fuel = spectatee.ammo_fuel;\r
2081         self.clip_load = spectatee.clip_load;\r
2082         self.clip_size = spectatee.clip_size;\r
2083         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2084         self.health = spectatee.health;\r
2085         self.impulse = 0;\r
2086         self.items = spectatee.items;\r
2087         self.last_pickup = spectatee.last_pickup;\r
2088         self.strength_finished = spectatee.strength_finished;\r
2089         self.invincible_finished = spectatee.invincible_finished;\r
2090         self.pressedkeys = spectatee.pressedkeys;\r
2091         self.weapons = spectatee.weapons;\r
2092         self.switchweapon = spectatee.switchweapon;\r
2093         self.weapon = spectatee.weapon;\r
2094         self.punchangle = spectatee.punchangle;\r
2095         self.view_ofs = spectatee.view_ofs;\r
2096         self.v_angle = spectatee.v_angle;\r
2097         self.velocity = spectatee.velocity;\r
2098         self.dmg_take = spectatee.dmg_take;\r
2099         self.dmg_save = spectatee.dmg_save;\r
2100         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2101         self.angles = spectatee.v_angle;\r
2102         self.scale = spectatee.scale;\r
2103         self.fixangle = TRUE;\r
2104         self.stomach_load = spectatee.stomach_load;\r
2105         self.stat_eaten = spectatee.stat_eaten;\r
2106         self.stat_stomachload = spectatee.stat_stomachload;\r
2107         self.stat_digesting = spectatee.stat_digesting;\r
2108         self.stat_canleave = spectatee.stat_canleave;\r
2109         self.stat_canswallow = spectatee.stat_canswallow;\r
2110         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2111         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2112         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2113         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2114         setorigin(self, spectatee.origin);\r
2115         setsize(self, spectatee.mins, spectatee.maxs);\r
2116         SetZoomState(spectatee.zoomstate);\r
2117 \r
2118         anticheat_spectatecopy(spectatee);\r
2119 }\r
2120 \r
2121 float SpectateUpdate() {\r
2122         if(!self.enemy)\r
2123                 return 0;\r
2124 \r
2125         if (self == self.enemy)\r
2126                 return 0;\r
2127 \r
2128         if(self.enemy.classname != "player")\r
2129                 return 0;\r
2130 \r
2131         SpectateCopy(self.enemy);\r
2132 \r
2133         return 1;\r
2134 }\r
2135 \r
2136 float SpectateNext() {\r
2137         other = find(self.enemy, classname, "player");\r
2138 \r
2139         if (!other)\r
2140                 other = find(other, classname, "player");\r
2141 \r
2142         if (other)\r
2143                 self.enemy = other;\r
2144 \r
2145         if(self.enemy.classname == "player") {\r
2146                 msg_entity = self;\r
2147                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2148                 WriteEntity(MSG_ONE, self.enemy);\r
2149                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2150                 self.movetype = MOVETYPE_NONE;\r
2151 \r
2152                 self.enemy.weapon_count = 0;\r
2153 \r
2154                 if(!SpectateUpdate())\r
2155                         PutObserverInServer();\r
2156 \r
2157                 return 1;\r
2158         } else {\r
2159                 return 0;\r
2160         }\r
2161 }\r
2162 \r
2163 /*\r
2164 =============\r
2165 ShowRespawnCountdown()\r
2166 \r
2167 Update a respawn countdown display.\r
2168 =============\r
2169 */\r
2170 void ShowRespawnCountdown()\r
2171 {\r
2172         float number;\r
2173         if(self.deadflag == DEAD_NO) // just respawned?\r
2174                 return;\r
2175         else\r
2176         {\r
2177                 number = ceil(self.death_time - time);\r
2178                 if(number <= 0)\r
2179                         return;\r
2180                 if(number <= self.respawn_countdown)\r
2181                 {\r
2182                         self.respawn_countdown = number - 1;\r
2183                         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
2184                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2185                 }\r
2186         }\r
2187 }\r
2188 \r
2189 void LeaveSpectatorMode()\r
2190 {\r
2191         if(isJoinAllowed()) {\r
2192                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2193                         self.classname = "player";\r
2194 \r
2195                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2196                                 JoinBestTeam(self, FALSE, TRUE);\r
2197 \r
2198                         if(cvar("g_campaign"))\r
2199                                 campaign_bots_may_start = 1;\r
2200 \r
2201                         self.stat_count = WEP_LAST;\r
2202 \r
2203                         PutClientInServer();\r
2204 \r
2205                         if(self.classname == "player")\r
2206                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2207 \r
2208                         if(!cvar("g_campaign"))\r
2209                                 centerprint(self,""); // clear MOTD\r
2210 \r
2211                         return;\r
2212                 } else {\r
2213                         if (g_ca && self.caplayer) {\r
2214                         }       // do nothing\r
2215                         else\r
2216                                 stuffcmd(self,"menu_showteamselect\n");\r
2217                         return;\r
2218                 }\r
2219         }\r
2220         else {\r
2221                 //player may not join because of g_maxplayers is set\r
2222                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2223         }\r
2224 }\r
2225 \r
2226 /**\r
2227  * Determines whether the player is allowed to join. This depends on cvar\r
2228  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2229  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2230  * @return bool TRUE if the player is allowed to join, false otherwise\r
2231  */\r
2232 float isJoinAllowed() {\r
2233         if (!cvar("g_maxplayers"))\r
2234                 return TRUE;\r
2235 \r
2236         local entity e;\r
2237         local float currentlyPlaying;\r
2238         FOR_EACH_REALPLAYER(e) {\r
2239                 if(e.classname == "player")\r
2240                         currentlyPlaying += 1;\r
2241         }\r
2242         if(currentlyPlaying < cvar("g_maxplayers"))\r
2243                 return TRUE;\r
2244 \r
2245         return FALSE;\r
2246 }\r
2247 \r
2248 /**\r
2249  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2250  * g_maxplayers_spectator_blocktime seconds\r
2251  */\r
2252 void checkSpectatorBlock() {\r
2253         if(self.classname == "spectator" || self.classname == "observer") {\r
2254                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2255                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2256                         dropclient(self);\r
2257                 }\r
2258         }\r
2259 }\r
2260 \r
2261 float vercmp_recursive(string v1, string v2)\r
2262 {\r
2263         float dot1, dot2;\r
2264         string s1, s2;\r
2265         float r;\r
2266 \r
2267         dot1 = strstrofs(v1, ".", 0);\r
2268         dot2 = strstrofs(v2, ".", 0);\r
2269         if(dot1 == -1)\r
2270                 s1 = v1;\r
2271         else\r
2272                 s1 = substring(v1, 0, dot1);\r
2273         if(dot2 == -1)\r
2274                 s2 = v2;\r
2275         else\r
2276                 s2 = substring(v2, 0, dot2);\r
2277 \r
2278         r = stof(s1) - stof(s2);\r
2279         if(r != 0)\r
2280                 return r;\r
2281 \r
2282         r = strcasecmp(s1, s2);\r
2283         if(r != 0)\r
2284                 return r;\r
2285 \r
2286         if(dot1 == -1)\r
2287                 if(dot2 == -1)\r
2288                         return 0;\r
2289                 else\r
2290                         return -1;\r
2291         else\r
2292                 if(dot2 == -1)\r
2293                         return 1;\r
2294                 else\r
2295                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2296 }\r
2297 \r
2298 float vercmp(string v1, string v2)\r
2299 {\r
2300         if(strcasecmp(v1, v2) == 0) // early out check\r
2301                 return 0;\r
2302         return vercmp_recursive(v1, v2);\r
2303 }\r
2304 \r
2305 void SetPlayerSize()\r
2306 {\r
2307         if(cvar("g_healthsize"))\r
2308         {\r
2309                 // change player scale based on the amount of health we have\r
2310 \r
2311                 self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
2312 \r
2313                 // The following code sets the bounding box to match the player's size.\r
2314                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2315                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2316                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2317                 if(self.crouch)\r
2318                 {\r
2319                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2320                         if(!self.stat_eaten)\r
2321                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2322                 }\r
2323                 else\r
2324                 {\r
2325                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2326                         if(!self.stat_eaten)\r
2327                                 self.view_ofs = PL_VIEW_OFS * self.scale;\r
2328                 }\r
2329         }\r
2330 \r
2331         if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
2332         {\r
2333                 // resize prey if neighborprey is enabled\r
2334                 self.scale *= cvar("g_vore_neighborprey_scale");\r
2335         }\r
2336 }\r
2337 \r
2338 void ObserverThink()\r
2339 {\r
2340         if (self.flags & FL_JUMPRELEASED) {\r
2341                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2342                         self.welcomemessage_time = 0;\r
2343                         self.flags &~= FL_JUMPRELEASED;\r
2344                         self.flags |= FL_SPAWNING;\r
2345                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2346                         self.welcomemessage_time = 0;\r
2347                         self.flags &~= FL_JUMPRELEASED;\r
2348                         if(SpectateNext() == 1) {\r
2349                                 self.classname = "spectator";\r
2350                         }\r
2351                 }\r
2352         } else {\r
2353                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2354                         self.flags |= FL_JUMPRELEASED;\r
2355                         if(self.flags & FL_SPAWNING)\r
2356                         {\r
2357                                 self.flags &~= FL_SPAWNING;\r
2358                                 LeaveSpectatorMode();\r
2359                                 return;\r
2360                         }\r
2361                 }\r
2362         }\r
2363         PrintWelcomeMessage(self);\r
2364 }\r
2365 \r
2366 void SpectatorThink()\r
2367 {\r
2368         if (self.flags & FL_JUMPRELEASED) {\r
2369                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2370                         self.welcomemessage_time = 0;\r
2371                         self.flags &~= FL_JUMPRELEASED;\r
2372                         self.flags |= FL_SPAWNING;\r
2373                 } else if(self.BUTTON_ATCK) {\r
2374                         self.welcomemessage_time = 0;\r
2375                         self.flags &~= FL_JUMPRELEASED;\r
2376                         if(SpectateNext() == 1) {\r
2377                                 self.classname = "spectator";\r
2378                         } else {\r
2379                                 self.classname = "observer";\r
2380                                 self.stat_count = WEP_LAST;\r
2381                                 PutClientInServer();\r
2382                         }\r
2383                 } else if (self.BUTTON_ATCK2) {\r
2384                         self.welcomemessage_time = 0;\r
2385                         self.flags &~= FL_JUMPRELEASED;\r
2386                         self.classname = "observer";\r
2387                         self.stat_count = WEP_LAST;\r
2388                         PutClientInServer();\r
2389                 } else {\r
2390                         if(!SpectateUpdate())\r
2391                                 PutObserverInServer();\r
2392                 }\r
2393         } else {\r
2394                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2395                         self.flags |= FL_JUMPRELEASED;\r
2396                         if(self.flags & FL_SPAWNING)\r
2397                         {\r
2398                                 self.flags &~= FL_SPAWNING;\r
2399                                 LeaveSpectatorMode();\r
2400                                 return;\r
2401                         }\r
2402                 }\r
2403         }\r
2404 \r
2405         PrintWelcomeMessage(self);\r
2406         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2407 }\r
2408 \r
2409 .float touchexplode_time;\r
2410 \r
2411 /*\r
2412 =============\r
2413 PlayerPreThink\r
2414 \r
2415 Called every frame for each client before the physics are run\r
2416 =============\r
2417 */\r
2418 void() ctf_setstatus;\r
2419 .float items_added;\r
2420 void PlayerPreThink (void)\r
2421 {\r
2422         self.stat_game_starttime = game_starttime;\r
2423         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2424         self.stat_leadlimit = cvar("leadlimit");\r
2425 \r
2426         if(frametime)\r
2427         {\r
2428                 // physics frames: update anticheat stuff\r
2429                 anticheat_prethink();\r
2430         }\r
2431 \r
2432         if(blockSpectators && frametime)\r
2433                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2434                 checkSpectatorBlock();\r
2435 \r
2436         zoomstate_set = 0;\r
2437 \r
2438         if(self.netname_previous != self.netname)\r
2439         {\r
2440                 if(cvar("sv_eventlog"))\r
2441                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2442                 if(self.netname_previous)\r
2443                         strunzone(self.netname_previous);\r
2444                 self.netname_previous = strzone(self.netname);\r
2445         }\r
2446 \r
2447         // core code for the vore system\r
2448         Vore();\r
2449 \r
2450         // version nagging\r
2451         if(self.version_nagtime)\r
2452                 if(self.cvar_g_voretournamentversion)\r
2453                         if(time > self.version_nagtime)\r
2454                         {\r
2455                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2456                                 {\r
2457                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2458                                         {\r
2459                                                 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
2460                                                 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
2461                                         }\r
2462                                         else\r
2463                                         {\r
2464                                                 float r;\r
2465                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2466                                                 if(r < 0)\r
2467                                                 {\r
2468                                                         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
2469                                                         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
2470                                                 }\r
2471                                                 else if(r > 0)\r
2472                                                 {\r
2473                                                         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
2474                                                         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
2475                                                 }\r
2476                                         }\r
2477                                 }\r
2478                                 self.version_nagtime = 0;\r
2479                         }\r
2480 \r
2481         // GOD MODE info\r
2482         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2483         {\r
2484                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2485                 self.max_armorvalue = 0;\r
2486         }\r
2487 \r
2488 #ifdef TETRIS\r
2489         if (TetrisPreFrame())\r
2490                 return;\r
2491 #endif\r
2492 \r
2493         if(self.classname == "player") {\r
2494 //              if(self.netname == "Wazat")\r
2495 //                      bprint(self.classname, "\n");\r
2496 \r
2497                 CheckRules_Player();\r
2498 \r
2499                 PrintWelcomeMessage(self);\r
2500 \r
2501                 if (intermission_running)\r
2502                 {\r
2503                         IntermissionThink ();   // otherwise a button could be missed between\r
2504                         return;                                 // the think tics\r
2505                 }\r
2506 \r
2507                 if(self.teleport_time)\r
2508                 if(time > self.teleport_time)\r
2509                 {\r
2510                         self.teleport_time = 0;\r
2511                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2512                 }\r
2513 \r
2514                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2515                         UpdateSelectedPlayer();\r
2516 \r
2517                 //don't allow the player to turn around while game is paused!\r
2518                 if(timeoutStatus == 2) {\r
2519                         self.v_angle = self.lastV_angle;\r
2520                         self.angles = self.lastV_angle;\r
2521                         self.fixangle = TRUE;\r
2522                 }\r
2523 \r
2524                 if(frametime)\r
2525                 {\r
2526 \r
2527                         if(self.health <= 0 && cvar("g_deathglow"))\r
2528                         {\r
2529                                 if(self.glowmod_x > 0)\r
2530                                         self.glowmod_x -= cvar("g_deathglow") * frametime;\r
2531                                 else\r
2532                                         self.glowmod_x = -1;\r
2533                                 if(self.glowmod_y > 0)\r
2534                                         self.glowmod_y -= cvar("g_deathglow") * frametime;\r
2535                                 else\r
2536                                         self.glowmod_y = -1;\r
2537                                 if(self.glowmod_z > 0)\r
2538                                         self.glowmod_z -= cvar("g_deathglow") * frametime;\r
2539                                 else\r
2540                                         self.glowmod_z = -1;\r
2541                         }\r
2542                         else\r
2543                         {\r
2544                                 // set weapon and player glowmod\r
2545                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
2546                                 self.weaponentity_glowmod = self.glowmod;\r
2547                         }\r
2548 \r
2549                         player_powerups();\r
2550                 }\r
2551 \r
2552                 if (self.deadflag != DEAD_NO)\r
2553                 {\r
2554                         float button_pressed, force_respawn;\r
2555                         if(self.personal && g_race_qualifying)\r
2556                         {\r
2557                                 if(time > self.death_time)\r
2558                                 {\r
2559                                         self.death_time = time + 1; // only retry once a second\r
2560                                         respawn();\r
2561                                         self.impulse = 141;\r
2562                                 }\r
2563                         }\r
2564                         else\r
2565                         {\r
2566                                 if(frametime)\r
2567                                         player_anim();\r
2568                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2569                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2570                                 if (self.deadflag == DEAD_DYING)\r
2571                                 {\r
2572                                         if(force_respawn)\r
2573                                                 self.deadflag = DEAD_RESPAWNING;\r
2574                                         else if(!button_pressed)\r
2575                                                 self.deadflag = DEAD_DEAD;\r
2576                                 }\r
2577                                 else if (self.deadflag == DEAD_DEAD)\r
2578                                 {\r
2579                                         if(button_pressed)\r
2580                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2581                                 }\r
2582                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2583                                 {\r
2584                                         if(!button_pressed)\r
2585                                                 self.deadflag = DEAD_RESPAWNING;\r
2586                                 }\r
2587                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2588                                 {\r
2589                                         if(time > self.death_time)\r
2590                                         {\r
2591                                                 self.death_time = time + 1; // only retry once a second\r
2592                                                 respawn();\r
2593                                         }\r
2594                                 }\r
2595                                 ShowRespawnCountdown();\r
2596                         }\r
2597                         return;\r
2598                 }\r
2599 \r
2600                 if(g_touchexplode)\r
2601                 if(time > self.touchexplode_time)\r
2602                 if(self.classname == "player")\r
2603                 if(self.deadflag == DEAD_NO)\r
2604                 if not(IS_INDEPENDENT_PLAYER(self))\r
2605                 FOR_EACH_PLAYER(other) if(self != other)\r
2606                 {\r
2607                         if(time > other.touchexplode_time)\r
2608                         if(other.classname == "player")\r
2609                         if(other.deadflag == DEAD_NO)\r
2610                         if not(IS_INDEPENDENT_PLAYER(other))\r
2611                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2612                         {\r
2613                                 PlayerTouchExplode(self, other);\r
2614                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2615                         }\r
2616                 }\r
2617 \r
2618                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2619                 {\r
2620                         vector dist;\r
2621 \r
2622                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2623                         dist = self.prevorigin - self.origin;\r
2624                         dist_z = 0;\r
2625                         self.lms_traveled_distance += fabs(vlen(dist));\r
2626 \r
2627                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2628                         {\r
2629                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2630                                 self.lms_traveled_distance = 0;\r
2631                         }\r
2632 \r
2633                         if(time > self.lms_nextcheck)\r
2634                         {\r
2635                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2636                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2637                                 {\r
2638                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2639                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2640                                         // 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
2641                                         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
2642                                 }\r
2643                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2644                                 self.lms_traveled_distance = 0;\r
2645                         }\r
2646                 }\r
2647 \r
2648                 self.prevorigin = self.origin;\r
2649 \r
2650                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2651                 {\r
2652                         if (!self.crouch)\r
2653                         {\r
2654                                 self.crouch = TRUE;\r
2655                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2656                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2657                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2658                         }\r
2659                 }\r
2660                 else\r
2661                 {\r
2662                         if (self.crouch)\r
2663                         {\r
2664                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2665                                 if (!trace_startsolid)\r
2666                                 {\r
2667                                         self.crouch = FALSE;\r
2668                                         self.view_ofs = PL_VIEW_OFS;\r
2669                                         setsize (self, PL_MIN, PL_MAX);\r
2670                                 }\r
2671                         }\r
2672                 }\r
2673 \r
2674                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2675                 {\r
2676                         if(self.bloodloss_timer < time)\r
2677                         {\r
2678                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2679                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2680                         }\r
2681                 }\r
2682 \r
2683                 SetPlayerSize();\r
2684 \r
2685                 FixPlayermodel();\r
2686 \r
2687                 GrabberFrame();\r
2688 \r
2689                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2690                 //if(frametime)\r
2691                 {\r
2692                         self.items &~= self.items_added;\r
2693 \r
2694                         W_WeaponFrame();\r
2695 \r
2696                         self.items_added = 0;\r
2697                         if(self.items & IT_JETPACK)\r
2698                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2699                                         self.items_added |= IT_FUEL;\r
2700 \r
2701                         self.items |= self.items_added;\r
2702                 }\r
2703 \r
2704                 player_regen();\r
2705                 if(frametime)\r
2706                         player_anim();\r
2707 \r
2708                 ctf_setstatus();\r
2709 \r
2710                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2711 \r
2712                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2713         } else if(gameover) {\r
2714                 if (intermission_running)\r
2715                         IntermissionThink ();   // otherwise a button could be missed between\r
2716                 return;\r
2717         } else if(self.classname == "observer") {\r
2718                 ObserverThink();\r
2719         } else if(self.classname == "spectator") {\r
2720                 SpectatorThink();\r
2721         }\r
2722 \r
2723         if(!zoomstate_set)\r
2724                 SetZoomState(self.BUTTON_ZOOM);\r
2725 \r
2726         float oldspectatee_status;\r
2727         oldspectatee_status = self.spectatee_status;\r
2728         if(self.classname == "spectator")\r
2729                 self.spectatee_status = num_for_edict(self.enemy);\r
2730         else if(self.classname == "observer")\r
2731                 self.spectatee_status = num_for_edict(self);\r
2732         else\r
2733                 self.spectatee_status = 0;\r
2734         if(self.spectatee_status != oldspectatee_status)\r
2735         {\r
2736                 ClientData_Touch(self);\r
2737                 if(g_race || g_cts)\r
2738                         race_InitSpectator();\r
2739         }\r
2740 \r
2741         if(self.teamkill_soundtime)\r
2742         if(time > self.teamkill_soundtime)\r
2743         {\r
2744                 self.teamkill_soundtime = 0;\r
2745 \r
2746                 entity oldpusher, oldself;\r
2747 \r
2748                 oldself = self; self = self.teamkill_soundsource;\r
2749                 oldpusher = self.pusher; self.pusher = oldself;\r
2750 \r
2751                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2752 \r
2753                 self.pusher = oldpusher;\r
2754                 self = oldself;\r
2755         }\r
2756 \r
2757         if(self.taunt_soundtime)\r
2758         if(time > self.taunt_soundtime)\r
2759         {\r
2760                 switch(self.taunt_soundtype)\r
2761                 {\r
2762                         case TAUNTTYPE_DEATH:\r
2763                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2764                                 break;\r
2765                         case TAUNTTYPE_VOREPRED:\r
2766                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2767                                 break;\r
2768                         case TAUNTTYPE_VOREPREY:\r
2769                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2770                                 break;\r
2771                         default:\r
2772                                 dprint("Incorrect autotaunt type\n");\r
2773                                 break;\r
2774                 }\r
2775 \r
2776                 self.taunt_soundtime = 0;\r
2777                 self.taunt_soundtype = 0;\r
2778         }\r
2779 \r
2780         target_voicescript_next(self);\r
2781 \r
2782         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2783         if(!self.weapon)\r
2784                 self.clip_load = self.clip_size = 0;\r
2785 }\r
2786 \r
2787 float isInvisibleString(string s)\r
2788 {\r
2789         float i, n, c;\r
2790         s = strdecolorize(s);\r
2791         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2792         {\r
2793                 c = str2chr(s, i);\r
2794                 switch(c)\r
2795                 {\r
2796                         case 0:\r
2797                         case 32: // space\r
2798                                 break;\r
2799                         case 192: // charmap space\r
2800                                 if (!cvar("utf8_enable"))\r
2801                                         break;\r
2802                                 return FALSE;\r
2803                         case 160: // space in unicode fonts\r
2804                         case 0xE000 + 192: // utf8 charmap space\r
2805                                 if (cvar("utf8_enable"))\r
2806                                         break;\r
2807                         default:\r
2808                                 return FALSE;\r
2809                 }\r
2810         }\r
2811         return TRUE;\r
2812 }\r
2813 \r
2814 /*\r
2815 =============\r
2816 PlayerPostThink\r
2817 \r
2818 Called every frame for each client after the physics are run\r
2819 =============\r
2820 */\r
2821 .float idlekick_lasttimeleft;\r
2822 void PlayerPostThink (void)\r
2823 {\r
2824         // Savage: Check for nameless players\r
2825         if (isInvisibleString(self.netname)) {\r
2826                 self.netname = "Player";\r
2827                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2828         }\r
2829 \r
2830         // send the clients accuracy stats to the client\r
2831         if(self.stat_count > 0)\r
2832         if(frametime)\r
2833         {\r
2834                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2835                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2836                 self.stat_count -= 1;\r
2837         }\r
2838 \r
2839 #ifdef UID\r
2840         if(self.uid_kicktime)\r
2841         if(time > self.uid_kicktime)\r
2842         {\r
2843                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2844                 dropclient(self);\r
2845                 return;\r
2846         }\r
2847 #endif\r
2848 \r
2849         if(sv_maxidle && frametime)\r
2850         {\r
2851                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2852                 float timeleft;\r
2853                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2854                 if(timeleft <= 0)\r
2855                 {\r
2856                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2857                         AnnounceTo(self, "terminated");\r
2858                         dropclient(self);\r
2859                         return;\r
2860                 }\r
2861                 else if(timeleft <= 10)\r
2862                 {\r
2863                         if(timeleft != self.idlekick_lasttimeleft)\r
2864                         {\r
2865                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2866                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2867                         }\r
2868                 }\r
2869                 else\r
2870                 {\r
2871                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2872                 }\r
2873                 self.idlekick_lasttimeleft = timeleft;\r
2874         }\r
2875 \r
2876 #ifdef TETRIS\r
2877         if(self.impulse == 100)\r
2878                 ImpulseCommands();\r
2879         if (TetrisPostFrame())\r
2880                 return;\r
2881 #endif\r
2882 \r
2883         CheatFrame();\r
2884 \r
2885         if(self.classname == "player") {\r
2886                 CheckRules_Player();\r
2887                 UpdateChatBubble();\r
2888                 if (self.impulse)\r
2889                         ImpulseCommands();\r
2890                 if (intermission_running)\r
2891                         return;         // intermission or finale\r
2892 \r
2893                 GetPressedKeys();\r
2894         } else if (self.classname == "observer") {\r
2895                 //do nothing\r
2896         } else if (self.classname == "spectator") {\r
2897                 //do nothing\r
2898         }\r
2899 \r
2900         /*\r
2901         float i;\r
2902         for(i = 0; i < 1000; ++i)\r
2903         {\r
2904                 vector end;\r
2905                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
2906                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
2907                 if(trace_fraction < 1)\r
2908                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
2909                 {\r
2910                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
2911                         break;\r
2912                 }\r
2913         }\r
2914         */\r
2915 \r
2916         Arena_Warmup();\r
2917 \r
2918         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
2919 \r
2920         if(self.waypointsprite_attachedforcarrier)\r
2921                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
2922         \r
2923         playerdemo_write();\r
2924 \r
2925         /*\r
2926         if(g_race)\r
2927                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
2928         */\r
2929 }\r