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Tweak several effects and other settings
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
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.iqm";\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 > self.stomach_maxload * 0.75)\r
440                 vore_state = 3;\r
441         else if(self.stomach_load > self.stomach_maxload * 0.5)\r
442                 vore_state = 2;\r
443         else if(self.stomach_load > self.stomach_maxload * 0.25)\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") // 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         float chase;\r
527         chase = other.cvar_chase_active;\r
528 \r
529         if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
530                 other = other.enemy; // also do this for the player we are spectating\r
531 \r
532         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
533         if not(chase || other.classname == "observer") // the observer check prevents a bug\r
534         if(other.predator == self)\r
535         {\r
536                 Client_setmodel(stomachmodel);\r
537                 self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models\r
538                 self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
539                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
540                 return TRUE;\r
541         }\r
542 \r
543         Client_setmodel(setmodel_state());\r
544         self.effects &~= EF_NODEPTHTEST;\r
545         if not(self.stat_eaten)\r
546         {\r
547                 self.alpha = default_player_alpha;\r
548                 if(cvar("g_vore_swallowfade"))\r
549                 if not(other == self && !chase)\r
550                         self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
551         }\r
552         else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
553         {\r
554                 self.alpha = default_player_alpha; // allow seeing neighboring prey\r
555                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
556         }\r
557         else\r
558                 self.alpha = -1; // hide prey\r
559         return TRUE;\r
560 }\r
561 \r
562 /*\r
563 =============\r
564 PutObserverInServer\r
565 \r
566 putting a client as observer in the server\r
567 =============\r
568 */\r
569 void FixPlayermodel();\r
570 void PutObserverInServer (void)\r
571 {\r
572         entity  spot;\r
573 \r
574         race_PreSpawnObserver();\r
575 \r
576         spot = SelectSpawnPoint (TRUE);\r
577         if(!spot)\r
578                 error("No spawnpoints for observers?!?\n");\r
579         RemoveGrabber(self); // Wazat's Grabber\r
580 \r
581         if(clienttype(self) == CLIENTTYPE_REAL)\r
582         {\r
583                 msg_entity = self;\r
584                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
585                 WriteEntity(MSG_ONE, self);\r
586         }\r
587 \r
588         Vore_Disconnect();\r
589         entity e;\r
590         for(e = world; (e = find(e, classname, "consumable")); )\r
591         {\r
592                 // remove consumable items when we spectate\r
593                 if(e.predator == self)\r
594                         Item_Consumable_Remove(e, TRUE);\r
595         }\r
596 \r
597         kh_Key_DropAll(self, TRUE);\r
598 \r
599         if(self.flagcarried)\r
600                 DropFlag(self.flagcarried, world, world);\r
601 \r
602         WaypointSprite_PlayerDead();\r
603 \r
604         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
605                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
606 \r
607         if(self.killcount != -666) {\r
608                 if(g_lms) {\r
609                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
610                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
611                         else\r
612                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
613                 } else\r
614                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
615 \r
616                 if(self.just_joined == FALSE) {\r
617                         LogTeamchange(self.playerid, -1, 4);\r
618                 } else\r
619                         self.just_joined = FALSE;\r
620         }\r
621 \r
622         PlayerScore_Clear(self); // clear scores when needed\r
623 \r
624         self.spectatortime = time;\r
625 \r
626         self.classname = "observer";\r
627         self.iscreature = FALSE;\r
628         self.health = -666;\r
629         self.takedamage = DAMAGE_NO;\r
630         self.solid = SOLID_NOT;\r
631         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
632         self.flags = FL_CLIENT | FL_NOTARGET;\r
633         self.armorvalue = 666;\r
634         self.effects = 0;\r
635         self.armorvalue = cvar("g_balance_armor_start");\r
636         self.pauserotarmor_finished = 0;\r
637         self.pauserothealth_finished = 0;\r
638         self.pauseregenhealth_finished = 0;\r
639         self.pauseregenarmor_finished = 0;\r
640         self.damageforcescale = 0;\r
641         self.death_time = 0;\r
642         self.dead_frame = 0;\r
643         self.alpha = 0;\r
644         self.scale = 0;\r
645         self.fade_time = 0;\r
646         self.pain_frame = 0;\r
647         self.pain_finished = 0;\r
648         self.strength_finished = 0;\r
649         self.invincible_finished = 0;\r
650         self.pushltime = 0;\r
651         self.think = SUB_Null;\r
652         self.nextthink = 0;\r
653         self.grabber_time = 0;\r
654         self.deadflag = DEAD_NO;\r
655         self.angles = spot.angles;\r
656         self.angles_z = 0;\r
657         self.fixangle = TRUE;\r
658         self.crouch = FALSE;\r
659 \r
660         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
661         setorigin (self, spot.origin);\r
662         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
663         self.prevorigin = self.origin;\r
664         self.items = 0;\r
665         self.weapons = 0;\r
666         self.model = "";\r
667         FixPlayermodel();\r
668         self.model = "";\r
669         self.modelindex = 0;\r
670         self.weapon = 0;\r
671         self.weaponmodel = "";\r
672         self.weaponentity = world;\r
673         self.exteriorweaponentity = world;\r
674         self.killcount = -666;\r
675         self.velocity = '0 0 0';\r
676         self.avelocity = '0 0 0';\r
677         self.punchangle = '0 0 0';\r
678         self.punchvector = '0 0 0';\r
679         self.oldvelocity = self.velocity;\r
680         self.fire_endtime = -1;\r
681 \r
682         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
683 \r
684         if(g_arena)\r
685         {\r
686                 if(self.version_mismatch)\r
687                 {\r
688                         Spawnqueue_Unmark(self);\r
689                         Spawnqueue_Remove(self);\r
690                 }\r
691                 else\r
692                 {\r
693                         Spawnqueue_Insert(self);\r
694                 }\r
695         }\r
696         else if(g_lms)\r
697         {\r
698                 // Only if the player cannot play at all\r
699                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
700                         self.frags = FRAGS_SPECTATOR;\r
701                 else\r
702                         self.frags = FRAGS_LMS_LOSER;\r
703         }\r
704         else\r
705                 self.frags = FRAGS_SPECTATOR;\r
706 }\r
707 \r
708 float RestrictSkin(float s)\r
709 {\r
710         if(!teams_matter)\r
711                 return s;\r
712         if(s == 6)\r
713                 return 6;\r
714         return mod(s, 3);\r
715 }\r
716 \r
717 void FixPlayermodel()\r
718 {\r
719         local string defaultmodel;\r
720         local float defaultskin, chmdl, oldskin;\r
721         local vector m1, m2;\r
722 \r
723         defaultmodel = "";\r
724 \r
725         if(cvar("sv_defaultcharacter") == 1) {\r
726                 defaultskin = 0;\r
727 \r
728                 if(teams_matter)\r
729                 {\r
730                         string s;\r
731                         s = Team_ColorNameLowerCase(self.team);\r
732                         if(s != "neutral")\r
733                         {\r
734                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
735                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
736                         }\r
737                 }\r
738 \r
739                 if(defaultmodel == "")\r
740                 {\r
741                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
742                         defaultskin = cvar("sv_defaultplayerskin");\r
743                 }\r
744         }\r
745 \r
746         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
747         {\r
748                 if(self.model != "")\r
749                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
750                 self.model = ""; // force the != checks to return true\r
751         }\r
752 \r
753         if(defaultmodel != "")\r
754         {\r
755                 if (defaultmodel != self.model)\r
756                 {\r
757                         m1 = self.mins;\r
758                         m2 = self.maxs;\r
759                         setmodel_apply (defaultmodel, TRUE);\r
760                         setsize (self, m1, m2);\r
761                         chmdl = TRUE;\r
762                 }\r
763 \r
764                 oldskin = self.skinindex;\r
765                 self.skinindex = defaultskin;\r
766         } else {\r
767                 if (self.model == "")\r
768                 {\r
769                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
770                         m1 = self.mins;\r
771                         m2 = self.maxs;\r
772                         setmodel_apply (self.playermodel, TRUE);\r
773                         setsize (self, m1, m2);\r
774                         chmdl = TRUE;\r
775                 }\r
776                 // update player sounds if we changed model\r
777                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
778                         UpdatePlayerSounds();\r
779 \r
780                 oldskin = self.skinindex;\r
781                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
782         }\r
783 \r
784         if(chmdl || oldskin != self.skinindex)\r
785                 self.species = player_getspecies(); // model or skin has changed\r
786 \r
787         if(!teams_matter)\r
788                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
789                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
790                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
791 }\r
792 \r
793 void PlayerTouchExplode(entity p1, entity p2)\r
794 {\r
795         vector org;\r
796         org = (p1.origin + p2.origin) * 0.5;\r
797         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
798 \r
799         te_explosion(org);\r
800 \r
801         entity e;\r
802         e = spawn();\r
803         setorigin(e, org);\r
804         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
805         remove(e);\r
806 }\r
807 \r
808 /*\r
809 =============\r
810 PutClientInServer\r
811 \r
812 Called when a client spawns in the server\r
813 =============\r
814 */\r
815 //void() ctf_playerchanged;\r
816 void PutClientInServer (void)\r
817 {\r
818         entity e;\r
819 \r
820         if(clienttype(self) == CLIENTTYPE_BOT)\r
821         {\r
822                 self.classname = "player";\r
823         }\r
824         else if(clienttype(self) == CLIENTTYPE_REAL)\r
825         {\r
826                 msg_entity = self;\r
827                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
828                 WriteEntity(MSG_ONE, self);\r
829         }\r
830 \r
831         // player is dead and becomes observer\r
832         // FIXME fix LMS scoring for new system\r
833         if(g_lms)\r
834         {\r
835                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
836                         self.classname = "observer";\r
837         }\r
838 \r
839         if(g_arena || (g_ca && !allowed_to_spawn))\r
840         if(!self.spawned)\r
841                 self.classname = "observer";\r
842 \r
843         if(gameover)\r
844                 self.classname = "observer";\r
845 \r
846         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
847                 entity spot, oldself;\r
848                 float j;\r
849 \r
850                 if(self.team < 0)\r
851                         JoinBestTeam(self, FALSE, TRUE);\r
852 \r
853                 race_PreSpawn();\r
854 \r
855                 spot = SelectSpawnPoint (FALSE);\r
856                 if(!spot)\r
857                 {\r
858                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
859                         return; // spawn failed\r
860                 }\r
861 \r
862                 RemoveGrabber(self); // Wazat's Grabber\r
863 \r
864                 Vore_Disconnect();\r
865                 self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
866                 for(e = world; (e = find(e, classname, "consumable")); )\r
867                 {\r
868                         // remove consumable items when we respawn\r
869                         if(e.predator == self)\r
870                                 Item_Consumable_Remove(e, FALSE);\r
871                 }\r
872 \r
873                 self.classname = "player";\r
874                 self.wasplayer = TRUE;\r
875                 self.iscreature = TRUE;\r
876                 self.movetype = MOVETYPE_WALK;\r
877                 if(cvar("g_player_colisions"))\r
878                         self.solid = SOLID_SLIDEBOX;\r
879                 else\r
880                         self.solid = SOLID_CORPSE;\r
881                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
882                 if(cvar("g_playerclip_collisions"))\r
883                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
884                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
885                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
886                 self.frags = FRAGS_PLAYER;\r
887                 if(independent_players)\r
888                         MAKE_INDEPENDENT_PLAYER(self);\r
889                 self.flags = FL_CLIENT;\r
890                 self.takedamage = DAMAGE_AIM;\r
891                 self.effects = 0;\r
892                 self.air_finished = time + 12;\r
893                 self.dmg = 2;\r
894 \r
895                 if(inWarmupStage)\r
896                 {\r
897                         self.ammo_fuel = warmup_start_ammo_fuel;\r
898                         self.health = warmup_start_health;\r
899                         self.armorvalue = warmup_start_armorvalue;\r
900                         self.weapons = warmup_start_weapons;\r
901                 }\r
902                 else\r
903                 {\r
904                         self.ammo_fuel = start_ammo_fuel;\r
905                         self.health = start_health;\r
906                         self.armorvalue = start_armorvalue;\r
907                         self.weapons = start_weapons;\r
908                 }\r
909 \r
910                 self.items = start_items;\r
911                 self.switchweapon = w_getbestweapon(self);\r
912                 self.cnt = self.switchweapon;\r
913                 self.weapon = 0;\r
914 \r
915                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
916                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
917                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
918                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
919                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
920                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
921                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
922                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
923                         self.spawnshieldtime += game_starttime - time;\r
924                         self.pauserotarmor_finished += game_starttime - time;\r
925                         self.pauserothealth_finished += game_starttime - time;\r
926                         self.pauseregenhealth_finished += game_starttime - time;\r
927                         self.pauseregenarmor_finished += game_starttime - time;\r
928                 }\r
929                 self.damageforcescale = 2;\r
930                 self.death_time = 0;\r
931                 self.dead_frame = 0;\r
932                 self.alpha = 0;\r
933                 self.scale = 0;\r
934                 self.fade_time = 0;\r
935                 self.pain_frame = 0;\r
936                 self.pain_finished = 0;\r
937                 self.strength_finished = 0;\r
938                 self.invincible_finished = 0;\r
939                 self.pushltime = 0;\r
940                 // players have no think function\r
941                 self.think = SUB_Null;\r
942                 self.nextthink = 0;\r
943                 self.grabber_time = 0;\r
944                 self.dmg_team = 0;\r
945 \r
946                 self.deadflag = DEAD_NO;\r
947                 self.stomach_load = 0;\r
948                 self.angles = spot.angles;\r
949 \r
950                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
951                 self.fixangle = TRUE; // turn this way immediately\r
952                 self.leanangle_damage_force = '0 0 0';\r
953                 self.velocity = '0 0 0';\r
954                 self.avelocity = '0 0 0';\r
955                 self.punchangle = '0 0 0';\r
956                 self.punchvector = '0 0 0';\r
957                 self.oldvelocity = self.velocity;\r
958                 self.fire_endtime = -1;\r
959 \r
960                 msg_entity = self;\r
961                 WRITESPECTATABLE_MSG_ONE({\r
962                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
963                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
964                 });\r
965 \r
966                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
967 \r
968                 self.model = "";\r
969                 FixPlayermodel();\r
970 \r
971                 self.crouch = FALSE;\r
972                 self.view_ofs = PL_VIEW_OFS;\r
973                 setsize (self, PL_MIN, PL_MAX);\r
974                 self.spawnorigin = spot.origin;\r
975                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
976                 // don't reset back to last position, even if new position is stuck in solid\r
977                 self.oldorigin = self.origin;\r
978                 self.prevorigin = self.origin;\r
979                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
980 \r
981                 if(g_arena)\r
982                 {\r
983                         Spawnqueue_Remove(self);\r
984                         Spawnqueue_Mark(self);\r
985                 }\r
986 \r
987                 else if(g_ca)\r
988                         self.caplayer = 1;\r
989 \r
990                 self.event_damage = PlayerDamage;\r
991 \r
992                 self.bot_attack = TRUE;\r
993 \r
994                 self.statdraintime = time + 5;\r
995                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
996 \r
997                 if(self.killcount == -666) {\r
998                         PlayerScore_Clear(self);\r
999                         self.killcount = 0;\r
1000                 }\r
1001 \r
1002                 CL_SpawnWeaponentity();\r
1003                 self.alpha = default_player_alpha;\r
1004                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
1005                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
1006 \r
1007                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
1008                 self.lms_traveled_distance = 0;\r
1009                 self.speedrunning = FALSE;\r
1010 \r
1011                 race_PostSpawn(spot);\r
1012 \r
1013                 if(cvar("spawn_debug"))\r
1014                 {\r
1015                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
1016                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
1017                 }\r
1018 \r
1019                 //stuffcmd(self, "chase_active 0");\r
1020                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
1021 \r
1022                 if (cvar("g_spawnsound"))\r
1023                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
1024                 pointparticles(particleeffectnum("player_respawn"), self.origin, '0 0 0', 1);\r
1025 \r
1026                 if(g_assault) {\r
1027                         if(self.team == assault_attacker_team)\r
1028                                 centerprint(self, "You are attacking!");\r
1029                         else\r
1030                                 centerprint(self, "You are defending!");\r
1031                 }\r
1032 \r
1033                 target_voicescript_clear(self);\r
1034 \r
1035                 // reset fields the weapons may use\r
1036         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1037                 {\r
1038             weapon_action(j, WR_RESETPLAYER);\r
1039 \r
1040                         // all weapons must be fully loaded when we spawn\r
1041                         e = get_weaponinfo(j);\r
1042                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1043                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1044                 }\r
1045 \r
1046                 oldself = self;\r
1047                 self = spot;\r
1048                         activator = oldself;\r
1049                                 SUB_UseTargets();\r
1050                         activator = world;\r
1051                 self = oldself;\r
1052         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1053                 PutObserverInServer ();\r
1054         }\r
1055 \r
1056         //if(g_ctf)\r
1057         //      ctf_playerchanged();\r
1058 }\r
1059 \r
1060 float ClientInit_SendEntity(entity to, float sf)\r
1061 {\r
1062         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1063         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1064         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1065         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1066 \r
1067         if(sv_foginterval && world.fog != "")\r
1068                 WriteString(MSG_ENTITY, world.fog);\r
1069         else\r
1070                 WriteString(MSG_ENTITY, "");\r
1071         WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
1072         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1073         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1074 \r
1075         WriteShort(MSG_ENTITY, cvar("g_vore"));\r
1076         if(cvar("g_healthsize"))\r
1077                 WriteShort(MSG_ENTITY, cvar("g_healthsize_center"));\r
1078         else\r
1079                 WriteShort(MSG_ENTITY, -1); // healthsize is disabled\r
1080         WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
1081         WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
1082 \r
1083         // tell the client if this server uses armor\r
1084         float armor_max;\r
1085         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
1086                 armor_max = cvar("g_balance_armor_limit");\r
1087         WriteCoord(MSG_ENTITY, armor_max);\r
1088 \r
1089         float teamheal_max;\r
1090         if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
1091                 teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
1092         WriteCoord(MSG_ENTITY, teamheal_max);\r
1093 \r
1094         WriteShort(MSG_ENTITY, cvar("g_power"));\r
1095         WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
1096         WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn"));\r
1097 \r
1098         return TRUE;\r
1099 }\r
1100 \r
1101 void ClientInit_Spawn()\r
1102 {\r
1103         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1104 }\r
1105 \r
1106 /*\r
1107 =============\r
1108 SetNewParms\r
1109 =============\r
1110 */\r
1111 void SetNewParms (void)\r
1112 {\r
1113         // initialize parms for a new player\r
1114         parm1 = -(86400 * 366);\r
1115 }\r
1116 \r
1117 /*\r
1118 =============\r
1119 SetChangeParms\r
1120 =============\r
1121 */\r
1122 void SetChangeParms (void)\r
1123 {\r
1124         // save parms for level change\r
1125         parm1 = self.parm_idlesince - time;\r
1126 }\r
1127 \r
1128 /*\r
1129 =============\r
1130 DecodeLevelParms\r
1131 =============\r
1132 */\r
1133 void DecodeLevelParms (void)\r
1134 {\r
1135         // load parms\r
1136         self.parm_idlesince = parm1;\r
1137         if(self.parm_idlesince == -(86400 * 366))\r
1138                 self.parm_idlesince = time;\r
1139 \r
1140         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1141         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1142 }\r
1143 \r
1144 /*\r
1145 =============\r
1146 ClientKill\r
1147 \r
1148 Called when a client types 'kill' in the console\r
1149 =============\r
1150 */\r
1151 \r
1152 .float clientkill_nexttime;\r
1153 void ClientKill_Now_TeamChange()\r
1154 {\r
1155         if(self.killindicator_teamchange == -1)\r
1156         {\r
1157                 self.team = -1;\r
1158                 JoinBestTeam( self, FALSE, FALSE );\r
1159         }\r
1160         else if(self.killindicator_teamchange == -2)\r
1161         {\r
1162                 if(g_ca)\r
1163                         self.caplayer = 0;\r
1164                 if(blockSpectators)\r
1165                         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
1166                 PutObserverInServer();\r
1167         }\r
1168         else\r
1169                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1170 }\r
1171 \r
1172 void ClientKill_Now()\r
1173 {       \r
1174         if(self.killindicator && !wasfreed(self.killindicator))\r
1175         remove(self.killindicator);\r
1176         \r
1177         self.killindicator = world;\r
1178 \r
1179         if(self.killindicator_teamchange)\r
1180                 ClientKill_Now_TeamChange();\r
1181 \r
1182         // in any case:\r
1183         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1184 \r
1185         // now I am sure the player IS dead\r
1186 }\r
1187 void KillIndicator_Think()\r
1188 {\r
1189         if (!self.owner.modelindex)\r
1190         {\r
1191                 self.owner.killindicator = world;\r
1192                 remove(self);\r
1193                 return;\r
1194         }\r
1195 \r
1196         if(self.cnt <= 0)\r
1197         {\r
1198                 self = self.owner;\r
1199                 ClientKill_Now(); // no oldself needed\r
1200                 return;\r
1201         }\r
1202     else if(g_cts && self.health == 1) // health == 1 means that it's silent\r
1203     {\r
1204         self.nextthink = time + 1;\r
1205         self.cnt -= 1;\r
1206     }\r
1207         else\r
1208         {\r
1209                 if(self.cnt <= 10)\r
1210                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1211                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1212                 {\r
1213                         if(self.cnt <= 10)\r
1214                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1215                         if(self.owner.killindicator_teamchange)\r
1216                         {\r
1217                                 if(self.owner.killindicator_teamchange == -1)\r
1218                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1219                                 else if(self.owner.killindicator_teamchange == -2)\r
1220                                         centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));\r
1221                                 else\r
1222                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1223                         }\r
1224                         else\r
1225                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1226                 }\r
1227                 self.nextthink = time + 1;\r
1228                 self.cnt -= 1;\r
1229         }\r
1230 }\r
1231 \r
1232 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec\r
1233 {\r
1234         float killtime;\r
1235         entity e;\r
1236         killtime = cvar("g_balance_kill_delay");\r
1237 \r
1238         if(g_race_qualifying || g_cts)\r
1239                 killtime = 0;\r
1240 \r
1241     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill\r
1242     {\r
1243                 remove(self.killindicator);\r
1244                 self.killindicator = world;\r
1245 \r
1246         ClientKill_Now(); // allow instant kill in this case\r
1247         return;\r
1248     }\r
1249 \r
1250         self.killindicator_teamchange = targetteam;\r
1251 \r
1252     if(!self.killindicator)\r
1253         {\r
1254                 if(self.modelindex && self.deadflag == DEAD_NO)\r
1255                 {\r
1256                         killtime = max(killtime, self.clientkill_nexttime - time);\r
1257                         self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam");\r
1258                 }\r
1259 \r
1260                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1261                 {\r
1262                         ClientKill_Now();\r
1263                 }\r
1264                 else\r
1265                 {\r
1266                         self.killindicator = spawn();\r
1267                         self.killindicator.owner = self;\r
1268                         self.killindicator.scale = 0.5;\r
1269                         setattachment(self.killindicator, self, "");\r
1270                         setorigin(self.killindicator, '0 0 52');\r
1271                         self.killindicator.think = KillIndicator_Think;\r
1272                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1273                         self.killindicator.cnt = ceil(killtime);\r
1274                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1275                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1276 \r
1277                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1278                         {\r
1279                                 if(e.enemy != self)\r
1280                                         continue;\r
1281                                 e.killindicator = spawn();\r
1282                                 e.killindicator.owner = e;\r
1283                                 e.killindicator.scale = 0.5;\r
1284                                 setattachment(e.killindicator, e, "");\r
1285                                 setorigin(e.killindicator, '0 0 52');\r
1286                                 e.killindicator.think = KillIndicator_Think;\r
1287                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1288                                 e.killindicator.cnt = ceil(killtime);\r
1289                         }\r
1290                         self.lip = 0;\r
1291                 }\r
1292         }\r
1293         if(self.killindicator)\r
1294         {\r
1295                 if(targetteam == 0) // just die\r
1296                         self.killindicator.colormod = '0 0 0';\r
1297                 else if(targetteam == -1) // auto\r
1298                         self.killindicator.colormod = '0 1 0';\r
1299                 else if(targetteam == -2) // spectate\r
1300                         self.killindicator.colormod = '0.5 0.5 0.5';\r
1301                 else\r
1302                         self.killindicator.colormod = TeamColor(targetteam);\r
1303         }\r
1304 }\r
1305 \r
1306 void ClientKill (void)\r
1307 {\r
1308         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
1309         {\r
1310                 // do nothing\r
1311         }\r
1312         else\r
1313                 ClientKill_TeamChange(0);\r
1314 }\r
1315 \r
1316 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
1317 {\r
1318     e.killindicator = spawn();\r
1319     e.killindicator.owner = e;\r
1320     e.killindicator.think = KillIndicator_Think;\r
1321     e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1322     e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay"));\r
1323     e.killindicator.health = 1; // this is used to indicate that it should be silent\r
1324     e.lip = 0;\r
1325 }\r
1326 \r
1327 void DoTeamChange(float destteam)\r
1328 {\r
1329         float t, c0;\r
1330         if(!teamplay)\r
1331         {\r
1332                 if(destteam >= 0)\r
1333                         SetPlayerColors(self, destteam);\r
1334                 return;\r
1335         }\r
1336         if(self.classname == "player")\r
1337         if(destteam == -1)\r
1338         {\r
1339                 CheckAllowedTeams(self);\r
1340                 t = FindSmallestTeam(self, TRUE);\r
1341                 switch(self.team)\r
1342                 {\r
1343                         case COLOR_TEAM1: c0 = c1; break;\r
1344                         case COLOR_TEAM2: c0 = c2; break;\r
1345                         case COLOR_TEAM3: c0 = c3; break;\r
1346                         case COLOR_TEAM4: c0 = c4; break;\r
1347                         default:          c0 = 999;\r
1348                 }\r
1349                 switch(t)\r
1350                 {\r
1351                         case 1:\r
1352                                 if(c0 > c1)\r
1353                                         destteam = COLOR_TEAM1;\r
1354                                 break;\r
1355                         case 2:\r
1356                                 if(c0 > c2)\r
1357                                         destteam = COLOR_TEAM2;\r
1358                                 break;\r
1359                         case 3:\r
1360                                 if(c0 > c3)\r
1361                                         destteam = COLOR_TEAM3;\r
1362                                 break;\r
1363                         case 4:\r
1364                                 if(c0 > c4)\r
1365                                         destteam = COLOR_TEAM4;\r
1366                                 break;\r
1367                 }\r
1368                 if(destteam == -1)\r
1369                         return;\r
1370         }\r
1371         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1372                 return;\r
1373         ClientKill_TeamChange(destteam);\r
1374 }\r
1375 \r
1376 void FixClientCvars(entity e)\r
1377 {\r
1378         // send prediction settings to the client\r
1379         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1380         if(g_race || g_cts)\r
1381                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1382         if(cvar("g_antilag") == 3) // client side hitscan\r
1383                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1384                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1385         /*\r
1386          * we no longer need to stuff this. Remove this comment block if you feel\r
1387          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1388         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1389         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1390         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1391         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1392         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1393         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1394         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1395         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1396         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1397         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1398         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1399         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1400         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1401          */\r
1402 }\r
1403 \r
1404 /*\r
1405 =============\r
1406 ClientConnect\r
1407 \r
1408 Called when a client connects to the server\r
1409 =============\r
1410 */\r
1411 //void ctf_clientconnect();\r
1412 string ColoredTeamName(float t);\r
1413 void DecodeLevelParms (void);\r
1414 //void dom_player_join_team(entity pl);\r
1415 #ifdef UID\r
1416 .float uid_kicktime;\r
1417 .string uid;\r
1418 #endif\r
1419 void ClientConnect (void)\r
1420 {\r
1421         float t;\r
1422 \r
1423         if(self.flags & FL_CLIENT)\r
1424         {\r
1425                 print("Warning: ClientConnect, but already connected!\n");\r
1426                 return;\r
1427         }\r
1428 \r
1429         if(Ban_MaybeEnforceBan(self))\r
1430                 return;\r
1431 \r
1432         DecodeLevelParms();\r
1433 \r
1434         self.classname = "player_joining";\r
1435 \r
1436         self.flags = FL_CLIENT;\r
1437         self.version_nagtime = time + 10 + random() * 10;\r
1438 \r
1439         if(player_count<0)\r
1440         {\r
1441                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1442                 player_count = 0;\r
1443         }\r
1444 \r
1445         PlayerScore_Attach(self);\r
1446         ClientData_Attach();\r
1447 \r
1448         bot_clientconnect();\r
1449 \r
1450         playerdemo_init();\r
1451 \r
1452         anticheat_init();\r
1453         \r
1454         race_PreSpawnObserver();\r
1455 \r
1456         //if(g_domination)\r
1457         //      dom_player_join_team(self);\r
1458 \r
1459         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1460 \r
1461         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1462                 self.classname = "observer";\r
1463         } else {\r
1464                 if(teams_matter)\r
1465                 {\r
1466                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1467                         {\r
1468                                 self.classname = "player";\r
1469                                 campaign_bots_may_start = 1;\r
1470                         }\r
1471                         else\r
1472                         {\r
1473                                 self.classname = "observer"; // do it anyway\r
1474                         }\r
1475                 }\r
1476                 else\r
1477                 {\r
1478                         self.classname = "player";\r
1479                         campaign_bots_may_start = 1;\r
1480                 }\r
1481         }\r
1482 \r
1483         self.playerid = (playerid_last = playerid_last + 1);\r
1484 \r
1485         if(cvar("sv_eventlog"))\r
1486                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1487 \r
1488         LogTeamchange(self.playerid, self.team, 1);\r
1489 \r
1490         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1491 \r
1492         self.netname_previous = strzone(self.netname);\r
1493 \r
1494         bprint("^4", self.netname, "^4 connected");\r
1495 \r
1496         if(self.classname != "observer" && (g_domination || g_ctf))\r
1497                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1498 \r
1499         bprint("\n");\r
1500 \r
1501         self.welcomemessage_time = 0;\r
1502 \r
1503         stuffcmd(self, strcat(clientstuff, "\n"));\r
1504         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1505         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1506 \r
1507         FixClientCvars(self);\r
1508 \r
1509         // spawnfunc_waypoint sprites\r
1510         WaypointSprite_InitClient(self);\r
1511 \r
1512         // Wazat's grabber\r
1513         SetGrabberBindings();\r
1514 \r
1515         // get autoswitch state from player when he toggles it\r
1516         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1517 \r
1518         // get version info from player\r
1519         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1520 \r
1521         // get other cvars from player\r
1522         GetCvars(0);\r
1523 \r
1524         // set cvar for team scoreboard\r
1525         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1526 \r
1527         // notify about available teams\r
1528         if(teams_matter)\r
1529         {\r
1530                 CheckAllowedTeams(self);\r
1531                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1532                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1533         }\r
1534         else\r
1535                 stuffcmd(self, "set _teams_available 0\n");\r
1536 \r
1537         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1538 \r
1539         if(g_arena || g_ca)\r
1540         {\r
1541                 self.classname = "observer";\r
1542                 if(g_arena)\r
1543                         Spawnqueue_Insert(self);\r
1544         }\r
1545         /*else if(g_ctf)\r
1546         {\r
1547                 ctf_clientconnect();\r
1548         }*/\r
1549 \r
1550         attach_entcs();\r
1551 \r
1552         bot_relinkplayerlist();\r
1553 \r
1554         self.spectatortime = time;\r
1555         if(blockSpectators)\r
1556         {\r
1557                 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
1558         }\r
1559 \r
1560         self.jointime = time;\r
1561         self.allowedTimeouts = cvar("sv_timeout_number");\r
1562 \r
1563         if(clienttype(self) == CLIENTTYPE_REAL)\r
1564         {\r
1565                 if(cvar("g_bugrigs"))\r
1566                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1567         }\r
1568 \r
1569         if(g_lms)\r
1570         {\r
1571                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1572                 {\r
1573                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1574                         self.frags = FRAGS_SPECTATOR;\r
1575                 }\r
1576         }\r
1577 \r
1578         if(!sv_foginterval && world.fog != "")\r
1579                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1580 \r
1581         SoundEntity_Attach(self);\r
1582 \r
1583         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1584         {\r
1585                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1586                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1587         }\r
1588         else\r
1589                 self.hitplotfh = -1;\r
1590 \r
1591 #ifdef UID\r
1592         if(clienttype(self) == CLIENTTYPE_REAL)\r
1593         if not(self.uid)\r
1594                 self.uid_kicktime = time + 60;\r
1595 #endif\r
1596 \r
1597         if(g_race || g_cts) {\r
1598                 string rr;\r
1599                 if(g_cts)\r
1600                         rr = CTS_RECORD;\r
1601                 else\r
1602                         rr = RACE_RECORD;\r
1603                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1604 \r
1605                 race_send_recordtime(MSG_ONE);\r
1606                 race_send_speedaward(MSG_ONE);\r
1607 \r
1608                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1609                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1610                 race_send_speedaward_alltimebest(MSG_ONE);\r
1611 \r
1612                 float i;\r
1613                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1614                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1615                 }\r
1616         }\r
1617         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1618                 send_CSQC_teamnagger();\r
1619 \r
1620         CheatInitClient();\r
1621 }\r
1622 \r
1623 /*\r
1624 =============\r
1625 ClientDisconnect\r
1626 \r
1627 Called when a client disconnects from the server\r
1628 =============\r
1629 */\r
1630 .entity chatbubbleentity;\r
1631 void ReadyCount();\r
1632 void ClientDisconnect (void)\r
1633 {\r
1634         if not(self.flags & FL_CLIENT)\r
1635         {\r
1636                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1637                 return;\r
1638         }\r
1639 \r
1640         Vore_Disconnect();\r
1641         entity e;\r
1642         for(e = world; (e = find(e, classname, "consumable")); )\r
1643         {\r
1644                 // remove consumable items when we disconnect\r
1645                 if(e.predator == self)\r
1646                         Item_Consumable_Remove(e, TRUE);\r
1647         }\r
1648 \r
1649         CheatShutdownClient();\r
1650 \r
1651         if(self.hitplotfh >= 0)\r
1652         {\r
1653                 fclose(self.hitplotfh);\r
1654                 self.hitplotfh = -1;\r
1655         }\r
1656 \r
1657         anticheat_report();\r
1658         anticheat_shutdown();\r
1659 \r
1660         playerdemo_shutdown();\r
1661 \r
1662         bot_clientdisconnect();\r
1663 \r
1664         if(self.entcs)\r
1665                 detach_entcs();\r
1666 \r
1667         if(cvar("sv_eventlog"))\r
1668                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1669         bprint ("^4",self.netname);\r
1670         bprint ("^4 disconnected\n");\r
1671 \r
1672         SoundEntity_Detach(self);\r
1673 \r
1674         kh_Key_DropAll(self, TRUE);\r
1675 \r
1676         if(self.flagcarried)\r
1677                 DropFlag(self.flagcarried, world, world);\r
1678         // Here, everything has been done that requires this player to be a client.\r
1679 \r
1680         self.flags &~= FL_CLIENT;\r
1681 \r
1682         if (self.chatbubbleentity)\r
1683                 remove (self.chatbubbleentity);\r
1684 \r
1685         if (self.killindicator)\r
1686                 remove (self.killindicator);\r
1687 \r
1688         WaypointSprite_PlayerGone();\r
1689 \r
1690         bot_relinkplayerlist();\r
1691 \r
1692         if(g_arena)\r
1693         {\r
1694                 Spawnqueue_Unmark(self);\r
1695                 Spawnqueue_Remove(self);\r
1696         }\r
1697 \r
1698         ClientData_Detach();\r
1699         PlayerScore_Detach(self);\r
1700 \r
1701         if(self.netname_previous)\r
1702                 strunzone(self.netname_previous);\r
1703         if(self.clientstatus)\r
1704                 strunzone(self.clientstatus);\r
1705 \r
1706         ClearPlayerSounds();\r
1707 \r
1708         if(self.personal)\r
1709                 remove(self.personal);\r
1710 \r
1711         self.playerid = 0;\r
1712         ReadyCount();\r
1713 \r
1714         // free cvars\r
1715         GetCvars(-1);\r
1716 }\r
1717 \r
1718 .float BUTTON_CHAT;\r
1719 void ChatBubbleThink()\r
1720 {\r
1721         self.nextthink = time;\r
1722         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1723         {\r
1724                 if(self.owner) // but why can that ever be world?\r
1725                         self.owner.chatbubbleentity = world;\r
1726                 remove(self);\r
1727                 return;\r
1728         }\r
1729         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten)\r
1730 #ifdef TETRIS\r
1731                 || self.owner.tetris_on\r
1732 #endif\r
1733         )\r
1734                 self.model = self.mdl;\r
1735         else\r
1736                 self.model = "";\r
1737 };\r
1738 \r
1739 void UpdateChatBubble()\r
1740 {\r
1741         if (!self.modelindex)\r
1742                 return;\r
1743         // spawn a chatbubble entity if needed\r
1744         if (!self.chatbubbleentity)\r
1745         {\r
1746                 self.chatbubbleentity = spawn();\r
1747                 self.chatbubbleentity.owner = self;\r
1748                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1749                 self.chatbubbleentity.think = ChatBubbleThink;\r
1750                 self.chatbubbleentity.nextthink = time;\r
1751                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1752                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1753                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1754                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1755                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1756                 self.chatbubbleentity.model = "";\r
1757                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1758         }\r
1759 }\r
1760 \r
1761 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1762 // added to the model skins\r
1763 /*void UpdateColorModHack()\r
1764 {\r
1765         local float c;\r
1766         c = self.clientcolors & 15;\r
1767         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1768              if (!teams_matter) self.colormod = '0 0 0';\r
1769         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1770         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1771         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1772         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1773         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1774         else self.colormod = '1 1 1';\r
1775 };*/\r
1776 \r
1777 .float oldcolormap;\r
1778 void respawn(void)\r
1779 {\r
1780         // don't allow respawing if the prey is still digesting\r
1781         if(cvar("g_balance_vore_digestion_limit_blockrespawn"))\r
1782         if(self.predator.digesting && self.health > cvar("g_balance_vore_digestion_limit"))\r
1783                 return;\r
1784 \r
1785         setmodel(self, self.playermodel); // prevents an issue with dead predators\r
1786         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1787         {\r
1788                 self.solid = SOLID_NOT;\r
1789                 self.takedamage = DAMAGE_NO;\r
1790                 self.movetype = MOVETYPE_FLY;\r
1791                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1792                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1793                 self.effects |= EF_ADDITIVE;\r
1794                 self.oldcolormap = self.colormap;\r
1795                 self.colormap = 512;\r
1796                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1797                 if(cvar("g_respawn_ghosts_maxtime"))\r
1798                         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
1799         }\r
1800 \r
1801         CopyBody(1);\r
1802         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1803         if(self.oldcolormap)\r
1804         {\r
1805                 self.colormap = self.oldcolormap;\r
1806                 self.oldcolormap = 0;\r
1807         }\r
1808         PutClientInServer();\r
1809 }\r
1810 \r
1811 void play_countdown(float finished, string samp)\r
1812 {\r
1813         if(clienttype(self) == CLIENTTYPE_REAL)\r
1814                 if(floor(finished - time - frametime) != floor(finished - time))\r
1815                         if(finished - time < 6)\r
1816                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1817 }\r
1818 \r
1819 /**\r
1820  * When sv_timeout is used this function returs strings like\r
1821  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1822  * Called by centerprint functions\r
1823  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1824  */\r
1825 string getTimeoutText(float addOneSecond) {\r
1826         if (!cvar("sv_timeout") || !timeoutStatus)\r
1827                 return "";\r
1828 \r
1829         local string retStr;\r
1830         if (timeoutStatus == 1) {\r
1831                 if (addOneSecond == 1) {\r
1832                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1833                 }\r
1834                 else {\r
1835                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1836                 }\r
1837                 return retStr;\r
1838         }\r
1839         else if (timeoutStatus == 2) {\r
1840                 if (addOneSecond) {\r
1841                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1842                         //don't show messages like "Timeout ends in 0 seconds"...\r
1843                         if ((remainingTimeoutTime + 1) > 0)\r
1844                                 return retStr;\r
1845                         else\r
1846                                 return "";\r
1847                 }\r
1848                 else {\r
1849                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1850                         //don't show messages like "Timeout ends in 0 seconds"...\r
1851                         if (remainingTimeoutTime > 0)\r
1852                                 return retStr;\r
1853                         else\r
1854                                 return "";\r
1855                 }\r
1856         }\r
1857         else return "";\r
1858 }\r
1859 \r
1860 void player_powerups (void)\r
1861 {\r
1862         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1863         {\r
1864                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1865                 self.modelflags |= MF_ROCKET;\r
1866         }\r
1867         else\r
1868         {\r
1869                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1870                 self.modelflags &~= MF_ROCKET;\r
1871         }\r
1872 \r
1873         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1874 \r
1875         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1876                 return;\r
1877         \r
1878         Fire_ApplyDamage(self);\r
1879         Fire_ApplyEffect(self);\r
1880 \r
1881         if (self.items & IT_STRENGTH)\r
1882         {\r
1883                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1884                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1885                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1886                 {\r
1887                         self.items = self.items - (self.items & IT_STRENGTH);\r
1888                         sprint(self, "^3Strength has worn off\n");\r
1889                 }\r
1890         }\r
1891         else\r
1892         {\r
1893                 if (time < self.strength_finished)\r
1894                 {\r
1895                         self.items = self.items | IT_STRENGTH;\r
1896                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1897                 }\r
1898         }\r
1899         if (self.items & IT_INVINCIBLE)\r
1900         {\r
1901                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1902                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1903                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1904                 {\r
1905                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1906                         sprint(self, "^3Shield has worn off\n");\r
1907                 }\r
1908         }\r
1909         else\r
1910         {\r
1911                 if (time < self.invincible_finished)\r
1912                 {\r
1913                         self.items = self.items | IT_INVINCIBLE;\r
1914                         sprint(self, "^3Shield surrounds you\n");\r
1915                 }\r
1916         }\r
1917 \r
1918         if(cvar("g_nodepthtestplayers"))\r
1919                 self.effects = self.effects | EF_NODEPTHTEST;\r
1920 \r
1921         if(cvar("g_fullbrightplayers"))\r
1922                 self.effects = self.effects | EF_FULLBRIGHT;\r
1923 \r
1924         // midair gamemode: damage only while in the air\r
1925         // if in midair mode, being on ground grants temporary invulnerability\r
1926         // (this is so that multishot weapon don't clear the ground flag on the\r
1927         // first damage in the frame, leaving the player vulnerable to the\r
1928         // remaining hits in the same frame)\r
1929         if (self.flags & FL_ONGROUND)\r
1930         if (g_midair)\r
1931                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1932 \r
1933         if (time >= game_starttime)\r
1934         if (time < self.spawnshieldtime)\r
1935                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1936 }\r
1937 \r
1938 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1939 {\r
1940         if(current > stable)\r
1941                 return current;\r
1942         else if(current > stable - 0.25) // when close enough, "snap"\r
1943                 return stable;\r
1944         else\r
1945                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1946 }\r
1947 \r
1948 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1949 {\r
1950         if(current < stable)\r
1951                 return current;\r
1952         else if(current < stable + 0.25) // when close enough, "snap"\r
1953                 return stable;\r
1954         else\r
1955                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1956 }\r
1957 \r
1958 .float regen_soundtime;\r
1959 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
1960 {\r
1961         if(current > rotstable)\r
1962         {\r
1963                 if(rotframetime > 0)\r
1964                 {\r
1965                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1966                         current = max(rotstable, current - rotlinear * rotframetime);\r
1967                 }\r
1968         }\r
1969         else if(current < regenstable)\r
1970         {\r
1971                 if(regenframetime > 0)\r
1972                 {\r
1973                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1974                         current = min(regenstable, current + regenlinear * regenframetime);\r
1975 \r
1976                         if(regensound != "")\r
1977                         if(regenfactor || regenlinear)\r
1978                         {\r
1979                                 if(self.regen_soundtime < time)\r
1980                                 {\r
1981                                         msg_entity = self;\r
1982                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1983                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1984                                 }\r
1985                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1986                         }\r
1987                 }\r
1988         }\r
1989 \r
1990         if(current > limit)\r
1991                 current = limit;\r
1992 \r
1993         return current;\r
1994 }\r
1995 \r
1996 void player_regen (void)\r
1997 {\r
1998         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1999         maxh = cvar("g_balance_health_rotstable");\r
2000         maxa = cvar("g_balance_armor_rotstable");\r
2001         maxf = cvar("g_balance_fuel_rotstable");\r
2002         minh = cvar("g_balance_health_regenstable");\r
2003         mina = cvar("g_balance_armor_regenstable");\r
2004         minf = cvar("g_balance_fuel_regenstable");\r
2005         limith = cvar("g_balance_health_limit");\r
2006         limita = cvar("g_balance_armor_limit");\r
2007         limitf = cvar("g_balance_fuel_limit");\r
2008 \r
2009         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
2010 \r
2011         maxh = maxh * max_mod;\r
2012         //maxa = maxa * max_mod;\r
2013         //maxf = maxf * max_mod;\r
2014         minh = minh * max_mod;\r
2015         //mina = mina * max_mod;\r
2016         //minf = minf * max_mod;\r
2017         limith = limith * limit_mod;\r
2018         limita = limita * limit_mod;\r
2019         //limitf = limitf * limit_mod;\r
2020 \r
2021         if(g_lms && g_ca)\r
2022                 rot_mod = 0;\r
2023 \r
2024         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
2025         {\r
2026                 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
2027                 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
2028 \r
2029                 // if player rotted to death...  die!\r
2030                 if(self.health < 1)\r
2031                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2032         }\r
2033 \r
2034         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
2035                 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
2036 }\r
2037 \r
2038 float zoomstate_set;\r
2039 void SetZoomState(float z)\r
2040 {\r
2041         if(z != self.zoomstate)\r
2042         {\r
2043                 self.zoomstate = z;\r
2044                 ClientData_Touch(self);\r
2045         }\r
2046         zoomstate_set = 1;\r
2047 }\r
2048 \r
2049 void GetPressedKeys(void) {\r
2050         if (self.movement_x > 0) // get if movement keys are pressed\r
2051         {       // forward key pressed\r
2052                 self.pressedkeys |= KEY_FORWARD;\r
2053                 self.pressedkeys &~= KEY_BACKWARD;\r
2054         }\r
2055         else if (self.movement_x < 0)\r
2056         {       // backward key pressed\r
2057                 self.pressedkeys |= KEY_BACKWARD;\r
2058                 self.pressedkeys &~= KEY_FORWARD;\r
2059         }\r
2060         else\r
2061         {       // no x input\r
2062                 self.pressedkeys &~= KEY_FORWARD;\r
2063                 self.pressedkeys &~= KEY_BACKWARD;\r
2064         }\r
2065 \r
2066         if (self.movement_y > 0)\r
2067         {       // right key pressed\r
2068                 self.pressedkeys |= KEY_RIGHT;\r
2069                 self.pressedkeys &~= KEY_LEFT;\r
2070         }\r
2071         else if (self.movement_y < 0)\r
2072         {       // left key pressed\r
2073                 self.pressedkeys |= KEY_LEFT;\r
2074                 self.pressedkeys &~= KEY_RIGHT;\r
2075         }\r
2076         else\r
2077         {       // no y input\r
2078                 self.pressedkeys &~= KEY_RIGHT;\r
2079                 self.pressedkeys &~= KEY_LEFT;\r
2080         }\r
2081 \r
2082         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
2083                 self.pressedkeys |= KEY_JUMP;\r
2084         else\r
2085                 self.pressedkeys &~= KEY_JUMP;\r
2086         if (self.BUTTON_CROUCH)\r
2087                 self.pressedkeys |= KEY_CROUCH;\r
2088         else\r
2089                 self.pressedkeys &~= KEY_CROUCH;\r
2090 }\r
2091 \r
2092 void update_stats (float number, float hit, float fired) {\r
2093 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2094 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2095 \r
2096         if(number) {\r
2097                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2098                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2099         } else {\r
2100                 self.stat_hit = hit * sv_accuracy_data_share;\r
2101                 self.stat_fired = fired * sv_accuracy_data_share;\r
2102         }\r
2103 }\r
2104 \r
2105 /*\r
2106 ======================\r
2107 spectate mode routines\r
2108 ======================\r
2109 */\r
2110 \r
2111 .float weapon_count;\r
2112 void SpectateCopy(entity spectatee) {\r
2113         if(spectatee.weapon_count < WEP_LAST) {\r
2114                 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
2115                 spectatee.weapon_count ++;\r
2116         } else\r
2117                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2118 \r
2119         self.kh_state = spectatee.kh_state;\r
2120         self.armortype = spectatee.armortype;\r
2121         self.armorvalue = spectatee.armorvalue;\r
2122         self.ammo_fuel = spectatee.ammo_fuel;\r
2123         self.clip_load = spectatee.clip_load;\r
2124         self.clip_size = spectatee.clip_size;\r
2125         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2126         self.health = spectatee.health;\r
2127         self.impulse = 0;\r
2128         self.items = spectatee.items;\r
2129         self.last_pickup = spectatee.last_pickup;\r
2130         self.strength_finished = spectatee.strength_finished;\r
2131         self.invincible_finished = spectatee.invincible_finished;\r
2132         self.pressedkeys = spectatee.pressedkeys;\r
2133         self.weapons = spectatee.weapons;\r
2134         self.switchweapon = spectatee.switchweapon;\r
2135         self.weapon = spectatee.weapon;\r
2136         self.punchangle = spectatee.punchangle;\r
2137         self.view_ofs = spectatee.view_ofs;\r
2138         self.v_angle = spectatee.v_angle;\r
2139         self.velocity = spectatee.velocity;\r
2140         self.dmg_take = spectatee.dmg_take;\r
2141         self.dmg_save = spectatee.dmg_save;\r
2142         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2143         self.angles = spectatee.v_angle;\r
2144         self.scale = spectatee.scale;\r
2145         self.fixangle = TRUE;\r
2146         self.stomach_load = spectatee.stomach_load;\r
2147         self.stat_eaten = spectatee.stat_eaten;\r
2148         self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
2149         self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
2150         self.stat_stomachload = spectatee.stat_stomachload;\r
2151         self.stat_stomachmaxload = spectatee.stomach_maxload;\r
2152         self.stat_digesting = spectatee.stat_digesting;\r
2153         self.stat_canleave = spectatee.stat_canleave;\r
2154         self.stat_canswallow = spectatee.stat_canswallow;\r
2155         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2156         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2157         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2158         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2159         setorigin(self, spectatee.origin);\r
2160         setsize(self, spectatee.mins, spectatee.maxs);\r
2161         SetZoomState(spectatee.zoomstate);\r
2162 \r
2163         anticheat_spectatecopy(spectatee);\r
2164 }\r
2165 \r
2166 float SpectateUpdate() {\r
2167         if(!self.enemy)\r
2168                 return 0;\r
2169 \r
2170         if (self == self.enemy)\r
2171                 return 0;\r
2172 \r
2173         if(self.enemy.classname != "player")\r
2174                 return 0;\r
2175 \r
2176         SpectateCopy(self.enemy);\r
2177 \r
2178         return 1;\r
2179 }\r
2180 \r
2181 float SpectateNext() {\r
2182         other = find(self.enemy, classname, "player");\r
2183 \r
2184         if (!other)\r
2185                 other = find(other, classname, "player");\r
2186 \r
2187         if (other)\r
2188                 self.enemy = other;\r
2189 \r
2190         if(self.enemy.classname == "player") {\r
2191                 msg_entity = self;\r
2192                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2193                 WriteEntity(MSG_ONE, self.enemy);\r
2194                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2195                 self.movetype = MOVETYPE_NONE;\r
2196 \r
2197                 self.enemy.weapon_count = 0;\r
2198 \r
2199                 if(!SpectateUpdate())\r
2200                         PutObserverInServer();\r
2201 \r
2202                 return 1;\r
2203         } else {\r
2204                 return 0;\r
2205         }\r
2206 }\r
2207 \r
2208 /*\r
2209 =============\r
2210 ShowRespawnCountdown()\r
2211 \r
2212 Update a respawn countdown display.\r
2213 =============\r
2214 */\r
2215 void ShowRespawnCountdown()\r
2216 {\r
2217         float number;\r
2218         if(self.deadflag == DEAD_NO) // just respawned?\r
2219                 return;\r
2220         else\r
2221         {\r
2222                 number = ceil(self.death_time - time);\r
2223                 if(number <= 0)\r
2224                         return;\r
2225                 if(number <= self.respawn_countdown)\r
2226                 {\r
2227                         self.respawn_countdown = number - 1;\r
2228                         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
2229                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2230                 }\r
2231         }\r
2232 }\r
2233 \r
2234 void LeaveSpectatorMode()\r
2235 {\r
2236         if(isJoinAllowed()) {\r
2237                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2238                         self.classname = "player";\r
2239 \r
2240                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2241                                 JoinBestTeam(self, FALSE, TRUE);\r
2242 \r
2243                         if(cvar("g_campaign"))\r
2244                                 campaign_bots_may_start = 1;\r
2245 \r
2246                         self.stat_count = WEP_LAST;\r
2247 \r
2248                         PutClientInServer();\r
2249 \r
2250                         if(self.classname == "player")\r
2251                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2252 \r
2253                         if(!cvar("g_campaign"))\r
2254                                 centerprint(self,""); // clear MOTD\r
2255 \r
2256                         return;\r
2257                 } else {\r
2258                         if (g_ca && self.caplayer) {\r
2259                         }       // do nothing\r
2260                         else\r
2261                                 stuffcmd(self,"menu_showteamselect\n");\r
2262                         return;\r
2263                 }\r
2264         }\r
2265         else {\r
2266                 //player may not join because of g_maxplayers is set\r
2267                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2268         }\r
2269 }\r
2270 \r
2271 /**\r
2272  * Determines whether the player is allowed to join. This depends on cvar\r
2273  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2274  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2275  * @return bool TRUE if the player is allowed to join, false otherwise\r
2276  */\r
2277 float isJoinAllowed() {\r
2278         if (!cvar("g_maxplayers"))\r
2279                 return TRUE;\r
2280 \r
2281         local entity e;\r
2282         local float currentlyPlaying;\r
2283         FOR_EACH_REALPLAYER(e) {\r
2284                 if(e.classname == "player")\r
2285                         currentlyPlaying += 1;\r
2286         }\r
2287         if(currentlyPlaying < cvar("g_maxplayers"))\r
2288                 return TRUE;\r
2289 \r
2290         return FALSE;\r
2291 }\r
2292 \r
2293 /**\r
2294  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2295  * g_maxplayers_spectator_blocktime seconds\r
2296  */\r
2297 void checkSpectatorBlock() {\r
2298         if(self.classname == "spectator" || self.classname == "observer") {\r
2299                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2300                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2301                         dropclient(self);\r
2302                 }\r
2303         }\r
2304 }\r
2305 \r
2306 float vercmp_recursive(string v1, string v2)\r
2307 {\r
2308         float dot1, dot2;\r
2309         string s1, s2;\r
2310         float r;\r
2311 \r
2312         dot1 = strstrofs(v1, ".", 0);\r
2313         dot2 = strstrofs(v2, ".", 0);\r
2314         if(dot1 == -1)\r
2315                 s1 = v1;\r
2316         else\r
2317                 s1 = substring(v1, 0, dot1);\r
2318         if(dot2 == -1)\r
2319                 s2 = v2;\r
2320         else\r
2321                 s2 = substring(v2, 0, dot2);\r
2322 \r
2323         r = stof(s1) - stof(s2);\r
2324         if(r != 0)\r
2325                 return r;\r
2326 \r
2327         r = strcasecmp(s1, s2);\r
2328         if(r != 0)\r
2329                 return r;\r
2330 \r
2331         if(dot1 == -1)\r
2332                 if(dot2 == -1)\r
2333                         return 0;\r
2334                 else\r
2335                         return -1;\r
2336         else\r
2337                 if(dot2 == -1)\r
2338                         return 1;\r
2339                 else\r
2340                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2341 }\r
2342 \r
2343 float vercmp(string v1, string v2)\r
2344 {\r
2345         if(strcasecmp(v1, v2) == 0) // early out check\r
2346                 return 0;\r
2347         return vercmp_recursive(v1, v2);\r
2348 }\r
2349 \r
2350 .float last_alive_scale;\r
2351 void SetPlayerSize()\r
2352 {\r
2353         if(!cvar("g_healthsize"))\r
2354                 return;\r
2355 \r
2356         if(self.deadflag == DEAD_NO)\r
2357         {\r
2358                 // change player scale based on the amount of health we have\r
2359                 self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
2360 \r
2361                 // The following code sets the bounding box to match the player's size.\r
2362                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2363                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2364                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2365                 if(self.crouch)\r
2366                 {\r
2367                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2368                         if(!self.stat_eaten)\r
2369                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2370                 }\r
2371                 else\r
2372                 {\r
2373                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2374                         if(!self.stat_eaten)\r
2375                                 self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
2376                 }\r
2377 \r
2378                 self.last_alive_scale = self.scale;\r
2379         }\r
2380         else if(self.last_alive_scale)\r
2381         {\r
2382                 // if the player is dead, use the last scale he had when he was alive\r
2383                 self.scale = self.last_alive_scale;\r
2384         }\r
2385 \r
2386         if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
2387         {\r
2388                 // dead players shrink to zero as they head toward the health limit\r
2389                 self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
2390         }\r
2391 \r
2392         if(self.scale < 0.1)\r
2393                 self.scale = 0.1; // stuff breaks if scale is smaller than this\r
2394 }\r
2395 \r
2396 void ObserverThink()\r
2397 {\r
2398         float prefered_movetype;\r
2399         if (self.flags & FL_JUMPRELEASED) {\r
2400                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2401                         self.flags &~= FL_JUMPRELEASED;\r
2402                         self.flags |= FL_SPAWNING;\r
2403                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2404                         self.flags &~= FL_JUMPRELEASED;\r
2405                         if(SpectateNext() == 1) {\r
2406                                 self.classname = "spectator";\r
2407                         }\r
2408                 } else {\r
2409                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
2410                         if (self.movetype != prefered_movetype)\r
2411                                 self.movetype = prefered_movetype;\r
2412                 }\r
2413         } else {\r
2414                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2415                         self.flags |= FL_JUMPRELEASED;\r
2416                         if(self.flags & FL_SPAWNING)\r
2417                         {\r
2418                                 self.flags &~= FL_SPAWNING;\r
2419                                 LeaveSpectatorMode();\r
2420                                 return;\r
2421                         }\r
2422                 }\r
2423         }\r
2424 \r
2425         PrintWelcomeMessage(self);\r
2426 }\r
2427 \r
2428 void SpectatorThink()\r
2429 {\r
2430         if (self.flags & FL_JUMPRELEASED) {\r
2431                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2432                         self.welcomemessage_time = 0;\r
2433                         self.flags &~= FL_JUMPRELEASED;\r
2434                         self.flags |= FL_SPAWNING;\r
2435                 } else if(self.BUTTON_ATCK) {\r
2436                         self.welcomemessage_time = 0;\r
2437                         self.flags &~= FL_JUMPRELEASED;\r
2438                         if(SpectateNext() == 1) {\r
2439                                 self.classname = "spectator";\r
2440                         } else {\r
2441                                 self.classname = "observer";\r
2442                                 self.stat_count = WEP_LAST;\r
2443                                 PutClientInServer();\r
2444                         }\r
2445                 } else if (self.BUTTON_ATCK2) {\r
2446                         self.welcomemessage_time = 0;\r
2447                         self.flags &~= FL_JUMPRELEASED;\r
2448                         self.classname = "observer";\r
2449                         self.stat_count = WEP_LAST;\r
2450                         PutClientInServer();\r
2451                 } else {\r
2452                         if(!SpectateUpdate())\r
2453                                 PutObserverInServer();\r
2454                 }\r
2455         } else {\r
2456                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2457                         self.flags |= FL_JUMPRELEASED;\r
2458                         if(self.flags & FL_SPAWNING)\r
2459                         {\r
2460                                 self.flags &~= FL_SPAWNING;\r
2461                                 LeaveSpectatorMode();\r
2462                                 return;\r
2463                         }\r
2464                 }\r
2465         }\r
2466 \r
2467         PrintWelcomeMessage(self);\r
2468         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2469 }\r
2470 \r
2471 .float touchexplode_time;\r
2472 \r
2473 /*\r
2474 =============\r
2475 PlayerPreThink\r
2476 \r
2477 Called every frame for each client before the physics are run\r
2478 =============\r
2479 */\r
2480 void() ctf_setstatus;\r
2481 .float items_added;\r
2482 .vector avg_vel;\r
2483 .float power_sounded;\r
2484 void PlayerPreThink (void)\r
2485 {\r
2486         self.stat_game_starttime = game_starttime;\r
2487         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2488         self.stat_leadlimit = cvar("leadlimit");\r
2489 \r
2490         if(frametime)\r
2491         {\r
2492                 // physics frames: update anticheat stuff\r
2493                 anticheat_prethink();\r
2494         }\r
2495 \r
2496         if(blockSpectators && frametime)\r
2497                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2498                 checkSpectatorBlock();\r
2499 \r
2500         zoomstate_set = 0;\r
2501 \r
2502         if(self.netname_previous != self.netname)\r
2503         {\r
2504                 if(cvar("sv_eventlog"))\r
2505                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2506                 if(self.netname_previous)\r
2507                         strunzone(self.netname_previous);\r
2508                 self.netname_previous = strzone(self.netname);\r
2509         }\r
2510 \r
2511         // core code for the vore system\r
2512         Vore();\r
2513 \r
2514         // play power fail sound\r
2515         if(self.armorvalue < cvar("g_power"))\r
2516         {\r
2517                 if(!self.power_sounded)\r
2518                 {\r
2519                         sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM);\r
2520                         self.power_sounded = TRUE;\r
2521                 }\r
2522         }\r
2523         else\r
2524                 self.power_sounded = FALSE;\r
2525 \r
2526         // version nagging\r
2527         if(self.version_nagtime)\r
2528                 if(self.cvar_g_voretournamentversion)\r
2529                         if(time > self.version_nagtime)\r
2530                         {\r
2531                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2532                                 {\r
2533                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2534                                         {\r
2535                                                 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
2536                                                 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
2537                                         }\r
2538                                         else\r
2539                                         {\r
2540                                                 float r;\r
2541                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2542                                                 if(r < 0)\r
2543                                                 {\r
2544                                                         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
2545                                                         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
2546                                                 }\r
2547                                                 else if(r > 0)\r
2548                                                 {\r
2549                                                         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
2550                                                         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
2551                                                 }\r
2552                                         }\r
2553                                 }\r
2554                                 self.version_nagtime = 0;\r
2555                         }\r
2556 \r
2557         // GOD MODE info\r
2558         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2559         {\r
2560                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2561                 self.max_armorvalue = 0;\r
2562         }\r
2563 \r
2564 #ifdef TETRIS\r
2565         if (TetrisPreFrame())\r
2566                 return;\r
2567 #endif\r
2568 \r
2569         if(self.classname == "player") {\r
2570 //              if(self.netname == "Wazat")\r
2571 //                      bprint(self.classname, "\n");\r
2572 \r
2573                 CheckRules_Player();\r
2574 \r
2575                 PrintWelcomeMessage(self);\r
2576 \r
2577                 if (intermission_running)\r
2578                 {\r
2579                         IntermissionThink ();   // otherwise a button could be missed between\r
2580                         return;                                 // the think tics\r
2581                 }\r
2582 \r
2583                 if(self.teleport_time)\r
2584                 if(time > self.teleport_time)\r
2585                 {\r
2586                         self.teleport_time = 0;\r
2587                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2588                 }\r
2589 \r
2590                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2591                         UpdateSelectedPlayer();\r
2592 \r
2593                 //don't allow the player to turn around while game is paused!\r
2594                 if(timeoutStatus == 2) {\r
2595                         self.v_angle = self.lastV_angle;\r
2596                         self.angles = self.lastV_angle;\r
2597                         self.fixangle = TRUE;\r
2598                 }\r
2599 \r
2600                 if(self.deadflag == DEAD_NO && !self.stat_eaten)  // prevents bugs\r
2601                 {\r
2602                         // lean the player with damage and acceleration\r
2603                         // credits go to divVerent for these maths :)\r
2604                         vector L0, L1, LF, LA;\r
2605 \r
2606                         LA = AnglesTransform_FromAngles(self.angles);\r
2607 \r
2608                         // acceleration leaning\r
2609                         if(cvar("g_leanplayer_acceleration"))\r
2610                         {\r
2611                                 // average velocity to obtain a smooth acceleration\r
2612                                 float f;\r
2613                                 f = frametime * cvar("g_leanplayer_acceleration_fade");\r
2614                                 self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
2615                         }\r
2616 \r
2617                         vector accel;\r
2618                         accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
2619 \r
2620                         // bound angles to the specified limit\r
2621                         accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
2622                         accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
2623                         accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
2624 \r
2625                         L0_x = vlen(accel) * -1;\r
2626                         L0_y = L1_y = vectoyaw(accel);\r
2627 \r
2628                         L0 = AnglesTransform_FromAngles(L0);\r
2629                         L1 = AnglesTransform_FromAngles(L1);\r
2630                         LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
2631                         LA = AnglesTransform_Multiply(LA, LF);\r
2632                         // end of acceleration leaning\r
2633 \r
2634                         // damage leaning\r
2635                         L0 = vectoangles(self.leanangle_damage_loc);\r
2636                         L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
2637 \r
2638                         L0 = AnglesTransform_FromAngles(L0);\r
2639                         L1 = AnglesTransform_FromAngles(L1);\r
2640                         LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
2641 \r
2642                         LA = AnglesTransform_Multiply(LA, LF);\r
2643 \r
2644                         // fade the player back to normal rotation each frame\r
2645                         self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
2646                         // end of damage leaning\r
2647 \r
2648                         self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
2649                 }\r
2650 \r
2651                 SetPlayerSize();\r
2652 \r
2653                 if(frametime)\r
2654                 {\r
2655                         if(self.health <= 0 && cvar("g_deathglow"))\r
2656                         {\r
2657                                 if(self.glowmod_x > 0)\r
2658                                         self.glowmod_x -= cvar("g_deathglow") * frametime;\r
2659                                 else\r
2660                                         self.glowmod_x = -1;\r
2661                                 if(self.glowmod_y > 0)\r
2662                                         self.glowmod_y -= cvar("g_deathglow") * frametime;\r
2663                                 else\r
2664                                         self.glowmod_y = -1;\r
2665                                 if(self.glowmod_z > 0)\r
2666                                         self.glowmod_z -= cvar("g_deathglow") * frametime;\r
2667                                 else\r
2668                                         self.glowmod_z = -1;\r
2669                         }\r
2670                         else\r
2671                         {\r
2672                                 // set weapon and player glowmod\r
2673                                 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
2674                                 if(self.armorvalue < cvar("g_power"))\r
2675                                         self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
2676                                 self.weaponentity_glowmod = self.glowmod;\r
2677                         }\r
2678 \r
2679                         player_powerups();\r
2680                 }\r
2681 \r
2682                 if (self.deadflag != DEAD_NO)\r
2683                 {\r
2684                         float button_pressed, force_respawn;\r
2685                         if(self.personal && g_race_qualifying)\r
2686                         {\r
2687                                 if(time > self.death_time)\r
2688                                 {\r
2689                                         self.death_time = time + 1; // only retry once a second\r
2690                                         respawn();\r
2691                                         self.impulse = 141;\r
2692                                 }\r
2693                         }\r
2694                         else\r
2695                         {\r
2696                                 if(frametime)\r
2697                                         player_anim();\r
2698                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2699                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2700                                 if (self.deadflag == DEAD_DYING)\r
2701                                 {\r
2702                                         if(force_respawn)\r
2703                                                 self.deadflag = DEAD_RESPAWNING;\r
2704                                         else if(!button_pressed)\r
2705                                                 self.deadflag = DEAD_DEAD;\r
2706                                 }\r
2707                                 else if (self.deadflag == DEAD_DEAD)\r
2708                                 {\r
2709                                         if(button_pressed)\r
2710                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2711                                 }\r
2712                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2713                                 {\r
2714                                         if(!button_pressed)\r
2715                                                 self.deadflag = DEAD_RESPAWNING;\r
2716                                 }\r
2717                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2718                                 {\r
2719                                         if(time > self.death_time)\r
2720                                         {\r
2721                                                 self.death_time = time + 1; // only retry once a second\r
2722                                                 respawn();\r
2723                                         }\r
2724                                 }\r
2725                                 ShowRespawnCountdown();\r
2726                         }\r
2727                         return;\r
2728                 }\r
2729 \r
2730                 if(g_touchexplode)\r
2731                 if(time > self.touchexplode_time)\r
2732                 if(self.classname == "player")\r
2733                 if(self.deadflag == DEAD_NO)\r
2734                 if not(IS_INDEPENDENT_PLAYER(self))\r
2735                 FOR_EACH_PLAYER(other) if(self != other)\r
2736                 {\r
2737                         if(time > other.touchexplode_time)\r
2738                         if(other.classname == "player")\r
2739                         if(other.deadflag == DEAD_NO)\r
2740                         if not(IS_INDEPENDENT_PLAYER(other))\r
2741                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2742                         {\r
2743                                 PlayerTouchExplode(self, other);\r
2744                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2745                         }\r
2746                 }\r
2747 \r
2748                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2749                 {\r
2750                         vector dist;\r
2751 \r
2752                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2753                         dist = self.prevorigin - self.origin;\r
2754                         dist_z = 0;\r
2755                         self.lms_traveled_distance += fabs(vlen(dist));\r
2756 \r
2757                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2758                         {\r
2759                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2760                                 self.lms_traveled_distance = 0;\r
2761                         }\r
2762 \r
2763                         if(time > self.lms_nextcheck)\r
2764                         {\r
2765                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2766                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2767                                 {\r
2768                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2769                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2770                                         // 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
2771                                         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
2772                                 }\r
2773                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2774                                 self.lms_traveled_distance = 0;\r
2775                         }\r
2776                 }\r
2777 \r
2778                 self.prevorigin = self.origin;\r
2779 \r
2780                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2781                 {\r
2782                         if (!self.crouch)\r
2783                         {\r
2784                                 self.crouch = TRUE;\r
2785                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2786                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2787                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2788                         }\r
2789                 }\r
2790                 else\r
2791                 {\r
2792                         if (self.crouch)\r
2793                         {\r
2794                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2795                                 if (!trace_startsolid)\r
2796                                 {\r
2797                                         self.crouch = FALSE;\r
2798                                         self.view_ofs = PL_VIEW_OFS;\r
2799                                         setsize (self, PL_MIN, PL_MAX);\r
2800                                 }\r
2801                         }\r
2802                 }\r
2803 \r
2804                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2805                 {\r
2806                         if(self.bloodloss_timer < time)\r
2807                         {\r
2808                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2809                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2810                         }\r
2811                 }\r
2812 \r
2813                 FixPlayermodel();\r
2814 \r
2815                 GrabberFrame();\r
2816 \r
2817                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2818                 //if(frametime)\r
2819                 {\r
2820                         self.items &~= self.items_added;\r
2821 \r
2822                         W_WeaponFrame();\r
2823 \r
2824                         self.items_added = 0;\r
2825                         if(self.items & IT_JETPACK)\r
2826                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2827                                         self.items_added |= IT_FUEL;\r
2828 \r
2829                         self.items |= self.items_added;\r
2830                 }\r
2831 \r
2832                 player_regen();\r
2833                 if(frametime)\r
2834                         player_anim();\r
2835 \r
2836                 ctf_setstatus();\r
2837 \r
2838                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2839 \r
2840                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2841         } else if(gameover) {\r
2842                 if (intermission_running)\r
2843                         IntermissionThink ();   // otherwise a button could be missed between\r
2844                 return;\r
2845         } else if(self.classname == "observer") {\r
2846                 ObserverThink();\r
2847         } else if(self.classname == "spectator") {\r
2848                 SpectatorThink();\r
2849         }\r
2850 \r
2851         if(!zoomstate_set)\r
2852                 SetZoomState(self.BUTTON_ZOOM);\r
2853 \r
2854         float oldspectatee_status;\r
2855         oldspectatee_status = self.spectatee_status;\r
2856         if(self.classname == "spectator")\r
2857                 self.spectatee_status = num_for_edict(self.enemy);\r
2858         else if(self.classname == "observer")\r
2859                 self.spectatee_status = num_for_edict(self);\r
2860         else\r
2861                 self.spectatee_status = 0;\r
2862         if(self.spectatee_status != oldspectatee_status)\r
2863         {\r
2864                 ClientData_Touch(self);\r
2865                 if(g_race || g_cts)\r
2866                         race_InitSpectator();\r
2867         }\r
2868 \r
2869         if(self.teamkill_soundtime)\r
2870         if(time > self.teamkill_soundtime)\r
2871         {\r
2872                 self.teamkill_soundtime = 0;\r
2873 \r
2874                 entity oldpusher, oldself;\r
2875 \r
2876                 oldself = self; self = self.teamkill_soundsource;\r
2877                 oldpusher = self.pusher; self.pusher = oldself;\r
2878 \r
2879                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2880 \r
2881                 self.pusher = oldpusher;\r
2882                 self = oldself;\r
2883         }\r
2884 \r
2885         if(self.taunt_soundtime)\r
2886         if(time > self.taunt_soundtime)\r
2887         {\r
2888                 switch(self.taunt_soundtype)\r
2889                 {\r
2890                         case TAUNTTYPE_DEATH:\r
2891                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2892                                 break;\r
2893                         case TAUNTTYPE_VOREPRED:\r
2894                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2895                                 break;\r
2896                         case TAUNTTYPE_VOREPREY:\r
2897                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2898                                 break;\r
2899                         default:\r
2900                                 dprint("Incorrect autotaunt type\n");\r
2901                                 break;\r
2902                 }\r
2903 \r
2904                 self.taunt_soundtime = 0;\r
2905                 self.taunt_soundtype = 0;\r
2906         }\r
2907 \r
2908         target_voicescript_next(self);\r
2909 \r
2910         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2911         if(!self.weapon)\r
2912                 self.clip_load = self.clip_size = 0;\r
2913 }\r
2914 \r
2915 float isInvisibleString(string s)\r
2916 {\r
2917         float i, n, c;\r
2918         s = strdecolorize(s);\r
2919         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2920         {\r
2921                 c = str2chr(s, i);\r
2922                 switch(c)\r
2923                 {\r
2924                         case 0:\r
2925                         case 32: // space\r
2926                                 break;\r
2927                         case 192: // charmap space\r
2928                                 if (!cvar("utf8_enable"))\r
2929                                         break;\r
2930                                 return FALSE;\r
2931                         case 160: // space in unicode fonts\r
2932                         case 0xE000 + 192: // utf8 charmap space\r
2933                                 if (cvar("utf8_enable"))\r
2934                                         break;\r
2935                         default:\r
2936                                 return FALSE;\r
2937                 }\r
2938         }\r
2939         return TRUE;\r
2940 }\r
2941 \r
2942 /*\r
2943 =============\r
2944 PlayerPostThink\r
2945 \r
2946 Called every frame for each client after the physics are run\r
2947 =============\r
2948 */\r
2949 .float idlekick_lasttimeleft;\r
2950 void PlayerPostThink (void)\r
2951 {\r
2952         // Savage: Check for nameless players\r
2953         if (isInvisibleString(self.netname)) {\r
2954                 self.netname = "Player";\r
2955                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2956         }\r
2957 \r
2958         // send the clients accuracy stats to the client\r
2959         if(self.stat_count > 0)\r
2960         if(frametime)\r
2961         {\r
2962                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2963                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2964                 self.stat_count -= 1;\r
2965         }\r
2966 \r
2967 #ifdef UID\r
2968         if(self.uid_kicktime)\r
2969         if(time > self.uid_kicktime)\r
2970         {\r
2971                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2972                 dropclient(self);\r
2973                 return;\r
2974         }\r
2975 #endif\r
2976 \r
2977         if(sv_maxidle && frametime)\r
2978         {\r
2979                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2980                 float timeleft;\r
2981                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2982                 if(timeleft <= 0)\r
2983                 {\r
2984                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2985                         AnnounceTo(self, "terminated");\r
2986                         dropclient(self);\r
2987                         return;\r
2988                 }\r
2989                 else if(timeleft <= 10)\r
2990                 {\r
2991                         if(timeleft != self.idlekick_lasttimeleft)\r
2992                         {\r
2993                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2994                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2995                         }\r
2996                 }\r
2997                 else\r
2998                 {\r
2999                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
3000                 }\r
3001                 self.idlekick_lasttimeleft = timeleft;\r
3002         }\r
3003 \r
3004 #ifdef TETRIS\r
3005         if(self.impulse == 100)\r
3006                 ImpulseCommands();\r
3007         if (TetrisPostFrame())\r
3008                 return;\r
3009 #endif\r
3010 \r
3011         CheatFrame();\r
3012 \r
3013         if(self.classname == "player") {\r
3014                 CheckRules_Player();\r
3015                 UpdateChatBubble();\r
3016                 if (self.impulse)\r
3017                         ImpulseCommands();\r
3018                 if (intermission_running)\r
3019                         return;         // intermission or finale\r
3020 \r
3021                 GetPressedKeys();\r
3022         } else if (self.classname == "observer") {\r
3023                 //do nothing\r
3024         } else if (self.classname == "spectator") {\r
3025                 //do nothing\r
3026         }\r
3027 \r
3028         /*\r
3029         float i;\r
3030         for(i = 0; i < 1000; ++i)\r
3031         {\r
3032                 vector end;\r
3033                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
3034                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
3035                 if(trace_fraction < 1)\r
3036                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
3037                 {\r
3038                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
3039                         break;\r
3040                 }\r
3041         }\r
3042         */\r
3043 \r
3044         Arena_Warmup();\r
3045 \r
3046         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
3047 \r
3048         if(self.waypointsprite_attachedforcarrier)\r
3049                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
3050         \r
3051         playerdemo_write();\r
3052 \r
3053         /*\r
3054         if(g_race)\r
3055                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
3056         */\r
3057 }\r