1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(0, SVC_TEMPENTITY);
6 WriteByte(0, TE_CSQC_TEAMNAGGER);
9 void send_CSQC_cr_maxbullets(entity e) {
11 WriteByte(MSG_ONE, SVC_TEMPENTITY);
12 WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
13 WriteByte(MSG_ONE, autocvar_g_balance_campingrifle_magazinecapacity);
16 void Announce(string snd) {
17 WriteByte(MSG_ALL, SVC_TEMPENTITY);
18 WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
19 WriteString(MSG_ALL, snd);
22 void AnnounceTo(entity e, string snd) {
23 if (clienttype(e) == CLIENTTYPE_REAL)
26 WriteByte(MSG_ONE, SVC_TEMPENTITY);
27 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
28 WriteString(MSG_ONE, snd);
32 float ClientData_Send(entity to, float sf)
43 if(to.classname == "spectator")
49 sf |= 1; // forced scoreboard
50 if(to.spectatee_status)
51 sf |= 2; // spectator ent number follows
54 if(e.porto_v_angle_held)
55 sf |= 8; // angles held
57 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
58 WriteByte(MSG_ENTITY, sf);
61 WriteByte(MSG_ENTITY, to.spectatee_status);
65 WriteAngle(MSG_ENTITY, e.v_angle_x);
66 WriteAngle(MSG_ENTITY, e.v_angle_y);
72 void ClientData_Attach()
74 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
75 self.clientdata.drawonlytoclient = self;
76 self.clientdata.owner = self;
79 void ClientData_Detach()
81 remove(self.clientdata);
82 self.clientdata = world;
85 void ClientData_Touch(entity e)
87 e.clientdata.SendFlags = 1;
89 // make it spectatable
91 FOR_EACH_REALCLIENT(e2)
94 if(e2.classname == "spectator")
96 e2.clientdata.SendFlags = 1;
101 .vector spawnpoint_score;
102 .string netname_previous;
104 void spawnfunc_info_player_survivor (void)
106 spawnfunc_info_player_deathmatch();
109 void spawnfunc_info_player_start (void)
111 spawnfunc_info_player_deathmatch();
114 void spawnfunc_info_player_deathmatch (void)
116 self.classname = "info_player_deathmatch";
117 relocate_spawnpoint();
120 void spawnpoint_use()
123 if(have_team_spawns > 0)
125 self.team = activator.team;
126 some_spawn_has_been_used = 1;
131 // _x: prio (-1 if unusable)
133 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)
135 float shortest, thisdist;
141 // filter out spots for the wrong team
143 if(spot.team != teamcheck)
147 if(spot.target == "")
150 if(clienttype(self) == CLIENTTYPE_REAL)
152 if(spot.restriction == 1)
157 if(spot.restriction == 2)
161 // filter out spots for assault
162 if(spot.target != "") {
165 ent = find(world, targetname, spot.target);
168 if(ent.classname == "target_objective")
171 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)
175 else if(ent.classname == "trigger_race_checkpoint")
178 if(!anypoint) // spectators may spawn everywhere
181 if(g_race_qualifying)
184 if(ent.race_checkpoint != 0)
186 if(spot.race_place != race_lowest_place_spawn)
191 if(ent.race_checkpoint != self.race_respawn_checkpoint)
193 // try reusing the previous spawn
194 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)
196 if(ent.race_checkpoint == 0)
199 pl = self.race_place;
200 if(pl > race_highest_place_spawn)
202 if(pl == 0 && !self.race_started)
203 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet
204 if(spot.race_place != pl)
211 ent = find(ent, targetname, spot.target);
219 shortest = vlen(world.maxs - world.mins);
220 for(player = playerlist; player; player = player.chain)
223 thisdist = vlen(player.origin - spot.origin);
224 if (thisdist < shortest)
227 return prio * '1 0 0' + shortest * '0 1 0';
232 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)
234 local entity spot, spotlist, spotlistend;
235 spawn_allgood = TRUE;
241 for(spot = firstspot; spot; spot = spot.chain)
243 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);
245 if(autocvar_spawn_debugview)
247 setmodel(spot, "models/runematch/rune.mdl");
248 if(spot.spawnpoint_score_y < mindist)
250 spot.colormod = '1 0 0';
255 spot.colormod = '0 1 0';
256 spot.scale = spot.spawnpoint_score_y / mindist;
260 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
262 if(spot.spawnpoint_score_y < mindist)
264 // too short distance
265 spawn_allgood = FALSE;
270 spawn_allbad = FALSE;
273 spotlistend.chain = spot;
280 if(spot.team != teamcheck)
281 error("invalid spawn added");
283 print("added ", etos(spot), "\n");
289 spotlistend.chain = world;
294 for(e = spotlist; e; e = e.chain)
296 print("seen ", etos(e), "\n");
297 if(e.team != teamcheck)
298 error("invalid spawn found");
305 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
307 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
308 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
311 RandomSelection_Init();
312 for(spot = firstspot; spot; spot = spot.chain)
313 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);
315 return RandomSelection_chosen_ent;
322 Finds a point to respawn
325 entity SelectSpawnPoint (float anypoint)
327 local float teamcheck;
328 local entity firstspot_new;
329 local entity spot, firstspot, playerlist;
331 spot = find (world, classname, "testplayerstart");
337 if(!anypoint && have_team_spawns > 0)
338 teamcheck = self.team;
340 // get the list of players
341 playerlist = findchain(classname, "player");
342 // get the entire list of spots
343 firstspot = findchain(classname, "info_player_deathmatch");
344 // filter out the bad ones
345 // (note this returns the original list if none survived)
348 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
352 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);
354 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);
355 firstspot = firstspot_new;
357 // there is 50/50 chance of choosing a random spot or the furthest spot
358 // (this means that roughly every other spawn will be furthest, so you
359 // usually won't get fragged at spawn twice in a row)
360 if (arena_roundbased && !g_ca)
362 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);
364 firstspot = firstspot_new;
365 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
367 else if (random() > autocvar_g_spawn_furthest)
368 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
370 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
373 if(autocvar_spawn_debugview)
375 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
379 for(e = firstspot; e; e = e.chain)
380 if(e.team != teamcheck)
381 error("invalid spawn found");
386 if(autocvar_spawn_debug)
390 if(some_spawn_has_been_used)
391 return world; // team can't spawn any more, because of actions of other team
393 error("Cannot find a spawn point - please fix the map!");
404 Checks if the argument string can be a valid playermodel.
405 Returns a valid one in doubt.
408 string FallbackPlayerModel;
409 string CheckPlayerModel(string plyermodel) {
410 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
412 // note: we cannot summon Don Strunzone here, some player may
413 // still have the model string set. In case anyone manages how
414 // to change a cvar default, we'll have a small leak here.
415 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
417 if(strlen(plyermodel) < 4)
418 return FallbackPlayerModel;
419 if( substring(plyermodel,0,14) != "models/player/")
420 return FallbackPlayerModel;
421 else if(autocvar_sv_servermodelsonly)
423 if(substring(plyermodel,-4,4) != ".zym")
424 if(substring(plyermodel,-4,4) != ".dpm")
425 if(substring(plyermodel,-4,4) != ".iqm")
426 if(substring(plyermodel,-4,4) != ".md3")
427 if(substring(plyermodel,-4,4) != ".psk")
428 return FallbackPlayerModel;
429 // forbid the LOD models
430 if(substring(plyermodel, -9,5) == "_lod1")
431 return FallbackPlayerModel;
432 if(substring(plyermodel, -9,5) == "_lod2")
433 return FallbackPlayerModel;
434 if(plyermodel != strtolower(plyermodel))
435 return FallbackPlayerModel;
436 if(!fexists(plyermodel))
437 return FallbackPlayerModel;
444 Client_customizeentityforclient
449 void Client_uncustomizeentityforclient()
451 if(self.modelindex == 0) // no need to uncustomize then
453 self.modelindex = self.modelindex_lod0;
454 self.skin = self.skinindex;
457 float Client_customizeentityforclient()
461 if(self.modelindex == 0)
468 t0 = gettime(GETTIME_HIRES); // reference
473 #ifdef ALLOW_FORCEMODELS
474 if(other.cvar_cl_forceplayermodelsfromxonotic)
475 if not(self.modelindex_lod0_from_xonotic)
477 if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
481 self.skin = modelsource.skinindex;
484 if(modelsource == self)
485 self.skin = modelsource.skinindex;
487 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
491 // other: the player viewing me
495 if(other.cvar_cl_playerdetailreduction <= 0)
497 if(other.cvar_cl_playerdetailreduction <= -2)
498 self.modelindex = modelsource.modelindex_lod2;
499 else if(other.cvar_cl_playerdetailreduction <= -1)
500 self.modelindex = modelsource.modelindex_lod1;
502 self.modelindex = modelsource.modelindex_lod0;
506 distance = vlen(self.origin - other.origin);
507 f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
508 if(f > sv_loddistance2)
509 self.modelindex = modelsource.modelindex_lod2;
510 else if(f > sv_loddistance1)
511 self.modelindex = modelsource.modelindex_lod1;
513 self.modelindex = modelsource.modelindex_lod0;
518 t1 = gettime(GETTIME_HIRES); // reference
519 client_cefc_accumulator += (t1 - t0);
525 void setmodel_lod(entity e, string modelname)
531 // FIXME: this only supports 3-letter extensions
532 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
535 setmodel(e, s); // players have high precision
536 self.modelindex_lod1 = self.modelindex;
539 self.modelindex_lod1 = -1;
541 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
544 setmodel(e, s); // players have high precision
545 self.modelindex_lod2 = self.modelindex;
548 self.modelindex_lod2 = -1;
550 precache_model(modelname);
551 setmodel(e, modelname); // players have high precision
552 self.modelindex_lod0 = self.modelindex;
554 if(self.modelindex_lod1 < 0)
555 self.modelindex_lod1 = self.modelindex;
557 if(self.modelindex_lod2 < 0)
558 self.modelindex_lod2 = self.modelindex;
562 precache_model(modelname);
563 setmodel(e, modelname); // players have high precision
564 self.modelindex_lod0 = self.modelindex;
565 // save it for possible player model forcing
568 s = whichpack(self.model);
569 self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
571 player_setupanimsformodel();
572 UpdatePlayerSounds();
579 putting a client as observer in the server
582 void FixPlayermodel();
583 void PutObserverInServer (void)
587 race_PreSpawnObserver();
589 spot = SelectSpawnPoint (TRUE);
591 error("No spawnpoints for observers?!?\n");
592 RemoveGrapplingHook(self); // Wazat's Grappling Hook
594 if(clienttype(self) == CLIENTTYPE_REAL)
597 WriteByte(MSG_ONE, SVC_SETVIEW);
598 WriteEntity(MSG_ONE, self);
602 MUTATOR_CALLHOOK(MakePlayerObserver);
604 Portal_ClearAll(self);
608 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
613 DropFlag(self.flagcarried, world, world);
615 if(self.ballcarried && g_nexball)
616 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
618 WaypointSprite_PlayerDead();
620 if not(g_ca) // don't reset teams when moving a ca player to the spectators
621 self.team = -1; // move this as it is needed to log the player spectating in eventlog
623 if(self.killcount != -666) {
625 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
626 bprint ("^4", self.netname, "^4 has no more lives left\n");
628 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
630 bprint ("^4", self.netname, "^4 is spectating now\n");
632 if(self.just_joined == FALSE) {
633 LogTeamchange(self.playerid, -1, 4);
635 self.just_joined = FALSE;
638 PlayerScore_Clear(self); // clear scores when needed
640 accuracy_resend(self);
642 self.spectatortime = time;
644 self.classname = "observer";
645 self.iscreature = FALSE;
647 self.takedamage = DAMAGE_NO;
648 self.solid = SOLID_NOT;
649 self.movetype = MOVETYPE_NOCLIP;
650 self.flags = FL_CLIENT | FL_NOTARGET;
651 self.armorvalue = 666;
653 self.armorvalue = autocvar_g_balance_armor_start;
654 self.pauserotarmor_finished = 0;
655 self.pauserothealth_finished = 0;
656 self.pauseregen_finished = 0;
657 self.damageforcescale = 0;
664 self.pain_finished = 0;
665 self.strength_finished = 0;
666 self.invincible_finished = 0;
668 self.think = SUB_Null;
672 self.deadflag = DEAD_NO;
673 self.angles = spot.angles;
675 self.fixangle = TRUE;
678 self.view_ofs = PL_VIEW_OFS;
679 setorigin (self, spot.origin);
680 setsize (self, '0 0 0', '0 0 0');
681 self.prevorigin = self.origin;
689 self.weaponmodel = "";
690 self.weaponentity = world;
691 self.exteriorweaponentity = world;
692 self.killcount = -666;
693 self.velocity = '0 0 0';
694 self.avelocity = '0 0 0';
695 self.punchangle = '0 0 0';
696 self.punchvector = '0 0 0';
697 self.oldvelocity = self.velocity;
698 self.fire_endtime = -1;
701 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
705 if(self.version_mismatch)
707 Spawnqueue_Unmark(self);
708 Spawnqueue_Remove(self);
712 Spawnqueue_Insert(self);
717 // Only if the player cannot play at all
718 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
719 self.frags = FRAGS_SPECTATOR;
721 self.frags = FRAGS_LMS_LOSER;
724 self.frags = FRAGS_SPECTATOR;
727 float RestrictSkin(float s)
736 void FixPlayermodel()
738 local string defaultmodel;
739 local float defaultskin, chmdl, oldskin;
744 if(autocvar_sv_defaultcharacter == 1) {
750 s = Team_ColorNameLowerCase(self.team);
753 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
754 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
758 if(defaultmodel == "")
760 defaultmodel = autocvar_sv_defaultplayermodel;
761 defaultskin = autocvar_sv_defaultplayerskin;
765 if(self.modelindex == 0 && self.deadflag == DEAD_NO)
768 bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");
769 self.model = ""; // force the != checks to return true
772 if(defaultmodel != "")
774 if (defaultmodel != self.model)
778 setmodel_lod (self, defaultmodel);
779 setsize (self, m1, m2);
783 oldskin = self.skinindex;
784 self.skinindex = defaultskin;
786 if (self.playermodel != self.model || self.playermodel == "")
788 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
791 setmodel_lod (self, self.playermodel);
792 setsize (self, m1, m2);
796 oldskin = self.skinindex;
797 self.skinindex = RestrictSkin(stof(self.playerskin));
800 if(chmdl || oldskin != self.skinindex)
801 self.species = player_getspecies(); // model or skin has changed
804 if(strlen(autocvar_sv_defaultplayercolors))
805 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
806 setcolor(self, stof(autocvar_sv_defaultplayercolors));
809 void PlayerTouchExplode(entity p1, entity p2)
812 org = (p1.origin + p2.origin) * 0.5;
813 org_z += (p1.mins_z + p2.mins_z) * 0.5;
820 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
828 Called when a client spawns in the server
831 //void() ctf_playerchanged;
832 void PutClientInServer (void)
834 if(clienttype(self) == CLIENTTYPE_BOT)
836 self.classname = "player";
838 else if(clienttype(self) == CLIENTTYPE_REAL)
841 WriteByte(MSG_ONE, SVC_SETVIEW);
842 WriteEntity(MSG_ONE, self);
845 // player is dead and becomes observer
846 // FIXME fix LMS scoring for new system
849 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
850 self.classname = "observer";
853 if(g_arena || (g_ca && !allowed_to_spawn))
855 self.classname = "observer";
858 self.classname = "observer";
860 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
861 entity spot, oldself;
864 accuracy_resend(self);
867 JoinBestTeam(self, FALSE, TRUE);
871 spot = SelectSpawnPoint (FALSE);
874 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
875 return; // spawn failed
878 RemoveGrapplingHook(self); // Wazat's Grappling Hook
880 self.classname = "player";
881 self.wasplayer = TRUE;
882 self.iscreature = TRUE;
883 self.movetype = MOVETYPE_WALK;
884 self.solid = SOLID_SLIDEBOX;
885 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
886 if(autocvar_g_playerclip_collisions)
887 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
888 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
889 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
890 self.frags = FRAGS_PLAYER;
891 if(independent_players)
892 MAKE_INDEPENDENT_PLAYER(self);
893 self.flags = FL_CLIENT;
894 self.takedamage = DAMAGE_AIM;
896 self.effects = EF_FULLBRIGHT;
899 self.air_finished = time + 12;
901 if(autocvar_g_balance_nex_charge)
903 if(autocvar_g_balance_nex_secondary_chargepool)
904 self.nex_chargepool_ammo = 1;
905 self.nex_charge = autocvar_g_balance_nex_charge_start;
910 self.ammo_shells = warmup_start_ammo_shells;
911 self.ammo_nails = warmup_start_ammo_nails;
912 self.ammo_rockets = warmup_start_ammo_rockets;
913 self.ammo_cells = warmup_start_ammo_cells;
914 self.ammo_fuel = warmup_start_ammo_fuel;
915 self.health = warmup_start_health;
916 self.armorvalue = warmup_start_armorvalue;
917 self.weapons = warmup_start_weapons;
921 self.ammo_shells = start_ammo_shells;
922 self.ammo_nails = start_ammo_nails;
923 self.ammo_rockets = start_ammo_rockets;
924 self.ammo_cells = start_ammo_cells;
925 self.ammo_fuel = start_ammo_fuel;
926 self.health = start_health;
927 self.armorvalue = start_armorvalue;
928 self.weapons = start_weapons;
931 if(g_weaponarena_random)
933 if(g_weaponarena_random_with_laser)
934 self.weapons &~= WEPBIT_LASER;
935 self.weapons = randombits(self.weapons, g_weaponarena_random, FALSE);
936 if(g_weaponarena_random_with_laser)
937 self.weapons |= WEPBIT_LASER;
940 self.items = start_items;
941 self.jump_interval = time;
943 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
944 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
945 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
946 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
947 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
948 //extend the pause of rotting if client was reset at the beginning of the countdown
949 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
950 self.spawnshieldtime += game_starttime - time;
951 self.pauserotarmor_finished += game_starttime - time;
952 self.pauserothealth_finished += game_starttime - time;
953 self.pauseregen_finished += game_starttime - time;
955 self.damageforcescale = 2;
962 self.pain_finished = 0;
963 self.strength_finished = 0;
964 self.invincible_finished = 0;
966 // players have no think function
967 self.think = SUB_Null;
971 self.ballistics_density = autocvar_g_ballistics_density_player;
977 self.deadflag = DEAD_NO;
979 self.angles = spot.angles;
981 self.angles_z = 0; // never spawn tilted even if the spot says to
982 self.fixangle = TRUE; // turn this way immediately
983 self.velocity = '0 0 0';
984 self.avelocity = '0 0 0';
985 self.punchangle = '0 0 0';
986 self.punchvector = '0 0 0';
987 self.oldvelocity = self.velocity;
988 self.fire_endtime = -1;
991 WRITESPECTATABLE_MSG_ONE({
992 WriteByte(MSG_ONE, SVC_TEMPENTITY);
993 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
997 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
1002 self.crouch = FALSE;
1003 self.view_ofs = PL_VIEW_OFS;
1004 setsize (self, PL_MIN, PL_MAX);
1005 self.spawnorigin = spot.origin;
1006 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
1007 // don't reset back to last position, even if new position is stuck in solid
1008 self.oldorigin = self.origin;
1009 self.prevorigin = self.origin;
1010 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
1014 Spawnqueue_Remove(self);
1015 Spawnqueue_Mark(self);
1021 self.event_damage = PlayerDamage;
1023 self.bot_attack = TRUE;
1025 self.statdraintime = time + 5;
1026 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
1028 if(self.killcount == -666) {
1029 PlayerScore_Clear(self);
1033 self.cnt = WEP_LASER;
1035 CL_SpawnWeaponentity();
1036 self.alpha = default_player_alpha;
1037 self.colormod = '1 1 1' * autocvar_g_player_brightness;
1038 self.exteriorweaponentity.alpha = default_weapon_alpha;
1040 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
1041 self.lms_traveled_distance = 0;
1042 self.speedrunning = FALSE;
1044 race_PostSpawn(spot);
1046 if(autocvar_spawn_debug)
1048 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
1049 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
1052 //stuffcmd(self, "chase_active 0");
1053 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1055 if (autocvar_g_spawnsound)
1056 sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
1059 if(self.team == assault_attacker_team)
1060 centerprint(self, "You are attacking!");
1062 centerprint(self, "You are defending!");
1065 target_voicescript_clear(self);
1067 // reset fields the weapons may use
1068 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
1069 weapon_action(j, WR_RESETPLAYER);
1073 activator = oldself;
1078 MUTATOR_CALLHOOK(PlayerSpawn);
1080 self.switchweapon = w_getbestweapon(self);
1081 self.cnt = self.switchweapon;
1085 self.alivetime = time;
1086 } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
1087 PutObserverInServer ();
1091 // ctf_playerchanged();
1094 .float ebouncefactor, ebouncestop; // electro's values
1095 // TODO do we need all these fields, or should we stop autodetecting runtime
1096 // changes and just have a console command to update this?
1097 float ClientInit_SendEntity(entity to, float sf)
1099 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
1100 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
1101 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
1102 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
1103 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
1104 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
1105 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
1106 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
1107 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
1108 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
1109 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
1110 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
1111 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
1112 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
1113 if(sv_foginterval && world.fog != "")
1114 WriteString(MSG_ENTITY, world.fog);
1116 WriteString(MSG_ENTITY, "");
1117 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
1118 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
1119 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
1120 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
1121 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
1122 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
1123 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
1124 WriteByte(MSG_ENTITY, autocvar_g_balance_campingrifle_secondary); // client has to know if it should zoom or not
1125 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
1129 void ClientInit_CheckUpdate()
1131 self.nextthink = time;
1132 if(self.count != autocvar_g_balance_armor_blockpercent)
1134 self.count = autocvar_g_balance_armor_blockpercent;
1135 self.SendFlags |= 1;
1137 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
1139 self.cnt = autocvar_g_balance_weaponswitchdelay;
1140 self.SendFlags |= 1;
1142 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
1144 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
1145 self.SendFlags |= 1;
1147 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1149 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1150 self.SendFlags |= 1;
1152 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1154 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1155 self.SendFlags |= 1;
1157 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1159 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1160 self.SendFlags |= 1;
1164 void ClientInit_Spawn()
1169 e.classname = "clientinit";
1170 e.think = ClientInit_CheckUpdate;
1171 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1175 ClientInit_CheckUpdate();
1184 void SetNewParms (void)
1186 // initialize parms for a new player
1187 parm1 = -(86400 * 366);
1195 void SetChangeParms (void)
1197 // save parms for level change
1198 parm1 = self.parm_idlesince - time;
1206 void DecodeLevelParms (void)
1209 self.parm_idlesince = parm1;
1210 if(self.parm_idlesince == -(86400 * 366))
1211 self.parm_idlesince = time;
1213 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1214 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1221 Called when a client types 'kill' in the console
1225 void ClientKill_Now_TeamChange()
1227 if(self.killindicator_teamchange == -1)
1230 JoinBestTeam( self, FALSE, FALSE );
1233 SV_ChangeTeam(self.killindicator_teamchange - 1);
1236 void ClientKill_Now()
1238 if(self.killindicator_teamchange)
1239 ClientKill_Now_TeamChange();
1242 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1244 if(self.killindicator)
1246 dprint("Cleaned up after a leaked kill indicator.\n");
1247 remove(self.killindicator);
1248 self.killindicator = world;
1251 void KillIndicator_Think()
1253 if (!self.owner.modelindex)
1255 self.owner.killindicator = world;
1263 ClientKill_Now(); // no oldself needed
1269 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1270 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1273 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1274 if(self.owner.killindicator_teamchange)
1276 if(self.owner.killindicator_teamchange == -1)
1277 centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
1279 centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
1282 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
1284 self.nextthink = time + 1;
1289 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto
1293 killtime = autocvar_g_balance_kill_delay;
1295 if(g_race_qualifying)
1298 self.killindicator_teamchange = targetteam;
1300 if(!self.killindicator)
1302 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
1308 self.killindicator = spawn();
1309 self.killindicator.owner = self;
1310 self.killindicator.scale = 0.5;
1311 setattachment(self.killindicator, self, "");
1312 setorigin(self.killindicator, '0 0 52');
1313 self.killindicator.think = KillIndicator_Think;
1314 self.killindicator.nextthink = time + (self.lip) * 0.05;
1315 self.killindicator.cnt = ceil(killtime);
1316 self.killindicator.count = bound(0, ceil(killtime), 10);
1317 sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1319 for(e = world; (e = find(e, classname, "body")) != world; )
1323 e.killindicator = spawn();
1324 e.killindicator.owner = e;
1325 e.killindicator.scale = 0.5;
1326 setattachment(e.killindicator, e, "");
1327 setorigin(e.killindicator, '0 0 52');
1328 e.killindicator.think = KillIndicator_Think;
1329 e.killindicator.nextthink = time + (e.lip) * 0.05;
1330 e.killindicator.cnt = ceil(killtime);
1335 if(self.killindicator)
1338 self.killindicator.colormod = TeamColor(targetteam);
1340 self.killindicator.colormod = '0 0 0';
1344 void ClientKill (void)
1346 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1350 else if(g_freezetag && self.freezetag_frozen == 1)
1355 ClientKill_TeamChange(0);
1358 void CTS_ClientKill_Think (void)
1360 self = self.owner; // set self to the player to be killed
1361 sprint(self, "^1You were killed in order to prevent cheating!");
1365 void CTS_ClientKill (float t) // silent version of ClientKill
1370 e.think = CTS_ClientKill_Think;
1374 void DoTeamChange(float destteam)
1380 SetPlayerColors(self, destteam);
1383 if(self.classname == "player")
1386 CheckAllowedTeams(self);
1387 t = FindSmallestTeam(self, TRUE);
1390 case COLOR_TEAM1: c0 = c1; break;
1391 case COLOR_TEAM2: c0 = c2; break;
1392 case COLOR_TEAM3: c0 = c3; break;
1393 case COLOR_TEAM4: c0 = c4; break;
1400 destteam = COLOR_TEAM1;
1404 destteam = COLOR_TEAM2;
1408 destteam = COLOR_TEAM3;
1412 destteam = COLOR_TEAM4;
1418 if(destteam == self.team && destteam >= 0 && !self.killindicator)
1420 ClientKill_TeamChange(destteam);
1423 void FixClientCvars(entity e)
1425 // send prediction settings to the client
1426 stuffcmd(e, "\nin_bindmap 0 0\n");
1428 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1429 if(autocvar_g_antilag == 3) // client side hitscan
1430 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1432 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1434 * we no longer need to stuff this. Remove this comment block if you feel
1435 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1436 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1437 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1438 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1439 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1440 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1441 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1442 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1443 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1444 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1445 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1446 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1447 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1448 stuffcmd(e, "cl_movement_edgefriction 1\n");
1452 float PlayerInIDList(entity p, string idlist)
1457 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1458 if not(p.crypto_idfp)
1461 // this function allows abbreviated player IDs too!
1462 n = tokenize_console(idlist);
1463 for(i = 0; i < n; ++i)
1466 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1477 Called when a client connects to the server
1480 //void ctf_clientconnect();
1481 string ColoredTeamName(float t);
1482 void DecodeLevelParms (void);
1483 //void dom_player_join_team(entity pl);
1484 void ClientConnect (void)
1488 if(self.flags & FL_CLIENT)
1490 print("Warning: ClientConnect, but already connected!\n");
1494 if(Ban_MaybeEnforceBan(self))
1500 sprint(self, strcat("^4SVQC Build information: ", WATERMARK(), "\n"));
1503 self.classname = "player_joining";
1505 self.flags = FL_CLIENT;
1506 self.version_nagtime = time + 10 + random() * 10;
1510 dprint("BUG player count is lower than zero, this cannot happen!\n");
1514 PlayerScore_Attach(self);
1515 ClientData_Attach();
1516 accuracy_init(self);
1518 bot_clientconnect();
1524 race_PreSpawnObserver();
1527 // dom_player_join_team(self);
1529 // identify the right forced team
1530 if(autocvar_g_campaign)
1532 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1534 switch(autocvar_g_campaign_forceteam)
1536 case 1: self.team_forced = COLOR_TEAM1; break;
1537 case 2: self.team_forced = COLOR_TEAM2; break;
1538 case 3: self.team_forced = COLOR_TEAM3; break;
1539 case 4: self.team_forced = COLOR_TEAM4; break;
1540 default: self.team_forced = 0;
1544 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1545 self.team_forced = COLOR_TEAM1;
1546 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1547 self.team_forced = COLOR_TEAM2;
1548 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1549 self.team_forced = COLOR_TEAM3;
1550 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1551 self.team_forced = COLOR_TEAM4;
1552 else if(autocvar_g_forced_team_otherwise == "red")
1553 self.team_forced = COLOR_TEAM1;
1554 else if(autocvar_g_forced_team_otherwise == "blue")
1555 self.team_forced = COLOR_TEAM2;
1556 else if(autocvar_g_forced_team_otherwise == "yellow")
1557 self.team_forced = COLOR_TEAM3;
1558 else if(autocvar_g_forced_team_otherwise == "pink")
1559 self.team_forced = COLOR_TEAM4;
1560 else if(autocvar_g_forced_team_otherwise == "spectate")
1561 self.team_forced = -1;
1562 else if(autocvar_g_forced_team_otherwise == "spectator")
1563 self.team_forced = -1;
1565 self.team_forced = 0;
1568 if(self.team_forced > 0)
1569 self.team_forced = 0;
1571 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1573 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1574 self.classname = "observer";
1578 if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
1580 self.classname = "player";
1581 campaign_bots_may_start = 1;
1585 self.classname = "observer"; // do it anyway
1590 self.classname = "player";
1591 campaign_bots_may_start = 1;
1595 self.playerid = (playerid_last = playerid_last + 1);
1597 if(autocvar_sv_eventlog)
1598 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1600 LogTeamchange(self.playerid, self.team, 1);
1602 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1604 self.netname_previous = strzone(self.netname);
1606 bprint("^4", self.netname, "^4 connected");
1608 if(self.classname != "observer" && (g_domination || g_ctf))
1609 bprint(" and joined the ", ColoredTeamName(self.team));
1613 self.welcomemessage_time = 0;
1615 stuffcmd(self, strcat(clientstuff, "\n"));
1616 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
1617 stuffcmd(self, "cl_particles_reloadeffects\n");
1619 FixClientCvars(self);
1621 // spawnfunc_waypoint sprites
1622 WaypointSprite_InitClient(self);
1624 // Wazat's grappling hook
1625 SetGrappleHookBindings();
1627 // get autoswitch state from player when he toggles it
1628 stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1
1630 // get version info from player
1631 stuffcmd(self, "cmd clientversion $gameversion\n");
1633 // get other cvars from player
1636 // notify about available teams
1639 CheckAllowedTeams(self);
1640 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1641 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1644 stuffcmd(self, "set _teams_available 0\n");
1646 stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));
1650 self.classname = "observer";
1652 Spawnqueue_Insert(self);
1656 ctf_clientconnect();
1659 if(teams_matter || radar_showennemies)
1662 bot_relinkplayerlist();
1664 self.spectatortime = time;
1667 sprint(self, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
1670 self.jointime = time;
1671 self.allowedTimeouts = autocvar_sv_timeout_number;
1673 if(clienttype(self) == CLIENTTYPE_REAL)
1675 if(autocvar_g_bugrigs || g_weaponarena == WEPBIT_TUBA)
1676 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1681 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1683 PlayerScore_Add(self, SP_LMS_RANK, 666);
1684 self.frags = FRAGS_SPECTATOR;
1688 if(!sv_foginterval && world.fog != "")
1689 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1691 SoundEntity_Attach(self);
1693 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1695 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1696 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1699 self.hitplotfh = -1;
1701 if(g_race || g_cts) {
1707 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));
1710 race_send_recordtime(MSG_ONE);
1711 race_send_speedaward(MSG_ONE);
1713 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1714 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1715 race_send_speedaward_alltimebest(MSG_ONE);
1718 for (i = 1; i <= RANKINGS_CNT; ++i) {
1719 race_SendRankings(i, 0, 0, MSG_ONE);
1722 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1723 send_CSQC_teamnagger();
1725 send_CSQC_cr_maxbullets(self);
1729 PlayerStats_AddPlayer(self);
1736 Called when a client disconnects from the server
1739 .entity chatbubbleentity;
1740 .entity teambubbleentity;
1742 void ClientDisconnect (void)
1744 if not(self.flags & FL_CLIENT)
1746 print("Warning: ClientDisconnect without ClientConnect\n");
1750 PlayerStats_AddGlobalInfo(self);
1752 CheatShutdownClient();
1754 if(self.hitplotfh >= 0)
1756 fclose(self.hitplotfh);
1757 self.hitplotfh = -1;
1761 anticheat_shutdown();
1763 playerdemo_shutdown();
1765 bot_clientdisconnect();
1770 if(autocvar_sv_eventlog)
1771 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1772 bprint ("^4",self.netname);
1773 bprint ("^4 disconnected\n");
1775 SoundEntity_Detach(self);
1778 MUTATOR_CALLHOOK(ClientDisconnect);
1780 Portal_ClearAll(self);
1782 if(self.flagcarried)
1783 DropFlag(self.flagcarried, world, world);
1784 if(self.ballcarried && g_nexball)
1785 DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
1787 // Here, everything has been done that requires this player to be a client.
1789 self.flags &~= FL_CLIENT;
1791 if (self.chatbubbleentity)
1792 remove (self.chatbubbleentity);
1794 if (self.teambubbleentity)
1795 remove (self.teambubbleentity);
1797 if (self.killindicator)
1798 remove (self.killindicator);
1800 WaypointSprite_PlayerGone();
1802 bot_relinkplayerlist();
1806 Spawnqueue_Unmark(self);
1807 Spawnqueue_Remove(self);
1810 accuracy_free(self);
1811 ClientData_Detach();
1812 PlayerScore_Detach(self);
1814 if(self.netname_previous)
1815 strunzone(self.netname_previous);
1816 if(self.clientstatus)
1817 strunzone(self.clientstatus);
1818 if(self.weaponorder_byimpulse)
1819 strunzone(self.weaponorder_byimpulse);
1821 ClearPlayerSounds();
1824 remove(self.personal);
1834 void ChatBubbleThink()
1836 self.nextthink = time;
1837 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
1839 if(self.owner) // but why can that ever be world?
1840 self.owner.chatbubbleentity = world;
1844 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1846 || self.owner.tetris_on
1849 self.model = self.mdl;
1854 void UpdateChatBubble()
1856 if (!self.modelindex)
1858 // spawn a chatbubble entity if needed
1859 if (!self.chatbubbleentity)
1861 self.chatbubbleentity = spawn();
1862 self.chatbubbleentity.owner = self;
1863 self.chatbubbleentity.exteriormodeltoclient = self;
1864 self.chatbubbleentity.think = ChatBubbleThink;
1865 self.chatbubbleentity.nextthink = time;
1866 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1867 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1868 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1869 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1870 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1871 self.chatbubbleentity.model = "";
1872 self.chatbubbleentity.effects = EF_LOWPRECISION;
1877 void TeamBubbleThink()
1879 self.nextthink = time;
1880 if (!self.owner.modelindex || self.owner.teambubbleentity != self)
1882 if(self.owner) // but why can that ever be world?
1883 self.owner.teambubbleentity = world;
1887 // setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now
1888 if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)
1891 self.model = self.mdl;
1895 float TeamBubble_customizeentityforclient()
1897 return (self.owner != other && self.owner.team == other.team && other.killcount > -666);
1900 void UpdateTeamBubble()
1902 if (!self.modelindex || !teams_matter)
1904 // spawn a teambubble entity if needed
1905 if (!self.teambubbleentity && teams_matter)
1907 self.teambubbleentity = spawn();
1908 self.teambubbleentity.owner = self;
1909 self.teambubbleentity.exteriormodeltoclient = self;
1910 self.teambubbleentity.think = TeamBubbleThink;
1911 self.teambubbleentity.nextthink = time;
1912 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below
1913 // setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1914 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1915 setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1916 self.teambubbleentity.mdl = self.teambubbleentity.model;
1917 self.teambubbleentity.model = self.teambubbleentity.mdl;
1918 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;
1919 self.teambubbleentity.effects = EF_LOWPRECISION;
1923 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1924 // added to the model skins
1925 /*void UpdateColorModHack()
1928 c = self.clientcolors & 15;
1929 // LordHavoc: only bothering to support white, green, red, yellow, blue
1930 if (!teams_matter) self.colormod = '0 0 0';
1931 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1932 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1933 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1934 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1935 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1936 else self.colormod = '1 1 1';
1942 if(self.modelindex != 0 && autocvar_g_respawn_ghosts)
1944 self.solid = SOLID_NOT;
1945 self.takedamage = DAMAGE_NO;
1946 self.movetype = MOVETYPE_FLY;
1947 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1948 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1949 self.effects |= EF_ADDITIVE;
1950 self.oldcolormap = self.colormap;
1951 self.colormap = 512;
1952 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1953 if(autocvar_g_respawn_ghosts_maxtime)
1954 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1958 self.effects |= EF_NODRAW; // prevent another CopyBody
1959 if(self.oldcolormap)
1961 self.colormap = self.oldcolormap;
1962 self.oldcolormap = 0;
1964 PutClientInServer();
1967 void play_countdown(float finished, string samp)
1969 if(clienttype(self) == CLIENTTYPE_REAL)
1970 if(floor(finished - time - frametime) != floor(finished - time))
1971 if(finished - time < 6)
1972 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
1976 * When sv_timeout is used this function returs strings like
1977 * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
1978 * Called by centerprint functions
1979 * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
1981 string getTimeoutText(float addOneSecond) {
1982 if (!autocvar_sv_timeout || !timeoutStatus)
1985 local string retStr;
1986 if (timeoutStatus == 1) {
1987 if (addOneSecond == 1) {
1988 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
1991 retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
1995 else if (timeoutStatus == 2) {
1997 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
1998 //don't show messages like "Timeout ends in 0 seconds"...
1999 if ((remainingTimeoutTime + 1) > 0)
2005 retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
2006 //don't show messages like "Timeout ends in 0 seconds"...
2007 if (remainingTimeoutTime > 0)
2016 void player_powerups (void)
2018 // add a way to see what the items were BEFORE all of these checks for the mutator hook
2019 olditems = self.items;
2021 if((self.items & IT_USING_JETPACK) && !self.deadflag)
2023 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
2024 self.modelflags |= MF_ROCKET;
2028 SoundEntity_StopSound(self, CHAN_PLAYER);
2029 self.modelflags &~= MF_ROCKET;
2032 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
2034 if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
2037 Fire_ApplyDamage(self);
2038 Fire_ApplyEffect(self);
2042 self.effects |= EF_FULLBRIGHT;
2044 if (self.items & IT_STRENGTH)
2046 play_countdown(self.strength_finished, "misc/poweroff.wav");
2047 if (time > self.strength_finished)
2049 self.alpha = default_player_alpha;
2050 self.exteriorweaponentity.alpha = default_weapon_alpha;
2051 self.items &~= IT_STRENGTH;
2052 sprint(self, "^3Invisibility has worn off\n");
2057 if (time < self.strength_finished)
2059 self.alpha = g_minstagib_invis_alpha;
2060 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
2061 self.items |= IT_STRENGTH;
2062 sprint(self, "^3You are invisible\n");
2066 if (self.items & IT_INVINCIBLE)
2068 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2069 if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2071 self.items = self.items - (self.items & IT_INVINCIBLE);
2072 sprint(self, "^3Speed has worn off\n");
2077 if (time < self.invincible_finished)
2079 self.items = self.items | IT_INVINCIBLE;
2080 sprint(self, "^3You are on speed\n");
2084 else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
2086 if (self.items & IT_STRENGTH)
2088 play_countdown(self.strength_finished, "misc/poweroff.wav");
2089 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
2090 if (time > self.strength_finished && autocvar_g_balance_powerup_timer)
2092 self.items = self.items - (self.items & IT_STRENGTH);
2093 sprint(self, "^3Strength has worn off\n");
2098 if (time < self.strength_finished)
2100 self.items = self.items | IT_STRENGTH;
2101 sprint(self, "^3Strength infuses your weapons with devastating power\n");
2104 if (self.items & IT_INVINCIBLE)
2106 play_countdown(self.invincible_finished, "misc/poweroff.wav");
2107 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
2108 if (time > self.invincible_finished && autocvar_g_balance_powerup_timer)
2110 self.items = self.items - (self.items & IT_INVINCIBLE);
2111 sprint(self, "^3Shield has worn off\n");
2116 if (time < self.invincible_finished)
2118 self.items = self.items | IT_INVINCIBLE;
2119 sprint(self, "^3Shield surrounds you\n");
2123 if(autocvar_g_nodepthtestplayers)
2124 self.effects = self.effects | EF_NODEPTHTEST;
2126 if(autocvar_g_fullbrightplayers)
2127 self.effects = self.effects | EF_FULLBRIGHT;
2129 // midair gamemode: damage only while in the air
2130 // if in midair mode, being on ground grants temporary invulnerability
2131 // (this is so that multishot weapon don't clear the ground flag on the
2132 // first damage in the frame, leaving the player vulnerable to the
2133 // remaining hits in the same frame)
2134 if (self.flags & FL_ONGROUND)
2136 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
2138 if (time >= game_starttime)
2139 if (time < self.spawnshieldtime)
2140 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
2143 MUTATOR_CALLHOOK(PlayerPowerups);
2146 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
2148 if(current > stable)
2150 else if(current > stable - 0.25) // when close enough, "snap"
2153 return min(stable, current + (stable - current) * regenfactor * regenframetime);
2156 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
2158 if(current < stable)
2160 else if(current < stable + 0.25) // when close enough, "snap"
2163 return max(stable, current + (stable - current) * rotfactor * rotframetime);
2166 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
2168 if(current > rotstable)
2170 if(rotframetime > 0)
2172 current = CalcRot(current, rotstable, rotfactor, rotframetime);
2173 current = max(rotstable, current - rotlinear * rotframetime);
2176 else if(current < regenstable)
2178 if(regenframetime > 0)
2180 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
2181 current = min(regenstable, current + regenlinear * regenframetime);
2191 void player_regen (void)
2193 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2194 maxh = autocvar_g_balance_health_rotstable;
2195 maxa = autocvar_g_balance_armor_rotstable;
2196 maxf = autocvar_g_balance_fuel_rotstable;
2197 minh = autocvar_g_balance_health_regenstable;
2198 mina = autocvar_g_balance_armor_regenstable;
2199 minf = autocvar_g_balance_fuel_regenstable;
2200 limith = autocvar_g_balance_health_limit;
2201 limita = autocvar_g_balance_armor_limit;
2202 limitf = autocvar_g_balance_fuel_limit;
2204 max_mod = regen_mod = rot_mod = limit_mod = 1;
2206 if (self.runes & RUNE_REGEN)
2208 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2210 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2211 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2212 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2216 regen_mod = autocvar_g_balance_rune_regen_regenrate;
2217 max_mod = autocvar_g_balance_rune_regen_hpmod;
2218 limit_mod = autocvar_g_balance_rune_regen_limitmod;
2221 else if (self.runes & CURSE_VENOM)
2223 max_mod = autocvar_g_balance_curse_venom_hpmod;
2224 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2225 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2227 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2228 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2229 //if (!self.runes & RUNE_REGEN)
2230 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2232 maxh = maxh * max_mod;
2233 //maxa = maxa * max_mod;
2234 //maxf = maxf * max_mod;
2235 minh = minh * max_mod;
2236 //mina = mina * max_mod;
2237 //minf = minf * max_mod;
2238 limith = limith * limit_mod;
2239 limita = limita * limit_mod;
2240 //limitf = limitf * limit_mod;
2245 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2247 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
2248 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
2250 // if player rotted to death... die!
2252 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2255 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2256 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
2259 float zoomstate_set;
2260 void SetZoomState(float z)
2262 if(z != self.zoomstate)
2265 ClientData_Touch(self);
2270 void GetPressedKeys(void) {
2271 MUTATOR_CALLHOOK(GetPressedKeys);
2272 if (self.movement_x > 0) // get if movement keys are pressed
2273 { // forward key pressed
2274 self.pressedkeys |= KEY_FORWARD;
2275 self.pressedkeys &~= KEY_BACKWARD;
2277 else if (self.movement_x < 0)
2278 { // backward key pressed
2279 self.pressedkeys |= KEY_BACKWARD;
2280 self.pressedkeys &~= KEY_FORWARD;
2284 self.pressedkeys &~= KEY_FORWARD;
2285 self.pressedkeys &~= KEY_BACKWARD;
2288 if (self.movement_y > 0)
2289 { // right key pressed
2290 self.pressedkeys |= KEY_RIGHT;
2291 self.pressedkeys &~= KEY_LEFT;
2293 else if (self.movement_y < 0)
2294 { // left key pressed
2295 self.pressedkeys |= KEY_LEFT;
2296 self.pressedkeys &~= KEY_RIGHT;
2300 self.pressedkeys &~= KEY_RIGHT;
2301 self.pressedkeys &~= KEY_LEFT;
2304 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2305 self.pressedkeys |= KEY_JUMP;
2307 self.pressedkeys &~= KEY_JUMP;
2308 if (self.BUTTON_CROUCH)
2309 self.pressedkeys |= KEY_CROUCH;
2311 self.pressedkeys &~= KEY_CROUCH;
2315 ======================
2316 spectate mode routines
2317 ======================
2320 void SpectateCopy(entity spectatee) {
2322 MUTATOR_CALLHOOK(SpectateCopy);
2323 self.armortype = spectatee.armortype;
2324 self.armorvalue = spectatee.armorvalue;
2325 self.ammo_cells = spectatee.ammo_cells;
2326 self.ammo_shells = spectatee.ammo_shells;
2327 self.ammo_nails = spectatee.ammo_nails;
2328 self.ammo_rockets = spectatee.ammo_rockets;
2329 self.ammo_fuel = spectatee.ammo_fuel;
2330 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2331 self.health = spectatee.health;
2333 self.items = spectatee.items;
2334 self.last_pickup = spectatee.last_pickup;
2335 self.metertime = spectatee.metertime;
2336 self.strength_finished = spectatee.strength_finished;
2337 self.invincible_finished = spectatee.invincible_finished;
2338 self.pressedkeys = spectatee.pressedkeys;
2339 self.weapons = spectatee.weapons;
2340 self.switchweapon = spectatee.switchweapon;
2341 self.weapon = spectatee.weapon;
2342 self.punchangle = spectatee.punchangle;
2343 self.view_ofs = spectatee.view_ofs;
2344 self.v_angle = spectatee.v_angle;
2345 self.velocity = spectatee.velocity;
2346 self.dmg_take = spectatee.dmg_take;
2347 self.dmg_save = spectatee.dmg_save;
2348 self.dmg_inflictor = spectatee.dmg_inflictor;
2349 self.angles = spectatee.v_angle;
2350 self.fixangle = TRUE;
2351 setorigin(self, spectatee.origin);
2352 setsize(self, spectatee.mins, spectatee.maxs);
2353 SetZoomState(spectatee.zoomstate);
2355 anticheat_spectatecopy(spectatee);
2358 float SpectateUpdate() {
2362 if (self == self.enemy)
2365 if(self.enemy.classname != "player")
2368 SpectateCopy(self.enemy);
2373 float SpectateNext() {
2374 other = find(self.enemy, classname, "player");
2377 other = find(other, classname, "player");
2382 if(self.enemy.classname == "player") {
2384 WriteByte(MSG_ONE, SVC_SETVIEW);
2385 WriteEntity(MSG_ONE, self.enemy);
2386 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2387 self.movetype = MOVETYPE_NONE;
2388 accuracy_resend(self);
2390 if(!SpectateUpdate())
2391 PutObserverInServer();
2401 ShowRespawnCountdown()
2403 Update a respawn countdown display.
2406 void ShowRespawnCountdown()
2409 if(self.deadflag == DEAD_NO) // just respawned?
2413 number = ceil(self.death_time - time);
2416 if(number <= self.respawn_countdown)
2418 self.respawn_countdown = number - 1;
2419 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
2420 AnnounceTo(self, strcat(ftos(number), ""));
2425 void LeaveSpectatorMode()
2427 if(isJoinAllowed()) {
2428 if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2429 self.classname = "player";
2431 if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
2432 JoinBestTeam(self, FALSE, TRUE);
2434 if(autocvar_g_campaign)
2435 campaign_bots_may_start = 1;
2437 PutClientInServer();
2439 if(self.classname == "player")
2440 bprint ("^4", self.netname, "^4 is playing now\n");
2442 if(!autocvar_g_campaign)
2443 centerprint(self,""); // clear MOTD
2447 if (g_ca && self.caplayer) {
2450 stuffcmd(self,"menu_showteamselect\n");
2455 //player may not join because of g_maxplayers is set
2456 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
2461 * Determines whether the player is allowed to join. This depends on cvar
2462 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2463 * it checks whether the number of currently playing players exceeds g_maxplayers.
2464 * @return bool TRUE if the player is allowed to join, false otherwise
2466 float isJoinAllowed() {
2467 if(self.team_forced < 0)
2468 return FALSE; // forced spectators can never join
2470 if (!autocvar_g_maxplayers)
2474 local float currentlyPlaying;
2475 FOR_EACH_REALPLAYER(e) {
2476 if(e.classname == "player")
2477 currentlyPlaying += 1;
2479 if(currentlyPlaying < autocvar_g_maxplayers)
2486 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2487 * g_maxplayers_spectator_blocktime seconds
2489 void checkSpectatorBlock() {
2490 if(self.classname == "spectator" || self.classname == "observer") {
2491 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2492 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2498 void ObserverThink()
2500 if (self.flags & FL_JUMPRELEASED) {
2501 if (self.BUTTON_JUMP && !self.version_mismatch) {
2502 self.welcomemessage_time = 0;
2503 self.flags &~= FL_JUMPRELEASED;
2504 self.flags |= FL_SPAWNING;
2505 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2506 self.welcomemessage_time = 0;
2507 self.flags &~= FL_JUMPRELEASED;
2508 if(SpectateNext() == 1) {
2509 self.classname = "spectator";
2513 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2514 self.flags |= FL_JUMPRELEASED;
2515 if(self.flags & FL_SPAWNING)
2517 self.flags &~= FL_SPAWNING;
2518 LeaveSpectatorMode();
2523 PrintWelcomeMessage(self);
2526 void SpectatorThink()
2528 if (self.flags & FL_JUMPRELEASED) {
2529 if (self.BUTTON_JUMP && !self.version_mismatch) {
2530 self.welcomemessage_time = 0;
2531 self.flags &~= FL_JUMPRELEASED;
2532 self.flags |= FL_SPAWNING;
2533 } else if(self.BUTTON_ATCK) {
2534 self.welcomemessage_time = 0;
2535 self.flags &~= FL_JUMPRELEASED;
2536 if(SpectateNext() == 1) {
2537 self.classname = "spectator";
2539 self.classname = "observer";
2540 PutClientInServer();
2542 } else if (self.BUTTON_ATCK2) {
2543 self.welcomemessage_time = 0;
2544 self.flags &~= FL_JUMPRELEASED;
2545 self.classname = "observer";
2546 PutClientInServer();
2548 if(!SpectateUpdate())
2549 PutObserverInServer();
2552 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2553 self.flags |= FL_JUMPRELEASED;
2554 if(self.flags & FL_SPAWNING)
2556 self.flags &~= FL_SPAWNING;
2557 LeaveSpectatorMode();
2563 PrintWelcomeMessage(self);
2564 self.flags |= FL_CLIENT | FL_NOTARGET;
2567 .float touchexplode_time;
2573 Called every frame for each client before the physics are run
2576 void() ctf_setstatus;
2577 void() nexball_setstatus;
2579 void PlayerPreThink (void)
2581 self.stat_game_starttime = game_starttime;
2582 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2583 self.stat_leadlimit = autocvar_leadlimit;
2587 // physics frames: update anticheat stuff
2588 anticheat_prethink();
2591 if(blockSpectators && frametime)
2592 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2593 checkSpectatorBlock();
2597 if(self.netname_previous != self.netname)
2599 if(autocvar_sv_eventlog)
2600 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2601 if(self.netname_previous)
2602 strunzone(self.netname_previous);
2603 self.netname_previous = strzone(self.netname);
2607 if(self.version_nagtime)
2608 if(self.cvar_g_xonoticversion)
2609 if(time > self.version_nagtime)
2611 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0)
2613 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0)
2615 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2616 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2621 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2624 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n");
2625 sprint(self, strcat("\{1}^1NOTE: ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.com/^1!\n"));
2629 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2630 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2634 self.version_nagtime = 0;
2638 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2640 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2641 self.max_armorvalue = 0;
2645 if (TetrisPreFrame())
2649 MUTATOR_CALLHOOK(PlayerPreThink);
2651 if(self.classname == "player") {
2652 // if(self.netname == "Wazat")
2653 // bprint(self.classname, "\n");
2655 CheckRules_Player();
2657 PrintWelcomeMessage(self);
2659 if (intermission_running)
2661 IntermissionThink (); // otherwise a button could be missed between
2662 return; // the think tics
2665 if(self.teleport_time)
2666 if(time > self.teleport_time)
2668 self.teleport_time = 0;
2669 self.effects = self.effects - (self.effects & EF_NODRAW);
2672 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
2673 UpdateSelectedPlayer();
2675 //don't allow the player to turn around while game is paused!
2676 if(timeoutStatus == 2) {
2677 self.v_angle = self.lastV_angle;
2678 self.angles = self.lastV_angle;
2679 self.fixangle = TRUE;
2684 if(self.health <= 0 && autocvar_g_deathglow)
2686 if(self.glowmod_x > 0)
2687 self.glowmod_x -= autocvar_g_deathglow * frametime;
2689 self.glowmod_x = -1;
2690 if(self.glowmod_y > 0)
2691 self.glowmod_y -= autocvar_g_deathglow * frametime;
2693 self.glowmod_y = -1;
2694 if(self.glowmod_z > 0)
2695 self.glowmod_z -= autocvar_g_deathglow * frametime;
2697 self.glowmod_z = -1;
2700 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2704 if (self.deadflag != DEAD_NO)
2706 float button_pressed, force_respawn;
2707 if(self.personal && g_race_qualifying)
2709 if(time > self.death_time)
2711 self.death_time = time + 1; // only retry once a second
2720 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2721 force_respawn = (g_lms || (g_ca) || autocvar_g_forced_respawn);
2722 if (self.deadflag == DEAD_DYING)
2725 self.deadflag = DEAD_RESPAWNING;
2726 else if(!button_pressed)
2727 self.deadflag = DEAD_DEAD;
2729 else if (self.deadflag == DEAD_DEAD)
2732 self.deadflag = DEAD_RESPAWNABLE;
2734 else if (self.deadflag == DEAD_RESPAWNABLE)
2737 self.deadflag = DEAD_RESPAWNING;
2739 else if (self.deadflag == DEAD_RESPAWNING)
2741 if(time > self.death_time)
2743 self.death_time = time + 1; // only retry once a second
2747 ShowRespawnCountdown();
2753 if(time > self.touchexplode_time)
2754 if(self.classname == "player")
2755 if(self.deadflag == DEAD_NO)
2756 if not(IS_INDEPENDENT_PLAYER(self))
2757 FOR_EACH_PLAYER(other) if(self != other)
2759 if(time > other.touchexplode_time)
2760 if(other.deadflag == DEAD_NO)
2761 if not(IS_INDEPENDENT_PLAYER(other))
2762 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2764 PlayerTouchExplode(self, other);
2765 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2769 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2773 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2774 dist = self.prevorigin - self.origin;
2776 self.lms_traveled_distance += fabs(vlen(dist));
2778 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2780 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2781 self.lms_traveled_distance = 0;
2784 if(time > self.lms_nextcheck)
2786 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2787 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2789 centerprint(self, autocvar_g_lms_campcheck_message);
2790 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2791 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2792 Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
2794 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2795 self.lms_traveled_distance = 0;
2799 self.prevorigin = self.origin;
2801 if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
2806 self.view_ofs = PL_CROUCH_VIEW_OFS;
2807 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2808 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);
2815 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2816 if (!trace_startsolid)
2818 self.crouch = FALSE;
2819 self.view_ofs = PL_VIEW_OFS;
2820 setsize (self, PL_MIN, PL_MAX);
2825 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2827 if(self.bloodloss_timer < time)
2829 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2830 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2836 GrapplingHookFrame();
2838 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2841 self.items &~= self.items_added;
2845 self.items_added = 0;
2846 if(self.items & IT_JETPACK)
2847 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2848 self.items_added |= IT_FUEL;
2850 self.items |= self.items_added;
2855 // rot nex charge to the charge limit
2856 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2857 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2863 minstagib_ammocheck();
2869 nexball_setstatus();
2871 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2873 //self.angles_y=self.v_angle_y + 90; // temp
2874 } else if(gameover) {
2875 if (intermission_running)
2876 IntermissionThink (); // otherwise a button could be missed between
2878 } else if(self.classname == "observer") {
2880 } else if(self.classname == "spectator") {
2885 SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && autocvar_g_balance_campingrifle_secondary == 0));
2887 float oldspectatee_status;
2888 oldspectatee_status = self.spectatee_status;
2889 if(self.classname == "spectator")
2890 self.spectatee_status = num_for_edict(self.enemy);
2891 else if(self.classname == "observer")
2892 self.spectatee_status = num_for_edict(self);
2894 self.spectatee_status = 0;
2895 if(self.spectatee_status != oldspectatee_status)
2897 ClientData_Touch(self);
2899 race_InitSpectator();
2902 if(self.teamkill_soundtime)
2903 if(time > self.teamkill_soundtime)
2905 self.teamkill_soundtime = 0;
2907 entity oldpusher, oldself;
2909 oldself = self; self = self.teamkill_soundsource;
2910 oldpusher = self.pusher; self.pusher = oldself;
2912 PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2914 self.pusher = oldpusher;
2918 if(self.taunt_soundtime)
2919 if(time > self.taunt_soundtime)
2921 self.taunt_soundtime = 0;
2922 PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
2925 target_voicescript_next(self);
2928 float isInvisibleString(string s)
2931 s = strdecolorize(s);
2932 for((i = 0), (n = strlen(s)); i < n; ++i)
2940 case 192: // charmap space
2941 if (!autocvar_utf8_enable)
2944 case 160: // space in unicode fonts
2945 case 0xE000 + 192: // utf8 charmap space
2946 if (autocvar_utf8_enable)
2959 Called every frame for each client after the physics are run
2962 .float idlekick_lasttimeleft;
2963 .entity showheadshotbbox;
2964 void showheadshotbbox_think()
2966 if(self.owner.showheadshotbbox != self)
2971 self.nextthink = time;
2972 setorigin(self, self.owner.origin);
2973 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2975 void PlayerPostThink (void)
2977 // Savage: Check for nameless players
2978 if (isInvisibleString(self.netname)) {
2979 self.netname = "Player";
2980 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2983 if(sv_maxidle && frametime)
2985 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2987 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2990 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2991 AnnounceTo(self, "terminated");
2995 else if(timeleft <= 10)
2997 if(timeleft != self.idlekick_lasttimeleft)
2999 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
3000 AnnounceTo(self, strcat(ftos(timeleft), ""));
3005 centerprint_expire(self, CENTERPRIO_IDLEKICK);
3007 self.idlekick_lasttimeleft = timeleft;
3011 if(self.impulse == 100)
3013 if (TetrisPostFrame())
3019 if(self.classname == "player") {
3020 CheckRules_Player();
3025 if (intermission_running)
3026 return; // intermission or finale
3028 } else if (self.classname == "observer") {
3030 } else if (self.classname == "spectator") {
3036 for(i = 0; i < 1000; ++i)
3039 end = self.origin + '0 0 1024' + 512 * randomvec();
3040 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3041 if(trace_fraction < 1)
3042 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3044 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3052 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3054 if(self.waypointsprite_attachedforcarrier)
3055 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3057 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3059 if(!self.showheadshotbbox)
3061 self.showheadshotbbox = spawn();
3062 self.showheadshotbbox.classname = "headshotbbox";
3063 self.showheadshotbbox.owner = self;
3064 self.showheadshotbbox.think = showheadshotbbox_think;
3065 self.showheadshotbbox.nextthink = time;
3066 self = self.showheadshotbbox;
3073 if(self.showheadshotbbox)
3074 remove(self.showheadshotbbox);
3079 if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
3081 if(!self.stored_netname)
3082 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3083 if(self.stored_netname != self.netname)
3085 db_put(ServerProgsDB, strcat("uid2name", self.crypto_idfp), self.netname);
3086 strunzone(self.stored_netname);
3087 self.stored_netname = strzone(self.netname);
3093 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));