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(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 void Announce(string snd) {
10 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
11 WriteByte(MSG_BROADCAST, TE_CSQC_ANNOUNCE);
12 WriteString(MSG_BROADCAST, snd);
15 void AnnounceTo(entity e, string snd) {
16 if (clienttype(e) == CLIENTTYPE_REAL)
19 WriteByte(MSG_ONE, SVC_TEMPENTITY);
20 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);
21 WriteString(MSG_ONE, snd);
25 float ClientData_Send(entity to, float sf)
36 if(to.classname == "spectator")
42 sf |= 1; // forced scoreboard
43 if(to.spectatee_status)
44 sf |= 2; // spectator ent number follows
47 if(e.porto_v_angle_held)
48 sf |= 8; // angles held
50 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
51 WriteByte(MSG_ENTITY, sf);
54 WriteByte(MSG_ENTITY, to.spectatee_status);
58 WriteAngle(MSG_ENTITY, e.v_angle_x);
59 WriteAngle(MSG_ENTITY, e.v_angle_y);
65 void ClientData_Attach()
67 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
68 self.clientdata.drawonlytoclient = self;
69 self.clientdata.owner = self;
72 void ClientData_Detach()
74 remove(self.clientdata);
75 self.clientdata = world;
78 void ClientData_Touch(entity e)
80 e.clientdata.SendFlags = 1;
82 // make it spectatable
84 FOR_EACH_REALCLIENT(e2)
87 if(e2.classname == "spectator")
89 e2.clientdata.SendFlags = 1;
94 .vector spawnpoint_score;
95 .string netname_previous;
97 void spawnfunc_info_player_survivor (void)
99 spawnfunc_info_player_deathmatch();
102 void spawnfunc_info_player_start (void)
104 spawnfunc_info_player_deathmatch();
107 void spawnfunc_info_player_deathmatch (void)
109 self.classname = "info_player_deathmatch";
110 relocate_spawnpoint();
113 void spawnpoint_use()
116 if(have_team_spawns > 0)
118 self.team = activator.team;
119 some_spawn_has_been_used = 1;
124 // _x: prio (-1 if unusable)
126 vector Spawn_Score(entity spot, float mindist, float teamcheck)
128 float shortest, thisdist;
134 // filter out spots for the wrong team
136 if(spot.team != teamcheck)
140 if(spot.target == "")
143 if(clienttype(self) == CLIENTTYPE_REAL)
145 if(spot.restriction == 1)
150 if(spot.restriction == 2)
154 shortest = vlen(world.maxs - world.mins);
155 FOR_EACH_PLAYER(player) if (player != self)
157 thisdist = vlen(player.origin - spot.origin);
158 if (thisdist < shortest)
161 if(shortest > mindist)
162 prio += SPAWN_PRIO_GOOD_DISTANCE;
164 spawn_score = prio * '1 0 0' + shortest * '0 1 0';
167 // filter out spots for assault
168 if(spot.target != "") {
173 for(ent = world; (ent = find(ent, targetname, spot.target)); )
176 if(ent.spawn_evalfunc)
178 entity oldself = self;
180 spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
182 if(spawn_score_x < 0)
189 dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
194 MUTATOR_CALLHOOK(Spawn_Score);
198 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
201 for(spot = firstspot; spot; spot = spot.chain)
202 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
205 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
207 entity spot, spotlist, spotlistend;
212 Spawn_ScoreAll(firstspot, mindist, teamcheck);
214 for(spot = firstspot; spot; spot = spot.chain)
216 if(spot.spawnpoint_score_x >= 0) // spawning allowed here
219 spotlistend.chain = spot;
226 spotlistend.chain = world;
231 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
233 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
234 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
237 RandomSelection_Init();
238 for(spot = firstspot; spot; spot = spot.chain)
239 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);
241 return RandomSelection_chosen_ent;
248 Finds a point to respawn
251 entity SelectSpawnPoint (float anypoint)
254 entity spot, firstspot;
256 spot = find (world, classname, "testplayerstart");
260 if(anypoint || autocvar_g_spawn_useallspawns)
262 else if(have_team_spawns > 0)
264 if(have_team_spawns_forteam[self.team] == 0)
266 // we request a spawn for a team, and we have team
267 // spawns, but that team has no spawns?
268 if(have_team_spawns_forteam[0])
272 // if not, any spawn has to do
276 teamcheck = self.team; // MUST be team
278 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
279 teamcheck = 0; // MUST be noteam
282 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
285 // get the entire list of spots
286 firstspot = findchain(classname, "info_player_deathmatch");
287 // filter out the bad ones
288 // (note this returns the original list if none survived)
291 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
296 if (arena_roundbased && !g_ca)
300 firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, teamcheck);
302 // there is 50/50 chance of choosing a random spot or the furthest spot
303 // (this means that roughly every other spawn will be furthest, so you
304 // usually won't get fragged at spawn twice in a row)
305 if (random() > autocvar_g_spawn_furthest)
306 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
308 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
313 if(autocvar_spawn_debug)
317 if(some_spawn_has_been_used)
318 return world; // team can't spawn any more, because of actions of other team
320 error("Cannot find a spawn point - please fix the map!");
331 Checks if the argument string can be a valid playermodel.
332 Returns a valid one in doubt.
335 string FallbackPlayerModel;
336 string CheckPlayerModel(string plyermodel) {
337 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
339 // note: we cannot summon Don Strunzone here, some player may
340 // still have the model string set. In case anyone manages how
341 // to change a cvar default, we'll have a small leak here.
342 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
344 // only in right path
345 if( substring(plyermodel,0,14) != "models/player/")
346 return FallbackPlayerModel;
347 // only good file extensions
348 if(substring(plyermodel,-4,4) != ".zym")
349 if(substring(plyermodel,-4,4) != ".dpm")
350 if(substring(plyermodel,-4,4) != ".iqm")
351 if(substring(plyermodel,-4,4) != ".md3")
352 if(substring(plyermodel,-4,4) != ".psk")
353 return FallbackPlayerModel;
354 // forbid the LOD models
355 if(substring(plyermodel, -9,5) == "_lod1")
356 return FallbackPlayerModel;
357 if(substring(plyermodel, -9,5) == "_lod2")
358 return FallbackPlayerModel;
359 if(plyermodel != strtolower(plyermodel))
360 return FallbackPlayerModel;
361 // also, restrict to server models
362 if(autocvar_sv_servermodelsonly)
364 if(!fexists(plyermodel))
365 return FallbackPlayerModel;
370 void setplayermodel(entity e, string modelname)
372 precache_model(modelname);
373 setmodel(e, modelname);
374 player_setupanimsformodel();
375 UpdatePlayerSounds();
382 putting a client as observer in the server
385 void FixPlayermodel();
386 void PutObserverInServer (void)
389 self.hud = HUD_NORMAL;
390 race_PreSpawnObserver();
392 spot = SelectSpawnPoint (TRUE);
394 error("No spawnpoints for observers?!?\n");
395 RemoveGrapplingHook(self); // Wazat's Grappling Hook
397 if(clienttype(self) == CLIENTTYPE_REAL)
400 WriteByte(MSG_ONE, SVC_SETVIEW);
401 WriteEntity(MSG_ONE, self);
405 MUTATOR_CALLHOOK(MakePlayerObserver);
407 minstagib_stop_countdown(self);
409 Portal_ClearAll(self);
414 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
419 vehicles_exit(VHEF_RELESE);
421 WaypointSprite_PlayerDead();
423 if not(g_ca) // don't reset teams when moving a ca player to the spectators
424 self.team = -1; // move this as it is needed to log the player spectating in eventlog
426 if(self.killcount != -666) {
428 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
429 bprint ("^4", self.netname, "^4 has no more lives left\n");
431 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?
433 bprint ("^4", self.netname, "^4 is spectating now\n");
435 if(self.just_joined == FALSE) {
436 LogTeamchange(self.playerid, -1, 4);
438 self.just_joined = FALSE;
441 PlayerScore_Clear(self); // clear scores when needed
443 accuracy_resend(self);
445 self.spectatortime = time;
447 self.classname = "observer";
448 self.iscreature = FALSE;
449 self.teleportable = TELEPORT_SIMPLE;
450 self.damagedbycontents = FALSE;
452 self.takedamage = DAMAGE_NO;
453 self.solid = SOLID_NOT;
454 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
455 self.flags = FL_CLIENT | FL_NOTARGET;
456 self.armorvalue = 666;
458 self.armorvalue = autocvar_g_balance_armor_start;
459 self.pauserotarmor_finished = 0;
460 self.pauserothealth_finished = 0;
461 self.pauseregen_finished = 0;
462 self.damageforcescale = 0;
464 self.respawn_time = 0;
469 self.pain_finished = 0;
470 self.strength_finished = 0;
471 self.invincible_finished = 0;
472 self.superweapons_finished = 0;
475 self.think = func_null;
479 self.deadflag = DEAD_NO;
480 self.angles = spot.angles;
482 self.fixangle = TRUE;
485 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
486 self.prevorigin = self.origin;
488 WEPSET_CLEAR_E(self);
491 setmodel(self, "null");
492 self.drawonlytoclient = self;
494 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
495 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
498 self.weaponname = "";
499 self.switchingweapon = 0;
500 self.weaponmodel = "";
501 self.weaponentity = world;
502 self.exteriorweaponentity = world;
503 self.killcount = -666;
504 self.velocity = '0 0 0';
505 self.avelocity = '0 0 0';
506 self.punchangle = '0 0 0';
507 self.punchvector = '0 0 0';
508 self.oldvelocity = self.velocity;
509 self.fire_endtime = -1;
513 if(self.version_mismatch)
515 self.frags = FRAGS_SPECTATOR;
516 Spawnqueue_Unmark(self);
517 Spawnqueue_Remove(self);
521 self.frags = FRAGS_LMS_LOSER;
522 Spawnqueue_Insert(self);
527 // Only if the player cannot play at all
528 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
529 self.frags = FRAGS_SPECTATOR;
531 self.frags = FRAGS_LMS_LOSER;
536 self.frags = FRAGS_LMS_LOSER;
538 self.frags = FRAGS_SPECTATOR;
540 else if((g_race && g_race_qualifying) || g_cts)
542 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
543 self.frags = FRAGS_LMS_LOSER;
545 self.frags = FRAGS_SPECTATOR;
548 self.frags = FRAGS_SPECTATOR;
551 .float model_randomizer;
552 void FixPlayermodel()
555 float defaultskin, chmdl, oldskin, n, i;
562 if(autocvar_sv_defaultcharacter == 1)
567 s = Team_ColorName_Lower(self.team);
570 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
571 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
575 if(defaultmodel == "")
577 defaultmodel = autocvar_sv_defaultplayermodel;
578 defaultskin = autocvar_sv_defaultplayerskin;
581 n = tokenize_console(defaultmodel);
583 defaultmodel = argv(floor(n * self.model_randomizer));
585 i = strstrofs(defaultmodel, ":", 0);
588 defaultskin = stof(substring(defaultmodel, i+1, -1));
589 defaultmodel = substring(defaultmodel, 0, i);
593 if(defaultmodel != "")
595 if (defaultmodel != self.model)
599 setplayermodel (self, defaultmodel);
600 setsize (self, m1, m2);
605 self.skin = defaultskin;
607 if (self.playermodel != self.model || self.playermodel == "")
609 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
612 setplayermodel (self, self.playermodel);
613 setsize (self, m1, m2);
618 self.skin = stof(self.playerskin);
621 if(chmdl || oldskin != self.skin)
622 self.species = player_getspecies(); // model or skin has changed
625 if(strlen(autocvar_sv_defaultplayercolors))
626 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
627 setcolor(self, stof(autocvar_sv_defaultplayercolors));
630 void PlayerTouchExplode(entity p1, entity p2)
633 org = (p1.origin + p2.origin) * 0.5;
634 org_z += (p1.mins_z + p2.mins_z) * 0.5;
641 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
649 Called when a client spawns in the server
653 void PutClientInServer (void)
655 if(clienttype(self) == CLIENTTYPE_BOT)
657 self.classname = "player";
661 else if(clienttype(self) == CLIENTTYPE_REAL)
664 WriteByte(MSG_ONE, SVC_SETVIEW);
665 WriteEntity(MSG_ONE, self);
671 // player is dead and becomes observer
672 // FIXME fix LMS scoring for new system
675 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
676 self.classname = "observer";
679 if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
680 self.classname = "observer";
683 self.classname = "observer";
685 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
686 entity spot, oldself;
689 accuracy_resend(self);
692 JoinBestTeam(self, FALSE, TRUE);
696 spot = SelectSpawnPoint (FALSE);
699 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
700 return; // spawn failed
703 RemoveGrapplingHook(self); // Wazat's Grappling Hook
705 self.classname = "player";
706 self.wasplayer = TRUE;
707 self.iscreature = TRUE;
708 self.teleportable = TELEPORT_NORMAL;
709 self.damagedbycontents = TRUE;
710 self.movetype = MOVETYPE_WALK;
711 self.solid = SOLID_SLIDEBOX;
712 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
713 if(autocvar_g_playerclip_collisions)
714 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
715 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
716 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
717 self.frags = FRAGS_PLAYER;
718 if(INDEPENDENT_PLAYERS)
719 MAKE_INDEPENDENT_PLAYER(self);
720 self.flags = FL_CLIENT;
721 if(autocvar__notarget)
722 self.flags |= FL_NOTARGET;
723 self.takedamage = DAMAGE_AIM;
725 self.effects = EF_FULLBRIGHT;
728 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
729 self.air_finished = time + 12;
731 if(autocvar_g_balance_nex_charge)
733 if(autocvar_g_balance_nex_secondary_chargepool)
734 self.nex_chargepool_ammo = 1;
735 self.nex_charge = autocvar_g_balance_nex_charge_start;
740 self.ammo_shells = warmup_start_ammo_shells;
741 self.ammo_nails = warmup_start_ammo_nails;
742 self.ammo_rockets = warmup_start_ammo_rockets;
743 self.ammo_cells = warmup_start_ammo_cells;
744 self.ammo_fuel = warmup_start_ammo_fuel;
745 self.health = warmup_start_health;
746 self.armorvalue = warmup_start_armorvalue;
747 WEPSET_COPY_EA(self, warmup_start_weapons);
751 self.ammo_shells = start_ammo_shells;
752 self.ammo_nails = start_ammo_nails;
753 self.ammo_rockets = start_ammo_rockets;
754 self.ammo_cells = start_ammo_cells;
755 self.ammo_fuel = start_ammo_fuel;
756 self.health = start_health;
757 self.armorvalue = start_armorvalue;
758 WEPSET_COPY_EA(self, start_weapons);
761 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
762 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
764 self.superweapons_finished = 0;
766 if(g_weaponarena_random)
768 if(g_weaponarena_random_with_laser)
769 WEPSET_ANDNOT_EW(self, WEP_LASER);
770 W_RandomWeapons(self, g_weaponarena_random);
771 if(g_weaponarena_random_with_laser)
772 WEPSET_OR_EW(self, WEP_LASER);
775 self.items = start_items;
777 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
778 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
779 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
780 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
781 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
782 //extend the pause of rotting if client was reset at the beginning of the countdown
783 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
784 self.spawnshieldtime += game_starttime - time;
785 self.pauserotarmor_finished += game_starttime - time;
786 self.pauserothealth_finished += game_starttime - time;
787 self.pauseregen_finished += game_starttime - time;
789 self.damageforcescale = 2;
791 self.respawn_time = 0;
795 self.pain_finished = 0;
796 self.strength_finished = 0;
797 self.invincible_finished = 0;
799 // players have no think function
800 self.think = func_null;
804 self.ballistics_density = autocvar_g_ballistics_density_player;
810 self.deadflag = DEAD_NO;
812 self.angles = spot.angles;
814 self.angles_z = 0; // never spawn tilted even if the spot says to
815 self.fixangle = TRUE; // turn this way immediately
816 self.velocity = '0 0 0';
817 self.avelocity = '0 0 0';
818 self.punchangle = '0 0 0';
819 self.punchvector = '0 0 0';
820 self.oldvelocity = self.velocity;
821 self.fire_endtime = -1;
824 WRITESPECTATABLE_MSG_ONE({
825 WriteByte(MSG_ONE, SVC_TEMPENTITY);
826 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
831 self.drawonlytoclient = world;
834 self.view_ofs = PL_VIEW_OFS;
835 setsize (self, PL_MIN, PL_MAX);
836 self.spawnorigin = spot.origin;
837 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
838 // don't reset back to last position, even if new position is stuck in solid
839 self.oldorigin = self.origin;
840 self.prevorigin = self.origin;
841 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
842 self.lastteleporttime = time; // prevent insane speeds due to changing origin
843 self.hud = HUD_NORMAL;
847 Spawnqueue_Remove(self);
848 Spawnqueue_Mark(self);
853 self.event_damage = PlayerDamage;
855 self.bot_attack = TRUE;
857 self.statdraintime = time + 5;
858 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
860 if(self.killcount == -666) {
861 PlayerScore_Clear(self);
865 CL_SpawnWeaponentity();
866 self.alpha = default_player_alpha;
867 self.colormod = '1 1 1' * autocvar_g_player_brightness;
868 self.exteriorweaponentity.alpha = default_weapon_alpha;
870 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
871 self.lms_traveled_distance = 0;
872 self.speedrunning = FALSE;
874 race_PostSpawn(spot);
876 //stuffcmd(self, "chase_active 0");
877 //stuffcmd(self, "set viewsize $tmpviewsize \n");
880 if(self.team == assault_attacker_team)
881 centerprint(self, "You are attacking!");
883 centerprint(self, "You are defending!");
886 target_voicescript_clear(self);
888 // reset fields the weapons may use
889 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
891 weapon_action(j, WR_RESETPLAYER);
893 // all weapons must be fully loaded when we spawn
895 e = get_weaponinfo(j);
896 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
897 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
905 self.target = string_null;
912 MUTATOR_CALLHOOK(PlayerSpawn);
914 if(autocvar_spawn_debug)
916 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
917 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
920 self.switchweapon = w_getbestweapon(self);
921 self.cnt = -1; // W_LastWeapon will not complain
923 self.weaponname = "";
924 self.switchingweapon = 0;
928 self.alivetime = time;
932 if (autocvar_g_spawnsound)
933 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
934 } else if(self.classname == "observer") {
935 PutObserverInServer ();
939 .float ebouncefactor, ebouncestop; // electro's values
940 // TODO do we need all these fields, or should we stop autodetecting runtime
941 // changes and just have a console command to update this?
942 float ClientInit_SendEntity(entity to, float sf)
944 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
945 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
946 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
947 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
948 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
949 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
950 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
951 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
952 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
953 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
954 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
955 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
956 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
957 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
958 if(sv_foginterval && world.fog != "")
959 WriteString(MSG_ENTITY, world.fog);
961 WriteString(MSG_ENTITY, "");
962 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
963 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
964 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
965 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
966 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
967 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
968 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
969 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
970 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
971 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
972 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
973 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
974 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
978 void ClientInit_CheckUpdate()
980 self.nextthink = time;
981 if(self.count != autocvar_g_balance_armor_blockpercent)
983 self.count = autocvar_g_balance_armor_blockpercent;
986 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
988 self.cnt = autocvar_g_balance_weaponswitchdelay;
991 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
993 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
996 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
998 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1001 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1003 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1004 self.SendFlags |= 1;
1006 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1008 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1009 self.SendFlags |= 1;
1013 void ClientInit_Spawn()
1018 e.classname = "clientinit";
1019 e.think = ClientInit_CheckUpdate;
1020 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1024 ClientInit_CheckUpdate();
1033 void SetNewParms (void)
1035 // initialize parms for a new player
1036 parm1 = -(86400 * 366);
1044 void SetChangeParms (void)
1046 // save parms for level change
1047 parm1 = self.parm_idlesince - time;
1055 void DecodeLevelParms (void)
1058 self.parm_idlesince = parm1;
1059 if(self.parm_idlesince == -(86400 * 366))
1060 self.parm_idlesince = time;
1062 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1063 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1070 Called when a client types 'kill' in the console
1074 .float clientkill_nexttime;
1075 void ClientKill_Now_TeamChange()
1077 if(self.killindicator_teamchange == -1)
1079 JoinBestTeam( self, FALSE, TRUE );
1081 else if(self.killindicator_teamchange == -2)
1086 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"));
1087 PutObserverInServer();
1090 SV_ChangeTeam(self.killindicator_teamchange - 1);
1093 void ClientKill_Now()
1097 vehicles_exit(VHEF_RELESE);
1098 if(!self.killindicator_teamchange)
1100 self.vehicle_health = -1;
1101 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1105 if(self.killindicator && !wasfreed(self.killindicator))
1106 remove(self.killindicator);
1108 self.killindicator = world;
1110 if(self.killindicator_teamchange)
1111 ClientKill_Now_TeamChange();
1114 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1116 // now I am sure the player IS dead
1118 void KillIndicator_Think()
1122 self.owner.killindicator = world;
1127 if (self.owner.alpha < 0 && !self.owner.vehicle)
1129 self.owner.killindicator = world;
1137 ClientKill_Now(); // no oldself needed
1140 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1142 self.nextthink = time + 1;
1148 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1149 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1152 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1154 self.nextthink = time + 1;
1159 float clientkilltime;
1160 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1169 killtime = autocvar_g_balance_kill_delay;
1171 if(g_race_qualifying || g_cts)
1174 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1176 remove(self.killindicator);
1177 self.killindicator = world;
1179 ClientKill_Now(); // allow instant kill in this case
1183 self.killindicator_teamchange = targetteam;
1185 if(!self.killindicator)
1187 if(self.deadflag == DEAD_NO)
1189 killtime = max(killtime, self.clientkill_nexttime - time);
1190 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1193 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1199 starttime = max(time, clientkilltime);
1201 self.killindicator = spawn();
1202 self.killindicator.owner = self;
1203 self.killindicator.scale = 0.5;
1204 setattachment(self.killindicator, self, "");
1205 setorigin(self.killindicator, '0 0 52');
1206 self.killindicator.think = KillIndicator_Think;
1207 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1208 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1209 self.killindicator.cnt = ceil(killtime);
1210 self.killindicator.count = bound(0, ceil(killtime), 10);
1211 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1213 for(e = world; (e = find(e, classname, "body")) != world; )
1217 e.killindicator = spawn();
1218 e.killindicator.owner = e;
1219 e.killindicator.scale = 0.5;
1220 setattachment(e.killindicator, e, "");
1221 setorigin(e.killindicator, '0 0 52');
1222 e.killindicator.think = KillIndicator_Think;
1223 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1224 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1225 e.killindicator.cnt = ceil(killtime);
1230 if(self.killindicator)
1232 if(targetteam == 0) // just die
1234 self.killindicator.colormod = '0 0 0';
1235 if(clienttype(self) == CLIENTTYPE_REAL)
1236 if(self.killindicator.cnt > 0)
1237 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1239 else if(targetteam == -1) // auto
1241 self.killindicator.colormod = '0 1 0';
1242 if(clienttype(self) == CLIENTTYPE_REAL)
1243 if(self.killindicator.cnt > 0)
1244 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1246 else if(targetteam == -2) // spectate
1248 self.killindicator.colormod = '0.5 0.5 0.5';
1249 if(clienttype(self) == CLIENTTYPE_REAL)
1250 if(self.killindicator.cnt > 0)
1251 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1255 self.killindicator.colormod = Team_ColorRGB(targetteam);
1256 if(clienttype(self) == CLIENTTYPE_REAL)
1257 if(self.killindicator.cnt > 0)
1258 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("^7Changing to ", Team_ColoredFullName(targetteam), "^7 in %d seconds"), 1, self.killindicator.cnt);
1264 void ClientKill (void)
1269 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1273 else if(self.freezetag_frozen)
1278 ClientKill_TeamChange(0);
1281 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
1283 e.killindicator = spawn();
1284 e.killindicator.owner = e;
1285 e.killindicator.think = KillIndicator_Think;
1286 e.killindicator.nextthink = time + (e.lip) * 0.05;
1287 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1288 e.killindicator.health = 1; // this is used to indicate that it should be silent
1292 void FixClientCvars(entity e)
1294 // send prediction settings to the client
1295 stuffcmd(e, "\nin_bindmap 0 0\n");
1297 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1298 if(autocvar_g_antilag == 3) // client side hitscan
1299 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1300 if(autocvar_sv_gentle)
1301 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1303 * we no longer need to stuff this. Remove this comment block if you feel
1304 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1305 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1306 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1307 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1308 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1309 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1310 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1311 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1312 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1313 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1314 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1315 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1316 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1317 stuffcmd(e, "cl_movement_edgefriction 1\n");
1321 float PlayerInIDList(entity p, string idlist)
1326 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1327 if not(p.crypto_idfp)
1330 // this function allows abbreviated player IDs too!
1331 n = tokenize_console(idlist);
1332 for(i = 0; i < n; ++i)
1335 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1346 Called when a client connects to the server
1349 void DecodeLevelParms (void);
1350 //void dom_player_join_team(entity pl);
1351 void set_dom_state(entity e);
1352 void ClientConnect (void)
1356 if(self.flags & FL_CLIENT)
1358 print("Warning: ClientConnect, but already connected!\n");
1362 if(Ban_MaybeEnforceBanOnce(self))
1368 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK, "\n"));
1371 self.classname = "player_joining";
1373 self.flags = FL_CLIENT;
1374 self.version_nagtime = time + 10 + random() * 10;
1376 if(self.netaddress == "local")
1378 print("^3server is local!\n");
1381 print("Multiple local clients???");
1383 server_is_local = TRUE;
1388 dprint("BUG player count is lower than zero, this cannot happen!\n");
1392 PlayerScore_Attach(self);
1393 ClientData_Attach();
1394 accuracy_init(self);
1396 bot_clientconnect();
1402 race_PreSpawnObserver();
1405 // dom_player_join_team(self);
1407 // identify the right forced team
1408 if(autocvar_g_campaign)
1410 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1412 switch(autocvar_g_campaign_forceteam)
1414 case 1: self.team_forced = FL_TEAM_1; break;
1415 case 2: self.team_forced = FL_TEAM_2; break;
1416 case 3: self.team_forced = FL_TEAM_3; break;
1417 case 4: self.team_forced = FL_TEAM_4; break;
1418 default: self.team_forced = 0;
1422 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1423 self.team_forced = FL_TEAM_1;
1424 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1425 self.team_forced = FL_TEAM_2;
1426 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1427 self.team_forced = FL_TEAM_3;
1428 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1429 self.team_forced = FL_TEAM_4;
1430 else if(autocvar_g_forced_team_otherwise == "red")
1431 self.team_forced = FL_TEAM_1;
1432 else if(autocvar_g_forced_team_otherwise == "blue")
1433 self.team_forced = FL_TEAM_2;
1434 else if(autocvar_g_forced_team_otherwise == "yellow")
1435 self.team_forced = FL_TEAM_3;
1436 else if(autocvar_g_forced_team_otherwise == "pink")
1437 self.team_forced = FL_TEAM_4;
1438 else if(autocvar_g_forced_team_otherwise == "spectate")
1439 self.team_forced = -1;
1440 else if(autocvar_g_forced_team_otherwise == "spectator")
1441 self.team_forced = -1;
1443 self.team_forced = 0;
1446 if(self.team_forced > 0)
1447 self.team_forced = 0;
1449 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1451 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1452 self.classname = "observer";
1456 if(autocvar_g_balance_teams)
1458 self.classname = "player";
1459 campaign_bots_may_start = 1;
1463 self.classname = "observer"; // do it anyway
1468 self.classname = "player";
1469 campaign_bots_may_start = 1;
1473 self.playerid = (playerid_last = playerid_last + 1);
1475 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1477 if(clienttype(self) == CLIENTTYPE_BOT)
1478 PlayerStats_AddPlayer(self);
1480 if(autocvar_sv_eventlog)
1481 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1483 LogTeamchange(self.playerid, self.team, 1);
1485 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1487 self.netname_previous = strzone(self.netname);
1489 bprint("^4", self.netname, "^4 connected");
1491 if(self.classname != "observer" && (g_domination || g_ctf))
1492 bprint(" and joined the ", Team_ColoredFullName(self.team));
1496 stuffcmd(self, strcat(clientstuff, "\n"));
1497 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1499 FixClientCvars(self);
1501 // spawnfunc_waypoint sprites
1502 WaypointSprite_InitClient(self);
1504 // Wazat's grappling hook
1505 SetGrappleHookBindings();
1507 // get version info from player
1508 stuffcmd(self, "cmd clientversion $gameversion\n");
1510 // get other cvars from player
1513 // notify about available teams
1516 CheckAllowedTeams(self);
1517 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1518 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1521 stuffcmd(self, "set _teams_available 0\n");
1525 self.classname = "observer";
1527 Spawnqueue_Insert(self);
1532 bot_relinkplayerlist();
1534 self.spectatortime = time;
1537 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"));
1540 self.jointime = time;
1541 self.allowed_timeouts = autocvar_sv_timeout_number;
1543 if(clienttype(self) == CLIENTTYPE_REAL)
1545 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1546 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1551 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1553 PlayerScore_Add(self, SP_LMS_RANK, 666);
1554 self.frags = FRAGS_SPECTATOR;
1558 if(!sv_foginterval && world.fog != "")
1559 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1561 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1563 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1564 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1567 self.hitplotfh = -1;
1569 if(g_race || g_cts) {
1577 race_send_recordtime(MSG_ONE);
1578 race_send_speedaward(MSG_ONE);
1580 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1581 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1582 race_send_speedaward_alltimebest(MSG_ONE);
1585 for (i = 1; i <= RANKINGS_CNT; ++i) {
1586 race_SendRankings(i, 0, 0, MSG_ONE);
1589 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1590 send_CSQC_teamnagger();
1593 set_dom_state(self);
1597 if(!autocvar_g_campaign)
1598 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1600 CSQCMODEL_AUTOINIT();
1602 self.model_randomizer = random();
1604 if(clienttype(self) != CLIENTTYPE_REAL)
1609 MUTATOR_CALLHOOK(ClientConnect);
1615 Called when a client disconnects from the server
1618 .entity chatbubbleentity;
1620 void ClientDisconnect (void)
1623 vehicles_exit(VHEF_RELESE);
1625 if not(self.flags & FL_CLIENT)
1627 print("Warning: ClientDisconnect without ClientConnect\n");
1631 PlayerStats_AddGlobalInfo(self);
1633 CheatShutdownClient();
1635 if(self.hitplotfh >= 0)
1637 fclose(self.hitplotfh);
1638 self.hitplotfh = -1;
1642 anticheat_shutdown();
1644 playerdemo_shutdown();
1646 bot_clientdisconnect();
1651 if(autocvar_sv_eventlog)
1652 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1653 bprint ("^4",self.netname);
1654 bprint ("^4 disconnected\n");
1657 MUTATOR_CALLHOOK(ClientDisconnect);
1659 Portal_ClearAll(self);
1661 RemoveGrapplingHook(self);
1663 // Here, everything has been done that requires this player to be a client.
1665 self.flags &~= FL_CLIENT;
1667 if (self.chatbubbleentity)
1668 remove (self.chatbubbleentity);
1670 if (self.killindicator)
1671 remove (self.killindicator);
1673 WaypointSprite_PlayerGone();
1675 bot_relinkplayerlist();
1679 Spawnqueue_Unmark(self);
1680 Spawnqueue_Remove(self);
1683 accuracy_free(self);
1684 ClientData_Detach();
1685 PlayerScore_Detach(self);
1687 if(self.netname_previous)
1688 strunzone(self.netname_previous);
1689 if(self.clientstatus)
1690 strunzone(self.clientstatus);
1691 if(self.weaponorder_byimpulse)
1692 strunzone(self.weaponorder_byimpulse);
1694 ClearPlayerSounds();
1697 remove(self.personal);
1707 void ChatBubbleThink()
1709 self.nextthink = time;
1710 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1712 if(self.owner) // but why can that ever be world?
1713 self.owner.chatbubbleentity = world;
1717 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1719 || self.owner.tetris_on
1722 self.model = self.mdl;
1727 void UpdateChatBubble()
1731 // spawn a chatbubble entity if needed
1732 if (!self.chatbubbleentity)
1734 self.chatbubbleentity = spawn();
1735 self.chatbubbleentity.owner = self;
1736 self.chatbubbleentity.exteriormodeltoclient = self;
1737 self.chatbubbleentity.think = ChatBubbleThink;
1738 self.chatbubbleentity.nextthink = time;
1739 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1740 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1741 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1742 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1743 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1744 self.chatbubbleentity.model = "";
1745 self.chatbubbleentity.effects = EF_LOWPRECISION;
1750 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1751 // added to the model skins
1752 /*void UpdateColorModHack()
1755 c = self.clientcolors & 15;
1756 // LordHavoc: only bothering to support white, green, red, yellow, blue
1757 if (!teamplay) self.colormod = '0 0 0';
1758 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1759 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1760 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1761 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1762 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1763 else self.colormod = '1 1 1';
1768 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1770 self.solid = SOLID_NOT;
1771 self.takedamage = DAMAGE_NO;
1772 self.movetype = MOVETYPE_FLY;
1773 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1774 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1775 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1776 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1777 if(autocvar_g_respawn_ghosts_maxtime)
1778 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1783 self.effects |= EF_NODRAW; // prevent another CopyBody
1784 PutClientInServer();
1787 void play_countdown(float finished, string samp)
1789 if(clienttype(self) == CLIENTTYPE_REAL)
1790 if(floor(finished - time - frametime) != floor(finished - time))
1791 if(finished - time < 6)
1792 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1795 void player_powerups (void)
1797 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1798 olditems = self.items;
1800 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1801 self.modelflags |= MF_ROCKET;
1803 self.modelflags &~= MF_ROCKET;
1805 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1807 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1810 Fire_ApplyDamage(self);
1811 Fire_ApplyEffect(self);
1815 self.effects |= EF_FULLBRIGHT;
1817 if (self.items & IT_STRENGTH)
1819 play_countdown(self.strength_finished, "misc/poweroff.wav");
1820 if (time > self.strength_finished)
1822 self.alpha = default_player_alpha;
1823 self.exteriorweaponentity.alpha = default_weapon_alpha;
1824 self.items &~= IT_STRENGTH;
1825 sprint(self, "^3Invisibility has worn off\n");
1830 if (time < self.strength_finished)
1832 self.alpha = g_minstagib_invis_alpha;
1833 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1834 self.items |= IT_STRENGTH;
1835 sprint(self, "^3You are invisible\n");
1839 if (self.items & IT_INVINCIBLE)
1841 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1842 if (time > self.invincible_finished)
1844 self.items = self.items - (self.items & IT_INVINCIBLE);
1845 sprint(self, "^3Speed has worn off\n");
1850 if (time < self.invincible_finished)
1852 self.items = self.items | IT_INVINCIBLE;
1853 sprint(self, "^3You are on speed\n");
1857 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.
1859 if (self.items & IT_STRENGTH)
1861 play_countdown(self.strength_finished, "misc/poweroff.wav");
1862 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1863 if (time > self.strength_finished)
1865 self.items = self.items - (self.items & IT_STRENGTH);
1866 sprint(self, "^3Strength has worn off\n");
1871 if (time < self.strength_finished)
1873 self.items = self.items | IT_STRENGTH;
1874 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1877 if (self.items & IT_INVINCIBLE)
1879 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1880 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1881 if (time > self.invincible_finished)
1883 self.items = self.items - (self.items & IT_INVINCIBLE);
1884 sprint(self, "^3Shield has worn off\n");
1889 if (time < self.invincible_finished)
1891 self.items = self.items | IT_INVINCIBLE;
1892 sprint(self, "^3Shield surrounds you\n");
1895 if (self.items & IT_SUPERWEAPON)
1897 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1899 self.superweapons_finished = 0;
1900 self.items = self.items - (self.items & IT_SUPERWEAPON);
1901 sprint(self, "^3Superweapons have been lost\n");
1903 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1905 // don't let them run out
1909 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1910 if (time > self.superweapons_finished)
1912 self.items = self.items - (self.items & IT_SUPERWEAPON);
1913 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1914 sprint(self, "^3Superweapons have broken down\n");
1918 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1920 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1922 self.items = self.items | IT_SUPERWEAPON;
1923 sprint(self, "^3You now have a superweapon\n");
1927 self.superweapons_finished = 0;
1928 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1933 self.superweapons_finished = 0;
1937 if(autocvar_g_nodepthtestplayers)
1938 self.effects = self.effects | EF_NODEPTHTEST;
1940 if(autocvar_g_fullbrightplayers)
1941 self.effects = self.effects | EF_FULLBRIGHT;
1943 // midair gamemode: damage only while in the air
1944 // if in midair mode, being on ground grants temporary invulnerability
1945 // (this is so that multishot weapon don't clear the ground flag on the
1946 // first damage in the frame, leaving the player vulnerable to the
1947 // remaining hits in the same frame)
1948 if (self.flags & FL_ONGROUND)
1950 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1952 if (time >= game_starttime)
1953 if (time < self.spawnshieldtime)
1954 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1956 MUTATOR_CALLHOOK(PlayerPowerups);
1959 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1961 if(current > stable)
1963 else if(current > stable - 0.25) // when close enough, "snap"
1966 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1969 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1971 if(current < stable)
1973 else if(current < stable + 0.25) // when close enough, "snap"
1976 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1979 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1981 if(current > rotstable)
1983 if(rotframetime > 0)
1985 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1986 current = max(rotstable, current - rotlinear * rotframetime);
1989 else if(current < regenstable)
1991 if(regenframetime > 0)
1993 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1994 current = min(regenstable, current + regenlinear * regenframetime);
2004 void player_regen (void)
2006 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
2007 maxh = autocvar_g_balance_health_rotstable;
2008 maxa = autocvar_g_balance_armor_rotstable;
2009 maxf = autocvar_g_balance_fuel_rotstable;
2010 minh = autocvar_g_balance_health_regenstable;
2011 mina = autocvar_g_balance_armor_regenstable;
2012 minf = autocvar_g_balance_fuel_regenstable;
2013 limith = autocvar_g_balance_health_limit;
2014 limita = autocvar_g_balance_armor_limit;
2015 limitf = autocvar_g_balance_fuel_limit;
2017 max_mod = regen_mod = rot_mod = limit_mod = 1;
2019 if (self.runes & RUNE_REGEN)
2021 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2023 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2024 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2025 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2029 regen_mod = autocvar_g_balance_rune_regen_regenrate;
2030 max_mod = autocvar_g_balance_rune_regen_hpmod;
2031 limit_mod = autocvar_g_balance_rune_regen_limitmod;
2034 else if (self.runes & CURSE_VENOM)
2036 max_mod = autocvar_g_balance_curse_venom_hpmod;
2037 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2038 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2040 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2041 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2042 //if (!self.runes & RUNE_REGEN)
2043 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2045 maxh = maxh * max_mod;
2046 //maxa = maxa * max_mod;
2047 //maxf = maxf * max_mod;
2048 minh = minh * max_mod;
2049 //mina = mina * max_mod;
2050 //minf = minf * max_mod;
2051 limith = limith * limit_mod;
2052 limita = limita * limit_mod;
2053 //limitf = limitf * limit_mod;
2058 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2060 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);
2061 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);
2063 // if player rotted to death... die!
2065 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2068 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2069 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);
2072 float zoomstate_set;
2073 void SetZoomState(float z)
2075 if(z != self.zoomstate)
2078 ClientData_Touch(self);
2083 void GetPressedKeys(void) {
2084 MUTATOR_CALLHOOK(GetPressedKeys);
2085 if (self.movement_x > 0) // get if movement keys are pressed
2086 { // forward key pressed
2087 self.pressedkeys |= KEY_FORWARD;
2088 self.pressedkeys &~= KEY_BACKWARD;
2090 else if (self.movement_x < 0)
2091 { // backward key pressed
2092 self.pressedkeys |= KEY_BACKWARD;
2093 self.pressedkeys &~= KEY_FORWARD;
2097 self.pressedkeys &~= KEY_FORWARD;
2098 self.pressedkeys &~= KEY_BACKWARD;
2101 if (self.movement_y > 0)
2102 { // right key pressed
2103 self.pressedkeys |= KEY_RIGHT;
2104 self.pressedkeys &~= KEY_LEFT;
2106 else if (self.movement_y < 0)
2107 { // left key pressed
2108 self.pressedkeys |= KEY_LEFT;
2109 self.pressedkeys &~= KEY_RIGHT;
2113 self.pressedkeys &~= KEY_RIGHT;
2114 self.pressedkeys &~= KEY_LEFT;
2117 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2118 self.pressedkeys |= KEY_JUMP;
2120 self.pressedkeys &~= KEY_JUMP;
2121 if (self.BUTTON_CROUCH)
2122 self.pressedkeys |= KEY_CROUCH;
2124 self.pressedkeys &~= KEY_CROUCH;
2126 if (self.BUTTON_ATCK)
2127 self.pressedkeys |= KEY_ATCK;
2129 self.pressedkeys &~= KEY_ATCK;
2130 if (self.BUTTON_ATCK2)
2131 self.pressedkeys |= KEY_ATCK2;
2133 self.pressedkeys &~= KEY_ATCK2;
2137 ======================
2138 spectate mode routines
2139 ======================
2142 void SpectateCopy(entity spectatee) {
2144 MUTATOR_CALLHOOK(SpectateCopy);
2145 self.armortype = spectatee.armortype;
2146 self.armorvalue = spectatee.armorvalue;
2147 self.ammo_cells = spectatee.ammo_cells;
2148 self.ammo_shells = spectatee.ammo_shells;
2149 self.ammo_nails = spectatee.ammo_nails;
2150 self.ammo_rockets = spectatee.ammo_rockets;
2151 self.ammo_fuel = spectatee.ammo_fuel;
2152 self.clip_load = spectatee.clip_load;
2153 self.clip_size = spectatee.clip_size;
2154 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2155 self.health = spectatee.health;
2157 self.items = spectatee.items;
2158 self.last_pickup = spectatee.last_pickup;
2159 self.hit_time = spectatee.hit_time;
2160 self.metertime = spectatee.metertime;
2161 self.strength_finished = spectatee.strength_finished;
2162 self.invincible_finished = spectatee.invincible_finished;
2163 self.pressedkeys = spectatee.pressedkeys;
2164 WEPSET_COPY_EE(self, spectatee);
2165 self.switchweapon = spectatee.switchweapon;
2166 self.switchingweapon = spectatee.switchingweapon;
2167 self.weapon = spectatee.weapon;
2168 self.nex_charge = spectatee.nex_charge;
2169 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2170 self.hagar_load = spectatee.hagar_load;
2171 self.minelayer_mines = spectatee.minelayer_mines;
2172 self.punchangle = spectatee.punchangle;
2173 self.view_ofs = spectatee.view_ofs;
2174 self.velocity = spectatee.velocity;
2175 self.dmg_take = spectatee.dmg_take;
2176 self.dmg_save = spectatee.dmg_save;
2177 self.dmg_inflictor = spectatee.dmg_inflictor;
2178 self.v_angle = spectatee.v_angle;
2179 self.angles = spectatee.v_angle;
2180 self.stat_respawn_time = spectatee.stat_respawn_time;
2181 if(!self.BUTTON_USE)
2182 self.fixangle = TRUE;
2183 setorigin(self, spectatee.origin);
2184 setsize(self, spectatee.mins, spectatee.maxs);
2185 SetZoomState(spectatee.zoomstate);
2187 anticheat_spectatecopy(spectatee);
2188 self.hud = spectatee.hud;
2189 if(spectatee.vehicle)
2191 self.fixangle = FALSE;
2192 //self.velocity = spectatee.vehicle.velocity;
2193 self.vehicle_health = spectatee.vehicle_health;
2194 self.vehicle_shield = spectatee.vehicle_shield;
2195 self.vehicle_energy = spectatee.vehicle_energy;
2196 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2197 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2198 self.vehicle_reload1 = spectatee.vehicle_reload1;
2199 self.vehicle_reload2 = spectatee.vehicle_reload2;
2203 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2204 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2205 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2206 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2208 //WriteByte (MSG_ONE, SVC_SETVIEW);
2209 // WriteEntity(MSG_ONE, self);
2210 //makevectors(spectatee.v_angle);
2211 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2215 float SpectateUpdate() {
2219 if (self == self.enemy)
2222 if(self.enemy.classname != "player")
2225 SpectateCopy(self.enemy);
2231 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2232 entity CA_SpectateNext(entity start) {
2233 if (start.team == self.team) {
2238 // continue from current player
2239 while(other && other.team != self.team) {
2240 other = find(other, classname, "player");
2244 // restart from begining
2245 other = find(other, classname, "player");
2246 while(other && other.team != self.team) {
2247 other = find(other, classname, "player");
2254 float SpectateNext(entity _prefer) {
2259 other = find(self.enemy, classname, "player");
2261 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2262 // CA and ca players when spectating enemies is forbidden
2263 other = CA_SpectateNext(other);
2265 // other modes and ca spectators or spectating enemies is allowed
2267 other = find(other, classname, "player");
2273 if(self.enemy.classname == "player") {
2274 /*if(self.enemy.vehicle)
2278 WriteByte(MSG_ONE, SVC_SETVIEW);
2279 WriteEntity(MSG_ONE, self.enemy);
2280 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2282 self.movetype = MOVETYPE_NONE;
2283 accuracy_resend(self);
2288 WriteByte(MSG_ONE, SVC_SETVIEW);
2289 WriteEntity(MSG_ONE, self.enemy);
2290 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2291 self.movetype = MOVETYPE_NONE;
2292 accuracy_resend(self);
2294 if(!SpectateUpdate())
2295 PutObserverInServer();
2305 ShowRespawnCountdown()
2307 Update a respawn countdown display.
2310 void ShowRespawnCountdown()
2313 if(self.deadflag == DEAD_NO) // just respawned?
2317 number = ceil(self.respawn_time - time);
2320 if(number <= self.respawn_countdown)
2322 self.respawn_countdown = number - 1;
2323 if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2324 AnnounceTo(self, strcat(ftos(number), ""));
2329 .float prevent_join_msgtime;
2330 void LeaveSpectatorMode()
2332 if(nJoinAllowed(self)) {
2333 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2334 self.classname = "player";
2336 if(autocvar_g_campaign || autocvar_g_balance_teams)
2337 JoinBestTeam(self, FALSE, TRUE);
2339 if(autocvar_g_campaign)
2340 campaign_bots_may_start = 1;
2342 PutClientInServer();
2344 if(self.classname == "player")
2345 bprint ("^4", self.netname, "^4 is playing now\n");
2347 if(!autocvar_g_campaign)
2348 if (time < self.jointime + autocvar_welcome_message_time)
2349 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2351 if (self.prevent_join_msgtime)
2353 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2354 self.prevent_join_msgtime = 0;
2359 if (g_ca && self.caplayer) {
2362 stuffcmd(self,"menu_showteamselect\n");
2367 //player may not join because of g_maxplayers is set
2368 if (time - self.prevent_join_msgtime > 2)
2370 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2371 self.prevent_join_msgtime = time;
2377 * Determines whether the player is allowed to join. This depends on cvar
2378 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2379 * it checks whether the number of currently playing players exceeds g_maxplayers.
2380 * @return int number of free slots for players, 0 if none
2382 float nJoinAllowed(entity ignore) {
2384 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2385 // so report 0 free slots if restricted
2387 if(autocvar_g_forced_team_otherwise == "spectate")
2389 if(autocvar_g_forced_team_otherwise == "spectator")
2393 if(self.team_forced < 0)
2394 return 0; // forced spectators can never join
2396 // TODO simplify this
2398 float totalClients = 0;
2403 if (!autocvar_g_maxplayers)
2404 return maxclients - totalClients;
2406 float currentlyPlaying = 0;
2407 FOR_EACH_REALPLAYER(e)
2408 currentlyPlaying += 1;
2410 if(currentlyPlaying < autocvar_g_maxplayers)
2411 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2417 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2418 * g_maxplayers_spectator_blocktime seconds
2420 void checkSpectatorBlock() {
2421 if(self.classname == "spectator" || self.classname == "observer") {
2422 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2423 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2429 .float motd_actived_time; // used for both motd and campaign_message
2430 void PrintWelcomeMessage()
2432 if (self.motd_actived_time == 0) { // is there already a message showing?
2433 if (autocvar_g_campaign) {
2434 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2435 self.motd_actived_time = time;
2436 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2439 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2440 self.motd_actived_time = time;
2441 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2444 } else { // showing MOTD or campaign message
2445 if (autocvar_g_campaign) {
2446 if (self.BUTTON_INFO)
2447 self.motd_actived_time = time;
2448 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2449 self.motd_actived_time = 0;
2450 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2453 if ((time - self.jointime) > autocvar_welcome_message_time) {
2454 if (self.BUTTON_INFO)
2455 self.motd_actived_time = time;
2456 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2457 self.motd_actived_time = 0;
2458 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2465 void ObserverThink()
2467 float prefered_movetype;
2468 if (self.flags & FL_JUMPRELEASED) {
2469 if (self.BUTTON_JUMP && !self.version_mismatch) {
2470 self.flags &~= FL_JUMPRELEASED;
2471 self.flags |= FL_SPAWNING;
2472 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2473 self.flags &~= FL_JUMPRELEASED;
2474 if(SpectateNext(world) == 1) {
2475 self.classname = "spectator";
2478 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2479 if (self.movetype != prefered_movetype)
2480 self.movetype = prefered_movetype;
2483 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2484 self.flags |= FL_JUMPRELEASED;
2485 if(self.flags & FL_SPAWNING)
2487 self.flags &~= FL_SPAWNING;
2488 LeaveSpectatorMode();
2494 PrintWelcomeMessage();
2497 void SpectatorThink()
2499 if (self.flags & FL_JUMPRELEASED) {
2500 if (self.BUTTON_JUMP && !self.version_mismatch) {
2501 self.flags &~= FL_JUMPRELEASED;
2502 self.flags |= FL_SPAWNING;
2503 } else if(self.BUTTON_ATCK) {
2504 self.flags &~= FL_JUMPRELEASED;
2505 if(SpectateNext(world) == 1) {
2506 self.classname = "spectator";
2508 self.classname = "observer";
2509 PutClientInServer();
2511 } else if (self.BUTTON_ATCK2) {
2512 self.flags &~= FL_JUMPRELEASED;
2513 self.classname = "observer";
2514 PutClientInServer();
2516 if(!SpectateUpdate())
2517 PutObserverInServer();
2520 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2521 self.flags |= FL_JUMPRELEASED;
2522 if(self.flags & FL_SPAWNING)
2524 self.flags &~= FL_SPAWNING;
2525 LeaveSpectatorMode();
2529 if(!SpectateUpdate())
2530 PutObserverInServer();
2533 PrintWelcomeMessage();
2534 self.flags |= FL_CLIENT | FL_NOTARGET;
2539 if(self.classname != "player")
2544 vehicles_exit(VHEF_NORMAL);
2548 // a use key was pressed; call handlers
2549 MUTATOR_CALLHOOK(PlayerUseKey);
2552 .float touchexplode_time;
2558 Called every frame for each client before the physics are run
2561 .float usekeypressed;
2562 void() nexball_setstatus;
2564 void PlayerPreThink (void)
2566 WarpZone_PlayerPhysics_FixVAngle();
2568 self.stat_game_starttime = game_starttime;
2569 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2570 self.stat_leadlimit = autocvar_leadlimit;
2572 if(g_arena || (g_ca && !allowed_to_spawn))
2573 self.stat_respawn_time = 0;
2575 self.stat_respawn_time = self.respawn_time;
2579 // physics frames: update anticheat stuff
2580 anticheat_prethink();
2583 if(blockSpectators && frametime)
2584 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2585 checkSpectatorBlock();
2589 if(self.netname_previous != self.netname)
2591 if(autocvar_sv_eventlog)
2592 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2593 if(self.netname_previous)
2594 strunzone(self.netname_previous);
2595 self.netname_previous = strzone(self.netname);
2599 if(self.version_nagtime)
2600 if(self.cvar_g_xonoticversion)
2601 if(time > self.version_nagtime)
2603 // don't notify git users
2604 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2606 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2608 // notify release users if connecting to git
2609 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");
2610 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2615 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2618 // give users new version
2619 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.org/^1!\n");
2620 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.org/^1!\n"));
2624 // notify users about old server version
2625 print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2626 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2630 self.version_nagtime = 0;
2634 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2636 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2637 self.max_armorvalue = 0;
2641 if (TetrisPreFrame())
2645 MUTATOR_CALLHOOK(PlayerPreThink);
2647 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2649 if(self.BUTTON_USE && !self.usekeypressed)
2651 self.usekeypressed = self.BUTTON_USE;
2654 PrintWelcomeMessage();
2656 if(self.classname == "player") {
2657 // if(self.netname == "Wazat")
2658 // bprint(self.classname, "\n");
2660 CheckRules_Player();
2662 if (intermission_running)
2664 IntermissionThink (); // otherwise a button could be missed between
2665 return; // the think tics
2668 //don't allow the player to turn around while game is paused!
2669 if(timeout_status == TIMEOUT_ACTIVE) {
2670 // FIXME turn this into CSQC stuff
2671 self.v_angle = self.lastV_angle;
2672 self.angles = self.lastV_angle;
2673 self.fixangle = TRUE;
2678 #ifndef NO_LEGACY_NETWORKING
2679 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2682 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2684 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2685 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2686 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2688 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2690 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2691 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2692 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2696 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2702 minstagib_ammocheck();
2704 if (self.deadflag != DEAD_NO)
2706 float button_pressed, force_respawn;
2707 if(self.personal && g_race_qualifying)
2709 if(time > self.respawn_time)
2711 self.respawn_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 || g_cts || 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.respawn_time)
2743 self.respawn_time = time + 1; // only retry once a second
2747 ShowRespawnCountdown();
2750 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2751 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2752 self.stat_respawn_time *= -1;
2756 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2757 // so (self.deadflag == DEAD_NO) is always true in the code below
2760 if(time > self.touchexplode_time)
2761 if(self.classname == "player")
2762 if(self.deadflag == DEAD_NO)
2763 if not(IS_INDEPENDENT_PLAYER(self))
2764 FOR_EACH_PLAYER(other) if(self != other)
2766 if(time > other.touchexplode_time)
2767 if(other.deadflag == DEAD_NO)
2768 if not(IS_INDEPENDENT_PLAYER(other))
2769 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2771 PlayerTouchExplode(self, other);
2772 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2776 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2780 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2781 dist = self.prevorigin - self.origin;
2783 self.lms_traveled_distance += fabs(vlen(dist));
2785 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2787 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2788 self.lms_traveled_distance = 0;
2791 if(time > self.lms_nextcheck)
2793 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2794 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2796 centerprint(self, autocvar_g_lms_campcheck_message);
2797 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2798 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2799 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');
2801 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2802 self.lms_traveled_distance = 0;
2806 self.prevorigin = self.origin;
2809 if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x && !self.freezetag_frozen) // prevent crouching if using melee attack
2814 self.view_ofs = PL_CROUCH_VIEW_OFS;
2815 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2816 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2823 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2824 if (!trace_startsolid)
2826 self.crouch = FALSE;
2827 self.view_ofs = PL_VIEW_OFS;
2828 setsize (self, PL_MIN, PL_MAX);
2833 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2835 if(self.bloodloss_timer < time)
2837 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2838 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2844 GrapplingHookFrame();
2846 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2849 self.items &~= self.items_added;
2853 self.items_added = 0;
2854 if(self.items & IT_JETPACK)
2855 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2856 self.items_added |= IT_FUEL;
2858 self.items |= self.items_added;
2863 // rot nex charge to the charge limit
2864 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2865 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2871 nexball_setstatus();
2874 secrets_setstatus();
2876 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2878 //self.angles_y=self.v_angle_y + 90; // temp
2879 } else if(gameover) {
2880 if (intermission_running)
2881 IntermissionThink (); // otherwise a button could be missed between
2883 } else if(self.classname == "observer") {
2885 } else if(self.classname == "spectator") {
2890 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2892 float oldspectatee_status;
2893 oldspectatee_status = self.spectatee_status;
2894 if(self.classname == "spectator")
2895 self.spectatee_status = num_for_edict(self.enemy);
2896 else if(self.classname == "observer")
2897 self.spectatee_status = num_for_edict(self);
2899 self.spectatee_status = 0;
2900 if(self.spectatee_status != oldspectatee_status)
2902 ClientData_Touch(self);
2904 race_InitSpectator();
2907 if(self.teamkill_soundtime)
2908 if(time > self.teamkill_soundtime)
2910 self.teamkill_soundtime = 0;
2912 entity oldpusher, oldself;
2914 oldself = self; self = self.teamkill_soundsource;
2915 oldpusher = self.pusher; self.pusher = oldself;
2917 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2919 self.pusher = oldpusher;
2923 if(self.taunt_soundtime)
2924 if(time > self.taunt_soundtime)
2926 self.taunt_soundtime = 0;
2927 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2930 target_voicescript_next(self);
2932 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2934 self.clip_load = self.clip_size = 0;
2937 float isInvisibleString(string s)
2940 s = strdecolorize(s);
2941 for((i = 0), (n = strlen(s)); i < n; ++i)
2949 case 192: // charmap space
2950 if (!autocvar_utf8_enable)
2953 case 160: // space in unicode fonts
2954 case 0xE000 + 192: // utf8 charmap space
2955 if (autocvar_utf8_enable)
2968 Called every frame for each client after the physics are run
2971 .float idlekick_lasttimeleft;
2972 .entity showheadshotbbox;
2973 void showheadshotbbox_think()
2975 if(self.owner.showheadshotbbox != self)
2980 self.nextthink = time;
2981 setorigin(self, self.owner.origin);
2982 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2984 void PlayerPostThink (void)
2986 // Savage: Check for nameless players
2987 if (isInvisibleString(self.netname)) {
2988 self.netname = "Player";
2989 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2992 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2994 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2996 if(self.idlekick_lasttimeleft)
2998 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2999 self.idlekick_lasttimeleft = 0;
3005 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
3006 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
3008 if(!self.idlekick_lasttimeleft)
3009 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
3013 bprint("^3", self.netname, "^3 was kicked for idling.\n");
3014 AnnounceTo(self, "terminated");
3018 else if(timeleft <= 10)
3020 if(timeleft != self.idlekick_lasttimeleft)
3021 AnnounceTo(self, ftos(timeleft));
3022 self.idlekick_lasttimeleft = timeleft;
3028 if(self.impulse == 100)
3030 if (!TetrisPostFrame())
3036 //CheckPlayerJump();
3038 if(self.classname == "player") {
3039 CheckRules_Player();
3043 if (intermission_running)
3044 return; // intermission or finale
3054 for(i = 0; i < 1000; ++i)
3057 end = self.origin + '0 0 1024' + 512 * randomvec();
3058 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3059 if(trace_fraction < 1)
3060 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3062 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3068 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3070 if(self.waypointsprite_attachedforcarrier)
3071 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3073 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3075 if(!self.showheadshotbbox)
3077 self.showheadshotbbox = spawn();
3078 self.showheadshotbbox.classname = "headshotbbox";
3079 self.showheadshotbbox.owner = self;
3080 self.showheadshotbbox.think = showheadshotbbox_think;
3081 self.showheadshotbbox.nextthink = time;
3082 self = self.showheadshotbbox;
3089 if(self.showheadshotbbox)
3090 if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3091 remove(self.showheadshotbbox);
3096 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3098 if not(self.stored_netname)
3099 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3100 if(self.stored_netname != self.netname)
3102 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3103 strunzone(self.stored_netname);
3104 self.stored_netname = strzone(self.netname);
3110 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3113 CSQCMODEL_AUTOUPDATE();