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 (IS_REAL_CLIENT(e))
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)
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)
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(IS_REAL_CLIENT(self))
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(IS_REAL_CLIENT(self))
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_ColorNameLowerCase(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) // model or skin has changed
623 self.species = player_getspecies(); // update species
624 UpdatePlayerSounds(); // update skin sounds
628 if(strlen(autocvar_sv_defaultplayercolors))
629 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
630 setcolor(self, stof(autocvar_sv_defaultplayercolors));
633 void PlayerTouchExplode(entity p1, entity p2)
636 org = (p1.origin + p2.origin) * 0.5;
637 org_z += (p1.mins_z + p2.mins_z) * 0.5;
644 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
652 Called when a client spawns in the server
656 void PutClientInServer (void)
658 if(IS_BOT_CLIENT(self))
660 self.classname = "player";
664 else if(IS_REAL_CLIENT(self))
667 WriteByte(MSG_ONE, SVC_SETVIEW);
668 WriteEntity(MSG_ONE, self);
674 // player is dead and becomes observer
675 // FIXME fix LMS scoring for new system
678 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
679 self.classname = "observer";
682 if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
683 self.classname = "observer";
686 self.classname = "observer";
688 if(IS_PLAYER(self) && (!g_ca || (g_ca && allowed_to_spawn))) {
689 entity spot, oldself;
692 accuracy_resend(self);
695 JoinBestTeam(self, FALSE, TRUE);
699 spot = SelectSpawnPoint (FALSE);
702 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
703 return; // spawn failed
706 RemoveGrapplingHook(self); // Wazat's Grappling Hook
708 self.classname = "player";
709 self.wasplayer = TRUE;
710 self.iscreature = TRUE;
711 self.teleportable = TELEPORT_NORMAL;
712 self.damagedbycontents = TRUE;
713 self.movetype = MOVETYPE_WALK;
714 self.solid = SOLID_SLIDEBOX;
715 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
716 if(autocvar_g_playerclip_collisions)
717 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
718 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
719 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
720 self.frags = FRAGS_PLAYER;
721 if(INDEPENDENT_PLAYERS)
722 MAKE_INDEPENDENT_PLAYER(self);
723 self.flags = FL_CLIENT;
724 if(autocvar__notarget)
725 self.flags |= FL_NOTARGET;
726 self.takedamage = DAMAGE_AIM;
728 self.effects = EF_FULLBRIGHT;
731 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
732 self.air_finished = time + 12;
734 if(autocvar_g_balance_nex_charge)
736 if(autocvar_g_balance_nex_secondary_chargepool)
737 self.nex_chargepool_ammo = 1;
738 self.nex_charge = autocvar_g_balance_nex_charge_start;
743 self.ammo_shells = warmup_start_ammo_shells;
744 self.ammo_nails = warmup_start_ammo_nails;
745 self.ammo_rockets = warmup_start_ammo_rockets;
746 self.ammo_cells = warmup_start_ammo_cells;
747 self.ammo_fuel = warmup_start_ammo_fuel;
748 self.health = warmup_start_health;
749 self.armorvalue = warmup_start_armorvalue;
750 WEPSET_COPY_EA(self, warmup_start_weapons);
754 self.ammo_shells = start_ammo_shells;
755 self.ammo_nails = start_ammo_nails;
756 self.ammo_rockets = start_ammo_rockets;
757 self.ammo_cells = start_ammo_cells;
758 self.ammo_fuel = start_ammo_fuel;
759 self.health = start_health;
760 self.armorvalue = start_armorvalue;
761 WEPSET_COPY_EA(self, start_weapons);
764 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
765 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
767 self.superweapons_finished = 0;
769 if(g_weaponarena_random)
771 if(g_weaponarena_random_with_laser)
772 WEPSET_ANDNOT_EW(self, WEP_LASER);
773 W_RandomWeapons(self, g_weaponarena_random);
774 if(g_weaponarena_random_with_laser)
775 WEPSET_OR_EW(self, WEP_LASER);
778 self.items = start_items;
780 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
781 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
782 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
783 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
784 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
785 //extend the pause of rotting if client was reset at the beginning of the countdown
786 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
787 self.spawnshieldtime += game_starttime - time;
788 self.pauserotarmor_finished += game_starttime - time;
789 self.pauserothealth_finished += game_starttime - time;
790 self.pauseregen_finished += game_starttime - time;
792 self.damageforcescale = 2;
794 self.respawn_time = 0;
798 self.pain_finished = 0;
799 self.strength_finished = 0;
800 self.invincible_finished = 0;
802 // players have no think function
803 self.think = func_null;
807 self.ballistics_density = autocvar_g_ballistics_density_player;
813 self.deadflag = DEAD_NO;
815 self.angles = spot.angles;
817 self.angles_z = 0; // never spawn tilted even if the spot says to
818 self.fixangle = TRUE; // turn this way immediately
819 self.velocity = '0 0 0';
820 self.avelocity = '0 0 0';
821 self.punchangle = '0 0 0';
822 self.punchvector = '0 0 0';
823 self.oldvelocity = self.velocity;
824 self.fire_endtime = -1;
827 WRITESPECTATABLE_MSG_ONE({
828 WriteByte(MSG_ONE, SVC_TEMPENTITY);
829 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
834 self.drawonlytoclient = world;
837 self.view_ofs = PL_VIEW_OFS;
838 setsize (self, PL_MIN, PL_MAX);
839 self.spawnorigin = spot.origin;
840 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
841 // don't reset back to last position, even if new position is stuck in solid
842 self.oldorigin = self.origin;
843 self.prevorigin = self.origin;
844 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
845 self.lastteleporttime = time; // prevent insane speeds due to changing origin
846 self.hud = HUD_NORMAL;
850 Spawnqueue_Remove(self);
851 Spawnqueue_Mark(self);
856 self.event_damage = PlayerDamage;
858 self.bot_attack = TRUE;
860 self.statdraintime = time + 5;
861 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
863 if(self.killcount == -666) {
864 PlayerScore_Clear(self);
868 CL_SpawnWeaponentity();
869 self.alpha = default_player_alpha;
870 self.colormod = '1 1 1' * autocvar_g_player_brightness;
871 self.exteriorweaponentity.alpha = default_weapon_alpha;
873 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
874 self.lms_traveled_distance = 0;
875 self.speedrunning = FALSE;
877 race_PostSpawn(spot);
879 //stuffcmd(self, "chase_active 0");
880 //stuffcmd(self, "set viewsize $tmpviewsize \n");
883 if(self.team == assault_attacker_team)
884 centerprint(self, "You are attacking!");
886 centerprint(self, "You are defending!");
889 target_voicescript_clear(self);
891 // reset fields the weapons may use
892 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
894 weapon_action(j, WR_RESETPLAYER);
896 // all weapons must be fully loaded when we spawn
898 e = get_weaponinfo(j);
899 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
900 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
908 self.target = string_null;
915 MUTATOR_CALLHOOK(PlayerSpawn);
917 if(autocvar_spawn_debug)
919 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
920 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
923 self.switchweapon = w_getbestweapon(self);
924 self.cnt = -1; // W_LastWeapon will not complain
926 self.weaponname = "";
927 self.switchingweapon = 0;
931 self.alivetime = time;
935 if (autocvar_g_spawnsound)
936 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
937 } else if(IS_OBSERVER(self)) {
938 PutObserverInServer ();
942 .float ebouncefactor, ebouncestop; // electro's values
943 // TODO do we need all these fields, or should we stop autodetecting runtime
944 // changes and just have a console command to update this?
945 float ClientInit_SendEntity(entity to, float sf)
947 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
948 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
949 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
950 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
951 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
952 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
953 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
954 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
955 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
956 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
957 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
958 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
959 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
960 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
961 if(sv_foginterval && world.fog != "")
962 WriteString(MSG_ENTITY, world.fog);
964 WriteString(MSG_ENTITY, "");
965 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
966 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
967 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
968 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
969 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
970 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
971 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
972 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
973 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
974 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
975 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
976 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
977 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
981 void ClientInit_CheckUpdate()
983 self.nextthink = time;
984 if(self.count != autocvar_g_balance_armor_blockpercent)
986 self.count = autocvar_g_balance_armor_blockpercent;
989 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
991 self.cnt = autocvar_g_balance_weaponswitchdelay;
994 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
996 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
999 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
1001 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
1002 self.SendFlags |= 1;
1004 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
1006 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
1007 self.SendFlags |= 1;
1009 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
1011 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
1012 self.SendFlags |= 1;
1016 void ClientInit_Spawn()
1021 e.classname = "clientinit";
1022 e.think = ClientInit_CheckUpdate;
1023 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1027 ClientInit_CheckUpdate();
1036 void SetNewParms (void)
1038 // initialize parms for a new player
1039 parm1 = -(86400 * 366);
1047 void SetChangeParms (void)
1049 // save parms for level change
1050 parm1 = self.parm_idlesince - time;
1058 void DecodeLevelParms (void)
1061 self.parm_idlesince = parm1;
1062 if(self.parm_idlesince == -(86400 * 366))
1063 self.parm_idlesince = time;
1065 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1066 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1073 Called when a client types 'kill' in the console
1077 .float clientkill_nexttime;
1078 void ClientKill_Now_TeamChange()
1080 if(self.killindicator_teamchange == -1)
1082 JoinBestTeam( self, FALSE, TRUE );
1084 else if(self.killindicator_teamchange == -2)
1089 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"));
1090 PutObserverInServer();
1093 SV_ChangeTeam(self.killindicator_teamchange - 1);
1096 void ClientKill_Now()
1100 vehicles_exit(VHEF_RELESE);
1101 if(!self.killindicator_teamchange)
1103 self.vehicle_health = -1;
1104 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1108 if(self.killindicator && !wasfreed(self.killindicator))
1109 remove(self.killindicator);
1111 self.killindicator = world;
1113 if(self.killindicator_teamchange)
1114 ClientKill_Now_TeamChange();
1117 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1119 // now I am sure the player IS dead
1121 void KillIndicator_Think()
1125 self.owner.killindicator = world;
1130 if (self.owner.alpha < 0 && !self.owner.vehicle)
1132 self.owner.killindicator = world;
1140 ClientKill_Now(); // no oldself needed
1143 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1145 self.nextthink = time + 1;
1151 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1152 if(IS_REAL_CLIENT(self.owner))
1155 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1157 self.nextthink = time + 1;
1162 float clientkilltime;
1163 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1172 killtime = autocvar_g_balance_kill_delay;
1174 if(g_race_qualifying || g_cts)
1177 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1179 remove(self.killindicator);
1180 self.killindicator = world;
1182 ClientKill_Now(); // allow instant kill in this case
1186 self.killindicator_teamchange = targetteam;
1188 if(!self.killindicator)
1190 if(self.deadflag == DEAD_NO)
1192 killtime = max(killtime, self.clientkill_nexttime - time);
1193 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1196 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
1202 starttime = max(time, clientkilltime);
1204 self.killindicator = spawn();
1205 self.killindicator.owner = self;
1206 self.killindicator.scale = 0.5;
1207 setattachment(self.killindicator, self, "");
1208 setorigin(self.killindicator, '0 0 52');
1209 self.killindicator.think = KillIndicator_Think;
1210 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1211 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1212 self.killindicator.cnt = ceil(killtime);
1213 self.killindicator.count = bound(0, ceil(killtime), 10);
1214 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1216 for(e = world; (e = find(e, classname, "body")) != world; )
1220 e.killindicator = spawn();
1221 e.killindicator.owner = e;
1222 e.killindicator.scale = 0.5;
1223 setattachment(e.killindicator, e, "");
1224 setorigin(e.killindicator, '0 0 52');
1225 e.killindicator.think = KillIndicator_Think;
1226 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1227 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1228 e.killindicator.cnt = ceil(killtime);
1233 if(self.killindicator)
1235 if(targetteam == 0) // just die
1237 self.killindicator.colormod = '0 0 0';
1238 if(IS_REAL_CLIENT(self))
1239 if(self.killindicator.cnt > 0)
1240 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1242 else if(targetteam == -1) // auto
1244 self.killindicator.colormod = '0 1 0';
1245 if(IS_REAL_CLIENT(self))
1246 if(self.killindicator.cnt > 0)
1247 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1249 else if(targetteam == -2) // spectate
1251 self.killindicator.colormod = '0.5 0.5 0.5';
1252 if(IS_REAL_CLIENT(self))
1253 if(self.killindicator.cnt > 0)
1254 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1258 self.killindicator.colormod = TeamColor(targetteam);
1259 if(IS_REAL_CLIENT(self))
1260 if(self.killindicator.cnt > 0)
1261 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1267 void ClientKill (void)
1272 if((g_arena || g_ca) && ((champion && IS_PLAYER(champion) && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1276 else if(self.freezetag_frozen)
1281 ClientKill_TeamChange(0);
1284 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
1286 e.killindicator = spawn();
1287 e.killindicator.owner = e;
1288 e.killindicator.think = KillIndicator_Think;
1289 e.killindicator.nextthink = time + (e.lip) * 0.05;
1290 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1291 e.killindicator.health = 1; // this is used to indicate that it should be silent
1295 void FixClientCvars(entity e)
1297 // send prediction settings to the client
1298 stuffcmd(e, "\nin_bindmap 0 0\n");
1300 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1301 if(autocvar_g_antilag == 3) // client side hitscan
1302 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1304 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1306 * we no longer need to stuff this. Remove this comment block if you feel
1307 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1308 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1309 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1310 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1311 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1312 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1313 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1314 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1315 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1316 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1317 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1318 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1319 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1320 stuffcmd(e, "cl_movement_edgefriction 1\n");
1324 float PlayerInIDList(entity p, string idlist)
1329 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1330 if not(p.crypto_idfp)
1333 // this function allows abbreviated player IDs too!
1334 n = tokenize_console(idlist);
1335 for(i = 0; i < n; ++i)
1338 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1349 Called when a client connects to the server
1352 string ColoredTeamName(float t);
1353 void DecodeLevelParms (void);
1354 //void dom_player_join_team(entity pl);
1355 void set_dom_state(entity e);
1356 void ClientConnect (void)
1362 print("Warning: ClientConnect, but already connected!\n");
1366 if(Ban_MaybeEnforceBanOnce(self))
1372 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK, "\n"));
1375 self.classname = "player_joining";
1377 self.flags = FL_CLIENT;
1378 self.version_nagtime = time + 10 + random() * 10;
1382 dprint("BUG player count is lower than zero, this cannot happen!\n");
1386 PlayerScore_Attach(self);
1387 ClientData_Attach();
1388 accuracy_init(self);
1390 bot_clientconnect();
1396 race_PreSpawnObserver();
1398 // identify the right forced team
1399 if(autocvar_g_campaign)
1401 if(IS_REAL_CLIENT(self)) // only players, not bots
1403 switch(autocvar_g_campaign_forceteam)
1405 case 1: self.team_forced = COLOR_TEAM1; break;
1406 case 2: self.team_forced = COLOR_TEAM2; break;
1407 case 3: self.team_forced = COLOR_TEAM3; break;
1408 case 4: self.team_forced = COLOR_TEAM4; break;
1409 default: self.team_forced = 0;
1413 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1414 self.team_forced = COLOR_TEAM1;
1415 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1416 self.team_forced = COLOR_TEAM2;
1417 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1418 self.team_forced = COLOR_TEAM3;
1419 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1420 self.team_forced = COLOR_TEAM4;
1421 else if(autocvar_g_forced_team_otherwise == "red")
1422 self.team_forced = COLOR_TEAM1;
1423 else if(autocvar_g_forced_team_otherwise == "blue")
1424 self.team_forced = COLOR_TEAM2;
1425 else if(autocvar_g_forced_team_otherwise == "yellow")
1426 self.team_forced = COLOR_TEAM3;
1427 else if(autocvar_g_forced_team_otherwise == "pink")
1428 self.team_forced = COLOR_TEAM4;
1429 else if(autocvar_g_forced_team_otherwise == "spectate")
1430 self.team_forced = -1;
1431 else if(autocvar_g_forced_team_otherwise == "spectator")
1432 self.team_forced = -1;
1434 self.team_forced = 0;
1437 if(self.team_forced > 0)
1438 self.team_forced = 0;
1440 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1442 if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
1443 self.classname = "observer";
1447 if(autocvar_g_balance_teams)
1449 self.classname = "player";
1450 campaign_bots_may_start = 1;
1454 self.classname = "observer"; // do it anyway
1459 self.classname = "player";
1460 campaign_bots_may_start = 1;
1464 self.playerid = (playerid_last = playerid_last + 1);
1466 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1468 if(IS_BOT_CLIENT(self))
1469 PlayerStats_AddPlayer(self);
1471 if(autocvar_sv_eventlog)
1472 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1474 LogTeamchange(self.playerid, self.team, 1);
1476 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1478 self.netname_previous = strzone(self.netname);
1480 bprint("^4", self.netname, "^4 connected");
1482 if(!IS_OBSERVER(self) && (g_domination || g_ctf))
1483 bprint(" and joined the ", ColoredTeamName(self.team));
1487 stuffcmd(self, strcat(clientstuff, "\n"));
1488 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1490 FixClientCvars(self);
1492 // spawnfunc_waypoint sprites
1493 WaypointSprite_InitClient(self);
1495 // Wazat's grappling hook
1496 SetGrappleHookBindings();
1498 // get version info from player
1499 stuffcmd(self, "cmd clientversion $gameversion\n");
1501 // get other cvars from player
1504 // notify about available teams
1507 CheckAllowedTeams(self);
1508 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1509 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1512 stuffcmd(self, "set _teams_available 0\n");
1516 self.classname = "observer";
1518 Spawnqueue_Insert(self);
1523 bot_relinkplayerlist();
1525 self.spectatortime = time;
1528 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"));
1531 self.jointime = time;
1532 self.allowed_timeouts = autocvar_sv_timeout_number;
1534 if(IS_REAL_CLIENT(self))
1536 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1537 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1542 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
1544 PlayerScore_Add(self, SP_LMS_RANK, 666);
1545 self.frags = FRAGS_SPECTATOR;
1549 if(!sv_foginterval && world.fog != "")
1550 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1552 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1554 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1555 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1558 self.hitplotfh = -1;
1560 if(g_race || g_cts) {
1568 race_send_recordtime(MSG_ONE);
1569 race_send_speedaward(MSG_ONE);
1571 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1572 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1573 race_send_speedaward_alltimebest(MSG_ONE);
1576 for (i = 1; i <= RANKINGS_CNT; ++i) {
1577 race_SendRankings(i, 0, 0, MSG_ONE);
1580 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1581 send_CSQC_teamnagger();
1585 if(!autocvar_g_campaign)
1586 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1588 CSQCMODEL_AUTOINIT();
1590 self.model_randomizer = random();
1592 if not(IS_REAL_CLIENT(self))
1597 MUTATOR_CALLHOOK(ClientConnect);
1603 Called when a client disconnects from the server
1606 .entity chatbubbleentity;
1608 void ClientDisconnect (void)
1611 vehicles_exit(VHEF_RELESE);
1613 if not(IS_CLIENT(self))
1615 print("Warning: ClientDisconnect without ClientConnect\n");
1619 PlayerStats_AddGlobalInfo(self);
1621 CheatShutdownClient();
1623 if(self.hitplotfh >= 0)
1625 fclose(self.hitplotfh);
1626 self.hitplotfh = -1;
1630 anticheat_shutdown();
1632 playerdemo_shutdown();
1634 bot_clientdisconnect();
1639 if(autocvar_sv_eventlog)
1640 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1641 bprint ("^4",self.netname);
1642 bprint ("^4 disconnected\n");
1645 MUTATOR_CALLHOOK(ClientDisconnect);
1647 Portal_ClearAll(self);
1649 RemoveGrapplingHook(self);
1651 // Here, everything has been done that requires this player to be a client.
1653 self.flags &~= FL_CLIENT;
1655 if (self.chatbubbleentity)
1656 remove (self.chatbubbleentity);
1658 if (self.killindicator)
1659 remove (self.killindicator);
1661 WaypointSprite_PlayerGone();
1663 bot_relinkplayerlist();
1667 Spawnqueue_Unmark(self);
1668 Spawnqueue_Remove(self);
1671 accuracy_free(self);
1672 ClientData_Detach();
1673 PlayerScore_Detach(self);
1675 if(self.netname_previous)
1676 strunzone(self.netname_previous);
1677 if(self.clientstatus)
1678 strunzone(self.clientstatus);
1679 if(self.weaponorder_byimpulse)
1680 strunzone(self.weaponorder_byimpulse);
1682 ClearPlayerSounds();
1685 remove(self.personal);
1695 void ChatBubbleThink()
1697 self.nextthink = time;
1698 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1700 if(self.owner) // but why can that ever be world?
1701 self.owner.chatbubbleentity = world;
1705 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1707 || self.owner.tetris_on
1710 self.model = self.mdl;
1715 void UpdateChatBubble()
1719 // spawn a chatbubble entity if needed
1720 if (!self.chatbubbleentity)
1722 self.chatbubbleentity = spawn();
1723 self.chatbubbleentity.owner = self;
1724 self.chatbubbleentity.exteriormodeltoclient = self;
1725 self.chatbubbleentity.think = ChatBubbleThink;
1726 self.chatbubbleentity.nextthink = time;
1727 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1728 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1729 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1730 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1731 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1732 self.chatbubbleentity.model = "";
1733 self.chatbubbleentity.effects = EF_LOWPRECISION;
1738 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1739 // added to the model skins
1740 /*void UpdateColorModHack()
1743 c = self.clientcolors & 15;
1744 // LordHavoc: only bothering to support white, green, red, yellow, blue
1745 if (!teamplay) self.colormod = '0 0 0';
1746 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1747 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1748 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1749 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1750 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1751 else self.colormod = '1 1 1';
1756 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1758 self.solid = SOLID_NOT;
1759 self.takedamage = DAMAGE_NO;
1760 self.movetype = MOVETYPE_FLY;
1761 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1762 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1763 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1764 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1765 if(autocvar_g_respawn_ghosts_maxtime)
1766 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1771 self.effects |= EF_NODRAW; // prevent another CopyBody
1772 PutClientInServer();
1775 void play_countdown(float finished, string samp)
1777 if(IS_REAL_CLIENT(self))
1778 if(floor(finished - time - frametime) != floor(finished - time))
1779 if(finished - time < 6)
1780 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1783 void player_powerups (void)
1785 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1786 olditems = self.items;
1788 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1789 self.modelflags |= MF_ROCKET;
1791 self.modelflags &~= MF_ROCKET;
1793 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1795 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1798 Fire_ApplyDamage(self);
1799 Fire_ApplyEffect(self);
1803 self.effects |= EF_FULLBRIGHT;
1805 if (self.items & IT_STRENGTH)
1807 play_countdown(self.strength_finished, "misc/poweroff.wav");
1808 if (time > self.strength_finished)
1810 self.alpha = default_player_alpha;
1811 self.exteriorweaponentity.alpha = default_weapon_alpha;
1812 self.items &~= IT_STRENGTH;
1813 sprint(self, "^3Invisibility has worn off\n");
1818 if (time < self.strength_finished)
1820 self.alpha = g_minstagib_invis_alpha;
1821 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1822 self.items |= IT_STRENGTH;
1823 sprint(self, "^3You are invisible\n");
1827 if (self.items & IT_INVINCIBLE)
1829 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1830 if (time > self.invincible_finished)
1832 self.items = self.items - (self.items & IT_INVINCIBLE);
1833 sprint(self, "^3Speed has worn off\n");
1838 if (time < self.invincible_finished)
1840 self.items = self.items | IT_INVINCIBLE;
1841 sprint(self, "^3You are on speed\n");
1845 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.
1847 if (self.items & IT_STRENGTH)
1849 play_countdown(self.strength_finished, "misc/poweroff.wav");
1850 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1851 if (time > self.strength_finished)
1853 self.items = self.items - (self.items & IT_STRENGTH);
1854 sprint(self, "^3Strength has worn off\n");
1859 if (time < self.strength_finished)
1861 self.items = self.items | IT_STRENGTH;
1862 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1865 if (self.items & IT_INVINCIBLE)
1867 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1868 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1869 if (time > self.invincible_finished)
1871 self.items = self.items - (self.items & IT_INVINCIBLE);
1872 sprint(self, "^3Shield has worn off\n");
1877 if (time < self.invincible_finished)
1879 self.items = self.items | IT_INVINCIBLE;
1880 sprint(self, "^3Shield surrounds you\n");
1883 if (self.items & IT_SUPERWEAPON)
1885 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1887 self.superweapons_finished = 0;
1888 self.items = self.items - (self.items & IT_SUPERWEAPON);
1889 sprint(self, "^3Superweapons have been lost\n");
1891 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1893 // don't let them run out
1897 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1898 if (time > self.superweapons_finished)
1900 self.items = self.items - (self.items & IT_SUPERWEAPON);
1901 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1902 sprint(self, "^3Superweapons have broken down\n");
1906 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1908 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1910 self.items = self.items | IT_SUPERWEAPON;
1911 sprint(self, "^3You now have a superweapon\n");
1915 self.superweapons_finished = 0;
1916 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1921 self.superweapons_finished = 0;
1925 if(autocvar_g_nodepthtestplayers)
1926 self.effects = self.effects | EF_NODEPTHTEST;
1928 if(autocvar_g_fullbrightplayers)
1929 self.effects = self.effects | EF_FULLBRIGHT;
1931 // midair gamemode: damage only while in the air
1932 // if in midair mode, being on ground grants temporary invulnerability
1933 // (this is so that multishot weapon don't clear the ground flag on the
1934 // first damage in the frame, leaving the player vulnerable to the
1935 // remaining hits in the same frame)
1936 if (self.flags & FL_ONGROUND)
1938 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1940 if (time >= game_starttime)
1941 if (time < self.spawnshieldtime)
1942 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1944 MUTATOR_CALLHOOK(PlayerPowerups);
1947 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1949 if(current > stable)
1951 else if(current > stable - 0.25) // when close enough, "snap"
1954 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1957 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1959 if(current < stable)
1961 else if(current < stable + 0.25) // when close enough, "snap"
1964 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1967 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1969 if(current > rotstable)
1971 if(rotframetime > 0)
1973 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1974 current = max(rotstable, current - rotlinear * rotframetime);
1977 else if(current < regenstable)
1979 if(regenframetime > 0)
1981 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1982 current = min(regenstable, current + regenlinear * regenframetime);
1992 void player_regen (void)
1994 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1995 maxh = autocvar_g_balance_health_rotstable;
1996 maxa = autocvar_g_balance_armor_rotstable;
1997 maxf = autocvar_g_balance_fuel_rotstable;
1998 minh = autocvar_g_balance_health_regenstable;
1999 mina = autocvar_g_balance_armor_regenstable;
2000 minf = autocvar_g_balance_fuel_regenstable;
2001 limith = autocvar_g_balance_health_limit;
2002 limita = autocvar_g_balance_armor_limit;
2003 limitf = autocvar_g_balance_fuel_limit;
2005 max_mod = regen_mod = rot_mod = limit_mod = 1;
2007 if (self.runes & RUNE_REGEN)
2009 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
2011 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
2012 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
2013 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
2017 regen_mod = autocvar_g_balance_rune_regen_regenrate;
2018 max_mod = autocvar_g_balance_rune_regen_hpmod;
2019 limit_mod = autocvar_g_balance_rune_regen_limitmod;
2022 else if (self.runes & CURSE_VENOM)
2024 max_mod = autocvar_g_balance_curse_venom_hpmod;
2025 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
2026 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2028 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2029 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2030 //if (!self.runes & RUNE_REGEN)
2031 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2033 maxh = maxh * max_mod;
2034 //maxa = maxa * max_mod;
2035 //maxf = maxf * max_mod;
2036 minh = minh * max_mod;
2037 //mina = mina * max_mod;
2038 //minf = minf * max_mod;
2039 limith = limith * limit_mod;
2040 limita = limita * limit_mod;
2041 //limitf = limitf * limit_mod;
2046 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2048 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);
2049 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);
2051 // if player rotted to death... die!
2053 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2056 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2057 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);
2060 float zoomstate_set;
2061 void SetZoomState(float z)
2063 if(z != self.zoomstate)
2066 ClientData_Touch(self);
2071 void GetPressedKeys(void) {
2072 MUTATOR_CALLHOOK(GetPressedKeys);
2073 if (self.movement_x > 0) // get if movement keys are pressed
2074 { // forward key pressed
2075 self.pressedkeys |= KEY_FORWARD;
2076 self.pressedkeys &~= KEY_BACKWARD;
2078 else if (self.movement_x < 0)
2079 { // backward key pressed
2080 self.pressedkeys |= KEY_BACKWARD;
2081 self.pressedkeys &~= KEY_FORWARD;
2085 self.pressedkeys &~= KEY_FORWARD;
2086 self.pressedkeys &~= KEY_BACKWARD;
2089 if (self.movement_y > 0)
2090 { // right key pressed
2091 self.pressedkeys |= KEY_RIGHT;
2092 self.pressedkeys &~= KEY_LEFT;
2094 else if (self.movement_y < 0)
2095 { // left key pressed
2096 self.pressedkeys |= KEY_LEFT;
2097 self.pressedkeys &~= KEY_RIGHT;
2101 self.pressedkeys &~= KEY_RIGHT;
2102 self.pressedkeys &~= KEY_LEFT;
2105 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2106 self.pressedkeys |= KEY_JUMP;
2108 self.pressedkeys &~= KEY_JUMP;
2109 if (self.BUTTON_CROUCH)
2110 self.pressedkeys |= KEY_CROUCH;
2112 self.pressedkeys &~= KEY_CROUCH;
2114 if (self.BUTTON_ATCK)
2115 self.pressedkeys |= KEY_ATCK;
2117 self.pressedkeys &~= KEY_ATCK;
2118 if (self.BUTTON_ATCK2)
2119 self.pressedkeys |= KEY_ATCK2;
2121 self.pressedkeys &~= KEY_ATCK2;
2125 ======================
2126 spectate mode routines
2127 ======================
2130 void SpectateCopy(entity spectatee) {
2132 MUTATOR_CALLHOOK(SpectateCopy);
2133 self.armortype = spectatee.armortype;
2134 self.armorvalue = spectatee.armorvalue;
2135 self.ammo_cells = spectatee.ammo_cells;
2136 self.ammo_shells = spectatee.ammo_shells;
2137 self.ammo_nails = spectatee.ammo_nails;
2138 self.ammo_rockets = spectatee.ammo_rockets;
2139 self.ammo_fuel = spectatee.ammo_fuel;
2140 self.clip_load = spectatee.clip_load;
2141 self.clip_size = spectatee.clip_size;
2142 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2143 self.health = spectatee.health;
2145 self.items = spectatee.items;
2146 self.last_pickup = spectatee.last_pickup;
2147 self.hit_time = spectatee.hit_time;
2148 self.metertime = spectatee.metertime;
2149 self.strength_finished = spectatee.strength_finished;
2150 self.invincible_finished = spectatee.invincible_finished;
2151 self.pressedkeys = spectatee.pressedkeys;
2152 WEPSET_COPY_EE(self, spectatee);
2153 self.switchweapon = spectatee.switchweapon;
2154 self.switchingweapon = spectatee.switchingweapon;
2155 self.weapon = spectatee.weapon;
2156 self.nex_charge = spectatee.nex_charge;
2157 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2158 self.hagar_load = spectatee.hagar_load;
2159 self.minelayer_mines = spectatee.minelayer_mines;
2160 self.punchangle = spectatee.punchangle;
2161 self.view_ofs = spectatee.view_ofs;
2162 self.velocity = spectatee.velocity;
2163 self.dmg_take = spectatee.dmg_take;
2164 self.dmg_save = spectatee.dmg_save;
2165 self.dmg_inflictor = spectatee.dmg_inflictor;
2166 self.v_angle = spectatee.v_angle;
2167 self.angles = spectatee.v_angle;
2168 self.stat_respawn_time = spectatee.stat_respawn_time;
2169 if(!self.BUTTON_USE)
2170 self.fixangle = TRUE;
2171 setorigin(self, spectatee.origin);
2172 setsize(self, spectatee.mins, spectatee.maxs);
2173 SetZoomState(spectatee.zoomstate);
2175 anticheat_spectatecopy(spectatee);
2176 self.hud = spectatee.hud;
2177 if(spectatee.vehicle)
2179 self.fixangle = FALSE;
2180 //self.velocity = spectatee.vehicle.velocity;
2181 self.vehicle_health = spectatee.vehicle_health;
2182 self.vehicle_shield = spectatee.vehicle_shield;
2183 self.vehicle_energy = spectatee.vehicle_energy;
2184 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2185 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2186 self.vehicle_reload1 = spectatee.vehicle_reload1;
2187 self.vehicle_reload2 = spectatee.vehicle_reload2;
2191 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2192 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2193 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2194 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2196 //WriteByte (MSG_ONE, SVC_SETVIEW);
2197 // WriteEntity(MSG_ONE, self);
2198 //makevectors(spectatee.v_angle);
2199 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2203 float SpectateUpdate() {
2207 if (self == self.enemy)
2210 if not(IS_PLAYER(self.enemy))
2213 SpectateCopy(self.enemy);
2219 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2220 entity CA_SpectateNext(entity start) {
2221 if (start.team == self.team) {
2226 // continue from current player
2227 while(other && other.team != self.team) {
2228 other = find(other, classname, "player");
2232 // restart from begining
2233 other = find(other, classname, "player");
2234 while(other && other.team != self.team) {
2235 other = find(other, classname, "player");
2242 float SpectateNext(entity _prefer) {
2247 other = find(self.enemy, classname, "player");
2249 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2250 // CA and ca players when spectating enemies is forbidden
2251 other = CA_SpectateNext(other);
2253 // other modes and ca spectators or spectating enemies is allowed
2255 other = find(other, classname, "player");
2261 if(IS_PLAYER(self.enemy)) {
2262 /*if(self.enemy.vehicle)
2266 WriteByte(MSG_ONE, SVC_SETVIEW);
2267 WriteEntity(MSG_ONE, self.enemy);
2268 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2270 self.movetype = MOVETYPE_NONE;
2271 accuracy_resend(self);
2276 WriteByte(MSG_ONE, SVC_SETVIEW);
2277 WriteEntity(MSG_ONE, self.enemy);
2278 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2279 self.movetype = MOVETYPE_NONE;
2280 accuracy_resend(self);
2282 if(!SpectateUpdate())
2283 PutObserverInServer();
2293 ShowRespawnCountdown()
2295 Update a respawn countdown display.
2298 void ShowRespawnCountdown()
2301 if(self.deadflag == DEAD_NO) // just respawned?
2305 number = ceil(self.respawn_time - time);
2308 if(number <= self.respawn_countdown)
2310 self.respawn_countdown = number - 1;
2311 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
2312 AnnounceTo(self, strcat(ftos(number), ""));
2317 .float prevent_join_msgtime;
2318 void LeaveSpectatorMode()
2320 if(nJoinAllowed(self)) {
2321 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2322 self.classname = "player";
2324 if(autocvar_g_campaign || autocvar_g_balance_teams)
2325 JoinBestTeam(self, FALSE, TRUE);
2327 if(autocvar_g_campaign)
2328 campaign_bots_may_start = 1;
2330 PutClientInServer();
2333 bprint ("^4", self.netname, "^4 is playing now\n");
2335 if(!autocvar_g_campaign)
2336 if (time < self.jointime + autocvar_welcome_message_time)
2337 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2339 if (self.prevent_join_msgtime)
2341 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2342 self.prevent_join_msgtime = 0;
2347 if (g_ca && self.caplayer) {
2350 stuffcmd(self,"menu_showteamselect\n");
2355 //player may not join because of g_maxplayers is set
2356 if (time - self.prevent_join_msgtime > 2)
2358 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2359 self.prevent_join_msgtime = time;
2365 * Determines whether the player is allowed to join. This depends on cvar
2366 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2367 * it checks whether the number of currently playing players exceeds g_maxplayers.
2368 * @return int number of free slots for players, 0 if none
2370 float nJoinAllowed(entity ignore) {
2372 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2373 // so report 0 free slots if restricted
2375 if(autocvar_g_forced_team_otherwise == "spectate")
2377 if(autocvar_g_forced_team_otherwise == "spectator")
2381 if(self.team_forced < 0)
2382 return 0; // forced spectators can never join
2384 // TODO simplify this
2386 float totalClients = 0;
2391 if (!autocvar_g_maxplayers)
2392 return maxclients - totalClients;
2394 float currentlyPlaying = 0;
2395 FOR_EACH_REALPLAYER(e)
2396 currentlyPlaying += 1;
2398 if(currentlyPlaying < autocvar_g_maxplayers)
2399 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2405 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2406 * g_maxplayers_spectator_blocktime seconds
2408 void checkSpectatorBlock() {
2409 if(IS_SPEC(self) || IS_OBSERVER(self)) {
2410 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2411 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2417 .float motd_actived_time; // used for both motd and campaign_message
2418 void PrintWelcomeMessage()
2420 if (self.motd_actived_time == 0) { // is there already a message showing?
2421 if (autocvar_g_campaign) {
2422 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2423 self.motd_actived_time = time;
2424 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2427 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2428 self.motd_actived_time = time;
2429 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2432 } else { // showing MOTD or campaign message
2433 if (autocvar_g_campaign) {
2434 if (self.BUTTON_INFO)
2435 self.motd_actived_time = time;
2436 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2437 self.motd_actived_time = 0;
2438 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2441 if ((time - self.jointime) > autocvar_welcome_message_time) {
2442 if (self.BUTTON_INFO)
2443 self.motd_actived_time = time;
2444 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2445 self.motd_actived_time = 0;
2446 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2453 void ObserverThink()
2455 float prefered_movetype;
2456 if (self.flags & FL_JUMPRELEASED) {
2457 if (self.BUTTON_JUMP && !self.version_mismatch) {
2458 self.flags &~= FL_JUMPRELEASED;
2459 self.flags |= FL_SPAWNING;
2460 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2461 self.flags &~= FL_JUMPRELEASED;
2462 if(SpectateNext(world) == 1) {
2463 self.classname = "spectator";
2466 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2467 if (self.movetype != prefered_movetype)
2468 self.movetype = prefered_movetype;
2471 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2472 self.flags |= FL_JUMPRELEASED;
2473 if(self.flags & FL_SPAWNING)
2475 self.flags &~= FL_SPAWNING;
2476 LeaveSpectatorMode();
2482 PrintWelcomeMessage();
2485 void SpectatorThink()
2487 if (self.flags & FL_JUMPRELEASED) {
2488 if (self.BUTTON_JUMP && !self.version_mismatch) {
2489 self.flags &~= FL_JUMPRELEASED;
2490 self.flags |= FL_SPAWNING;
2491 } else if(self.BUTTON_ATCK) {
2492 self.flags &~= FL_JUMPRELEASED;
2493 if(SpectateNext(world) == 1) {
2494 self.classname = "spectator";
2496 self.classname = "observer";
2497 PutClientInServer();
2499 } else if (self.BUTTON_ATCK2) {
2500 self.flags &~= FL_JUMPRELEASED;
2501 self.classname = "observer";
2502 PutClientInServer();
2504 if(!SpectateUpdate())
2505 PutObserverInServer();
2508 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2509 self.flags |= FL_JUMPRELEASED;
2510 if(self.flags & FL_SPAWNING)
2512 self.flags &~= FL_SPAWNING;
2513 LeaveSpectatorMode();
2517 if(!SpectateUpdate())
2518 PutObserverInServer();
2521 PrintWelcomeMessage();
2522 self.flags |= FL_CLIENT | FL_NOTARGET;
2527 if not(IS_PLAYER(self))
2532 vehicles_exit(VHEF_NORMAL);
2536 // a use key was pressed; call handlers
2537 MUTATOR_CALLHOOK(PlayerUseKey);
2540 .float touchexplode_time;
2546 Called every frame for each client before the physics are run
2549 .float usekeypressed;
2550 void() nexball_setstatus;
2552 void PlayerPreThink (void)
2554 WarpZone_PlayerPhysics_FixVAngle();
2556 self.stat_game_starttime = game_starttime;
2557 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2558 self.stat_leadlimit = autocvar_leadlimit;
2560 if(g_arena || (g_ca && !allowed_to_spawn))
2561 self.stat_respawn_time = 0;
2563 self.stat_respawn_time = self.respawn_time;
2567 // physics frames: update anticheat stuff
2568 anticheat_prethink();
2571 if(blockSpectators && frametime)
2572 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2573 checkSpectatorBlock();
2577 if(self.netname_previous != self.netname)
2579 if(autocvar_sv_eventlog)
2580 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2581 if(self.netname_previous)
2582 strunzone(self.netname_previous);
2583 self.netname_previous = strzone(self.netname);
2587 if(self.version_nagtime)
2588 if(self.cvar_g_xonoticversion)
2589 if(time > self.version_nagtime)
2591 // don't notify git users
2592 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2594 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2596 // notify release users if connecting to git
2597 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");
2598 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2603 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2606 // give users new version
2607 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");
2608 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"));
2612 // notify users about old server version
2613 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");
2614 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2618 self.version_nagtime = 0;
2622 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2624 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2625 self.max_armorvalue = 0;
2629 if (TetrisPreFrame())
2633 MUTATOR_CALLHOOK(PlayerPreThink);
2635 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2637 if(self.BUTTON_USE && !self.usekeypressed)
2639 self.usekeypressed = self.BUTTON_USE;
2642 PrintWelcomeMessage();
2644 if(IS_PLAYER(self)) {
2645 // if(self.netname == "Wazat")
2646 // bprint(self.classname, "\n");
2648 CheckRules_Player();
2650 if (intermission_running)
2652 IntermissionThink (); // otherwise a button could be missed between
2653 return; // the think tics
2656 //don't allow the player to turn around while game is paused!
2657 if(timeout_status == TIMEOUT_ACTIVE) {
2658 // FIXME turn this into CSQC stuff
2659 self.v_angle = self.lastV_angle;
2660 self.angles = self.lastV_angle;
2661 self.fixangle = TRUE;
2666 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2668 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);
2669 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);
2670 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);
2672 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2674 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);
2675 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);
2676 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);
2680 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2686 minstagib_ammocheck();
2688 if (self.deadflag != DEAD_NO)
2690 float button_pressed, force_respawn;
2691 if(self.personal && g_race_qualifying)
2693 if(time > self.respawn_time)
2695 self.respawn_time = time + 1; // only retry once a second
2704 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2705 force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
2706 if (self.deadflag == DEAD_DYING)
2709 self.deadflag = DEAD_RESPAWNING;
2710 else if(!button_pressed)
2711 self.deadflag = DEAD_DEAD;
2713 else if (self.deadflag == DEAD_DEAD)
2716 self.deadflag = DEAD_RESPAWNABLE;
2718 else if (self.deadflag == DEAD_RESPAWNABLE)
2721 self.deadflag = DEAD_RESPAWNING;
2723 else if (self.deadflag == DEAD_RESPAWNING)
2725 if(time > self.respawn_time)
2727 self.respawn_time = time + 1; // only retry once a second
2731 ShowRespawnCountdown();
2734 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2735 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2736 self.stat_respawn_time *= -1;
2740 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2741 // so (self.deadflag == DEAD_NO) is always true in the code below
2744 if(time > self.touchexplode_time)
2746 if(self.deadflag == DEAD_NO)
2747 if not(IS_INDEPENDENT_PLAYER(self))
2748 FOR_EACH_PLAYER(other) if(self != other)
2750 if(time > other.touchexplode_time)
2751 if(other.deadflag == DEAD_NO)
2752 if not(IS_INDEPENDENT_PLAYER(other))
2753 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2755 PlayerTouchExplode(self, other);
2756 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2760 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2764 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2765 dist = self.prevorigin - self.origin;
2767 self.lms_traveled_distance += fabs(vlen(dist));
2769 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2771 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2772 self.lms_traveled_distance = 0;
2775 if(time > self.lms_nextcheck)
2777 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2778 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2780 centerprint(self, autocvar_g_lms_campcheck_message);
2781 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2782 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2783 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');
2785 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2786 self.lms_traveled_distance = 0;
2790 self.prevorigin = self.origin;
2792 float do_crouch = self.BUTTON_CROUCH;
2795 if(self.health <= g_bloodloss)
2799 if(self.freezetag_frozen)
2801 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2809 self.view_ofs = PL_CROUCH_VIEW_OFS;
2810 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2811 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2818 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2819 if (!trace_startsolid)
2821 self.crouch = FALSE;
2822 self.view_ofs = PL_VIEW_OFS;
2823 setsize (self, PL_MIN, PL_MAX);
2828 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2830 if(self.bloodloss_timer < time)
2832 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2833 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2839 GrapplingHookFrame();
2841 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2844 self.items &~= self.items_added;
2848 self.items_added = 0;
2849 if(self.items & IT_JETPACK)
2850 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2851 self.items_added |= IT_FUEL;
2853 self.items |= self.items_added;
2858 // rot nex charge to the charge limit
2859 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2860 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2866 nexball_setstatus();
2869 secrets_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(IS_OBSERVER(self)) {
2880 } else if(IS_SPEC(self)) {
2885 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));
2887 float oldspectatee_status;
2888 oldspectatee_status = self.spectatee_status;
2890 self.spectatee_status = num_for_edict(self.enemy);
2891 else if(IS_OBSERVER(self))
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, CH_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, CH_VOICE, VOICETYPE_AUTOTAUNT);
2925 target_voicescript_next(self);
2927 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2929 self.clip_load = self.clip_size = 0;
2932 float isInvisibleString(string s)
2935 s = strdecolorize(s);
2936 for((i = 0), (n = strlen(s)); i < n; ++i)
2944 case 192: // charmap space
2945 if (!autocvar_utf8_enable)
2948 case 160: // space in unicode fonts
2949 case 0xE000 + 192: // utf8 charmap space
2950 if (autocvar_utf8_enable)
2963 Called every frame for each client after the physics are run
2966 .float idlekick_lasttimeleft;
2967 void PlayerPostThink (void)
2969 // Savage: Check for nameless players
2970 if (isInvisibleString(self.netname)) {
2971 self.netname = "Player";
2972 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2975 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2977 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2979 if(self.idlekick_lasttimeleft)
2981 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2982 self.idlekick_lasttimeleft = 0;
2988 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2989 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2991 if(!self.idlekick_lasttimeleft)
2992 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2996 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2997 AnnounceTo(self, "terminated");
3001 else if(timeleft <= 10)
3003 if(timeleft != self.idlekick_lasttimeleft)
3004 AnnounceTo(self, ftos(timeleft));
3005 self.idlekick_lasttimeleft = timeleft;
3011 if(self.impulse == 100)
3013 if (!TetrisPostFrame())
3019 //CheckPlayerJump();
3021 if(IS_PLAYER(self)) {
3022 CheckRules_Player();
3026 if (intermission_running)
3027 return; // intermission or finale
3037 for(i = 0; i < 1000; ++i)
3040 end = self.origin + '0 0 1024' + 512 * randomvec();
3041 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3042 if(trace_fraction < 1)
3043 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3045 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3051 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3053 if(self.waypointsprite_attachedforcarrier)
3054 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3058 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3060 if not(self.stored_netname)
3061 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3062 if(self.stored_netname != self.netname)
3064 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3065 strunzone(self.stored_netname);
3066 self.stored_netname = strzone(self.netname);
3072 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3075 CSQCMODEL_AUTOUPDATE();