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);
528 self.frags = FRAGS_LMS_LOSER;
530 self.frags = FRAGS_SPECTATOR;
532 else if((g_race && g_race_qualifying) || g_cts)
534 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
535 self.frags = FRAGS_LMS_LOSER;
537 self.frags = FRAGS_SPECTATOR;
540 self.frags = FRAGS_SPECTATOR;
543 .float model_randomizer;
544 void FixPlayermodel()
547 float defaultskin, chmdl, oldskin, n, i;
554 if(autocvar_sv_defaultcharacter == 1)
559 s = Team_ColorNameLowerCase(self.team);
562 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
563 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
567 if(defaultmodel == "")
569 defaultmodel = autocvar_sv_defaultplayermodel;
570 defaultskin = autocvar_sv_defaultplayerskin;
573 n = tokenize_console(defaultmodel);
575 defaultmodel = argv(floor(n * self.model_randomizer));
577 i = strstrofs(defaultmodel, ":", 0);
580 defaultskin = stof(substring(defaultmodel, i+1, -1));
581 defaultmodel = substring(defaultmodel, 0, i);
585 if(defaultmodel != "")
587 if (defaultmodel != self.model)
591 setplayermodel (self, defaultmodel);
592 setsize (self, m1, m2);
597 self.skin = defaultskin;
599 if (self.playermodel != self.model || self.playermodel == "")
601 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
604 setplayermodel (self, self.playermodel);
605 setsize (self, m1, m2);
610 self.skin = stof(self.playerskin);
613 if(chmdl || oldskin != self.skin)
614 self.species = player_getspecies(); // model or skin has changed
617 if(strlen(autocvar_sv_defaultplayercolors))
618 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
619 setcolor(self, stof(autocvar_sv_defaultplayercolors));
622 void PlayerTouchExplode(entity p1, entity p2)
625 org = (p1.origin + p2.origin) * 0.5;
626 org_z += (p1.mins_z + p2.mins_z) * 0.5;
633 RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
641 Called when a client spawns in the server
645 void PutClientInServer (void)
647 if(clienttype(self) == CLIENTTYPE_BOT)
649 self.classname = "player";
653 else if(clienttype(self) == CLIENTTYPE_REAL)
656 WriteByte(MSG_ONE, SVC_SETVIEW);
657 WriteEntity(MSG_ONE, self);
663 if((g_arena && !self.spawned) || (g_ca && !allowed_to_spawn))
664 self.classname = "observer";
667 self.classname = "observer";
669 if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {
670 entity spot, oldself;
673 accuracy_resend(self);
676 JoinBestTeam(self, FALSE, TRUE);
680 spot = SelectSpawnPoint (FALSE);
683 centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");
684 return; // spawn failed
687 RemoveGrapplingHook(self); // Wazat's Grappling Hook
689 self.classname = "player";
690 self.wasplayer = TRUE;
691 self.iscreature = TRUE;
692 self.teleportable = TELEPORT_NORMAL;
693 self.damagedbycontents = TRUE;
694 self.movetype = MOVETYPE_WALK;
695 self.solid = SOLID_SLIDEBOX;
696 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
697 if(autocvar_g_playerclip_collisions)
698 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
699 if(clienttype(self) == CLIENTTYPE_BOT && autocvar_g_botclip_collisions)
700 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
701 self.frags = FRAGS_PLAYER;
702 if(INDEPENDENT_PLAYERS)
703 MAKE_INDEPENDENT_PLAYER(self);
704 self.flags = FL_CLIENT;
705 if(autocvar__notarget)
706 self.flags |= FL_NOTARGET;
707 self.takedamage = DAMAGE_AIM;
709 self.effects = EF_FULLBRIGHT;
712 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
713 self.air_finished = time + 12;
715 if(autocvar_g_balance_nex_charge)
717 if(autocvar_g_balance_nex_secondary_chargepool)
718 self.nex_chargepool_ammo = 1;
719 self.nex_charge = autocvar_g_balance_nex_charge_start;
724 self.ammo_shells = warmup_start_ammo_shells;
725 self.ammo_nails = warmup_start_ammo_nails;
726 self.ammo_rockets = warmup_start_ammo_rockets;
727 self.ammo_cells = warmup_start_ammo_cells;
728 self.ammo_fuel = warmup_start_ammo_fuel;
729 self.health = warmup_start_health;
730 self.armorvalue = warmup_start_armorvalue;
731 WEPSET_COPY_EA(self, warmup_start_weapons);
735 self.ammo_shells = start_ammo_shells;
736 self.ammo_nails = start_ammo_nails;
737 self.ammo_rockets = start_ammo_rockets;
738 self.ammo_cells = start_ammo_cells;
739 self.ammo_fuel = start_ammo_fuel;
740 self.health = start_health;
741 self.armorvalue = start_armorvalue;
742 WEPSET_COPY_EA(self, start_weapons);
745 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // exception for minstagib, as minstanex is a superweapon
746 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
748 self.superweapons_finished = 0;
750 if(g_weaponarena_random)
752 if(g_weaponarena_random_with_laser)
753 WEPSET_ANDNOT_EW(self, WEP_LASER);
754 W_RandomWeapons(self, g_weaponarena_random);
755 if(g_weaponarena_random_with_laser)
756 WEPSET_OR_EW(self, WEP_LASER);
759 self.items = start_items;
761 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
762 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
763 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
764 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
765 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
766 //extend the pause of rotting if client was reset at the beginning of the countdown
767 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
768 self.spawnshieldtime += game_starttime - time;
769 self.pauserotarmor_finished += game_starttime - time;
770 self.pauserothealth_finished += game_starttime - time;
771 self.pauseregen_finished += game_starttime - time;
773 self.damageforcescale = 2;
775 self.respawn_time = 0;
779 self.pain_finished = 0;
780 self.strength_finished = 0;
781 self.invincible_finished = 0;
783 // players have no think function
784 self.think = func_null;
788 self.ballistics_density = autocvar_g_ballistics_density_player;
794 self.deadflag = DEAD_NO;
796 self.angles = spot.angles;
798 self.angles_z = 0; // never spawn tilted even if the spot says to
799 self.fixangle = TRUE; // turn this way immediately
800 self.velocity = '0 0 0';
801 self.avelocity = '0 0 0';
802 self.punchangle = '0 0 0';
803 self.punchvector = '0 0 0';
804 self.oldvelocity = self.velocity;
805 self.fire_endtime = -1;
808 WRITESPECTATABLE_MSG_ONE({
809 WriteByte(MSG_ONE, SVC_TEMPENTITY);
810 WriteByte(MSG_ONE, TE_CSQC_SPAWN);
815 self.drawonlytoclient = world;
818 self.view_ofs = PL_VIEW_OFS;
819 setsize (self, PL_MIN, PL_MAX);
820 self.spawnorigin = spot.origin;
821 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
822 // don't reset back to last position, even if new position is stuck in solid
823 self.oldorigin = self.origin;
824 self.prevorigin = self.origin;
825 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
826 self.lastteleporttime = time; // prevent insane speeds due to changing origin
827 self.hud = HUD_NORMAL;
831 Spawnqueue_Remove(self);
832 Spawnqueue_Mark(self);
837 self.event_damage = PlayerDamage;
839 self.bot_attack = TRUE;
841 self.statdraintime = time + 5;
842 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
844 if(self.killcount == -666) {
845 PlayerScore_Clear(self);
849 CL_SpawnWeaponentity();
850 self.alpha = default_player_alpha;
851 self.colormod = '1 1 1' * autocvar_g_player_brightness;
852 self.exteriorweaponentity.alpha = default_weapon_alpha;
854 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
855 self.lms_traveled_distance = 0;
856 self.speedrunning = FALSE;
858 race_PostSpawn(spot);
860 //stuffcmd(self, "chase_active 0");
861 //stuffcmd(self, "set viewsize $tmpviewsize \n");
864 if(self.team == assault_attacker_team)
865 centerprint(self, "You are attacking!");
867 centerprint(self, "You are defending!");
870 target_voicescript_clear(self);
872 // reset fields the weapons may use
873 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
875 weapon_action(j, WR_RESETPLAYER);
877 // all weapons must be fully loaded when we spawn
879 e = get_weaponinfo(j);
880 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
881 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
889 self.target = string_null;
896 MUTATOR_CALLHOOK(PlayerSpawn);
898 if(autocvar_spawn_debug)
900 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
901 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
904 self.switchweapon = w_getbestweapon(self);
905 self.cnt = -1; // W_LastWeapon will not complain
907 self.weaponname = "";
908 self.switchingweapon = 0;
912 self.alivetime = time;
916 if (autocvar_g_spawnsound)
917 soundat(world, self.origin, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
918 } else if(self.classname == "observer") {
919 PutObserverInServer ();
923 .float ebouncefactor, ebouncestop; // electro's values
924 // TODO do we need all these fields, or should we stop autodetecting runtime
925 // changes and just have a console command to update this?
926 float ClientInit_SendEntity(entity to, float sf)
928 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
929 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
930 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
931 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
932 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
933 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
934 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
935 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
936 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
937 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
938 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
939 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
940 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
941 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
942 if(sv_foginterval && world.fog != "")
943 WriteString(MSG_ENTITY, world.fog);
945 WriteString(MSG_ENTITY, "");
946 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
947 WriteByte(MSG_ENTITY, self.cnt * 255.0); // g_balance_weaponswitchdelay
948 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
949 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
950 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
951 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
952 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
953 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
954 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
955 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
956 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
957 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
958 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
962 void ClientInit_CheckUpdate()
964 self.nextthink = time;
965 if(self.count != autocvar_g_balance_armor_blockpercent)
967 self.count = autocvar_g_balance_armor_blockpercent;
970 if(self.cnt != autocvar_g_balance_weaponswitchdelay)
972 self.cnt = autocvar_g_balance_weaponswitchdelay;
975 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
977 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
980 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
982 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
985 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
987 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
990 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
992 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
997 void ClientInit_Spawn()
1002 e.classname = "clientinit";
1003 e.think = ClientInit_CheckUpdate;
1004 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
1008 ClientInit_CheckUpdate();
1017 void SetNewParms (void)
1019 // initialize parms for a new player
1020 parm1 = -(86400 * 366);
1028 void SetChangeParms (void)
1030 // save parms for level change
1031 parm1 = self.parm_idlesince - time;
1039 void DecodeLevelParms (void)
1042 self.parm_idlesince = parm1;
1043 if(self.parm_idlesince == -(86400 * 366))
1044 self.parm_idlesince = time;
1046 // whatever happens, allow 60 seconds of idling directly after connect for map loading
1047 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
1054 Called when a client types 'kill' in the console
1058 .float clientkill_nexttime;
1059 void ClientKill_Now_TeamChange()
1061 if(self.killindicator_teamchange == -1)
1063 JoinBestTeam( self, FALSE, TRUE );
1065 else if(self.killindicator_teamchange == -2)
1070 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"));
1071 PutObserverInServer();
1074 SV_ChangeTeam(self.killindicator_teamchange - 1);
1077 void ClientKill_Now()
1081 vehicles_exit(VHEF_RELESE);
1082 if(!self.killindicator_teamchange)
1084 self.vehicle_health = -1;
1085 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
1089 if(self.killindicator && !wasfreed(self.killindicator))
1090 remove(self.killindicator);
1092 self.killindicator = world;
1094 if(self.killindicator_teamchange)
1095 ClientKill_Now_TeamChange();
1098 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1100 // now I am sure the player IS dead
1102 void KillIndicator_Think()
1106 self.owner.killindicator = world;
1111 if (self.owner.alpha < 0 && !self.owner.vehicle)
1113 self.owner.killindicator = world;
1121 ClientKill_Now(); // no oldself needed
1124 else if(g_cts && self.health == 1) // health == 1 means that it's silent
1126 self.nextthink = time + 1;
1132 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
1133 if(clienttype(self.owner) == CLIENTTYPE_REAL)
1136 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
1138 self.nextthink = time + 1;
1143 float clientkilltime;
1144 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1153 killtime = autocvar_g_balance_kill_delay;
1155 if(g_race_qualifying || g_cts)
1158 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
1160 remove(self.killindicator);
1161 self.killindicator = world;
1163 ClientKill_Now(); // allow instant kill in this case
1167 self.killindicator_teamchange = targetteam;
1169 if(!self.killindicator)
1171 if(self.deadflag == DEAD_NO)
1173 killtime = max(killtime, self.clientkill_nexttime - time);
1174 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1177 if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
1183 starttime = max(time, clientkilltime);
1185 self.killindicator = spawn();
1186 self.killindicator.owner = self;
1187 self.killindicator.scale = 0.5;
1188 setattachment(self.killindicator, self, "");
1189 setorigin(self.killindicator, '0 0 52');
1190 self.killindicator.think = KillIndicator_Think;
1191 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
1192 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
1193 self.killindicator.cnt = ceil(killtime);
1194 self.killindicator.count = bound(0, ceil(killtime), 10);
1195 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
1197 for(e = world; (e = find(e, classname, "body")) != world; )
1201 e.killindicator = spawn();
1202 e.killindicator.owner = e;
1203 e.killindicator.scale = 0.5;
1204 setattachment(e.killindicator, e, "");
1205 setorigin(e.killindicator, '0 0 52');
1206 e.killindicator.think = KillIndicator_Think;
1207 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
1208 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
1209 e.killindicator.cnt = ceil(killtime);
1214 if(self.killindicator)
1216 if(targetteam == 0) // just die
1218 self.killindicator.colormod = '0 0 0';
1219 if(clienttype(self) == CLIENTTYPE_REAL)
1220 if(self.killindicator.cnt > 0)
1221 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
1223 else if(targetteam == -1) // auto
1225 self.killindicator.colormod = '0 1 0';
1226 if(clienttype(self) == CLIENTTYPE_REAL)
1227 if(self.killindicator.cnt > 0)
1228 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
1230 else if(targetteam == -2) // spectate
1232 self.killindicator.colormod = '0.5 0.5 0.5';
1233 if(clienttype(self) == CLIENTTYPE_REAL)
1234 if(self.killindicator.cnt > 0)
1235 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
1239 self.killindicator.colormod = TeamColor(targetteam);
1240 if(clienttype(self) == CLIENTTYPE_REAL)
1241 if(self.killindicator.cnt > 0)
1242 Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
1248 void ClientKill (void)
1253 if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
1257 else if(self.freezetag_frozen)
1262 ClientKill_TeamChange(0);
1265 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
1267 e.killindicator = spawn();
1268 e.killindicator.owner = e;
1269 e.killindicator.think = KillIndicator_Think;
1270 e.killindicator.nextthink = time + (e.lip) * 0.05;
1271 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1272 e.killindicator.health = 1; // this is used to indicate that it should be silent
1276 void FixClientCvars(entity e)
1278 // send prediction settings to the client
1279 stuffcmd(e, "\nin_bindmap 0 0\n");
1281 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1282 if(autocvar_g_antilag == 3) // client side hitscan
1283 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1285 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1287 * we no longer need to stuff this. Remove this comment block if you feel
1288 * 2.3 and higher (or was it 2.2.3?) don't need these any more
1289 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
1290 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
1291 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
1292 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
1293 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
1294 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
1295 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
1296 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
1297 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
1298 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
1299 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
1300 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
1301 stuffcmd(e, "cl_movement_edgefriction 1\n");
1305 float PlayerInIDList(entity p, string idlist)
1310 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1311 if not(p.crypto_idfp)
1314 // this function allows abbreviated player IDs too!
1315 n = tokenize_console(idlist);
1316 for(i = 0; i < n; ++i)
1319 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1330 Called when a client connects to the server
1333 string ColoredTeamName(float t);
1334 void DecodeLevelParms (void);
1335 //void dom_player_join_team(entity pl);
1336 void set_dom_state(entity e);
1337 void ClientConnect (void)
1341 if(self.flags & FL_CLIENT)
1343 print("Warning: ClientConnect, but already connected!\n");
1347 if(Ban_MaybeEnforceBanOnce(self))
1353 sprint(self, strcat("^4SVQC Build information: ^1", WATERMARK, "\n"));
1356 self.classname = "player_joining";
1358 self.flags = FL_CLIENT;
1359 self.version_nagtime = time + 10 + random() * 10;
1363 dprint("BUG player count is lower than zero, this cannot happen!\n");
1367 PlayerScore_Attach(self);
1368 ClientData_Attach();
1369 accuracy_init(self);
1371 bot_clientconnect();
1377 race_PreSpawnObserver();
1379 // identify the right forced team
1380 if(autocvar_g_campaign)
1382 if(clienttype(self) == CLIENTTYPE_REAL) // only players, not bots
1384 switch(autocvar_g_campaign_forceteam)
1386 case 1: self.team_forced = COLOR_TEAM1; break;
1387 case 2: self.team_forced = COLOR_TEAM2; break;
1388 case 3: self.team_forced = COLOR_TEAM3; break;
1389 case 4: self.team_forced = COLOR_TEAM4; break;
1390 default: self.team_forced = 0;
1394 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1395 self.team_forced = COLOR_TEAM1;
1396 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1397 self.team_forced = COLOR_TEAM2;
1398 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1399 self.team_forced = COLOR_TEAM3;
1400 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1401 self.team_forced = COLOR_TEAM4;
1402 else if(autocvar_g_forced_team_otherwise == "red")
1403 self.team_forced = COLOR_TEAM1;
1404 else if(autocvar_g_forced_team_otherwise == "blue")
1405 self.team_forced = COLOR_TEAM2;
1406 else if(autocvar_g_forced_team_otherwise == "yellow")
1407 self.team_forced = COLOR_TEAM3;
1408 else if(autocvar_g_forced_team_otherwise == "pink")
1409 self.team_forced = COLOR_TEAM4;
1410 else if(autocvar_g_forced_team_otherwise == "spectate")
1411 self.team_forced = -1;
1412 else if(autocvar_g_forced_team_otherwise == "spectator")
1413 self.team_forced = -1;
1415 self.team_forced = 0;
1418 if(self.team_forced > 0)
1419 self.team_forced = 0;
1421 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1423 if(autocvar_g_campaign || self.team_forced < 0) {
1424 self.classname = "observer";
1428 if(autocvar_g_balance_teams)
1430 self.classname = "player";
1431 campaign_bots_may_start = 1;
1435 self.classname = "observer"; // do it anyway
1440 self.classname = "player";
1441 campaign_bots_may_start = 1;
1445 self.playerid = (playerid_last = playerid_last + 1);
1447 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1449 if(clienttype(self) == CLIENTTYPE_BOT)
1450 PlayerStats_AddPlayer(self);
1452 if(autocvar_sv_eventlog)
1453 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));
1455 LogTeamchange(self.playerid, self.team, 1);
1457 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1459 self.netname_previous = strzone(self.netname);
1461 bprint("^4", self.netname, "^4 connected");
1463 if(self.classname != "observer" && (g_domination || g_ctf))
1464 bprint(" and joined the ", ColoredTeamName(self.team));
1468 stuffcmd(self, strcat(clientstuff, "\n"));
1469 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1471 FixClientCvars(self);
1473 // spawnfunc_waypoint sprites
1474 WaypointSprite_InitClient(self);
1476 // Wazat's grappling hook
1477 SetGrappleHookBindings();
1479 // get version info from player
1480 stuffcmd(self, "cmd clientversion $gameversion\n");
1482 // get other cvars from player
1485 // notify about available teams
1488 CheckAllowedTeams(self);
1489 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1490 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1493 stuffcmd(self, "set _teams_available 0\n");
1497 self.classname = "observer";
1499 Spawnqueue_Insert(self);
1504 bot_relinkplayerlist();
1506 self.spectatortime = time;
1509 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"));
1512 self.jointime = time;
1513 self.allowed_timeouts = autocvar_sv_timeout_number;
1515 if(clienttype(self) == CLIENTTYPE_REAL)
1517 if(autocvar_g_bugrigs || WEPSET_EQ_AW(g_weaponarena_weapons, WEP_TUBA))
1518 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1521 if(!sv_foginterval && world.fog != "")
1522 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1524 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1526 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1527 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1530 self.hitplotfh = -1;
1532 if(g_race || g_cts) {
1540 race_send_recordtime(MSG_ONE);
1541 race_send_speedaward(MSG_ONE);
1543 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1544 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1545 race_send_speedaward_alltimebest(MSG_ONE);
1548 for (i = 1; i <= RANKINGS_CNT; ++i) {
1549 race_SendRankings(i, 0, 0, MSG_ONE);
1552 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1553 send_CSQC_teamnagger();
1557 if(!autocvar_g_campaign)
1558 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
1560 CSQCMODEL_AUTOINIT();
1562 self.model_randomizer = random();
1564 if(clienttype(self) != CLIENTTYPE_REAL)
1569 MUTATOR_CALLHOOK(ClientConnect);
1575 Called when a client disconnects from the server
1578 .entity chatbubbleentity;
1580 void ClientDisconnect (void)
1583 vehicles_exit(VHEF_RELESE);
1585 if not(self.flags & FL_CLIENT)
1587 print("Warning: ClientDisconnect without ClientConnect\n");
1591 PlayerStats_AddGlobalInfo(self);
1593 CheatShutdownClient();
1595 if(self.hitplotfh >= 0)
1597 fclose(self.hitplotfh);
1598 self.hitplotfh = -1;
1602 anticheat_shutdown();
1604 playerdemo_shutdown();
1606 bot_clientdisconnect();
1611 if(autocvar_sv_eventlog)
1612 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1613 bprint ("^4",self.netname);
1614 bprint ("^4 disconnected\n");
1617 MUTATOR_CALLHOOK(ClientDisconnect);
1619 Portal_ClearAll(self);
1621 RemoveGrapplingHook(self);
1623 // Here, everything has been done that requires this player to be a client.
1625 self.flags &~= FL_CLIENT;
1627 if (self.chatbubbleentity)
1628 remove (self.chatbubbleentity);
1630 if (self.killindicator)
1631 remove (self.killindicator);
1633 WaypointSprite_PlayerGone();
1635 bot_relinkplayerlist();
1639 Spawnqueue_Unmark(self);
1640 Spawnqueue_Remove(self);
1643 accuracy_free(self);
1644 ClientData_Detach();
1645 PlayerScore_Detach(self);
1647 if(self.netname_previous)
1648 strunzone(self.netname_previous);
1649 if(self.clientstatus)
1650 strunzone(self.clientstatus);
1651 if(self.weaponorder_byimpulse)
1652 strunzone(self.weaponorder_byimpulse);
1654 ClearPlayerSounds();
1657 remove(self.personal);
1667 void ChatBubbleThink()
1669 self.nextthink = time;
1670 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1672 if(self.owner) // but why can that ever be world?
1673 self.owner.chatbubbleentity = world;
1677 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1679 || self.owner.tetris_on
1682 self.model = self.mdl;
1687 void UpdateChatBubble()
1691 // spawn a chatbubble entity if needed
1692 if (!self.chatbubbleentity)
1694 self.chatbubbleentity = spawn();
1695 self.chatbubbleentity.owner = self;
1696 self.chatbubbleentity.exteriormodeltoclient = self;
1697 self.chatbubbleentity.think = ChatBubbleThink;
1698 self.chatbubbleentity.nextthink = time;
1699 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1700 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1701 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1702 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1703 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1704 self.chatbubbleentity.model = "";
1705 self.chatbubbleentity.effects = EF_LOWPRECISION;
1710 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1711 // added to the model skins
1712 /*void UpdateColorModHack()
1715 c = self.clientcolors & 15;
1716 // LordHavoc: only bothering to support white, green, red, yellow, blue
1717 if (!teamplay) self.colormod = '0 0 0';
1718 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1719 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1720 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1721 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1722 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1723 else self.colormod = '1 1 1';
1728 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1730 self.solid = SOLID_NOT;
1731 self.takedamage = DAMAGE_NO;
1732 self.movetype = MOVETYPE_FLY;
1733 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1734 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1735 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1736 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1737 if(autocvar_g_respawn_ghosts_maxtime)
1738 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1743 self.effects |= EF_NODRAW; // prevent another CopyBody
1744 PutClientInServer();
1747 void play_countdown(float finished, string samp)
1749 if(clienttype(self) == CLIENTTYPE_REAL)
1750 if(floor(finished - time - frametime) != floor(finished - time))
1751 if(finished - time < 6)
1752 sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
1755 void player_powerups (void)
1757 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1758 olditems = self.items;
1760 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1761 self.modelflags |= MF_ROCKET;
1763 self.modelflags &~= MF_ROCKET;
1765 self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1767 if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
1770 Fire_ApplyDamage(self);
1771 Fire_ApplyEffect(self);
1775 self.effects |= EF_FULLBRIGHT;
1777 if (self.items & IT_STRENGTH)
1779 play_countdown(self.strength_finished, "misc/poweroff.wav");
1780 if (time > self.strength_finished)
1782 self.alpha = default_player_alpha;
1783 self.exteriorweaponentity.alpha = default_weapon_alpha;
1784 self.items &~= IT_STRENGTH;
1785 sprint(self, "^3Invisibility has worn off\n");
1790 if (time < self.strength_finished)
1792 self.alpha = g_minstagib_invis_alpha;
1793 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
1794 self.items |= IT_STRENGTH;
1795 sprint(self, "^3You are invisible\n");
1799 if (self.items & IT_INVINCIBLE)
1801 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1802 if (time > self.invincible_finished)
1804 self.items = self.items - (self.items & IT_INVINCIBLE);
1805 sprint(self, "^3Speed has worn off\n");
1810 if (time < self.invincible_finished)
1812 self.items = self.items | IT_INVINCIBLE;
1813 sprint(self, "^3You are on speed\n");
1817 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.
1819 if (self.items & IT_STRENGTH)
1821 play_countdown(self.strength_finished, "misc/poweroff.wav");
1822 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1823 if (time > self.strength_finished)
1825 self.items = self.items - (self.items & IT_STRENGTH);
1826 sprint(self, "^3Strength has worn off\n");
1831 if (time < self.strength_finished)
1833 self.items = self.items | IT_STRENGTH;
1834 sprint(self, "^3Strength infuses your weapons with devastating power\n");
1837 if (self.items & IT_INVINCIBLE)
1839 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1840 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1841 if (time > self.invincible_finished)
1843 self.items = self.items - (self.items & IT_INVINCIBLE);
1844 sprint(self, "^3Shield has worn off\n");
1849 if (time < self.invincible_finished)
1851 self.items = self.items | IT_INVINCIBLE;
1852 sprint(self, "^3Shield surrounds you\n");
1855 if (self.items & IT_SUPERWEAPON)
1857 if (!WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1859 self.superweapons_finished = 0;
1860 self.items = self.items - (self.items & IT_SUPERWEAPON);
1861 sprint(self, "^3Superweapons have been lost\n");
1863 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1865 // don't let them run out
1869 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1870 if (time > self.superweapons_finished)
1872 self.items = self.items - (self.items & IT_SUPERWEAPON);
1873 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1874 sprint(self, "^3Superweapons have broken down\n");
1878 else if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
1880 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1882 self.items = self.items | IT_SUPERWEAPON;
1883 sprint(self, "^3You now have a superweapon\n");
1887 self.superweapons_finished = 0;
1888 WEPSET_ANDNOT_EA(self, WEPBIT_SUPERWEAPONS);
1893 self.superweapons_finished = 0;
1897 if(autocvar_g_nodepthtestplayers)
1898 self.effects = self.effects | EF_NODEPTHTEST;
1900 if(autocvar_g_fullbrightplayers)
1901 self.effects = self.effects | EF_FULLBRIGHT;
1903 // midair gamemode: damage only while in the air
1904 // if in midair mode, being on ground grants temporary invulnerability
1905 // (this is so that multishot weapon don't clear the ground flag on the
1906 // first damage in the frame, leaving the player vulnerable to the
1907 // remaining hits in the same frame)
1908 if (self.flags & FL_ONGROUND)
1910 self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
1912 if (time >= game_starttime)
1913 if (time < self.spawnshieldtime)
1914 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1916 MUTATOR_CALLHOOK(PlayerPowerups);
1919 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1921 if(current > stable)
1923 else if(current > stable - 0.25) // when close enough, "snap"
1926 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1929 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1931 if(current < stable)
1933 else if(current < stable + 0.25) // when close enough, "snap"
1936 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1939 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1941 if(current > rotstable)
1943 if(rotframetime > 0)
1945 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1946 current = max(rotstable, current - rotlinear * rotframetime);
1949 else if(current < regenstable)
1951 if(regenframetime > 0)
1953 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1954 current = min(regenstable, current + regenlinear * regenframetime);
1964 void player_regen (void)
1966 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1967 maxh = autocvar_g_balance_health_rotstable;
1968 maxa = autocvar_g_balance_armor_rotstable;
1969 maxf = autocvar_g_balance_fuel_rotstable;
1970 minh = autocvar_g_balance_health_regenstable;
1971 mina = autocvar_g_balance_armor_regenstable;
1972 minf = autocvar_g_balance_fuel_regenstable;
1973 limith = autocvar_g_balance_health_limit;
1974 limita = autocvar_g_balance_armor_limit;
1975 limitf = autocvar_g_balance_fuel_limit;
1977 max_mod = regen_mod = rot_mod = limit_mod = 1;
1979 if (self.runes & RUNE_REGEN)
1981 if (self.runes & CURSE_VENOM) // do we have both rune/curse?
1983 regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
1984 max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
1985 limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
1989 regen_mod = autocvar_g_balance_rune_regen_regenrate;
1990 max_mod = autocvar_g_balance_rune_regen_hpmod;
1991 limit_mod = autocvar_g_balance_rune_regen_limitmod;
1994 else if (self.runes & CURSE_VENOM)
1996 max_mod = autocvar_g_balance_curse_venom_hpmod;
1997 if (self.runes & RUNE_REGEN) // do we have both rune/curse?
1998 rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
2000 rot_mod = autocvar_g_balance_curse_venom_rotrate;
2001 limit_mod = autocvar_g_balance_curse_venom_limitmod;
2002 //if (!self.runes & RUNE_REGEN)
2003 // rot_mod = autocvar_g_balance_curse_venom_rotrate;
2005 maxh = maxh * max_mod;
2006 //maxa = maxa * max_mod;
2007 //maxf = maxf * max_mod;
2008 minh = minh * max_mod;
2009 //mina = mina * max_mod;
2010 //minf = minf * max_mod;
2011 limith = limith * limit_mod;
2012 limita = limita * limit_mod;
2013 //limitf = limitf * limit_mod;
2018 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
2020 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);
2021 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);
2023 // if player rotted to death... die!
2025 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2028 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
2029 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);
2032 float zoomstate_set;
2033 void SetZoomState(float z)
2035 if(z != self.zoomstate)
2038 ClientData_Touch(self);
2043 void GetPressedKeys(void) {
2044 MUTATOR_CALLHOOK(GetPressedKeys);
2045 if (self.movement_x > 0) // get if movement keys are pressed
2046 { // forward key pressed
2047 self.pressedkeys |= KEY_FORWARD;
2048 self.pressedkeys &~= KEY_BACKWARD;
2050 else if (self.movement_x < 0)
2051 { // backward key pressed
2052 self.pressedkeys |= KEY_BACKWARD;
2053 self.pressedkeys &~= KEY_FORWARD;
2057 self.pressedkeys &~= KEY_FORWARD;
2058 self.pressedkeys &~= KEY_BACKWARD;
2061 if (self.movement_y > 0)
2062 { // right key pressed
2063 self.pressedkeys |= KEY_RIGHT;
2064 self.pressedkeys &~= KEY_LEFT;
2066 else if (self.movement_y < 0)
2067 { // left key pressed
2068 self.pressedkeys |= KEY_LEFT;
2069 self.pressedkeys &~= KEY_RIGHT;
2073 self.pressedkeys &~= KEY_RIGHT;
2074 self.pressedkeys &~= KEY_LEFT;
2077 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
2078 self.pressedkeys |= KEY_JUMP;
2080 self.pressedkeys &~= KEY_JUMP;
2081 if (self.BUTTON_CROUCH)
2082 self.pressedkeys |= KEY_CROUCH;
2084 self.pressedkeys &~= KEY_CROUCH;
2086 if (self.BUTTON_ATCK)
2087 self.pressedkeys |= KEY_ATCK;
2089 self.pressedkeys &~= KEY_ATCK;
2090 if (self.BUTTON_ATCK2)
2091 self.pressedkeys |= KEY_ATCK2;
2093 self.pressedkeys &~= KEY_ATCK2;
2097 ======================
2098 spectate mode routines
2099 ======================
2102 void SpectateCopy(entity spectatee) {
2104 MUTATOR_CALLHOOK(SpectateCopy);
2105 self.armortype = spectatee.armortype;
2106 self.armorvalue = spectatee.armorvalue;
2107 self.ammo_cells = spectatee.ammo_cells;
2108 self.ammo_shells = spectatee.ammo_shells;
2109 self.ammo_nails = spectatee.ammo_nails;
2110 self.ammo_rockets = spectatee.ammo_rockets;
2111 self.ammo_fuel = spectatee.ammo_fuel;
2112 self.clip_load = spectatee.clip_load;
2113 self.clip_size = spectatee.clip_size;
2114 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
2115 self.health = spectatee.health;
2117 self.items = spectatee.items;
2118 self.last_pickup = spectatee.last_pickup;
2119 self.hit_time = spectatee.hit_time;
2120 self.metertime = spectatee.metertime;
2121 self.strength_finished = spectatee.strength_finished;
2122 self.invincible_finished = spectatee.invincible_finished;
2123 self.pressedkeys = spectatee.pressedkeys;
2124 WEPSET_COPY_EE(self, spectatee);
2125 self.switchweapon = spectatee.switchweapon;
2126 self.switchingweapon = spectatee.switchingweapon;
2127 self.weapon = spectatee.weapon;
2128 self.nex_charge = spectatee.nex_charge;
2129 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2130 self.hagar_load = spectatee.hagar_load;
2131 self.minelayer_mines = spectatee.minelayer_mines;
2132 self.punchangle = spectatee.punchangle;
2133 self.view_ofs = spectatee.view_ofs;
2134 self.velocity = spectatee.velocity;
2135 self.dmg_take = spectatee.dmg_take;
2136 self.dmg_save = spectatee.dmg_save;
2137 self.dmg_inflictor = spectatee.dmg_inflictor;
2138 self.v_angle = spectatee.v_angle;
2139 self.angles = spectatee.v_angle;
2140 self.stat_respawn_time = spectatee.stat_respawn_time;
2141 if(!self.BUTTON_USE)
2142 self.fixangle = TRUE;
2143 setorigin(self, spectatee.origin);
2144 setsize(self, spectatee.mins, spectatee.maxs);
2145 SetZoomState(spectatee.zoomstate);
2147 anticheat_spectatecopy(spectatee);
2148 self.hud = spectatee.hud;
2149 if(spectatee.vehicle)
2151 self.fixangle = FALSE;
2152 //self.velocity = spectatee.vehicle.velocity;
2153 self.vehicle_health = spectatee.vehicle_health;
2154 self.vehicle_shield = spectatee.vehicle_shield;
2155 self.vehicle_energy = spectatee.vehicle_energy;
2156 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
2157 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
2158 self.vehicle_reload1 = spectatee.vehicle_reload1;
2159 self.vehicle_reload2 = spectatee.vehicle_reload2;
2163 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
2164 WriteAngle(MSG_ONE, spectatee.v_angle_x);
2165 WriteAngle(MSG_ONE, spectatee.v_angle_y);
2166 WriteAngle(MSG_ONE, spectatee.v_angle_z);
2168 //WriteByte (MSG_ONE, SVC_SETVIEW);
2169 // WriteEntity(MSG_ONE, self);
2170 //makevectors(spectatee.v_angle);
2171 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
2175 float SpectateUpdate() {
2179 if (self == self.enemy)
2182 if(self.enemy.classname != "player")
2185 SpectateCopy(self.enemy);
2191 // Returns next available player to spectate if g_ca_spectate_enemies == 0
2192 entity CA_SpectateNext(entity start) {
2193 if (start.team == self.team) {
2198 // continue from current player
2199 while(other && other.team != self.team) {
2200 other = find(other, classname, "player");
2204 // restart from begining
2205 other = find(other, classname, "player");
2206 while(other && other.team != self.team) {
2207 other = find(other, classname, "player");
2214 float SpectateNext(entity _prefer) {
2219 other = find(self.enemy, classname, "player");
2221 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
2222 // CA and ca players when spectating enemies is forbidden
2223 other = CA_SpectateNext(other);
2225 // other modes and ca spectators or spectating enemies is allowed
2227 other = find(other, classname, "player");
2233 if(self.enemy.classname == "player") {
2234 /*if(self.enemy.vehicle)
2238 WriteByte(MSG_ONE, SVC_SETVIEW);
2239 WriteEntity(MSG_ONE, self.enemy);
2240 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2242 self.movetype = MOVETYPE_NONE;
2243 accuracy_resend(self);
2248 WriteByte(MSG_ONE, SVC_SETVIEW);
2249 WriteEntity(MSG_ONE, self.enemy);
2250 //stuffcmd(self, "set viewsize $tmpviewsize \n");
2251 self.movetype = MOVETYPE_NONE;
2252 accuracy_resend(self);
2254 if(!SpectateUpdate())
2255 PutObserverInServer();
2265 ShowRespawnCountdown()
2267 Update a respawn countdown display.
2270 void ShowRespawnCountdown()
2273 if(self.deadflag == DEAD_NO) // just respawned?
2277 number = ceil(self.respawn_time - time);
2280 if(number <= self.respawn_countdown)
2282 self.respawn_countdown = number - 1;
2283 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
2284 AnnounceTo(self, strcat(ftos(number), ""));
2289 .float prevent_join_msgtime;
2290 void LeaveSpectatorMode()
2292 if(nJoinAllowed(self)) {
2293 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
2294 self.classname = "player";
2296 if(autocvar_g_campaign || autocvar_g_balance_teams)
2297 JoinBestTeam(self, FALSE, TRUE);
2299 if(autocvar_g_campaign)
2300 campaign_bots_may_start = 1;
2302 PutClientInServer();
2304 if(self.classname == "player")
2305 bprint ("^4", self.netname, "^4 is playing now\n");
2307 if(!autocvar_g_campaign)
2308 if (time < self.jointime + autocvar_welcome_message_time)
2309 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
2311 if (self.prevent_join_msgtime)
2313 Send_CSQC_Centerprint_Generic_Expire(self, CPID_PREVENT_JOIN);
2314 self.prevent_join_msgtime = 0;
2319 if (g_ca && self.caplayer) {
2322 stuffcmd(self,"menu_showteamselect\n");
2327 //player may not join because of g_maxplayers is set
2328 if (time - self.prevent_join_msgtime > 2)
2330 Send_CSQC_Centerprint_Generic(self, CPID_PREVENT_JOIN, PREVENT_JOIN_TEXT, 0, 0);
2331 self.prevent_join_msgtime = time;
2337 * Determines whether the player is allowed to join. This depends on cvar
2338 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
2339 * it checks whether the number of currently playing players exceeds g_maxplayers.
2340 * @return int number of free slots for players, 0 if none
2342 float nJoinAllowed(entity ignore) {
2344 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2345 // so report 0 free slots if restricted
2347 if(autocvar_g_forced_team_otherwise == "spectate")
2349 if(autocvar_g_forced_team_otherwise == "spectator")
2353 if(self.team_forced < 0)
2354 return 0; // forced spectators can never join
2356 // TODO simplify this
2358 float totalClients = 0;
2363 if (!autocvar_g_maxplayers)
2364 return maxclients - totalClients;
2366 float currentlyPlaying = 0;
2367 FOR_EACH_REALPLAYER(e)
2368 currentlyPlaying += 1;
2370 if(currentlyPlaying < autocvar_g_maxplayers)
2371 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2377 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2378 * g_maxplayers_spectator_blocktime seconds
2380 void checkSpectatorBlock() {
2381 if(self.classname == "spectator" || self.classname == "observer") {
2382 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2383 sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");
2389 .float motd_actived_time; // used for both motd and campaign_message
2390 void PrintWelcomeMessage()
2392 if (self.motd_actived_time == 0) { // is there already a message showing?
2393 if (autocvar_g_campaign) {
2394 if ((self.classname == "player" && self.BUTTON_INFO) || (self.classname != "player")) {
2395 self.motd_actived_time = time;
2396 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
2399 if ((time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
2400 self.motd_actived_time = time;
2401 Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
2404 } else { // showing MOTD or campaign message
2405 if (autocvar_g_campaign) {
2406 if (self.BUTTON_INFO)
2407 self.motd_actived_time = time;
2408 else if ((time - self.motd_actived_time > 2) && self.classname == "player") { // hide it some seconds after BUTTON_INFO has been released
2409 self.motd_actived_time = 0;
2410 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2413 if ((time - self.jointime) > autocvar_welcome_message_time) {
2414 if (self.BUTTON_INFO)
2415 self.motd_actived_time = time;
2416 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2417 self.motd_actived_time = 0;
2418 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
2425 void ObserverThink()
2427 float prefered_movetype;
2428 if (self.flags & FL_JUMPRELEASED) {
2429 if (self.BUTTON_JUMP && !self.version_mismatch) {
2430 self.flags &~= FL_JUMPRELEASED;
2431 self.flags |= FL_SPAWNING;
2432 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2433 self.flags &~= FL_JUMPRELEASED;
2434 if(SpectateNext(world) == 1) {
2435 self.classname = "spectator";
2438 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2439 if (self.movetype != prefered_movetype)
2440 self.movetype = prefered_movetype;
2443 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2444 self.flags |= FL_JUMPRELEASED;
2445 if(self.flags & FL_SPAWNING)
2447 self.flags &~= FL_SPAWNING;
2448 LeaveSpectatorMode();
2454 PrintWelcomeMessage();
2457 void SpectatorThink()
2459 if (self.flags & FL_JUMPRELEASED) {
2460 if (self.BUTTON_JUMP && !self.version_mismatch) {
2461 self.flags &~= FL_JUMPRELEASED;
2462 self.flags |= FL_SPAWNING;
2463 } else if(self.BUTTON_ATCK) {
2464 self.flags &~= FL_JUMPRELEASED;
2465 if(SpectateNext(world) == 1) {
2466 self.classname = "spectator";
2468 self.classname = "observer";
2469 PutClientInServer();
2471 } else if (self.BUTTON_ATCK2) {
2472 self.flags &~= FL_JUMPRELEASED;
2473 self.classname = "observer";
2474 PutClientInServer();
2476 if(!SpectateUpdate())
2477 PutObserverInServer();
2480 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2481 self.flags |= FL_JUMPRELEASED;
2482 if(self.flags & FL_SPAWNING)
2484 self.flags &~= FL_SPAWNING;
2485 LeaveSpectatorMode();
2489 if(!SpectateUpdate())
2490 PutObserverInServer();
2493 PrintWelcomeMessage();
2494 self.flags |= FL_CLIENT | FL_NOTARGET;
2499 if(self.classname != "player")
2504 vehicles_exit(VHEF_NORMAL);
2508 // a use key was pressed; call handlers
2509 MUTATOR_CALLHOOK(PlayerUseKey);
2512 .float touchexplode_time;
2518 Called every frame for each client before the physics are run
2521 .float usekeypressed;
2522 void() nexball_setstatus;
2524 void PlayerPreThink (void)
2526 WarpZone_PlayerPhysics_FixVAngle();
2528 self.stat_game_starttime = game_starttime;
2529 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2530 self.stat_leadlimit = autocvar_leadlimit;
2532 if(g_arena || (g_ca && !allowed_to_spawn))
2533 self.stat_respawn_time = 0;
2535 self.stat_respawn_time = self.respawn_time;
2539 // physics frames: update anticheat stuff
2540 anticheat_prethink();
2543 if(blockSpectators && frametime)
2544 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2545 checkSpectatorBlock();
2549 if(self.netname_previous != self.netname)
2551 if(autocvar_sv_eventlog)
2552 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2553 if(self.netname_previous)
2554 strunzone(self.netname_previous);
2555 self.netname_previous = strzone(self.netname);
2559 if(self.version_nagtime)
2560 if(self.cvar_g_xonoticversion)
2561 if(time > self.version_nagtime)
2563 // don't notify git users
2564 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2566 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2568 // notify release users if connecting to git
2569 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");
2570 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2575 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2578 // give users new version
2579 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");
2580 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"));
2584 // notify users about old server version
2585 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");
2586 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n"));
2590 self.version_nagtime = 0;
2594 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2596 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));
2597 self.max_armorvalue = 0;
2601 if (TetrisPreFrame())
2605 MUTATOR_CALLHOOK(PlayerPreThink);
2607 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2609 if(self.BUTTON_USE && !self.usekeypressed)
2611 self.usekeypressed = self.BUTTON_USE;
2614 PrintWelcomeMessage();
2616 if(self.classname == "player") {
2617 // if(self.netname == "Wazat")
2618 // bprint(self.classname, "\n");
2620 CheckRules_Player();
2622 if (intermission_running)
2624 IntermissionThink (); // otherwise a button could be missed between
2625 return; // the think tics
2628 //don't allow the player to turn around while game is paused!
2629 if(timeout_status == TIMEOUT_ACTIVE) {
2630 // FIXME turn this into CSQC stuff
2631 self.v_angle = self.lastV_angle;
2632 self.angles = self.lastV_angle;
2633 self.fixangle = TRUE;
2638 #ifndef NO_LEGACY_NETWORKING
2639 self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2642 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2644 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);
2645 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);
2646 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);
2648 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2650 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);
2651 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);
2652 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);
2656 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2662 minstagib_ammocheck();
2664 if (self.deadflag != DEAD_NO)
2666 float button_pressed, force_respawn;
2667 if(self.personal && g_race_qualifying)
2669 if(time > self.respawn_time)
2671 self.respawn_time = time + 1; // only retry once a second
2680 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2681 force_respawn = (g_ca || g_cts || autocvar_g_forced_respawn);
2682 if (self.deadflag == DEAD_DYING)
2685 self.deadflag = DEAD_RESPAWNING;
2686 else if(!button_pressed)
2687 self.deadflag = DEAD_DEAD;
2689 else if (self.deadflag == DEAD_DEAD)
2692 self.deadflag = DEAD_RESPAWNABLE;
2694 else if (self.deadflag == DEAD_RESPAWNABLE)
2697 self.deadflag = DEAD_RESPAWNING;
2699 else if (self.deadflag == DEAD_RESPAWNING)
2701 if(time > self.respawn_time)
2703 self.respawn_time = time + 1; // only retry once a second
2707 ShowRespawnCountdown();
2710 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2711 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2712 self.stat_respawn_time *= -1;
2716 // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
2717 // so (self.deadflag == DEAD_NO) is always true in the code below
2720 if(time > self.touchexplode_time)
2721 if(self.classname == "player")
2722 if(self.deadflag == DEAD_NO)
2723 if not(IS_INDEPENDENT_PLAYER(self))
2724 FOR_EACH_PLAYER(other) if(self != other)
2726 if(time > other.touchexplode_time)
2727 if(other.deadflag == DEAD_NO)
2728 if not(IS_INDEPENDENT_PLAYER(other))
2729 if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
2731 PlayerTouchExplode(self, other);
2732 self.touchexplode_time = other.touchexplode_time = time + 0.2;
2736 if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
2740 // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
2741 dist = self.prevorigin - self.origin;
2743 self.lms_traveled_distance += fabs(vlen(dist));
2745 if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
2747 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
2748 self.lms_traveled_distance = 0;
2751 if(time > self.lms_nextcheck)
2753 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
2754 if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
2756 centerprint(self, autocvar_g_lms_campcheck_message);
2757 // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
2758 // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
2759 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');
2761 self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
2762 self.lms_traveled_distance = 0;
2766 self.prevorigin = self.origin;
2769 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
2774 self.view_ofs = PL_CROUCH_VIEW_OFS;
2775 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2776 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2783 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2784 if (!trace_startsolid)
2786 self.crouch = FALSE;
2787 self.view_ofs = PL_VIEW_OFS;
2788 setsize (self, PL_MIN, PL_MAX);
2793 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
2795 if(self.bloodloss_timer < time)
2797 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
2798 self.bloodloss_timer = time + 0.5 + random() * 0.5;
2804 GrapplingHookFrame();
2806 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2809 self.items &~= self.items_added;
2813 self.items_added = 0;
2814 if(self.items & IT_JETPACK)
2815 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2816 self.items_added |= IT_FUEL;
2818 self.items |= self.items_added;
2823 // rot nex charge to the charge limit
2824 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2825 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2831 nexball_setstatus();
2834 secrets_setstatus();
2836 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2838 //self.angles_y=self.v_angle_y + 90; // temp
2839 } else if(gameover) {
2840 if (intermission_running)
2841 IntermissionThink (); // otherwise a button could be missed between
2843 } else if(self.classname == "observer") {
2845 } else if(self.classname == "spectator") {
2850 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));
2852 float oldspectatee_status;
2853 oldspectatee_status = self.spectatee_status;
2854 if(self.classname == "spectator")
2855 self.spectatee_status = num_for_edict(self.enemy);
2856 else if(self.classname == "observer")
2857 self.spectatee_status = num_for_edict(self);
2859 self.spectatee_status = 0;
2860 if(self.spectatee_status != oldspectatee_status)
2862 ClientData_Touch(self);
2864 race_InitSpectator();
2867 if(self.teamkill_soundtime)
2868 if(time > self.teamkill_soundtime)
2870 self.teamkill_soundtime = 0;
2872 entity oldpusher, oldself;
2874 oldself = self; self = self.teamkill_soundsource;
2875 oldpusher = self.pusher; self.pusher = oldself;
2877 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2879 self.pusher = oldpusher;
2883 if(self.taunt_soundtime)
2884 if(time > self.taunt_soundtime)
2886 self.taunt_soundtime = 0;
2887 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2890 target_voicescript_next(self);
2892 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2894 self.clip_load = self.clip_size = 0;
2897 float isInvisibleString(string s)
2900 s = strdecolorize(s);
2901 for((i = 0), (n = strlen(s)); i < n; ++i)
2909 case 192: // charmap space
2910 if (!autocvar_utf8_enable)
2913 case 160: // space in unicode fonts
2914 case 0xE000 + 192: // utf8 charmap space
2915 if (autocvar_utf8_enable)
2928 Called every frame for each client after the physics are run
2931 .float idlekick_lasttimeleft;
2932 .entity showheadshotbbox;
2933 void showheadshotbbox_think()
2935 if(self.owner.showheadshotbbox != self)
2940 self.nextthink = time;
2941 setorigin(self, self.owner.origin);
2942 setsize(self, GetHeadshotMins(self.owner), GetHeadshotMaxs(self.owner));
2944 void PlayerPostThink (void)
2946 // Savage: Check for nameless players
2947 if (isInvisibleString(self.netname)) {
2948 self.netname = "Player";
2949 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2952 if(sv_maxidle && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2954 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2956 if(self.idlekick_lasttimeleft)
2958 Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
2959 self.idlekick_lasttimeleft = 0;
2965 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2966 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2968 if(!self.idlekick_lasttimeleft)
2969 Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
2973 bprint("^3", self.netname, "^3 was kicked for idling.\n");
2974 AnnounceTo(self, "terminated");
2978 else if(timeleft <= 10)
2980 if(timeleft != self.idlekick_lasttimeleft)
2981 AnnounceTo(self, ftos(timeleft));
2982 self.idlekick_lasttimeleft = timeleft;
2988 if(self.impulse == 100)
2990 if (!TetrisPostFrame())
2996 //CheckPlayerJump();
2998 if(self.classname == "player") {
2999 CheckRules_Player();
3003 if (intermission_running)
3004 return; // intermission or finale
3014 for(i = 0; i < 1000; ++i)
3017 end = self.origin + '0 0 1024' + 512 * randomvec();
3018 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
3019 if(trace_fraction < 1)
3020 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
3022 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
3028 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
3030 if(self.waypointsprite_attachedforcarrier)
3031 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
3033 if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
3035 if(!self.showheadshotbbox)
3037 self.showheadshotbbox = spawn();
3038 self.showheadshotbbox.classname = "headshotbbox";
3039 self.showheadshotbbox.owner = self;
3040 self.showheadshotbbox.think = showheadshotbbox_think;
3041 self.showheadshotbbox.nextthink = time;
3042 self = self.showheadshotbbox;
3049 if(self.showheadshotbbox)
3050 if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
3051 remove(self.showheadshotbbox);
3056 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
3058 if not(self.stored_netname)
3059 self.stored_netname = strzone(uid2name(self.crypto_idfp));
3060 if(self.stored_netname != self.netname)
3062 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
3063 strunzone(self.stored_netname);
3064 self.stored_netname = strzone(self.netname);
3070 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
3073 CSQCMODEL_AUTOUPDATE();