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Allow scaling prey down when the neighboring prey feature is enable. Don't enable...
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         if (clienttype(e) == CLIENTTYPE_REAL)\r
17         {\r
18                 msg_entity = e;\r
19                 WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
20                 WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
21                 WriteString(MSG_ONE, snd);\r
22         }\r
23 }\r
24 \r
25 float ClientData_Send(entity to, float sf)\r
26 {\r
27         if(to != self.owner)\r
28         {\r
29                 error("wtf");\r
30                 return FALSE;\r
31         }\r
32 \r
33         entity e;\r
34 \r
35         e = to;\r
36         if(to.classname == "spectator")\r
37                 e = to.enemy;\r
38 \r
39         sf = 0;\r
40 \r
41         if(e.race_completed)\r
42                 sf |= 1; // forced scoreboard\r
43         if(to.spectatee_status)\r
44                 sf |= 2; // spectator ent number follows\r
45         if(e.zoomstate)\r
46                 sf |= 4; // zoomed\r
47 \r
48         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
49         WriteByte(MSG_ENTITY, sf);\r
50 \r
51         if(sf & 2)\r
52                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
53 \r
54         if(sf & 8)\r
55         {\r
56                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
57                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
58         }\r
59 \r
60         return TRUE;\r
61 }\r
62 \r
63 void ClientData_Attach()\r
64 {\r
65         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
66         self.clientdata.drawonlytoclient = self;\r
67         self.clientdata.owner = self;\r
68 }\r
69 \r
70 void ClientData_Detach()\r
71 {\r
72         remove(self.clientdata);\r
73         self.clientdata = world;\r
74 }\r
75 \r
76 void ClientData_Touch(entity e)\r
77 {\r
78         e.clientdata.SendFlags = 1;\r
79 \r
80         // make it spectatable\r
81         entity e2;\r
82         FOR_EACH_REALCLIENT(e2)\r
83         {\r
84                 if(e2 != e)\r
85                         if(e2.classname == "spectator")\r
86                                 if(e2.enemy == e)\r
87                                         e2.clientdata.SendFlags = 1;\r
88         }\r
89 }\r
90 \r
91 \r
92 .vector spawnpoint_score;\r
93 .string netname_previous;\r
94 \r
95 void spawnfunc_info_player_survivor (void)\r
96 {\r
97         spawnfunc_info_player_deathmatch();\r
98 }\r
99 \r
100 void spawnfunc_info_player_start (void)\r
101 {\r
102         spawnfunc_info_player_deathmatch();\r
103 }\r
104 \r
105 void spawnfunc_info_player_deathmatch (void)\r
106 {\r
107         self.classname = "info_player_deathmatch";\r
108         relocate_spawnpoint();\r
109 }\r
110 \r
111 void spawnpoint_use()\r
112 {\r
113         if(teams_matter)\r
114         if(have_team_spawns > 0)\r
115         {\r
116                 self.team = activator.team;\r
117                 some_spawn_has_been_used = 1;\r
118         }\r
119 };\r
120 \r
121 // Returns:\r
122 //   _x: prio (-1 if unusable)\r
123 //   _y: weight\r
124 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
125 {\r
126         float shortest, thisdist;\r
127         float prio;\r
128         entity player;\r
129 \r
130         prio = 0;\r
131 \r
132         // filter out spots for the wrong team\r
133         if(teamcheck)\r
134         if(spot.team != teamcheck)\r
135                 return '-1 0 0';\r
136 \r
137         if(race_spawns)\r
138                 if(spot.target == "")\r
139                         return '-1 0 0';\r
140 \r
141         if(clienttype(self) == CLIENTTYPE_REAL)\r
142         {\r
143                 if(spot.restriction == 1)\r
144                         return '-1 0 0';\r
145         }\r
146         else\r
147         {\r
148                 if(spot.restriction == 2)\r
149                         return '-1 0 0';\r
150         }\r
151 \r
152         // filter out spots for assault\r
153         if(spot.target != "") {\r
154                 local entity ent;\r
155                 float good, found;\r
156                 ent = find(world, targetname, spot.target);\r
157 \r
158                 while(ent) {\r
159                         if(ent.classname == "target_objective")\r
160                         {\r
161                                 found = 1;\r
162                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
163                                         return '-1 0 0';\r
164                                 good = 1;\r
165                         }\r
166                         else if(ent.classname == "trigger_race_checkpoint")\r
167                         {\r
168                                 found = 1;\r
169                                 if(!anypoint) // spectators may spawn everywhere\r
170 \r
171                                 {\r
172                                         if(g_race_qualifying)\r
173                                         {\r
174                                                 // spawn at first\r
175                                                 if(ent.race_checkpoint != 0)\r
176                                                         return '-1 0 0';\r
177                                                 if(spot.race_place != race_lowest_place_spawn)\r
178                                                         return '-1 0 0';\r
179                                         }\r
180                                         else\r
181                                         {\r
182                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
183                                                         return '-1 0 0';\r
184                                                 // try reusing the previous spawn\r
185                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
186                                                         prio += 1;\r
187                                                 if(ent.race_checkpoint == 0)\r
188                                                 {\r
189                                                         float pl;\r
190                                                         pl = self.race_place;\r
191                                                         if(pl > race_highest_place_spawn)\r
192                                                                 pl = 0;\r
193                                                         if(pl == 0 && !self.race_started)\r
194                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
195                                                         if(spot.race_place != pl)\r
196                                                                 return '-1 0 0';\r
197                                                 }\r
198                                         }\r
199                                 }\r
200                                 good = 1;\r
201                         }\r
202                         ent = find(ent, targetname, spot.target);\r
203                 }\r
204 \r
205                 if(found && !good)\r
206                         return '-1 0 0';\r
207         }\r
208 \r
209         player = playerlist;\r
210         shortest = vlen(world.maxs - world.mins);\r
211         for(player = playerlist; player; player = player.chain)\r
212                 if (player != self)\r
213                 {\r
214                         thisdist = vlen(player.origin - spot.origin);\r
215                         if (thisdist < shortest)\r
216                                 shortest = thisdist;\r
217                 }\r
218         return prio * '1 0 0' + shortest * '0 1 0';\r
219 }\r
220 \r
221 float spawn_allbad;\r
222 float spawn_allgood;\r
223 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
224 {\r
225         local entity spot, spotlist, spotlistend;\r
226         spawn_allgood = TRUE;\r
227         spawn_allbad = TRUE;\r
228 \r
229         spotlist = world;\r
230         spotlistend = world;\r
231 \r
232         for(spot = firstspot; spot; spot = spot.chain)\r
233         {\r
234                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
235 \r
236                 if(cvar("spawn_debugview"))\r
237                 {\r
238                         setmodel(spot, "models/rune.mdl");\r
239                         if(spot.spawnpoint_score_y < mindist)\r
240                         {\r
241                                 spot.colormod = '1 0 0';\r
242                                 spot.scale = 1;\r
243                         }\r
244                         else\r
245                         {\r
246                                 spot.colormod = '0 1 0';\r
247                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
248                         }\r
249                 }\r
250 \r
251                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
252                 {\r
253                         if(spot.spawnpoint_score_y < mindist)\r
254                         {\r
255                                 // too short distance\r
256                                 spawn_allgood = FALSE;\r
257                         }\r
258                         else\r
259                         {\r
260                                 // perfect\r
261                                 spawn_allbad = FALSE;\r
262 \r
263                                 if(spotlistend)\r
264                                         spotlistend.chain = spot;\r
265                                 spotlistend = spot;\r
266                                 if(!spotlist)\r
267                                         spotlist = spot;\r
268 \r
269                                 /*\r
270                                 if(teamcheck)\r
271                                 if(spot.team != teamcheck)\r
272                                         error("invalid spawn added");\r
273 \r
274                                 print("added ", etos(spot), "\n");\r
275                                 */\r
276                         }\r
277                 }\r
278         }\r
279         if(spotlistend)\r
280                 spotlistend.chain = world;\r
281 \r
282         /*\r
283                 entity e;\r
284                 if(teamcheck)\r
285                         for(e = spotlist; e; e = e.chain)\r
286                         {\r
287                                 print("seen ", etos(e), "\n");\r
288                                 if(e.team != teamcheck)\r
289                                         error("invalid spawn found");\r
290                         }\r
291         */\r
292 \r
293         return spotlist;\r
294 }\r
295 \r
296 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
297 {\r
298         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
299         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
300         local entity spot;\r
301 \r
302         RandomSelection_Init();\r
303         for(spot = firstspot; spot; spot = spot.chain)\r
304                 RandomSelection_Add(spot, 0, string_null, pow(bound(lower, spot.spawnpoint_score_y, upper), exponent) * spot.cnt, (spot.spawnpoint_score_y >= lower) * 0.5 + spot.spawnpoint_score_x);\r
305 \r
306         return RandomSelection_chosen_ent;\r
307 }\r
308 \r
309 /*\r
310 =============\r
311 SelectSpawnPoint\r
312 \r
313 Finds a point to respawn\r
314 =============\r
315 */\r
316 entity SelectSpawnPoint (float anypoint)\r
317 {\r
318         local float teamcheck;\r
319         local entity firstspot_new;\r
320         local entity spot, firstspot, playerlist;\r
321 \r
322         spot = find (world, classname, "testplayerstart");\r
323         if (spot)\r
324                 return spot;\r
325 \r
326         teamcheck = 0;\r
327 \r
328         if(!anypoint && have_team_spawns > 0)\r
329                 teamcheck = self.team;\r
330 \r
331         // get the list of players\r
332         playerlist = findchain(classname, "player");\r
333         // get the entire list of spots\r
334         firstspot = findchain(classname, "info_player_deathmatch");\r
335         // filter out the bad ones\r
336         // (note this returns the original list if none survived)\r
337         if(anypoint)\r
338         {\r
339                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
340         }\r
341         else\r
342         {\r
343                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
344                 if(!firstspot_new)\r
345                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
346                 firstspot = firstspot_new;\r
347 \r
348                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
349                 // (this means that roughly every other spawn will be furthest, so you\r
350                 // usually won't get fragged at spawn twice in a row)\r
351                 if (arena_roundbased && !g_ca)\r
352                 {\r
353                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
354                         if(firstspot_new)\r
355                                 firstspot = firstspot_new;\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 }\r
358                 else if (random() > cvar("g_spawn_furthest"))\r
359                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
360                 else\r
361                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
362         }\r
363 \r
364         if(cvar("spawn_debugview"))\r
365         {\r
366                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
367 \r
368                 entity e;\r
369                 if(teamcheck)\r
370                         for(e = firstspot; e; e = e.chain)\r
371                                 if(e.team != teamcheck)\r
372                                         error("invalid spawn found");\r
373         }\r
374 \r
375         if (!spot)\r
376         {\r
377                 if(cvar("spawn_debug"))\r
378                         GotoNextMap();\r
379                 else\r
380                 {\r
381                         if(some_spawn_has_been_used)\r
382                                 return world; // team can't spawn any more, because of actions of other team\r
383                         else\r
384                                 error("Cannot find a spawn point - please fix the map!");\r
385                 }\r
386         }\r
387 \r
388         return spot;\r
389 }\r
390 \r
391 /*\r
392 =============\r
393 CheckPlayerModel\r
394 \r
395 Checks if the argument string can be a valid playermodel.\r
396 Returns a valid one in doubt.\r
397 =============\r
398 */\r
399 string FallbackPlayerModel = "models/player/vixen.zym";\r
400 string CheckPlayerModel(string plyermodel) {\r
401         if(strlen(plyermodel) < 4)\r
402                 return FallbackPlayerModel;\r
403         if( substring(plyermodel,0,14) != "models/player/")\r
404                 return FallbackPlayerModel;\r
405         else if(cvar("sv_servermodelsonly"))\r
406         {\r
407                 if(substring(plyermodel,-4,4) != ".zym")\r
408                 if(substring(plyermodel,-4,4) != ".dpm")\r
409                 if(substring(plyermodel,-4,4) != ".iqm")\r
410                 if(substring(plyermodel,-4,4) != ".md3")\r
411                 if(substring(plyermodel,-4,4) != ".psk")\r
412                         return FallbackPlayerModel;\r
413                 if(plyermodel != strtolower(plyermodel))\r
414                         return FallbackPlayerModel;\r
415                 if(!fexists(plyermodel))\r
416                         return FallbackPlayerModel;\r
417         }\r
418         return plyermodel;\r
419 }\r
420 \r
421 void setmodel_apply(string modelname, float reset_anims)\r
422 {\r
423         precache_model(modelname);\r
424         setmodel(self, modelname); // players have high precision\r
425         if(reset_anims)\r
426                 player_setupanimsformodel();\r
427 }\r
428 \r
429 string setmodel_state()\r
430 {\r
431         // set the proper belly model depending on how full we are\r
432         string newmodel_name, newmodel_extension, applymodel;\r
433 \r
434         // 4 is the extension length\r
435         newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
436         newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
437 \r
438         if(self.stomach_load)\r
439                 applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
440         else\r
441                 applymodel = self.playermodel;\r
442 \r
443         return applymodel;\r
444 }\r
445 \r
446 /*\r
447 =============\r
448 Client_customizeentityforclient\r
449 =============\r
450 */\r
451 void Client_setmodel(string applymodel)\r
452 {\r
453         local vector m1, m2;\r
454         if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
455                 return;\r
456         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
457                 return;\r
458 \r
459         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
460         m1 = self.mins;\r
461         m2 = self.maxs;\r
462         setmodel_apply(applymodel, FALSE);\r
463         setsize (self, m1, m2);\r
464 }\r
465 \r
466 void Client_uncustomizeentityforclient()\r
467 {\r
468         self.skin = self.skinindex;\r
469 }\r
470 \r
471 float Client_customizeentityforclient()\r
472 {\r
473         entity modelsource;\r
474         string stomachmodel;\r
475 \r
476         if(self.modelindex == 0)\r
477                 return TRUE;\r
478 \r
479         // forcemodel stuff\r
480 \r
481 #ifdef PROFILING\r
482         float t0;\r
483         t0 = gettime(GETTIME_HIRES); // reference\r
484 #endif\r
485 \r
486         modelsource = self;\r
487 \r
488 #ifdef ALLOW_FORCEMODELS\r
489         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
490                 modelsource = other;\r
491         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
492                 modelsource = other;\r
493 #endif\r
494 \r
495         self.skin = modelsource.skinindex;\r
496 \r
497 #if 0\r
498         if(modelsource == self)\r
499                 self.skin = modelsource.skinindex;\r
500         else\r
501                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
502 #endif\r
503 \r
504         // self: me\r
505         // other: the player viewing me\r
506 \r
507 #ifdef PROFILING\r
508         float t1;\r
509         t1 = gettime(GETTIME_HIRES); // reference\r
510         client_cefc_accumulator += (t1 - t0);\r
511 #endif\r
512 \r
513         // now change the predator's player model into a stomach model for the prey\r
514         // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
515         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
516         stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
517 \r
518         if(other.spectatee_status)\r
519                 other = other.enemy; // also do this for the player we are spectating\r
520 \r
521         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
522         if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
523         if(other.predator == self || other.fakepredator == self)\r
524         {\r
525                 Client_setmodel(stomachmodel);\r
526                 self.alpha = other.cvar_cl_vore_stomachmodel;\r
527                 return TRUE;\r
528         }\r
529 \r
530         Client_setmodel(setmodel_state());\r
531         if not(self.stat_eaten || self.fakeprey)\r
532                 self.alpha = default_player_alpha;\r
533         else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && self != other && !(other.cvar_chase_active || other.classname == "observer"))\r
534                 self.alpha = default_player_alpha; // allow seeing neighboring prey\r
535         else\r
536                 self.alpha = -1; // hide prey\r
537         return TRUE;\r
538 }\r
539 \r
540 /*\r
541 =============\r
542 PutObserverInServer\r
543 \r
544 putting a client as observer in the server\r
545 =============\r
546 */\r
547 void FixPlayermodel();\r
548 void PutObserverInServer (void)\r
549 {\r
550         entity  spot;\r
551 \r
552         race_PreSpawnObserver();\r
553 \r
554         spot = SelectSpawnPoint (TRUE);\r
555         if(!spot)\r
556                 error("No spawnpoints for observers?!?\n");\r
557         RemoveGrabber(self); // Wazat's Grabber\r
558 \r
559         if(clienttype(self) == CLIENTTYPE_REAL)\r
560         {\r
561                 msg_entity = self;\r
562                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
563                 WriteEntity(MSG_ONE, self);\r
564         }\r
565 \r
566         Vore_Disconnect();\r
567 \r
568         kh_Key_DropAll(self, TRUE);\r
569 \r
570         if(self.flagcarried)\r
571                 DropFlag(self.flagcarried, world, world);\r
572 \r
573         WaypointSprite_PlayerDead();\r
574 \r
575         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
576                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
577 \r
578         if(self.killcount != -666) {\r
579                 if(g_lms) {\r
580                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
581                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
582                         else\r
583                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
584                 } else\r
585                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
586 \r
587                 if(self.just_joined == FALSE) {\r
588                         LogTeamchange(self.playerid, -1, 4);\r
589                 } else\r
590                         self.just_joined = FALSE;\r
591         }\r
592 \r
593         PlayerScore_Clear(self); // clear scores when needed\r
594 \r
595         self.spectatortime = time;\r
596 \r
597         self.classname = "observer";\r
598         self.iscreature = FALSE;\r
599         self.health = -666;\r
600         self.takedamage = DAMAGE_NO;\r
601         self.solid = SOLID_NOT;\r
602         self.movetype = MOVETYPE_NOCLIP;\r
603         self.flags = FL_CLIENT | FL_NOTARGET;\r
604         self.armorvalue = 666;\r
605         self.effects = 0;\r
606         self.armorvalue = cvar("g_balance_armor_start");\r
607         self.pauserotarmor_finished = 0;\r
608         self.pauserothealth_finished = 0;\r
609         self.pauseregenhealth_finished = 0;\r
610         self.pauseregenarmor_finished = 0;\r
611         self.damageforcescale = 0;\r
612         self.death_time = 0;\r
613         self.dead_frame = 0;\r
614         self.alpha = 0;\r
615         self.scale = 0;\r
616         self.fade_time = 0;\r
617         self.pain_frame = 0;\r
618         self.pain_finished = 0;\r
619         self.strength_finished = 0;\r
620         self.invincible_finished = 0;\r
621         self.pushltime = 0;\r
622         self.think = SUB_Null;\r
623         self.nextthink = 0;\r
624         self.grabber_time = 0;\r
625         self.deadflag = DEAD_NO;\r
626         self.angles = spot.angles;\r
627         self.angles_z = 0;\r
628         self.fixangle = TRUE;\r
629         self.crouch = FALSE;\r
630 \r
631         self.view_ofs = PL_VIEW_OFS;\r
632         setorigin (self, spot.origin);\r
633         setsize (self, '0 0 0', '0 0 0');\r
634         self.prevorigin = self.origin;\r
635         self.items = 0;\r
636         self.weapons = 0;\r
637         self.model = "";\r
638         FixPlayermodel();\r
639         self.model = "";\r
640         self.modelindex = 0;\r
641         self.weapon = 0;\r
642         self.weaponmodel = "";\r
643         self.weaponentity = world;\r
644         self.exteriorweaponentity = world;\r
645         self.killcount = -666;\r
646         self.velocity = '0 0 0';\r
647         self.avelocity = '0 0 0';\r
648         self.punchangle = '0 0 0';\r
649         self.punchvector = '0 0 0';\r
650         self.oldvelocity = self.velocity;\r
651         self.fire_endtime = -1;\r
652 \r
653         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
654 \r
655         if(g_arena)\r
656         {\r
657                 if(self.version_mismatch)\r
658                 {\r
659                         Spawnqueue_Unmark(self);\r
660                         Spawnqueue_Remove(self);\r
661                 }\r
662                 else\r
663                 {\r
664                         Spawnqueue_Insert(self);\r
665                 }\r
666         }\r
667         else if(g_lms)\r
668         {\r
669                 // Only if the player cannot play at all\r
670                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
671                         self.frags = FRAGS_SPECTATOR;\r
672                 else\r
673                         self.frags = FRAGS_LMS_LOSER;\r
674         }\r
675         else\r
676                 self.frags = FRAGS_SPECTATOR;\r
677 }\r
678 \r
679 float RestrictSkin(float s)\r
680 {\r
681         if(!teams_matter)\r
682                 return s;\r
683         if(s == 6)\r
684                 return 6;\r
685         return mod(s, 3);\r
686 }\r
687 \r
688 void FixPlayermodel()\r
689 {\r
690         local string defaultmodel;\r
691         local float defaultskin, chmdl, oldskin;\r
692         local vector m1, m2;\r
693 \r
694         defaultmodel = "";\r
695 \r
696         if(cvar("sv_defaultcharacter") == 1) {\r
697                 defaultskin = 0;\r
698 \r
699                 if(teams_matter)\r
700                 {\r
701                         string s;\r
702                         s = Team_ColorNameLowerCase(self.team);\r
703                         if(s != "neutral")\r
704                         {\r
705                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
706                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
707                         }\r
708                 }\r
709 \r
710                 if(defaultmodel == "")\r
711                 {\r
712                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
713                         defaultskin = cvar("sv_defaultplayerskin");\r
714                 }\r
715         }\r
716 \r
717         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
718         {\r
719                 if(self.model != "")\r
720                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
721                 self.model = ""; // force the != checks to return true\r
722         }\r
723 \r
724         if(defaultmodel != "")\r
725         {\r
726                 if (defaultmodel != self.model)\r
727                 {\r
728                         m1 = self.mins;\r
729                         m2 = self.maxs;\r
730                         setmodel_apply (defaultmodel, TRUE);\r
731                         setsize (self, m1, m2);\r
732                         chmdl = TRUE;\r
733                 }\r
734 \r
735                 oldskin = self.skinindex;\r
736                 self.skinindex = defaultskin;\r
737         } else {\r
738                 if (self.model == "")\r
739                 {\r
740                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
741                         m1 = self.mins;\r
742                         m2 = self.maxs;\r
743                         setmodel_apply (self.playermodel, TRUE);\r
744                         setsize (self, m1, m2);\r
745                         chmdl = TRUE;\r
746                 }\r
747                 // update player sounds if we changed model\r
748                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
749                         UpdatePlayerSounds();\r
750 \r
751                 oldskin = self.skinindex;\r
752                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
753         }\r
754 \r
755         if(chmdl || oldskin != self.skinindex)\r
756                 self.species = player_getspecies(); // model or skin has changed\r
757 \r
758         if(!teams_matter)\r
759                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
760                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
761                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
762 }\r
763 \r
764 void PlayerTouchExplode(entity p1, entity p2)\r
765 {\r
766         vector org;\r
767         org = (p1.origin + p2.origin) * 0.5;\r
768         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
769 \r
770         te_explosion(org);\r
771 \r
772         entity e;\r
773         e = spawn();\r
774         setorigin(e, org);\r
775         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
776         remove(e);\r
777 }\r
778 \r
779 /*\r
780 =============\r
781 PutClientInServer\r
782 \r
783 Called when a client spawns in the server\r
784 =============\r
785 */\r
786 //void() ctf_playerchanged;\r
787 void PutClientInServer (void)\r
788 {\r
789         if(clienttype(self) == CLIENTTYPE_BOT)\r
790         {\r
791                 self.classname = "player";\r
792         }\r
793         else if(clienttype(self) == CLIENTTYPE_REAL)\r
794         {\r
795                 msg_entity = self;\r
796                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
797                 WriteEntity(MSG_ONE, self);\r
798         }\r
799 \r
800         // player is dead and becomes observer\r
801         // FIXME fix LMS scoring for new system\r
802         if(g_lms)\r
803         {\r
804                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
805                         self.classname = "observer";\r
806         }\r
807 \r
808         if(g_arena || (g_ca && !allowed_to_spawn))\r
809         if(!self.spawned)\r
810                 self.classname = "observer";\r
811 \r
812         if(gameover)\r
813                 self.classname = "observer";\r
814 \r
815         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
816                 entity spot, oldself;\r
817                 float j;\r
818 \r
819                 if(self.team < 0)\r
820                         JoinBestTeam(self, FALSE, TRUE);\r
821 \r
822                 race_PreSpawn();\r
823 \r
824                 spot = SelectSpawnPoint (FALSE);\r
825                 if(!spot)\r
826                 {\r
827                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
828                         return; // spawn failed\r
829                 }\r
830 \r
831                 RemoveGrabber(self); // Wazat's Grabber\r
832 \r
833                 Vore_DeadPrey_Detach(self);\r
834                 self.fakeprey = FALSE; // clear the fakeprey status\r
835 \r
836                 self.classname = "player";\r
837                 self.wasplayer = TRUE;\r
838                 self.iscreature = TRUE;\r
839                 self.movetype = MOVETYPE_WALK;\r
840                 if(cvar("g_player_colisions"))\r
841                         self.solid = SOLID_SLIDEBOX;\r
842                 else\r
843                         self.solid = SOLID_CORPSE;\r
844                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
845                 if(cvar("g_playerclip_collisions"))\r
846                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
847                 if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
848                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
849                 self.frags = FRAGS_PLAYER;\r
850                 if(independent_players)\r
851                         MAKE_INDEPENDENT_PLAYER(self);\r
852                 self.flags = FL_CLIENT;\r
853                 self.takedamage = DAMAGE_AIM;\r
854                 self.effects = 0;\r
855                 self.air_finished = time + 12;\r
856                 self.dmg = 2;\r
857 \r
858                 if(inWarmupStage)\r
859                 {\r
860                         self.ammo_fuel = warmup_start_ammo_fuel;\r
861                         self.health = warmup_start_health;\r
862                         self.armorvalue = warmup_start_armorvalue;\r
863                         self.weapons = warmup_start_weapons;\r
864                 }\r
865                 else\r
866                 {\r
867                         self.ammo_fuel = start_ammo_fuel;\r
868                         self.health = start_health;\r
869                         self.armorvalue = start_armorvalue;\r
870                         self.weapons = start_weapons;\r
871                 }\r
872 \r
873                 self.items = start_items;\r
874                 self.switchweapon = w_getbestweapon(self);\r
875                 self.cnt = self.switchweapon;\r
876                 self.weapon = 0;\r
877 \r
878                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
879                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
880                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
881                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
882                 self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
883                 self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
884                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
885                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
886                         self.spawnshieldtime += game_starttime - time;\r
887                         self.pauserotarmor_finished += game_starttime - time;\r
888                         self.pauserothealth_finished += game_starttime - time;\r
889                         self.pauseregenhealth_finished += game_starttime - time;\r
890                         self.pauseregenarmor_finished += game_starttime - time;\r
891                 }\r
892                 self.damageforcescale = 2;\r
893                 self.death_time = 0;\r
894                 self.dead_frame = 0;\r
895                 self.alpha = 0;\r
896                 self.scale = 0;\r
897                 self.fade_time = 0;\r
898                 self.pain_frame = 0;\r
899                 self.pain_finished = 0;\r
900                 self.strength_finished = 0;\r
901                 self.invincible_finished = 0;\r
902                 self.pushltime = 0;\r
903                 // players have no think function\r
904                 self.think = SUB_Null;\r
905                 self.nextthink = 0;\r
906                 self.grabber_time = 0;\r
907                 self.dmg_team = 0;\r
908 \r
909                 self.deadflag = DEAD_NO;\r
910                 self.stomach_load = 0;\r
911                 self.angles = spot.angles;\r
912 \r
913                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
914                 self.fixangle = TRUE; // turn this way immediately\r
915                 self.velocity = '0 0 0';\r
916                 self.avelocity = '0 0 0';\r
917                 self.punchangle = '0 0 0';\r
918                 self.punchvector = '0 0 0';\r
919                 self.oldvelocity = self.velocity;\r
920                 self.fire_endtime = -1;\r
921 \r
922                 msg_entity = self;\r
923                 WRITESPECTATABLE_MSG_ONE({\r
924                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
925                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
926                 });\r
927 \r
928                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
929 \r
930                 self.model = "";\r
931                 FixPlayermodel();\r
932 \r
933                 self.crouch = FALSE;\r
934                 self.view_ofs = PL_VIEW_OFS;\r
935                 setsize (self, PL_MIN, PL_MAX);\r
936                 self.spawnorigin = spot.origin;\r
937                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
938                 // don't reset back to last position, even if new position is stuck in solid\r
939                 self.oldorigin = self.origin;\r
940                 self.prevorigin = self.origin;\r
941                 self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
942 \r
943                 if(g_arena)\r
944                 {\r
945                         Spawnqueue_Remove(self);\r
946                         Spawnqueue_Mark(self);\r
947                 }\r
948 \r
949                 else if(g_ca)\r
950                         self.caplayer = 1;\r
951 \r
952                 self.event_damage = PlayerDamage;\r
953 \r
954                 self.bot_attack = TRUE;\r
955 \r
956                 self.statdraintime = time + 5;\r
957                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
958 \r
959                 if(self.killcount == -666) {\r
960                         PlayerScore_Clear(self);\r
961                         self.killcount = 0;\r
962                 }\r
963 \r
964                 CL_SpawnWeaponentity();\r
965                 self.alpha = default_player_alpha;\r
966                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
967                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
968 \r
969                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
970                 self.lms_traveled_distance = 0;\r
971                 self.speedrunning = FALSE;\r
972 \r
973                 race_PostSpawn(spot);\r
974 \r
975                 if(cvar("spawn_debug"))\r
976                 {\r
977                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
978                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
979                 }\r
980 \r
981                 //stuffcmd(self, "chase_active 0");\r
982                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
983 \r
984                 if (cvar("g_spawnsound"))\r
985                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
986 \r
987                 if(g_assault) {\r
988                         if(self.team == assault_attacker_team)\r
989                                 centerprint(self, "You are attacking!");\r
990                         else\r
991                                 centerprint(self, "You are defending!");\r
992                 }\r
993 \r
994                 target_voicescript_clear(self);\r
995 \r
996                 // reset fields the weapons may use\r
997         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
998                 {\r
999             weapon_action(j, WR_RESETPLAYER);\r
1000 \r
1001                         // all weapons must be fully loaded when we spawn\r
1002                         entity e;\r
1003                         e = get_weaponinfo(j);\r
1004                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
1005                                 self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
1006                 }\r
1007 \r
1008                 oldself = self;\r
1009                 self = spot;\r
1010                         activator = oldself;\r
1011                                 SUB_UseTargets();\r
1012                         activator = world;\r
1013                 self = oldself;\r
1014         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
1015                 PutObserverInServer ();\r
1016         }\r
1017 \r
1018         //if(g_ctf)\r
1019         //      ctf_playerchanged();\r
1020 }\r
1021 \r
1022 float ClientInit_SendEntity(entity to, float sf)\r
1023 {\r
1024         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1025         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1026         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1027         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1028 \r
1029         if(sv_foginterval && world.fog != "")\r
1030                 WriteString(MSG_ENTITY, world.fog);\r
1031         else\r
1032                 WriteString(MSG_ENTITY, "");\r
1033         WriteCoord(MSG_ENTITY, cvar("g_campaign"));\r
1034         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1035         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1036 \r
1037         WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
1038         WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
1039         return TRUE;\r
1040 }\r
1041 \r
1042 void ClientInit_Spawn()\r
1043 {\r
1044         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1045 }\r
1046 \r
1047 /*\r
1048 =============\r
1049 SetNewParms\r
1050 =============\r
1051 */\r
1052 void SetNewParms (void)\r
1053 {\r
1054         // initialize parms for a new player\r
1055         parm1 = -(86400 * 366);\r
1056 }\r
1057 \r
1058 /*\r
1059 =============\r
1060 SetChangeParms\r
1061 =============\r
1062 */\r
1063 void SetChangeParms (void)\r
1064 {\r
1065         // save parms for level change\r
1066         parm1 = self.parm_idlesince - time;\r
1067 }\r
1068 \r
1069 /*\r
1070 =============\r
1071 DecodeLevelParms\r
1072 =============\r
1073 */\r
1074 void DecodeLevelParms (void)\r
1075 {\r
1076         // load parms\r
1077         self.parm_idlesince = parm1;\r
1078         if(self.parm_idlesince == -(86400 * 366))\r
1079                 self.parm_idlesince = time;\r
1080 \r
1081         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1082         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1083 }\r
1084 \r
1085 /*\r
1086 =============\r
1087 ClientKill\r
1088 \r
1089 Called when a client types 'kill' in the console\r
1090 =============\r
1091 */\r
1092 \r
1093 void ClientKill_Now_TeamChange()\r
1094 {\r
1095         if(self.killindicator_teamchange == -1)\r
1096         {\r
1097                 self.team = -1;\r
1098                 JoinBestTeam( self, FALSE, FALSE );\r
1099         }\r
1100         else\r
1101                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1102 }\r
1103 \r
1104 void ClientKill_Now()\r
1105 {\r
1106         if(self.killindicator_teamchange)\r
1107                 ClientKill_Now_TeamChange();\r
1108 \r
1109         // in any case:\r
1110         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1111 \r
1112         if(self.killindicator)\r
1113         {\r
1114                 dprint("Cleaned up after a leaked kill indicator.\n");\r
1115                 remove(self.killindicator);\r
1116                 self.killindicator = world;\r
1117         }\r
1118 }\r
1119 void KillIndicator_Think()\r
1120 {\r
1121         if (!self.owner.modelindex)\r
1122         {\r
1123                 self.owner.killindicator = world;\r
1124                 remove(self);\r
1125                 return;\r
1126         }\r
1127 \r
1128         if(self.cnt <= 0)\r
1129         {\r
1130                 self = self.owner;\r
1131                 ClientKill_Now(); // no oldself needed\r
1132                 return;\r
1133         }\r
1134         else\r
1135         {\r
1136                 if(self.cnt <= 10)\r
1137                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1138                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1139                 {\r
1140                         if(self.cnt <= 10)\r
1141                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1142                         if(self.owner.killindicator_teamchange)\r
1143                         {\r
1144                                 if(self.owner.killindicator_teamchange == -1)\r
1145                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1146                                 else\r
1147                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1148                         }\r
1149                         else\r
1150                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1151                 }\r
1152                 self.nextthink = time + 1;\r
1153                 self.cnt -= 1;\r
1154         }\r
1155 }\r
1156 \r
1157 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
1158 {\r
1159         float killtime;\r
1160         entity e;\r
1161         killtime = cvar("g_balance_kill_delay");\r
1162 \r
1163         if(g_race_qualifying)\r
1164                 killtime = 0;\r
1165 \r
1166         self.killindicator_teamchange = targetteam;\r
1167 \r
1168         if(!self.killindicator)\r
1169         {\r
1170                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1171                 {\r
1172                         ClientKill_Now();\r
1173                 }\r
1174                 else\r
1175                 {\r
1176                         self.killindicator = spawn();\r
1177                         self.killindicator.owner = self;\r
1178                         self.killindicator.scale = 0.5;\r
1179                         setattachment(self.killindicator, self, "");\r
1180                         setorigin(self.killindicator, '0 0 52');\r
1181                         self.killindicator.think = KillIndicator_Think;\r
1182                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1183                         self.killindicator.cnt = ceil(killtime);\r
1184                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1185                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1186 \r
1187                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1188                         {\r
1189                                 if(e.enemy != self)\r
1190                                         continue;\r
1191                                 e.killindicator = spawn();\r
1192                                 e.killindicator.owner = e;\r
1193                                 e.killindicator.scale = 0.5;\r
1194                                 setattachment(e.killindicator, e, "");\r
1195                                 setorigin(e.killindicator, '0 0 52');\r
1196                                 e.killindicator.think = KillIndicator_Think;\r
1197                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1198                                 e.killindicator.cnt = ceil(killtime);\r
1199                         }\r
1200                         self.lip = 0;\r
1201                 }\r
1202         }\r
1203         if(self.killindicator)\r
1204         {\r
1205                 if(targetteam)\r
1206                         self.killindicator.colormod = TeamColor(targetteam);\r
1207                 else\r
1208                         self.killindicator.colormod = '0 0 0';\r
1209         }\r
1210 }\r
1211 \r
1212 void ClientKill (void)\r
1213 {\r
1214         ClientKill_TeamChange(0);\r
1215 }\r
1216 \r
1217 void DoTeamChange(float destteam)\r
1218 {\r
1219         float t, c0;\r
1220         if(!teams_matter)\r
1221         {\r
1222                 if(destteam >= 0)\r
1223                         SetPlayerColors(self, destteam);\r
1224                 return;\r
1225         }\r
1226         if(self.classname == "player")\r
1227         if(destteam == -1)\r
1228         {\r
1229                 CheckAllowedTeams(self);\r
1230                 t = FindSmallestTeam(self, TRUE);\r
1231                 switch(self.team)\r
1232                 {\r
1233                         case COLOR_TEAM1: c0 = c1; break;\r
1234                         case COLOR_TEAM2: c0 = c2; break;\r
1235                         case COLOR_TEAM3: c0 = c3; break;\r
1236                         case COLOR_TEAM4: c0 = c4; break;\r
1237                         default:          c0 = 999;\r
1238                 }\r
1239                 switch(t)\r
1240                 {\r
1241                         case 1:\r
1242                                 if(c0 > c1)\r
1243                                         destteam = COLOR_TEAM1;\r
1244                                 break;\r
1245                         case 2:\r
1246                                 if(c0 > c2)\r
1247                                         destteam = COLOR_TEAM2;\r
1248                                 break;\r
1249                         case 3:\r
1250                                 if(c0 > c3)\r
1251                                         destteam = COLOR_TEAM3;\r
1252                                 break;\r
1253                         case 4:\r
1254                                 if(c0 > c4)\r
1255                                         destteam = COLOR_TEAM4;\r
1256                                 break;\r
1257                 }\r
1258                 if(destteam == -1)\r
1259                         return;\r
1260         }\r
1261         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1262                 return;\r
1263         ClientKill_TeamChange(destteam);\r
1264 }\r
1265 \r
1266 void FixClientCvars(entity e)\r
1267 {\r
1268         // send prediction settings to the client\r
1269         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1270         if(g_race || g_cts)\r
1271                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1272         if(cvar("g_antilag") == 3) // client side hitscan\r
1273                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1274                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1275         /*\r
1276          * we no longer need to stuff this. Remove this comment block if you feel\r
1277          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1278         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1279         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1280         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1281         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1282         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1283         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1284         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1285         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1286         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1287         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1288         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1289         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1290         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1291          */\r
1292 }\r
1293 \r
1294 /*\r
1295 =============\r
1296 ClientConnect\r
1297 \r
1298 Called when a client connects to the server\r
1299 =============\r
1300 */\r
1301 //void ctf_clientconnect();\r
1302 string ColoredTeamName(float t);\r
1303 void DecodeLevelParms (void);\r
1304 //void dom_player_join_team(entity pl);\r
1305 #ifdef UID\r
1306 .float uid_kicktime;\r
1307 .string uid;\r
1308 #endif\r
1309 void ClientConnect (void)\r
1310 {\r
1311         float t;\r
1312 \r
1313         if(self.flags & FL_CLIENT)\r
1314         {\r
1315                 print("Warning: ClientConnect, but already connected!\n");\r
1316                 return;\r
1317         }\r
1318 \r
1319         if(Ban_MaybeEnforceBan(self))\r
1320                 return;\r
1321 \r
1322         DecodeLevelParms();\r
1323 \r
1324         self.classname = "player_joining";\r
1325 \r
1326         self.flags = FL_CLIENT;\r
1327         self.version_nagtime = time + 10 + random() * 10;\r
1328 \r
1329         if(player_count<0)\r
1330         {\r
1331                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1332                 player_count = 0;\r
1333         }\r
1334 \r
1335         PlayerScore_Attach(self);\r
1336         ClientData_Attach();\r
1337 \r
1338         bot_clientconnect();\r
1339 \r
1340         playerdemo_init();\r
1341 \r
1342         anticheat_init();\r
1343         \r
1344         race_PreSpawnObserver();\r
1345 \r
1346         //if(g_domination)\r
1347         //      dom_player_join_team(self);\r
1348 \r
1349         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1350 \r
1351         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1352                 self.classname = "observer";\r
1353         } else {\r
1354                 if(teams_matter)\r
1355                 {\r
1356                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1357                         {\r
1358                                 self.classname = "player";\r
1359                                 campaign_bots_may_start = 1;\r
1360                         }\r
1361                         else\r
1362                         {\r
1363                                 self.classname = "observer"; // do it anyway\r
1364                         }\r
1365                 }\r
1366                 else\r
1367                 {\r
1368                         self.classname = "player";\r
1369                         campaign_bots_may_start = 1;\r
1370                 }\r
1371         }\r
1372 \r
1373         self.playerid = (playerid_last = playerid_last + 1);\r
1374 \r
1375         if(cvar("sv_eventlog"))\r
1376                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1377 \r
1378         LogTeamchange(self.playerid, self.team, 1);\r
1379 \r
1380         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1381 \r
1382         self.netname_previous = strzone(self.netname);\r
1383 \r
1384         bprint("^4", self.netname, "^4 connected");\r
1385 \r
1386         if(self.classname != "observer" && (g_domination || g_ctf))\r
1387                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1388 \r
1389         bprint("\n");\r
1390 \r
1391         self.welcomemessage_time = 0;\r
1392 \r
1393         stuffcmd(self, strcat(clientstuff, "\n"));\r
1394         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1395         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1396 \r
1397         FixClientCvars(self);\r
1398 \r
1399         // spawnfunc_waypoint sprites\r
1400         WaypointSprite_InitClient(self);\r
1401 \r
1402         // Wazat's grabber\r
1403         SetGrabberBindings();\r
1404 \r
1405         // get autoswitch state from player when he toggles it\r
1406         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1407 \r
1408         // get version info from player\r
1409         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1410 \r
1411         // get other cvars from player\r
1412         GetCvars(0);\r
1413 \r
1414         // set cvar for team scoreboard\r
1415         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1416 \r
1417         // notify about available teams\r
1418         if(teams_matter)\r
1419         {\r
1420                 CheckAllowedTeams(self);\r
1421                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1422                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1423         }\r
1424         else\r
1425                 stuffcmd(self, "set _teams_available 0\n");\r
1426 \r
1427         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1428 \r
1429         if(g_arena || g_ca)\r
1430         {\r
1431                 self.classname = "observer";\r
1432                 if(g_arena)\r
1433                         Spawnqueue_Insert(self);\r
1434         }\r
1435         /*else if(g_ctf)\r
1436         {\r
1437                 ctf_clientconnect();\r
1438         }*/\r
1439 \r
1440         if(teams_matter || radar_showennemies)\r
1441                 attach_entcs();\r
1442 \r
1443         bot_relinkplayerlist();\r
1444 \r
1445         self.spectatortime = time;\r
1446         if(blockSpectators)\r
1447         {\r
1448                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));\r
1449         }\r
1450 \r
1451         self.jointime = time;\r
1452         self.allowedTimeouts = cvar("sv_timeout_number");\r
1453 \r
1454         if(clienttype(self) == CLIENTTYPE_REAL)\r
1455         {\r
1456                 if(cvar("g_bugrigs"))\r
1457                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1458         }\r
1459 \r
1460         if(g_lms)\r
1461         {\r
1462                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1463                 {\r
1464                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1465                         self.frags = FRAGS_SPECTATOR;\r
1466                 }\r
1467         }\r
1468 \r
1469         if(!sv_foginterval && world.fog != "")\r
1470                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1471 \r
1472         SoundEntity_Attach(self);\r
1473 \r
1474         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1475         {\r
1476                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1477                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1478         }\r
1479         else\r
1480                 self.hitplotfh = -1;\r
1481 \r
1482 #ifdef UID\r
1483         if(clienttype(self) == CLIENTTYPE_REAL)\r
1484         if not(self.uid)\r
1485                 self.uid_kicktime = time + 60;\r
1486 #endif\r
1487 \r
1488         if(g_race || g_cts) {\r
1489                 string rr;\r
1490                 if(g_cts)\r
1491                         rr = CTS_RECORD;\r
1492                 else\r
1493                         rr = RACE_RECORD;\r
1494                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1495 \r
1496                 race_send_recordtime(MSG_ONE);\r
1497                 race_send_speedaward(MSG_ONE);\r
1498 \r
1499                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1500                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1501                 race_send_speedaward_alltimebest(MSG_ONE);\r
1502 \r
1503                 float i;\r
1504                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1505                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1506                 }\r
1507         }\r
1508         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1509                 send_CSQC_teamnagger();\r
1510 \r
1511         CheatInitClient();\r
1512 }\r
1513 \r
1514 /*\r
1515 =============\r
1516 ClientDisconnect\r
1517 \r
1518 Called when a client disconnects from the server\r
1519 =============\r
1520 */\r
1521 .entity chatbubbleentity;\r
1522 .entity teambubbleentity;\r
1523 void ReadyCount();\r
1524 void ClientDisconnect (void)\r
1525 {\r
1526         if not(self.flags & FL_CLIENT)\r
1527         {\r
1528                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1529                 return;\r
1530         }\r
1531 \r
1532         Vore_Disconnect();\r
1533 \r
1534         CheatShutdownClient();\r
1535 \r
1536         if(self.hitplotfh >= 0)\r
1537         {\r
1538                 fclose(self.hitplotfh);\r
1539                 self.hitplotfh = -1;\r
1540         }\r
1541 \r
1542         anticheat_report();\r
1543         anticheat_shutdown();\r
1544 \r
1545         playerdemo_shutdown();\r
1546 \r
1547         bot_clientdisconnect();\r
1548 \r
1549         if(self.entcs)\r
1550                 detach_entcs();\r
1551 \r
1552         if(cvar("sv_eventlog"))\r
1553                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1554         bprint ("^4",self.netname);\r
1555         bprint ("^4 disconnected\n");\r
1556 \r
1557         SoundEntity_Detach(self);\r
1558 \r
1559         kh_Key_DropAll(self, TRUE);\r
1560 \r
1561         if(self.flagcarried)\r
1562                 DropFlag(self.flagcarried, world, world);\r
1563         // Here, everything has been done that requires this player to be a client.\r
1564 \r
1565         self.flags &~= FL_CLIENT;\r
1566 \r
1567         if (self.chatbubbleentity)\r
1568                 remove (self.chatbubbleentity);\r
1569 \r
1570         if (self.teambubbleentity)\r
1571                 remove (self.teambubbleentity);\r
1572 \r
1573         if (self.killindicator)\r
1574                 remove (self.killindicator);\r
1575 \r
1576         WaypointSprite_PlayerGone();\r
1577 \r
1578         bot_relinkplayerlist();\r
1579 \r
1580         if(g_arena)\r
1581         {\r
1582                 Spawnqueue_Unmark(self);\r
1583                 Spawnqueue_Remove(self);\r
1584         }\r
1585 \r
1586         ClientData_Detach();\r
1587         PlayerScore_Detach(self);\r
1588 \r
1589         if(self.netname_previous)\r
1590                 strunzone(self.netname_previous);\r
1591         if(self.clientstatus)\r
1592                 strunzone(self.clientstatus);\r
1593 \r
1594         ClearPlayerSounds();\r
1595 \r
1596         if(self.personal)\r
1597                 remove(self.personal);\r
1598 \r
1599         self.playerid = 0;\r
1600         ReadyCount();\r
1601 \r
1602         // free cvars\r
1603         GetCvars(-1);\r
1604 }\r
1605 \r
1606 .float BUTTON_CHAT;\r
1607 void ChatBubbleThink()\r
1608 {\r
1609         self.nextthink = time;\r
1610         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1611         {\r
1612                 if(self.owner) // but why can that ever be world?\r
1613                         self.owner.chatbubbleentity = world;\r
1614                 remove(self);\r
1615                 return;\r
1616         }\r
1617         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
1618 #ifdef TETRIS\r
1619                 || self.owner.tetris_on\r
1620 #endif\r
1621         )\r
1622                 self.model = self.mdl;\r
1623         else\r
1624                 self.model = "";\r
1625 };\r
1626 \r
1627 void UpdateChatBubble()\r
1628 {\r
1629         if (!self.modelindex)\r
1630                 return;\r
1631         // spawn a chatbubble entity if needed\r
1632         if (!self.chatbubbleentity)\r
1633         {\r
1634                 self.chatbubbleentity = spawn();\r
1635                 self.chatbubbleentity.owner = self;\r
1636                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1637                 self.chatbubbleentity.think = ChatBubbleThink;\r
1638                 self.chatbubbleentity.nextthink = time;\r
1639                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1640                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1641                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1642                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1643                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1644                 self.chatbubbleentity.model = "";\r
1645                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1646         }\r
1647 }\r
1648 \r
1649 void TeamBubbleThink()\r
1650 {\r
1651         self.nextthink = time;\r
1652         if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
1653         {\r
1654                 if(self.owner) // but why can that ever be world?\r
1655                         self.owner.teambubbleentity = world;\r
1656                 remove(self);\r
1657                 return;\r
1658         }\r
1659 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
1660         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
1661                 self.model = "";\r
1662         else\r
1663         {\r
1664                 if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
1665                 if(self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
1666                         setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
1667                 else\r
1668                         setmodel(self, "models/misc/teambubble.spr");\r
1669         }\r
1670 };\r
1671 \r
1672 float TeamBubble_customizeentityforclient()\r
1673 {\r
1674         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
1675 }\r
1676 \r
1677 void UpdateTeamBubble()\r
1678 {\r
1679         if (!self.modelindex || !teams_matter)\r
1680                 return;\r
1681         // spawn a teambubble entity if needed\r
1682         if (!self.teambubbleentity && teams_matter)\r
1683         {\r
1684                 self.teambubbleentity = spawn();\r
1685                 self.teambubbleentity.owner = self;\r
1686                 self.teambubbleentity.exteriormodeltoclient = self;\r
1687                 self.teambubbleentity.think = TeamBubbleThink;\r
1688                 self.teambubbleentity.nextthink = time;\r
1689                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
1690 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1691                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1692                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1693 //              self.teambubbleentity.mdl = self.teambubbleentity.model;\r
1694 //              self.teambubbleentity.model = self.teambubbleentity.mdl;\r
1695                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
1696                 self.teambubbleentity.effects = EF_LOWPRECISION;\r
1697         }\r
1698 }\r
1699 \r
1700 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1701 // added to the model skins\r
1702 /*void UpdateColorModHack()\r
1703 {\r
1704         local float c;\r
1705         c = self.clientcolors & 15;\r
1706         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1707              if (!teams_matter) self.colormod = '0 0 0';\r
1708         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1709         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1710         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1711         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1712         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1713         else self.colormod = '1 1 1';\r
1714 };*/\r
1715 \r
1716 .float oldcolormap;\r
1717 void respawn(void)\r
1718 {\r
1719         if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
1720         {\r
1721                 self.solid = SOLID_NOT;\r
1722                 self.takedamage = DAMAGE_NO;\r
1723                 self.movetype = MOVETYPE_FLY;\r
1724                 self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
1725                 self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
1726                 self.effects |= EF_ADDITIVE;\r
1727                 self.oldcolormap = self.colormap;\r
1728                 self.colormap = 512;\r
1729                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
1730                 if(cvar("g_respawn_ghosts_maxtime"))\r
1731                         SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
1732         }\r
1733 \r
1734         CopyBody(1);\r
1735         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1736         if(self.oldcolormap)\r
1737         {\r
1738                 self.colormap = self.oldcolormap;\r
1739                 self.oldcolormap = 0;\r
1740         }\r
1741         PutClientInServer();\r
1742 }\r
1743 \r
1744 void play_countdown(float finished, string samp)\r
1745 {\r
1746         if(clienttype(self) == CLIENTTYPE_REAL)\r
1747                 if(floor(finished - time - frametime) != floor(finished - time))\r
1748                         if(finished - time < 6)\r
1749                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1750 }\r
1751 \r
1752 /**\r
1753  * When sv_timeout is used this function returs strings like\r
1754  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1755  * Called by centerprint functions\r
1756  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1757  */\r
1758 string getTimeoutText(float addOneSecond) {\r
1759         if (!cvar("sv_timeout") || !timeoutStatus)\r
1760                 return "";\r
1761 \r
1762         local string retStr;\r
1763         if (timeoutStatus == 1) {\r
1764                 if (addOneSecond == 1) {\r
1765                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1766                 }\r
1767                 else {\r
1768                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1769                 }\r
1770                 return retStr;\r
1771         }\r
1772         else if (timeoutStatus == 2) {\r
1773                 if (addOneSecond) {\r
1774                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1775                         //don't show messages like "Timeout ends in 0 seconds"...\r
1776                         if ((remainingTimeoutTime + 1) > 0)\r
1777                                 return retStr;\r
1778                         else\r
1779                                 return "";\r
1780                 }\r
1781                 else {\r
1782                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1783                         //don't show messages like "Timeout ends in 0 seconds"...\r
1784                         if (remainingTimeoutTime > 0)\r
1785                                 return retStr;\r
1786                         else\r
1787                                 return "";\r
1788                 }\r
1789         }\r
1790         else return "";\r
1791 }\r
1792 \r
1793 void player_powerups (void)\r
1794 {\r
1795         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1796         {\r
1797                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1798                 self.modelflags |= MF_ROCKET;\r
1799         }\r
1800         else\r
1801         {\r
1802                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1803                 self.modelflags &~= MF_ROCKET;\r
1804         }\r
1805 \r
1806         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1807 \r
1808         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1809                 return;\r
1810         \r
1811         Fire_ApplyDamage(self);\r
1812         Fire_ApplyEffect(self);\r
1813 \r
1814         if (self.items & IT_STRENGTH)\r
1815         {\r
1816                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1817                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1818                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1819                 {\r
1820                         self.items = self.items - (self.items & IT_STRENGTH);\r
1821                         sprint(self, "^3Strength has worn off\n");\r
1822                 }\r
1823         }\r
1824         else\r
1825         {\r
1826                 if (time < self.strength_finished)\r
1827                 {\r
1828                         self.items = self.items | IT_STRENGTH;\r
1829                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1830                 }\r
1831         }\r
1832         if (self.items & IT_INVINCIBLE)\r
1833         {\r
1834                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1835                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1836                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1837                 {\r
1838                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1839                         sprint(self, "^3Shield has worn off\n");\r
1840                 }\r
1841         }\r
1842         else\r
1843         {\r
1844                 if (time < self.invincible_finished)\r
1845                 {\r
1846                         self.items = self.items | IT_INVINCIBLE;\r
1847                         sprint(self, "^3Shield surrounds you\n");\r
1848                 }\r
1849         }\r
1850 \r
1851         if(cvar("g_nodepthtestplayers"))\r
1852                 self.effects = self.effects | EF_NODEPTHTEST;\r
1853 \r
1854         if(cvar("g_fullbrightplayers"))\r
1855                 self.effects = self.effects | EF_FULLBRIGHT;\r
1856 \r
1857         // midair gamemode: damage only while in the air\r
1858         // if in midair mode, being on ground grants temporary invulnerability\r
1859         // (this is so that multishot weapon don't clear the ground flag on the\r
1860         // first damage in the frame, leaving the player vulnerable to the\r
1861         // remaining hits in the same frame)\r
1862         if (self.flags & FL_ONGROUND)\r
1863         if (g_midair)\r
1864                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1865 \r
1866         if (time >= game_starttime)\r
1867         if (time < self.spawnshieldtime)\r
1868                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1869 }\r
1870 \r
1871 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1872 {\r
1873         if(current > stable)\r
1874                 return current;\r
1875         else if(current > stable - 0.25) // when close enough, "snap"\r
1876                 return stable;\r
1877         else\r
1878                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1879 }\r
1880 \r
1881 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1882 {\r
1883         if(current < stable)\r
1884                 return current;\r
1885         else if(current < stable + 0.25) // when close enough, "snap"\r
1886                 return stable;\r
1887         else\r
1888                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1889 }\r
1890 \r
1891 .float regen_soundtime;\r
1892 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
1893 {\r
1894         if(current > rotstable)\r
1895         {\r
1896                 if(rotframetime > 0)\r
1897                 {\r
1898                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1899                         current = max(rotstable, current - rotlinear * rotframetime);\r
1900                 }\r
1901         }\r
1902         else if(current < regenstable)\r
1903         {\r
1904                 if(regenframetime > 0)\r
1905                 {\r
1906                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1907                         current = min(regenstable, current + regenlinear * regenframetime);\r
1908 \r
1909                         if(regensound != "")\r
1910                         if(regenfactor || regenlinear)\r
1911                         {\r
1912                                 if(self.regen_soundtime < time)\r
1913                                 {\r
1914                                         msg_entity = self;\r
1915                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1916                                                 soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
1917                                 }\r
1918                                 self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
1919                         }\r
1920                 }\r
1921         }\r
1922 \r
1923         if(current > limit)\r
1924                 current = limit;\r
1925 \r
1926         return current;\r
1927 }\r
1928 \r
1929 void player_regen (void)\r
1930 {\r
1931         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1932         maxh = cvar("g_balance_health_rotstable");\r
1933         maxa = cvar("g_balance_armor_rotstable");\r
1934         maxf = cvar("g_balance_fuel_rotstable");\r
1935         minh = cvar("g_balance_health_regenstable");\r
1936         mina = cvar("g_balance_armor_regenstable");\r
1937         minf = cvar("g_balance_fuel_regenstable");\r
1938         limith = cvar("g_balance_health_limit");\r
1939         limita = cvar("g_balance_armor_limit");\r
1940         limitf = cvar("g_balance_fuel_limit");\r
1941 \r
1942         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1943 \r
1944         maxh = maxh * max_mod;\r
1945         //maxa = maxa * max_mod;\r
1946         //maxf = maxf * max_mod;\r
1947         minh = minh * max_mod;\r
1948         //mina = mina * max_mod;\r
1949         //minf = minf * max_mod;\r
1950         limith = limith * limit_mod;\r
1951         limita = limita * limit_mod;\r
1952         //limitf = limitf * limit_mod;\r
1953 \r
1954         if(g_lms && g_ca)\r
1955                 rot_mod = 0;\r
1956 \r
1957         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1958         {\r
1959                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
1960                 self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
1961 \r
1962                 // if player rotted to death...  die!\r
1963                 if(self.health < 1)\r
1964                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
1965         }\r
1966 \r
1967         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1968                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, "");\r
1969 }\r
1970 \r
1971 float zoomstate_set;\r
1972 void SetZoomState(float z)\r
1973 {\r
1974         if(z != self.zoomstate)\r
1975         {\r
1976                 self.zoomstate = z;\r
1977                 ClientData_Touch(self);\r
1978         }\r
1979         zoomstate_set = 1;\r
1980 }\r
1981 \r
1982 void GetPressedKeys(void) {\r
1983         if (self.movement_x > 0) // get if movement keys are pressed\r
1984         {       // forward key pressed\r
1985                 self.pressedkeys |= KEY_FORWARD;\r
1986                 self.pressedkeys &~= KEY_BACKWARD;\r
1987         }\r
1988         else if (self.movement_x < 0)\r
1989         {       // backward key pressed\r
1990                 self.pressedkeys |= KEY_BACKWARD;\r
1991                 self.pressedkeys &~= KEY_FORWARD;\r
1992         }\r
1993         else\r
1994         {       // no x input\r
1995                 self.pressedkeys &~= KEY_FORWARD;\r
1996                 self.pressedkeys &~= KEY_BACKWARD;\r
1997         }\r
1998 \r
1999         if (self.movement_y > 0)\r
2000         {       // right key pressed\r
2001                 self.pressedkeys |= KEY_RIGHT;\r
2002                 self.pressedkeys &~= KEY_LEFT;\r
2003         }\r
2004         else if (self.movement_y < 0)\r
2005         {       // left key pressed\r
2006                 self.pressedkeys |= KEY_LEFT;\r
2007                 self.pressedkeys &~= KEY_RIGHT;\r
2008         }\r
2009         else\r
2010         {       // no y input\r
2011                 self.pressedkeys &~= KEY_RIGHT;\r
2012                 self.pressedkeys &~= KEY_LEFT;\r
2013         }\r
2014 \r
2015         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
2016                 self.pressedkeys |= KEY_JUMP;\r
2017         else\r
2018                 self.pressedkeys &~= KEY_JUMP;\r
2019         if (self.BUTTON_CROUCH)\r
2020                 self.pressedkeys |= KEY_CROUCH;\r
2021         else\r
2022                 self.pressedkeys &~= KEY_CROUCH;\r
2023 }\r
2024 \r
2025 void update_stats (float number, float hit, float fired) {\r
2026 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
2027 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
2028 \r
2029         if(number) {\r
2030                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
2031                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
2032         } else {\r
2033                 self.stat_hit = hit * sv_accuracy_data_share;\r
2034                 self.stat_fired = fired * sv_accuracy_data_share;\r
2035         }\r
2036 }\r
2037 \r
2038 /*\r
2039 ======================\r
2040 spectate mode routines\r
2041 ======================\r
2042 */\r
2043 \r
2044 .float weapon_count;\r
2045 void SpectateCopy(entity spectatee) {\r
2046         if(spectatee.weapon_count < WEP_LAST) {\r
2047                 update_stats (spectatee.weapon_count, spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_hit[spectatee.weapon_count - 1]), spectatee.cvar_cl_accuracy_data_share * floor(spectatee.stats_fired[spectatee.weapon_count - 1]));\r
2048                 spectatee.weapon_count ++;\r
2049         } else\r
2050                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
2051 \r
2052         self.kh_state = spectatee.kh_state;\r
2053         self.armortype = spectatee.armortype;\r
2054         self.armorvalue = spectatee.armorvalue;\r
2055         self.ammo_fuel = spectatee.ammo_fuel;\r
2056         self.clip_load = spectatee.clip_load;\r
2057         self.clip_size = spectatee.clip_size;\r
2058         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
2059         self.health = spectatee.health;\r
2060         self.impulse = 0;\r
2061         self.items = spectatee.items;\r
2062         self.last_pickup = spectatee.last_pickup;\r
2063         self.strength_finished = spectatee.strength_finished;\r
2064         self.invincible_finished = spectatee.invincible_finished;\r
2065         self.pressedkeys = spectatee.pressedkeys;\r
2066         self.weapons = spectatee.weapons;\r
2067         self.switchweapon = spectatee.switchweapon;\r
2068         self.weapon = spectatee.weapon;\r
2069         self.punchangle = spectatee.punchangle;\r
2070         self.view_ofs = spectatee.view_ofs;\r
2071         self.v_angle = spectatee.v_angle;\r
2072         self.velocity = spectatee.velocity;\r
2073         self.dmg_take = spectatee.dmg_take;\r
2074         self.dmg_save = spectatee.dmg_save;\r
2075         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2076         self.angles = spectatee.v_angle;\r
2077         self.scale = spectatee.scale;\r
2078         self.fixangle = TRUE;\r
2079         self.stomach_load = spectatee.stomach_load;\r
2080         self.stat_eaten = spectatee.stat_eaten;\r
2081         self.stat_stomachload = spectatee.stat_stomachload;\r
2082         self.stat_digesting = spectatee.stat_digesting;\r
2083         self.stat_canleave = spectatee.stat_canleave;\r
2084         self.stat_canswallow = spectatee.stat_canswallow;\r
2085         self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
2086         self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
2087         self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
2088         self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
2089         setorigin(self, spectatee.origin);\r
2090         setsize(self, spectatee.mins, spectatee.maxs);\r
2091         SetZoomState(spectatee.zoomstate);\r
2092 \r
2093         anticheat_spectatecopy(spectatee);\r
2094 }\r
2095 \r
2096 float SpectateUpdate() {\r
2097         if(!self.enemy)\r
2098                 return 0;\r
2099 \r
2100         if (self == self.enemy)\r
2101                 return 0;\r
2102 \r
2103         if(self.enemy.classname != "player")\r
2104                 return 0;\r
2105 \r
2106         SpectateCopy(self.enemy);\r
2107 \r
2108         return 1;\r
2109 }\r
2110 \r
2111 float SpectateNext() {\r
2112         other = find(self.enemy, classname, "player");\r
2113 \r
2114         if (!other)\r
2115                 other = find(other, classname, "player");\r
2116 \r
2117         if (other)\r
2118                 self.enemy = other;\r
2119 \r
2120         if(self.enemy.classname == "player") {\r
2121                 msg_entity = self;\r
2122                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2123                 WriteEntity(MSG_ONE, self.enemy);\r
2124                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2125                 self.movetype = MOVETYPE_NONE;\r
2126 \r
2127                 self.enemy.weapon_count = 0;\r
2128 \r
2129                 if(!SpectateUpdate())\r
2130                         PutObserverInServer();\r
2131 \r
2132                 return 1;\r
2133         } else {\r
2134                 return 0;\r
2135         }\r
2136 }\r
2137 \r
2138 /*\r
2139 =============\r
2140 ShowRespawnCountdown()\r
2141 \r
2142 Update a respawn countdown display.\r
2143 =============\r
2144 */\r
2145 void ShowRespawnCountdown()\r
2146 {\r
2147         float number;\r
2148         if(self.deadflag == DEAD_NO) // just respawned?\r
2149                 return;\r
2150         else\r
2151         {\r
2152                 number = ceil(self.death_time - time);\r
2153                 if(number <= 0)\r
2154                         return;\r
2155                 if(number <= self.respawn_countdown)\r
2156                 {\r
2157                         self.respawn_countdown = number - 1;\r
2158                         if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds\r
2159                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2160                 }\r
2161         }\r
2162 }\r
2163 \r
2164 void LeaveSpectatorMode()\r
2165 {\r
2166         if(isJoinAllowed()) {\r
2167                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2168                         self.classname = "player";\r
2169 \r
2170                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2171                                 JoinBestTeam(self, FALSE, TRUE);\r
2172 \r
2173                         if(cvar("g_campaign"))\r
2174                                 campaign_bots_may_start = 1;\r
2175 \r
2176                         self.stat_count = WEP_LAST;\r
2177 \r
2178                         PutClientInServer();\r
2179 \r
2180                         if(self.classname == "player")\r
2181                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2182 \r
2183                         if(!cvar("g_campaign"))\r
2184                                 centerprint(self,""); // clear MOTD\r
2185 \r
2186                         return;\r
2187                 } else {\r
2188                         if (g_ca && self.caplayer) {\r
2189                         }       // do nothing\r
2190                         else\r
2191                                 stuffcmd(self,"menu_showteamselect\n");\r
2192                         return;\r
2193                 }\r
2194         }\r
2195         else {\r
2196                 //player may not join because of g_maxplayers is set\r
2197                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2198         }\r
2199 }\r
2200 \r
2201 /**\r
2202  * Determines whether the player is allowed to join. This depends on cvar\r
2203  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2204  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2205  * @return bool TRUE if the player is allowed to join, false otherwise\r
2206  */\r
2207 float isJoinAllowed() {\r
2208         if (!cvar("g_maxplayers"))\r
2209                 return TRUE;\r
2210 \r
2211         local entity e;\r
2212         local float currentlyPlaying;\r
2213         FOR_EACH_REALPLAYER(e) {\r
2214                 if(e.classname == "player")\r
2215                         currentlyPlaying += 1;\r
2216         }\r
2217         if(currentlyPlaying < cvar("g_maxplayers"))\r
2218                 return TRUE;\r
2219 \r
2220         return FALSE;\r
2221 }\r
2222 \r
2223 /**\r
2224  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2225  * g_maxplayers_spectator_blocktime seconds\r
2226  */\r
2227 void checkSpectatorBlock() {\r
2228         if(self.classname == "spectator" || self.classname == "observer") {\r
2229                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2230                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2231                         dropclient(self);\r
2232                 }\r
2233         }\r
2234 }\r
2235 \r
2236 float vercmp_recursive(string v1, string v2)\r
2237 {\r
2238         float dot1, dot2;\r
2239         string s1, s2;\r
2240         float r;\r
2241 \r
2242         dot1 = strstrofs(v1, ".", 0);\r
2243         dot2 = strstrofs(v2, ".", 0);\r
2244         if(dot1 == -1)\r
2245                 s1 = v1;\r
2246         else\r
2247                 s1 = substring(v1, 0, dot1);\r
2248         if(dot2 == -1)\r
2249                 s2 = v2;\r
2250         else\r
2251                 s2 = substring(v2, 0, dot2);\r
2252 \r
2253         r = stof(s1) - stof(s2);\r
2254         if(r != 0)\r
2255                 return r;\r
2256 \r
2257         r = strcasecmp(s1, s2);\r
2258         if(r != 0)\r
2259                 return r;\r
2260 \r
2261         if(dot1 == -1)\r
2262                 if(dot2 == -1)\r
2263                         return 0;\r
2264                 else\r
2265                         return -1;\r
2266         else\r
2267                 if(dot2 == -1)\r
2268                         return 1;\r
2269                 else\r
2270                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2271 }\r
2272 \r
2273 float vercmp(string v1, string v2)\r
2274 {\r
2275         if(strcasecmp(v1, v2) == 0) // early out check\r
2276                 return 0;\r
2277         return vercmp_recursive(v1, v2);\r
2278 }\r
2279 \r
2280 void SetPlayerSize()\r
2281 {\r
2282         if(cvar("g_healthsize"))\r
2283         {\r
2284                 // change player scale based on the amount of health we have\r
2285 \r
2286                 self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
2287 \r
2288                 // The following code sets the bounding box to match the player's size.\r
2289                 // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
2290                 // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
2291                 // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
2292                 if(self.crouch)\r
2293                 {\r
2294                         //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
2295                         if(!self.stat_eaten)\r
2296                                 self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
2297                 }\r
2298                 else\r
2299                 {\r
2300                         //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
2301                         if(!self.stat_eaten)\r
2302                                 self.view_ofs = PL_VIEW_OFS * self.scale;\r
2303                 }\r
2304         }\r
2305 \r
2306         if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
2307         {\r
2308                 // resize prey\r
2309                 self.scale *= cvar("g_vore_neighborprey_scale");\r
2310         }\r
2311 }\r
2312 \r
2313 void ObserverThink()\r
2314 {\r
2315         if (self.flags & FL_JUMPRELEASED) {\r
2316                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2317                         self.welcomemessage_time = 0;\r
2318                         self.flags &~= FL_JUMPRELEASED;\r
2319                         self.flags |= FL_SPAWNING;\r
2320                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2321                         self.welcomemessage_time = 0;\r
2322                         self.flags &~= FL_JUMPRELEASED;\r
2323                         if(SpectateNext() == 1) {\r
2324                                 self.classname = "spectator";\r
2325                         }\r
2326                 }\r
2327         } else {\r
2328                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2329                         self.flags |= FL_JUMPRELEASED;\r
2330                         if(self.flags & FL_SPAWNING)\r
2331                         {\r
2332                                 self.flags &~= FL_SPAWNING;\r
2333                                 LeaveSpectatorMode();\r
2334                                 return;\r
2335                         }\r
2336                 }\r
2337         }\r
2338         PrintWelcomeMessage(self);\r
2339 }\r
2340 \r
2341 void SpectatorThink()\r
2342 {\r
2343         if (self.flags & FL_JUMPRELEASED) {\r
2344                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2345                         self.welcomemessage_time = 0;\r
2346                         self.flags &~= FL_JUMPRELEASED;\r
2347                         self.flags |= FL_SPAWNING;\r
2348                 } else if(self.BUTTON_ATCK) {\r
2349                         self.welcomemessage_time = 0;\r
2350                         self.flags &~= FL_JUMPRELEASED;\r
2351                         if(SpectateNext() == 1) {\r
2352                                 self.classname = "spectator";\r
2353                         } else {\r
2354                                 self.classname = "observer";\r
2355                                 self.stat_count = WEP_LAST;\r
2356                                 PutClientInServer();\r
2357                         }\r
2358                 } else if (self.BUTTON_ATCK2) {\r
2359                         self.welcomemessage_time = 0;\r
2360                         self.flags &~= FL_JUMPRELEASED;\r
2361                         self.classname = "observer";\r
2362                         self.stat_count = WEP_LAST;\r
2363                         PutClientInServer();\r
2364                 } else {\r
2365                         if(!SpectateUpdate())\r
2366                                 PutObserverInServer();\r
2367                 }\r
2368         } else {\r
2369                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2370                         self.flags |= FL_JUMPRELEASED;\r
2371                         if(self.flags & FL_SPAWNING)\r
2372                         {\r
2373                                 self.flags &~= FL_SPAWNING;\r
2374                                 LeaveSpectatorMode();\r
2375                                 return;\r
2376                         }\r
2377                 }\r
2378         }\r
2379 \r
2380         PrintWelcomeMessage(self);\r
2381         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2382 }\r
2383 \r
2384 .float touchexplode_time;\r
2385 \r
2386 /*\r
2387 =============\r
2388 PlayerPreThink\r
2389 \r
2390 Called every frame for each client before the physics are run\r
2391 =============\r
2392 */\r
2393 void() ctf_setstatus;\r
2394 .float items_added;\r
2395 void PlayerPreThink (void)\r
2396 {\r
2397         self.stat_game_starttime = game_starttime;\r
2398         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2399         self.stat_leadlimit = cvar("leadlimit");\r
2400 \r
2401         if(frametime)\r
2402         {\r
2403                 // physics frames: update anticheat stuff\r
2404                 anticheat_prethink();\r
2405         }\r
2406 \r
2407         if(blockSpectators && frametime)\r
2408                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2409                 checkSpectatorBlock();\r
2410 \r
2411         zoomstate_set = 0;\r
2412 \r
2413         if(self.netname_previous != self.netname)\r
2414         {\r
2415                 if(cvar("sv_eventlog"))\r
2416                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2417                 if(self.netname_previous)\r
2418                         strunzone(self.netname_previous);\r
2419                 self.netname_previous = strzone(self.netname);\r
2420         }\r
2421 \r
2422         // core code for the vore system\r
2423         Vore();\r
2424 \r
2425         // version nagging\r
2426         if(self.version_nagtime)\r
2427                 if(self.cvar_g_voretournamentversion)\r
2428                         if(time > self.version_nagtime)\r
2429                         {\r
2430                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2431                                 {\r
2432                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2433                                         {\r
2434                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2435                                                 sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), " (beta)^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2436                                         }\r
2437                                         else\r
2438                                         {\r
2439                                                 float r;\r
2440                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2441                                                 if(r < 0)\r
2442                                                 {\r
2443                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n");\r
2444                                                         sprint(self, strcat("\{1}^1NOTE: ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7 is out, and you still have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1 - get the update from ^4http://www.alientrap.org/voretournament/^1!\n"));\r
2445                                                 }\r
2446                                                 else if(r > 0)\r
2447                                                 {\r
2448                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n");\r
2449                                                         sprint(self, strcat("\{1}^1NOTE: ^7the server is running ^3Voretournament ", cvar_string("g_voretournamentversion"), "^7, you have ^3Voretournament ", self.cvar_g_voretournamentversion, "^1\n"));\r
2450                                                 }\r
2451                                         }\r
2452                                 }\r
2453                                 self.version_nagtime = 0;\r
2454                         }\r
2455 \r
2456         // GOD MODE info\r
2457         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2458         {\r
2459                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2460                 self.max_armorvalue = 0;\r
2461         }\r
2462 \r
2463 #ifdef TETRIS\r
2464         if (TetrisPreFrame())\r
2465                 return;\r
2466 #endif\r
2467 \r
2468         if(self.classname == "player") {\r
2469 //              if(self.netname == "Wazat")\r
2470 //                      bprint(self.classname, "\n");\r
2471 \r
2472                 CheckRules_Player();\r
2473 \r
2474                 PrintWelcomeMessage(self);\r
2475 \r
2476                 if (intermission_running)\r
2477                 {\r
2478                         IntermissionThink ();   // otherwise a button could be missed between\r
2479                         return;                                 // the think tics\r
2480                 }\r
2481 \r
2482                 if(self.teleport_time)\r
2483                 if(time > self.teleport_time)\r
2484                 {\r
2485                         self.teleport_time = 0;\r
2486                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2487                 }\r
2488 \r
2489                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2490                         UpdateSelectedPlayer();\r
2491 \r
2492                 //don't allow the player to turn around while game is paused!\r
2493                 if(timeoutStatus == 2) {\r
2494                         self.v_angle = self.lastV_angle;\r
2495                         self.angles = self.lastV_angle;\r
2496                         self.fixangle = TRUE;\r
2497                 }\r
2498 \r
2499                 if(frametime)\r
2500                 {\r
2501                         player_powerups();\r
2502                 }\r
2503 \r
2504                 if (self.deadflag != DEAD_NO)\r
2505                 {\r
2506                         float button_pressed, force_respawn;\r
2507                         if(self.personal && g_race_qualifying)\r
2508                         {\r
2509                                 if(time > self.death_time)\r
2510                                 {\r
2511                                         self.death_time = time + 1; // only retry once a second\r
2512                                         respawn();\r
2513                                         self.impulse = 141;\r
2514                                 }\r
2515                         }\r
2516                         else\r
2517                         {\r
2518                                 if(frametime)\r
2519                                         player_anim();\r
2520                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
2521                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2522                                 if (self.deadflag == DEAD_DYING)\r
2523                                 {\r
2524                                         if(force_respawn)\r
2525                                                 self.deadflag = DEAD_RESPAWNING;\r
2526                                         else if(!button_pressed)\r
2527                                                 self.deadflag = DEAD_DEAD;\r
2528                                 }\r
2529                                 else if (self.deadflag == DEAD_DEAD)\r
2530                                 {\r
2531                                         if(button_pressed)\r
2532                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2533                                 }\r
2534                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2535                                 {\r
2536                                         if(!button_pressed)\r
2537                                                 self.deadflag = DEAD_RESPAWNING;\r
2538                                 }\r
2539                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2540                                 {\r
2541                                         if(time > self.death_time)\r
2542                                         {\r
2543                                                 self.death_time = time + 1; // only retry once a second\r
2544                                                 respawn();\r
2545                                         }\r
2546                                 }\r
2547                                 ShowRespawnCountdown();\r
2548                         }\r
2549                         return;\r
2550                 }\r
2551 \r
2552                 if(g_touchexplode)\r
2553                 if(time > self.touchexplode_time)\r
2554                 if(self.classname == "player")\r
2555                 if(self.deadflag == DEAD_NO)\r
2556                 if not(IS_INDEPENDENT_PLAYER(self))\r
2557                 FOR_EACH_PLAYER(other) if(self != other)\r
2558                 {\r
2559                         if(time > other.touchexplode_time)\r
2560                         if(other.classname == "player")\r
2561                         if(other.deadflag == DEAD_NO)\r
2562                         if not(IS_INDEPENDENT_PLAYER(other))\r
2563                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2564                         {\r
2565                                 PlayerTouchExplode(self, other);\r
2566                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2567                         }\r
2568                 }\r
2569 \r
2570                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2571                 {\r
2572                         vector dist;\r
2573 \r
2574                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2575                         dist = self.prevorigin - self.origin;\r
2576                         dist_z = 0;\r
2577                         self.lms_traveled_distance += fabs(vlen(dist));\r
2578 \r
2579                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2580                         {\r
2581                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2582                                 self.lms_traveled_distance = 0;\r
2583                         }\r
2584 \r
2585                         if(time > self.lms_nextcheck)\r
2586                         {\r
2587                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2588                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2589                                 {\r
2590                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2591                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2592                                         // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(\r
2593                                         Damage(self, self, self, bound(0, cvar("g_lms_campcheck_damage"), self.health + self.armorvalue * cvar("g_balance_armor_blockpercent") + 5), DEATH_CAMP, self.origin, '0 0 0');\r
2594                                 }\r
2595                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2596                                 self.lms_traveled_distance = 0;\r
2597                         }\r
2598                 }\r
2599 \r
2600                 self.prevorigin = self.origin;\r
2601 \r
2602                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2603                 {\r
2604                         if (!self.crouch)\r
2605                         {\r
2606                                 self.crouch = TRUE;\r
2607                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2608                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2609                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2610                         }\r
2611                 }\r
2612                 else\r
2613                 {\r
2614                         if (self.crouch)\r
2615                         {\r
2616                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2617                                 if (!trace_startsolid)\r
2618                                 {\r
2619                                         self.crouch = FALSE;\r
2620                                         self.view_ofs = PL_VIEW_OFS;\r
2621                                         setsize (self, PL_MIN, PL_MAX);\r
2622                                 }\r
2623                         }\r
2624                 }\r
2625 \r
2626                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2627                 {\r
2628                         if(self.bloodloss_timer < time)\r
2629                         {\r
2630                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2631                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2632                         }\r
2633                 }\r
2634 \r
2635                 SetPlayerSize();\r
2636 \r
2637                 FixPlayermodel();\r
2638 \r
2639                 GrabberFrame();\r
2640 \r
2641                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2642                 //if(frametime)\r
2643                 {\r
2644                         self.items &~= self.items_added;\r
2645 \r
2646                         W_WeaponFrame();\r
2647 \r
2648                         self.items_added = 0;\r
2649                         if(self.items & IT_JETPACK)\r
2650                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2651                                         self.items_added |= IT_FUEL;\r
2652 \r
2653                         self.items |= self.items_added;\r
2654                 }\r
2655 \r
2656                 player_regen();\r
2657                 if(frametime)\r
2658                         player_anim();\r
2659 \r
2660                 ctf_setstatus();\r
2661 \r
2662                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2663 \r
2664                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2665         } else if(gameover) {\r
2666                 if (intermission_running)\r
2667                         IntermissionThink ();   // otherwise a button could be missed between\r
2668                 return;\r
2669         } else if(self.classname == "observer") {\r
2670                 ObserverThink();\r
2671         } else if(self.classname == "spectator") {\r
2672                 SpectatorThink();\r
2673         }\r
2674 \r
2675         if(!zoomstate_set)\r
2676                 SetZoomState(self.BUTTON_ZOOM);\r
2677 \r
2678         float oldspectatee_status;\r
2679         oldspectatee_status = self.spectatee_status;\r
2680         if(self.classname == "spectator")\r
2681                 self.spectatee_status = num_for_edict(self.enemy);\r
2682         else if(self.classname == "observer")\r
2683                 self.spectatee_status = num_for_edict(self);\r
2684         else\r
2685                 self.spectatee_status = 0;\r
2686         if(self.spectatee_status != oldspectatee_status)\r
2687         {\r
2688                 ClientData_Touch(self);\r
2689                 if(g_race || g_cts)\r
2690                         race_InitSpectator();\r
2691         }\r
2692 \r
2693         if(self.teamkill_soundtime)\r
2694         if(time > self.teamkill_soundtime)\r
2695         {\r
2696                 self.teamkill_soundtime = 0;\r
2697 \r
2698                 entity oldpusher, oldself;\r
2699 \r
2700                 oldself = self; self = self.teamkill_soundsource;\r
2701                 oldpusher = self.pusher; self.pusher = oldself;\r
2702 \r
2703                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2704 \r
2705                 self.pusher = oldpusher;\r
2706                 self = oldself;\r
2707         }\r
2708 \r
2709         if(self.taunt_soundtime)\r
2710         if(time > self.taunt_soundtime)\r
2711         {\r
2712                 switch(self.taunt_soundtype)\r
2713                 {\r
2714                         case TAUNTTYPE_DEATH:\r
2715                                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2716                                 break;\r
2717                         case TAUNTTYPE_VOREPRED:\r
2718                                 PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2719                                 break;\r
2720                         case TAUNTTYPE_VOREPREY:\r
2721                                 PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2722                                 break;\r
2723                         default:\r
2724                                 dprint("Incorrect autotaunt type\n");\r
2725                                 break;\r
2726                 }\r
2727 \r
2728                 self.taunt_soundtime = 0;\r
2729                 self.taunt_soundtype = 0;\r
2730         }\r
2731 \r
2732         target_voicescript_next(self);\r
2733 \r
2734         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
2735         if(!self.weapon)\r
2736                 self.clip_load = self.clip_size = 0;\r
2737 }\r
2738 \r
2739 float isInvisibleString(string s)\r
2740 {\r
2741         float i, n, c;\r
2742         s = strdecolorize(s);\r
2743         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2744         {\r
2745                 c = str2chr(s, i);\r
2746                 switch(c)\r
2747                 {\r
2748                         case 0:\r
2749                         case 32: // space\r
2750                                 break;\r
2751                         case 192: // charmap space\r
2752                                 if (!cvar("utf8_enable"))\r
2753                                         break;\r
2754                                 return FALSE;\r
2755                         case 160: // space in unicode fonts\r
2756                         case 0xE000 + 192: // utf8 charmap space\r
2757                                 if (cvar("utf8_enable"))\r
2758                                         break;\r
2759                         default:\r
2760                                 return FALSE;\r
2761                 }\r
2762         }\r
2763         return TRUE;\r
2764 }\r
2765 \r
2766 /*\r
2767 =============\r
2768 PlayerPostThink\r
2769 \r
2770 Called every frame for each client after the physics are run\r
2771 =============\r
2772 */\r
2773 .float idlekick_lasttimeleft;\r
2774 void PlayerPostThink (void)\r
2775 {\r
2776         // Savage: Check for nameless players\r
2777         if (isInvisibleString(self.netname)) {\r
2778                 self.netname = "Player";\r
2779                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2780         }\r
2781 \r
2782         // send the clients accuracy stats to the client\r
2783         if(self.stat_count > 0)\r
2784         if(frametime)\r
2785         {\r
2786                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2787                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2788                 self.stat_count -= 1;\r
2789         }\r
2790 \r
2791 #ifdef UID\r
2792         if(self.uid_kicktime)\r
2793         if(time > self.uid_kicktime)\r
2794         {\r
2795                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2796                 dropclient(self);\r
2797                 return;\r
2798         }\r
2799 #endif\r
2800 \r
2801         if(sv_maxidle && frametime)\r
2802         {\r
2803                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2804                 float timeleft;\r
2805                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2806                 if(timeleft <= 0)\r
2807                 {\r
2808                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2809                         AnnounceTo(self, "terminated");\r
2810                         dropclient(self);\r
2811                         return;\r
2812                 }\r
2813                 else if(timeleft <= 10)\r
2814                 {\r
2815                         if(timeleft != self.idlekick_lasttimeleft)\r
2816                         {\r
2817                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2818                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2819                         }\r
2820                 }\r
2821                 else\r
2822                 {\r
2823                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2824                 }\r
2825                 self.idlekick_lasttimeleft = timeleft;\r
2826         }\r
2827 \r
2828 #ifdef TETRIS\r
2829         if(self.impulse == 100)\r
2830                 ImpulseCommands();\r
2831         if (TetrisPostFrame())\r
2832                 return;\r
2833 #endif\r
2834 \r
2835         CheatFrame();\r
2836 \r
2837         if(self.classname == "player") {\r
2838                 CheckRules_Player();\r
2839                 UpdateChatBubble();\r
2840                 UpdateTeamBubble();\r
2841                 if (self.impulse)\r
2842                         ImpulseCommands();\r
2843                 if (intermission_running)\r
2844                         return;         // intermission or finale\r
2845 \r
2846                 GetPressedKeys();\r
2847         } else if (self.classname == "observer") {\r
2848                 //do nothing\r
2849         } else if (self.classname == "spectator") {\r
2850                 //do nothing\r
2851         }\r
2852 \r
2853         /*\r
2854         float i;\r
2855         for(i = 0; i < 1000; ++i)\r
2856         {\r
2857                 vector end;\r
2858                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
2859                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
2860                 if(trace_fraction < 1)\r
2861                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
2862                 {\r
2863                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
2864                         break;\r
2865                 }\r
2866         }\r
2867         */\r
2868 \r
2869         Arena_Warmup();\r
2870 \r
2871         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
2872 \r
2873         if(self.waypointsprite_attachedforcarrier)\r
2874                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
2875         \r
2876         playerdemo_write();\r
2877 \r
2878         /*\r
2879         if(g_race)\r
2880                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
2881         */\r
2882 }\r