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