]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/cl_client.qc
Initial checkout of Vore Tournament 0.1.alpha.
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);\r
2 void race_SendRankings(float pos, float prevpos, float del, float msg);\r
3 \r
4 void send_CSQC_teamnagger() {\r
5         WriteByte(0, SVC_TEMPENTITY);\r
6         WriteByte(0, TE_CSQC_TEAMNAGGER);\r
7 }\r
8 \r
9 void Announce(string snd) {\r
10         WriteByte(MSG_ALL, SVC_TEMPENTITY);\r
11         WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);\r
12         WriteString(MSG_ALL, snd);\r
13 }\r
14 \r
15 void AnnounceTo(entity e, string snd) {\r
16         msg_entity = e;\r
17         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
18         WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
19         WriteString(MSG_ONE, snd);\r
20 }\r
21 \r
22 float ClientData_Send(entity to, float sf)\r
23 {\r
24         if(to != self.owner)\r
25         {\r
26                 error("wtf");\r
27                 return FALSE;\r
28         }\r
29 \r
30         entity e;\r
31 \r
32         e = to;\r
33         if(to.classname == "spectator")\r
34                 e = to.enemy;\r
35 \r
36         sf = 0;\r
37 \r
38         if(e.race_completed)\r
39                 sf |= 1; // forced scoreboard\r
40         if(to.spectatee_status)\r
41                 sf |= 2; // spectator ent number follows\r
42         if(e.zoomstate)\r
43                 sf |= 4; // zoomed\r
44 \r
45         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);\r
46         WriteByte(MSG_ENTITY, sf);\r
47 \r
48         if(sf & 2)\r
49                 WriteByte(MSG_ENTITY, to.spectatee_status);\r
50 \r
51         if(sf & 8)\r
52         {\r
53                 WriteAngle(MSG_ENTITY, e.v_angle_x);\r
54                 WriteAngle(MSG_ENTITY, e.v_angle_y);\r
55         }\r
56 \r
57         return TRUE;\r
58 }\r
59 \r
60 void ClientData_Attach()\r
61 {\r
62         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);\r
63         self.clientdata.drawonlytoclient = self;\r
64         self.clientdata.owner = self;\r
65 }\r
66 \r
67 void ClientData_Detach()\r
68 {\r
69         remove(self.clientdata);\r
70         self.clientdata = world;\r
71 }\r
72 \r
73 void ClientData_Touch(entity e)\r
74 {\r
75         e.clientdata.SendFlags = 1;\r
76 \r
77         // make it spectatable\r
78         entity e2;\r
79         FOR_EACH_REALCLIENT(e2)\r
80         {\r
81                 if(e2 != e)\r
82                         if(e2.classname == "spectator")\r
83                                 if(e2.enemy == e)\r
84                                         e2.clientdata.SendFlags = 1;\r
85         }\r
86 }\r
87 \r
88 \r
89 .vector spawnpoint_score;\r
90 .string netname_previous;\r
91 \r
92 void spawnfunc_info_player_survivor (void)\r
93 {\r
94         spawnfunc_info_player_deathmatch();\r
95 }\r
96 \r
97 void spawnfunc_info_player_start (void)\r
98 {\r
99         spawnfunc_info_player_deathmatch();\r
100 }\r
101 \r
102 void spawnfunc_info_player_deathmatch (void)\r
103 {\r
104         self.classname = "info_player_deathmatch";\r
105         relocate_spawnpoint();\r
106 }\r
107 \r
108 void spawnpoint_use()\r
109 {\r
110         if(teams_matter)\r
111         if(have_team_spawns > 0)\r
112         {\r
113                 self.team = activator.team;\r
114                 some_spawn_has_been_used = 1;\r
115         }\r
116 };\r
117 \r
118 // Returns:\r
119 //   _x: prio (-1 if unusable)\r
120 //   _y: weight\r
121 vector Spawn_Score(entity spot, entity playerlist, float teamcheck, float anypoint)\r
122 {\r
123         float shortest, thisdist;\r
124         float prio;\r
125         entity player;\r
126 \r
127         prio = 0;\r
128 \r
129         // filter out spots for the wrong team\r
130         if(teamcheck)\r
131         if(spot.team != teamcheck)\r
132                 return '-1 0 0';\r
133 \r
134         if(race_spawns)\r
135                 if(spot.target == "")\r
136                         return '-1 0 0';\r
137 \r
138         if(clienttype(self) == CLIENTTYPE_REAL)\r
139         {\r
140                 if(spot.restriction == 1)\r
141                         return '-1 0 0';\r
142         }\r
143         else\r
144         {\r
145                 if(spot.restriction == 2)\r
146                         return '-1 0 0';\r
147         }\r
148 \r
149         // filter out spots for assault\r
150         if(spot.target != "") {\r
151                 local entity ent;\r
152                 float good, found;\r
153                 ent = find(world, targetname, spot.target);\r
154 \r
155                 while(ent) {\r
156                         if(ent.classname == "target_objective")\r
157                         {\r
158                                 found = 1;\r
159                                 if(ent.health < 0 || ent.health >= ASSAULT_VALUE_INACTIVE)\r
160                                         return '-1 0 0';\r
161                                 good = 1;\r
162                         }\r
163                         else if(ent.classname == "trigger_race_checkpoint")\r
164                         {\r
165                                 found = 1;\r
166                                 if(!anypoint) // spectators may spawn everywhere\r
167 \r
168                                 {\r
169                                         if(g_race_qualifying)\r
170                                         {\r
171                                                 // spawn at first\r
172                                                 if(ent.race_checkpoint != 0)\r
173                                                         return '-1 0 0';\r
174                                                 if(spot.race_place != race_lowest_place_spawn)\r
175                                                         return '-1 0 0';\r
176                                         }\r
177                                         else\r
178                                         {\r
179                                                 if(ent.race_checkpoint != self.race_respawn_checkpoint)\r
180                                                         return '-1 0 0';\r
181                                                 // try reusing the previous spawn\r
182                                                 if(ent == self.race_respawn_spotref || spot == self.race_respawn_spotref)\r
183                                                         prio += 1;\r
184                                                 if(ent.race_checkpoint == 0)\r
185                                                 {\r
186                                                         float pl;\r
187                                                         pl = self.race_place;\r
188                                                         if(pl > race_highest_place_spawn)\r
189                                                                 pl = 0;\r
190                                                         if(pl == 0 && !self.race_started)\r
191                                                                 pl = race_highest_place_spawn; // use last place if he has not even touched finish yet\r
192                                                         if(spot.race_place != pl)\r
193                                                                 return '-1 0 0';\r
194                                                 }\r
195                                         }\r
196                                 }\r
197                                 good = 1;\r
198                         }\r
199                         ent = find(ent, targetname, spot.target);\r
200                 }\r
201 \r
202                 if(found && !good)\r
203                         return '-1 0 0';\r
204         }\r
205 \r
206         player = playerlist;\r
207         shortest = vlen(world.maxs - world.mins);\r
208         for(player = playerlist; player; player = player.chain)\r
209                 if (player != self)\r
210                 {\r
211                         thisdist = vlen(player.origin - spot.origin);\r
212                         if (thisdist < shortest)\r
213                                 shortest = thisdist;\r
214                 }\r
215         return prio * '1 0 0' + shortest * '0 1 0';\r
216 }\r
217 \r
218 float spawn_allbad;\r
219 float spawn_allgood;\r
220 entity Spawn_FilterOutBadSpots(entity firstspot, entity playerlist, float mindist, float teamcheck, float anypoint)\r
221 {\r
222         local entity spot, spotlist, spotlistend;\r
223         spawn_allgood = TRUE;\r
224         spawn_allbad = TRUE;\r
225 \r
226         spotlist = world;\r
227         spotlistend = world;\r
228 \r
229         for(spot = firstspot; spot; spot = spot.chain)\r
230         {\r
231                 spot.spawnpoint_score = Spawn_Score(spot, playerlist, teamcheck, anypoint);\r
232 \r
233                 if(cvar("spawn_debugview"))\r
234                 {\r
235                         setmodel(spot, "models/rune.mdl");\r
236                         if(spot.spawnpoint_score_y < mindist)\r
237                         {\r
238                                 spot.colormod = '1 0 0';\r
239                                 spot.scale = 1;\r
240                         }\r
241                         else\r
242                         {\r
243                                 spot.colormod = '0 1 0';\r
244                                 spot.scale = spot.spawnpoint_score_y / mindist;\r
245                         }\r
246                 }\r
247 \r
248                 if(spot.spawnpoint_score_x >= 0) // spawning allowed here\r
249                 {\r
250                         if(spot.spawnpoint_score_y < mindist)\r
251                         {\r
252                                 // too short distance\r
253                                 spawn_allgood = FALSE;\r
254                         }\r
255                         else\r
256                         {\r
257                                 // perfect\r
258                                 spawn_allbad = FALSE;\r
259 \r
260                                 if(spotlistend)\r
261                                         spotlistend.chain = spot;\r
262                                 spotlistend = spot;\r
263                                 if(!spotlist)\r
264                                         spotlist = spot;\r
265 \r
266                                 /*\r
267                                 if(teamcheck)\r
268                                 if(spot.team != teamcheck)\r
269                                         error("invalid spawn added");\r
270 \r
271                                 print("added ", etos(spot), "\n");\r
272                                 */\r
273                         }\r
274                 }\r
275         }\r
276         if(spotlistend)\r
277                 spotlistend.chain = world;\r
278 \r
279         /*\r
280                 entity e;\r
281                 if(teamcheck)\r
282                         for(e = spotlist; e; e = e.chain)\r
283                         {\r
284                                 print("seen ", etos(e), "\n");\r
285                                 if(e.team != teamcheck)\r
286                                         error("invalid spawn found");\r
287                         }\r
288         */\r
289 \r
290         return spotlist;\r
291 }\r
292 \r
293 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)\r
294 {\r
295         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent\r
296         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)\r
297         local entity spot;\r
298 \r
299         RandomSelection_Init();\r
300         for(spot = firstspot; spot; spot = spot.chain)\r
301                 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
302 \r
303         return RandomSelection_chosen_ent;\r
304 }\r
305 \r
306 /*\r
307 =============\r
308 SelectSpawnPoint\r
309 \r
310 Finds a point to respawn\r
311 =============\r
312 */\r
313 entity SelectSpawnPoint (float anypoint)\r
314 {\r
315         local float teamcheck;\r
316         local entity firstspot_new;\r
317         local entity spot, firstspot, playerlist;\r
318 \r
319         spot = find (world, classname, "testplayerstart");\r
320         if (spot)\r
321                 return spot;\r
322 \r
323         teamcheck = 0;\r
324 \r
325         if(!anypoint && have_team_spawns > 0)\r
326                 teamcheck = self.team;\r
327 \r
328         // get the list of players\r
329         playerlist = findchain(classname, "player");\r
330         // get the entire list of spots\r
331         firstspot = findchain(classname, "info_player_deathmatch");\r
332         // filter out the bad ones\r
333         // (note this returns the original list if none survived)\r
334         if(anypoint)\r
335         {\r
336                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
337         }\r
338         else\r
339         {\r
340                 firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 100, teamcheck, anypoint);\r
341                 if(!firstspot_new)\r
342                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, -1, teamcheck, anypoint);\r
343                 firstspot = firstspot_new;\r
344 \r
345                 // there is 50/50 chance of choosing a random spot or the furthest spot\r
346                 // (this means that roughly every other spawn will be furthest, so you\r
347                 // usually won't get fragged at spawn twice in a row)\r
348                 if (arena_roundbased && !g_ca)\r
349                 {\r
350                         firstspot_new = Spawn_FilterOutBadSpots(firstspot, playerlist, 800, teamcheck, anypoint);\r
351                         if(firstspot_new)\r
352                                 firstspot = firstspot_new;\r
353                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
354                 }\r
355                 else if (random() > cvar("g_spawn_furthest"))\r
356                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);\r
357                 else\r
358                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint\r
359         }\r
360 \r
361         if(cvar("spawn_debugview"))\r
362         {\r
363                 print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");\r
364 \r
365                 entity e;\r
366                 if(teamcheck)\r
367                         for(e = firstspot; e; e = e.chain)\r
368                                 if(e.team != teamcheck)\r
369                                         error("invalid spawn found");\r
370         }\r
371 \r
372         if (!spot)\r
373         {\r
374                 if(cvar("spawn_debug"))\r
375                         GotoNextMap();\r
376                 else\r
377                 {\r
378                         if(some_spawn_has_been_used)\r
379                                 return world; // team can't spawn any more, because of actions of other team\r
380                         else\r
381                                 error("Cannot find a spawn point - please fix the map!");\r
382                 }\r
383         }\r
384 \r
385         return spot;\r
386 }\r
387 \r
388 /*\r
389 =============\r
390 CheckPlayerModel\r
391 \r
392 Checks if the argument string can be a valid playermodel.\r
393 Returns a valid one in doubt.\r
394 =============\r
395 */\r
396 // string FallbackPlayerModel = "models/player/vixen.zym";\r
397 string FallbackPlayerModel = "models/onslaught/generator.md3"; // TEMPORARY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\r
398 string CheckPlayerModel(string plyermodel) {\r
399         if(strlen(plyermodel) < 4)\r
400                 return FallbackPlayerModel;\r
401         if( substring(plyermodel,0,14) != "models/player/")\r
402                 return FallbackPlayerModel;\r
403         else if(cvar("sv_servermodelsonly"))\r
404         {\r
405                 if(substring(plyermodel,-4,4) != ".zym")\r
406                 if(substring(plyermodel,-4,4) != ".dpm")\r
407                 if(substring(plyermodel,-4,4) != ".md3")\r
408                 if(substring(plyermodel,-4,4) != ".psk")\r
409                         return FallbackPlayerModel;\r
410                 if(plyermodel != strtolower(plyermodel))\r
411                         return FallbackPlayerModel;\r
412                 if(!fexists(plyermodel))\r
413                         return FallbackPlayerModel;\r
414         }\r
415         return plyermodel;\r
416 }\r
417 \r
418 void setmodel_apply(string modelname)\r
419 {\r
420         precache_model(modelname);\r
421         setmodel(self, modelname); // players have high precision\r
422         player_setupanimsformodel();\r
423 }\r
424 \r
425 string setmodel_state()\r
426 {\r
427         // set the proper belly model depending on how full we are\r
428         string newmodel_name, newmodel_extension, applymodel;\r
429 \r
430         tokenizebyseparator(self.playermodel, ".");\r
431         newmodel_name = argv(0);\r
432         newmodel_extension = argv(1);\r
433 \r
434         if(self.stomach_load >= 3)\r
435                 applymodel = strcat(newmodel_name, "_state3.", newmodel_extension);\r
436         else if(self.stomach_load >= 2)\r
437                 applymodel = strcat(newmodel_name, "_state2.", newmodel_extension);\r
438         else if(self.stomach_load >= 1)\r
439                 applymodel = strcat(newmodel_name, "_state1.", newmodel_extension);\r
440         else\r
441                 applymodel = self.playermodel;\r
442 \r
443         return applymodel;\r
444 }\r
445 \r
446 /*\r
447 =============\r
448 Client_customizeentityforclient\r
449 =============\r
450 */\r
451 void Client_setmodel(string applymodel)\r
452 {\r
453         local vector m1, m2;\r
454         if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
455                 return;\r
456         if(applymodel == self.model || self.spectatee_status) // no change to apply\r
457                 return;\r
458 \r
459         applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
460         m1 = self.mins;\r
461         m2 = self.maxs;\r
462         setmodel_apply(applymodel);\r
463         setsize (self, m1, m2);\r
464 }\r
465 \r
466 void Client_uncustomizeentityforclient()\r
467 {\r
468         self.skin = self.skinindex;\r
469 }\r
470 \r
471 float Client_customizeentityforclient()\r
472 {\r
473         entity modelsource;\r
474 \r
475         if(self.modelindex == 0)\r
476                 return TRUE;\r
477 \r
478         // forcemodel stuff\r
479 \r
480 #ifdef PROFILING\r
481         float t0;\r
482         t0 = gettime(GETTIME_HIRES); // reference\r
483 #endif\r
484 \r
485         modelsource = self;\r
486 \r
487 #ifdef ALLOW_FORCEMODELS\r
488         if(other.cvar_cl_forceplayermodelsfromvoretournament)\r
489                 modelsource = other;\r
490         if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)\r
491                 modelsource = other;\r
492 #endif\r
493 \r
494         self.skin = modelsource.skinindex;\r
495 \r
496 #if 0\r
497         if(modelsource == self)\r
498                 self.skin = modelsource.skinindex;\r
499         else\r
500                 self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins\r
501 #endif\r
502 \r
503         // self: me\r
504         // other: the player viewing me\r
505 \r
506 #ifdef PROFILING\r
507         float t1;\r
508         t1 = gettime(GETTIME_HIRES); // reference\r
509         client_cefc_accumulator += (t1 - t0);\r
510 #endif\r
511 \r
512         // now change the predator's player model into a stomach model for the prey\r
513         // in other words, when a player is swallowed by another player, the eater becomes an inward stomach model so the prey can see theirself in the stomach\r
514         // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
515 \r
516         // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
517         if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
518         {\r
519                 Client_setmodel(setmodel_state());\r
520                 return TRUE;\r
521         }\r
522         if(other.spectatee_status)\r
523                 other = other.enemy; // also do this for the player we are spectating\r
524         if(other.eater == self)\r
525         {\r
526                 tokenizebyseparator(self.playermodel, ".");\r
527                 Client_setmodel(strcat(argv(0), "_stomach.md3"));\r
528                 return TRUE;\r
529         }\r
530         Client_setmodel(setmodel_state());\r
531         return TRUE;\r
532 }\r
533 \r
534 /*\r
535 =============\r
536 PutObserverInServer\r
537 \r
538 putting a client as observer in the server\r
539 =============\r
540 */\r
541 void FixPlayermodel();\r
542 void PutObserverInServer (void)\r
543 {\r
544         entity  spot;\r
545 \r
546         race_PreSpawnObserver();\r
547 \r
548         spot = SelectSpawnPoint (TRUE);\r
549         if(!spot)\r
550                 error("No spawnpoints for observers?!?\n");\r
551         RemoveGrabber(self); // Wazat's Grabber\r
552 \r
553         if(clienttype(self) == CLIENTTYPE_REAL)\r
554         {\r
555                 msg_entity = self;\r
556                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
557                 WriteEntity(MSG_ONE, self);\r
558         }\r
559 \r
560         kh_Key_DropAll(self, TRUE);\r
561 \r
562         if(self.flagcarried)\r
563                 DropFlag(self.flagcarried, world, world);\r
564 \r
565         WaypointSprite_PlayerDead();\r
566 \r
567         if not(g_ca)  // don't reset teams when moving a ca player to the spectators\r
568                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog\r
569 \r
570         if(self.killcount != -666) {\r
571                 if(g_lms) {\r
572                         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
573                                 bprint ("^4", self.netname, "^4 has no more lives left\n");\r
574                         else\r
575                                 bprint ("^4", self.netname, "^4 is spectating now\n"); // TODO turn this into a proper forfeit?\r
576                 } else\r
577                         bprint ("^4", self.netname, "^4 is spectating now\n");\r
578 \r
579                 if(self.just_joined == FALSE) {\r
580                         LogTeamchange(self.playerid, -1, 4);\r
581                 } else\r
582                         self.just_joined = FALSE;\r
583         }\r
584 \r
585         PlayerScore_Clear(self); // clear scores when needed\r
586 \r
587         self.spectatortime = time;\r
588 \r
589         self.classname = "observer";\r
590         self.iscreature = FALSE;\r
591         self.health = -666;\r
592         self.takedamage = DAMAGE_NO;\r
593         self.solid = SOLID_NOT;\r
594         self.movetype = MOVETYPE_NOCLIP;\r
595         self.flags = FL_CLIENT | FL_NOTARGET;\r
596         self.armorvalue = 666;\r
597         self.effects = 0;\r
598         self.armorvalue = cvar("g_balance_armor_start");\r
599         self.pauserotarmor_finished = 0;\r
600         self.pauserothealth_finished = 0;\r
601         self.pauseregen_finished = 0;\r
602         self.damageforcescale = 0;\r
603         self.death_time = 0;\r
604         self.dead_frame = 0;\r
605         self.alpha = 0;\r
606         self.scale = 0;\r
607         self.fade_time = 0;\r
608         self.pain_frame = 0;\r
609         self.pain_finished = 0;\r
610         self.strength_finished = 0;\r
611         self.invincible_finished = 0;\r
612         self.pushltime = 0;\r
613         self.think = SUB_Null;\r
614         self.nextthink = 0;\r
615         self.grabber_time = 0;\r
616         self.deadflag = DEAD_NO;\r
617         self.angles = spot.angles;\r
618         self.angles_z = 0;\r
619         self.fixangle = TRUE;\r
620         self.crouch = FALSE;\r
621 \r
622         self.view_ofs = PL_VIEW_OFS;\r
623         setorigin (self, spot.origin);\r
624         setsize (self, '0 0 0', '0 0 0');\r
625         self.prevorigin = self.origin;\r
626         self.items = 0;\r
627         self.weapons = 0;\r
628         self.model = "";\r
629         FixPlayermodel();\r
630         self.model = "";\r
631         self.modelindex = 0;\r
632         self.weapon = 0;\r
633         self.weaponmodel = "";\r
634         self.weaponentity = world;\r
635         self.exteriorweaponentity = world;\r
636         self.killcount = -666;\r
637         self.velocity = '0 0 0';\r
638         self.avelocity = '0 0 0';\r
639         self.punchangle = '0 0 0';\r
640         self.punchvector = '0 0 0';\r
641         self.oldvelocity = self.velocity;\r
642         self.fire_endtime = -1;\r
643 \r
644         SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
645 \r
646         if(g_arena)\r
647         {\r
648                 if(self.version_mismatch)\r
649                 {\r
650                         Spawnqueue_Unmark(self);\r
651                         Spawnqueue_Remove(self);\r
652                 }\r
653                 else\r
654                 {\r
655                         Spawnqueue_Insert(self);\r
656                 }\r
657         }\r
658         else if(g_lms)\r
659         {\r
660                 // Only if the player cannot play at all\r
661                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)\r
662                         self.frags = FRAGS_SPECTATOR;\r
663                 else\r
664                         self.frags = FRAGS_LMS_LOSER;\r
665         }\r
666         else\r
667                 self.frags = FRAGS_SPECTATOR;\r
668 }\r
669 \r
670 float RestrictSkin(float s)\r
671 {\r
672         if(!teams_matter)\r
673                 return s;\r
674         if(s == 6)\r
675                 return 6;\r
676         return mod(s, 3);\r
677 }\r
678 \r
679 void FixPlayermodel()\r
680 {\r
681         local string defaultmodel;\r
682         local float defaultskin, chmdl, oldskin;\r
683         local vector m1, m2;\r
684 \r
685         defaultmodel = "";\r
686 \r
687         if(cvar("sv_defaultcharacter") == 1) {\r
688                 defaultskin = 0;\r
689 \r
690                 if(teams_matter)\r
691                 {\r
692                         string s;\r
693                         s = Team_ColorNameLowerCase(self.team);\r
694                         if(s != "neutral")\r
695                         {\r
696                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));\r
697                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));\r
698                         }\r
699                 }\r
700 \r
701                 if(defaultmodel == "")\r
702                 {\r
703                         defaultmodel = cvar_string("sv_defaultplayermodel");\r
704                         defaultskin = cvar("sv_defaultplayerskin");\r
705                 }\r
706         }\r
707 \r
708         if(self.modelindex == 0 && self.deadflag == DEAD_NO)\r
709         {\r
710                 if(self.model != "")\r
711                         bprint("\{1}^1Player ", self.netname, "^1 has a zero modelindex, trying to fix...\n");\r
712                 self.model = ""; // force the != checks to return true\r
713         }\r
714 \r
715         if(defaultmodel != "")\r
716         {\r
717                 if (defaultmodel != self.model)\r
718                 {\r
719                         m1 = self.mins;\r
720                         m2 = self.maxs;\r
721                         setmodel_apply (defaultmodel);\r
722                         setsize (self, m1, m2);\r
723                         chmdl = TRUE;\r
724                 }\r
725 \r
726                 oldskin = self.skinindex;\r
727                 self.skinindex = defaultskin;\r
728         } else {\r
729                 if (self.model == "")\r
730                 {\r
731                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
732                         m1 = self.mins;\r
733                         m2 = self.maxs;\r
734                         setmodel_apply (self.playermodel);\r
735                         setsize (self, m1, m2);\r
736                         chmdl = TRUE;\r
737                 }\r
738                 // update player sounds if we changed model\r
739                 if(self.model == self.playermodel) // don't apply sounds for other models (like the player stomach state models)\r
740                         UpdatePlayerSounds();\r
741 \r
742                 oldskin = self.skinindex;\r
743                 self.skinindex = RestrictSkin(stof(self.playerskin));\r
744         }\r
745 \r
746         if(chmdl || oldskin != self.skinindex)\r
747                 self.species = player_getspecies(); // model or skin has changed\r
748 \r
749         if(!teams_matter)\r
750                 if(strlen(cvar_string("sv_defaultplayercolors")))\r
751                         if(self.clientcolors != cvar("sv_defaultplayercolors"))\r
752                                 setcolor(self, cvar("sv_defaultplayercolors"));\r
753 }\r
754 \r
755 void PlayerTouchExplode(entity p1, entity p2)\r
756 {\r
757         vector org;\r
758         org = (p1.origin + p2.origin) * 0.5;\r
759         org_z += (p1.mins_z + p2.mins_z) * 0.5;\r
760 \r
761         te_explosion(org);\r
762 \r
763         entity e;\r
764         e = spawn();\r
765         setorigin(e, org);\r
766         RadiusDamage(e, world, g_touchexplode_damage, g_touchexplode_edgedamage, g_touchexplode_radius, world, g_touchexplode_force, DEATH_TOUCHEXPLODE, world);\r
767         remove(e);\r
768 }\r
769 \r
770 /*\r
771 =============\r
772 PutClientInServer\r
773 \r
774 Called when a client spawns in the server\r
775 =============\r
776 */\r
777 //void() ctf_playerchanged;\r
778 void PutClientInServer (void)\r
779 {\r
780         if(clienttype(self) == CLIENTTYPE_BOT)\r
781         {\r
782                 self.classname = "player";\r
783         }\r
784         else if(clienttype(self) == CLIENTTYPE_REAL)\r
785         {\r
786                 msg_entity = self;\r
787                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
788                 WriteEntity(MSG_ONE, self);\r
789         }\r
790 \r
791         // player is dead and becomes observer\r
792         // FIXME fix LMS scoring for new system\r
793         if(g_lms)\r
794         {\r
795                 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)\r
796                         self.classname = "observer";\r
797         }\r
798 \r
799         if(g_arena || (g_ca && !allowed_to_spawn))\r
800         if(!self.spawned)\r
801                 self.classname = "observer";\r
802 \r
803         if(gameover)\r
804                 self.classname = "observer";\r
805 \r
806         if(self.classname == "player" && (!g_ca || (g_ca && allowed_to_spawn))) {\r
807                 entity spot, oldself;\r
808                 float j;\r
809 \r
810                 if(self.team < 0)\r
811                         JoinBestTeam(self, FALSE, TRUE);\r
812 \r
813                 race_PreSpawn();\r
814 \r
815                 spot = SelectSpawnPoint (FALSE);\r
816                 if(!spot)\r
817                 {\r
818                         centerprint(self, "Sorry, no spawnpoints available!\nHope your team can fix it...");\r
819                         return; // spawn failed\r
820                 }\r
821 \r
822                 RemoveGrabber(self); // Wazat's Grabber\r
823 \r
824                 self.classname = "player";\r
825                 self.wasplayer = TRUE;\r
826                 self.iscreature = TRUE;\r
827                 self.movetype = MOVETYPE_WALK;\r
828                 self.solid = SOLID_SLIDEBOX;\r
829                 if(cvar("g_playerclip_collisions"))\r
830                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
831                 else\r
832                         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;\r
833                 self.frags = FRAGS_PLAYER;\r
834                 if(independent_players)\r
835                         MAKE_INDEPENDENT_PLAYER(self);\r
836                 self.flags = FL_CLIENT;\r
837                 self.takedamage = DAMAGE_AIM;\r
838                 self.effects = 0;\r
839                 self.air_finished = time + 12;\r
840                 self.dmg = 2;\r
841 \r
842                 if(inWarmupStage)\r
843                 {\r
844                         self.ammo_fuel = warmup_start_ammo_fuel;\r
845                         self.health = warmup_start_health;\r
846                         self.armorvalue = warmup_start_armorvalue;\r
847                         self.weapons = warmup_start_weapons;\r
848                 }\r
849                 else\r
850                 {\r
851                         self.ammo_fuel = start_ammo_fuel;\r
852                         self.health = start_health;\r
853                         self.armorvalue = start_armorvalue;\r
854                         self.weapons = start_weapons;\r
855                 }\r
856 \r
857                 self.items = start_items;\r
858                 self.switchweapon = w_getbestweapon(self);\r
859                 self.cnt = self.switchweapon;\r
860                 self.weapon = 0;\r
861                 self.jump_interval = time;\r
862 \r
863                 self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
864                 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
865                 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
866                 self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
867                 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
868                 //extend the pause of rotting if client was reset at the beginning of the countdown\r
869                 if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
870                         self.spawnshieldtime += game_starttime - time;\r
871                         self.pauserotarmor_finished += game_starttime - time;\r
872                         self.pauserothealth_finished += game_starttime - time;\r
873                         self.pauseregen_finished += game_starttime - time;\r
874                 }\r
875                 self.damageforcescale = 2;\r
876                 self.death_time = 0;\r
877                 self.dead_frame = 0;\r
878                 self.alpha = 0;\r
879                 self.scale = 0;\r
880                 self.fade_time = 0;\r
881                 self.pain_frame = 0;\r
882                 self.pain_finished = 0;\r
883                 self.strength_finished = 0;\r
884                 self.invincible_finished = 0;\r
885                 self.pushltime = 0;\r
886                 // players have no think function\r
887                 self.think = SUB_Null;\r
888                 self.nextthink = 0;\r
889                 self.grabber_time = 0;\r
890                 self.dmg_team = 0;\r
891 \r
892                 self.deadflag = DEAD_NO;\r
893                 self.stomach_load = 0;\r
894                 self.angles = spot.angles;\r
895 \r
896                 self.angles_z = 0; // never spawn tilted even if the spot says to\r
897                 self.fixangle = TRUE; // turn this way immediately\r
898                 self.velocity = '0 0 0';\r
899                 self.avelocity = '0 0 0';\r
900                 self.punchangle = '0 0 0';\r
901                 self.punchvector = '0 0 0';\r
902                 self.oldvelocity = self.velocity;\r
903                 self.fire_endtime = -1;\r
904 \r
905                 msg_entity = self;\r
906                 WRITESPECTATABLE_MSG_ONE({\r
907                         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
908                         WriteByte(MSG_ONE, TE_CSQC_SPAWN);\r
909                 });\r
910 \r
911                 SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
912 \r
913                 self.model = "";\r
914                 FixPlayermodel();\r
915 \r
916                 self.crouch = FALSE;\r
917                 self.view_ofs = PL_VIEW_OFS;\r
918                 setsize (self, PL_MIN, PL_MAX);\r
919                 self.spawnorigin = spot.origin;\r
920                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
921                 // don't reset back to last position, even if new position is stuck in solid\r
922                 self.oldorigin = self.origin;\r
923                 self.prevorigin = self.origin;\r
924                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!\r
925 \r
926                 if(g_arena)\r
927                 {\r
928                         Spawnqueue_Remove(self);\r
929                         Spawnqueue_Mark(self);\r
930                 }\r
931 \r
932                 else if(g_ca)\r
933                         self.caplayer = 1;\r
934 \r
935                 self.event_damage = PlayerDamage;\r
936 \r
937                 self.bot_attack = TRUE;\r
938 \r
939                 self.statdraintime = time + 5;\r
940                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;\r
941 \r
942                 if(self.killcount == -666) {\r
943                         PlayerScore_Clear(self);\r
944                         self.killcount = 0;\r
945                 }\r
946 \r
947                 CL_SpawnWeaponentity();\r
948                 self.alpha = default_player_alpha;\r
949                 self.colormod = '1 1 1' * cvar("g_player_brightness");\r
950                 self.exteriorweaponentity.alpha = default_weapon_alpha;\r
951 \r
952                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
953                 self.lms_traveled_distance = 0;\r
954                 self.speedrunning = FALSE;\r
955 \r
956                 race_PostSpawn(spot);\r
957 \r
958                 if(cvar("spawn_debug"))\r
959                 {\r
960                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));\r
961                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor\r
962                 }\r
963 \r
964                 //stuffcmd(self, "chase_active 0");\r
965                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
966 \r
967                 if (cvar("g_spawnsound"))\r
968                         sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
969 \r
970                 if(g_assault) {\r
971                         if(self.team == assault_attacker_team)\r
972                                 centerprint(self, "You are attacking!");\r
973                         else\r
974                                 centerprint(self, "You are defending!");\r
975                 }\r
976 \r
977                 target_voicescript_clear(self);\r
978 \r
979                 // reset fields the weapons may use\r
980         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
981             weapon_action(j, WR_RESETPLAYER);\r
982 \r
983                 oldself = self;\r
984                 self = spot;\r
985                         activator = oldself;\r
986                                 SUB_UseTargets();\r
987                         activator = world;\r
988                 self = oldself;\r
989         } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {\r
990                 PutObserverInServer ();\r
991         }\r
992 \r
993         //if(g_ctf)\r
994         //      ctf_playerchanged();\r
995 }\r
996 \r
997 float ClientInit_SendEntity(entity to, float sf)\r
998 {\r
999         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);\r
1000         WriteCoord(MSG_ENTITY, grabber_shotorigin_x);\r
1001         WriteCoord(MSG_ENTITY, grabber_shotorigin_y);\r
1002         WriteCoord(MSG_ENTITY, grabber_shotorigin_z);\r
1003 \r
1004         if(sv_foginterval && world.fog != "")\r
1005                 WriteString(MSG_ENTITY, world.fog);\r
1006         else\r
1007                 WriteString(MSG_ENTITY, "");\r
1008         WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
1009         WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
1010 \r
1011         WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
1012         WriteCoord(MSG_ENTITY, cvar("g_vore_showpreyhealth"));\r
1013         return TRUE;\r
1014 }\r
1015 \r
1016 void ClientInit_Spawn()\r
1017 {\r
1018         Net_LinkEntity(spawn(), FALSE, 0, ClientInit_SendEntity);\r
1019 }\r
1020 \r
1021 /*\r
1022 =============\r
1023 SetNewParms\r
1024 =============\r
1025 */\r
1026 void SetNewParms (void)\r
1027 {\r
1028         // initialize parms for a new player\r
1029         parm1 = -(86400 * 366);\r
1030 }\r
1031 \r
1032 /*\r
1033 =============\r
1034 SetChangeParms\r
1035 =============\r
1036 */\r
1037 void SetChangeParms (void)\r
1038 {\r
1039         // save parms for level change\r
1040         parm1 = self.parm_idlesince - time;\r
1041 }\r
1042 \r
1043 /*\r
1044 =============\r
1045 DecodeLevelParms\r
1046 =============\r
1047 */\r
1048 void DecodeLevelParms (void)\r
1049 {\r
1050         // load parms\r
1051         self.parm_idlesince = parm1;\r
1052         if(self.parm_idlesince == -(86400 * 366))\r
1053                 self.parm_idlesince = time;\r
1054 \r
1055         // whatever happens, allow 60 seconds of idling directly after connect for map loading\r
1056         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);\r
1057 }\r
1058 \r
1059 /*\r
1060 =============\r
1061 ClientKill\r
1062 \r
1063 Called when a client types 'kill' in the console\r
1064 =============\r
1065 */\r
1066 \r
1067 void ClientKill_Now_TeamChange()\r
1068 {\r
1069         if(self.killindicator_teamchange == -1)\r
1070         {\r
1071                 self.team = -1;\r
1072                 JoinBestTeam( self, FALSE, FALSE );\r
1073         }\r
1074         else\r
1075                 SV_ChangeTeam(self.killindicator_teamchange - 1);\r
1076 }\r
1077 \r
1078 void ClientKill_Now()\r
1079 {\r
1080         if(self.killindicator_teamchange)\r
1081                 ClientKill_Now_TeamChange();\r
1082 \r
1083         // in any case:\r
1084         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1085 \r
1086         if(self.killindicator)\r
1087         {\r
1088                 dprint("Cleaned up after a leaked kill indicator.\n");\r
1089                 remove(self.killindicator);\r
1090                 self.killindicator = world;\r
1091         }\r
1092 }\r
1093 void KillIndicator_Think()\r
1094 {\r
1095         if (!self.owner.modelindex)\r
1096         {\r
1097                 self.owner.killindicator = world;\r
1098                 remove(self);\r
1099                 return;\r
1100         }\r
1101 \r
1102         if(self.cnt <= 0)\r
1103         {\r
1104                 self = self.owner;\r
1105                 ClientKill_Now(); // no oldself needed\r
1106                 return;\r
1107         }\r
1108         else\r
1109         {\r
1110                 if(self.cnt <= 10)\r
1111                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));\r
1112                 if(clienttype(self.owner) == CLIENTTYPE_REAL)\r
1113                 {\r
1114                         if(self.cnt <= 10)\r
1115                                 AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));\r
1116                         if(self.owner.killindicator_teamchange)\r
1117                         {\r
1118                                 if(self.owner.killindicator_teamchange == -1)\r
1119                                         centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
1120                                 else\r
1121                                         centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
1122                         }\r
1123                         else\r
1124                                 centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));\r
1125                 }\r
1126                 self.nextthink = time + 1;\r
1127                 self.cnt -= 1;\r
1128         }\r
1129 }\r
1130 \r
1131 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
1132 {\r
1133         float killtime;\r
1134         entity e;\r
1135         killtime = cvar("g_balance_kill_delay");\r
1136 \r
1137         if(g_race_qualifying)\r
1138                 killtime = 0;\r
1139 \r
1140         self.killindicator_teamchange = targetteam;\r
1141 \r
1142         if(!self.killindicator)\r
1143         {\r
1144                 if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
1145                 {\r
1146                         ClientKill_Now();\r
1147                 }\r
1148                 else\r
1149                 {\r
1150                         self.killindicator = spawn();\r
1151                         self.killindicator.owner = self;\r
1152                         self.killindicator.scale = 0.5;\r
1153                         setattachment(self.killindicator, self, "");\r
1154                         setorigin(self.killindicator, '0 0 52');\r
1155                         self.killindicator.think = KillIndicator_Think;\r
1156                         self.killindicator.nextthink = time + (self.lip) * 0.05;\r
1157                         self.killindicator.cnt = ceil(killtime);\r
1158                         self.killindicator.count = bound(0, ceil(killtime), 10);\r
1159                         sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
1160 \r
1161                         for(e = world; (e = find(e, classname, "body")) != world; )\r
1162                         {\r
1163                                 if(e.enemy != self)\r
1164                                         continue;\r
1165                                 e.killindicator = spawn();\r
1166                                 e.killindicator.owner = e;\r
1167                                 e.killindicator.scale = 0.5;\r
1168                                 setattachment(e.killindicator, e, "");\r
1169                                 setorigin(e.killindicator, '0 0 52');\r
1170                                 e.killindicator.think = KillIndicator_Think;\r
1171                                 e.killindicator.nextthink = time + (e.lip) * 0.05;\r
1172                                 e.killindicator.cnt = ceil(killtime);\r
1173                         }\r
1174                         self.lip = 0;\r
1175                 }\r
1176         }\r
1177         if(self.killindicator)\r
1178         {\r
1179                 if(targetteam)\r
1180                         self.killindicator.colormod = TeamColor(targetteam);\r
1181                 else\r
1182                         self.killindicator.colormod = '0 0 0';\r
1183         }\r
1184 }\r
1185 \r
1186 void ClientKill (void)\r
1187 {\r
1188         ClientKill_TeamChange(0);\r
1189 }\r
1190 \r
1191 void DoTeamChange(float destteam)\r
1192 {\r
1193         float t, c0;\r
1194         if(!teams_matter)\r
1195         {\r
1196                 if(destteam >= 0)\r
1197                         SetPlayerColors(self, destteam);\r
1198                 return;\r
1199         }\r
1200         if(self.classname == "player")\r
1201         if(destteam == -1)\r
1202         {\r
1203                 CheckAllowedTeams(self);\r
1204                 t = FindSmallestTeam(self, TRUE);\r
1205                 switch(self.team)\r
1206                 {\r
1207                         case COLOR_TEAM1: c0 = c1; break;\r
1208                         case COLOR_TEAM2: c0 = c2; break;\r
1209                         case COLOR_TEAM3: c0 = c3; break;\r
1210                         case COLOR_TEAM4: c0 = c4; break;\r
1211                         default:          c0 = 999;\r
1212                 }\r
1213                 switch(t)\r
1214                 {\r
1215                         case 1:\r
1216                                 if(c0 > c1)\r
1217                                         destteam = COLOR_TEAM1;\r
1218                                 break;\r
1219                         case 2:\r
1220                                 if(c0 > c2)\r
1221                                         destteam = COLOR_TEAM2;\r
1222                                 break;\r
1223                         case 3:\r
1224                                 if(c0 > c3)\r
1225                                         destteam = COLOR_TEAM3;\r
1226                                 break;\r
1227                         case 4:\r
1228                                 if(c0 > c4)\r
1229                                         destteam = COLOR_TEAM4;\r
1230                                 break;\r
1231                 }\r
1232                 if(destteam == -1)\r
1233                         return;\r
1234         }\r
1235         if(destteam == self.team && destteam >= 0 && !self.killindicator)\r
1236                 return;\r
1237         ClientKill_TeamChange(destteam);\r
1238 }\r
1239 \r
1240 void FixClientCvars(entity e)\r
1241 {\r
1242         // send prediction settings to the client\r
1243         stuffcmd(e, "\nin_bindmap 0 0\n");\r
1244         if(g_race || g_cts)\r
1245                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");\r
1246         if(cvar("g_antilag") == 3) // client side hitscan\r
1247                 //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1248                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");\r
1249         /*\r
1250          * we no longer need to stuff this. Remove this comment block if you feel\r
1251          * 2.3 and higher (or was it 2.2.3?) don't need these any more\r
1252         stuffcmd(e, strcat("cl_gravity ", ftos(cvar("sv_gravity")), "\n"));\r
1253         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
1254         stuffcmd(e, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
1255         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
1256         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(cvar("sv_airaccelerate")), "\n"));\r
1257         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
1258         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
1259         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
1260         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
1261         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
1262         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
1263         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(cvar("sv_airaccel_sideways_friction")), "\n"));\r
1264         stuffcmd(e, "cl_movement_edgefriction 1\n");\r
1265          */\r
1266 }\r
1267 \r
1268 /*\r
1269 =============\r
1270 ClientConnect\r
1271 \r
1272 Called when a client connects to the server\r
1273 =============\r
1274 */\r
1275 //void ctf_clientconnect();\r
1276 string ColoredTeamName(float t);\r
1277 void DecodeLevelParms (void);\r
1278 //void dom_player_join_team(entity pl);\r
1279 #ifdef UID\r
1280 .float uid_kicktime;\r
1281 .string uid;\r
1282 #endif\r
1283 void ClientConnect (void)\r
1284 {\r
1285         float t;\r
1286 \r
1287         if(self.flags & FL_CLIENT)\r
1288         {\r
1289                 print("Warning: ClientConnect, but already connected!\n");\r
1290                 return;\r
1291         }\r
1292 \r
1293         if(Ban_MaybeEnforceBan(self))\r
1294                 return;\r
1295 \r
1296         DecodeLevelParms();\r
1297 \r
1298         self.classname = "player_joining";\r
1299 \r
1300         self.flags = FL_CLIENT;\r
1301         self.version_nagtime = time + 10 + random() * 10;\r
1302 \r
1303         if(player_count<0)\r
1304         {\r
1305                 dprint("BUG player count is lower than zero, this cannot happen!\n");\r
1306                 player_count = 0;\r
1307         }\r
1308 \r
1309         PlayerScore_Attach(self);\r
1310         ClientData_Attach();\r
1311 \r
1312         bot_clientconnect();\r
1313 \r
1314         playerdemo_init();\r
1315 \r
1316         anticheat_init();\r
1317         \r
1318         race_PreSpawnObserver();\r
1319 \r
1320         //if(g_domination)\r
1321         //      dom_player_join_team(self);\r
1322 \r
1323         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it\r
1324 \r
1325         if((cvar("sv_spectate") == 1 && !g_lms) || cvar("g_campaign")) {\r
1326                 self.classname = "observer";\r
1327         } else {\r
1328                 if(teams_matter)\r
1329                 {\r
1330                         if(cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
1331                         {\r
1332                                 self.classname = "player";\r
1333                                 campaign_bots_may_start = 1;\r
1334                         }\r
1335                         else\r
1336                         {\r
1337                                 self.classname = "observer"; // do it anyway\r
1338                         }\r
1339                 }\r
1340                 else\r
1341                 {\r
1342                         self.classname = "player";\r
1343                         campaign_bots_may_start = 1;\r
1344                 }\r
1345         }\r
1346 \r
1347         self.playerid = (playerid_last = playerid_last + 1);\r
1348 \r
1349         if(cvar("sv_eventlog"))\r
1350                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((clienttype(self) == CLIENTTYPE_REAL) ? self.netaddress : "bot"), ":", self.netname));\r
1351 \r
1352         LogTeamchange(self.playerid, self.team, 1);\r
1353 \r
1354         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects\r
1355 \r
1356         self.netname_previous = strzone(self.netname);\r
1357 \r
1358         bprint("^4", self.netname, "^4 connected");\r
1359 \r
1360         if(self.classname != "observer" && (g_domination || g_ctf))\r
1361                 bprint(" and joined the ", ColoredTeamName(self.team));\r
1362 \r
1363         bprint("\n");\r
1364 \r
1365         self.welcomemessage_time = 0;\r
1366 \r
1367         stuffcmd(self, strcat(clientstuff, "\n"));\r
1368         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
1369         stuffcmd(self, "cl_particles_reloadeffects\n");\r
1370 \r
1371         FixClientCvars(self);\r
1372 \r
1373         // spawnfunc_waypoint sprites\r
1374         WaypointSprite_InitClient(self);\r
1375 \r
1376         // Wazat's grabber\r
1377         SetGrabberBindings();\r
1378 \r
1379         // get autoswitch state from player when he toggles it\r
1380         stuffcmd(self, "alias autoswitch \"set cl_autoswitch $1 ; cmd autoswitch $1\"\n"); // default.cfg-ed in 2.4.1\r
1381 \r
1382         // get version info from player\r
1383         stuffcmd(self, "cmd clientversion $gameversion\n");\r
1384 \r
1385         // get other cvars from player\r
1386         GetCvars(0);\r
1387 \r
1388         // set cvar for team scoreboard\r
1389         stuffcmd(self, strcat("set teamplay ", ftos(teamplay), "\n"));\r
1390 \r
1391         // notify about available teams\r
1392         if(teams_matter)\r
1393         {\r
1394                 CheckAllowedTeams(self);\r
1395                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;\r
1396                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));\r
1397         }\r
1398         else\r
1399                 stuffcmd(self, "set _teams_available 0\n");\r
1400 \r
1401         stuffcmd(self, strcat("set gametype ", ftos(game), "\n"));\r
1402 \r
1403         if(g_arena || g_ca)\r
1404         {\r
1405                 self.classname = "observer";\r
1406                 if(g_arena)\r
1407                         Spawnqueue_Insert(self);\r
1408         }\r
1409         /*else if(g_ctf)\r
1410         {\r
1411                 ctf_clientconnect();\r
1412         }*/\r
1413 \r
1414         if(teams_matter || radar_showennemies)\r
1415                 attach_entcs();\r
1416 \r
1417         bot_relinkplayerlist();\r
1418 \r
1419         self.spectatortime = time;\r
1420         if(blockSpectators)\r
1421         {\r
1422                 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
1423         }\r
1424 \r
1425         self.jointime = time;\r
1426         self.allowedTimeouts = cvar("sv_timeout_number");\r
1427 \r
1428         if(clienttype(self) == CLIENTTYPE_REAL)\r
1429         {\r
1430                 if(cvar("g_bugrigs"))\r
1431                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");\r
1432         }\r
1433 \r
1434         if(g_lms)\r
1435         {\r
1436                 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)\r
1437                 {\r
1438                         PlayerScore_Add(self, SP_LMS_RANK, 666);\r
1439                         self.frags = FRAGS_SPECTATOR;\r
1440                 }\r
1441         }\r
1442 \r
1443         if(!sv_foginterval && world.fog != "")\r
1444                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));\r
1445 \r
1446         SoundEntity_Attach(self);\r
1447 \r
1448         if(cvar("g_hitplots") || strstrofs(strcat(" ", cvar_string("g_hitplots_individuals"), " "), strcat(" ", self.netaddress, " "), 0) >= 0)\r
1449         {\r
1450                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);\r
1451                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));\r
1452         }\r
1453         else\r
1454                 self.hitplotfh = -1;\r
1455 \r
1456 #ifdef UID\r
1457         if(clienttype(self) == CLIENTTYPE_REAL)\r
1458         if not(self.uid)\r
1459                 self.uid_kicktime = time + 60;\r
1460 #endif\r
1461 \r
1462         if(g_race || g_cts) {\r
1463                 string rr;\r
1464                 if(g_cts)\r
1465                         rr = CTS_RECORD;\r
1466                 else\r
1467                         rr = RACE_RECORD;\r
1468                 t = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "time")));\r
1469 \r
1470                 race_send_recordtime(MSG_ONE);\r
1471                 race_send_speedaward(MSG_ONE);\r
1472 \r
1473                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));\r
1474                 speedaward_alltimebest_holder = db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"));\r
1475                 race_send_speedaward_alltimebest(MSG_ONE);\r
1476 \r
1477                 float i;\r
1478                 for (i = 1; i <= RANKINGS_CNT; ++i) {\r
1479                         race_SendRankings(i, 0, 0, MSG_ONE);\r
1480                 }\r
1481         }\r
1482         else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca\r
1483                 send_CSQC_teamnagger();\r
1484 \r
1485         CheatInitClient();\r
1486 }\r
1487 \r
1488 /*\r
1489 =============\r
1490 ClientDisconnect\r
1491 \r
1492 Called when a client disconnects from the server\r
1493 =============\r
1494 */\r
1495 .entity chatbubbleentity;\r
1496 .entity teambubbleentity;\r
1497 void ReadyCount();\r
1498 void ClientDisconnect (void)\r
1499 {\r
1500         if not(self.flags & FL_CLIENT)\r
1501         {\r
1502                 print("Warning: ClientDisconnect without ClientConnect\n");\r
1503                 return;\r
1504         }\r
1505 \r
1506         Vore_Disconnect();\r
1507 \r
1508         CheatShutdownClient();\r
1509 \r
1510         if(self.hitplotfh >= 0)\r
1511         {\r
1512                 fclose(self.hitplotfh);\r
1513                 self.hitplotfh = -1;\r
1514         }\r
1515 \r
1516         anticheat_report();\r
1517         anticheat_shutdown();\r
1518 \r
1519         playerdemo_shutdown();\r
1520 \r
1521         bot_clientdisconnect();\r
1522 \r
1523         if(self.entcs)\r
1524                 detach_entcs();\r
1525 \r
1526         if(cvar("sv_eventlog"))\r
1527                 GameLogEcho(strcat(":part:", ftos(self.playerid)));\r
1528         bprint ("^4",self.netname);\r
1529         bprint ("^4 disconnected\n");\r
1530 \r
1531         SoundEntity_Detach(self);\r
1532 \r
1533         kh_Key_DropAll(self, TRUE);\r
1534 \r
1535         if(self.flagcarried)\r
1536                 DropFlag(self.flagcarried, world, world);\r
1537         // Here, everything has been done that requires this player to be a client.\r
1538 \r
1539         self.flags &~= FL_CLIENT;\r
1540 \r
1541         if (self.chatbubbleentity)\r
1542                 remove (self.chatbubbleentity);\r
1543 \r
1544         if (self.teambubbleentity)\r
1545                 remove (self.teambubbleentity);\r
1546 \r
1547         if (self.killindicator)\r
1548                 remove (self.killindicator);\r
1549 \r
1550         WaypointSprite_PlayerGone();\r
1551 \r
1552         bot_relinkplayerlist();\r
1553 \r
1554         if(g_arena)\r
1555         {\r
1556                 Spawnqueue_Unmark(self);\r
1557                 Spawnqueue_Remove(self);\r
1558         }\r
1559 \r
1560         ClientData_Detach();\r
1561         PlayerScore_Detach(self);\r
1562 \r
1563         if(self.netname_previous)\r
1564                 strunzone(self.netname_previous);\r
1565         if(self.clientstatus)\r
1566                 strunzone(self.clientstatus);\r
1567 \r
1568         ClearPlayerSounds();\r
1569 \r
1570         if(self.personal)\r
1571                 remove(self.personal);\r
1572 \r
1573         self.playerid = 0;\r
1574         ReadyCount();\r
1575 \r
1576         // free cvars\r
1577         GetCvars(-1);\r
1578 }\r
1579 \r
1580 .float BUTTON_CHAT;\r
1581 void ChatBubbleThink()\r
1582 {\r
1583         self.nextthink = time;\r
1584         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
1585         {\r
1586                 if(self.owner) // but why can that ever be world?\r
1587                         self.owner.chatbubbleentity = world;\r
1588                 remove(self);\r
1589                 return;\r
1590         }\r
1591         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)\r
1592 #ifdef TETRIS\r
1593                 || self.owner.tetris_on\r
1594 #endif\r
1595         )\r
1596                 self.model = self.mdl;\r
1597         else\r
1598                 self.model = "";\r
1599 };\r
1600 \r
1601 void UpdateChatBubble()\r
1602 {\r
1603         if (!self.modelindex)\r
1604                 return;\r
1605         // spawn a chatbubble entity if needed\r
1606         if (!self.chatbubbleentity)\r
1607         {\r
1608                 self.chatbubbleentity = spawn();\r
1609                 self.chatbubbleentity.owner = self;\r
1610                 self.chatbubbleentity.exteriormodeltoclient = self;\r
1611                 self.chatbubbleentity.think = ChatBubbleThink;\r
1612                 self.chatbubbleentity.nextthink = time;\r
1613                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below\r
1614                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1615                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1616                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1617                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;\r
1618                 self.chatbubbleentity.model = "";\r
1619                 self.chatbubbleentity.effects = EF_LOWPRECISION;\r
1620         }\r
1621 }\r
1622 \r
1623 \r
1624 void TeamBubbleThink()\r
1625 {\r
1626         self.nextthink = time;\r
1627         if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
1628         {\r
1629                 if(self.owner) // but why can that ever be world?\r
1630                         self.owner.teambubbleentity = world;\r
1631                 remove(self);\r
1632                 return;\r
1633         }\r
1634 //      setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
1635         if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator)\r
1636                 self.model = "";\r
1637         else\r
1638                 self.model = self.mdl;\r
1639 \r
1640 };\r
1641 \r
1642 float TeamBubble_customizeentityforclient()\r
1643 {\r
1644         return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
1645 }\r
1646 \r
1647 void UpdateTeamBubble()\r
1648 {\r
1649         if (!self.modelindex || !teams_matter)\r
1650                 return;\r
1651         // spawn a teambubble entity if needed\r
1652         if (!self.teambubbleentity && teams_matter)\r
1653         {\r
1654                 self.teambubbleentity = spawn();\r
1655                 self.teambubbleentity.owner = self;\r
1656                 self.teambubbleentity.exteriormodeltoclient = self;\r
1657                 self.teambubbleentity.think = TeamBubbleThink;\r
1658                 self.teambubbleentity.nextthink = time;\r
1659                 setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
1660 //              setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
1661                 setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
1662                 setattachment(self.teambubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth\r
1663                 self.teambubbleentity.mdl = self.teambubbleentity.model;\r
1664                 self.teambubbleentity.model = self.teambubbleentity.mdl;\r
1665                 self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
1666                 self.teambubbleentity.effects = EF_LOWPRECISION;\r
1667         }\r
1668 }\r
1669 \r
1670 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
1671 // added to the model skins\r
1672 /*void UpdateColorModHack()\r
1673 {\r
1674         local float c;\r
1675         c = self.clientcolors & 15;\r
1676         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
1677              if (!teams_matter) self.colormod = '0 0 0';\r
1678         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
1679         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
1680         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
1681         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
1682         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
1683         else self.colormod = '1 1 1';\r
1684 };*/\r
1685 \r
1686 void respawn(void)\r
1687 {\r
1688         CopyBody(1);\r
1689         self.effects |= EF_NODRAW; // prevent another CopyBody\r
1690         PutClientInServer();\r
1691 }\r
1692 \r
1693 void play_countdown(float finished, string samp)\r
1694 {\r
1695         if(clienttype(self) == CLIENTTYPE_REAL)\r
1696                 if(floor(finished - time - frametime) != floor(finished - time))\r
1697                         if(finished - time < 6)\r
1698                                 sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);\r
1699 }\r
1700 \r
1701 /**\r
1702  * When sv_timeout is used this function returs strings like\r
1703  * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".\r
1704  * Called by centerprint functions\r
1705  * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text\r
1706  */\r
1707 string getTimeoutText(float addOneSecond) {\r
1708         if (!cvar("sv_timeout") || !timeoutStatus)\r
1709                 return "";\r
1710 \r
1711         local string retStr;\r
1712         if (timeoutStatus == 1) {\r
1713                 if (addOneSecond == 1) {\r
1714                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");\r
1715                 }\r
1716                 else {\r
1717                         retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");\r
1718                 }\r
1719                 return retStr;\r
1720         }\r
1721         else if (timeoutStatus == 2) {\r
1722                 if (addOneSecond) {\r
1723                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");\r
1724                         //don't show messages like "Timeout ends in 0 seconds"...\r
1725                         if ((remainingTimeoutTime + 1) > 0)\r
1726                                 return retStr;\r
1727                         else\r
1728                                 return "";\r
1729                 }\r
1730                 else {\r
1731                         retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");\r
1732                         //don't show messages like "Timeout ends in 0 seconds"...\r
1733                         if (remainingTimeoutTime > 0)\r
1734                                 return retStr;\r
1735                         else\r
1736                                 return "";\r
1737                 }\r
1738         }\r
1739         else return "";\r
1740 }\r
1741 \r
1742 void player_powerups (void)\r
1743 {\r
1744         if((self.items & IT_USING_JETPACK) && !self.deadflag)\r
1745         {\r
1746                 SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));\r
1747                 self.modelflags |= MF_ROCKET;\r
1748         }\r
1749         else\r
1750         {\r
1751                 SoundEntity_StopSound(self, CHAN_PLAYER);\r
1752                 self.modelflags &~= MF_ROCKET;\r
1753         }\r
1754 \r
1755         self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);\r
1756 \r
1757         if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed\r
1758                 return;\r
1759         \r
1760         Fire_ApplyDamage(self);\r
1761         Fire_ApplyEffect(self);\r
1762 \r
1763         if (self.items & IT_STRENGTH)\r
1764         {\r
1765                 play_countdown(self.strength_finished, "misc/poweroff.wav");\r
1766                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
1767                 if (time > self.strength_finished && cvar("g_balance_powerup_timer"))\r
1768                 {\r
1769                         self.items = self.items - (self.items & IT_STRENGTH);\r
1770                         sprint(self, "^3Strength has worn off\n");\r
1771                 }\r
1772         }\r
1773         else\r
1774         {\r
1775                 if (time < self.strength_finished)\r
1776                 {\r
1777                         self.items = self.items | IT_STRENGTH;\r
1778                         sprint(self, "^3Strength infuses your weapons with devastating power\n");\r
1779                 }\r
1780         }\r
1781         if (self.items & IT_INVINCIBLE)\r
1782         {\r
1783                 play_countdown(self.invincible_finished, "misc/poweroff.wav");\r
1784                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
1785                 if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))\r
1786                 {\r
1787                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
1788                         sprint(self, "^3Shield has worn off\n");\r
1789                 }\r
1790         }\r
1791         else\r
1792         {\r
1793                 if (time < self.invincible_finished)\r
1794                 {\r
1795                         self.items = self.items | IT_INVINCIBLE;\r
1796                         sprint(self, "^3Shield surrounds you\n");\r
1797                 }\r
1798         }\r
1799 \r
1800         if(cvar("g_nodepthtestplayers"))\r
1801                 self.effects = self.effects | EF_NODEPTHTEST;\r
1802 \r
1803         if(cvar("g_fullbrightplayers"))\r
1804                 self.effects = self.effects | EF_FULLBRIGHT;\r
1805 \r
1806         // midair gamemode: damage only while in the air\r
1807         // if in midair mode, being on ground grants temporary invulnerability\r
1808         // (this is so that multishot weapon don't clear the ground flag on the\r
1809         // first damage in the frame, leaving the player vulnerable to the\r
1810         // remaining hits in the same frame)\r
1811         if (self.flags & FL_ONGROUND)\r
1812         if (g_midair)\r
1813                 self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));\r
1814 \r
1815         if (time >= game_starttime)\r
1816         if (time < self.spawnshieldtime)\r
1817                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);\r
1818 }\r
1819 \r
1820 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)\r
1821 {\r
1822         if(current > stable)\r
1823                 return current;\r
1824         else if(current > stable - 0.25) // when close enough, "snap"\r
1825                 return stable;\r
1826         else\r
1827                 return min(stable, current + (stable - current) * regenfactor * regenframetime);\r
1828 }\r
1829 \r
1830 float CalcRot(float current, float stable, float rotfactor, float rotframetime)\r
1831 {\r
1832         if(current < stable)\r
1833                 return current;\r
1834         else if(current < stable + 0.25) // when close enough, "snap"\r
1835                 return stable;\r
1836         else\r
1837                 return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
1838 }\r
1839 \r
1840 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)\r
1841 {\r
1842         if(current > rotstable)\r
1843         {\r
1844                 if(rotframetime > 0)\r
1845                 {\r
1846                         current = CalcRot(current, rotstable, rotfactor, rotframetime);\r
1847                         current = max(rotstable, current - rotlinear * rotframetime);\r
1848                 }\r
1849         }\r
1850         else if(current < regenstable)\r
1851         {\r
1852                 if(regenframetime > 0)\r
1853                 {\r
1854                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
1855                         current = min(regenstable, current + regenlinear * regenframetime);\r
1856                 }\r
1857         }\r
1858 \r
1859         if(current > limit)\r
1860                 current = limit;\r
1861 \r
1862         return current;\r
1863 }\r
1864 \r
1865 void player_regen (void)\r
1866 {\r
1867         float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;\r
1868         maxh = cvar("g_balance_health_rotstable");\r
1869         maxa = cvar("g_balance_armor_rotstable");\r
1870         maxf = cvar("g_balance_fuel_rotstable");\r
1871         minh = cvar("g_balance_health_regenstable");\r
1872         mina = cvar("g_balance_armor_regenstable");\r
1873         minf = cvar("g_balance_fuel_regenstable");\r
1874         limith = cvar("g_balance_health_limit");\r
1875         limita = cvar("g_balance_armor_limit");\r
1876         limitf = cvar("g_balance_fuel_limit");\r
1877 \r
1878         max_mod = regen_mod = rot_mod = limit_mod = 1;\r
1879 \r
1880         maxh = maxh * max_mod;\r
1881         //maxa = maxa * max_mod;\r
1882         //maxf = maxf * max_mod;\r
1883         minh = minh * max_mod;\r
1884         //mina = mina * max_mod;\r
1885         //minf = minf * max_mod;\r
1886         limith = limith * limit_mod;\r
1887         limita = limita * limit_mod;\r
1888         //limitf = limitf * limit_mod;\r
1889 \r
1890         if(g_lms && g_ca)\r
1891                 rot_mod = 0;\r
1892 \r
1893         if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
1894         {\r
1895                 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
1896                 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
1897 \r
1898                 // if player rotted to death...  die!\r
1899                 if(self.health < 1)\r
1900                         self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
1901         }\r
1902 \r
1903         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1904                 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
1905 }\r
1906 \r
1907 float zoomstate_set;\r
1908 void SetZoomState(float z)\r
1909 {\r
1910         if(z != self.zoomstate)\r
1911         {\r
1912                 self.zoomstate = z;\r
1913                 ClientData_Touch(self);\r
1914         }\r
1915         zoomstate_set = 1;\r
1916 }\r
1917 \r
1918 void GetPressedKeys(void) {\r
1919         if (self.movement_x > 0) // get if movement keys are pressed\r
1920         {       // forward key pressed\r
1921                 self.pressedkeys |= KEY_FORWARD;\r
1922                 self.pressedkeys &~= KEY_BACKWARD;\r
1923         }\r
1924         else if (self.movement_x < 0)\r
1925         {       // backward key pressed\r
1926                 self.pressedkeys |= KEY_BACKWARD;\r
1927                 self.pressedkeys &~= KEY_FORWARD;\r
1928         }\r
1929         else\r
1930         {       // no x input\r
1931                 self.pressedkeys &~= KEY_FORWARD;\r
1932                 self.pressedkeys &~= KEY_BACKWARD;\r
1933         }\r
1934 \r
1935         if (self.movement_y > 0)\r
1936         {       // right key pressed\r
1937                 self.pressedkeys |= KEY_RIGHT;\r
1938                 self.pressedkeys &~= KEY_LEFT;\r
1939         }\r
1940         else if (self.movement_y < 0)\r
1941         {       // left key pressed\r
1942                 self.pressedkeys |= KEY_LEFT;\r
1943                 self.pressedkeys &~= KEY_RIGHT;\r
1944         }\r
1945         else\r
1946         {       // no y input\r
1947                 self.pressedkeys &~= KEY_RIGHT;\r
1948                 self.pressedkeys &~= KEY_LEFT;\r
1949         }\r
1950 \r
1951         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed\r
1952                 self.pressedkeys |= KEY_JUMP;\r
1953         else\r
1954                 self.pressedkeys &~= KEY_JUMP;\r
1955         if (self.BUTTON_CROUCH)\r
1956                 self.pressedkeys |= KEY_CROUCH;\r
1957         else\r
1958                 self.pressedkeys &~= KEY_CROUCH;\r
1959 }\r
1960 \r
1961 void update_stats (float number, float hit, float fired) {\r
1962 // self.stat_hit   = number + ((number==0) ? 1 : 64) * hit   * sv_accuracy_data_share;\r
1963 // self.stat_fired = number + ((number==0) ? 1 : 64) * fired * sv_accuracy_data_share;\r
1964 \r
1965         if(number) {\r
1966                 self.stat_hit = number + 64 * hit * sv_accuracy_data_share;\r
1967                 self.stat_fired = number + 64 * fired * sv_accuracy_data_share;\r
1968         } else {\r
1969                 self.stat_hit = hit * sv_accuracy_data_share;\r
1970                 self.stat_fired = fired * sv_accuracy_data_share;\r
1971         }\r
1972 }\r
1973 \r
1974 /*\r
1975 ======================\r
1976 spectate mode routines\r
1977 ======================\r
1978 */\r
1979 \r
1980 .float weapon_count;\r
1981 void SpectateCopy(entity spectatee) {\r
1982         if(spectatee.weapon_count < WEP_LAST) {\r
1983                 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
1984                 spectatee.weapon_count ++;\r
1985         } else\r
1986                 update_stats (0, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_hit, spectatee.cvar_cl_accuracy_data_share * spectatee.stat_fired);\r
1987 \r
1988         self.kh_state = spectatee.kh_state;\r
1989         self.armortype = spectatee.armortype;\r
1990         self.armorvalue = spectatee.armorvalue;\r
1991         self.ammo_fuel = spectatee.ammo_fuel;\r
1992         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
1993         self.health = spectatee.health;\r
1994         self.impulse = 0;\r
1995         self.items = spectatee.items;\r
1996         self.strength_finished = spectatee.strength_finished;\r
1997         self.invincible_finished = spectatee.invincible_finished;\r
1998         self.pressedkeys = spectatee.pressedkeys;\r
1999         self.weapons = spectatee.weapons;\r
2000         self.switchweapon = spectatee.switchweapon;\r
2001         self.weapon = spectatee.weapon;\r
2002         self.punchangle = spectatee.punchangle;\r
2003         self.view_ofs = spectatee.view_ofs;\r
2004         self.v_angle = spectatee.v_angle;\r
2005         self.velocity = spectatee.velocity;\r
2006         self.dmg_take = spectatee.dmg_take;\r
2007         self.dmg_save = spectatee.dmg_save;\r
2008         self.dmg_inflictor = spectatee.dmg_inflictor;\r
2009         self.angles = spectatee.v_angle;\r
2010         self.fixangle = TRUE;\r
2011         self.stomach_load = spectatee.stomach_load;\r
2012         self.stat_eaten = spectatee.stat_eaten;\r
2013         setorigin(self, spectatee.origin);\r
2014         setsize(self, spectatee.mins, spectatee.maxs);\r
2015         SetZoomState(spectatee.zoomstate);\r
2016 \r
2017         anticheat_spectatecopy(spectatee);\r
2018 }\r
2019 \r
2020 float SpectateUpdate() {\r
2021         if(!self.enemy)\r
2022                 return 0;\r
2023 \r
2024         if (self == self.enemy)\r
2025                 return 0;\r
2026 \r
2027         if(self.enemy.classname != "player")\r
2028                 return 0;\r
2029 \r
2030         SpectateCopy(self.enemy);\r
2031 \r
2032         return 1;\r
2033 }\r
2034 \r
2035 float SpectateNext() {\r
2036         other = find(self.enemy, classname, "player");\r
2037 \r
2038         if (!other)\r
2039                 other = find(other, classname, "player");\r
2040 \r
2041         if (other)\r
2042                 self.enemy = other;\r
2043 \r
2044         if(self.enemy.classname == "player") {\r
2045                 msg_entity = self;\r
2046                 WriteByte(MSG_ONE, SVC_SETVIEW);\r
2047                 WriteEntity(MSG_ONE, self.enemy);\r
2048                 //stuffcmd(self, "set viewsize $tmpviewsize \n");\r
2049                 self.movetype = MOVETYPE_NONE;\r
2050 \r
2051                 self.enemy.weapon_count = 0;\r
2052 \r
2053                 if(!SpectateUpdate())\r
2054                         PutObserverInServer();\r
2055 \r
2056                 return 1;\r
2057         } else {\r
2058                 return 0;\r
2059         }\r
2060 }\r
2061 \r
2062 /*\r
2063 =============\r
2064 ShowRespawnCountdown()\r
2065 \r
2066 Update a respawn countdown display.\r
2067 =============\r
2068 */\r
2069 void ShowRespawnCountdown()\r
2070 {\r
2071         float number;\r
2072         if(self.deadflag == DEAD_NO) // just respawned?\r
2073                 return;\r
2074         else\r
2075         {\r
2076                 number = ceil(self.death_time - time);\r
2077                 if(number <= 0)\r
2078                         return;\r
2079                 if(number <= self.respawn_countdown)\r
2080                 {\r
2081                         self.respawn_countdown = number - 1;\r
2082                         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
2083                                 AnnounceTo(self, strcat(ftos(number), ""));\r
2084                 }\r
2085         }\r
2086 }\r
2087 \r
2088 void LeaveSpectatorMode()\r
2089 {\r
2090         if(isJoinAllowed()) {\r
2091                 if(!teams_matter || cvar("g_campaign") || cvar("g_balance_teams") || (self.wasplayer && cvar("g_changeteam_banned"))) {\r
2092                         self.classname = "player";\r
2093 \r
2094                         if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force"))\r
2095                                 JoinBestTeam(self, FALSE, TRUE);\r
2096 \r
2097                         if(cvar("g_campaign"))\r
2098                                 campaign_bots_may_start = 1;\r
2099 \r
2100                         self.stat_count = WEP_LAST;\r
2101 \r
2102                         PutClientInServer();\r
2103 \r
2104                         if(self.classname == "player")\r
2105                                 bprint ("^4", self.netname, "^4 is playing now\n");\r
2106 \r
2107                         if(!cvar("g_campaign"))\r
2108                                 centerprint(self,""); // clear MOTD\r
2109 \r
2110                         return;\r
2111                 } else {\r
2112                         if (g_ca && self.caplayer) {\r
2113                         }       // do nothing\r
2114                         else\r
2115                                 stuffcmd(self,"menu_showteamselect\n");\r
2116                         return;\r
2117                 }\r
2118         }\r
2119         else {\r
2120                 //player may not join because of g_maxplayers is set\r
2121                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);\r
2122         }\r
2123 }\r
2124 \r
2125 /**\r
2126  * Determines whether the player is allowed to join. This depends on cvar\r
2127  * g_maxplayers, if it isn't used this function always return TRUE, otherwise\r
2128  * it checks whether the number of currently playing players exceeds g_maxplayers.\r
2129  * @return bool TRUE if the player is allowed to join, false otherwise\r
2130  */\r
2131 float isJoinAllowed() {\r
2132         if (!cvar("g_maxplayers"))\r
2133                 return TRUE;\r
2134 \r
2135         local entity e;\r
2136         local float currentlyPlaying;\r
2137         FOR_EACH_REALPLAYER(e) {\r
2138                 if(e.classname == "player")\r
2139                         currentlyPlaying += 1;\r
2140         }\r
2141         if(currentlyPlaying < cvar("g_maxplayers"))\r
2142                 return TRUE;\r
2143 \r
2144         return FALSE;\r
2145 }\r
2146 \r
2147 /**\r
2148  * Checks whether the client is an observer or spectator, if so, he will get kicked after\r
2149  * g_maxplayers_spectator_blocktime seconds\r
2150  */\r
2151 void checkSpectatorBlock() {\r
2152         if(self.classname == "spectator" || self.classname == "observer") {\r
2153                 if( time > (self.spectatortime + cvar("g_maxplayers_spectator_blocktime")) ) {\r
2154                         sprint(self, "^7You were kicked from the server because you are spectator and spectators aren't allowed at the moment.\n");\r
2155                         dropclient(self);\r
2156                 }\r
2157         }\r
2158 }\r
2159 \r
2160 float vercmp_recursive(string v1, string v2)\r
2161 {\r
2162         float dot1, dot2;\r
2163         string s1, s2;\r
2164         float r;\r
2165 \r
2166         dot1 = strstrofs(v1, ".", 0);\r
2167         dot2 = strstrofs(v2, ".", 0);\r
2168         if(dot1 == -1)\r
2169                 s1 = v1;\r
2170         else\r
2171                 s1 = substring(v1, 0, dot1);\r
2172         if(dot2 == -1)\r
2173                 s2 = v2;\r
2174         else\r
2175                 s2 = substring(v2, 0, dot2);\r
2176 \r
2177         r = stof(s1) - stof(s2);\r
2178         if(r != 0)\r
2179                 return r;\r
2180 \r
2181         r = strcasecmp(s1, s2);\r
2182         if(r != 0)\r
2183                 return r;\r
2184 \r
2185         if(dot1 == -1)\r
2186                 if(dot2 == -1)\r
2187                         return 0;\r
2188                 else\r
2189                         return -1;\r
2190         else\r
2191                 if(dot2 == -1)\r
2192                         return 1;\r
2193                 else\r
2194                         return vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));\r
2195 }\r
2196 \r
2197 float vercmp(string v1, string v2)\r
2198 {\r
2199         if(strcasecmp(v1, v2) == 0) // early out check\r
2200                 return 0;\r
2201         return vercmp_recursive(v1, v2);\r
2202 }\r
2203 \r
2204 void ObserverThink()\r
2205 {\r
2206         if (self.flags & FL_JUMPRELEASED) {\r
2207                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2208                         self.welcomemessage_time = 0;\r
2209                         self.flags &~= FL_JUMPRELEASED;\r
2210                         self.flags |= FL_SPAWNING;\r
2211                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
2212                         self.welcomemessage_time = 0;\r
2213                         self.flags &~= FL_JUMPRELEASED;\r
2214                         if(SpectateNext() == 1) {\r
2215                                 self.classname = "spectator";\r
2216                         }\r
2217                 }\r
2218         } else {\r
2219                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
2220                         self.flags |= FL_JUMPRELEASED;\r
2221                         if(self.flags & FL_SPAWNING)\r
2222                         {\r
2223                                 self.flags &~= FL_SPAWNING;\r
2224                                 LeaveSpectatorMode();\r
2225                                 return;\r
2226                         }\r
2227                 }\r
2228         }\r
2229         PrintWelcomeMessage(self);\r
2230 }\r
2231 \r
2232 void SpectatorThink()\r
2233 {\r
2234         if (self.flags & FL_JUMPRELEASED) {\r
2235                 if (self.BUTTON_JUMP && !self.version_mismatch) {\r
2236                         self.welcomemessage_time = 0;\r
2237                         self.flags &~= FL_JUMPRELEASED;\r
2238                         self.flags |= FL_SPAWNING;\r
2239                 } else if(self.BUTTON_ATCK) {\r
2240                         self.welcomemessage_time = 0;\r
2241                         self.flags &~= FL_JUMPRELEASED;\r
2242                         if(SpectateNext() == 1) {\r
2243                                 self.classname = "spectator";\r
2244                         } else {\r
2245                                 self.classname = "observer";\r
2246                                 self.stat_count = WEP_LAST;\r
2247                                 PutClientInServer();\r
2248                         }\r
2249                 } else if (self.BUTTON_ATCK2) {\r
2250                         self.welcomemessage_time = 0;\r
2251                         self.flags &~= FL_JUMPRELEASED;\r
2252                         self.classname = "observer";\r
2253                         self.stat_count = WEP_LAST;\r
2254                         PutClientInServer();\r
2255                 } else {\r
2256                         if(!SpectateUpdate())\r
2257                                 PutObserverInServer();\r
2258                 }\r
2259         } else {\r
2260                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {\r
2261                         self.flags |= FL_JUMPRELEASED;\r
2262                         if(self.flags & FL_SPAWNING)\r
2263                         {\r
2264                                 self.flags &~= FL_SPAWNING;\r
2265                                 LeaveSpectatorMode();\r
2266                                 return;\r
2267                         }\r
2268                 }\r
2269         }\r
2270 \r
2271         PrintWelcomeMessage(self);\r
2272         self.flags |= FL_CLIENT | FL_NOTARGET;\r
2273 }\r
2274 \r
2275 .float touchexplode_time;\r
2276 \r
2277 /*\r
2278 =============\r
2279 PlayerPreThink\r
2280 \r
2281 Called every frame for each client before the physics are run\r
2282 =============\r
2283 */\r
2284 void() ctf_setstatus;\r
2285 .float items_added;\r
2286 void PlayerPreThink (void)\r
2287 {\r
2288         self.stat_game_starttime = game_starttime;\r
2289         self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
2290         self.stat_leadlimit = cvar("leadlimit");\r
2291 \r
2292         if(frametime)\r
2293         {\r
2294                 // physics frames: update anticheat stuff\r
2295                 anticheat_prethink();\r
2296         }\r
2297 \r
2298         if(blockSpectators && frametime)\r
2299                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2300                 checkSpectatorBlock();\r
2301 \r
2302         zoomstate_set = 0;\r
2303 \r
2304         if(self.netname_previous != self.netname)\r
2305         {\r
2306                 if(cvar("sv_eventlog"))\r
2307                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));\r
2308                 if(self.netname_previous)\r
2309                         strunzone(self.netname_previous);\r
2310                 self.netname_previous = strzone(self.netname);\r
2311         }\r
2312 \r
2313         // core code for the vore system\r
2314         Vore();\r
2315 \r
2316         if(self.spectatee_status)\r
2317                 Vore_Disconnect();\r
2318 \r
2319         // version nagging\r
2320         if(self.version_nagtime)\r
2321                 if(self.cvar_g_voretournamentversion)\r
2322                         if(time > self.version_nagtime)\r
2323                         {\r
2324                                 if(strstr(self.cvar_g_voretournamentversion, "svn", 0) < 0)\r
2325                                 {\r
2326                                         if(strstr(cvar_string("g_voretournamentversion"), "svn", 0) >= 0)\r
2327                                         {\r
2328                                                 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
2329                                                 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
2330                                         }\r
2331                                         else\r
2332                                         {\r
2333                                                 float r;\r
2334                                                 r = vercmp(self.cvar_g_voretournamentversion, cvar_string("g_voretournamentversion"));\r
2335                                                 if(r < 0)\r
2336                                                 {\r
2337                                                         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
2338                                                         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
2339                                                 }\r
2340                                                 else if(r > 0)\r
2341                                                 {\r
2342                                                         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
2343                                                         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
2344                                                 }\r
2345                                         }\r
2346                                 }\r
2347                                 self.version_nagtime = 0;\r
2348                         }\r
2349 \r
2350         // GOD MODE info\r
2351         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)\r
2352         {\r
2353                 sprint(self, strcat("godmode saved you ", ftos(self.max_armorvalue), " units of damage, cheater!\n"));\r
2354                 self.max_armorvalue = 0;\r
2355         }\r
2356 \r
2357 #ifdef TETRIS\r
2358         if (TetrisPreFrame())\r
2359                 return;\r
2360 #endif\r
2361 \r
2362         if(self.classname == "player") {\r
2363 //              if(self.netname == "Wazat")\r
2364 //                      bprint(self.classname, "\n");\r
2365 \r
2366                 CheckRules_Player();\r
2367 \r
2368                 PrintWelcomeMessage(self);\r
2369 \r
2370                 if (intermission_running)\r
2371                 {\r
2372                         IntermissionThink ();   // otherwise a button could be missed between\r
2373                         return;                                 // the think tics\r
2374                 }\r
2375 \r
2376                 if(self.teleport_time)\r
2377                 if(time > self.teleport_time)\r
2378                 {\r
2379                         self.teleport_time = 0;\r
2380                         self.effects = self.effects - (self.effects & EF_NODRAW);\r
2381                 }\r
2382 \r
2383                 if(frametime > 0) // don't do this in cl_movement frames, just in server ticks\r
2384                         UpdateSelectedPlayer();\r
2385 \r
2386                 //don't allow the player to turn around while game is paused!\r
2387                 if(timeoutStatus == 2) {\r
2388                         self.v_angle = self.lastV_angle;\r
2389                         self.angles = self.lastV_angle;\r
2390                         self.fixangle = TRUE;\r
2391                 }\r
2392 \r
2393                 if(frametime)\r
2394                 {\r
2395                         player_powerups();\r
2396                 }\r
2397 \r
2398                 if (self.deadflag != DEAD_NO)\r
2399                 {\r
2400                         float button_pressed, force_respawn;\r
2401                         if(self.personal && g_race_qualifying)\r
2402                         {\r
2403                                 if(time > self.death_time)\r
2404                                 {\r
2405                                         self.death_time = time + 1; // only retry once a second\r
2406                                         respawn();\r
2407                                         self.impulse = 141;\r
2408                                 }\r
2409                         }\r
2410                         else\r
2411                         {\r
2412                                 if(frametime)\r
2413                                         player_anim();\r
2414                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_GRABBER || self.BUTTON_USE);\r
2415                                 force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
2416                                 if (self.deadflag == DEAD_DYING)\r
2417                                 {\r
2418                                         if(force_respawn)\r
2419                                                 self.deadflag = DEAD_RESPAWNING;\r
2420                                         else if(!button_pressed)\r
2421                                                 self.deadflag = DEAD_DEAD;\r
2422                                 }\r
2423                                 else if (self.deadflag == DEAD_DEAD)\r
2424                                 {\r
2425                                         if(button_pressed)\r
2426                                                 self.deadflag = DEAD_RESPAWNABLE;\r
2427                                 }\r
2428                                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
2429                                 {\r
2430                                         if(!button_pressed)\r
2431                                                 self.deadflag = DEAD_RESPAWNING;\r
2432                                 }\r
2433                                 else if (self.deadflag == DEAD_RESPAWNING)\r
2434                                 {\r
2435                                         if(time > self.death_time)\r
2436                                         {\r
2437                                                 self.death_time = time + 1; // only retry once a second\r
2438                                                 respawn();\r
2439                                         }\r
2440                                 }\r
2441                                 ShowRespawnCountdown();\r
2442                         }\r
2443                         return;\r
2444                 }\r
2445 \r
2446                 if(g_touchexplode)\r
2447                 if(time > self.touchexplode_time)\r
2448                 if(self.classname == "player")\r
2449                 if(self.deadflag == DEAD_NO)\r
2450                 if not(IS_INDEPENDENT_PLAYER(self))\r
2451                 FOR_EACH_PLAYER(other) if(self != other)\r
2452                 {\r
2453                         if(time > other.touchexplode_time)\r
2454                         if(other.classname == "player")\r
2455                         if(other.deadflag == DEAD_NO)\r
2456                         if not(IS_INDEPENDENT_PLAYER(other))\r
2457                         if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))\r
2458                         {\r
2459                                 PlayerTouchExplode(self, other);\r
2460                                 self.touchexplode_time = other.touchexplode_time = time + 0.2;\r
2461                         }\r
2462                 }\r
2463 \r
2464                 if(g_lms && !self.deadflag && cvar("g_lms_campcheck_interval"))\r
2465                 {\r
2466                         vector dist;\r
2467 \r
2468                         // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)\r
2469                         dist = self.prevorigin - self.origin;\r
2470                         dist_z = 0;\r
2471                         self.lms_traveled_distance += fabs(vlen(dist));\r
2472 \r
2473                         if((cvar("g_campaign") && !campaign_bots_may_start) || (time < game_starttime))\r
2474                         {\r
2475                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval")*2;\r
2476                                 self.lms_traveled_distance = 0;\r
2477                         }\r
2478 \r
2479                         if(time > self.lms_nextcheck)\r
2480                         {\r
2481                                 //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");\r
2482                                 if(self.lms_traveled_distance < cvar("g_lms_campcheck_distance"))\r
2483                                 {\r
2484                                         centerprint(self, cvar_string("g_lms_campcheck_message"));\r
2485                                         // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3\r
2486                                         // 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
2487                                         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
2488                                 }\r
2489                                 self.lms_nextcheck = time + cvar("g_lms_campcheck_interval");\r
2490                                 self.lms_traveled_distance = 0;\r
2491                         }\r
2492                 }\r
2493 \r
2494                 self.prevorigin = self.origin;\r
2495 \r
2496                 if ((self.BUTTON_CROUCH && !self.grabber.state) || self.health <= g_bloodloss)\r
2497                 {\r
2498                         if (!self.crouch)\r
2499                         {\r
2500                                 self.crouch = TRUE;\r
2501                                 self.view_ofs = PL_CROUCH_VIEW_OFS;\r
2502                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
2503                                 setanim(self, self.anim_duck, FALSE, TRUE, TRUE);\r
2504                         }\r
2505                 }\r
2506                 else\r
2507                 {\r
2508                         if (self.crouch)\r
2509                         {\r
2510                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
2511                                 if (!trace_startsolid)\r
2512                                 {\r
2513                                         self.crouch = FALSE;\r
2514                                         self.view_ofs = PL_VIEW_OFS;\r
2515                                         setsize (self, PL_MIN, PL_MAX);\r
2516                                 }\r
2517                         }\r
2518                 }\r
2519 \r
2520                 if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)\r
2521                 {\r
2522                         if(self.bloodloss_timer < time)\r
2523                         {\r
2524                                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');\r
2525                                 self.bloodloss_timer = time + 0.5 + random() * 0.5;\r
2526                         }\r
2527                 }\r
2528 \r
2529                 FixPlayermodel();\r
2530 \r
2531                 GrabberFrame();\r
2532 \r
2533                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers\r
2534                 //if(frametime)\r
2535                 {\r
2536                         self.items &~= self.items_added;\r
2537 \r
2538                         W_WeaponFrame();\r
2539 \r
2540                         self.items_added = 0;\r
2541                         if(self.items & IT_JETPACK)\r
2542                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)\r
2543                                         self.items_added |= IT_FUEL;\r
2544 \r
2545                         self.items |= self.items_added;\r
2546                 }\r
2547 \r
2548                 player_regen();\r
2549                 if(frametime)\r
2550                         player_anim();\r
2551 \r
2552                 ctf_setstatus();\r
2553 \r
2554                 self.dmg_team = max(0, self.dmg_team - cvar("g_teamdamage_resetspeed") * frametime);\r
2555 \r
2556                 //self.angles_y=self.v_angle_y + 90;   // temp\r
2557         } else if(gameover) {\r
2558                 if (intermission_running)\r
2559                         IntermissionThink ();   // otherwise a button could be missed between\r
2560                 return;\r
2561         } else if(self.classname == "observer") {\r
2562                 ObserverThink();\r
2563         } else if(self.classname == "spectator") {\r
2564                 SpectatorThink();\r
2565         }\r
2566 \r
2567         if(!zoomstate_set)\r
2568                 SetZoomState(self.BUTTON_ZOOM);\r
2569 \r
2570         float oldspectatee_status;\r
2571         oldspectatee_status = self.spectatee_status;\r
2572         if(self.classname == "spectator")\r
2573                 self.spectatee_status = num_for_edict(self.enemy);\r
2574         else if(self.classname == "observer")\r
2575                 self.spectatee_status = num_for_edict(self);\r
2576         else\r
2577                 self.spectatee_status = 0;\r
2578         if(self.spectatee_status != oldspectatee_status)\r
2579         {\r
2580                 ClientData_Touch(self);\r
2581                 if(g_race || g_cts)\r
2582                         race_InitSpectator();\r
2583         }\r
2584 \r
2585         if(self.teamkill_soundtime)\r
2586         if(time > self.teamkill_soundtime)\r
2587         {\r
2588                 self.teamkill_soundtime = 0;\r
2589 \r
2590                 entity oldpusher, oldself;\r
2591 \r
2592                 oldself = self; self = self.teamkill_soundsource;\r
2593                 oldpusher = self.pusher; self.pusher = oldself;\r
2594 \r
2595                 PlayerSound(self, playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);\r
2596 \r
2597                 self.pusher = oldpusher;\r
2598                 self = oldself;\r
2599         }\r
2600 \r
2601         if(self.taunt_soundtime)\r
2602         if(time > self.taunt_soundtime)\r
2603         {\r
2604                 self.taunt_soundtime = 0;\r
2605                 PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
2606         }\r
2607 \r
2608         target_voicescript_next(self);\r
2609 }\r
2610 \r
2611 float isInvisibleString(string s)\r
2612 {\r
2613         float i, n, c;\r
2614         s = strdecolorize(s);\r
2615         for((i = 0), (n = strlen(s)); i < n; ++i)\r
2616         {\r
2617                 c = str2chr(s, i);\r
2618                 switch(c)\r
2619                 {\r
2620                         case 0:\r
2621                         case 32:\r
2622                         case 160:\r
2623                                 break;\r
2624                         default:\r
2625                                 return FALSE;\r
2626                 }\r
2627         }\r
2628         return TRUE;\r
2629 }\r
2630 \r
2631 /*\r
2632 =============\r
2633 PlayerPostThink\r
2634 \r
2635 Called every frame for each client after the physics are run\r
2636 =============\r
2637 */\r
2638 .float idlekick_lasttimeleft;\r
2639 void PlayerPostThink (void)\r
2640 {\r
2641         // Savage: Check for nameless players\r
2642         if (isInvisibleString(self.netname)) {\r
2643                 self.netname = "Player";\r
2644                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));\r
2645         }\r
2646 \r
2647         // send the clients accuracy stats to the client\r
2648         if(self.stat_count > 0)\r
2649         if(frametime)\r
2650         {\r
2651                 self.stat_hit = self.stat_count + 64 * floor(self.(stats_hit[self.stat_count - 1]));\r
2652                 self.stat_fired = self.stat_count + 64 * floor(self.(stats_fired[self.stat_count - 1]));\r
2653                 self.stat_count -= 1;\r
2654         }\r
2655 \r
2656 #ifdef UID\r
2657         if(self.uid_kicktime)\r
2658         if(time > self.uid_kicktime)\r
2659         {\r
2660                 bprint("^3", self.netname, "^3 was kicked for missing UID.\n");\r
2661                 dropclient(self);\r
2662                 return;\r
2663         }\r
2664 #endif\r
2665 \r
2666         if(sv_maxidle && frametime)\r
2667         {\r
2668                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).\r
2669                 float timeleft;\r
2670                 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));\r
2671                 if(timeleft <= 0)\r
2672                 {\r
2673                         bprint("^3", self.netname, "^3 was kicked for idling.\n");\r
2674                         AnnounceTo(self, "terminated");\r
2675                         dropclient(self);\r
2676                         return;\r
2677                 }\r
2678                 else if(timeleft <= 10)\r
2679                 {\r
2680                         if(timeleft != self.idlekick_lasttimeleft)\r
2681                         {\r
2682                                 centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));\r
2683                                 AnnounceTo(self, strcat(ftos(timeleft), ""));\r
2684                         }\r
2685                 }\r
2686                 else\r
2687                 {\r
2688                         centerprint_expire(self, CENTERPRIO_IDLEKICK);\r
2689                 }\r
2690                 self.idlekick_lasttimeleft = timeleft;\r
2691         }\r
2692 \r
2693 #ifdef TETRIS\r
2694         if(self.impulse == 100)\r
2695                 ImpulseCommands();\r
2696         if (TetrisPostFrame())\r
2697                 return;\r
2698 #endif\r
2699 \r
2700         CheatFrame();\r
2701 \r
2702         if(self.classname == "player") {\r
2703                 CheckRules_Player();\r
2704                 UpdateChatBubble();\r
2705                 UpdateTeamBubble();\r
2706                 if (self.impulse)\r
2707                         ImpulseCommands();\r
2708                 if (intermission_running)\r
2709                         return;         // intermission or finale\r
2710 \r
2711                 GetPressedKeys();\r
2712         } else if (self.classname == "observer") {\r
2713                 //do nothing\r
2714         } else if (self.classname == "spectator") {\r
2715                 //do nothing\r
2716         }\r
2717 \r
2718         /*\r
2719         float i;\r
2720         for(i = 0; i < 1000; ++i)\r
2721         {\r
2722                 vector end;\r
2723                 end = self.origin + '0 0 1024' + 512 * randomvec();\r
2724                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);\r
2725                 if(trace_fraction < 1)\r
2726                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
2727                 {\r
2728                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");\r
2729                         break;\r
2730                 }\r
2731         }\r
2732         */\r
2733 \r
2734         Arena_Warmup();\r
2735 \r
2736         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);\r
2737 \r
2738         if(self.waypointsprite_attachedforcarrier)\r
2739                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, cvar("g_balance_armor_blockpercent")));\r
2740         \r
2741         playerdemo_write();\r
2742 \r
2743         /*\r
2744         if(g_race)\r
2745                 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));\r
2746         */\r
2747 }\r