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authorMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
committerMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
commit01beb9919b95479d8be040bec74abc5cc67a5e43 (patch)
tree65f0b79e793848491832756a4c3a32b23668fab3 /src/game/g_client.c
parent191d731da136b7ee959a17e63111c9146219a768 (diff)
Initial import.
Diffstat (limited to 'src/game/g_client.c')
-rw-r--r--src/game/g_client.c1685
1 files changed, 1685 insertions, 0 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c
new file mode 100644
index 0000000..56e074f
--- /dev/null
+++ b/src/game/g_client.c
@@ -0,0 +1,1685 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+/*
+===========================================================================
+TREMULOUS EDGE MOD SRC FILE
+===========================================================================
+*/
+#include "g_local.h"
+
+// g_client.c -- client functions that don't happen every frame
+
+static vec3_t playerMins = {-15, -15, -24};
+static vec3_t playerMaxs = {15, 15, 32};
+
+/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
+potential spawning position for deathmatch games.
+The first time a player enters the game, they will be at an 'initial' spot.
+Targets will be fired when someone spawns in on them.
+"nobots" will prevent bots from using this spot.
+"nohumans" will prevent non-bots from using this spot.
+*/
+void SP_info_player_deathmatch( gentity_t *ent )
+{
+ int i;
+
+ G_SpawnInt( "nobots", "0", &i);
+
+ if( i )
+ ent->flags |= FL_NO_BOTS;
+
+ G_SpawnInt( "nohumans", "0", &i );
+ if( i )
+ ent->flags |= FL_NO_HUMANS;
+}
+
+/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
+equivelant to info_player_deathmatch
+*/
+void SP_info_player_start( gentity_t *ent )
+{
+ ent->classname = "info_player_deathmatch";
+ SP_info_player_deathmatch( ent );
+}
+
+/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
+The intermission will be viewed from this point. Target an info_notnull for the view direction.
+*/
+void SP_info_player_intermission( gentity_t *ent )
+{
+}
+
+/*QUAKED info_alien_intermission (1 0 1) (-16 -16 -24) (16 16 32)
+The intermission will be viewed from this point. Target an info_notnull for the view direction.
+*/
+void SP_info_alien_intermission( gentity_t *ent )
+{
+}
+
+/*QUAKED info_human_intermission (1 0 1) (-16 -16 -24) (16 16 32)
+The intermission will be viewed from this point. Target an info_notnull for the view direction.
+*/
+void SP_info_human_intermission( gentity_t *ent )
+{
+}
+
+/*
+===============
+G_AddCreditToClient
+===============
+*/
+void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap )
+{
+ int capAmount;
+
+ if( !client )
+ return;
+
+ if( cap && credit > 0 )
+ {
+ capAmount = client->pers.teamSelection == TEAM_ALIENS ?
+ ALIEN_MAX_CREDITS : HUMAN_MAX_CREDITS;
+ if( client->pers.credit < capAmount )
+ {
+ client->pers.credit += credit;
+ if( client->pers.credit > capAmount )
+ client->pers.credit = capAmount;
+ }
+ }
+ else
+ client->pers.credit += credit;
+
+ if( client->pers.credit < 0 )
+ client->pers.credit = 0;
+
+ // Copy to ps so the client can access it
+ client->ps.persistant[ PERS_CREDIT ] = client->pers.credit;
+}
+
+
+
+/*
+=======================================================================
+
+ G_SelectSpawnPoint
+
+=======================================================================
+*/
+
+/*
+================
+SpotWouldTelefrag
+
+================
+*/
+qboolean SpotWouldTelefrag( gentity_t *spot )
+{
+ int i, num;
+ int touch[ MAX_GENTITIES ];
+ gentity_t *hit;
+ vec3_t mins, maxs;
+
+ VectorAdd( spot->s.origin, playerMins, mins );
+ VectorAdd( spot->s.origin, playerMaxs, maxs );
+ num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
+
+ for( i = 0; i < num; i++ )
+ {
+ hit = &g_entities[ touch[ i ] ];
+ //if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
+ if( hit->client )
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+
+/*
+===========
+G_SelectRandomFurthestSpawnPoint
+
+Chooses a player start, deathmatch start, etc
+============
+*/
+static gentity_t *G_SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
+{
+ gentity_t *spot;
+ vec3_t delta;
+ float dist;
+ float list_dist[ 64 ];
+ gentity_t *list_spot[ 64 ];
+ int numSpots, rnd, i, j;
+
+ numSpots = 0;
+ spot = NULL;
+
+ while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL )
+ {
+ if( SpotWouldTelefrag( spot ) )
+ continue;
+
+ VectorSubtract( spot->s.origin, avoidPoint, delta );
+ dist = VectorLength( delta );
+
+ for( i = 0; i < numSpots; i++ )
+ {
+ if( dist > list_dist[ i ] )
+ {
+ if( numSpots >= 64 )
+ numSpots = 64 - 1;
+
+ for( j = numSpots; j > i; j-- )
+ {
+ list_dist[ j ] = list_dist[ j - 1 ];
+ list_spot[ j ] = list_spot[ j - 1 ];
+ }
+
+ list_dist[ i ] = dist;
+ list_spot[ i ] = spot;
+ numSpots++;
+
+ if( numSpots > 64 )
+ numSpots = 64;
+
+ break;
+ }
+ }
+
+ if( i >= numSpots && numSpots < 64 )
+ {
+ list_dist[ numSpots ] = dist;
+ list_spot[ numSpots ] = spot;
+ numSpots++;
+ }
+ }
+
+ if( !numSpots )
+ {
+ spot = G_Find( NULL, FOFS( classname ), "info_player_deathmatch" );
+
+ if( !spot )
+ G_Error( "Couldn't find a spawn point" );
+
+ VectorCopy( spot->s.origin, origin );
+ origin[ 2 ] += 9;
+ VectorCopy( spot->s.angles, angles );
+ return spot;
+ }
+
+ // select a random spot from the spawn points furthest away
+ rnd = random( ) * ( numSpots / 2 );
+
+ VectorCopy( list_spot[ rnd ]->s.origin, origin );
+ origin[ 2 ] += 9;
+ VectorCopy( list_spot[ rnd ]->s.angles, angles );
+
+ return list_spot[ rnd ];
+}
+
+
+/*
+================
+G_SelectSpawnBuildable
+
+find the nearest buildable of the right type that is
+spawned/healthy/unblocked etc.
+================
+*/
+static gentity_t *G_SelectSpawnBuildable( vec3_t preference, buildable_t buildable )
+{
+ gentity_t *search, *spot;
+
+ search = spot = NULL;
+
+ while( ( search = G_Find( search, FOFS( classname ),
+ BG_Buildable( buildable )->entityName ) ) != NULL )
+ {
+ if( !search->spawned )
+ continue;
+
+ if( search->health <= 0 )
+ continue;
+
+ if( !search->s.groundEntityNum )
+ continue;
+
+ if( search->clientSpawnTime > 0 )
+ continue;
+
+ if( G_CheckSpawnPoint( search->s.number, search->s.origin,
+ search->s.origin2, buildable, NULL ) != NULL )
+ continue;
+
+ if( !spot || DistanceSquared( preference, search->s.origin ) <
+ DistanceSquared( preference, spot->s.origin ) )
+ spot = search;
+ }
+
+ return spot;
+}
+
+/*
+===========
+G_SelectSpawnPoint
+
+Chooses a player start, deathmatch start, etc
+============
+*/
+gentity_t *G_SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
+{
+ return G_SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles );
+}
+
+
+/*
+===========
+G_SelectTremulousSpawnPoint
+
+Chooses a player start, deathmatch start, etc
+============
+*/
+gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles )
+{
+ gentity_t *spot = NULL;
+
+ if( team == TEAM_ALIENS )
+ {
+ if( level.numAlienSpawns <= 0 )
+ return NULL;
+
+ spot = G_SelectSpawnBuildable( preference, BA_A_SPAWN );
+ }
+ else if( team == TEAM_HUMANS )
+ {
+ if( level.numHumanSpawns <= 0 )
+ return NULL;
+
+ spot = G_SelectSpawnBuildable( preference, BA_H_SPAWN );
+ }
+
+ //no available spots
+ if( !spot )
+ return NULL;
+
+ if( team == TEAM_ALIENS )
+ G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin );
+ else if( team == TEAM_HUMANS )
+ G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_H_SPAWN, origin );
+
+ VectorCopy( spot->s.angles, angles );
+ angles[ ROLL ] = 0;
+
+ return spot;
+
+}
+
+
+/*
+===========
+G_SelectSpectatorSpawnPoint
+
+============
+*/
+static gentity_t *G_SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles )
+{
+ FindIntermissionPoint( );
+
+ VectorCopy( level.intermission_origin, origin );
+ VectorCopy( level.intermission_angle, angles );
+
+ return NULL;
+}
+
+
+/*
+===========
+G_SelectAlienLockSpawnPoint
+
+Try to find a spawn point for alien intermission otherwise
+use normal intermission spawn.
+============
+*/
+gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles )
+{
+ gentity_t *spot;
+
+ spot = NULL;
+ spot = G_Find( spot, FOFS( classname ), "info_alien_intermission" );
+
+ if( !spot )
+ return G_SelectSpectatorSpawnPoint( origin, angles );
+
+ VectorCopy( spot->s.origin, origin );
+ VectorCopy( spot->s.angles, angles );
+
+ return spot;
+}
+
+
+/*
+===========
+G_SelectHumanLockSpawnPoint
+
+Try to find a spawn point for human intermission otherwise
+use normal intermission spawn.
+============
+*/
+gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles )
+{
+ gentity_t *spot;
+
+ spot = NULL;
+ spot = G_Find( spot, FOFS( classname ), "info_human_intermission" );
+
+ if( !spot )
+ return G_SelectSpectatorSpawnPoint( origin, angles );
+
+ VectorCopy( spot->s.origin, origin );
+ VectorCopy( spot->s.angles, angles );
+
+ return spot;
+}
+
+
+/*
+=======================================================================
+
+BODYQUE
+
+=======================================================================
+*/
+
+
+/*
+=============
+BodySink
+
+After sitting around for five seconds, fall into the ground and dissapear
+=============
+*/
+static void BodySink( gentity_t *ent )
+{
+ //run on first BodySink call
+ if( !ent->active )
+ {
+ ent->active = qtrue;
+
+ //sinking bodies can't be infested
+ ent->killedBy = ent->s.misc = MAX_CLIENTS;
+ ent->timestamp = level.time;
+
+ }
+
+ if( level.time - ent->timestamp > 6500 )
+ {
+ G_FreeEntity( ent );
+ return;
+ }
+
+ ent->nextthink = level.time + 100;
+ ent->s.pos.trBase[ 2 ] -= 1;
+}
+
+
+/*
+=============
+SpawnCorpse
+
+A player is respawning, so make an entity that looks
+just like the existing corpse to leave behind.
+=============
+*/
+static void SpawnCorpse( gentity_t *ent )
+{
+ gentity_t *body;
+ int contents;
+ vec3_t origin, dest;
+ trace_t tr;
+ float vDiff;
+
+ VectorCopy( ent->r.currentOrigin, origin );
+
+ trap_UnlinkEntity( ent );
+
+ // if client is in a nodrop area, don't leave the body
+ contents = trap_PointContents( origin, -1 );
+ if( contents & CONTENTS_NODROP )
+ return;
+
+ body = G_Spawn( );
+
+ VectorCopy( ent->s.apos.trBase, body->s.angles );
+ body->s.eFlags = EF_DEAD;
+ body->s.eType = ET_CORPSE;
+ body->s.number = body - g_entities;
+ body->timestamp = level.time;
+ body->s.event = 0;
+ body->r.contents = CONTENTS_CORPSE;
+ body->s.clientNum = ent->client->ps.stats[ STAT_CLASS ];
+ body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL;
+
+ if( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
+ body->classname = "humanCorpse";
+ else
+ body->classname = "alienCorpse";
+
+ body->s.misc = MAX_CLIENTS;
+
+ body->think = BodySink;
+ body->nextthink = level.time + 20000;
+
+ body->s.legsAnim = ent->s.legsAnim;
+
+ if( !body->nonSegModel )
+ {
+ switch( body->s.legsAnim & ~ANIM_TOGGLEBIT )
+ {
+ case BOTH_DEATH1:
+ case BOTH_DEAD1:
+ body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
+ break;
+ case BOTH_DEATH2:
+ case BOTH_DEAD2:
+ body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
+ break;
+ case BOTH_DEATH3:
+ case BOTH_DEAD3:
+ default:
+ body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
+ break;
+ }
+ }
+ else
+ {
+ switch( body->s.legsAnim & ~ANIM_TOGGLEBIT )
+ {
+ case NSPA_DEATH1:
+ case NSPA_DEAD1:
+ body->s.legsAnim = NSPA_DEAD1;
+ break;
+ case NSPA_DEATH2:
+ case NSPA_DEAD2:
+ body->s.legsAnim = NSPA_DEAD2;
+ break;
+ case NSPA_DEATH3:
+ case NSPA_DEAD3:
+ default:
+ body->s.legsAnim = NSPA_DEAD3;
+ break;
+ }
+ }
+
+ body->takedamage = qfalse;
+
+ body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ];
+ ent->health = 0;
+
+ //change body dimensions
+ BG_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs );
+ vDiff = body->r.mins[ 2 ] - ent->r.mins[ 2 ];
+
+ //drop down to match the *model* origins of ent and body
+ VectorSet( dest, origin[ 0 ], origin[ 1 ], origin[ 2 ] - vDiff );
+ trap_Trace( &tr, origin, body->r.mins, body->r.maxs, dest, body->s.number, body->clipmask );
+ VectorCopy( tr.endpos, origin );
+
+ G_SetOrigin( body, origin );
+ VectorCopy( origin, body->s.origin );
+ body->s.pos.trType = TR_GRAVITY;
+ body->s.pos.trTime = level.time;
+ VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
+
+ VectorCopy ( body->s.pos.trBase, body->r.currentOrigin );
+ trap_LinkEntity( body );
+}
+
+//======================================================================
+
+
+/*
+==================
+G_SetClientViewAngle
+
+==================
+*/
+void G_SetClientViewAngle( gentity_t *ent, vec3_t angle )
+{
+ int i;
+
+ // set the delta angle
+ for( i = 0; i < 3; i++ )
+ {
+ int cmdAngle;
+
+ cmdAngle = ANGLE2SHORT( angle[ i ] );
+ ent->client->ps.delta_angles[ i ] = cmdAngle - ent->client->pers.cmd.angles[ i ];
+ }
+
+ VectorCopy( angle, ent->s.angles );
+ VectorCopy( ent->s.angles, ent->client->ps.viewangles );
+}
+
+/*
+================
+respawn
+================
+*/
+void respawn( gentity_t *ent )
+{
+ int i;
+
+ SpawnCorpse( ent );
+
+ // Clients can't respawn - they must go through the class cmd
+ ent->client->pers.classSelection = PCL_NONE;
+ ClientSpawn( ent, NULL, NULL, NULL );
+
+ // stop any following clients that don't have sticky spec on
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ if( level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW &&
+ level.clients[ i ].sess.spectatorClient == ent - g_entities )
+ {
+ if( !( level.clients[ i ].pers.stickySpec ) )
+ {
+ if( !G_FollowNewClient( &g_entities[ i ], 1 ) )
+ G_StopFollowing( &g_entities[ i ] );
+ }
+ else
+ G_FollowLockView( &g_entities[ i ] );
+ }
+ }
+}
+
+static qboolean G_IsEmoticon( const char *s, qboolean *escaped )
+{
+ int i, j;
+ const char *p = s;
+ char emoticon[ MAX_EMOTICON_NAME_LEN ] = {""};
+ qboolean escape = qfalse;
+
+ if( *p != '[' )
+ return qfalse;
+ p++;
+ if( *p == '[' )
+ {
+ escape = qtrue;
+ p++;
+ }
+ i = 0;
+ while( *p && i < ( MAX_EMOTICON_NAME_LEN - 1 ) )
+ {
+ if( *p == ']' )
+ {
+ for( j = 0; j < level.emoticonCount; j++ )
+ {
+ if( !Q_stricmp( emoticon, level.emoticons[ j ].name ) )
+ {
+ *escaped = escape;
+ return qtrue;
+ }
+ }
+ return qfalse;
+ }
+ emoticon[ i++ ] = *p;
+ emoticon[ i ] = '\0';
+ p++;
+ }
+ return qfalse;
+}
+
+/*
+===========
+G_IsNewbieName
+============
+*/
+qboolean G_IsNewbieName( const char *name )
+{
+ char testName[ MAX_NAME_LENGTH ];
+
+ G_DecolorString( (char *)name, testName, sizeof( testName ) );
+
+ if( !Q_stricmp( testName, "UnnamedPlayer" ) )
+ return qtrue;
+
+ if( g_newbieNameNumbering.integer &&
+ g_newbieNamePrefix.string[ 0 ] &&
+ !Q_stricmpn( testName, g_newbieNamePrefix.string, strlen( g_newbieNamePrefix.string ) ) )
+ return qtrue;
+
+ return qfalse;
+}
+
+/*
+===========
+G_ClientNewbieName
+============
+*/
+static const char *G_ClientNewbieName( gclient_t *client )
+{
+ static int nextNumber = 1;
+ static char name[ MAX_NAME_LENGTH ];
+ int number;
+
+ if( !g_newbieNameNumbering.integer ||
+ !g_newbieNamePrefix.string[ 0 ] ||
+ !client )
+ return "UnnamedPlayer";
+
+ if( client->pers.namelog->newbieNumber )
+ {
+ number = client->pers.namelog->newbieNumber;
+ }
+ else if( g_newbieNameNumbering.integer > 1 )
+ {
+ number = g_newbieNameNumbering.integer;
+ trap_Cvar_Set( "g_newbieNameNumbering", va( "%d", number + 1 ) );
+ }
+ else
+ {
+ number = nextNumber++;
+ }
+
+ client->pers.namelog->newbieNumber = number;
+ Com_sprintf( name, sizeof( name ), "%s%d",
+ g_newbieNamePrefix.string, number );
+ return name;
+}
+
+/*
+===========
+G_ClientCleanName
+============
+*/
+static void G_ClientCleanName( const char *in, char *out, int outSize, gclient_t *client )
+{
+ int len, colorlessLen;
+ char *p;
+ int spaces;
+ qboolean escaped;
+ qboolean invalid = qfalse;
+
+ //save room for trailing null byte
+ outSize--;
+
+ len = 0;
+ colorlessLen = 0;
+ p = out;
+ *p = 0;
+ spaces = 0;
+
+ for( ; *in; in++ )
+ {
+ // don't allow leading spaces
+ if( colorlessLen == 0 && *in == ' ' )
+ continue;
+
+ // don't allow nonprinting characters or (dead) console keys
+ if( *in < ' ' || *in > '}' || *in == '`' )
+ continue;
+
+ // check colors
+ if( Q_IsColorString( in ) )
+ {
+ in++;
+
+ // make sure room in dest for both chars
+ if( len > outSize - 2 )
+ break;
+
+ *out++ = Q_COLOR_ESCAPE;
+
+ *out++ = *in;
+
+ len += 2;
+ continue;
+ }
+ else if( !g_emoticonsAllowedInNames.integer && G_IsEmoticon( in, &escaped ) )
+ {
+ // make sure room in dest for both chars
+ if( len > outSize - 2 )
+ break;
+
+ *out++ = '[';
+ *out++ = '[';
+ len += 2;
+ if( escaped )
+ in++;
+ continue;
+ }
+
+ // don't allow too many consecutive spaces
+ if( *in == ' ' )
+ {
+ spaces++;
+ if( spaces > 3 )
+ continue;
+ }
+ else
+ spaces = 0;
+
+ if( len > outSize - 1 )
+ break;
+
+ *out++ = *in;
+ colorlessLen++;
+ len++;
+ }
+
+ *out = 0;
+
+ // don't allow names beginning with "[skipnotify]" because it messes up /ignore-related code
+ if( !Q_stricmpn( p, "[skipnotify]", 12 ) )
+ invalid = qtrue;
+
+ // don't allow comment-beginning strings because it messes up various parsers
+ if( strstr( p, "//" ) || strstr( p, "/*" ) )
+ invalid = qtrue;
+
+ // don't allow empty names
+ if( *p == 0 || colorlessLen == 0 )
+ invalid = qtrue;
+
+ // if something made the name bad, put them back to UnnamedPlayer
+ if( invalid )
+ Q_strncpyz( p, G_ClientNewbieName( client ), outSize );
+}
+
+
+/*
+======================
+G_NonSegModel
+
+Reads an animation.cfg to check for nonsegmentation
+======================
+*/
+static qboolean G_NonSegModel( const char *filename )
+{
+ char *text_p;
+ int len;
+ char *token;
+ char text[ 20000 ];
+ fileHandle_t f;
+
+ // load the file
+ len = trap_FS_FOpenFile( filename, &f, FS_READ );
+ if( !f )
+ {
+ G_Printf( "File not found: %s\n", filename );
+ return qfalse;
+ }
+
+ if( len < 0 )
+ return qfalse;
+
+ if( len == 0 || len >= sizeof( text ) - 1 )
+ {
+ trap_FS_FCloseFile( f );
+ G_Printf( "File %s is %s\n", filename, len == 0 ? "empty" : "too long" );
+ return qfalse;
+ }
+
+ trap_FS_Read( text, len, f );
+ text[ len ] = 0;
+ trap_FS_FCloseFile( f );
+
+ // parse the text
+ text_p = text;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( &text_p );
+
+ //EOF
+ if( !token[ 0 ] )
+ break;
+
+ if( !Q_stricmp( token, "nonsegmented" ) )
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+/*
+===========
+ClientUserInfoChanged
+
+Called from ClientConnect when the player first connects and
+directly by the server system when the player updates a userinfo variable.
+
+The game can override any of the settings and call trap_SetUserinfo
+if desired.
+============
+*/
+char *ClientUserinfoChanged( int clientNum, qboolean forceName )
+{
+ gentity_t *ent;
+ char *s;
+ char model[ MAX_QPATH ];
+ char buffer[ MAX_QPATH ];
+ char filename[ MAX_QPATH ];
+ char oldname[ MAX_NAME_LENGTH ];
+ char newname[ MAX_NAME_LENGTH ];
+ char err[ MAX_STRING_CHARS ];
+ qboolean revertName = qfalse;
+ gclient_t *client;
+ char userinfo[ MAX_INFO_STRING ];
+
+ ent = g_entities + clientNum;
+ client = ent->client;
+
+ trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
+
+ // check for malformed or illegal info strings
+ if( !Info_Validate(userinfo) )
+ {
+ trap_SendServerCommand( ent - g_entities,
+ "disconnect \"illegal or malformed userinfo\n\"" );
+ trap_DropClient( ent - g_entities,
+ "dropped: illegal or malformed userinfo");
+ return "Illegal or malformed userinfo";
+ }
+ // If their userinfo overflowed, tremded is in the process of disconnecting them.
+ // If we send our own disconnect, it won't work, so just return to prevent crashes later
+ // in this function. This check must come after the Info_Validate call.
+ else if( !userinfo[ 0 ] )
+ return "Empty (overflowed) userinfo";
+
+ // stickyspec toggle
+ s = Info_ValueForKey( userinfo, "cg_stickySpec" );
+ client->pers.stickySpec = atoi( s ) != 0;
+
+ // set name
+ Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) );
+ s = Info_ValueForKey( userinfo, "name" );
+ G_ClientCleanName( s, newname, sizeof( newname ), client );
+
+ if( strcmp( oldname, newname ) )
+ {
+ if( !forceName && client->pers.namelog->nameChangeTime &&
+ level.time - client->pers.namelog->nameChangeTime <=
+ g_minNameChangePeriod.value * 1000 )
+ {
+ trap_SendServerCommand( ent - g_entities, va(
+ "print \"^5Name change spam protection (g_minNameChangePeriod = %d)\n\"",
+ g_minNameChangePeriod.integer ) );
+ revertName = qtrue;
+ }
+ else if( !forceName && g_maxNameChanges.integer > 0 &&
+ client->pers.namelog->nameChanges >= g_maxNameChanges.integer )
+ {
+ trap_SendServerCommand( ent - g_entities, va(
+ "print \"^5Maximum name changes reached (g_maxNameChanges = %d)\n\"",
+ g_maxNameChanges.integer ) );
+ revertName = qtrue;
+ }
+ else if( !forceName && client->pers.namelog->muted )
+ {
+ trap_SendServerCommand( ent - g_entities,
+ "print \"^5You cannot change your name while you are muted\n\"" );
+ revertName = qtrue;
+ }
+ else if( !G_admin_name_check( ent, newname, err, sizeof( err ) ) )
+ {
+ trap_SendServerCommand( ent - g_entities, va( "print \"%s\n\"", err ) );
+ revertName = qtrue;
+ }
+
+ if( revertName )
+ {
+ Q_strncpyz( client->pers.netname, *oldname ? oldname : G_ClientNewbieName( client ),
+ sizeof( client->pers.netname ) );
+ Info_SetValueForKey( userinfo, "name", oldname );
+ trap_SetUserinfo( clientNum, userinfo );
+ }
+ else
+ {
+ if( G_IsNewbieName( newname ) )
+ Q_strncpyz( newname, G_ClientNewbieName( client ), sizeof( newname ) );
+
+ G_CensorString( client->pers.netname, newname,
+ sizeof( client->pers.netname ), ent );
+ if( !forceName && client->pers.connected == CON_CONNECTED )
+ {
+ client->pers.namelog->nameChangeTime = level.time;
+ client->pers.namelog->nameChanges++;
+ }
+ if( *oldname )
+ {
+ G_LogPrintf( "ClientRename: %i [%s] (%s) \"%s^7\" -> \"%s^7\" \"%c%s%c^7\"\n",
+ clientNum, client->pers.ip.str, client->pers.guid,
+ oldname, client->pers.netname,
+ DECOLOR_OFF, client->pers.netname, DECOLOR_ON );
+ }
+ }
+ G_namelog_update_name( client );
+ }
+
+ if( client->pers.classSelection == PCL_NONE )
+ {
+ //This looks hacky and frankly it is. The clientInfo string needs to hold different
+ //model details to that of the spawning class or the info change will not be
+ //registered and an axis appears instead of the player model. There is zero chance
+ //the player can spawn with the battlesuit, hence this choice.
+ Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( PCL_HUMAN_BSUIT )->modelName,
+ BG_ClassConfig( PCL_HUMAN_BSUIT )->skinName );
+ }
+ else
+ {
+ Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( client->pers.classSelection )->modelName,
+ BG_ClassConfig( client->pers.classSelection )->skinName );
+
+ //model segmentation
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg",
+ BG_ClassConfig( client->pers.classSelection )->modelName );
+
+ if( G_NonSegModel( filename ) )
+ client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL;
+ else
+ client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL;
+ }
+ Q_strncpyz( model, buffer, sizeof( model ) );
+
+ // wallwalk follow
+ s = Info_ValueForKey( userinfo, "cg_wwFollow" );
+
+ if( atoi( s ) )
+ client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGFOLLOW;
+ else
+ client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGFOLLOW;
+
+ // wallwalk toggle
+ s = Info_ValueForKey( userinfo, "cg_wwToggle" );
+
+ if( atoi( s ) )
+ client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGTOGGLE;
+ else
+ client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGTOGGLE;
+
+ // always sprint
+ s = Info_ValueForKey( userinfo, "cg_sprintToggle" );
+
+ if( atoi( s ) )
+ client->ps.persistant[ PERS_STATE ] |= PS_SPRINTTOGGLE;
+ else
+ client->ps.persistant[ PERS_STATE ] &= ~PS_SPRINTTOGGLE;
+
+ // fly speed
+ s = Info_ValueForKey( userinfo, "cg_flySpeed" );
+
+ if( *s )
+ client->pers.flySpeed = atoi( s );
+ else
+ client->pers.flySpeed = BG_Class( PCL_NONE )->speed;
+
+ // disable blueprint errors
+ s = Info_ValueForKey( userinfo, "cg_disableBlueprintErrors" );
+
+ if( atoi( s ) )
+ client->pers.disableBlueprintErrors = qtrue;
+ else
+ client->pers.disableBlueprintErrors = qfalse;
+
+ // teamInfo
+ s = Info_ValueForKey( userinfo, "teamoverlay" );
+
+ if( atoi( s ) != 0 )
+ client->pers.teamInfo = qtrue;
+ else
+ client->pers.teamInfo = qfalse;
+
+ s = Info_ValueForKey( userinfo, "cg_unlagged" );
+ if( !s[0] || atoi( s ) != 0 )
+ client->pers.useUnlagged = qtrue;
+ else
+ client->pers.useUnlagged = qfalse;
+
+ Q_strncpyz( client->pers.voice, Info_ValueForKey( userinfo, "voice" ),
+ sizeof( client->pers.voice ) );
+
+ // send over a subset of the userinfo keys so other clients can
+ // print scoreboards, display models, and play custom sounds
+
+ Com_sprintf( userinfo, sizeof( userinfo ),
+ "n\\%s\\t\\%i\\model\\%s\\ig\\%16s\\v\\%s",
+ client->pers.netname, client->pers.teamSelection, model,
+ Com_ClientListString( &client->sess.ignoreList ),
+ client->pers.voice );
+
+ trap_SetConfigstring( CS_PLAYERS + clientNum, userinfo );
+
+ /*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, userinfo );*/
+
+ return NULL;
+}
+
+
+/*
+===========
+ClientConnect
+
+Called when a player begins connecting to the server.
+Called again for every map change or tournement restart.
+
+The session information will be valid after exit.
+
+Return NULL if the client should be allowed, otherwise return
+a string with the reason for denial.
+
+Otherwise, the client will be sent the current gamestate
+and will eventually get to ClientBegin.
+
+firstTime will be qtrue the very first time a client connects
+to the server machine, but qfalse on map changes and tournement
+restarts.
+============
+*/
+char *ClientConnect( int clientNum, qboolean firstTime )
+{
+ char *value;
+ char *userInfoError;
+ gclient_t *client;
+ char userinfo[ MAX_INFO_STRING ];
+ gentity_t *ent;
+ char reason[ MAX_STRING_CHARS ] = {""};
+ int i;
+
+ ent = &g_entities[ clientNum ];
+ client = &level.clients[ clientNum ];
+
+ // ignore if client already connected
+ if( client->pers.connected != CON_DISCONNECTED )
+ return NULL;
+
+ ent->client = client;
+ memset( client, 0, sizeof( *client ) );
+
+ trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
+
+ value = Info_ValueForKey( userinfo, "cl_guid" );
+ Q_strncpyz( client->pers.guid, value, sizeof( client->pers.guid ) );
+
+ value = Info_ValueForKey( userinfo, "ip" );
+ // check for local client
+ if( !strcmp( value, "localhost" ) )
+ client->pers.localClient = qtrue;
+ G_AddressParse( value, &client->pers.ip );
+
+ client->pers.admin = G_admin_admin( client->pers.guid );
+
+ // check for admin ban
+ if( G_admin_ban_check( ent, reason, sizeof( reason ) ) )
+ {
+ return va( "%s", reason );
+ }
+
+ // check for a password
+ value = Info_ValueForKey( userinfo, "password" );
+
+ if( g_password.string[ 0 ] && Q_stricmp( g_password.string, "none" ) &&
+ strcmp( g_password.string, value ) != 0 )
+ return "Invalid password";
+
+ // check if connections per IP is limited
+ if( g_maxIPConnections.integer > 1 )
+ {
+ gclient_t *other;
+ int count = 1;
+
+ for( i = 0 ; i < level.maxclients; i++ )
+ {
+ other = &level.clients[ i ];
+ if( other &&
+ ( other->pers.connected == CON_CONNECTED || other->pers.connected == CON_CONNECTING ) &&
+ strcmp( client->pers.ip.str, other->pers.ip.str ) == 0 )
+ count++;
+ }
+
+ if( count > g_maxIPConnections.integer )
+ {
+ G_Log_NoSpam( client->pers.ip.str,
+ va( "Deny: maximum %d ip connections for \"%s^6\" from %s\n",
+ g_maxIPConnections.integer,
+ Info_ValueForKey( userinfo, "name" ),
+ client->pers.ip.str ) );
+ return "Maximum simultaneous clients per IP exceeded";
+ }
+ }
+
+ // add guid to session so we don't have to keep parsing userinfo everywhere
+ for( i = 0; i < sizeof( client->pers.guid ) - 1 &&
+ isxdigit( client->pers.guid[ i ] ); i++ );
+
+ if( i < sizeof( client->pers.guid ) - 1 )
+ return "Invalid GUID";
+
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ if( level.clients[ i ].pers.connected == CON_DISCONNECTED )
+ continue;
+
+ if( !Q_stricmp( client->pers.guid, level.clients[ i ].pers.guid ) )
+ {
+ if( !G_ClientIsLagging( level.clients + i ) )
+ {
+ trap_SendServerCommand( i, "cp \"^1Your GUID is not secure\"" );
+ return "Duplicate GUID";
+ }
+ trap_DropClient( i, "Ghost" );
+ }
+ }
+
+ client->pers.connected = CON_CONNECTING;
+
+ // read or initialize the session data
+ if( firstTime || level.newSession )
+ G_InitSessionData( client, userinfo );
+
+ G_ReadSessionData( client );
+
+ // get and distribute relevent paramters
+ G_namelog_connect( client );
+ userInfoError = ClientUserinfoChanged( clientNum, qfalse );
+ if( userInfoError != NULL )
+ return userInfoError;
+
+ G_LogPrintf( "ClientConnect: %i [%s] (%s) \"%s^7\" \"%c%s%c^7\"\n",
+ clientNum, client->pers.ip.str, client->pers.guid,
+ client->pers.netname,
+ DECOLOR_OFF, client->pers.netname, DECOLOR_ON );
+
+ // don't do the "xxx connected" messages if they were caried over from previous level
+ if( firstTime )
+ trap_SendServerCommand( -1, va( "print \"%s" S_COLOR_CYAN " ^5connected\n\"",
+ client->pers.netname ) );
+
+ if( client->pers.admin )
+ G_admin_authlog( ent );
+
+ // count current clients and rank for scoreboard
+ CalculateRanks( );
+
+
+ // if this is after !restart keepteams or !restart switchteams, apply said selection
+ if ( client->sess.restartTeam != TEAM_NONE )
+ {
+ G_ChangeTeam( ent, client->sess.restartTeam );
+ client->sess.restartTeam = TEAM_NONE;
+ }
+
+
+ return NULL;
+}
+
+/*
+===========
+ClientBegin
+
+called when a client has finished connecting, and is ready
+to be placed into the level. This will happen every level load,
+and on transition between teams, but doesn't happen on respawns
+============
+*/
+void ClientBegin( int clientNum )
+{
+ gentity_t *ent;
+ gclient_t *client;
+ int flags;
+
+ ent = g_entities + clientNum;
+
+ client = level.clients + clientNum;
+
+ // ignore if client already entered the game
+ if( client->pers.connected != CON_CONNECTING )
+ return;
+
+ if( ent->r.linked )
+ trap_UnlinkEntity( ent );
+
+ G_InitGentity( ent );
+ ent->touch = 0;
+ ent->pain = 0;
+ ent->client = client;
+
+ client->pers.connected = CON_CONNECTED;
+ client->pers.enterTime = level.time;
+
+ // save eflags around this, because changing teams will
+ // cause this to happen with a valid entity, and we
+ // want to make sure the teleport bit is set right
+ // so the viewpoint doesn't interpolate through the
+ // world to the new position
+ flags = client->ps.eFlags;
+ memset( &client->ps, 0, sizeof( client->ps ) );
+ memset( &client->pmext, 0, sizeof( client->pmext ) );
+ client->ps.eFlags = flags;
+
+ // locate ent at a spawn point
+ ClientSpawn( ent, NULL, NULL, NULL );
+
+ trap_SendServerCommand( -1, va( "print \"%s" S_COLOR_CYAN " ^5entered the game\n\"", client->pers.netname ) );
+
+ G_namelog_restore( client );
+
+ G_LogPrintf( "ClientBegin: %i\n", clientNum );
+
+ // count current clients and rank for scoreboard
+ CalculateRanks( );
+
+ // send the client a list of commands that can be used
+ G_ListCommands( ent );
+
+ // display the help menu, if connecting the first time
+ if( !client->sess.seenWelcome )
+ {
+ client->sess.seenWelcome = 1;
+ G_TriggerMenu( client->ps.clientNum, MN_WELCOME );
+ }
+}
+
+/*
+===========
+ClientSpawn
+
+Called every time a client is placed fresh in the world:
+after the first ClientBegin, and after each respawn
+Initializes all non-persistant parts of playerState
+============
+*/
+void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles )
+{
+ int index;
+ vec3_t spawn_origin, spawn_angles;
+ gclient_t *client;
+ int i;
+ clientPersistant_t saved;
+ clientSession_t savedSess;
+ int persistant[ MAX_PERSISTANT ];
+ gentity_t *spawnPoint = NULL;
+ int flags;
+ int savedPing;
+ int teamLocal;
+ int eventSequence;
+ char userinfo[ MAX_INFO_STRING ];
+ vec3_t up = { 0.0f, 0.0f, 1.0f };
+ int maxAmmo, maxClips;
+ weapon_t weapon;
+
+ index = ent - g_entities;
+ client = ent->client;
+
+ teamLocal = client->pers.teamSelection;
+
+ //if client is dead and following teammate, stop following before spawning
+ if( client->sess.spectatorClient != -1 )
+ {
+ client->sess.spectatorClient = -1;
+ client->sess.spectatorState = SPECTATOR_FREE;
+ }
+
+ // only start client if chosen a class and joined a team
+ if( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE )
+ client->sess.spectatorState = SPECTATOR_FREE;
+ else if( client->pers.classSelection == PCL_NONE )
+ client->sess.spectatorState = SPECTATOR_LOCKED;
+
+ // if client is dead and following teammate, stop following before spawning
+ if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
+ G_StopFollowing( ent );
+
+ if( origin != NULL )
+ VectorCopy( origin, spawn_origin );
+
+ if( angles != NULL )
+ VectorCopy( angles, spawn_angles );
+
+ // find a spawn point
+ // do it before setting health back up, so farthest
+ // ranging doesn't count this client
+ if( client->sess.spectatorState != SPECTATOR_NOT )
+ {
+ if( teamLocal == TEAM_NONE )
+ spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles );
+ else if( teamLocal == TEAM_ALIENS )
+ spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles );
+ else if( teamLocal == TEAM_HUMANS )
+ spawnPoint = G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles );
+ }
+ else
+ {
+ if( spawn == NULL )
+ {
+ G_Error( "ClientSpawn: spawn is NULL\n" );
+ return;
+ }
+
+ spawnPoint = spawn;
+
+ if( ent != spawn )
+ {
+ //start spawn animation on spawnPoint
+ G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue );
+
+ if( spawnPoint->buildableTeam == TEAM_ALIENS )
+ spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME;
+ else if( spawnPoint->buildableTeam == TEAM_HUMANS )
+ spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME;
+ }
+ }
+
+ // toggle the teleport bit so the client knows to not lerp
+ flags = ( ent->client->ps.eFlags & EF_TELEPORT_BIT ) ^ EF_TELEPORT_BIT;
+ G_UnlaggedClear( ent );
+
+ // clear everything but the persistant data
+
+ saved = client->pers;
+ savedSess = client->sess;
+ savedPing = client->ps.ping;
+
+ for( i = 0; i < MAX_PERSISTANT; i++ )
+ persistant[ i ] = client->ps.persistant[ i ];
+
+ eventSequence = client->ps.eventSequence;
+ memset( client, 0, sizeof( *client ) );
+
+ client->pers = saved;
+ client->sess = savedSess;
+ client->ps.ping = savedPing;
+ client->lastkilled_client = -1;
+ client->notrackEndTime = level.time;
+
+ for( i = 0; i < MAX_PERSISTANT; i++ )
+ client->ps.persistant[ i ] = persistant[ i ];
+
+ client->ps.eventSequence = eventSequence;
+
+ // increment the spawncount so the client will detect the respawn
+ client->ps.persistant[ PERS_SPAWN_COUNT ]++;
+ client->ps.persistant[ PERS_SPECSTATE ] = client->sess.spectatorState;
+
+ client->airOutTime = level.time + 12000;
+
+ trap_GetUserinfo( index, userinfo, sizeof( userinfo ) );
+ client->ps.eFlags = flags;
+
+ //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection );
+
+ ent->s.groundEntityNum = ENTITYNUM_NONE;
+ ent->client = &level.clients[ index ];
+ ent->takedamage = qtrue;
+ ent->inuse = qtrue;
+ ent->classname = "player";
+ ent->r.contents = CONTENTS_BODY;
+ ent->clipmask = MASK_PLAYERSOLID;
+ ent->die = player_die;
+ ent->waterlevel = 0;
+ ent->watertype = 0;
+ ent->flags = 0;
+
+ // calculate each client's acceleration
+ ent->evaluateAcceleration = qtrue;
+
+ client->ps.stats[ STAT_MISC ] = 0;
+
+ client->ps.eFlags = flags;
+ client->ps.clientNum = index;
+
+ BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );
+
+ if( client->sess.spectatorState == SPECTATOR_NOT )
+ client->ps.stats[ STAT_MAX_HEALTH ] =
+ BG_Class( ent->client->pers.classSelection )->health;
+ else
+ client->ps.stats[ STAT_MAX_HEALTH ] = 100;
+
+ // clear entity values
+ if( ent->client->pers.classSelection == PCL_HUMAN )
+ {
+ //BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats );
+ weapon = client->pers.humanItemSelection;
+ }
+ else if( client->sess.spectatorState == SPECTATOR_NOT )
+ weapon = BG_Class( ent->client->pers.classSelection )->startWeapon;
+ else
+ weapon = WP_NONE;
+
+ maxAmmo = BG_Weapon( weapon )->maxAmmo;
+ maxClips = BG_Weapon( weapon )->maxClips;
+ client->ps.stats[ STAT_WEAPON ] = weapon;
+ client->ps.ammo = maxAmmo;
+ client->ps.clips = maxClips;
+
+ // We just spawned, not changing weapons
+ client->ps.persistant[ PERS_NEWWEAPON ] = 0;
+
+ ent->client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection;
+ ent->client->ps.stats[ STAT_TEAM ] = ent->client->pers.teamSelection;
+
+ ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
+ ent->client->ps.stats[ STAT_STATE ] = 0;
+ VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f );
+
+ // health will count down towards max_health
+ ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25;
+
+ //if evolving scale health
+ if( ent == spawn )
+ {
+ ent->health *= ent->client->pers.evolveHealthFraction;
+ client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction;
+ }
+
+ //clear the credits array
+ for( i = 0; i < MAX_CLIENTS; i++ )
+ ent->credits[ i ] = 0;
+
+ client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX;
+
+ G_SetOrigin( ent, spawn_origin );
+ VectorCopy( spawn_origin, client->ps.origin );
+
+#define UP_VEL 150.0f
+#define F_VEL 50.0f
+
+ //give aliens some spawn velocity
+ if( client->sess.spectatorState == SPECTATOR_NOT &&
+ client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
+ {
+ if( ent == spawn )
+ {
+ //evolution particle system
+ G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) );
+ }
+ else
+ {
+ spawn_angles[ YAW ] += 180.0f;
+ AngleNormalize360( spawn_angles[ YAW ] );
+
+ if( spawnPoint->s.origin2[ 2 ] > 0.0f )
+ {
+ vec3_t forward, dir;
+
+ AngleVectors( spawn_angles, forward, NULL, NULL );
+ VectorScale( forward, F_VEL, forward );
+ VectorAdd( spawnPoint->s.origin2, forward, dir );
+ VectorNormalize( dir );
+
+ VectorScale( dir, UP_VEL, client->ps.velocity );
+ }
+
+ G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 );
+
+ //
+ G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/buildables/alien/spawn1.wav" ) );
+ }
+ }
+ else if( client->sess.spectatorState == SPECTATOR_NOT &&
+ client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
+ {
+ spawn_angles[ YAW ] += 180.0f;
+ AngleNormalize360( spawn_angles[ YAW ] );
+
+ //
+ G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/buildables/human/spawn1.wav" ) );
+ }
+
+ // the respawned flag will be cleared after the attack and jump keys come up
+ client->ps.pm_flags |= PMF_RESPAWNED;
+
+ trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
+ G_SetClientViewAngle( ent, spawn_angles );
+
+ if( client->sess.spectatorState == SPECTATOR_NOT )
+ {
+ trap_LinkEntity( ent );
+
+ // force the base weapon up
+ if( client->pers.teamSelection == TEAM_HUMANS )
+ G_ForceWeaponChange( ent, weapon );
+
+ client->ps.weaponstate = WEAPON_READY;
+ }
+
+ // don't allow full run speed for a bit
+ client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
+ client->ps.pm_time = 100;
+
+ client->respawnTime = level.time;
+ ent->nextRegenTime = level.time;
+
+ client->inactivityTime = level.time + g_inactivity.integer * 1000;
+ client->latched_buttons = 0;
+
+ // set default animations
+ client->ps.torsoAnim = TORSO_STAND;
+ client->ps.legsAnim = LEGS_IDLE;
+
+ if( level.intermissiontime )
+ MoveClientToIntermission( ent );
+ else
+ {
+ // fire the targets of the spawn point
+ if( !spawn )
+ G_UseTargets( spawnPoint, ent );
+
+ // select the highest weapon number available, after any
+ // spawn given items have fired
+ client->ps.weapon = 1;
+
+ for( i = WP_NUM_WEAPONS - 1; i > 0 ; i-- )
+ {
+ if( BG_InventoryContainsWeapon( i, client->ps.stats ) )
+ {
+ client->ps.weapon = i;
+ break;
+ }
+ }
+ }
+
+ // run a client frame to drop exactly to the floor,
+ // initialize animations and other things
+ client->ps.commandTime = level.time - 100;
+ ent->client->pers.cmd.serverTime = level.time;
+ ClientThink( ent-g_entities );
+
+ // positively link the client, even if the command times are weird
+ if( client->sess.spectatorState == SPECTATOR_NOT )
+ {
+ BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
+ VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
+ trap_LinkEntity( ent );
+ }
+
+ // must do this here so the number of active clients is calculated
+ CalculateRanks( );
+
+ // run the presend to set anything else
+ ClientEndFrame( ent );
+
+ // clear entity state values
+ BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
+}
+
+
+/*
+===========
+ClientDisconnect
+
+Called when a player drops from the server.
+Will not be called between levels.
+
+This should NOT be called directly by any game logic,
+call trap_DropClient(), which will call this and do
+server system housekeeping.
+============
+*/
+void ClientDisconnect( int clientNum )
+{
+ gentity_t *ent;
+ gentity_t *tent;
+ int i;
+
+ ent = g_entities + clientNum;
+
+ if( !ent->client || ent->client->pers.connected == CON_DISCONNECTED )
+ return;
+
+ G_LeaveTeam( ent );
+ G_namelog_disconnect( ent->client );
+ G_Vote( ent, TEAM_NONE, qfalse );
+
+ // stop any following clients
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ // remove any /ignore settings for this clientNum
+ Com_ClientListRemove( &level.clients[ i ].sess.ignoreList, clientNum );
+ }
+
+ // send effect if they were completely connected
+ if( ent->client->pers.connected == CON_CONNECTED &&
+ ent->client->sess.spectatorState == SPECTATOR_NOT )
+ {
+ tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
+ tent->s.clientNum = ent->s.clientNum;
+ }
+
+ G_LogPrintf( "^5ClientDisconnect: ^7%i [%s] (%s) \"%s^7\"\n", clientNum,
+ ent->client->pers.ip.str, ent->client->pers.guid, ent->client->pers.netname );
+
+ trap_UnlinkEntity( ent );
+ ent->s.modelindex = 0;
+ ent->inuse = qfalse;
+ ent->classname = "disconnected";
+ ent->client->pers.connected = CON_DISCONNECTED;
+ ent->client->sess.spectatorState =
+ ent->client->ps.persistant[ PERS_SPECSTATE ] = SPECTATOR_NOT;
+
+ trap_SetConfigstring( CS_PLAYERS + clientNum, "");
+
+ CalculateRanks( );
+}