diff options
author | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
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committer | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
commit | 01beb9919b95479d8be040bec74abc5cc67a5e43 (patch) | |
tree | 65f0b79e793848491832756a4c3a32b23668fab3 /src/game/g_client.c | |
parent | 191d731da136b7ee959a17e63111c9146219a768 (diff) |
Initial import.
Diffstat (limited to 'src/game/g_client.c')
-rw-r--r-- | src/game/g_client.c | 1685 |
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( ); +} |