diff options
author | Tim Angus <tim@ngus.net> | 2003-07-05 03:04:29 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2003-07-05 03:04:29 +0000 |
commit | beb34e28a4f933107a3fa08a306125a712e885ad (patch) | |
tree | f3d146de6fe83dfceeac02c9df83fc662d6a9e05 /src/game/g_client.c | |
parent | 72b7a39be0762a9c604781404f047e2a0653f5f2 (diff) |
* Hopefully eliminated all the BG_Find... fallthroughs for the classes
* Introduced a really hacky fix to a model caching bug (ClientInfoChanged)
Diffstat (limited to 'src/game/g_client.c')
-rw-r--r-- | src/game/g_client.c | 39 |
1 files changed, 29 insertions, 10 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c index 4c95708a..8e3fdaf1 100644 --- a/src/game/g_client.c +++ b/src/game/g_client.c @@ -1041,6 +1041,15 @@ void ClientUserinfoChanged( int clientNum ) Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( PCL_H_BSUIT ), BG_FindSkinNameForClass( PCL_H_BSUIT ) ); } + else if( client->pers.pclass == 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_FindModelNameForClass( PCL_H_BSUIT ), + BG_FindSkinNameForClass( PCL_H_BSUIT ) ); + } else { Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( client->pers.pclass ), @@ -1048,13 +1057,18 @@ void ClientUserinfoChanged( int clientNum ) } Q_strncpyz( model, buffer, sizeof( model ) ); - //model segmentation - Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", - BG_FindModelNameForClass( client->pers.pclass ) ); - if( G_NonSegModel( filename ) ) - client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL; - else - client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL; + //don't bother setting model type if spectating + if( client->pers.pclass != PCL_NONE ) + { + //model segmentation + Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", + BG_FindModelNameForClass( client->pers.pclass ) ); + + if( G_NonSegModel( filename ) ) + client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL; + else + client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL; + } // wallwalk follow s = Info_ValueForKey( userinfo, "cg_wwFollow" ); @@ -1402,14 +1416,19 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn ) hModifier = ALIENSTAGE3_HLTH_MODIFIER; } - client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = - (int)( (float)BG_FindHealthForClass( ent->client->pers.pclass ) * hModifier ); + if( client->sess.sessionTeam != TEAM_SPECTATOR ) + client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = + (int)( (float)BG_FindHealthForClass( ent->client->pers.pclass ) * hModifier ); + else + client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = 100; // clear entity values if( ent->client->pers.pclass == PCL_H_BASE ) weapon = client->pers.pitem; - else + else if( client->sess.sessionTeam != TEAM_SPECTATOR ) weapon = BG_FindStartWeaponForClass( ent->client->pers.pclass ); + else + weapon = WP_NONE; BG_FindAmmoForWeapon( weapon, &ammo, &clips, &maxClips ); BG_packWeapon( weapon, client->ps.stats ); |