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authorTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
commitbf23ecf17f432cf8e47302ef7464612c17be9bbe (patch)
tree6e3d28ecaa038199d6ba63830e81f05270b199c3 /src/game/g_client.c
parent22f322884cf7715c01500ef0b4579b87b1cb1973 (diff)
* Move the game source from mod/src/ to src/
Diffstat (limited to 'src/game/g_client.c')
-rw-r--r--src/game/g_client.c1593
1 files changed, 1593 insertions, 0 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c
new file mode 100644
index 00000000..e86439c4
--- /dev/null
+++ b/src/game/g_client.c
@@ -0,0 +1,1593 @@
+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * This program 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.
+ */
+
+#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 )
+{
+ if( !client )
+ return;
+
+ //if we're already at the max and trying to add credit then stop
+ if( cap )
+ {
+ if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ if( client->ps.persistant[ PERS_CREDIT ] >= ALIEN_MAX_KILLS &&
+ credit > 0 )
+ return;
+ }
+ else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ if( client->ps.persistant[ PERS_CREDIT ] >= HUMAN_MAX_CREDITS &&
+ credit > 0 )
+ return;
+ }
+ }
+
+ client->ps.persistant[ PERS_CREDIT ] += credit;
+
+ if( cap )
+ {
+ if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ if( client->ps.persistant[ PERS_CREDIT ] > ALIEN_MAX_KILLS )
+ client->ps.persistant[ PERS_CREDIT ] = ALIEN_MAX_KILLS;
+ }
+ else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ if( client->ps.persistant[ PERS_CREDIT ] > HUMAN_MAX_CREDITS )
+ client->ps.persistant[ PERS_CREDIT ] = HUMAN_MAX_CREDITS;
+ }
+ }
+
+ if( client->ps.persistant[ PERS_CREDIT ] < 0 )
+ client->ps.persistant[ PERS_CREDIT ] = 0;
+}
+
+
+/*
+=======================================================================
+
+ 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;
+}
+
+/*
+================
+SelectNearestDeathmatchSpawnPoint
+
+Find the spot that we DON'T want to use
+================
+*/
+#define MAX_SPAWN_POINTS 128
+gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from )
+{
+ gentity_t *spot;
+ vec3_t delta;
+ float dist, nearestDist;
+ gentity_t *nearestSpot;
+
+ nearestDist = 999999;
+ nearestSpot = NULL;
+ spot = NULL;
+
+ while( (spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL )
+ {
+ VectorSubtract( spot->s.origin, from, delta );
+ dist = VectorLength( delta );
+
+ if( dist < nearestDist )
+ {
+ nearestDist = dist;
+ nearestSpot = spot;
+ }
+ }
+
+ return nearestSpot;
+}
+
+
+/*
+================
+SelectRandomDeathmatchSpawnPoint
+
+go to a random point that doesn't telefrag
+================
+*/
+#define MAX_SPAWN_POINTS 128
+gentity_t *SelectRandomDeathmatchSpawnPoint( void )
+{
+ gentity_t *spot;
+ int count;
+ int selection;
+ gentity_t *spots[ MAX_SPAWN_POINTS ];
+
+ count = 0;
+ spot = NULL;
+
+ while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL )
+ {
+ if( SpotWouldTelefrag( spot ) )
+ continue;
+
+ spots[ count ] = spot;
+ count++;
+ }
+
+ if( !count ) // no spots that won't telefrag
+ return G_Find( NULL, FOFS( classname ), "info_player_deathmatch" );
+
+ selection = rand( ) % count;
+ return spots[ selection ];
+}
+
+
+/*
+===========
+SelectRandomFurthestSpawnPoint
+
+Chooses a player start, deathmatch start, etc
+============
+*/
+gentity_t *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 ];
+}
+
+
+/*
+================
+SelectAlienSpawnPoint
+
+go to a random point that doesn't telefrag
+================
+*/
+gentity_t *SelectAlienSpawnPoint( vec3_t preference )
+{
+ gentity_t *spot;
+ int count;
+ gentity_t *spots[ MAX_SPAWN_POINTS ];
+
+ if( level.numAlienSpawns <= 0 )
+ return NULL;
+
+ count = 0;
+ spot = NULL;
+
+ while( ( spot = G_Find( spot, FOFS( classname ),
+ BG_FindEntityNameForBuildable( BA_A_SPAWN ) ) ) != NULL )
+ {
+ if( !spot->spawned )
+ continue;
+
+ if( spot->health <= 0 )
+ continue;
+
+ if( !spot->s.groundEntityNum )
+ continue;
+
+ if( spot->clientSpawnTime > 0 )
+ continue;
+
+ if( G_CheckSpawnPoint( spot->s.number, spot->s.origin,
+ spot->s.origin2, BA_A_SPAWN, NULL ) != NULL )
+ continue;
+
+ spots[ count ] = spot;
+ count++;
+ }
+
+ if( !count )
+ return NULL;
+
+ return G_ClosestEnt( preference, spots, count );
+}
+
+
+/*
+================
+SelectHumanSpawnPoint
+
+go to a random point that doesn't telefrag
+================
+*/
+gentity_t *SelectHumanSpawnPoint( vec3_t preference )
+{
+ gentity_t *spot;
+ int count;
+ gentity_t *spots[ MAX_SPAWN_POINTS ];
+
+ if( level.numHumanSpawns <= 0 )
+ return NULL;
+
+ count = 0;
+ spot = NULL;
+
+ while( ( spot = G_Find( spot, FOFS( classname ),
+ BG_FindEntityNameForBuildable( BA_H_SPAWN ) ) ) != NULL )
+ {
+ if( !spot->spawned )
+ continue;
+
+ if( spot->health <= 0 )
+ continue;
+
+ if( !spot->s.groundEntityNum )
+ continue;
+
+ if( spot->clientSpawnTime > 0 )
+ continue;
+
+ if( G_CheckSpawnPoint( spot->s.number, spot->s.origin,
+ spot->s.origin2, BA_H_SPAWN, NULL ) != NULL )
+ continue;
+
+ spots[ count ] = spot;
+ count++;
+ }
+
+ if( !count )
+ return NULL;
+
+ return G_ClosestEnt( preference, spots, count );
+}
+
+
+/*
+===========
+SelectSpawnPoint
+
+Chooses a player start, deathmatch start, etc
+============
+*/
+gentity_t *SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
+{
+ return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles );
+}
+
+
+/*
+===========
+SelectTremulousSpawnPoint
+
+Chooses a player start, deathmatch start, etc
+============
+*/
+gentity_t *SelectTremulousSpawnPoint( pTeam_t team, vec3_t preference, vec3_t origin, vec3_t angles )
+{
+ gentity_t *spot = NULL;
+
+ if( team == PTE_ALIENS )
+ spot = SelectAlienSpawnPoint( preference );
+ else if( team == PTE_HUMANS )
+ spot = SelectHumanSpawnPoint( preference );
+
+ //no available spots
+ if( !spot )
+ return NULL;
+
+ if( team == PTE_ALIENS )
+ G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin );
+ else if( team == PTE_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;
+
+}
+
+
+/*
+===========
+SelectInitialSpawnPoint
+
+Try to find a spawn point marked 'initial', otherwise
+use normal spawn selection.
+============
+*/
+gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles )
+{
+ gentity_t *spot;
+
+ spot = NULL;
+ while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL )
+ {
+ if( spot->spawnflags & 1 )
+ break;
+ }
+
+ if( !spot || SpotWouldTelefrag( spot ) )
+ {
+ return SelectSpawnPoint( vec3_origin, origin, angles );
+ }
+
+ VectorCopy( spot->s.origin, origin );
+ origin[ 2 ] += 9;
+ VectorCopy( spot->s.angles, angles );
+
+ return spot;
+}
+
+/*
+===========
+SelectSpectatorSpawnPoint
+
+============
+*/
+gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles )
+{
+ FindIntermissionPoint( );
+
+ VectorCopy( level.intermission_origin, origin );
+ VectorCopy( level.intermission_angle, angles );
+
+ return NULL;
+}
+
+
+/*
+===========
+SelectAlienLockSpawnPoint
+
+Try to find a spawn point for alien intermission otherwise
+use normal intermission spawn.
+============
+*/
+gentity_t *SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles )
+{
+ gentity_t *spot;
+
+ spot = NULL;
+ spot = G_Find( spot, FOFS( classname ), "info_alien_intermission" );
+
+ if( !spot )
+ return SelectSpectatorSpawnPoint( origin, angles );
+
+ VectorCopy( spot->s.origin, origin );
+ VectorCopy( spot->s.angles, angles );
+
+ return spot;
+}
+
+
+/*
+===========
+SelectHumanLockSpawnPoint
+
+Try to find a spawn point for human intermission otherwise
+use normal intermission spawn.
+============
+*/
+gentity_t *SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles )
+{
+ gentity_t *spot;
+
+ spot = NULL;
+ spot = G_Find( spot, FOFS( classname ), "info_human_intermission" );
+
+ if( !spot )
+ return 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
+=============
+*/
+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.powerups = 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;
+}
+
+
+/*
+=============
+BodyFree
+
+After sitting around for a while the body becomes a freebie
+=============
+*/
+void BodyFree( gentity_t *ent )
+{
+ ent->killedBy = -1;
+
+ //if not claimed in the next minute destroy
+ ent->think = BodySink;
+ ent->nextthink = level.time + 60000;
+}
+
+
+/*
+=============
+SpawnCorpse
+
+A player is respawning, so make an entity that looks
+just like the existing corpse to leave behind.
+=============
+*/
+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_PCLASS ];
+ body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL;
+
+ if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ body->classname = "humanCorpse";
+ else
+ body->classname = "alienCorpse";
+
+ body->s.powerups = 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_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ], 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 );
+}
+
+//======================================================================
+
+
+/*
+==================
+SetClientViewAngle
+
+==================
+*/
+void 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 )
+{
+ SpawnCorpse( ent );
+
+ //TA: Clients can't respawn - they must go thru the class cmd
+ ClientSpawn( ent, NULL, NULL, NULL );
+}
+
+/*
+================
+TeamCount
+
+Returns number of players on a team
+================
+*/
+team_t TeamCount( int ignoreClientNum, int team )
+{
+ int i;
+ int count = 0;
+
+ for( i = 0 ; i < level.maxclients ; i++ )
+ {
+ if( i == ignoreClientNum )
+ continue;
+
+ if( level.clients[ i ].pers.connected == CON_DISCONNECTED )
+ continue;
+
+ if( level.clients[ i ].sess.sessionTeam == team )
+ count++;
+ }
+
+ return count;
+}
+
+
+/*
+===========
+ClientCheckName
+============
+*/
+static void ClientCleanName( const char *in, char *out, int outSize )
+{
+ int len, colorlessLen;
+ char ch;
+ char *p;
+ int spaces;
+
+ //save room for trailing null byte
+ outSize--;
+
+ len = 0;
+ colorlessLen = 0;
+ p = out;
+ *p = 0;
+ spaces = 0;
+
+ while( 1 )
+ {
+ ch = *in++;
+ if( !ch )
+ break;
+
+ // don't allow leading spaces
+ if( !*p && ch == ' ' )
+ continue;
+
+ // check colors
+ if( ch == Q_COLOR_ESCAPE )
+ {
+ // solo trailing carat is not a color prefix
+ if( !*in )
+ break;
+
+ // don't allow black in a name, period
+ if( ColorIndex( *in ) == 0 )
+ {
+ in++;
+ continue;
+ }
+
+ // make sure room in dest for both chars
+ if( len > outSize - 2 )
+ break;
+
+ *out++ = ch;
+ *out++ = *in++;
+ len += 2;
+ continue;
+ }
+
+ // don't allow too many consecutive spaces
+ if( ch == ' ' )
+ {
+ spaces++;
+ if( spaces > 3 )
+ continue;
+ }
+ else
+ spaces = 0;
+
+ if( len > outSize - 1 )
+ break;
+
+ *out++ = ch;
+ colorlessLen++;
+ len++;
+ }
+
+ *out = 0;
+
+ // don't allow empty names
+ if( *p == 0 || colorlessLen == 0 )
+ Q_strncpyz( p, "UnnamedPlayer", 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 >= sizeof( text ) - 1 )
+ {
+ G_Printf( "File %s too long\n", filename );
+ 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.
+============
+*/
+void ClientUserinfoChanged( int clientNum )
+{
+ gentity_t *ent;
+ int teamTask, teamLeader, health;
+ char *s;
+ char model[ MAX_QPATH ];
+ char buffer[ MAX_QPATH ];
+ char filename[ MAX_QPATH ];
+ char oldname[ MAX_STRING_CHARS ];
+ gclient_t *client;
+ char c1[ MAX_INFO_STRING ];
+ char c2[ MAX_INFO_STRING ];
+ char redTeam[ MAX_INFO_STRING ];
+ char blueTeam[ MAX_INFO_STRING ];
+ char userinfo[ MAX_INFO_STRING ];
+ team_t team;
+
+ ent = g_entities + clientNum;
+ client = ent->client;
+
+ trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
+
+ // check for malformed or illegal info strings
+ if( !Info_Validate(userinfo) )
+ strcpy( userinfo, "\\name\\badinfo" );
+
+ // check for local client
+ s = Info_ValueForKey( userinfo, "ip" );
+
+ if( !strcmp( s, "localhost" ) )
+ client->pers.localClient = qtrue;
+
+ // check the item prediction
+ s = Info_ValueForKey( userinfo, "cg_predictItems" );
+
+ if( !atoi( s ) )
+ client->pers.predictItemPickup = qfalse;
+ else
+ client->pers.predictItemPickup = qtrue;
+
+ // set name
+ Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) );
+ s = Info_ValueForKey( userinfo, "name" );
+ ClientCleanName( s, client->pers.netname, sizeof( client->pers.netname ) );
+
+ if( client->sess.sessionTeam == TEAM_SPECTATOR )
+ {
+ if( client->sess.spectatorState == SPECTATOR_SCOREBOARD )
+ Q_strncpyz( client->pers.netname, "scoreboard", sizeof( client->pers.netname ) );
+ }
+
+ if( client->pers.connected == CON_CONNECTED )
+ {
+ if( strcmp( oldname, client->pers.netname ) )
+ {
+ G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname,
+ client->pers.netname ) );
+ }
+ }
+
+ // set max health
+ health = atoi( Info_ValueForKey( userinfo, "handicap" ) );
+ client->pers.maxHealth = health;
+
+ if( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 )
+ client->pers.maxHealth = 100;
+
+ //hack to force a client update if the config string does not change between spawning
+ if( client->pers.classSelection == PCL_NONE )
+ client->pers.maxHealth = 0;
+
+ // set model
+ if( client->ps.stats[ STAT_PCLASS ] == PCL_HUMAN && BG_InventoryContainsUpgrade( UP_BATTLESUIT, client->ps.stats ) )
+ {
+ Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( PCL_HUMAN_BSUIT ),
+ BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) );
+ }
+ else 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_FindModelNameForClass( PCL_HUMAN_BSUIT ),
+ BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) );
+ }
+ else
+ {
+ Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( client->pers.classSelection ),
+ BG_FindSkinNameForClass( client->pers.classSelection ) );
+ }
+ Q_strncpyz( model, buffer, sizeof( model ) );
+
+ //don't bother setting model type if spectating
+ if( client->pers.classSelection != PCL_NONE )
+ {
+ //model segmentation
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg",
+ BG_FindModelNameForClass( client->pers.classSelection ) );
+
+ 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" );
+
+ 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;
+
+ // teamInfo
+ s = Info_ValueForKey( userinfo, "teamoverlay" );
+
+ if( ! *s || atoi( s ) != 0 )
+ client->pers.teamInfo = qtrue;
+ else
+ client->pers.teamInfo = qfalse;
+
+ // team task (0 = none, 1 = offence, 2 = defence)
+ teamTask = atoi( Info_ValueForKey( userinfo, "teamtask" ) );
+ // team Leader (1 = leader, 0 is normal player)
+ teamLeader = client->sess.teamLeader;
+
+ // colors
+ strcpy( c1, Info_ValueForKey( userinfo, "color1" ) );
+ strcpy( c2, Info_ValueForKey( userinfo, "color2" ) );
+ strcpy( redTeam, "humans" );
+ strcpy( blueTeam, "aliens" );
+
+ if( client->ps.pm_flags & PMF_FOLLOW )
+ team = PTE_NONE;
+ else
+ team = client->ps.stats[ STAT_PTEAM ];
+
+ // send over a subset of the userinfo keys so other clients can
+ // print scoreboards, display models, and play custom sounds
+ s = va( "n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d",
+ client->pers.netname, team, model, model, redTeam, blueTeam, c1, c2,
+ client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader);
+
+ trap_SetConfigstring( CS_PLAYERS + clientNum, s );
+
+ /*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s );*/
+}
+
+
+/*
+===========
+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, qboolean isBot )
+{
+ char *value;
+ gclient_t *client;
+ char userinfo[ MAX_INFO_STRING ];
+ gentity_t *ent;
+
+ ent = &g_entities[ clientNum ];
+
+ trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
+
+ // IP filtering
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500
+ // recommanding PB based IP / GUID banning, the builtin system is pretty limited
+ // check to see if they are on the banned IP list
+ value = Info_ValueForKey( userinfo, "ip" );
+ if( G_FilterPacket( value ) )
+ return "You are banned from this server.";
+
+ // 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";
+
+ // they can connect
+ ent->client = level.clients + clientNum;
+ client = ent->client;
+
+ memset( client, 0, sizeof(*client) );
+
+ 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_LogPrintf( "ClientConnect: %i\n", clientNum );
+ ClientUserinfoChanged( clientNum );
+
+ // don't do the "xxx connected" messages if they were caried over from previous level
+ if( firstTime )
+ G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname ) );
+
+ // count current clients and rank for scoreboard
+ CalculateRanks( );
+
+ 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;
+
+ 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;
+ client->pers.teamState.state = TEAM_BEGIN;
+
+ // 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 ) );
+ client->ps.eFlags = flags;
+
+ // locate ent at a spawn point
+
+ ClientSpawn( ent, NULL, NULL, NULL );
+
+ G_InitCommandQueue( clientNum );
+
+ G_SendCommandFromServer( -1, va( "print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname ) );
+
+ // request the clients PTR code
+ G_SendCommandFromServer( ent - g_entities, "ptrcrequest" );
+
+ G_LogPrintf( "ClientBegin: %i\n", clientNum );
+
+ // count current clients and rank for scoreboard
+ CalculateRanks( );
+}
+
+/*
+===========
+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;
+
+ //TA: only start client if chosen a class and joined a team
+ if( client->pers.classSelection == PCL_NONE && teamLocal == PTE_NONE )
+ {
+ client->sess.sessionTeam = TEAM_SPECTATOR;
+ client->sess.spectatorState = SPECTATOR_FREE;
+ }
+ else if( client->pers.classSelection == PCL_NONE )
+ {
+ client->sess.sessionTeam = TEAM_SPECTATOR;
+ client->sess.spectatorState = SPECTATOR_LOCKED;
+ }
+
+ 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.sessionTeam == TEAM_SPECTATOR )
+ {
+ if( teamLocal == PTE_NONE )
+ spawnPoint = SelectSpectatorSpawnPoint( spawn_origin, spawn_angles );
+ else if( teamLocal == PTE_ALIENS )
+ spawnPoint = SelectAlienLockSpawnPoint( spawn_origin, spawn_angles );
+ else if( teamLocal == PTE_HUMANS )
+ spawnPoint = 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->biteam == PTE_ALIENS )
+ spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME;
+ else if( spawnPoint->biteam == PTE_HUMANS )
+ spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME;
+ }
+ }
+ client->pers.teamState.state = TEAM_ACTIVE;
+
+ // toggle the teleport bit so the client knows to not lerp
+ flags = ent->client->ps.eFlags & ( EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED );
+ flags ^= EF_TELEPORT_BIT;
+
+ // 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;
+
+ 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_TEAM ] = client->sess.sessionTeam;
+
+ 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;
+
+ //TA: calculate each client's acceleration
+ ent->evaluateAcceleration = qtrue;
+
+ client->ps.stats[ STAT_WEAPONS ] = 0;
+ client->ps.stats[ STAT_WEAPONS2 ] = 0;
+ client->ps.stats[ STAT_SLOTS ] = 0;
+
+ client->ps.eFlags = flags;
+ client->ps.clientNum = index;
+
+ BG_FindBBoxForClass( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );
+
+ if( client->sess.sessionTeam != TEAM_SPECTATOR )
+ client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] =
+ BG_FindHealthForClass( ent->client->pers.classSelection );
+ else
+ client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = 100;
+
+ // clear entity values
+ if( ent->client->pers.classSelection == PCL_HUMAN )
+ {
+ BG_AddWeaponToInventory( WP_BLASTER, client->ps.stats );
+ BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats );
+ weapon = client->pers.humanItemSelection;
+ }
+ else if( client->sess.sessionTeam != TEAM_SPECTATOR )
+ weapon = BG_FindStartWeaponForClass( ent->client->pers.classSelection );
+ else
+ weapon = WP_NONE;
+
+ BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips );
+ BG_AddWeaponToInventory( weapon, client->ps.stats );
+ BG_PackAmmoArray( weapon, client->ps.ammo, client->ps.powerups, maxAmmo, maxClips );
+
+ ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.classSelection;
+ ent->client->ps.stats[ STAT_PTEAM ] = 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 ] = MAX_STAMINA;
+
+ 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.sessionTeam != TEAM_SPECTATOR &&
+ client->ps.stats[ STAT_PTEAM ] == PTE_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 );
+ }
+ }
+ else if( client->sess.sessionTeam != TEAM_SPECTATOR &&
+ client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ spawn_angles[ YAW ] += 180.0f;
+ AngleNormalize360( spawn_angles[ YAW ] );
+ }
+
+ // 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 );
+ SetClientViewAngle( ent, spawn_angles );
+
+ if( !( client->sess.sessionTeam == TEAM_SPECTATOR ) )
+ {
+ /*G_KillBox( ent );*/ //blame this if a newly spawned client gets stuck in another
+ trap_LinkEntity( ent );
+
+ // force the base weapon up
+ client->ps.weapon = WP_NONE;
+ 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;
+ client->lastKillTime = 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.sessionTeam != TEAM_SPECTATOR )
+ {
+ BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
+ VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
+ trap_LinkEntity( ent );
+ }
+
+ //TA: 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 )
+ return;
+
+ // stop any following clients
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ if( level.clients[ i ].sess.sessionTeam == TEAM_SPECTATOR &&
+ level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW &&
+ level.clients[ i ].sess.spectatorClient == clientNum )
+ {
+ if( !G_FollowNewClient( &g_entities[ i ], 1 ) )
+ G_StopFollowing( &g_entities[ i ] );
+ }
+ }
+
+ // send effect if they were completely connected
+ if( ent->client->pers.connected == CON_CONNECTED &&
+ ent->client->sess.sessionTeam != TEAM_SPECTATOR )
+ {
+ tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
+ tent->s.clientNum = ent->s.clientNum;
+ }
+
+ G_LogPrintf( "ClientDisconnect: %i\n", clientNum );
+
+ trap_UnlinkEntity( ent );
+ ent->s.modelindex = 0;
+ ent->inuse = qfalse;
+ ent->classname = "disconnected";
+ ent->client->pers.connected = CON_DISCONNECTED;
+ ent->client->ps.persistant[ PERS_TEAM ] = TEAM_FREE;
+ ent->client->sess.sessionTeam = TEAM_FREE;
+
+ trap_SetConfigstring( CS_PLAYERS + clientNum, "");
+
+ CalculateRanks( );
+}