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-rw-r--r--src/game/g_client.c1543
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diff --git a/src/game/g_client.c b/src/game/g_client.c
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+// 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 GNU General Public License as published by
+ * the Free Software Foundation; either version 2, or (at your option)
+ * any later version.
+ *
+ * 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. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ */
+
+/* To assertain which portions are licensed under the GPL and which are
+ * licensed by Id Software, Inc. please run a diff between the equivalent
+ * versions of the "Tremulous" modification and the unmodified "Quake3"
+ * game source code.
+ */
+
+#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_droid_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_droid_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 ) {
+
+}
+
+
+
+/*
+=======================================================================
+
+ 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];
+}
+
+
+/*
+================
+SelectDroidSpawnPoint
+
+go to a random point that doesn't telefrag
+================
+*/
+gentity_t *SelectDroidSpawnPoint( 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), "team_droid_spawn")) != NULL) {
+ if ( SpotWouldTelefrag( spot ) || ( spot->health <= 0 ) ) {
+ continue;
+ }
+ spots[ count ] = spot;
+ count++;
+ }
+
+ if ( !count ) { // no spots that won't telefrag
+ spot = G_Find( NULL, FOFS(classname), "team_droid_spawn");
+ if( spot->health > 0 )
+ return spot;
+ else
+ return NULL;
+
+ }
+
+ selection = rand() % count;
+ return spots[ selection ];
+}
+
+
+/*
+================
+SelectHumanSpawnPoint
+
+go to a random point that doesn't telefrag
+================
+*/
+gentity_t *SelectHumanSpawnPoint( 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), "team_human_spawn")) != NULL) {
+ if ( SpotWouldTelefrag( spot ) || ( spot->health <= 0 ) ) {
+ continue;
+ }
+ spots[ count ] = spot;
+ count++;
+ }
+
+ if ( !count ) { // no spots that won't telefrag
+ spot = G_Find( NULL, FOFS(classname), "team_human_spawn");
+ if( spot->health > 0 )
+ return spot;
+ else
+ return NULL;
+ }
+
+ selection = rand() % count;
+ return spots[ selection ];
+}
+
+
+/*
+===========
+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 );
+
+ /*
+ gentity_t *spot;
+ gentity_t *nearestSpot;
+
+ nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint );
+
+ spot = SelectRandomDeathmatchSpawnPoint ( );
+ if ( spot == nearestSpot ) {
+ // roll again if it would be real close to point of death
+ spot = SelectRandomDeathmatchSpawnPoint ( );
+ if ( spot == nearestSpot ) {
+ // last try
+ spot = SelectRandomDeathmatchSpawnPoint ( );
+ }
+ }
+
+ // find a single player start spot
+ 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;
+ */
+}
+
+
+/*
+===========
+SelectTremulousSpawnPoint
+
+Chooses a player start, deathmatch start, etc
+============
+*/
+gentity_t *SelectTremulousSpawnPoint( int team, vec3_t origin, vec3_t angles )
+{
+ gentity_t *spot;
+
+ if( team == PTE_DROIDS )
+ spot = SelectDroidSpawnPoint( );
+ else if( team == PTE_HUMANS )
+ spot = SelectHumanSpawnPoint( );
+
+ //no available spots
+ if( !spot )
+ {
+ return NULL;
+ }
+
+ // find a single player start spot
+ if (!spot) {
+ //G_Error( "Couldn't find a spawn point" );
+ }
+
+ //TA: why isn't spot->s.origin being set?
+ VectorCopy (spot->s.pos.trBase, origin);
+ VectorCopy (spot->s.angles, angles);
+
+ if( team == PTE_DROIDS )
+ origin[2] += 40;
+ else if( team == PTE_HUMANS )
+ origin[2] += 29;
+
+ 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;
+}
+
+
+/*
+===========
+SelectDroidLockSpawnPoint
+
+Try to find a spawn point for droid intermission otherwise
+use normal intermission spawn.
+============
+*/
+gentity_t *SelectDroidLockSpawnPoint( vec3_t origin, vec3_t angles ) {
+ gentity_t *spot;
+
+ spot = NULL;
+ spot = G_Find (spot, FOFS(classname), "info_droid_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
+
+=======================================================================
+*/
+
+#if BODY_QUEUE_SIZE
+/*
+===============
+InitBodyQue
+===============
+*/
+void InitBodyQue (void) {
+ int i;
+ gentity_t *ent;
+
+ level.bodyQueIndex = 0;
+ for (i=0; i<BODY_QUEUE_SIZE ; i++) {
+ ent = G_Spawn();
+ ent->classname = "bodyque";
+ ent->neverFree = qtrue;
+ level.bodyQue[i] = ent;
+ }
+}
+#endif
+
+/*
+=============
+BodySink
+
+After sitting around for five seconds, fall into the ground and dissapear
+=============
+*/
+void BodySink( gentity_t *ent ) {
+ if ( level.time - ent->timestamp > 6500 ) {
+ // the body ques are never actually freed, they are just unlinked
+ trap_UnlinkEntity( ent );
+ ent->physicsObject = qfalse;
+ return;
+ }
+ ent->nextthink = level.time + 100;
+ ent->s.pos.trBase[2] -= 1;
+}
+
+/*
+=============
+CopyToBodyQue
+
+A player is respawning, so make an entity that looks
+just like the existing corpse to leave behind.
+=============
+*/
+void CopyToBodyQue( gentity_t *ent ) {
+ gentity_t *body;
+ int contents;
+
+ //TA: not really the place for this.. but hey..
+ if( ent->client->torch != NULL && BG_activated( UP_TORCH, ent->client->ps.stats ) )
+ {
+ G_FreeEntity( ent->client->torch );
+ trap_UnlinkEntity( ent->client->torch );
+ ent->client->torch = NULL;
+ }
+
+ trap_UnlinkEntity (ent);
+
+ // if client is in a nodrop area, don't leave the body
+ contents = trap_PointContents( ent->s.origin, -1 );
+ if ( contents & CONTENTS_NODROP ) {
+ return;
+ }
+
+ body = G_Spawn( );
+ body->classname = "corpse";
+ body->s = ent->s;
+ body->r.s = body->s;
+ body->s.eFlags = EF_DEAD;
+ body->s.eType = ET_CORPSE;
+ body->s.number = body - g_entities;
+ body->timestamp = level.time;
+ body->physicsObject = qtrue;
+ body->s.event = 0;
+ body->r.contents = CONTENTS_BODY;
+ body->clipmask = MASK_PLAYERSOLID;
+
+ 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;
+ }
+
+ //body->die = body_die;
+
+ // don't take more damage if already gibbed
+ if ( ent->health <= GIB_HEALTH ) {
+ body->takedamage = qfalse;
+ } else {
+ body->takedamage = qtrue;
+ }
+
+ //make the make player entity disappear
+ ent->takedamage = qfalse;
+ ent->s.eType = ET_INVISIBLE;
+ ent->r.contents = 0;
+ ent->s.solid = 0;
+ ent->r.s.solid = 0;
+ body->health = ent->health = ent->client->ps.stats[STAT_HEALTH];
+ ent->health = ent->client->ps.stats[STAT_HEALTH] = GIB_HEALTH - 1;
+
+ //FIXME: change body dimensions
+ VectorSet( body->r.mins, -15, -15, -15 );
+ VectorSet( body->r.maxs, 15, 15, 15 );
+ VectorSet( body->r.absmin, -15, -15, -15 );
+ VectorSet( body->r.absmax, 15, 15, 15 );
+
+ if ( body->s.groundEntityNum == ENTITYNUM_NONE )
+ {
+ body->s.pos.trType = TR_GRAVITY;
+ body->s.pos.trTime = level.time;
+ VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
+ }
+ else
+ {
+ body->s.pos.trType = TR_STATIONARY;
+ }
+
+ body->s.pos.trTime = level.time;
+
+ 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 ) {
+ gentity_t *tent;
+
+ CopyToBodyQue (ent);
+
+ //TA: Clients can't respawn - they must go thru the class cmd
+ ClientSpawn(ent);
+
+ //FIXME: need different spawn/respawn functions for different teams
+
+ // add a teleportation effect
+ //tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
+ //tent->s.clientNum = ent->s.clientNum;
+}
+
+/*
+================
+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;
+}
+
+
+/*
+================
+TeamLeader
+
+Returns the client number of the team leader
+================
+*/
+int TeamLeader( int team ) {
+ int i;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
+ continue;
+ }
+ if ( level.clients[i].sess.sessionTeam == team ) {
+ if ( level.clients[i].sess.teamLeader )
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+
+/*
+================
+PickTeam
+
+================
+*/
+team_t PickTeam( int ignoreClientNum ) {
+ int counts[TEAM_NUM_TEAMS];
+
+ counts[TEAM_DROIDS] = TeamCount( ignoreClientNum, TEAM_DROIDS );
+ counts[TEAM_HUMANS] = TeamCount( ignoreClientNum, TEAM_HUMANS );
+
+ if ( counts[TEAM_DROIDS] > counts[TEAM_HUMANS] ) {
+ return TEAM_HUMANS;
+ }
+ if ( counts[TEAM_HUMANS] > counts[TEAM_DROIDS] ) {
+ return TEAM_DROIDS;
+ }
+ // equal team count, so join the team with the lowest score
+ if ( level.teamScores[TEAM_DROIDS] > level.teamScores[TEAM_HUMANS] ) {
+ return TEAM_HUMANS;
+ }
+ return TEAM_DROIDS;
+}
+
+/*
+===========
+ForceClientSkin
+
+Forces a client's skin (for teamplay)
+===========
+*/
+static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) {
+ char *p;
+
+ if ((p = Q_strrchr(model, '/')) != 0) {
+ *p = 0;
+ }
+
+ Q_strcat(model, MAX_QPATH, "/");
+ Q_strcat(model, MAX_QPATH, skin);
+}
+
+
+/*
+===========
+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 );
+ }
+}
+
+
+/*
+===========
+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, team, health;
+ char *s;
+ char model[MAX_QPATH];
+ char oldname[MAX_STRING_CHARS];
+ gclient_t *client;
+ char c1[MAX_INFO_STRING];
+ char redTeam[MAX_INFO_STRING];
+ char blueTeam[MAX_INFO_STRING];
+ 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) ) {
+ 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 ) ) {
+ trap_SendServerCommand( -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;
+ }
+ //client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
+
+ // set model
+ //Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
+ switch( client->pers.pclass )
+ {
+ case PCL_D_BASE:
+ Q_strncpyz( model, "klesk", sizeof( model ) );
+ break;
+ case PCL_D_BUILDER:
+ Q_strncpyz( model, "lucy", sizeof( model ) );
+ break;
+ case PCL_H_BASE:
+ Q_strncpyz( model, "sarge", sizeof( model ) );
+ break;
+ default:
+ Q_strncpyz( model, "grunt", sizeof( model ) );
+ }
+
+ // team
+ switch( client->sess.sessionTeam ) {
+ case TEAM_HUMANS:
+ ForceClientSkin(client, model, "red");
+ break;
+ case TEAM_DROIDS:
+ ForceClientSkin(client, model, "blue");
+ break;
+ }
+ if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ // don't ever use a default skin in teamplay, it would just waste memory
+ ForceClientSkin(client, model, "red");
+ }
+
+
+
+ // 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, "color" ));
+ strcpy(redTeam, "humans");
+ strcpy(blueTeam, "droids");
+
+ // send over a subset of the userinfo keys so other clients can
+ // print scoreboards, display models, and play custom sounds
+ if ( ent->r.svFlags & SVF_BOT ) {
+ s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d",
+ client->pers.netname, client->sess.sessionTeam, model, model, c1,
+ client->pers.maxHealth, client->sess.wins, client->sess.losses,
+ Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader );
+ } else {
+ s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d",
+ client->pers.netname, client->sess.sessionTeam, model, model, redTeam, blueTeam, c1,
+ 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 ) );
+
+ // check to see if they are on the banned IP list
+ value = Info_ValueForKey (userinfo, "ip");
+ if ( G_FilterPacket( value ) ) {
+ return "Banned.";
+ }
+
+ // 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 );
+
+ //TA: rip bots
+ /*if( isBot ) {
+ ent->r.svFlags |= SVF_BOT;
+ ent->inuse = qtrue;
+ if( !G_BotConnect( clientNum, !firstTime ) ) {
+ return "BotConnectfailed";
+ }
+ }*/
+
+ // 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 ) {
+ trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) );
+ }
+
+ if ( g_gametype.integer >= GT_TEAM &&
+ client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ BroadcastTeamChange( client, -1 );
+ }
+
+ // 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;
+ gentity_t *tent;
+ int flags;
+
+ ent = g_entities + clientNum;
+
+ //TA: rip bots
+ /*if( ent->botDelayBegin ) {
+ G_QueueBotBegin( clientNum );
+ ent->botDelayBegin = qfalse;
+ return;
+ }*/
+
+ 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 );
+
+ if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ // send event
+ tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
+ tent->s.clientNum = ent->s.clientNum;
+
+ if ( g_gametype.integer != GT_TOURNAMENT ) {
+ trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) );
+ }
+ }
+ 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) {
+ 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;
+ int flags;
+ int savedPing;
+ int ammoIndex, ammoSubIndex;
+ int teamLocal;
+ int accuracy_hits, accuracy_shots;
+ int savedEvents[MAX_PS_EVENTS];
+ int eventSequence;
+ char userinfo[MAX_INFO_STRING];
+
+ index = ent - g_entities;
+ client = ent->client;
+
+ teamLocal = client->pers.pteam;
+
+ //TA: only start client if chosen a class and joined a team
+ if( client->pers.pclass == 0 && teamLocal == 0 )
+ {
+ client->sess.sessionTeam = TEAM_SPECTATOR;
+ client->sess.spectatorState = SPECTATOR_FREE;
+ }
+ else if( client->pers.pclass == 0 )
+ {
+ client->sess.sessionTeam = TEAM_SPECTATOR;
+ client->sess.spectatorState = SPECTATOR_LOCKED;
+ }
+
+ // 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_DROIDS )
+ spawnPoint = SelectDroidLockSpawnPoint ( spawn_origin, spawn_angles);
+ else if( teamLocal == PTE_HUMANS )
+ spawnPoint = SelectHumanLockSpawnPoint ( spawn_origin, spawn_angles);
+ }
+ else
+ {
+ // don't spawn near existing origin if possible
+ spawnPoint = SelectTremulousSpawnPoint( teamLocal, spawn_origin, spawn_angles );
+
+ if( spawnPoint == NULL )
+ {
+ trap_SendServerCommand( ent-g_entities, va("print \"No suitable spawns available\n\"" ) );
+ return;
+ }
+ }
+ 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;
+ accuracy_hits = client->accuracy_hits;
+ accuracy_shots = client->accuracy_shots;
+ for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
+ persistant[i] = client->ps.persistant[i];
+ }
+ // also save the predictable events otherwise we might get double or dropped events
+ for (i = 0; i < MAX_PS_EVENTS; i++) {
+ savedEvents[i] = client->ps.events[i];
+ }
+ eventSequence = client->ps.eventSequence;
+ memset (client, 0, sizeof(*client));
+
+ client->pers = saved;
+ client->sess = savedSess;
+ client->ps.ping = savedPing;
+ client->accuracy_hits = accuracy_hits;
+ client->accuracy_shots = accuracy_shots;
+ client->lastkilled_client = -1;
+ for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
+ client->ps.persistant[i] = persistant[i];
+ }
+ for (i = 0; i < MAX_PS_EVENTS; i++) {
+ client->ps.events[i] = savedEvents[i];
+ }
+ client->ps.eventSequence = eventSequence;
+
+ if( client->sess.sessionTeam == TEAM_SPECTATOR )
+ {
+ if( teamLocal == PTE_DROIDS )
+ G_AddEvent( ent, EV_MENU, MN_DROID );
+ else if( teamLocal == PTE_HUMANS )
+ G_AddEvent( ent, EV_MENU, MN_HUMAN );
+ }
+
+ // 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.pclass );
+
+ 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;
+
+ client->ps.stats[ STAT_WEAPONS ] = 0;
+ client->ps.stats[ STAT_WEAPONS2 ] = 0;
+
+ // clear entity values
+ switch( ent->client->pers.pclass )
+ {
+ case PCL_D_BUILDER:
+ client->pers.maxHealth = 50;
+ client->ps.stats[STAT_MAX_HEALTH] = 50;
+ client->ps.stats[STAT_ARMOR] = 50;
+
+ client->ps.eFlags = flags;
+
+ VectorCopy (playerMins, ent->r.mins);
+ VectorCopy (playerMaxs, ent->r.maxs);
+
+ client->ps.clientNum = index;
+
+ BG_packWeapon( WP_ABUILD, client->ps.stats );
+ BG_packAmmoArray( WP_ABUILD, client->ps.ammo, client->ps.powerups, 0, 0, 0 );
+
+ client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE;
+ BG_packAttributes( 80, 15, 350, client->ps.stats );
+ client->classSpeed = 0.5;
+ break;
+
+ case PCL_D_BASE:
+ client->pers.maxHealth = 25;
+ client->ps.stats[STAT_MAX_HEALTH] = 25;
+ client->ps.eFlags = flags;
+
+ VectorCopy (playerMins, ent->r.mins);
+ VectorCopy (playerMaxs, ent->r.maxs);
+
+ client->ps.clientNum = index;
+
+ BG_packWeapon( WP_VENOM, client->ps.stats );
+ BG_packAmmoArray( WP_VENOM, client->ps.ammo, client->ps.powerups, 0, 0, 0 );
+
+ client->ps.stats[ STAT_ABILITIES ] |= SCA_WALLCLIMBER;
+ client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP;
+ client->ps.stats[ STAT_ABILITIES ] |= SCA_NOWEAPONDRIFT;
+ BG_packAttributes( 140, 0, 25, client->ps.stats );
+ client->classSpeed = 2.0;
+ break;
+
+ case PCL_H_BASE:
+ client->pers.maxHealth = 100;
+ client->ps.stats[STAT_MAX_HEALTH] = 100;
+ client->ps.stats[STAT_ARMOR] = 50;
+
+ client->ps.eFlags = flags;
+
+ VectorCopy (playerMins, ent->r.mins);
+ VectorCopy (playerMaxs, ent->r.maxs);
+
+ client->ps.clientNum = index;
+
+ /*BG_packWeapon( WP_MACHINEGUN, client->ps.stats );
+ BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, CS_MG, 4, 4 );*/
+
+ client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE;
+ client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP;
+ BG_packAttributes( 90, 2, 200, client->ps.stats );
+ client->classSpeed = 1.0;
+ break;
+
+ //eventually remove this case (or report an error) when all classes implemented
+ default:
+ client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
+ client->ps.eFlags = flags;
+
+ VectorCopy (playerMins, ent->r.mins);
+ VectorCopy (playerMaxs, ent->r.maxs);
+
+ client->ps.clientNum = index;
+
+ BG_packWeapon( WP_MACHINEGUN, client->ps.stats );
+ BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, 100, 0, 0 );
+
+ BG_packWeapon( WP_GAUNTLET, client->ps.stats );
+ BG_packAmmoArray( WP_GAUNTLET, client->ps.ammo, client->ps.powerups, 0, 0, 0 );
+
+ BG_packAmmoArray( WP_GRAPPLING_HOOK, client->ps.ammo, client->ps.powerups, 0, 0, 0 );
+
+ client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE;
+ client->ps.stats[ STAT_ABILITIES ] |= SCA_CANZOOM;
+ client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP;
+ BG_packAttributes( 90, 2, 200, client->ps.stats );
+ client->classSpeed = 1.0;
+
+ }
+
+ ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.pclass;
+ ent->client->ps.stats[ STAT_PTEAM ] = ent->client->pers.pteam;
+
+
+ // health will count down towards max_health
+ ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH]; //* 1.25;
+
+ G_SetOrigin( ent, spawn_origin );
+ VectorCopy( spawn_origin, client->ps.origin );
+
+ // 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 ) {
+
+ } else {
+ G_KillBox( ent );
+ 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->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
+ 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_gotWeapon( 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 ) {
+ 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;
+
+ // They don't get to take powerups with them!
+ // Especially important for stuff like CTF flags
+ TossClientItems ( ent );
+ }
+
+ G_LogPrintf( "ClientDisconnect: %i\n", clientNum );
+
+ // if we are playing in tourney mode and losing, give a win to the other player
+ if ( ( g_gametype.integer == GT_TOURNAMENT )
+ && !level.intermissiontime
+ && !level.warmupTime && level.sortedClients[1] == clientNum ) {
+ level.clients[ level.sortedClients[0] ].sess.wins++;
+ ClientUserinfoChanged( level.sortedClients[0] );
+ }
+
+ 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();
+
+ //TA: rip bots
+ /*if ( ent->r.svFlags & SVF_BOT ) {
+ BotAIShutdownClient( clientNum );
+ }*/
+}