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-rw-r--r--src/game/bg_public.h2
-rw-r--r--src/game/g_target.c7
-rw-r--r--src/game/g_team.c42
3 files changed, 21 insertions, 30 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index b40863df..df1bc0ba 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -1167,6 +1167,8 @@ typedef enum
ET_BUILDABLE, // buildable type
+ ET_LOCATION,
+
ET_MISSILE,
ET_MOVER,
ET_BEAM,
diff --git a/src/game/g_target.c b/src/game/g_target.c
index b2c2d9ab..9e110162 100644
--- a/src/game/g_target.c
+++ b/src/game/g_target.c
@@ -298,10 +298,10 @@ static void target_location_linkup( gentity_t *ent )
for( i = 0, ent = g_entities, n = 1; i < level.num_entities; i++, ent++)
{
- if( ent->classname && !Q_stricmp( ent->classname, "target_location" ) )
+ if( ent->s.eType == ET_LOCATION )
{
// lets overload some variables!
- ent->health = n; // use for location marking
+ ent->s.generic1 = n; // use for location marking
trap_SetConfigstring( CS_LOCATIONS + n, ent->message );
n++;
ent->nextTrain = level.locationHead;
@@ -323,7 +323,8 @@ void SP_target_location( gentity_t *self )
{
self->think = target_location_linkup;
self->nextthink = level.time + 200; // Let them all spawn first
-
+ self->s.eType = ET_LOCATION;
+ trap_LinkEntity( self ); // make the server send them to the clients
G_SetOrigin( self, self->s.origin );
}
diff --git a/src/game/g_team.c b/src/game/g_team.c
index 845ea65e..7ec6855c 100644
--- a/src/game/g_team.c
+++ b/src/game/g_team.c
@@ -77,7 +77,7 @@ gentity_t *Team_GetLocation( gentity_t *ent )
best = NULL;
bestlen = 3.0f * 8192.0f * 8192.0f;
- VectorCopy( ent->client->ps.origin, origin );
+ VectorCopy( ent->r.currentOrigin, origin );
for( eloc = level.locationHead; eloc; eloc = eloc->nextTrain )
{
@@ -160,28 +160,9 @@ void TeamplayInfoMessage( gentity_t *ent )
int h, a = 0;
int clients[ TEAM_MAXOVERLAY ];
- //hack: always send each client's teaminfo to it for CG_PLAYER_LOCATION
- h = ent->client->ps.stats[ STAT_HEALTH ];
- if( h < 0 )
- h = 0;
-
- trap_SendServerCommand( ent - g_entities,
- va("tinfo %i %i %i %i %i %i",
- 1,
- ent - g_entities,
- ent->client->pers.location,
- h,
- a,
- ent->client->ps.weapon ) );
-
if( ! ent->client->pers.teamInfo )
return;
- if( !ent->inuse ||
- ( !( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) &&
- !( ent->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) ) )
- return;
-
// figure out what client should be on the display
// we are limited to 8, but we want to use the top eight players
// but in client order (so they don't keep changing position on the overlay)
@@ -247,12 +228,17 @@ void CheckTeamStatus( void )
if( ent->client->pers.connected != CON_CONNECTED )
continue;
- loc = Team_GetLocation( ent );
- if( loc )
- ent->client->pers.location = loc->health;
- else
- ent->client->pers.location = 0;
-
+ if( ent->inuse && ( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ||
+ ent->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) )
+ {
+
+ loc = Team_GetLocation( ent );
+
+ if( loc )
+ ent->client->pers.location = loc->s.generic1;
+ else
+ ent->client->pers.location = 0;
+ }
}
for( i = 0; i < g_maxclients.integer; i++ )
@@ -261,7 +247,9 @@ void CheckTeamStatus( void )
if( ent->client->pers.connected != CON_CONNECTED )
continue;
- TeamplayInfoMessage( ent );
+ if( ent->inuse && ( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ||
+ ent->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) )
+ TeamplayInfoMessage( ent );
}
}
}