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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 );
}*/
}
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