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|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus
This file is part of Tremulous.
Tremulous 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 of the License,
or (at your option) any later version.
Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#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 )
{
int capAmount;
if( !client )
return;
client->pers.credit += credit;
capAmount = client->pers.teamSelection == TEAM_ALIENS ?
ALIEN_MAX_FRAGS * ALIEN_CREDITS_PER_FRAG : HUMAN_MAX_CREDITS;
if( cap && client->pers.credit > capAmount )
client->pers.credit = capAmount;
if( client->pers.credit < 0 )
client->pers.credit = 0;
// keep PERS_CREDIT in sync if not following
if( client->sess.spectatorState != SPECTATOR_FOLLOW )
client->ps.persistant[ PERS_CREDIT ] = client->pers.credit;
}
/*
=======================================================================
G_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;
}
/*
================
G_SelectNearestDeathmatchSpawnPoint
Find the spot that we DON'T want to use
================
*/
#define MAX_SPAWN_POINTS 128
gentity_t *G_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;
}
/*
================
G_SelectRandomDeathmatchSpawnPoint
go to a random point that doesn't telefrag
================
*/
#define MAX_SPAWN_POINTS 128
gentity_t *G_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 ];
}
/*
===========
G_SelectRandomFurthestSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *G_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 ];
}
/*
================
G_SelectAlienSpawnPoint
go to a random point that doesn't telefrag
================
*/
gentity_t *G_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_Buildable( BA_A_SPAWN )->entityName ) ) != 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 );
}
/*
================
G_SelectHumanSpawnPoint
go to a random point that doesn't telefrag
================
*/
gentity_t *G_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_Buildable( BA_H_SPAWN )->entityName ) ) != 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 );
}
/*
===========
G_SelectSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *G_SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
{
return G_SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles );
}
/*
===========
G_SelectTremulousSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles )
{
gentity_t *spot = NULL;
if( team == TEAM_ALIENS )
spot = G_SelectAlienSpawnPoint( preference );
else if( team == TEAM_HUMANS )
spot = G_SelectHumanSpawnPoint( preference );
//no available spots
if( !spot )
return NULL;
if( team == TEAM_ALIENS )
G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin );
else if( team == TEAM_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;
}
/*
===========
G_SelectInitialSpawnPoint
Try to find a spawn point marked 'initial', otherwise
use normal spawn selection.
============
*/
gentity_t *G_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 G_SelectSpawnPoint( vec3_origin, origin, angles );
}
VectorCopy( spot->s.origin, origin );
origin[ 2 ] += 9;
VectorCopy( spot->s.angles, angles );
return spot;
}
/*
===========
G_SelectSpectatorSpawnPoint
============
*/
gentity_t *G_SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles )
{
FindIntermissionPoint( );
VectorCopy( level.intermission_origin, origin );
VectorCopy( level.intermission_angle, angles );
return NULL;
}
/*
===========
G_SelectAlienLockSpawnPoint
Try to find a spawn point for alien intermission otherwise
use normal intermission spawn.
============
*/
gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles )
{
gentity_t *spot;
spot = NULL;
spot = G_Find( spot, FOFS( classname ), "info_alien_intermission" );
if( !spot )
return G_SelectSpectatorSpawnPoint( origin, angles );
VectorCopy( spot->s.origin, origin );
VectorCopy( spot->s.angles, angles );
return spot;
}
/*
===========
G_SelectHumanLockSpawnPoint
Try to find a spawn point for human intermission otherwise
use normal intermission spawn.
============
*/
gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles )
{
gentity_t *spot;
spot = NULL;
spot = G_Find( spot, FOFS( classname ), "info_human_intermission" );
if( !spot )
return G_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.misc = 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_CLASS ];
body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL;
if( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
body->classname = "humanCorpse";
else
body->classname = "alienCorpse";
body->s.misc = 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_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ], 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 );
}
//======================================================================
/*
==================
G_SetClientViewAngle
==================
*/
void G_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 )
{
int i;
SpawnCorpse( ent );
// Clients can't respawn - they must go through the class cmd
ent->client->pers.classSelection = PCL_NONE;
ClientSpawn( ent, NULL, NULL, NULL );
// stop any following clients that don't have sticky spec on
for( i = 0; i < level.maxclients; i++ )
{
if( level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW &&
level.clients[ i ].sess.spectatorClient == ent - g_entities )
{
if( !( level.clients[ i ].pers.stickySpec ) )
{
if( !G_FollowNewClient( &g_entities[ i ], 1 ) )
G_StopFollowing( &g_entities[ i ] );
}
else
G_FollowLockView( &g_entities[ i ] );
}
}
}
/*
===========
ClientCleanName
============
*/
static void ClientCleanName( const char *in, char *out, int outSize )
{
int len, colorlessLen;
char *p;
int spaces;
//save room for trailing null byte
outSize--;
len = 0;
colorlessLen = 0;
p = out;
*p = 0;
spaces = 0;
for( ; *in; in++ )
{
// don't allow leading spaces
if( colorlessLen == 0 && *in == ' ' )
continue;
// check colors
if( Q_IsColorString( in ) )
{
in++;
// don't allow black in a name, period
if( ColorIndex( *in ) == 0 )
continue;
// make sure room in dest for both chars
if( len > outSize - 2 )
break;
*out++ = Q_COLOR_ESCAPE;
*out++ = *in;
len += 2;
continue;
}
// don't allow too many consecutive spaces
if( *in == ' ' )
{
spaces++;
if( spaces > 3 )
continue;
}
else
spaces = 0;
if( len > outSize - 1 )
break;
*out++ = *in;
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 == 0 || len >= sizeof( text ) - 1 )
{
trap_FS_FCloseFile( f );
G_Printf( "File %s is %s\n", filename, len == 0 ? "empty" : "too long" );
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 health;
char *s;
char model[ MAX_QPATH ];
char buffer[ MAX_QPATH ];
char filename[ MAX_QPATH ];
char oldname[ MAX_NAME_LENGTH ];
char newname[ MAX_NAME_LENGTH ];
char err[ MAX_STRING_CHARS ];
qboolean revertName = qfalse;
gclient_t *client;
char c1[ MAX_INFO_STRING ];
char c2[ 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;
// stickyspec toggle
s = Info_ValueForKey( userinfo, "cg_stickySpec" );
client->pers.stickySpec = atoi( s ) != 0;
// set name
Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) );
s = Info_ValueForKey( userinfo, "name" );
ClientCleanName( s, newname, sizeof( newname ) );
if( strcmp( oldname, newname ) )
{
// in case we need to revert and there's no oldname
if( client->pers.connected != CON_CONNECTED )
Q_strncpyz( oldname, "UnnamedPlayer", sizeof( oldname ) );
if( client->pers.nameChangeTime &&
( level.time - client->pers.nameChangeTime )
<= ( g_minNameChangePeriod.value * 1000 ) )
{
trap_SendServerCommand( ent - g_entities, va(
"print \"Name change spam protection (g_minNameChangePeriod = %d)\n\"",
g_minNameChangePeriod.integer ) );
revertName = qtrue;
}
else if( g_maxNameChanges.integer > 0
&& client->pers.nameChanges >= g_maxNameChanges.integer )
{
trap_SendServerCommand( ent - g_entities, va(
"print \"Maximum name changes reached (g_maxNameChanges = %d)\n\"",
g_maxNameChanges.integer ) );
revertName = qtrue;
}
else if( !G_admin_name_check( ent, newname, err, sizeof( err ) ) )
{
trap_SendServerCommand( ent - g_entities, va( "print \"%s\n\"", err ) );
revertName = qtrue;
}
if( revertName )
{
Q_strncpyz( client->pers.netname, oldname,
sizeof( client->pers.netname ) );
Info_SetValueForKey( userinfo, "name", oldname );
trap_SetUserinfo( clientNum, userinfo );
}
else
{
Q_strncpyz( client->pers.netname, newname,
sizeof( client->pers.netname ) );
if( client->pers.connected == CON_CONNECTED )
{
client->pers.nameChangeTime = level.time;
client->pers.nameChanges++;
}
}
}
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" S_COLOR_WHITE "\n\"", oldname, client->pers.netname ) );
G_LogPrintf( "ClientRename: %i [%s] (%s) \"%s\" -> \"%s\"\n", clientNum,
client->pers.ip, client->pers.guid, oldname, client->pers.netname );
G_admin_namelog_update( client, qfalse );
}
}
// 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_CLASS ] == PCL_HUMAN_BSUIT )
{
Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( PCL_HUMAN_BSUIT )->modelName,
BG_ClassConfig( PCL_HUMAN_BSUIT )->skinName );
}
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_ClassConfig( PCL_HUMAN_BSUIT )->modelName,
BG_ClassConfig( PCL_HUMAN_BSUIT )->skinName );
}
else
{
Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( client->pers.classSelection )->modelName,
BG_ClassConfig( client->pers.classSelection )->skinName );
}
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_ClassConfig( client->pers.classSelection )->modelName );
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;
// always sprint
s = Info_ValueForKey( userinfo, "cg_alwaysSprint" );
if( atoi( s ) )
client->ps.persistant[ PERS_STATE ] |= PS_ALWAYSSPRINT;
else
client->ps.persistant[ PERS_STATE ] &= ~PS_ALWAYSSPRINT;
// teamInfo
s = Info_ValueForKey( userinfo, "teamoverlay" );
if( !*s || atoi( s ) != 0 )
client->pers.teamInfo = qtrue;
else
client->pers.teamInfo = qfalse;
// colors
strcpy( c1, Info_ValueForKey( userinfo, "color1" ) );
strcpy( c2, Info_ValueForKey( userinfo, "color2" ) );
team = client->pers.teamSelection;
// send over a subset of the userinfo keys so other clients can
// print scoreboards, display models, and play custom sounds
Com_sprintf( userinfo, sizeof( userinfo ),
"n\\%s\\t\\%i\\model\\%s\\c1\\%s\\c2\\%s\\"
"hc\\%i\\ig\\%16s",
client->pers.netname, team, model, c1, c2,
client->pers.maxHealth, BG_ClientListString( &client->sess.ignoreList ) );
trap_SetConfigstring( CS_PLAYERS + clientNum, userinfo );
/*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, userinfo );*/
}
/*
===========
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 )
{
char *value;
gclient_t *client;
char userinfo[ MAX_INFO_STRING ];
gentity_t *ent;
char guid[ 33 ];
char ip[ 16 ] = {""};
char reason[ MAX_STRING_CHARS ] = {""};
int i;
ent = &g_entities[ clientNum ];
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
value = Info_ValueForKey( userinfo, "cl_guid" );
Q_strncpyz( guid, value, sizeof( guid ) );
// check for admin ban
if( G_admin_ban_check( userinfo, reason, sizeof( reason ) ) )
{
return va( "%s", reason );
}
// 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" );
i = 0;
while( *value && i < sizeof( ip ) - 2 )
{
if( *value != '.' && ( *value < '0' || *value > '9' ) )
break;
ip[ i++ ] = *value;
value++;
}
ip[ i ] = '\0';
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) );
// add guid to session so we don't have to keep parsing userinfo everywhere
if( !guid[0] )
{
Q_strncpyz( client->pers.guid, "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX",
sizeof( client->pers.guid ) );
}
else
{
Q_strncpyz( client->pers.guid, guid, sizeof( client->pers.guid ) );
}
Q_strncpyz( client->pers.ip, ip, sizeof( client->pers.ip ) );
client->pers.adminLevel = G_admin_level( ent );
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
ClientUserinfoChanged( clientNum );
G_LogPrintf( "ClientConnect: %i [%s] (%s) \"%s\"\n", clientNum,
client->pers.ip, client->pers.guid, client->pers.netname );
// 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 ) );
// count current clients and rank for scoreboard
CalculateRanks( );
G_admin_namelog_update( client, qfalse );
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;
client->pers.classSelection = PCL_NONE;
// 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 ) );
memset( &client->pmext, 0, sizeof( client->pmext ) );
client->ps.eFlags = flags;
// locate ent at a spawn point
ClientSpawn( ent, NULL, NULL, NULL );
trap_SendServerCommand( -1, va( "print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname ) );
// name can change between ClientConnect() and ClientBegin()
G_admin_namelog_update( client, qfalse );
// request the clients PTR code
trap_SendServerCommand( 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;
//if client is dead and following teammate, stop following before spawning
if( client->sess.spectatorClient != -1 )
{
client->sess.spectatorClient = -1;
client->sess.spectatorState = SPECTATOR_FREE;
}
// only start client if chosen a class and joined a team
if( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE )
client->sess.spectatorState = SPECTATOR_FREE;
else if( client->pers.classSelection == PCL_NONE )
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.spectatorState != SPECTATOR_NOT )
{
if( teamLocal == TEAM_NONE )
spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles );
else if( teamLocal == TEAM_ALIENS )
spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles );
else if( teamLocal == TEAM_HUMANS )
spawnPoint = G_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->buildableTeam == TEAM_ALIENS )
spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME;
else if( spawnPoint->buildableTeam == TEAM_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;
G_UnlaggedClear( ent );
// 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_SPECSTATE ] = client->sess.spectatorState;
// restore really persistant things
client->ps.persistant[ PERS_SCORE ] = client->pers.score;
client->ps.persistant[ PERS_CREDIT ] = client->pers.credit;
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;
// 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.stats[ STAT_MISC ] = 0;
client->ps.eFlags = flags;
client->ps.clientNum = index;
BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );
if( client->sess.spectatorState == SPECTATOR_NOT )
client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] =
BG_Class( ent->client->pers.classSelection )->health;
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.spectatorState == SPECTATOR_NOT )
weapon = BG_Class( ent->client->pers.classSelection )->startWeapon;
else
weapon = WP_NONE;
maxAmmo = BG_Weapon( weapon )->maxAmmo;
maxClips = BG_Weapon( weapon )->maxClips;
BG_AddWeaponToInventory( weapon, client->ps.stats );
client->ps.ammo = maxAmmo;
client->ps.clips = maxClips;
// We just spawned, not changing weapons
client->ps.persistant[ PERS_NEWWEAPON ] = 0;
ent->client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection;
ent->client->ps.stats[ STAT_TEAM ] = 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.spectatorState == SPECTATOR_NOT &&
client->ps.stats[ STAT_TEAM ] == TEAM_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.spectatorState == SPECTATOR_NOT &&
client->ps.stats[ STAT_TEAM ] == TEAM_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 );
G_SetClientViewAngle( ent, spawn_angles );
if( client->sess.spectatorState == SPECTATOR_NOT )
{
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.spectatorState == SPECTATOR_NOT )
{
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
trap_LinkEntity( ent );
}
// 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;
G_admin_namelog_update( ent->client, qtrue );
G_LeaveTeam( ent );
G_Vote( ent, qfalse );
// stop any following clients
for( i = 0; i < level.maxclients; i++ )
{
// remove any /ignore settings for this clientNum
BG_ClientListRemove( &level.clients[ i ].sess.ignoreList, clientNum );
}
// send effect if they were completely connected
if( ent->client->pers.connected == CON_CONNECTED &&
ent->client->sess.spectatorState == SPECTATOR_NOT )
{
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
tent->s.clientNum = ent->s.clientNum;
}
if( ent->client->pers.connection )
ent->client->pers.connection->clientNum = -1;
G_LogPrintf( "ClientDisconnect: %i [%s] (%s) \"%s\"\n", clientNum,
ent->client->pers.ip, ent->client->pers.guid, ent->client->pers.netname );
trap_UnlinkEntity( ent );
ent->s.modelindex = 0;
ent->inuse = qfalse;
ent->classname = "disconnected";
ent->client->pers.connected = CON_DISCONNECTED;
ent->client->sess.spectatorState =
ent->client->ps.persistant[ PERS_SPECSTATE ] = SPECTATOR_NOT;
trap_SetConfigstring( CS_PLAYERS + clientNum, "");
CalculateRanks( );
}
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