mirror of
https://git.code.sf.net/p/quake/game-source
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139 lines
3.2 KiB
C++
139 lines
3.2 KiB
C++
/*
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spectate.qc
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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// Spectator functions
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// Added Aug11'97 by Zoid <zoid@idsoftware.com>
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//
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// These functions are called from the server if they exist.
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// Note that Spectators only have one think since they movement code doesn't
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// track them much. Impulse commands work as usual, but don't call
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// the regular ImpulseCommand handler in weapons.qc since Spectators don't
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// have any weapons and things can explode.
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//
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// --- Zoid.
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/*
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===========
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SpectatorConnect
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called when a spectator connects to a server
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============
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*/
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void ()
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SpectatorConnect =
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{
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bprint (PRINT_MEDIUM, "Spectator ");
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bprint (PRINT_MEDIUM, self.netname);
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bprint (PRINT_MEDIUM, " entered the game\n");
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self.goalentity = world; // used for impulse 1 below
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self.motd_count = 1;
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self.classname = "spectator";
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};
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/*
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===========
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SpectatorDisconnect
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called when a spectator disconnects from a server
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============
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*/
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void ()
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SpectatorDisconnect =
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{
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bprint (PRINT_MEDIUM, "Spectator ");
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bprint (PRINT_MEDIUM, self.netname);
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bprint (PRINT_MEDIUM, " left the game\n");
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self.statstate = 0;
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};
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/*
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================
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SpectatorImpulseCommand
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Called by SpectatorThink if the spectator entered an impulse
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================
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*/
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void ()
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SpectatorImpulseCommand =
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{
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switch (self.impulse) {
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case 1:
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// teleport the spectator to the next spawn point
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// note that if the spectator is tracking, this doesn't do much
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self.goalentity = find(self.goalentity, classname,
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"info_player_deathmatch");
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if (self.goalentity == world)
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self.goalentity = find (self.goalentity, classname,
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"info_player_deathmatch");
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else {
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setorigin(self, self.goalentity.origin);
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self.angles = self.goalentity.angles;
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self.fixangle = TRUE; // turn this way immediately
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}
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break;
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case 23:
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TeamFlagStatusReport ();
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break;
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case 25:
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TeamPrintSettings ();
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break;
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case 70:
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if (self.statstate < 0) {
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self.statstate = 0;
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sprint (self, PRINT_HIGH, "Status bar on (impulse 71 to 81 to "
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"set size)\n");
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} else {
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self.statstate = -1;
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sprint(self, PRINT_HIGH, "Status bar off.\n");
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}
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break;
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default:
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if (self.impulse >= 71 && self.impulse <= 81) {
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self.statstate = self.impulse - 71;
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sprint (self, PRINT_HIGH, "Status bar set\n");
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}
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break;
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}
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self.impulse = 0;
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};
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/*
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================
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SpectatorThink
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Called every frame after physics are run
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================
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*/
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void ()
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SpectatorThink =
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{
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// self.origin, etc contains spectator position, so you could
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// do some neat stuff here
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TeamCapturePlayerUpdate ();
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if (self.impulse)
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SpectatorImpulseCommand ();
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};
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