game-source/ctf/qwsrc/spectate.qc
Bill Currie f994c0c98a whee, CTF will continue to live :) (see permission.txt). I haven't even
/tried/ to pass the code through qfcc yet.
2003-01-24 19:31:58 +00:00

131 lines
3.2 KiB
C++

/*
#FILENAME#
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
of the License, 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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// Spectator functions
// Added Aug11'97 by Zoid <zoid@idsoftware.com>
//
// These functions are called from the server if they exist.
// Note that Spectators only have one think since they movement code doesn't
// track them much. Impulse commands work as usual, but don't call
// the regular ImpulseCommand handler in weapons.qc since Spectators don't
// have any weapons and things can explode.
//
// --- Zoid.
/*
===========
SpectatorConnect
called when a spectator connects to a server
============
*/
void() SpectatorConnect =
{
bprint (PRINT_MEDIUM, "Spectator ");
bprint (PRINT_MEDIUM, self.netname);
bprint (PRINT_MEDIUM, " entered the game\n");
self.goalentity = world; // used for impulse 1 below
self.motd_count = 1;
self.classname = "spectator";
};
/*
===========
SpectatorDisconnect
called when a spectator disconnects from a server
============
*/
void() SpectatorDisconnect =
{
bprint (PRINT_MEDIUM, "Spectator ");
bprint (PRINT_MEDIUM, self.netname);
bprint (PRINT_MEDIUM, " left the game\n");
self.statstate = 0;
};
/*
================
SpectatorImpulseCommand
Called by SpectatorThink if the spectator entered an impulse
================
*/
void() SpectatorImpulseCommand =
{
if (self.impulse == 1) {
// teleport the spectator to the next spawn point
// note that if the spectator is tracking, this doesn't do
// much
self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
if (self.goalentity == world)
self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
if (self.goalentity != world) {
setorigin(self, self.goalentity.origin);
self.angles = self.goalentity.angles;
self.fixangle = TRUE; // turn this way immediately
}
} else if (self.impulse == 23)
TeamFlagStatusReport();
else if (self.impulse == 25)
TeamPrintSettings ();
else if (self.impulse == 70) {
if (self.statstate < 0) {
self.statstate = 0;
sprint(self, PRINT_HIGH, "Status bar on (impulse 71 to 81 to set size)\n");
} else {
self.statstate = -1;
sprint(self, PRINT_HIGH, "Status bar off.\n");
}
} else if (self.impulse >= 71 && self.impulse <= 81) {
self.statstate = self.impulse - 71;
sprint(self, PRINT_HIGH, "Status bar set\n");
}
self.impulse = 0;
};
/*
================
SpectatorThink
Called every frame after physics are run
================
*/
void() SpectatorThink =
{
// self.origin, etc contains spectator position, so you could
// do some neat stuff here
TeamCapturePlayerUpdate();
if (self.impulse)
SpectatorImpulseCommand();
};