1870 lines
49 KiB
C
1870 lines
49 KiB
C
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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#include "..\ghoul2\g2.h"
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// g_client.c -- client functions that don't happen every frame
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static vec3_t playerMins = {-15, -15, DEFAULT_MINS_2};
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static vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2};
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forcedata_t Client_Force[MAX_CLIENTS];
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/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
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potential spawning position for deathmatch games.
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The first time a player enters the game, they will be at an 'initial' spot.
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Targets will be fired when someone spawns in on them.
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"nobots" will prevent bots from using this spot.
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"nohumans" will prevent non-bots from using this spot.
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*/
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void SP_info_player_deathmatch( gentity_t *ent ) {
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int i;
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G_SpawnInt( "nobots", "0", &i);
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if ( i ) {
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ent->flags |= FL_NO_BOTS;
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}
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G_SpawnInt( "nohumans", "0", &i );
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if ( i ) {
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ent->flags |= FL_NO_HUMANS;
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}
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}
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
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equivelant to info_player_deathmatch
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*/
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void SP_info_player_start(gentity_t *ent) {
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ent->classname = "info_player_deathmatch";
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SP_info_player_deathmatch( ent );
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}
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/*QUAKED info_player_imperial (1 0 0) (-16 -16 -24) (16 16 32)
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saga start point - imperial
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*/
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void SP_info_player_imperial(gentity_t *ent) {
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if (g_gametype.integer != GT_SAGA)
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{ //turn into a DM spawn if not in saga game mode
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ent->classname = "info_player_deathmatch";
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SP_info_player_deathmatch( ent );
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}
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}
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/*QUAKED info_player_rebel (1 0 0) (-16 -16 -24) (16 16 32)
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saga start point - rebel
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*/
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void SP_info_player_rebel(gentity_t *ent) {
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if (g_gametype.integer != GT_SAGA)
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{ //turn into a DM spawn if not in saga game mode
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ent->classname = "info_player_deathmatch";
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SP_info_player_deathmatch( ent );
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}
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}
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/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
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The intermission will be viewed from this point. Target an info_notnull for the view direction.
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*/
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void SP_info_player_intermission( gentity_t *ent ) {
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}
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#define JMSABER_RESPAWN_TIME 60000 //in case it gets stuck somewhere no one can reach
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void ThrowSaberToAttacker(gentity_t *self, gentity_t *attacker)
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{
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gentity_t *ent = &g_entities[self->client->ps.saberIndex];
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vec3_t a;
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int altVelocity = 0;
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if (!ent || ent->enemy != self)
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{ //something has gone very wrong (this should never happen)
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return;
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}
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if (attacker && attacker->client && self->client->ps.saberInFlight)
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{ //someone killed us and we had the saber thrown, so actually move this saber to the saber location
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//if we killed ourselves with saber thrown, however, same suicide rules of respawning at spawn spot still
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//apply.
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gentity_t *flyingsaber = &g_entities[self->client->ps.saberEntityNum];
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if (flyingsaber && flyingsaber->inuse)
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{
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VectorCopy(flyingsaber->s.pos.trBase, ent->s.pos.trBase);
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VectorCopy(flyingsaber->s.pos.trDelta, ent->s.pos.trDelta);
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VectorCopy(flyingsaber->s.apos.trBase, ent->s.apos.trBase);
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VectorCopy(flyingsaber->s.apos.trDelta, ent->s.apos.trDelta);
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VectorCopy(flyingsaber->r.currentOrigin, ent->r.currentOrigin);
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VectorCopy(flyingsaber->r.currentAngles, ent->r.currentAngles);
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altVelocity = 1;
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}
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}
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self->client->ps.saberInFlight = qtrue; //say he threw it anyway in order to properly remove from dead body
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ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
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ent->s.eFlags &= ~(EF_NODRAW);
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ent->s.modelGhoul2 = 1;
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ent->s.eType = ET_MISSILE;
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ent->enemy = NULL;
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if (!attacker || !attacker->client)
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{
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VectorCopy(ent->s.origin2, ent->s.pos.trBase);
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VectorCopy(ent->s.origin2, ent->s.origin);
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VectorCopy(ent->s.origin2, ent->r.currentOrigin);
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ent->pos2[0] = 0;
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trap_LinkEntity(ent);
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return;
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}
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if (!altVelocity)
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{
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VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
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VectorCopy(self->s.pos.trBase, ent->s.origin);
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VectorCopy(self->s.pos.trBase, ent->r.currentOrigin);
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VectorSubtract(attacker->client->ps.origin, ent->s.pos.trBase, a);
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VectorNormalize(a);
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ent->s.pos.trDelta[0] = a[0]*256;
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ent->s.pos.trDelta[1] = a[1]*256;
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ent->s.pos.trDelta[2] = 256;
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}
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trap_LinkEntity(ent);
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}
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void JMSaberThink(gentity_t *ent)
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{
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gJMSaberEnt = ent;
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if (ent->enemy)
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{
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if (!ent->enemy->client || !ent->enemy->inuse)
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{ //disconnected?
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VectorCopy(ent->enemy->s.pos.trBase, ent->s.pos.trBase);
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VectorCopy(ent->enemy->s.pos.trBase, ent->s.origin);
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VectorCopy(ent->enemy->s.pos.trBase, ent->r.currentOrigin);
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ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
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ent->s.eFlags &= ~(EF_NODRAW);
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ent->s.modelGhoul2 = 1;
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ent->s.eType = ET_MISSILE;
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ent->enemy = NULL;
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ent->pos2[0] = 1;
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ent->pos2[1] = 0; //respawn next think
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trap_LinkEntity(ent);
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}
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else
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{
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ent->pos2[1] = level.time + JMSABER_RESPAWN_TIME;
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}
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}
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else if (ent->pos2[0] && ent->pos2[1] < level.time)
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{
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VectorCopy(ent->s.origin2, ent->s.pos.trBase);
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VectorCopy(ent->s.origin2, ent->s.origin);
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VectorCopy(ent->s.origin2, ent->r.currentOrigin);
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ent->pos2[0] = 0;
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trap_LinkEntity(ent);
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}
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ent->nextthink = level.time + 50;
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G_RunObject(ent);
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}
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void JMSaberTouch(gentity_t *self, gentity_t *other, trace_t *trace)
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{
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int i = 0;
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gentity_t *te;
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if (!other || !other->client || other->health < 1)
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{
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return;
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}
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if (self->enemy)
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{
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return;
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}
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if (!self->s.modelindex)
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{
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return;
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}
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if (other->client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
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{
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return;
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}
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if (other->client->ps.isJediMaster)
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{
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return;
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}
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self->enemy = other;
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other->client->ps.stats[STAT_WEAPONS] = (1 << WP_SABER);
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other->client->ps.weapon = WP_SABER;
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other->s.weapon = WP_SABER;
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G_AddEvent(other, EV_BECOME_JEDIMASTER, 0);
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trap_SendServerCommand( -1, va("cp \"%s %s\n\"", other->client->pers.netname, G_GetStripEdString("SVINGAME", "BECOMEJM")) );
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other->client->ps.isJediMaster = qtrue;
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other->client->ps.saberIndex = self->s.number;
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if (other->health < 100)
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{ //full health when you become the Jedi Master
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other->client->ps.stats[STAT_HEALTH] = other->health = 100;
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}
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while (i < NUM_FORCE_POWERS)
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{
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other->client->ps.fd.forcePowersKnown |= (1 << i);
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other->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_3;
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i++;
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}
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self->pos2[0] = 1;
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self->pos2[1] = level.time + JMSABER_RESPAWN_TIME;
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self->s.modelindex = 0;
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self->s.eFlags |= EF_NODRAW;
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self->s.modelGhoul2 = 0;
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self->s.eType = ET_GENERAL;
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te = G_TempEntity( vec3_origin, EV_DESTROY_GHOUL2_INSTANCE );
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te->r.svFlags |= SVF_BROADCAST;
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te->s.eventParm = self->s.number;
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return;
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}
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gentity_t *gJMSaberEnt = NULL;
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/*QUAKED info_jedimaster_start (1 0 0) (-16 -16 -24) (16 16 32)
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"jedi master" saber spawn point
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*/
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void SP_info_jedimaster_start(gentity_t *ent)
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{
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if (g_gametype.integer != GT_JEDIMASTER)
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{
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gJMSaberEnt = NULL;
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G_FreeEntity(ent);
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return;
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}
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ent->enemy = NULL;
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ent->s.eFlags = EF_BOUNCE_HALF;
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ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
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ent->s.modelGhoul2 = 1;
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ent->s.g2radius = 20;
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//ent->s.eType = ET_GENERAL;
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ent->s.eType = ET_MISSILE;
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ent->s.weapon = WP_SABER;
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ent->s.pos.trType = TR_GRAVITY;
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ent->s.pos.trTime = level.time;
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VectorSet( ent->r.maxs, 3, 3, 3 );
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VectorSet( ent->r.mins, -3, -3, -3 );
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ent->r.contents = CONTENTS_TRIGGER;
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ent->clipmask = MASK_SOLID;
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ent->bounceCount = -5;
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VectorCopy(ent->s.pos.trBase, ent->s.origin2); //remember the spawn spot
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ent->touch = JMSaberTouch;
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trap_LinkEntity(ent);
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ent->think = JMSaberThink;
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ent->nextthink = level.time + 50;
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}
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/*
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=======================================================================
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SelectSpawnPoint
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=======================================================================
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*/
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/*
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================
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SpotWouldTelefrag
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================
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*/
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qboolean SpotWouldTelefrag( gentity_t *spot ) {
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int i, num;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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vec3_t mins, maxs;
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VectorAdd( spot->s.origin, playerMins, mins );
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VectorAdd( spot->s.origin, playerMaxs, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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for (i=0 ; i<num ; i++) {
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hit = &g_entities[touch[i]];
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//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
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if ( hit->client) {
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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================
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SelectNearestDeathmatchSpawnPoint
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Find the spot that we DON'T want to use
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================
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*/
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#define MAX_SPAWN_POINTS 128
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gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) {
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gentity_t *spot;
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vec3_t delta;
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float dist, nearestDist;
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gentity_t *nearestSpot;
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nearestDist = 999999;
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nearestSpot = NULL;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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VectorSubtract( spot->s.origin, from, delta );
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dist = VectorLength( delta );
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if ( dist < nearestDist ) {
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nearestDist = dist;
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nearestSpot = spot;
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}
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}
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return nearestSpot;
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}
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/*
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================
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SelectRandomDeathmatchSpawnPoint
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go to a random point that doesn't telefrag
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================
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*/
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#define MAX_SPAWN_POINTS 128
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gentity_t *SelectRandomDeathmatchSpawnPoint( void ) {
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gentity_t *spot;
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int count;
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int selection;
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gentity_t *spots[MAX_SPAWN_POINTS];
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count = 0;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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if ( SpotWouldTelefrag( spot ) ) {
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continue;
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}
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spots[ count ] = spot;
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count++;
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}
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if ( !count ) { // no spots that won't telefrag
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return G_Find( NULL, FOFS(classname), "info_player_deathmatch");
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}
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selection = rand() % count;
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return spots[ selection ];
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}
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/*
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===========
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SelectRandomFurthestSpawnPoint
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Chooses a player start, deathmatch start, etc
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============
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*/
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gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) {
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gentity_t *spot;
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vec3_t delta;
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float dist;
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float list_dist[64];
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gentity_t *list_spot[64];
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int numSpots, rnd, i, j;
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numSpots = 0;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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if ( SpotWouldTelefrag( spot ) ) {
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continue;
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}
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VectorSubtract( spot->s.origin, avoidPoint, delta );
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dist = VectorLength( delta );
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for (i = 0; i < numSpots; i++) {
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if ( dist > list_dist[i] ) {
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if ( numSpots >= 64 )
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numSpots = 64-1;
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for (j = numSpots; j > i; j--) {
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list_dist[j] = list_dist[j-1];
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list_spot[j] = list_spot[j-1];
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}
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list_dist[i] = dist;
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list_spot[i] = spot;
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numSpots++;
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if (numSpots > 64)
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numSpots = 64;
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break;
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}
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}
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if (i >= numSpots && numSpots < 64) {
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list_dist[numSpots] = dist;
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list_spot[numSpots] = spot;
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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];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
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;
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=======================================================================
|
||
|
|
||
|
BODYQUE
|
||
|
|
||
|
=======================================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
=======================================================================
|
||
|
|
||
|
BODYQUE
|
||
|
|
||
|
=======================================================================
|
||
|
*/
|
||
|
|
||
|
#define BODY_SINK_TIME 45000
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
BodySink
|
||
|
|
||
|
After sitting around for five seconds, fall into the ground and dissapear
|
||
|
=============
|
||
|
*/
|
||
|
void BodySink( gentity_t *ent ) {
|
||
|
if ( level.time - ent->timestamp > BODY_SINK_TIME + 1500 ) {
|
||
|
// 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;
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
if (ent->client && (ent->client->ps.eFlags & EF_DISINTEGRATION))
|
||
|
{ //for now, just don't spawn a body if you got disint'd
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// grab a body que and cycle to the next one
|
||
|
body = level.bodyQue[ level.bodyQueIndex ];
|
||
|
level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
|
||
|
|
||
|
trap_UnlinkEntity (body);
|
||
|
body->s = ent->s;
|
||
|
|
||
|
//avoid oddly angled corpses floating around
|
||
|
body->s.angles[PITCH] = body->s.angles[ROLL] = body->s.apos.trBase[PITCH] = body->s.apos.trBase[ROLL] = 0;
|
||
|
|
||
|
body->s.g2radius = 100;
|
||
|
|
||
|
body->s.eType = ET_BODY;
|
||
|
body->s.eFlags = EF_DEAD; // clear EF_TALK, etc
|
||
|
|
||
|
if (ent->client && (ent->client->ps.eFlags & EF_DISINTEGRATION))
|
||
|
{
|
||
|
body->s.eFlags |= EF_DISINTEGRATION;
|
||
|
}
|
||
|
|
||
|
VectorCopy(ent->client->ps.lastHitLoc, body->s.origin2);
|
||
|
|
||
|
body->s.powerups = 0; // clear powerups
|
||
|
body->s.loopSound = 0; // clear lava burning
|
||
|
body->s.number = body - g_entities;
|
||
|
body->timestamp = level.time;
|
||
|
body->physicsObject = qtrue;
|
||
|
body->physicsBounce = 0; // don't bounce
|
||
|
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.event = 0;
|
||
|
|
||
|
body->s.weapon = ent->s.bolt2;
|
||
|
|
||
|
if (body->s.weapon == WP_SABER && ent->client->ps.saberInFlight)
|
||
|
{
|
||
|
body->s.weapon = WP_BLASTER; //lie to keep from putting a saber on the corpse, because it was thrown at death
|
||
|
}
|
||
|
|
||
|
G_AddEvent(body, EV_BODY_QUEUE_COPY, ent->s.clientNum);
|
||
|
|
||
|
body->r.svFlags = ent->r.svFlags | SVF_BROADCAST;
|
||
|
VectorCopy (ent->r.mins, body->r.mins);
|
||
|
VectorCopy (ent->r.maxs, body->r.maxs);
|
||
|
VectorCopy (ent->r.absmin, body->r.absmin);
|
||
|
VectorCopy (ent->r.absmax, body->r.absmax);
|
||
|
|
||
|
body->s.torsoAnim = body->s.legsAnim = ent->client->ps.legsAnim & ~ANIM_TOGGLEBIT;
|
||
|
|
||
|
body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
|
||
|
body->r.contents = CONTENTS_CORPSE;
|
||
|
body->r.ownerNum = ent->s.number;
|
||
|
|
||
|
body->nextthink = level.time + BODY_SINK_TIME;
|
||
|
body->think = BodySink;
|
||
|
|
||
|
body->die = body_die;
|
||
|
|
||
|
// don't take more damage if already gibbed
|
||
|
if ( ent->health <= GIB_HEALTH ) {
|
||
|
body->takedamage = qfalse;
|
||
|
} else {
|
||
|
body->takedamage = qtrue;
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
|
||
|
trap_UnlinkEntity (ent);
|
||
|
ClientSpawn(ent);
|
||
|
|
||
|
// 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_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE );
|
||
|
counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED );
|
||
|
|
||
|
if ( counts[TEAM_BLUE] > counts[TEAM_RED] ) {
|
||
|
return TEAM_RED;
|
||
|
}
|
||
|
if ( counts[TEAM_RED] > counts[TEAM_BLUE] ) {
|
||
|
return TEAM_BLUE;
|
||
|
}
|
||
|
// equal team count, so join the team with the lowest score
|
||
|
if ( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) {
|
||
|
return TEAM_RED;
|
||
|
}
|
||
|
return TEAM_BLUE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
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 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
void G_DebugWrite(const char *path, const char *text)
|
||
|
{
|
||
|
fileHandle_t f;
|
||
|
|
||
|
trap_FS_FOpenFile( path, &f, FS_APPEND );
|
||
|
trap_FS_Write(text, strlen(text), f);
|
||
|
trap_FS_FCloseFile(f);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
SetupGameGhoul2Model
|
||
|
|
||
|
There are two ghoul2 model instances per player (actually three). One is on the clientinfo (the base for the client side
|
||
|
player, and copied for player spawns and for corpses). One is attached to the centity itself, which is the model acutally
|
||
|
animated and rendered by the system. The final is the game ghoul2 model. This is animated by pmove on the server, and
|
||
|
is used for determining where the lightsaber should be, and for per-poly collision tests.
|
||
|
===========
|
||
|
*/
|
||
|
void *g2SaberInstance = NULL;
|
||
|
void SetupGameGhoul2Model(gclient_t *client, char *modelname)
|
||
|
{
|
||
|
int handle;
|
||
|
char afilename[MAX_QPATH];
|
||
|
char /**GLAName,*/ *slash;
|
||
|
char GLAName[MAX_QPATH];
|
||
|
vec3_t tempVec = {0,0,0};
|
||
|
|
||
|
// First things first. If this is a ghoul2 model, then let's make sure we demolish this first.
|
||
|
if (client->ghoul2 && trap_G2_HaveWeGhoul2Models(client->ghoul2))
|
||
|
{
|
||
|
trap_G2API_CleanGhoul2Models(&(client->ghoul2));
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
Com_sprintf( afilename, sizeof( afilename ), "models/players/%s/model.glm", modelname );
|
||
|
handle = trap_G2API_InitGhoul2Model(&client->ghoul2, afilename, 0, 0, -20, 0, 0);
|
||
|
if (handle<0)
|
||
|
{
|
||
|
Com_sprintf( afilename, sizeof( afilename ), "models/players/kyle/model.glm" );
|
||
|
handle = trap_G2API_InitGhoul2Model(&client->ghoul2, afilename, 0, 0, -20, 0, 0);
|
||
|
|
||
|
if (handle<0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//rww - just load the "standard" model for the server"
|
||
|
Com_sprintf( afilename, sizeof( afilename ), "models/players/kyle/model.glm" );
|
||
|
handle = trap_G2API_InitGhoul2Model(&client->ghoul2, afilename, 0, 0, -20, 0, 0);
|
||
|
|
||
|
if (handle<0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// The model is now loaded.
|
||
|
|
||
|
GLAName[0] = 0;
|
||
|
|
||
|
//get the location of the animation.cfg
|
||
|
//GLAName = trap_G2API_GetGLAName( client->ghoul2, 0);
|
||
|
trap_G2API_GetGLAName( client->ghoul2, 0, GLAName);
|
||
|
|
||
|
if (!GLAName[0])
|
||
|
{
|
||
|
if (!BG_ParseAnimationFile("models/players/_humanoid/animation.cfg", client->animations))
|
||
|
{
|
||
|
Com_Printf( "Failed to load animation file %s\n", afilename );
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
Q_strncpyz( afilename, GLAName, sizeof( afilename ));
|
||
|
slash = Q_strrchr( afilename, '/' );
|
||
|
if ( slash )
|
||
|
{
|
||
|
strcpy(slash, "/animation.cfg");
|
||
|
} // Now afilename holds just the path to the animation.cfg
|
||
|
else
|
||
|
{ // Didn't find any slashes, this is a raw filename right in base (whish isn't a good thing)
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Try to load the animation.cfg for this model then.
|
||
|
if ( !BG_ParseAnimationFile( afilename, client->animations ) )
|
||
|
{ // The GLA's animations failed
|
||
|
if (!BG_ParseAnimationFile("models/players/_humanoid/animation.cfg", client->animations))
|
||
|
{
|
||
|
Com_Printf( "Failed to load animation file %s\n", afilename );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
trap_G2API_AddBolt(client->ghoul2, 0, "*r_hand");
|
||
|
trap_G2API_AddBolt(client->ghoul2, 0, "*l_hand");
|
||
|
|
||
|
// NOTE - ensure this sequence of bolt and bone accessing are always the same because the client expects them in a certain order
|
||
|
trap_G2API_SetBoneAnim(client->ghoul2, 0, "model_root", 0, 12, BONE_ANIM_OVERRIDE_LOOP, 1.0f, level.time, -1, -1);
|
||
|
trap_G2API_SetBoneAngles(client->ghoul2, 0, "upper_lumbar", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, level.time);
|
||
|
trap_G2API_SetBoneAngles(client->ghoul2, 0, "cranium", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, NULL, 0, level.time);
|
||
|
|
||
|
if (!g2SaberInstance)
|
||
|
{
|
||
|
trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0);
|
||
|
|
||
|
if (g2SaberInstance)
|
||
|
{
|
||
|
// indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied
|
||
|
trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0);
|
||
|
// now set up the gun bolt on it
|
||
|
trap_G2API_AddBolt(g2SaberInstance, 0, "*flash");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (g2SaberInstance)
|
||
|
{
|
||
|
trap_G2API_CopySpecificGhoul2Model(g2SaberInstance, 0, client->ghoul2, 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
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 headModel[MAX_QPATH];
|
||
|
char forcePowers[MAX_QPATH];
|
||
|
char oldname[MAX_STRING_CHARS];
|
||
|
gclient_t *client;
|
||
|
char c1[MAX_INFO_STRING];
|
||
|
char c2[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 " %s %s\n\"", oldname, G_GetStripEdString("SVINGAME", "PLRENAME"),
|
||
|
client->pers.netname) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// set max health
|
||
|
health = 100; //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
|
||
|
if( g_gametype.integer >= GT_TEAM ) {
|
||
|
Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) );
|
||
|
Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) );
|
||
|
} else {
|
||
|
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
|
||
|
Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) );
|
||
|
}
|
||
|
|
||
|
Q_strncpyz( forcePowers, Info_ValueForKey (userinfo, "forcepowers"), sizeof( forcePowers ) );
|
||
|
|
||
|
// bots set their team a few frames later
|
||
|
if (g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT) {
|
||
|
s = Info_ValueForKey( userinfo, "team" );
|
||
|
if ( !Q_stricmp( s, "red" ) || !Q_stricmp( s, "r" ) ) {
|
||
|
team = TEAM_RED;
|
||
|
} else if ( !Q_stricmp( s, "blue" ) || !Q_stricmp( s, "b" ) ) {
|
||
|
team = TEAM_BLUE;
|
||
|
} else {
|
||
|
// pick the team with the least number of players
|
||
|
team = PickTeam( clientNum );
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
team = client->sess.sessionTeam;
|
||
|
}
|
||
|
|
||
|
/* NOTE: all client side now
|
||
|
|
||
|
// team
|
||
|
switch( team ) {
|
||
|
case TEAM_RED:
|
||
|
ForceClientSkin(client, model, "red");
|
||
|
// ForceClientSkin(client, headModel, "red");
|
||
|
break;
|
||
|
case TEAM_BLUE:
|
||
|
ForceClientSkin(client, model, "blue");
|
||
|
// ForceClientSkin(client, headModel, "blue");
|
||
|
break;
|
||
|
}
|
||
|
// don't ever use a default skin in teamplay, it would just waste memory
|
||
|
// however bots will always join a team but they spawn in as spectator
|
||
|
if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) {
|
||
|
ForceClientSkin(client, model, "red");
|
||
|
// ForceClientSkin(client, headModel, "red");
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
if (g_gametype.integer >= GT_TEAM) {
|
||
|
client->pers.teamInfo = qtrue;
|
||
|
} else {
|
||
|
s = Info_ValueForKey( userinfo, "teamoverlay" );
|
||
|
if ( ! *s || atoi( s ) != 0 ) {
|
||
|
client->pers.teamInfo = qtrue;
|
||
|
} else {
|
||
|
client->pers.teamInfo = qfalse;
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
s = Info_ValueForKey( userinfo, "cg_pmove_fixed" );
|
||
|
if ( !*s || atoi( s ) == 0 ) {
|
||
|
client->pers.pmoveFixed = qfalse;
|
||
|
}
|
||
|
else {
|
||
|
client->pers.pmoveFixed = qtrue;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// 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, "color1" ));
|
||
|
strcpy(c2, Info_ValueForKey( userinfo, "color2" ));
|
||
|
|
||
|
strcpy(redTeam, Info_ValueForKey( userinfo, "g_redteam" ));
|
||
|
strcpy(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" ));
|
||
|
|
||
|
// 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\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d",
|
||
|
client->pers.netname, team, model, headModel, c1, c2,
|
||
|
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\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d",
|
||
|
client->pers.netname, client->sess.sessionTeam, model, headModel, redTeam, blueTeam, c1, c2,
|
||
|
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;
|
||
|
// char *areabits;
|
||
|
gclient_t *client;
|
||
|
char userinfo[MAX_INFO_STRING];
|
||
|
gentity_t *ent;
|
||
|
gentity_t *te;
|
||
|
const char *selFP = NULL;
|
||
|
|
||
|
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.";
|
||
|
}
|
||
|
|
||
|
if ( !( ent->r.svFlags & SVF_BOT ) ) {
|
||
|
// 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;
|
||
|
|
||
|
// areabits = client->areabits;
|
||
|
|
||
|
memset( client, 0, sizeof(*client) );
|
||
|
|
||
|
client->pers.connected = CON_CONNECTING;
|
||
|
|
||
|
selFP = Info_ValueForKey (userinfo, "sfp"); // "sfp" == "selected force power"
|
||
|
if (selFP && selFP[0])
|
||
|
{
|
||
|
client->sess.selectedFP = atoi(selFP)+1;
|
||
|
}
|
||
|
selFP = Info_ValueForKey (userinfo, "sal"); // "sal" == "saber attack level"
|
||
|
if (selFP && selFP[0])
|
||
|
{
|
||
|
client->sess.saberLevel = atoi(selFP)+1;
|
||
|
}
|
||
|
|
||
|
// read or initialize the session data
|
||
|
if ( firstTime || level.newSession ) {
|
||
|
G_InitSessionData( client, userinfo, isBot );
|
||
|
}
|
||
|
G_ReadSessionData( client );
|
||
|
|
||
|
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 " %s\n\"", client->pers.netname, G_GetStripEdString("SVINGAME", "PLCONNECT")) );
|
||
|
}
|
||
|
|
||
|
if ( g_gametype.integer >= GT_TEAM &&
|
||
|
client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
||
|
BroadcastTeamChange( client, -1 );
|
||
|
}
|
||
|
|
||
|
// count current clients and rank for scoreboard
|
||
|
CalculateRanks();
|
||
|
|
||
|
te = G_TempEntity( vec3_origin, EV_CLIENTJOIN );
|
||
|
te->r.svFlags |= SVF_BROADCAST;
|
||
|
te->s.eventParm = clientNum;
|
||
|
|
||
|
// for statistics
|
||
|
// client->areabits = areabits;
|
||
|
// if ( !client->areabits )
|
||
|
// client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 );
|
||
|
|
||
|
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, i;
|
||
|
char userinfo[MAX_INFO_VALUE], *modelname;
|
||
|
|
||
|
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;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
i = 0;
|
||
|
|
||
|
while (i < NUM_FORCE_POWERS)
|
||
|
{
|
||
|
if (ent->client->ps.fd.forcePowersActive & (1 << i))
|
||
|
{
|
||
|
WP_ForcePowerStop(ent, i);
|
||
|
}
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
i = TRACK_CHANNEL_1;
|
||
|
|
||
|
while (i < NUM_TRACK_CHANNELS)
|
||
|
{
|
||
|
if (ent->client->ps.fd.killSoundEntIndex[i-50] && ent->client->ps.fd.killSoundEntIndex[i-50] < MAX_GENTITIES && ent->client->ps.fd.killSoundEntIndex[i-50] > 0)
|
||
|
{
|
||
|
G_MuteSound(ent->client->ps.fd.killSoundEntIndex[i-50], CHAN_VOICE);
|
||
|
}
|
||
|
i++;
|
||
|
}
|
||
|
i = 0;
|
||
|
|
||
|
memset( &client->ps, 0, sizeof( client->ps ) );
|
||
|
client->ps.eFlags = flags;
|
||
|
|
||
|
client->ps.hasDetPackPlanted = qfalse;
|
||
|
|
||
|
//first-time force power initialization
|
||
|
WP_InitForcePowers( ent );
|
||
|
|
||
|
//init saber ent
|
||
|
WP_SaberInitBladeData( ent );
|
||
|
|
||
|
// First time model setup for that player.
|
||
|
trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
|
||
|
modelname = Info_ValueForKey (userinfo, "model");
|
||
|
SetupGameGhoul2Model(client, modelname);
|
||
|
|
||
|
if (ent->client->ghoul2)
|
||
|
{
|
||
|
ent->bolt_Head = trap_G2API_AddBolt(ent->client->ghoul2, 0, "cranium");
|
||
|
ent->bolt_Waist = trap_G2API_AddBolt(ent->client->ghoul2, 0, "thoracic");
|
||
|
ent->bolt_LArm = trap_G2API_AddBolt(ent->client->ghoul2, 0, "lradius");
|
||
|
ent->bolt_RArm = trap_G2API_AddBolt(ent->client->ghoul2, 0, "rradius");
|
||
|
ent->bolt_LLeg = trap_G2API_AddBolt(ent->client->ghoul2, 0, "ltibia");
|
||
|
ent->bolt_RLeg = trap_G2API_AddBolt(ent->client->ghoul2, 0, "rtibia");
|
||
|
ent->bolt_Motion = trap_G2API_AddBolt(ent->client->ghoul2, 0, "Motion");
|
||
|
}
|
||
|
|
||
|
// 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 " %s\n\"", client->pers.netname, G_GetStripEdString("SVINGAME", "PLENTER")) );
|
||
|
}
|
||
|
}
|
||
|
G_LogPrintf( "ClientBegin: %i\n", clientNum );
|
||
|
|
||
|
// count current clients and rank for scoreboard
|
||
|
CalculateRanks();
|
||
|
|
||
|
G_ClearClientLog(clientNum);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
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;
|
||
|
// char *savedAreaBits;
|
||
|
int accuracy_hits, accuracy_shots;
|
||
|
int eventSequence;
|
||
|
// char userinfo[MAX_INFO_STRING];
|
||
|
forcedata_t savedForce;
|
||
|
void *ghoul2save;
|
||
|
animation_t animations[MAX_TOTALANIMATIONS];
|
||
|
int saveSaberNum = ENTITYNUM_NONE;
|
||
|
|
||
|
index = ent - g_entities;
|
||
|
client = ent->client;
|
||
|
|
||
|
if (client->ps.fd.forceDoInit)
|
||
|
{ //force a reread of force powers
|
||
|
WP_InitForcePowers( ent );
|
||
|
client->ps.fd.forceDoInit = 0;
|
||
|
}
|
||
|
// 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 ) {
|
||
|
spawnPoint = SelectSpectatorSpawnPoint (
|
||
|
spawn_origin, spawn_angles);
|
||
|
} else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) {
|
||
|
// all base oriented team games use the CTF spawn points
|
||
|
spawnPoint = SelectCTFSpawnPoint (
|
||
|
client->sess.sessionTeam,
|
||
|
client->pers.teamState.state,
|
||
|
spawn_origin, spawn_angles);
|
||
|
}
|
||
|
else if (g_gametype.integer == GT_SAGA)
|
||
|
{
|
||
|
spawnPoint = SelectSagaSpawnPoint (
|
||
|
client->sess.sessionTeam,
|
||
|
client->pers.teamState.state,
|
||
|
spawn_origin, spawn_angles);
|
||
|
}
|
||
|
else {
|
||
|
do {
|
||
|
// the first spawn should be at a good looking spot
|
||
|
if ( !client->pers.initialSpawn && client->pers.localClient ) {
|
||
|
client->pers.initialSpawn = qtrue;
|
||
|
spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles );
|
||
|
} else {
|
||
|
// don't spawn near existing origin if possible
|
||
|
spawnPoint = SelectSpawnPoint (
|
||
|
client->ps.origin,
|
||
|
spawn_origin, spawn_angles);
|
||
|
}
|
||
|
|
||
|
// Tim needs to prevent bots from spawning at the initial point
|
||
|
// on q3dm0...
|
||
|
if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
|
||
|
continue; // try again
|
||
|
}
|
||
|
// just to be symetric, we have a nohumans option...
|
||
|
if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
|
||
|
continue; // try again
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
} while ( 1 );
|
||
|
}
|
||
|
client->pers.teamState.state = TEAM_ACTIVE;
|
||
|
|
||
|
// toggle the teleport bit so the client knows to not lerp
|
||
|
// and never clear the voted flag
|
||
|
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;
|
||
|
// savedAreaBits = client->areabits;
|
||
|
accuracy_hits = client->accuracy_hits;
|
||
|
accuracy_shots = client->accuracy_shots;
|
||
|
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
|
||
|
persistant[i] = client->ps.persistant[i];
|
||
|
}
|
||
|
eventSequence = client->ps.eventSequence;
|
||
|
|
||
|
savedForce = client->ps.fd;
|
||
|
|
||
|
ghoul2save = client->ghoul2;
|
||
|
|
||
|
saveSaberNum = client->ps.saberEntityNum;
|
||
|
|
||
|
i = 0;
|
||
|
while (i < MAX_TOTALANIMATIONS)
|
||
|
{
|
||
|
animations[i] = client->animations[i];
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset?
|
||
|
|
||
|
//rww - Don't wipe the ghoul2 instance or the animation data
|
||
|
client->ghoul2 = ghoul2save;
|
||
|
i = 0;
|
||
|
while (i < MAX_TOTALANIMATIONS)
|
||
|
{
|
||
|
client->animations[i] = animations[i];
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
//or the saber ent num
|
||
|
client->ps.saberEntityNum = saveSaberNum;
|
||
|
|
||
|
client->ps.fd = savedForce;
|
||
|
|
||
|
client->ps.duelIndex = ENTITYNUM_NONE;
|
||
|
|
||
|
client->pers = saved;
|
||
|
client->sess = savedSess;
|
||
|
client->ps.ping = savedPing;
|
||
|
// client->areabits = savedAreaBits;
|
||
|
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];
|
||
|
}
|
||
|
client->ps.eventSequence = eventSequence;
|
||
|
// 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) );
|
||
|
// set max health
|
||
|
client->pers.maxHealth = 100;//atoi( Info_ValueForKey( userinfo, "handicap" ) );
|
||
|
if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
|
||
|
client->pers.maxHealth = 100;
|
||
|
}
|
||
|
// clear entity values
|
||
|
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
|
||
|
client->ps.eFlags = flags;
|
||
|
|
||
|
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;
|
||
|
|
||
|
VectorCopy (playerMins, ent->r.mins);
|
||
|
VectorCopy (playerMaxs, ent->r.maxs);
|
||
|
|
||
|
client->ps.clientNum = index;
|
||
|
//give default weapons
|
||
|
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );
|
||
|
|
||
|
if (g_gametype.integer == GT_HOLOCRON)
|
||
|
{
|
||
|
//always get free saber level 1 in holocron
|
||
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //these are precached in g_items, ClearRegisteredItems()
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (client->ps.fd.forcePowerLevel[FP_SABERATTACK])
|
||
|
{
|
||
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //these are precached in g_items, ClearRegisteredItems()
|
||
|
}
|
||
|
else
|
||
|
{ //if you don't have saber attack rank then you don't get a saber
|
||
|
client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!g_weaponDisable.integer || !(g_weaponDisable.integer & (1 << WP_BRYAR_PISTOL)))
|
||
|
{
|
||
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
|
||
|
}
|
||
|
else if (g_gametype.integer == GT_JEDIMASTER)
|
||
|
{
|
||
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
|
||
|
}
|
||
|
|
||
|
|
||
|
if (g_gametype.integer == GT_JEDIMASTER)
|
||
|
{
|
||
|
client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_SABER);
|
||
|
client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
|
||
|
}
|
||
|
|
||
|
client->ps.stats[STAT_HOLDABLE_ITEMS] |= ( 1 << HI_BINOCULARS );
|
||
|
client->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_BINOCULARS, IT_HOLDABLE);
|
||
|
|
||
|
if ( client->sess.sessionTeam == TEAM_SPECTATOR )
|
||
|
{
|
||
|
client->ps.stats[STAT_WEAPONS] = 0;
|
||
|
client->ps.stats[STAT_HOLDABLE_ITEMS] = 0;
|
||
|
client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
|
||
|
}
|
||
|
|
||
|
client->ps.ammo[AMMO_BLASTER] = 100; //ammoData[AMMO_BLASTER].max; //100 seems fair.
|
||
|
// client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max;
|
||
|
// client->ps.ammo[AMMO_FORCE] = ammoData[AMMO_FORCE].max;
|
||
|
// client->ps.ammo[AMMO_METAL_BOLTS] = ammoData[AMMO_METAL_BOLTS].max;
|
||
|
// client->ps.ammo[AMMO_ROCKETS] = ammoData[AMMO_ROCKETS].max;
|
||
|
/*
|
||
|
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_BRYAR_PISTOL);
|
||
|
if ( g_gametype.integer == GT_TEAM ) {
|
||
|
client->ps.ammo[WP_BRYAR_PISTOL] = 50;
|
||
|
} else {
|
||
|
client->ps.ammo[WP_BRYAR_PISTOL] = 100;
|
||
|
}
|
||
|
*/
|
||
|
client->ps.rocketLockIndex = MAX_CLIENTS;
|
||
|
client->ps.rocketLockTime = 0;
|
||
|
|
||
|
//rww - Set here to initialize the circling seeker drone to off.
|
||
|
//A quick note about this so I don't forget how it works again:
|
||
|
//ps.genericEnemyIndex is kept in sync between the server and client.
|
||
|
//When it gets set then an entitystate value of the same name gets
|
||
|
//set along with an entitystate flag in the shared bg code. Which
|
||
|
//is why a value needs to be both on the player state and entity state.
|
||
|
//(it doesn't seem to just carry over the entitystate value automatically
|
||
|
//because entity state value is derived from player state data or some
|
||
|
//such)
|
||
|
client->ps.genericEnemyIndex = -1;
|
||
|
|
||
|
client->ps.isJediMaster = qfalse;
|
||
|
|
||
|
client->ps.fallingToDeath = 0;
|
||
|
|
||
|
//Do per-spawn force power initialization
|
||
|
WP_SpawnInitForcePowers( ent );
|
||
|
|
||
|
// health will count down towards max_health
|
||
|
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 1.25;
|
||
|
|
||
|
// Start with a small amount of armor as well.
|
||
|
client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 0.25;
|
||
|
|
||
|
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 ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
|
||
|
|
||
|
} else {
|
||
|
G_KillBox( ent );
|
||
|
trap_LinkEntity (ent);
|
||
|
|
||
|
// force the base weapon up
|
||
|
client->ps.weapon = WP_BRYAR_PISTOL;
|
||
|
client->ps.weaponstate = FIRST_WEAPON;
|
||
|
|
||
|
}
|
||
|
|
||
|
// 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 = WeaponReadyAnim[client->ps.weapon];
|
||
|
client->ps.legsAnim = WeaponReadyAnim[client->ps.weapon];
|
||
|
|
||
|
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 ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
|
||
|
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 ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
||
|
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
|
||
|
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
|
||
|
trap_LinkEntity( ent );
|
||
|
}
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// cleanup if we are kicking a bot that
|
||
|
// hasn't spawned yet
|
||
|
G_RemoveQueuedBotBegin( clientNum );
|
||
|
|
||
|
ent = g_entities + clientNum;
|
||
|
if ( !ent->client ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
i = 0;
|
||
|
|
||
|
while (i < NUM_FORCE_POWERS)
|
||
|
{
|
||
|
if (ent->client->ps.fd.forcePowersActive & (1 << i))
|
||
|
{
|
||
|
WP_ForcePowerStop(ent, i);
|
||
|
}
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
i = TRACK_CHANNEL_1;
|
||
|
|
||
|
while (i < NUM_TRACK_CHANNELS)
|
||
|
{
|
||
|
if (ent->client->ps.fd.killSoundEntIndex[i-50] && ent->client->ps.fd.killSoundEntIndex[i-50] < MAX_GENTITIES && ent->client->ps.fd.killSoundEntIndex[i-50] > 0)
|
||
|
{
|
||
|
G_MuteSound(ent->client->ps.fd.killSoundEntIndex[i-50], CHAN_VOICE);
|
||
|
}
|
||
|
i++;
|
||
|
}
|
||
|
i = 0;
|
||
|
|
||
|
// 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();
|
||
|
|
||
|
if ( ent->r.svFlags & SVF_BOT ) {
|
||
|
BotAIShutdownClient( clientNum, qfalse );
|
||
|
}
|
||
|
|
||
|
G_ClearClientLog(clientNum);
|
||
|
}
|
||
|
|
||
|
|