stvoy-sp-sdk/game/g_client.cpp

941 lines
25 KiB
C++

#include "g_local.h"
#include "g_functions.h"
#include "anims.h"
#include "boltOns.h"
extern void Q3_DebugPrint( int level, const char *format, ... );
// g_client.c -- client functions that don't happen every frame
float DEFAULT_MINS_0 = -12;
float DEFAULT_MINS_1 = -12;
float DEFAULT_MAXS_0 = 12;
float DEFAULT_MAXS_1 = 12;
float DEFAULT_PLAYER_RADIUS = sqrt((DEFAULT_MAXS_0*DEFAULT_MAXS_0) + (DEFAULT_MAXS_1*DEFAULT_MAXS_1));
vec3_t playerMins = {DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2};
vec3_t playerMaxs = {DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2};
void SP_misc_teleporter_dest (gentity_t *ent);
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) - - NODRAW
potential spawning position for deathmatch games.
Targets will be fired when someone spawns in on them.
*/
void SP_info_player_deathmatch(gentity_t *ent) {
SP_misc_teleporter_dest (ent);
}
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) KEEP_PREV DROPTOFLOOR x x x SILENTSPAWN NOWEAPON x
KEEP_PREV - keep previous health/ammo/etc
DROPTOFLOOR - Player will start on the first solid structure under it
SILENTSPAWN - No teleporter sound
Targets will be fired when someone spawns in on them.
equivalant to info_player_deathmatch
*/
void SP_info_player_start(gentity_t *ent) {
ent->classname = "info_player_deathmatch";
ent->spawnflags |= 1; // James suggests force-ORing the KEEP_PREV flag in for now
SP_info_player_deathmatch( ent );
}
/*
=======================================================================
SelectSpawnPoint
=======================================================================
*/
/*
================
SpotWouldTelefrag
================
*/
qboolean SpotWouldTelefrag( gentity_t *spot, team_t checkteam )
{
int i, num;
gentity_t *touch[MAX_GENTITIES], *hit;
vec3_t mins, maxs;
// If we have a mins, use that instead of the hardcoded bounding box
if ( spot->mins && VectorLength( spot->mins ) )
VectorAdd( spot->s.origin, spot->mins, mins );
else
VectorAdd( spot->s.origin, playerMins, mins );
// If we have a maxs, use that instead of the hardcoded bounding box
if ( spot->maxs && VectorLength( spot->maxs ) )
VectorAdd( spot->s.origin, spot->maxs, maxs );
else
VectorAdd( spot->s.origin, playerMaxs, maxs );
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
for (i=0 ; i<num ; i++)
{
hit = touch[i];
if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 )
{
if ( hit->contents & CONTENTS_BODY )
{
if( checkteam == TEAM_FREE || hit->client->playerTeam == checkteam )
{//checking against teammates only...?
return qtrue;
}
}
}
}
return qfalse;
}
qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest )
{
int i, num;
gentity_t *touch[MAX_GENTITIES], *hit;
vec3_t mins, maxs;
VectorAdd( dest, mover->mins, mins );
VectorAdd( dest, mover->maxs, maxs );
num = gi.EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
for (i=0 ; i<num ; i++)
{
hit = touch[i];
if ( hit == mover )
{
continue;
}
if ( hit->contents & mover->contents )
{
return qtrue;
}
}
return qfalse;
}
/*
================
SelectNearestDeathmatchSpawnPoint
Find the spot that we DON'T want to use
================
*/
#define MAX_SPAWN_POINTS 128
gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from, team_t team ) {
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) {
/*if ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) {
continue;
}
if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) {
continue;
}*/
if ( spot->targetname != NULL ) {
//this search routine should never find a spot that is targetted
continue;
}
VectorSubtract( spot->s.origin, from, delta );
dist = VectorLength( delta );
if ( dist < nearestDist ) {
nearestDist = dist;
nearestSpot = spot;
}
}
return nearestSpot;
}
/*
================
SelectRandomDeathmatchSpawnPoint
go to a random point that doesn't telefrag
================
*/
#define MAX_SPAWN_POINTS 128
gentity_t *SelectRandomDeathmatchSpawnPoint( team_t team ) {
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 ( team == TEAM_RED && ( spot->spawnflags & 2 ) ) {
continue;
}
if ( team == TEAM_BLUE && ( spot->spawnflags & 1 ) ) {
continue;
}*/
if ( spot->targetname != NULL ) {
//this search routine should never find a spot that is targetted
continue;
}
if ( SpotWouldTelefrag( spot, TEAM_FREE ) ) {
continue;
}
spots[ count ] = spot;
count++;
}
if ( !count ) { // no spots that won't telefrag
spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch");
if ( spot->targetname != NULL )
{
//this search routine should never find a spot that is targetted
return NULL;
}
else
{
return spot;
}
}
selection = rand() % count;
return spots[ selection ];
}
/*
===========
SelectSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, team_t team, vec3_t origin, vec3_t angles ) {
gentity_t *spot;
gentity_t *nearestSpot;
if ( level.spawntarget != NULL && level.spawntarget[0] )
{//we have a spawnpoint specified, try to find it
if ( (nearestSpot = spot = G_Find( NULL, FOFS(targetname), level.spawntarget )) == NULL )
{//you HAVE to be able to find the desired spot
G_Error( "Couldn't find spawntarget %s\n", level.spawntarget );
return NULL;
}
}
else
{//not looking for a special startspot
nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint, team );
spot = SelectRandomDeathmatchSpawnPoint ( team );
if ( spot == nearestSpot ) {
// roll again if it would be real close to point of death
spot = SelectRandomDeathmatchSpawnPoint ( team );
}
}
// find a single player start spot
if (!spot) {
G_Error( "Couldn't find a spawn point\n" );
}
VectorCopy( spot->s.origin, origin );
if ( spot->spawnflags & 2 )
{
trace_t tr;
origin[2] -= 4096;
gi.trace(&tr, spot->s.origin, playerMins, playerMaxs, origin, -1, MASK_PLAYERSOLID );
if ( tr.fraction < 1.0 && !tr.allsolid && !tr.startsolid )
{//found a floor
VectorCopy(tr.endpos, origin );
}
else
{//In solid or too far
VectorCopy( spot->s.origin, origin );
}
}
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
//======================================================================
/*
==================
SetClientViewAngle
==================
*/
void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
int i;
// set the delta angle
for (i=0 ; i<3 ; i++) {
ent->client->ps.delta_angles[i] = ANGLE2SHORT(angle[i]) - 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 ) {
if (Q_stricmpn(level.mapname,"_holo",5)) {
gi.SendConsoleCommand("load *respawn\n"); // special case
}
else {//we're on the holodeck
int flags;
gentity_t *tent;
// toggle the teleport bit so the client knows to not lerp
flags = ent->client->ps.eFlags;
ClientSpawn(ent, eNO/*qfalse*/); // SavedGameJustLoaded_e
ent->client->ps.eFlags = flags ^ EF_TELEPORT_BIT;
// add a teleportation effect
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
tent->s.clientNum = ent->s.clientNum;
}
}
/*
================
PickTeam
================
*/
team_t PickTeam( int ignoreClientNum ) {
int i;
int counts[TEAM_NUM_TEAMS];
memset( counts, 0, sizeof( counts ) );
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( i == ignoreClientNum ) {
continue;
}
if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
continue;
}
}
return TEAM_FREE;
}
/*
===========
ForceClientSkin
Forces a client's skin (for teamplay)
===========
*/
void ForceClientSkin( gclient_t *client, char *model, const char *skin ) {
char *p;
if ((p = strchr(model, '/')) != NULL) {
*p = 0;
}
Q_strcat(model, MAX_QPATH, "/");
Q_strcat(model, MAX_QPATH, skin);
}
/*
===========
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 gi.SetUserinfo
if desired.
============
*/
void ClientUserinfoChanged( int clientNum ) {
gentity_t *ent;
char *s;
char headModel[MAX_QPATH];
char torsoModel[MAX_QPATH];
char legsModel[MAX_QPATH];
char sound[MAX_QPATH];
char oldname[MAX_STRING_CHARS];
gclient_t *client;
char *sex;
char userinfo[MAX_INFO_STRING];
ent = g_entities + clientNum;
client = ent->client;
gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
// check for malformed or illegal info strings
if ( !Info_Validate(userinfo) ) {
strcpy (userinfo, "\\name\\badinfo");
}
// check for lcoal client
s = Info_ValueForKey( userinfo, "ip" );
if ( !strcmp( s, "localhost" ) ) {
client->pers.localClient = qtrue;
}
// set name
Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) );
s = Info_ValueForKey (userinfo, "name");
Q_strncpyz( client->pers.netname, s, sizeof(client->pers.netname) );
if ( client->pers.connected == CON_CONNECTED ) {
if ( strcmp( oldname, client->pers.netname ) ) {
gi.SendServerCommand( -1, "print \"%s renamed to %s\n\"", oldname,
client->pers.netname );
}
}
// set max health
client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 200 ) {
client->pers.maxHealth = 200;
}
extern cvar_t *g_spskill;
if (g_spskill->integer && client->pers.maxHealth > 100) {
client->pers.maxHealth = 100; //no cheating here, only allow "easy" in normal skill
}
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
// sounds
Q_strncpyz( sound, Info_ValueForKey (userinfo, "snd"), sizeof( sound ) );
// set model
Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headModel"), sizeof( headModel ) );
Q_strncpyz( torsoModel, Info_ValueForKey (userinfo, "torsoModel"), sizeof( torsoModel ) );
Q_strncpyz( legsModel, Info_ValueForKey (userinfo, "legsModel"), sizeof( legsModel ) );
// sex
sex = Info_ValueForKey( userinfo, "sex" );
if ( !sex[0] ) {
sex = "m";
}
// send over a subset of the userinfo keys so other clients can
// print scoreboards, display models, and play custom sounds
s = va("n\\%s\\t\\%i\\headModel\\%s\\torsoModel\\%s\\legsModel\\%s\\sex\\%s\\hc\\%i",
client->pers.netname, client->sess.sessionTeam, headModel, torsoModel, legsModel, sex,
client->pers.maxHealth );
gi.SetConfigstring( CS_PLAYERS+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, SavedGameJustLoaded_e eSavedGameJustLoaded )
{
gclient_t *client;
char userinfo[MAX_INFO_STRING];
gentity_t *ent;
clientSession_t savedSess;
clientTourSession_t savedTourSess;
ent = &g_entities[ clientNum ];
gi.GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
// they can connect
ent->client = level.clients + clientNum;
client = ent->client;
// if (!qbFromSavedGame)
if (eSavedGameJustLoaded != eFULL)
{
savedSess = client->sess; //
savedTourSess = client->tourSess;
memset( client, 0, sizeof(*client) );
client->sess = savedSess;
client->tourSess = savedTourSess;
}
client->pers.connected = CON_CONNECTING;
if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame)
{
// G_WriteClientSessionData( client ); // forget it, this is DM stuff anyway
// get and distribute relevent paramters
ClientUserinfoChanged( clientNum );
}
else
{
// read or initialize the session data
if ( firstTime ) {
G_InitSessionData( client, userinfo );
}
G_ReadSessionData( client );
// get and distribute relevent paramters
ClientUserinfoChanged( clientNum );
// don't do the "xxx connected" messages if they were caried over from previous level
if ( firstTime ) {
gi.SendServerCommand( -1, "print \"%s connected\n\"", client->pers.netname);
}
}
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, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded)
// qboolean qbFromSavedGame
{
gentity_t *ent;
gclient_t *client;
ent = g_entities + clientNum;
client = level.clients + clientNum;
if (eSavedGameJustLoaded == eFULL)//qbFromSavedGame)
{
client->pers.connected = CON_CONNECTED;
ent->client = client;
ClientSpawn( ent, eSavedGameJustLoaded );
}
else
{
if ( ent->linked ) {
gi.unlinkentity( ent );
}
G_InitGentity( ent );
ent->e_TouchFunc = touchF_NULL;
ent->e_PainFunc = painF_NULL;
ent->client = client;
client->pers.connected = CON_CONNECTED;
client->pers.enterTime = level.time;
client->pers.teamState.state = TEAM_BEGIN;
VectorCopy( cmd->angles, client->pers.cmd_angles );
memset( &client->ps, 0, sizeof( client->ps ) );
// locate ent at a spawn point
if ( ClientSpawn( ent, eSavedGameJustLoaded) ) // SavedGameJustLoaded_e
{
gentity_t *tent;
// send teleport event
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
tent->owner = ent;
tent->s.clientNum = ent->s.clientNum;
}
}
}
/*
============
Player_CacheFromPrevLevel
Description : just need to grab the weapon items we're going to have when we spawn so they'll be cached
Return type : void
Argument : void
============
*/
void Player_CacheFromPrevLevel(void)
{
char s[MAX_STRING_CHARS];
gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
if (strlen(s)) // actually this would be safe anyway because of the way sscanf() works, but this is clearer
{
int iDummy, bits;
sscanf( s, "%i %i %i",
&iDummy, //client->ps.stats[STAT_HEALTH],
&iDummy, //client->ps.stats[STAT_ARMOR],
&bits //client->ps.stats[STAT_WEAPONS]
);
for ( int i = 1 ; i < 16 ; i++ )
{
if ( bits & ( 1 << i ) )
{
RegisterItem( FindItemForWeapon( (weapon_t)i ) );
}
}
}
}
/*
============
Player_RestoreFromPrevLevel
Description : retrieve maptransition data recorded by server when exiting previous level (to carry over weapons/ammo/health/etc)
Return type : void
Argument : gentity_t *ent
============
*/
void Player_RestoreFromPrevLevel(gentity_t *ent)
{
gclient_t *client = ent->client;
int i;
assert(client);
if (client) // though I can't see it not being true...
{
char s[MAX_STRING_CHARS];
gi.Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
if (strlen(s)) // actually this would be safe anyway because of the way sscanf() works, but this is clearer
{
sscanf( s, "%i %i %i %i %i %f %f %f",
&client->ps.stats[STAT_HEALTH],
&client->ps.stats[STAT_ARMOR],
&client->ps.stats[STAT_WEAPONS],
&client->ps.weapon,
&client->ps.weaponstate,
&client->ps.viewangles[0],
&client->ps.viewangles[1],
&client->ps.viewangles[2]
);
ent->health = client->ps.stats[STAT_HEALTH];
// slight issue with ths for the moment in that although it'll correctly restore angles it doesn't take into account
// the overall map orientation, so (eg) exiting east to enter south will be out by 90 degrees, best keep spawn angles for now
//
// VectorClear (ent->client->pers.cmd_angles);
//
// SetClientViewAngle( ent, ent->client->ps.viewangles);
for ( i = 0; i < AMMO_MAX; i++ )
{
gi.Cvar_VariableStringBuffer( va("playerammo%d",i), s, sizeof(s) );
sscanf( s,"%i",&client->ps.ammo[i]);
}
// Get the borg adapt hits per weapon
for ( i = 0; i < MAX_WEAPONS; i++ )
{
gi.Cvar_VariableStringBuffer( va("borgadapt%d",i), s, sizeof(s) );
sscanf( s,"%i",&client->ps.borgAdaptHits[i]);
}
}
}
}
/*
===========
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
============
*/
qboolean ClientSpawn(gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded )
{
int index;
vec3_t spawn_origin, spawn_angles;
gclient_t *client;
int i;
clientPersistant_t saved;
clientSession_t savedSess;
clientTourSession_t savedTourSess;
clientInfo_t savedCi;
int persistant[MAX_PERSISTANT];
usercmd_t ucmd;
gentity_t *spawnPoint;
qboolean beamInEffect = qfalse;
extern qboolean g_qbLoadTransition;
index = ent - g_entities;
client = ent->client;
if ( eSavedGameJustLoaded == eFULL && g_qbLoadTransition == qfalse )//qbFromSavedGame)
{
ent->client->pers.teamState.state = TEAM_ACTIVE;
// 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;
for (i=0; i<3; i++)
{
ent->client->pers.cmd_angles[i] = 0.0f;
}
SetClientViewAngle( ent, ent->client->ps.viewangles);//spawn_angles );
gi.linkentity (ent);
// run the presend to set anything else
ClientEndFrame( ent );
// clear entity state values
PlayerStateToEntityState( &client->ps, &ent->s );
}
else
{
// find a spawn point
// do it before setting health back up, so farthest
// ranging doesn't count this client
// don't spawn near existing origin if possible
spawnPoint = SelectSpawnPoint ( ent->client->ps.origin,
(team_t) ent->client->ps.persistant[PERS_TEAM], spawn_origin, spawn_angles);
if ( !(spawnPoint->spawnflags & 32) )
{//Do teleport effect
beamInEffect = qtrue;
}
ent->client->pers.teamState.state = TEAM_ACTIVE;
// clear everything but the persistant data
saved = client->pers;
savedSess = client->sess;
savedTourSess = client->tourSess;
for ( i = 0 ; i < MAX_PERSISTANT ; i++ )
{
persistant[i] = client->ps.persistant[i];
}
//Preserve clientInfo
memcpy (&savedCi, &client->clientInfo, sizeof(clientInfo_t));
memset (client, 0, sizeof(*client));
memcpy (&client->clientInfo, &savedCi, sizeof(clientInfo_t));
client->pers = saved;
client->sess = savedSess;
client->tourSess = savedTourSess;
for ( i = 0 ; i < MAX_PERSISTANT ; i++ )
{
client->ps.persistant[i] = persistant[i];
}
// 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;
// clear entity values
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
ent->s.groundEntityNum = -1;
ent->client = &level.clients[index];
ent->takedamage = qtrue;
ent->inuse = qtrue;
ent->classname = "player";
client->squadname = "Munro";
ent->targetname = "Munro";
ent->script_targetname = "Munro";
ent->NPC_type = "munro";
client->playerTeam = TEAM_STARFLEET;
ent->contents = CONTENTS_BODY;
ent->clipmask = MASK_PLAYERSOLID;
ent->e_DieFunc = dieF_player_die;
ent->waterlevel = 0;
ent->watertype = 0;
client->ps.friction = 6;
client->ps.gravity = g_gravity->value;
ent->flags &= ~FL_NO_KNOCKBACK;
client->renderInfo.scaleXYZ[0] = client->renderInfo.scaleXYZ[1] = client->renderInfo.scaleXYZ[2] = 100;
client->renderInfo.lookTarget = ENTITYNUM_NONE;
VectorCopy (playerMins, ent->mins);
VectorCopy (playerMaxs, ent->maxs);
client->crouchheight = CROUCH_MAXS_2;
client->standheight = DEFAULT_MAXS_2;
client->ps.clientNum = index;
//give default weapons
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PHASER ); //these are precached in g_items, ClearRegisteredItems()
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_COMPRESSION_RIFLE );
client->ps.ammo[AMMO_STARFLEET] = ammoData[AMMO_STARFLEET].max;
client->ps.ammo[AMMO_ALIEN] = ammoData[AMMO_ALIEN].max;
client->ps.ammo[AMMO_PHASER] = ammoData[AMMO_PHASER].max;
ent->health = client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH];
VectorCopy( spawn_origin, client->ps.origin );
VectorCopy( spawn_origin, ent->currentOrigin );
// the respawned flag will be cleared after the attack and jump keys come up
client->ps.pm_flags |= PMF_RESPAWNED;
SetClientViewAngle( ent, spawn_angles );
{
G_KillBox( ent );
gi.linkentity (ent);
// force the base weapon up
client->ps.weapon = WP_COMPRESSION_RIFLE;
client->ps.weaponstate = WEAPON_READY;
}
// don't allow full run speed for a bit
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
client->ps.pm_time = 100;
client->respawnTime = level.time;
client->inactivityTime = level.time + g_inactivity->integer * 1000;
client->latched_buttons = 0;
// set default animations
client->ps.torsoAnim = BOTH_STAND2;
client->ps.legsAnim = BOTH_STAND2;
// restore some player data if this is a spawn point with KEEP_REV (spawnflags&1) set...
//
if ( eSavedGameJustLoaded == eAUTO ||
(spawnPoint->spawnflags&1) || // KEEP_PREV
g_qbLoadTransition == qtrue )
{
Player_RestoreFromPrevLevel(ent);
}
// run a client frame to drop exactly to the floor,
// initialize animations and other things
client->ps.commandTime = level.time - 100;
ucmd = client->pers.lastCommand;
ucmd.serverTime = level.time;
VectorCopy( client->pers.cmd_angles, ucmd.angles );
ClientThink( ent-g_entities, &ucmd );
// run the presend to set anything else
ClientEndFrame( ent );
// clear entity state values
PlayerStateToEntityState( &client->ps, &ent->s );
//ICARUS include
ICARUS_FreeEnt( ent ); //FIXME: This shouldn't need to be done...?
ICARUS_InitEnt( ent );
G_InitBoltOnData( ent );
if ( spawnPoint->spawnflags & 64 )
{//player starts with absolutely no weapons
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );
ent->client->ps.ammo[weaponData[WP_NONE].ammoIndex] = 32000; // checkme
ent->client->ps.weapon = WP_NONE;
ent->client->ps.weaponstate = WEAPON_READY;
}
{
// fire the targets of the spawn point
G_UseTargets( spawnPoint, ent );
//Designers needed them to fire off target2's as well... this is kind of messy
G_UseTargets2( spawnPoint, ent, spawnPoint->target2 );
/*
// 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;
}
}*/
}
}
ent->max_health = client->ps.stats[STAT_MAX_HEALTH];
return beamInEffect;
}
/*
===========
ClientDisconnect
Called when a player drops from the server.
Will not be called between levels.
============
*/
void ClientDisconnect( int clientNum ) {
gentity_t *ent;
ent = g_entities + clientNum;
if ( !ent->client ) {
return;
}
// send effect if they were completely connected
/* if ( ent->client->pers.connected == CON_CONNECTED ) {
gentity_t *tent;
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 );
}
*/
gi.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;
gi.SetConfigstring( CS_PLAYERS + clientNum, "");
}