Now the scoreboard doesnt show whos alive and whos not when you are alive

This commit is contained in:
Richard Allen 2002-06-20 02:27:30 +00:00
parent 7edff87702
commit 15e746d625
3 changed files with 63 additions and 73 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.36 2002/06/20 02:27:30 jbravo
// Now the scoreboard doesnt show whos alive and whos not when you are alive
//
// Revision 1.35 2002/06/19 05:21:20 niceass
// scoreboard stuff
//
@ -205,7 +208,7 @@ static void CG_DrawTeamplayClientScore(int y, score_t * score, float *Fill, floa
FillColor[3] = 1;
// Dead?
if (!score->alive) { // && cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) {
if (!score->alive && cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) {
TextColor[0] *= 0.5f;
TextColor[1] *= 0.5f;
TextColor[2] *= 0.5f;
@ -1271,4 +1274,4 @@ void CG_DrawScoreBoardHead(float x, float y, float w, float h,
origin[0] = len / 0.268; // len / tan( fov/2 )
CG_Draw3DModel(x, y, w, h, headModel, headSkin, origin, headAngles);
}
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.135 2002/06/20 02:27:30 jbravo
// Now the scoreboard doesnt show whos alive and whos not when you are alive
//
// Revision 1.134 2002/06/19 18:18:09 jbravo
// Small cleanups for compiler warnings
//
@ -366,11 +369,11 @@ void DeathmatchScoreboardMessage(gentity_t * ent)
ent->client->sess.savedTeam != cl->sess.savedTeam)
alive = qtrue;
Com_sprintf(entry, sizeof(entry), " %i %i %i %i %i %i %i %i %i %i %i %i", level.sortedClients[i], cl->ps.persistant[PERS_SCORE], ping, (level.time - cl->pers.enterTime) / 60000, scoreFlags, g_entities[level.sortedClients[i]].s.powerups, accuracy, cl->ps.persistant[PERS_KILLED], // NiceAss: Added for scoreboard
Com_sprintf(entry, sizeof(entry), " %i %i %i %i %i %i %i %i %i %i %i %i", level.sortedClients[i], cl->ps.persistant[PERS_SCORE], ping, (level.time - cl->pers.enterTime) / 60000, scoreFlags, g_entities[level.sortedClients[i]].s.powerups, accuracy, cl->ps.persistant[PERS_KILLED], // NiceAss: Added for scoreboard
cl->ps.persistant[PERS_DAMAGE_DELT], // JBravo: Added for scoreboard
alive, // JBravo: Added for TP scoreboard
cl->sess.captain, // Slicer: Added for Matchmode Scoreboard
cl->sess.sub // Slicer: Added for Matchmode Scoreboard
alive, // JBravo: Added for TP scoreboard
cl->sess.captain, // Slicer: Added for Matchmode Scoreboard
cl->sess.sub // Slicer: Added for Matchmode Scoreboard
);
j = strlen(entry);

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.110 2002/06/20 02:27:30 jbravo
// Now the scoreboard doesnt show whos alive and whos not when you are alive
//
// Revision 1.109 2002/06/19 18:13:57 jbravo
// New TNG spawning system :)
//
@ -356,7 +359,7 @@
#include "g_local.h"
#include "zcam.h"
void RQ3_SetupTeamSpawnPoints (void);
void RQ3_SetupTeamSpawnPoints(void);
gitem_t *BG_FindItemForHoldable(holdable_t pw);
char *ConcatArgs(int start);
@ -858,7 +861,7 @@ void SpawnPlayers()
int clientNum, i;
level.spawnPointsLocated = qfalse;
RQ3_SetupTeamSpawnPoints ();
RQ3_SetupTeamSpawnPoints();
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
@ -1984,7 +1987,8 @@ void Add_TeamWound(gentity_t * attacker, gentity_t * victim, int mod)
return;
} else {
trap_SendServerCommand(-1,
va("print \"Banning %s^7 for team wounding\n\"", attacker->client->pers.netname));
va("print \"Banning %s^7 for team wounding\n\"",
attacker->client->pers.netname));
trap_SendServerCommand(attacker - g_entities,
va
("print \"You've wounded teammates too many times, and are banned for %d %s.\n\"",
@ -2158,7 +2162,8 @@ void RQ3_AddOrDelIgnoreSubject(gentity_t * source, gentity_t * subject, qboolean
va("print \"%s^7 was added to ignore list.\n\"",
subject->client->pers.netname));
trap_SendServerCommand(subject - g_entities,
va("print \"%s^7 ignores you.\n\"", source->client->pers.netname));
va("print \"%s^7 ignores you.\n\"",
source->client->pers.netname));
}
}
}
@ -2296,7 +2301,7 @@ void Cmd_Playerlist_f(gentity_t * ent)
// Freud: RQ3_compare_spawn_distances
//
// Sorting mechanism for spawn point distances feeded to qsort
int QDECL RQ3_compare_spawn_distances (const void *sd1, const void *sd2)
int QDECL RQ3_compare_spawn_distances(const void *sd1, const void *sd2)
{
if (((spawn_distances_t *) sd1)->distance < ((spawn_distances_t *) sd2)->distance)
return -1;
@ -2309,18 +2314,18 @@ int QDECL RQ3_compare_spawn_distances (const void *sd1, const void *sd2)
// Freud: SpawnPointDistance
//
// Returns the distance between two spawn points (or any entities, actually...)
float
RQ3_SpawnPointDistance (gentity_t * spot1, gentity_t * spot2)
float RQ3_SpawnPointDistance(gentity_t * spot1, gentity_t * spot2)
{
vec3_t v;
VectorSubtract (spot1->s.origin, spot2->s.origin, v);
return VectorLength (v);
VectorSubtract(spot1->s.origin, spot2->s.origin, v);
return VectorLength(v);
}
// RQ3_GetSpawnPoints ()
//
// Called whenever no spawn points are available.
void RQ3_GetSpawnPoints ()
void RQ3_GetSpawnPoints()
{
gentity_t *spot;
int x, spawns;
@ -2331,7 +2336,7 @@ void RQ3_GetSpawnPoints ()
level.randteam = rand() % MAX_TEAMS;
// Reset the spawns for each team
for (x = 0;x < MAX_TEAMS;x++) {
for (x = 0; x < MAX_TEAMS; x++) {
level.num_potential_spawns[x] = 0;
level.num_used_farteamplay_spawns[x] = 0;
}
@ -2339,9 +2344,9 @@ void RQ3_GetSpawnPoints ()
spawns = 0;
// Read spawn points from the map
while ((spot = G_Find (spot, FOFS (classname), "info_player_deathmatch")) != NULL) {
while ((spot = G_Find(spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
spawns++;
for (x = 0;x < MAX_TEAMS;x++) {
for (x = 0; x < MAX_TEAMS; x++) {
level.potential_spawns[x][level.num_potential_spawns[x]] = spot;
level.num_potential_spawns[x]++;
}
@ -2352,7 +2357,7 @@ void RQ3_GetSpawnPoints ()
// Freud: RQ3_SelectRandomTeamplaySpawnPoint
//
// Selects a random spawns point from potential team spawns.
qboolean RQ3_SelectRandomTeamplaySpawnPoint (int team)
qboolean RQ3_SelectRandomTeamplaySpawnPoint(int team)
{
int spawn_point, y, ok, i, z;
float distance;
@ -2364,41 +2369,33 @@ qboolean RQ3_SelectRandomTeamplaySpawnPoint (int team)
ok = qfalse;
// Done with potential spawns, re-reading and re-assigning
if (level.num_potential_spawns[team] < 1)
{
RQ3_GetSpawnPoints ();
RQ3_SetupTeamSpawnPoints ();
if (level.num_potential_spawns[team] < 1) {
RQ3_GetSpawnPoints();
RQ3_SetupTeamSpawnPoints();
return qfalse;
}
// Randomizing from potential spawn points
spawn_point = rand() % level.num_potential_spawns[team];
// decrementing potential spawns counter
level.num_potential_spawns[team]--;
while ((ok == qfalse) && (i < MAX_TEAMS))
{
while ((ok == qfalse) && (i < MAX_TEAMS)) {
ok = qtrue;
for (y = 0; y < MAX_TEAMS; y++)
{
if (level.teams_assigned[y] == qtrue)
{
distance = RQ3_SpawnPointDistance (level.potential_spawns[team][spawn_point],
level.teamplay_spawns[y]);
for (y = 0; y < MAX_TEAMS; y++) {
if (level.teams_assigned[y] == qtrue) {
distance = RQ3_SpawnPointDistance(level.potential_spawns[team][spawn_point],
level.teamplay_spawns[y]);
if (distance == 0)
{
if (distance == 0) {
ok = qfalse;
}
}
}
if (ok == qfalse)
{
if (ok == qfalse) {
spawn_point++;
if (spawn_point == level.num_potential_spawns[team])
{
if (spawn_point == level.num_potential_spawns[team]) {
spawn_point = 0;
}
i++;
@ -2409,21 +2406,17 @@ qboolean RQ3_SelectRandomTeamplaySpawnPoint (int team)
level.teams_assigned[team] = qtrue;
// Removing used spawn point from potential_spawns
for (z = spawn_point;z < level.num_potential_spawns[team];z++)
{
for (z = spawn_point; z < level.num_potential_spawns[team]; z++) {
level.potential_spawns[team][z] = level.potential_spawns[team][z + 1];
}
if (i == MAX_TEAMS)
{
if (i == MAX_TEAMS) {
G_Printf("Arrrggh: More teams than potential spawnpoints!\n");
if ((spot = G_Find (spot, FOFS (classname), "info_player_start")) != NULL)
{
if ((spot = G_Find(spot, FOFS(classname), "info_player_start")) != NULL) {
G_Printf("Well, guess I'm using info_player_start\n");
level.teamplay_spawns[team] = spot;
}
else
} else
return qfalse;
}
return qtrue;
@ -2432,7 +2425,7 @@ qboolean RQ3_SelectRandomTeamplaySpawnPoint (int team)
// Freud: RQ3_SelectFarTeamplaySpawnPoint
//
// Selects farthest teamplay spawn point(s) from available spawns.
qboolean RQ3_SelectFarTeamplaySpawnPoint (int team)
qboolean RQ3_SelectFarTeamplaySpawnPoint(int team)
{
int u, x, y, z;
int spawn_to_use, preferred_spawn_points, num_already_used;
@ -2448,22 +2441,19 @@ qboolean RQ3_SelectFarTeamplaySpawnPoint (int team)
// Reset the spawn_distances structure
for (x = 0; x < MAX_SPAWN_POINTS; x++) {
memset(&spawn_distances[x], 0 , sizeof(spawn_distances[x]));
memset(&spawn_distances[x], 0, sizeof(spawn_distances[x]));
}
//
for (x = 0; x < level.num_potential_spawns[team]; x++)
{
for (x = 0; x < level.num_potential_spawns[team]; x++) {
closest_spawn_distance = 2000000000;
for (y = 0; y < MAX_TEAMS; y++)
{
if (level.teams_assigned[y] == qtrue)
{
distance = RQ3_SpawnPointDistance (level.potential_spawns[team][x], level.teamplay_spawns[y]);
for (y = 0; y < MAX_TEAMS; y++) {
if (level.teams_assigned[y] == qtrue) {
distance =
RQ3_SpawnPointDistance(level.potential_spawns[team][x], level.teamplay_spawns[y]);
if (distance < closest_spawn_distance)
{
if (distance < closest_spawn_distance) {
closest_spawn_distance = distance;
}
}
@ -2477,8 +2467,7 @@ qboolean RQ3_SelectFarTeamplaySpawnPoint (int team)
}
// Sort the farthest spawn points to the end of the array
qsort (spawn_distances, MAX_SPAWN_POINTS,
sizeof (spawn_distances_t), RQ3_compare_spawn_distances);
qsort(spawn_distances, MAX_SPAWN_POINTS, sizeof(spawn_distances_t), RQ3_compare_spawn_distances);
total_good_spawn_points = level.num_potential_spawns[team] - num_already_used;
@ -2493,30 +2482,25 @@ qboolean RQ3_SelectFarTeamplaySpawnPoint (int team)
num_usable = 0;
// Now lets go through the spawn points and see if they have been used up.
for (z = 0;z < preferred_spawn_points;z++)
{
for (z = 0; z < preferred_spawn_points; z++) {
used = qfalse;
for (u = 0; u < level.num_used_farteamplay_spawns[team]; u++)
{
for (u = 0; u < level.num_used_farteamplay_spawns[team]; u++) {
if (level.used_farteamplay_spawns[team][u] == spawn_distances[MAX_SPAWN_POINTS - z - 1].s) {
used = qtrue;
}
}
if (used == qfalse)
{
usable_spawns[num_usable] = spawn_distances[MAX_SPAWN_POINTS-z-1].s;
if (used == qfalse) {
usable_spawns[num_usable] = spawn_distances[MAX_SPAWN_POINTS - z - 1].s;
num_usable++;
}
}
// Can't use any of the far spawn points, let's go through the whole thing again.
if (num_usable < 1)
{
if (num_usable < 1) {
RQ3_SetupTeamSpawnPoints();
return qfalse;
}
// Randomize through the usable spawns.
spawn_to_use = rand() % num_usable;
@ -2548,11 +2532,11 @@ void RQ3_SetupTeamSpawnPoints()
level.teams_assigned[i] = qfalse;
}
if (RQ3_SelectRandomTeamplaySpawnPoint (level.randteam) == qfalse)
if (RQ3_SelectRandomTeamplaySpawnPoint(level.randteam) == qfalse)
return;
// If we ever decide to have more teams then 2.. :)
for (i = 0;i < MAX_TEAMS;i++)
if (i != level.randteam && RQ3_SelectFarTeamplaySpawnPoint (i) == qfalse)
for (i = 0; i < MAX_TEAMS; i++)
if (i != level.randteam && RQ3_SelectFarTeamplaySpawnPoint(i) == qfalse)
return;
}