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https://github.com/ReactionQuake3/reaction.git
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Now the scoreboard doesnt show whos alive and whos not when you are alive
This commit is contained in:
parent
7edff87702
commit
15e746d625
3 changed files with 63 additions and 73 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.36 2002/06/20 02:27:30 jbravo
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// Now the scoreboard doesnt show whos alive and whos not when you are alive
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//
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// Revision 1.35 2002/06/19 05:21:20 niceass
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// scoreboard stuff
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//
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@ -205,7 +208,7 @@ static void CG_DrawTeamplayClientScore(int y, score_t * score, float *Fill, floa
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FillColor[3] = 1;
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// Dead?
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if (!score->alive) { // && cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) {
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if (!score->alive && cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) {
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TextColor[0] *= 0.5f;
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TextColor[1] *= 0.5f;
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TextColor[2] *= 0.5f;
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@ -1271,4 +1274,4 @@ void CG_DrawScoreBoardHead(float x, float y, float w, float h,
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origin[0] = len / 0.268; // len / tan( fov/2 )
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CG_Draw3DModel(x, y, w, h, headModel, headSkin, origin, headAngles);
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}
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}
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.135 2002/06/20 02:27:30 jbravo
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// Now the scoreboard doesnt show whos alive and whos not when you are alive
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//
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// Revision 1.134 2002/06/19 18:18:09 jbravo
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// Small cleanups for compiler warnings
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//
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@ -366,11 +369,11 @@ void DeathmatchScoreboardMessage(gentity_t * ent)
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ent->client->sess.savedTeam != cl->sess.savedTeam)
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alive = qtrue;
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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
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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
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cl->ps.persistant[PERS_DAMAGE_DELT], // JBravo: Added for scoreboard
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alive, // JBravo: Added for TP scoreboard
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cl->sess.captain, // Slicer: Added for Matchmode Scoreboard
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cl->sess.sub // Slicer: Added for Matchmode Scoreboard
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alive, // JBravo: Added for TP scoreboard
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cl->sess.captain, // Slicer: Added for Matchmode Scoreboard
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cl->sess.sub // Slicer: Added for Matchmode Scoreboard
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);
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j = strlen(entry);
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.110 2002/06/20 02:27:30 jbravo
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// Now the scoreboard doesnt show whos alive and whos not when you are alive
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//
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// Revision 1.109 2002/06/19 18:13:57 jbravo
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// New TNG spawning system :)
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//
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@ -356,7 +359,7 @@
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#include "g_local.h"
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#include "zcam.h"
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void RQ3_SetupTeamSpawnPoints (void);
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void RQ3_SetupTeamSpawnPoints(void);
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gitem_t *BG_FindItemForHoldable(holdable_t pw);
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char *ConcatArgs(int start);
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@ -858,7 +861,7 @@ void SpawnPlayers()
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int clientNum, i;
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level.spawnPointsLocated = qfalse;
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RQ3_SetupTeamSpawnPoints ();
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RQ3_SetupTeamSpawnPoints();
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for (i = 0; i < level.maxclients; i++) {
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player = &g_entities[i];
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@ -1984,7 +1987,8 @@ void Add_TeamWound(gentity_t * attacker, gentity_t * victim, int mod)
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return;
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} else {
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trap_SendServerCommand(-1,
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va("print \"Banning %s^7 for team wounding\n\"", attacker->client->pers.netname));
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va("print \"Banning %s^7 for team wounding\n\"",
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attacker->client->pers.netname));
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trap_SendServerCommand(attacker - g_entities,
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va
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("print \"You've wounded teammates too many times, and are banned for %d %s.\n\"",
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@ -2158,7 +2162,8 @@ void RQ3_AddOrDelIgnoreSubject(gentity_t * source, gentity_t * subject, qboolean
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va("print \"%s^7 was added to ignore list.\n\"",
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subject->client->pers.netname));
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trap_SendServerCommand(subject - g_entities,
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va("print \"%s^7 ignores you.\n\"", source->client->pers.netname));
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va("print \"%s^7 ignores you.\n\"",
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source->client->pers.netname));
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}
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}
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}
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@ -2296,7 +2301,7 @@ void Cmd_Playerlist_f(gentity_t * ent)
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// Freud: RQ3_compare_spawn_distances
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//
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// Sorting mechanism for spawn point distances feeded to qsort
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int QDECL RQ3_compare_spawn_distances (const void *sd1, const void *sd2)
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int QDECL RQ3_compare_spawn_distances(const void *sd1, const void *sd2)
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{
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if (((spawn_distances_t *) sd1)->distance < ((spawn_distances_t *) sd2)->distance)
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return -1;
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@ -2309,18 +2314,18 @@ int QDECL RQ3_compare_spawn_distances (const void *sd1, const void *sd2)
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// Freud: SpawnPointDistance
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//
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// Returns the distance between two spawn points (or any entities, actually...)
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float
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RQ3_SpawnPointDistance (gentity_t * spot1, gentity_t * spot2)
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float RQ3_SpawnPointDistance(gentity_t * spot1, gentity_t * spot2)
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{
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vec3_t v;
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VectorSubtract (spot1->s.origin, spot2->s.origin, v);
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return VectorLength (v);
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VectorSubtract(spot1->s.origin, spot2->s.origin, v);
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return VectorLength(v);
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}
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// RQ3_GetSpawnPoints ()
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//
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// Called whenever no spawn points are available.
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void RQ3_GetSpawnPoints ()
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void RQ3_GetSpawnPoints()
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{
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gentity_t *spot;
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int x, spawns;
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@ -2331,7 +2336,7 @@ void RQ3_GetSpawnPoints ()
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level.randteam = rand() % MAX_TEAMS;
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// Reset the spawns for each team
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for (x = 0;x < MAX_TEAMS;x++) {
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for (x = 0; x < MAX_TEAMS; x++) {
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level.num_potential_spawns[x] = 0;
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level.num_used_farteamplay_spawns[x] = 0;
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}
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@ -2339,9 +2344,9 @@ void RQ3_GetSpawnPoints ()
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spawns = 0;
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// Read spawn points from the map
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while ((spot = G_Find (spot, FOFS (classname), "info_player_deathmatch")) != NULL) {
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while ((spot = G_Find(spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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spawns++;
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for (x = 0;x < MAX_TEAMS;x++) {
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for (x = 0; x < MAX_TEAMS; x++) {
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level.potential_spawns[x][level.num_potential_spawns[x]] = spot;
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level.num_potential_spawns[x]++;
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}
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@ -2352,7 +2357,7 @@ void RQ3_GetSpawnPoints ()
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// Freud: RQ3_SelectRandomTeamplaySpawnPoint
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//
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// Selects a random spawns point from potential team spawns.
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qboolean RQ3_SelectRandomTeamplaySpawnPoint (int team)
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qboolean RQ3_SelectRandomTeamplaySpawnPoint(int team)
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{
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int spawn_point, y, ok, i, z;
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float distance;
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@ -2364,41 +2369,33 @@ qboolean RQ3_SelectRandomTeamplaySpawnPoint (int team)
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ok = qfalse;
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// Done with potential spawns, re-reading and re-assigning
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if (level.num_potential_spawns[team] < 1)
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{
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RQ3_GetSpawnPoints ();
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RQ3_SetupTeamSpawnPoints ();
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if (level.num_potential_spawns[team] < 1) {
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RQ3_GetSpawnPoints();
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RQ3_SetupTeamSpawnPoints();
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return qfalse;
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}
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// Randomizing from potential spawn points
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spawn_point = rand() % level.num_potential_spawns[team];
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// decrementing potential spawns counter
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level.num_potential_spawns[team]--;
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while ((ok == qfalse) && (i < MAX_TEAMS))
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{
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while ((ok == qfalse) && (i < MAX_TEAMS)) {
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ok = qtrue;
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for (y = 0; y < MAX_TEAMS; y++)
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{
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if (level.teams_assigned[y] == qtrue)
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{
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distance = RQ3_SpawnPointDistance (level.potential_spawns[team][spawn_point],
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level.teamplay_spawns[y]);
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for (y = 0; y < MAX_TEAMS; y++) {
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if (level.teams_assigned[y] == qtrue) {
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distance = RQ3_SpawnPointDistance(level.potential_spawns[team][spawn_point],
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level.teamplay_spawns[y]);
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if (distance == 0)
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{
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if (distance == 0) {
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ok = qfalse;
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}
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}
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}
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if (ok == qfalse)
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{
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if (ok == qfalse) {
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spawn_point++;
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if (spawn_point == level.num_potential_spawns[team])
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{
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if (spawn_point == level.num_potential_spawns[team]) {
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spawn_point = 0;
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}
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i++;
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@ -2409,21 +2406,17 @@ qboolean RQ3_SelectRandomTeamplaySpawnPoint (int team)
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level.teams_assigned[team] = qtrue;
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// Removing used spawn point from potential_spawns
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for (z = spawn_point;z < level.num_potential_spawns[team];z++)
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{
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for (z = spawn_point; z < level.num_potential_spawns[team]; z++) {
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level.potential_spawns[team][z] = level.potential_spawns[team][z + 1];
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}
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if (i == MAX_TEAMS)
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{
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if (i == MAX_TEAMS) {
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G_Printf("Arrrggh: More teams than potential spawnpoints!\n");
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if ((spot = G_Find (spot, FOFS (classname), "info_player_start")) != NULL)
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{
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if ((spot = G_Find(spot, FOFS(classname), "info_player_start")) != NULL) {
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G_Printf("Well, guess I'm using info_player_start\n");
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level.teamplay_spawns[team] = spot;
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}
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else
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} else
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return qfalse;
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}
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return qtrue;
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@ -2432,7 +2425,7 @@ qboolean RQ3_SelectRandomTeamplaySpawnPoint (int team)
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// Freud: RQ3_SelectFarTeamplaySpawnPoint
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//
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// Selects farthest teamplay spawn point(s) from available spawns.
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qboolean RQ3_SelectFarTeamplaySpawnPoint (int team)
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qboolean RQ3_SelectFarTeamplaySpawnPoint(int team)
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{
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int u, x, y, z;
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int spawn_to_use, preferred_spawn_points, num_already_used;
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@ -2448,22 +2441,19 @@ qboolean RQ3_SelectFarTeamplaySpawnPoint (int team)
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// Reset the spawn_distances structure
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for (x = 0; x < MAX_SPAWN_POINTS; x++) {
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memset(&spawn_distances[x], 0 , sizeof(spawn_distances[x]));
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memset(&spawn_distances[x], 0, sizeof(spawn_distances[x]));
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}
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//
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for (x = 0; x < level.num_potential_spawns[team]; x++)
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{
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for (x = 0; x < level.num_potential_spawns[team]; x++) {
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closest_spawn_distance = 2000000000;
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for (y = 0; y < MAX_TEAMS; y++)
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{
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if (level.teams_assigned[y] == qtrue)
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{
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distance = RQ3_SpawnPointDistance (level.potential_spawns[team][x], level.teamplay_spawns[y]);
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for (y = 0; y < MAX_TEAMS; y++) {
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if (level.teams_assigned[y] == qtrue) {
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distance =
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RQ3_SpawnPointDistance(level.potential_spawns[team][x], level.teamplay_spawns[y]);
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if (distance < closest_spawn_distance)
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{
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if (distance < closest_spawn_distance) {
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closest_spawn_distance = distance;
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}
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}
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}
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// Sort the farthest spawn points to the end of the array
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qsort (spawn_distances, MAX_SPAWN_POINTS,
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sizeof (spawn_distances_t), RQ3_compare_spawn_distances);
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qsort(spawn_distances, MAX_SPAWN_POINTS, sizeof(spawn_distances_t), RQ3_compare_spawn_distances);
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total_good_spawn_points = level.num_potential_spawns[team] - num_already_used;
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num_usable = 0;
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// Now lets go through the spawn points and see if they have been used up.
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for (z = 0;z < preferred_spawn_points;z++)
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{
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for (z = 0; z < preferred_spawn_points; z++) {
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used = qfalse;
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for (u = 0; u < level.num_used_farteamplay_spawns[team]; u++)
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{
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for (u = 0; u < level.num_used_farteamplay_spawns[team]; u++) {
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if (level.used_farteamplay_spawns[team][u] == spawn_distances[MAX_SPAWN_POINTS - z - 1].s) {
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used = qtrue;
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}
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}
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if (used == qfalse)
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{
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usable_spawns[num_usable] = spawn_distances[MAX_SPAWN_POINTS-z-1].s;
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if (used == qfalse) {
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usable_spawns[num_usable] = spawn_distances[MAX_SPAWN_POINTS - z - 1].s;
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num_usable++;
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}
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}
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// Can't use any of the far spawn points, let's go through the whole thing again.
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if (num_usable < 1)
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{
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if (num_usable < 1) {
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RQ3_SetupTeamSpawnPoints();
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return qfalse;
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}
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// Randomize through the usable spawns.
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spawn_to_use = rand() % num_usable;
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level.teams_assigned[i] = qfalse;
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}
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if (RQ3_SelectRandomTeamplaySpawnPoint (level.randteam) == qfalse)
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if (RQ3_SelectRandomTeamplaySpawnPoint(level.randteam) == qfalse)
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return;
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// If we ever decide to have more teams then 2.. :)
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for (i = 0;i < MAX_TEAMS;i++)
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if (i != level.randteam && RQ3_SelectFarTeamplaySpawnPoint (i) == qfalse)
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for (i = 0; i < MAX_TEAMS; i++)
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if (i != level.randteam && RQ3_SelectFarTeamplaySpawnPoint(i) == qfalse)
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return;
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}
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