mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-23 04:32:28 +00:00
Adding Matchmode: just a few basics and files...
This commit is contained in:
parent
c6719e61da
commit
c5cfb5228e
2 changed files with 13 additions and 2 deletions
|
@ -5,6 +5,9 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.28 2002/02/01 01:00:36 slicer
|
||||
// Adding Matchmode: just a few basics and files...
|
||||
//
|
||||
// Revision 1.27 2002/01/27 13:33:28 jbravo
|
||||
// Teamplay antistick system.
|
||||
//
|
||||
|
@ -1124,6 +1127,11 @@ void ClientBegin( int clientNum ) {
|
|||
ent->pain = 0;
|
||||
ent->client = client;
|
||||
|
||||
//Slicer : Reseting matchmode vars
|
||||
//Note: Each time a player changes team, this will also be called..
|
||||
client->pers.captain = TEAM_FREE;
|
||||
client->pers.sub = TEAM_FREE;
|
||||
|
||||
client->pers.connected = CON_CONNECTED;
|
||||
client->pers.enterTime = level.time;
|
||||
client->pers.teamState.state = TEAM_BEGIN;
|
||||
|
@ -1136,7 +1144,6 @@ void ClientBegin( int clientNum ) {
|
|||
flags = client->ps.eFlags;
|
||||
memset( &client->ps, 0, sizeof( client->ps ) );
|
||||
client->ps.eFlags = flags;
|
||||
|
||||
// locate ent at a spawn point
|
||||
ClientSpawn( ent );
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.39 2002/01/31 23:51:18 slicer
|
||||
// Revision 1.40 2002/02/01 01:00:36 slicer
|
||||
// Adding Matchmode: just a few basics and files...
|
||||
//
|
||||
// Revision 1.38 2002/01/31 02:55:58 blaze
|
||||
|
@ -295,6 +295,7 @@ typedef struct {
|
|||
// time and reading them back at connection time. Anything added here
|
||||
// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
|
||||
typedef struct {
|
||||
//Slicer
|
||||
team_t sessionTeam;
|
||||
team_t savedTeam; // JBravo: Used to hold the real team status of a player.
|
||||
int spectatorTime; // for determining next-in-line to play
|
||||
|
@ -313,6 +314,9 @@ typedef struct {
|
|||
// client data that stays across multiple respawns, but is cleared
|
||||
// on each level change or team change at ClientBegin()
|
||||
typedef struct {
|
||||
//Slicer: Matchmode
|
||||
team_t captain;
|
||||
team_t sub;
|
||||
clientConnected_t connected;
|
||||
usercmd_t cmd; // we would lose angles if not persistant
|
||||
qboolean localClient; // true if "ip" info key is "localhost"
|
||||
|
|
Loading…
Reference in a new issue