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