mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2025-02-01 22:30:53 +00:00
Fixed spectator follow and free and updated zcam to 1.04 and added the
missing zcam files.
This commit is contained in:
parent
884994dfaa
commit
e619e05d3a
10 changed files with 1603 additions and 14 deletions
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@ -48,6 +48,8 @@ GOBJ = \
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$(GDIRNAME)/rxn_game.o \
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$(GDIRNAME)/g_teamplay.o \
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$(GDIRNAME)/g_matchmode.o
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# $(GDIRNAME)/zcam.o \
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# $(GDIRNAME)/zcam_target.o
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CGOBJ = \
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$(CGDIRNAME)/cg_main.o \
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.27 2002/02/09 00:10:12 jbravo
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// Fixed spectator follow and free and updated zcam to 1.04 and added the
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// missing zcam files.
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//
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// Revision 1.26 2002/02/08 05:59:09 niceass
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// scoreboard timer thing added
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//
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@ -821,6 +825,10 @@ void CG_InitConsoleCommands( void ) {
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// JBravo: adding choose and drop commands.
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trap_AddCommand ("choose");
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trap_AddCommand ("drop");
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// JBravo: for zcam
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#ifdef __ZCAM__
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trap_AddCommand ("camera");
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#endif
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// Slicer: Matchmode
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trap_AddCommand ("captain");
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trap_AddCommand ("ready");
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.48 2002/02/09 00:10:12 jbravo
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// Fixed spectator follow and free and updated zcam to 1.04 and added the
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// missing zcam files.
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//
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// Revision 1.47 2002/02/08 18:59:01 slicer
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// Spec code changes
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//
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@ -473,28 +477,34 @@ NiceAss: Heavy modifications will be here for AQ2-like spectator mode and zcam!?
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void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
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pmove_t pm;
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gclient_t *client;
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int clientNum;
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client = ent->client;
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clientNum = client - level.clients;
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client->oldbuttons = client->buttons;
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client->buttons = ucmd->buttons;
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//Slicer - Changing this for aq2 way
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// Jump button cycles throught spectators
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if(client->sess.spectatorState == SPECTATOR_FOLLOW && ucmd->upmove ) {
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if(client->sess.spectatorState == SPECTATOR_FOLLOW && ucmd->upmove >=10 ) {
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if (!(client->ps.pm_flags & PMF_JUMP_HELD)) {
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client->ps.pm_flags |= PMF_JUMP_HELD;
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Cmd_FollowCycle_f( ent, 1 );
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ucmd->upmove = 0;
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}
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} else {
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if (ucmd->upmove == 0) {
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client->ps.pm_flags &= ~PMF_JUMP_HELD;
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}
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}
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// Attack Button cycles throught free view or follow
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if((ucmd->buttons & BUTTON_ATTACK) && !( client->oldbuttons & BUTTON_ATTACK )) {
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if (client->sess.spectatorState == SPECTATOR_FREE) {
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if (client->sess.spectatorState == SPECTATOR_FREE && OKtoFollow(clientNum)) {
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client->sess.spectatorState = SPECTATOR_FOLLOW;
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client->ps.pm_flags |= PMF_FOLLOW;
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Cmd_FollowCycle_f( ent, 1 );
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} else {
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client->sess.spectatorState = SPECTATOR_FREE;
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client->ps.pm_flags &= ~PMF_FOLLOW;
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StopFollowing(ent);
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}
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}
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@ -517,13 +527,16 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
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} */
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#ifdef __ZCAM__
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if ( client->sess.spectatorState == SPECTATOR_CAMERA_FLIC &&
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client->sess.spectatorState == SPECTATOR_CAMERA_SWING )
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client->ps.commandTime = ucmd->serverTime;
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client->oldbuttons = client->buttons;
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client->buttons = ucmd->buttons;
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if (client->sess.spectatorState != SPECTATOR_FOLLOW)
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{
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camera_think(ent);
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return;
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}
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#endif
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#else
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if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
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client->ps.pm_type = PM_SPECTATOR;
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@ -545,6 +558,7 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
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G_TouchTriggers( ent );
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trap_UnlinkEntity( ent );
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}
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#endif
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}
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.49 2002/02/09 00:10:12 jbravo
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// Fixed spectator follow and free and updated zcam to 1.04 and added the
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// missing zcam files.
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//
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// Revision 1.48 2002/02/05 23:41:27 slicer
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// More on matchmode..
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//
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@ -2722,9 +2726,8 @@ void ClientCommand( int clientNum ) {
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else if (Q_stricmp (cmd, "dropitem") == 0)
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Cmd_DropItem_f( ent );
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#ifdef __ZCAM__
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// NiceAss: removed
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//else if (Q_stricmp (cmd, "camera") == 0)
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// camera_cmd ( ent );
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else if (Q_stricmp (cmd, "camera") == 0)
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camera_cmd ( ent );
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#endif /* __ZCAM__ */
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else if (Q_stricmp (cmd, "playerstats") == 0)
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{
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.8 2002/02/09 00:10:12 jbravo
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// Fixed spectator follow and free and updated zcam to 1.04 and added the
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// missing zcam files.
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//
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// Revision 1.7 2002/02/03 21:23:51 slicer
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// More Matchmode code and fixed 2 bugs in TP
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//
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@ -20,6 +24,10 @@
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//
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#include "g_local.h"
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#ifdef __ZCAM__
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#include "zcam.h"
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#endif /* __ZCAM__ */
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/*
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=======================================================================
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@ -55,6 +63,10 @@ void G_WriteClientSessionData( gclient_t *client ) {
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var = va( "session%i", client - level.clients );
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trap_Cvar_Set( var, s );
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#ifdef __ZCAM__
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camera_state_save (client);
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#endif /* __ZCAM__ */
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}
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/*
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client->sess.sessionTeam = (team_t)sessionTeam;
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client->sess.spectatorState = (spectatorState_t)spectatorState;
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client->sess.teamLeader = (qboolean)teamLeader;
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#ifdef __ZCAM__
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camera_state_load (client);
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#endif /* __ZCAM__ */
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}
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.13 2002/02/09 00:10:12 jbravo
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// Fixed spectator follow and free and updated zcam to 1.04 and added the
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// missing zcam files.
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//
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// Revision 1.12 2002/02/06 03:10:43 jbravo
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// Fix the instant spectate on death and an attempt to fix the scores
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//
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client->sess.sessionTeam = TEAM_SPECTATOR;
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ClientSpawn(ent);
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}
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qboolean OKtoFollow( int clientnum )
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{
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int i, x;
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x = 0;
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for (i = 0; i < level.maxclients ; i++) {
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if (i == clientnum) {
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continue;
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}
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if (level.clients[i].pers.connected != CON_CONNECTED) {
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continue;
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}
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if (level.clients[i].sess.sessionTeam == TEAM_SPECTATOR) {
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continue;
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}
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x++;
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};
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if (x > 0) {
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return qtrue;
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}
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return qfalse;
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}
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.4 2002/02/09 00:10:12 jbravo
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// Fixed spectator follow and free and updated zcam to 1.04 and added the
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// missing zcam files.
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//
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// Revision 1.3 2002/02/06 03:10:43 jbravo
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// Fix the instant spectate on death and an attempt to fix the scores
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//
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@ -39,3 +43,4 @@ void RQ3_Cmd_Choose_f(gentity_t *ent);
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void RQ3_Cmd_Drop_f( gentity_t *ent );
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void UnstickPlayer( gentity_t *ent );
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void MakeSpectator( gentity_t *ent );
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qboolean OKtoFollow( int clientnum );
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1261
reaction/game/zcam.c
Normal file
1261
reaction/game/zcam.c
Normal file
File diff suppressed because it is too large
Load diff
29
reaction/game/zcam.h
Normal file
29
reaction/game/zcam.h
Normal file
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@ -0,0 +1,29 @@
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/*
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* ZCam v1.0.4
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* Spectator Camera for Quake III Arena
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* Copyright (C), 2001 by Avi "Zung!" Rozen
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*
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* http://www.telefragged.com/zungbang/zcam
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*
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* Credits:
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* FLIC camera mode is based on code taken from q2cam by Paul Jordan
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* SWING camera mode is based on ideas taken from CreepCam for Quake I
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*
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*/
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#ifndef __ZCAM_H__
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#define __ZCAM_H__
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#define MAX_VISIBLE_RANGE 1000
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void camera_init (void);
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void camera_shutdown (void);
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void camera_state_save (gclient_t *client);
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void camera_state_load (gclient_t *client);
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void camera_begin (gentity_t *ent);
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void camera_disconnect (gentity_t *ent);
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void camera_think (gentity_t *ent);
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void camera_cmd (gentity_t *ent);
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#endif /* __ZCAM_H__ */
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223
reaction/game/zcam_target.c
Normal file
223
reaction/game/zcam_target.c
Normal file
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@ -0,0 +1,223 @@
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/*
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* ZCam v1.0.4
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* Spectator Camera for Quake III Arena
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* Copyright (C), 2001 by Avi "Zung!" Rozen
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*
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* http://www.telefragged.com/zungbang/zcam
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*
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* Credits:
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* FLIC camera mode is based on code taken from q2cam by Paul Jordan
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* SWING camera mode is based on ideas taken from CreepCam for Quake I
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*
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*/
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/* Camera Target Selection */
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#include "g_local.h"
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#include "zcam.h"
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/* IsVisible:
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* Is player #1 visible by player #2 ?
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*/
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qboolean IsVisible(gentity_t *player1, gentity_t *player2, float maxrange)
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{
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vec3_t length;
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float distance;
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trace_t trace;
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// check for looking through non-transparent water
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if (!trap_InPVS(player1->client->ps.origin, player2->client->ps.origin))
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return qfalse;
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trap_Trace ( &trace,
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player1->client->ps.origin,
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NULL,
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NULL,
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player2->client->ps.origin,
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player1->s.clientNum,
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MASK_SOLID );
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VectorSubtract(player1->client->ps.origin, player2->client->ps.origin, length);
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distance = VectorLength(length);
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return ((maxrange == 0 || distance < maxrange) && trace.fraction == 1.0f);
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}
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/* NumPlayersVisible:
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* Return the number of players visible by the specified viewer.
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*/
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int NumPlayersVisible(gentity_t *viewer, float maxrange)
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{
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int count = 0;
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int i;
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if (viewer == NULL)
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{
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return 0;
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}
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for (i = 0; i < level.maxclients; i++)
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{
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if (viewer->s.clientNum != i
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&& level.clients[i].pers.connected == CON_CONNECTED
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&& level.clients[i].sess.sessionTeam != TEAM_SPECTATOR
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&& level.clients[i].ps.pm_type != PM_DEAD)
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{
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if (IsVisible(viewer, &g_entities[i], maxrange))
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{
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count++;
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}
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}
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}
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return count;
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}
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/* PriorityTarget:
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* Override camera target selection. Returns the new favorite
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* player (or the one already selected).
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* Currently used to select flag carriers in CTF.
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*/
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gentity_t *PriorityTarget(gentity_t *target, qboolean *override)
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{
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int i;
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gentity_t *favorite = NULL;
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for (i = 0; i < level.maxclients; i++)
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{
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if (level.clients[i].pers.connected == CON_CONNECTED
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&& level.clients[i].sess.sessionTeam != TEAM_SPECTATOR
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&& level.clients[i].ps.pm_type == PM_NORMAL
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&& (level.clients[i].ps.powerups[PW_REDFLAG]
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|| level.clients[i].ps.powerups[PW_BLUEFLAG]))
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{
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if (favorite == NULL
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|| NumPlayersVisible (favorite, MAX_VISIBLE_RANGE) < NumPlayersVisible (&g_entities[i], MAX_VISIBLE_RANGE))
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{
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favorite = &g_entities[i];
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}
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}
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}
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/* set override flag */
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if (favorite)
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*override = qtrue;
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else
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*override = qfalse;
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return (favorite)? favorite:target;
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}
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/* PlayerToFollow:
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* Select camera target. Selects the player that sees the maximum
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* number of other players, unless a priority target exists (as
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* determined by the function PriorityTarget above).
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*/
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gentity_t *PlayerToFollow(gentity_t *ent, qboolean *override)
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{
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gentity_t *viewer;
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gentity_t *best = NULL;
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int i, players, best_count = -1;
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*override = qfalse;
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for (i = 0; i < level.maxclients; i++)
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{
|
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/* don't switch to dead people */
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viewer = &g_entities[i];
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if (viewer->client->pers.connected != CON_CONNECTED)
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continue;
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if (viewer->client->sess.sessionTeam != TEAM_SPECTATOR
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&& viewer->client->ps.pm_type == PM_NORMAL)
|
||||
{
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players = NumPlayersVisible(viewer, MAX_VISIBLE_RANGE);
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if (players > best_count)
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{
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best_count = players;
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best = viewer;
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}
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else if (players == best_count)
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{
|
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if (best->client->ps.persistant[PERS_SCORE] <
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viewer->client->ps.persistant[PERS_SCORE])
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||||
{
|
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best = viewer;
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||||
}
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||||
}
|
||||
}
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||||
}
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||||
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if (best == NULL)
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return best;
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||||
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return PriorityTarget(best, override);
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}
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|
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/* PlayerToTrack:
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* select swing camera target in the following priority order:
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* - enemy flag carrier
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* - closest enemy player
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* - own team flag carrier
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* - closest own team player
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* (in DM this amount to picking the closest player)
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*/
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gentity_t *PlayerToTrack (gentity_t *ent, gentity_t *target1st)
|
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{
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int i;
|
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gentity_t *target2nd;
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gentity_t *best1 = NULL;
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gentity_t *best2 = NULL;
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vec3_t distance;
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float current, closest1 = -1.0F, closest2 = -1.0F;
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|
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for (i = 0; i < level.maxclients; i++)
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{
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target2nd = &g_entities[i];
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if (target1st != target2nd
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&& target2nd->client->pers.connected == CON_CONNECTED
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&& target2nd->client->sess.sessionTeam != TEAM_SPECTATOR
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&& target2nd->client->ps.pm_type == PM_NORMAL
|
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&& trap_InPVS (target1st->client->ps.origin, target2nd->client->ps.origin))
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{
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VectorSubtract(target1st->client->ps.origin, target2nd->client->ps.origin, distance);
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current = VectorLength(distance);
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if (target1st->client->sess.sessionTeam == target2nd->client->sess.sessionTeam)
|
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{
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if (target2nd->client->ps.powerups[PW_REDFLAG]
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|| target2nd->client->ps.powerups[PW_BLUEFLAG])
|
||||
{
|
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best1 = target2nd;
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||||
}
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if (!(best1
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&& (best1->client->ps.powerups[PW_REDFLAG]
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|| best1->client->ps.powerups[PW_BLUEFLAG]))
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&& (closest1 < 0 || current < closest1))
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||||
{
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||||
best1 = target2nd;
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closest1 = current;
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||||
}
|
||||
}
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else
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{
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if (target2nd->client->ps.powerups[PW_REDFLAG]
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||||
|| target2nd->client->ps.powerups[PW_BLUEFLAG])
|
||||
{
|
||||
best2 = target2nd;
|
||||
}
|
||||
|
||||
if (!(best2
|
||||
&& (best2->client->ps.powerups[PW_REDFLAG]
|
||||
|| best2->client->ps.powerups[PW_BLUEFLAG]))
|
||||
&& (closest2 < 0 || current < closest2))
|
||||
{
|
||||
best2 = target2nd;
|
||||
closest2 = current;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return ((best2)? best2:best1);
|
||||
}
|
Loading…
Reference in a new issue