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Fix the instant spectate on death and an attempt to fix the scores
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parent
e146dbb353
commit
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6 changed files with 93 additions and 25 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 1.45 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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// Revision 1.44 2002/01/29 03:13:45 jbravo
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// Further fixes to antistick
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//
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@ -26,6 +29,9 @@
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//
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#include "g_local.h"
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// JBravo: need TP functions
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#include "g_teamplay.h"
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#ifdef __ZCAM__
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#include "zcam.h"
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#endif /* __ZCAM__ */
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@ -473,6 +479,19 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
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Cmd_FollowCycle_f( ent, 1 );
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}
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/* if (client->ps.pm_flags & PMF_JUMP_HELD) {
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G_Printf("upmove is true!\n");
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if (client->sess.spectatorState == SPECTATOR_FREE) {
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client->sess.spectatorState = SPECTATOR_FOLLOW;
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client->ps.pm_flags |= PMF_FOLLOW;
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G_Printf("Setting specmode to follow!\n");
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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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G_Printf("Setting specmode to free!\n");
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}
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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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@ -1393,23 +1412,31 @@ void ClientThink_real( gentity_t *ent ) {
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client->latched_buttons |= client->buttons & ~client->oldbuttons;
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// check for respawning
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// JBravo: we dont want to respawn players untill next round if teamplay.
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if ( client->ps.stats[STAT_HEALTH] <= 0 && g_gametype.integer != GT_TEAMPLAY ) {
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// JBravo: Lets make dead players into spectators.
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if (client->ps.stats[STAT_HEALTH] <= 0) {
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// wait for the attack button to be pressed
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if ( level.time > client->respawnTime ) {
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if (level.time > client->respawnTime) {
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// forcerespawn is to prevent users from waiting out powerups
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if ( g_forcerespawn.integer > 0 &&
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( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
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if (g_forcerespawn.integer > 0 &&
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(level.time - client->respawnTime ) > g_forcerespawn.integer * 1000) {
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if (g_gametype.integer == GT_TEAMPLAY) {
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MakeSpectator(ent);
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} else {
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respawn( ent );
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}
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return;
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}
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// pressing attack or use is the normal respawn method
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// JBravo: unless we are in Teamplay mode.
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if ( (ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE)) && g_gametype.integer != GT_TEAMPLAY ) {
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// JBravo: make'em spactate
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if (ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE)) {
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if (g_gametype.integer == GT_TEAMPLAY) {
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MakeSpectator(ent);
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} else {
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respawn( ent );
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}
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}
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}
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return;
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}
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@ -1472,6 +1499,7 @@ SpectatorClientEndFrame
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*/
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void SpectatorClientEndFrame( gentity_t *ent ) {
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gclient_t *cl;
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int savedPing, savedScore;
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// if we are doing a chase cam or a remote view, grab the latest info
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if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
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@ -1489,7 +1517,13 @@ void SpectatorClientEndFrame( gentity_t *ent ) {
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cl = &level.clients[ clientNum ];
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if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
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flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
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// JBravo: saving score and ping to fix the scoreboard
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savedPing = ent->client->ps.ping;
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savedScore = ent->client->ps.persistant[PERS_SCORE];
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ent->client->ps = cl->ps;
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ent->client->ps.ping = savedPing;
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// ent->client->ps.persistant[PERS_SCORE] = savedScore;
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// ent->client->ps.persistant[PERS_SCORE] = ent->client->savedpersistant[PERS_SCORE];
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ent->client->ps.pm_flags |= PMF_FOLLOW;
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ent->client->ps.eFlags = flags;
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return;
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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 1.33 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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// Revision 1.32 2002/02/05 23:41:27 slicer
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// More on matchmode..
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//
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@ -1181,7 +1184,6 @@ void ClientBegin( int clientNum ) {
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if (!client->teamplayWeapon) client->teamplayWeapon = WP_MP5;
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if (!client->teamplayItem) client->teamplayItem = HI_KEVLAR;
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}
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}
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/*
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@ -1200,7 +1202,7 @@ void ClientSpawn(gentity_t *ent) {
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int i;
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clientPersistant_t saved;
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clientSession_t savedSess;
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int persistant[MAX_PERSISTANT];
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int persistant[MAX_PERSISTANT], savedpers[MAX_PERSISTANT];
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gentity_t *spawnPoint;
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int flags;
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int savedPing;
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@ -1308,18 +1310,17 @@ void ClientSpawn(gentity_t *ent) {
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for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
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persistant[i] = client->ps.persistant[i];
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savedpers[i] = client->savedpersistant[i];
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}
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eventSequence = client->ps.eventSequence;
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// JBravo: save weapon/item info
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savedWeapon = client->teamplayWeapon;
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savedItem = client->teamplayItem;
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// savedSolid = client->IsSolid;
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memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset?
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// JBravo: restore weapon/item info
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// client->IsSolid = savedSolid;
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client->teamplayWeapon = savedWeapon;
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client->teamplayItem = savedItem;
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@ -1333,6 +1334,7 @@ void ClientSpawn(gentity_t *ent) {
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for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
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client->ps.persistant[i] = persistant[i];
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client->savedpersistant[i] = savedpers[i];
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}
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client->ps.eventSequence = eventSequence;
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// increment the spawncount so the client will detect the respawn
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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 1.39 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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// Revision 1.38 2002/02/05 10:45:31 jbravo
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// Cleaning up player_die and possibly fixing the scores
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//
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@ -603,6 +606,13 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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CheckAlmostScored( self, attacker );
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}
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// JBravo: save client->ps so spectating wont zap it.
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if (g_gametype.integer == GT_TEAMPLAY) {
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for (i = 0 ; i < MAX_PERSISTANT ; i++) {
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self->client->savedpersistant[i] = self->client->ps.persistant[i];
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}
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}
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#ifdef MISSIONPACK
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if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
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self->client->ps.eFlags &= ~EF_TICKING;
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@ -923,7 +933,9 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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// don't allow respawn until the death anim is done
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// g_forcerespawn may force spawning at some later time
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// JBravo: we dont want automatic respawning of players in teamplay
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if (g_gametype.integer != GT_TEAMPLAY) {
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if (g_gametype.integer == GT_TEAMPLAY) {
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self->client->respawnTime = level.time + 400;
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} else {
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self->client->respawnTime = level.time + 1700;
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}
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@ -980,16 +992,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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}
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trap_LinkEntity (self);
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// JBravo: Save the dead players team status, and respawn his as a spectator.
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if (g_gametype.integer == GT_TEAMPLAY) {
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CopyToBodyQue (self);
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self->client->weaponCount[self->client->ps.weapon] = 0;
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self->client->ps.stats[STAT_WEAPONS] = 0;
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self->client->sess.savedTeam = self->client->sess.sessionTeam;
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self->client->sess.sessionTeam = TEAM_SPECTATOR;
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ClientSpawn(self);
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}
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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 1.44 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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// Revision 1.43 2002/02/05 23:41:27 slicer
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// More on matchmode..
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//
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@ -519,6 +522,7 @@ struct gclient_s {
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// JBravo adding TP stuff
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int teamplayWeapon;
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int teamplayItem;
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int savedpersistant[MAX_PERSISTANT];
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};
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//-----------------------------------------------------------------------------
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//
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// $Log$
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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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// Revision 1.11 2002/02/05 23:41:27 slicer
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// More on matchmode..
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//
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@ -462,7 +465,7 @@ void SpawnPlayers()
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{
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gentity_t *player;
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gclient_t *client;
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int clientNum, i;
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int clientNum, i, x;
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level.spawnPointsLocated = qfalse;
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for (i = 0; i < level.maxclients; i++) {
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client = player->client;
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clientNum = client - level.clients;
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// for (x = 0 ; x < MAX_PERSISTANT ; x++) {
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// client->ps.persistant[x] = client->savedpersistant[x];
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// }
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client->sess.teamSpawn = qtrue;
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if (client->sess.savedTeam == TEAM_RED) {
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client->sess.sessionTeam = TEAM_RED;
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ent->client->ps.stats[STAT_RQ3] |= RQ3_PLAYERSOLID;
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}
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}
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void MakeSpectator( gentity_t *ent )
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{
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gclient_t *client;
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client = ent->client;
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CopyToBodyQue (ent);
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client->weaponCount[ent->client->ps.weapon] = 0;
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client->ps.stats[STAT_WEAPONS] = 0;
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client->sess.savedTeam = client->sess.sessionTeam;
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client->sess.sessionTeam = TEAM_SPECTATOR;
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ClientSpawn(ent);
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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 1.3 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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// Revision 1.2 2002/01/27 13:33:28 jbravo
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// Teamplay antistick system.
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//
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@ -35,3 +38,4 @@ void EquipPlayer (gentity_t *ent);
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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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