reaction/reaction/game/g_teamplay.c
Richard Allen bede62fd3b Added a cvar to control sniper behavior g_RQ3_sniperup. Def 0. if set yo 1
it makes players spawn with the sniper up.
2002-02-24 18:12:19 +00:00

730 lines
21 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.19 2002/02/24 18:12:19 jbravo
// Added a cvar to control sniper behavior g_RQ3_sniperup. Def 0. if set yo 1
// it makes players spawn with the sniper up.
//
// Revision 1.18 2002/02/24 17:56:44 jbravo
// Cleaned up EquipPlayer() and made snipers spawn with pistol in hand
//
// Revision 1.17 2002/02/24 16:40:35 jbravo
// Fixed a bug where the mode of knifes and grenades where reset to slashing
// and short throw.
//
// Revision 1.16 2002/02/22 02:13:13 jbravo
// Fixed a few bugs and did some cleanups
//
// Revision 1.15 2002/02/11 00:30:23 niceass
// LCA fix
//
// Revision 1.14 2002/02/10 04:55:28 jbravo
// Fix #1 to zcam jitter. More is probably needed.
//
// Revision 1.13 2002/02/09 00:10:12 jbravo
// Fixed spectator follow and free and updated zcam to 1.04 and added the
// missing zcam files.
//
// Revision 1.12 2002/02/06 03:10:43 jbravo
// Fix the instant spectate on death and an attempt to fix the scores
//
// Revision 1.11 2002/02/05 23:41:27 slicer
// More on matchmode..
//
// Revision 1.10 2002/02/05 10:04:41 jbravo
// Debugging message gone and cleanup of Antistick routinr
//
// Revision 1.9 2002/02/04 05:44:00 jbravo
// Fixed a typo in knives name
//
// Revision 1.8 2002/02/03 21:23:51 slicer
// More Matchmode code and fixed 2 bugs in TP
//
// Revision 1.7 2002/01/29 03:13:45 jbravo
// Further fixes to antistick
//
// Revision 1.6 2002/01/27 13:42:19 jbravo
// temp hack removed
//
// Revision 1.5 2002/01/27 13:33:28 jbravo
// Teamplay antistick system.
//
// Revision 1.4 2002/01/23 15:59:43 jbravo
// Make use of NiceAsses ClearBodyQue() between rounds
//
// Revision 1.3 2002/01/21 20:03:15 jbravo
// Changed the knifes fix a bit
//
// Revision 1.2 2002/01/21 19:52:31 jbravo
// Fixed a bug that didnt allow knifes to be selected as primary weapon
//
// Revision 1.1 2002/01/11 20:23:41 jbravo
// Added the two new files for TP I forgot during the main TP commit
//
//
//-----------------------------------------------------------------------------
#include "g_local.h"
gitem_t *BG_FindItemForHoldable( holdable_t pw );
char *ConcatArgs( int start );
int touch[MAX_GENTITIES];
void CheckTeamRules()
{
int winner, i;
int checked_tie = 0;
gentity_t *player;
level.fps = trap_Cvar_VariableIntegerValue("sv_fps");
if (level.lights_camera_action) {
ContinueLCA();
return;
}
if (level.team_round_going)
level.current_round_length++;
if (level.holding_on_tie_check) {
level.holding_on_tie_check--;
if (level.holding_on_tie_check > 0)
return;
level.holding_on_tie_check = 0;
checked_tie = 1;
}
if (level.team_round_countdown == 1) {
level.team_round_countdown = 0;
if (BothTeamsHavePlayers()) {
level.team_game_going = 1;
level.inGame = qtrue;
StartLCA();
} else {
//Slicer: Adding Matchmode
if(g_RQ3_matchmode.integer) {
if(RQ3_team1.integer && RQ3_team2.integer)
trap_SendServerCommand( -1, "cp \"Not enough players to play!\n\"");
else
trap_SendServerCommand( -1, "cp \"Both Teams Must Be Ready!\n\"");
}
else
trap_SendServerCommand( -1, "cp \"Not enough players to play!\n\"");
MakeAllLivePlayersObservers();
level.inGame = qfalse;
}
} else {
if (level.team_round_countdown)
level.team_round_countdown--;
if (level.team_round_countdown == (101*level.fps)/10) {
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
G_AddEvent ( player, EV_RQ3_SOUND, RQ3_SOUND_COUNTDOWN);
}
}
}
level.rulecheckfrequency++;
if (level.rulecheckfrequency % 30 && !checked_tie)
return;
if (!level.team_round_going) {
if (g_timelimit.integer) {
//Slicer : Matchmode
if(g_RQ3_matchmode.integer) {
if(level.matchTime >= g_timelimit.integer * 60) {
level.inGame = level.team_round_going = level.team_round_countdown =
level.team_game_going = level.matchTime = 0;
trap_Cvar_Set("RQ3_Team1", "0");
trap_Cvar_Set("RQ3_Team2", "0");
MakeAllLivePlayersObservers ();
trap_SendServerCommand( -1, "cp \"Match is OVER !!!.\n\"");
return;
}
}
else {
if (level.time - level.startTime >= g_timelimit.integer*60000) {
trap_SendServerCommand( -1, va("cp \"Timelimit hit.\n\""));
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
return;
}
}
}
if (!level.team_round_countdown) {
if (BothTeamsHavePlayers()) {
trap_SendServerCommand( -1, va("cp \"The round will begin in 20 seconds!\n\""));
level.team_round_countdown = (201*level.fps)/10;
}
}
} else {
if ((winner = CheckForWinner()) != WINNER_NONE) {
if (!checked_tie) {
level.holding_on_tie_check = (50*level.fps)/10;
return;
}
if (WonGame(winner))
return;
level.team_round_going = 0;
level.lights_camera_action = 0;
level.holding_on_tie_check = 0;
level.team_round_countdown = (71*level.fps)/10;
// trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
return;
}
if (g_RQ3_roundtimelimit.integer && (level.current_round_length > g_RQ3_roundtimelimit.integer * 600)) {
trap_SendServerCommand( -1, va("cp \"Round timelimit hit.\n\""));
winner = CheckForForcedWinner();
if (WonGame(winner))
return;
level.team_round_going = 0;
level.lights_camera_action = 0;
level.holding_on_tie_check = 0;
level.team_round_countdown = (71*level.fps)/10;
// trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
return;
}
}
}
void StartLCA()
{
int i;
gentity_t *player;
CleanLevel();
trap_Cvar_Set("RQ3_lca", "1");
level.lights_camera_action = (41*level.fps)/10;
SpawnPlayers();
trap_SendServerCommand( -1, "lights");
}
void ContinueLCA()
{
int i;
gentity_t *player;
if (level.lights_camera_action == (21*level.fps)/10) {
trap_SendServerCommand( -1, "camera");
}
else if (level.lights_camera_action == 1) {
trap_SendServerCommand( -1, "action");
trap_Cvar_Set("RQ3_lca", "0");
level.team_round_going = 1;
level.current_round_length = 0;
}
level.lights_camera_action--;
}
qboolean BothTeamsHavePlayers()
{
int onteam1 = 0, onteam2 = 0;
//Slicer: Matchmode
if(g_RQ3_matchmode.integer && (!RQ3_team1.integer || !RQ3_team2.integer))
return 0;
onteam1 = RQ3TeamCount( -1, TEAM_RED );
onteam2 = RQ3TeamCount( -1, TEAM_BLUE );
return (onteam1 > 0 && onteam2 > 0);
}
void MakeAllLivePlayersObservers()
{
gentity_t *player;
int saveteam, i;
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
//Slicer: Need to check if they are solid or not.
if (!player->inuse || player->client->ps.pm_type != PM_NORMAL)
continue;
level.clients[i].sess.savedTeam = level.clients[i].sess.sessionTeam;
level.clients[i].sess.sessionTeam = TEAM_SPECTATOR;
level.clients[i].sess.spectatorState = SPECTATOR_FREE;
}
}
void CleanLevel()
{
gentity_t *ent;
int i;
ClearBodyQue();
ent = &g_entities[MAX_CLIENTS];
for ( i = MAX_CLIENTS ; i<level.num_entities ; i++, ent++)
{
if (!ent->inuse)
continue;
if(!ent->item)
continue;
if (ent->item->giType == IT_WEAPON) {
switch (ent->item->giTag) {
case WP_MP5:
case WP_M4:
case WP_M3:
case WP_HANDCANNON:
case WP_SSG3000:
case WP_PISTOL:
case WP_KNIFE:
case WP_GRENADE:
G_FreeEntity(ent);
break;
default:
break;
}
} else if (ent->item->giType == IT_HOLDABLE) {
switch (ent->item->giTag) {
case HI_KEVLAR:
case HI_LASER:
case HI_SILENCER:
case HI_BANDOLIER:
case HI_SLIPPERS:
G_FreeEntity(ent);
break;
default:
break;
}
} else if (ent->item->giType == IT_AMMO) {
}
}
}
int CheckForWinner()
{
int onteam1 = 0, onteam2 = 0, i;
gentity_t *player;
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
if (level.clients[i].sess.sessionTeam == TEAM_RED && player->client->ps.stats[STAT_HEALTH] > 0)
onteam1++;
else if (level.clients[i].sess.sessionTeam == TEAM_BLUE && player->client->ps.stats[STAT_HEALTH] > 0)
onteam2++;
}
if (onteam1 > 0 && onteam2 > 0)
return WINNER_NONE;
else if (onteam1 == 0 && onteam2 == 0)
return WINNER_TIE;
else if (onteam1 > 0 && onteam2 == 0)
return WINNER_TEAM1;
else
return WINNER_TEAM2;
}
int CheckForForcedWinner()
{
int onteam1 = 0, onteam2 = 0, i;
int health1 = 0, health2 = 0;
gentity_t *player;
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
if (level.clients[i].sess.savedTeam == TEAM_RED && player->client->ps.stats[STAT_HEALTH] > 0) {
onteam1++;
health1 += player->client->ps.stats[STAT_HEALTH];
} else if (level.clients[i].sess.savedTeam == TEAM_BLUE && player->client->ps.stats[STAT_HEALTH] > 0) {
onteam2++;
health2 += player->client->ps.stats[STAT_HEALTH];
}
}
if (onteam1 > onteam2) {
return WINNER_TEAM1;
} else if (onteam2 > onteam1) {
return WINNER_TEAM2;
} else {
if (health1 > health2)
return WINNER_TEAM1;
else if (health2 > health1)
return WINNER_TEAM2;
else
return WINNER_TIE;
}
}
int WonGame(int winner)
{
trap_SendServerCommand( -1, "print \"The round is over:\n\"" );
if (winner == WINNER_TIE) {
trap_SendServerCommand( -1, "print \"It was a tie, no points awarded!\n\"" );
} else {
if (winner == WINNER_TEAM1) {
trap_SendServerCommand( -1, "print \"Team 1 won!\n\"" );
level.teamScores[TEAM_RED]++;
} else {
trap_SendServerCommand( -1, "print \"Team 2 won!\n\"" );
level.teamScores[TEAM_BLUE]++;
}
}
if (g_timelimit.integer) {
//Slicer : Matchmode
if(g_RQ3_matchmode.integer) {
if(level.matchTime >= g_timelimit.integer * 60) {
level.inGame = level.team_round_going = level.team_round_countdown =
level.team_game_going = level.matchTime = 0;
trap_Cvar_Set("RQ3_Team1", "0");
trap_Cvar_Set("RQ3_Team2", "0");
MakeAllLivePlayersObservers ();
trap_SendServerCommand( -1, "cp \"Match is OVER !!!.\n\"");
return 1;
}
}
else {
if(level.time - level.startTime >= g_timelimit.integer*60000) {
trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"" );
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
return 1;
}
}
}
if (g_RQ3_roundlimit.integer) {
if (level.teamScores[TEAM_RED] >= g_RQ3_roundlimit.integer || level.teamScores[TEAM_BLUE] >= g_RQ3_roundlimit.integer) {
//Slicer : Matchmode
if(g_RQ3_matchmode.integer) {
level.inGame = level.team_round_going = level.team_round_countdown =
level.team_game_going = level.matchTime = 0;
trap_Cvar_Set("RQ3_Team1", "0");
trap_Cvar_Set("RQ3_Team2", "0");
MakeAllLivePlayersObservers ();
trap_SendServerCommand( -1, "cp \"Match is OVER !!!.\n\"");
return 1;
}
else {
trap_SendServerCommand( -1, "Roundlimit hit.\n\"" );
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
return 1;
}
}
}
return 0;
}
team_t RQ3TeamCount( int ignoreClientNum, int team )
{
int i;
int count = 0;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( i == ignoreClientNum ) {
continue;
}
if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
continue;
}
//Slicer: Matchmode - Subs don't count
if(g_RQ3_matchmode.integer && level.clients[i].pers.sub != TEAM_FREE)
continue;
if ( level.clients[i].sess.savedTeam == team ) {
count++;
}
}
return count;
}
void CheckForUnevenTeams(gentity_t *player)
{
int i, onteam1 = 0, onteam2 = 0;
gentity_t *ent;
char buffer[1024];
for (i = 0; i < level.maxclients; i++) {
ent = &g_entities[i];
if (ent->inuse) {
if (ent->client->sess.savedTeam == TEAM_RED)
onteam1++;
else if (ent->client->sess.savedTeam == TEAM_BLUE)
onteam2++;
}
}
if (onteam1 > onteam2)
trap_SendServerCommand(player-g_entities, va("print \"Your team now has %d more player%s than team 2\n\"",
onteam1 - onteam2, onteam1 - onteam2 == 1 ? "" : "s"));
else if (onteam2 > onteam1)
trap_SendServerCommand(player-g_entities, va("print \"Your team now has %d more player%s than team 1\n\"",
onteam2 - onteam1, onteam2 - onteam1 == 1 ? "" : "s"));
}
void SpawnPlayers()
{
gentity_t *player;
gclient_t *client;
int clientNum, i, x;
level.spawnPointsLocated = qfalse;
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
//Slicer: Matchmode - Subs don't spawn
if(g_RQ3_matchmode.integer && player->client->pers.sub != TEAM_FREE)
continue;
client = player->client;
clientNum = client - level.clients;
client->sess.teamSpawn = qtrue;
if (client->sess.savedTeam == TEAM_RED) {
client->sess.sessionTeam = TEAM_RED;
client->ps.persistant[PERS_TEAM] = TEAM_RED;
} else if (client->sess.savedTeam == TEAM_BLUE) {
client->sess.sessionTeam = TEAM_BLUE;
client->ps.persistant[PERS_TEAM] = TEAM_BLUE;
}
client->ps.stats[STAT_RQ3] &= ~RQ3_PLAYERSOLID;
ClientSpawn(player);
ClientUserinfoChanged(clientNum);
client->sess.teamSpawn = qfalse;
}
}
/* Let the player Choose the weapon and/or item he wants */
void RQ3_Cmd_Choose_f( gentity_t *ent )
{
// char cmd[MAX_STRING_CHARS];
char *cmd;
int len, c;
if ( !ent->client ) {
return; // not fully in game yet
}
cmd = ConcatArgs( 1 );
if (Q_stricmp (cmd, RQ3_MP5_NAME) == 0 || Q_stricmp (cmd, "mp5") == 0) {
ent->client->teamplayWeapon = WP_MP5;
trap_SendServerCommand(ent-g_entities, va("print \"Weapon selected: %s\n\"", RQ3_MP5_NAME));
} else if (Q_stricmp (cmd, RQ3_M3_NAME) == 0 || Q_stricmp (cmd, "m3") == 0) {
ent->client->teamplayWeapon = WP_M3;
trap_SendServerCommand(ent-g_entities, va("print \"Weapon selected: %s\n\"", RQ3_M3_NAME));
} else if (Q_stricmp (cmd, RQ3_M4_NAME) == 0 || Q_stricmp (cmd, "m4") == 0) {
ent->client->teamplayWeapon = WP_M4;
trap_SendServerCommand(ent-g_entities, va("print \"Weapon selected: %s\n\"", RQ3_M4_NAME));
} else if (Q_stricmp (cmd, RQ3_HANDCANNON_NAME) == 0 || Q_stricmp (cmd, "hc") == 0) {
ent->client->teamplayWeapon = WP_HANDCANNON;
trap_SendServerCommand(ent-g_entities, va("print \"Weapon selected: %s\n\"", RQ3_HANDCANNON_NAME));
} else if (Q_stricmp (cmd, RQ3_SSG3000_NAME) == 0 || Q_stricmp (cmd, "sniper") == 0) {
ent->client->teamplayWeapon = WP_SSG3000;
trap_SendServerCommand(ent-g_entities, va("print \"Weapon selected: %s\n\"", RQ3_SSG3000_NAME));
} else if (Q_stricmp (cmd, RQ3_KNIFE_NAME) == 0 || Q_stricmp (cmd, "knives") == 0) {
ent->client->teamplayWeapon = WP_KNIFE;
trap_SendServerCommand(ent-g_entities, va("print \"Weapon selected: %s\n\"", RQ3_KNIFE_NAME));
} else if (Q_stricmp (cmd, RQ3_AKIMBO_NAME) == 0 || Q_stricmp (cmd, "akimbo") == 0) {
ent->client->teamplayWeapon = WP_AKIMBO;
trap_SendServerCommand(ent-g_entities, va("print \"Weapon selected: %s\n\"", RQ3_AKIMBO_NAME));
} else if (Q_stricmp (cmd, RQ3_KEVLAR_NAME) == 0 || Q_stricmp (cmd, "kevlar") == 0) {
ent->client->teamplayItem = HI_KEVLAR;
trap_SendServerCommand(ent-g_entities, va("print \"Item selected: %s\n\"", RQ3_KEVLAR_NAME));
} else if (Q_stricmp (cmd, RQ3_LASER_NAME) == 0 || Q_stricmp (cmd, "laser") == 0) {
ent->client->teamplayItem = HI_LASER;
trap_SendServerCommand(ent-g_entities, va("print \"Item selected: %s\n\"", RQ3_LASER_NAME));
} else if (Q_stricmp (cmd, RQ3_SLIPPERS_NAME) == 0 || Q_stricmp (cmd, "slippers") == 0) {
ent->client->teamplayItem = HI_SLIPPERS;
trap_SendServerCommand(ent-g_entities, va("print \"Item selected: %s\n\"", RQ3_SLIPPERS_NAME));
} else if (Q_stricmp (cmd, RQ3_SILENCER_NAME) == 0 || Q_stricmp (cmd, "silencer") == 0) {
ent->client->teamplayItem = HI_SILENCER;
trap_SendServerCommand(ent-g_entities, va("print \"Item selected: %s\n\"", RQ3_SILENCER_NAME));
} else if (Q_stricmp (cmd, RQ3_BANDOLIER_NAME) == 0 || Q_stricmp (cmd, "bandolier") == 0) {
ent->client->teamplayItem = HI_BANDOLIER;
trap_SendServerCommand(ent-g_entities, va("print \"Item selected: %s\n\"", RQ3_BANDOLIER_NAME));
} else {
trap_SendServerCommand(ent-g_entities, va("print \"Invalid weapon or item choice.\n\""));
return;
}
}
/* Drop weapon or Item ala. AQ */
void RQ3_Cmd_Drop_f( gentity_t *ent )
{
char cmd[MAX_TOKEN_CHARS];
if ( !ent->client ) {
return; // not fully in game yet
}
trap_Argv( 1, cmd, sizeof( cmd ) );
if (Q_stricmp (cmd, "item") == 0) {
Cmd_DropItem_f ( ent );
} else if (Q_stricmp (cmd, "weapon") == 0) {
Cmd_DropWeapon_f ( ent );
} else {
trap_SendServerCommand(ent-g_entities, va("print \"unknown item: %s\n\"", cmd));
}
}
/* Equip the player with the weapons and items he needs for the round. */
void EquipPlayer (gentity_t *ent)
{
int bandolierFactor, grenades;
if (!ent->client || ent->client->sess.sessionTeam == TEAM_SPECTATOR)
return;
bandolierFactor = grenades = 0;
ent->client->ps.weapon = ent->client->teamplayWeapon;
ent->client->numClips[ WP_PISTOL ] = 1; // extra clip of ammo for pistol
ent->client->ps.ammo[ WP_PISTOL] = RQ3_PISTOL_AMMO;
if (ent->client->teamplayItem == HI_BANDOLIER) {
bandolierFactor = 2;
grenades = trap_Cvar_VariableIntegerValue( "g_RQ3_tgren" );
} else {
bandolierFactor = 1;
}
switch(ent->client->ps.weapon) {
case WP_SSG3000:
if (g_RQ3_sniperup.integer == 0) {
ent->client->ps.weapon = WP_PISTOL;
}
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_PISTOL );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SSG3000 );
ent->client->numClips[ WP_SSG3000 ] = RQ3_SSG3000_EXTRA_AMMO;
ent->client->ps.ammo[ WP_SSG3000 ] = RQ3_SSG3000_AMMO;
break;
case WP_MP5:
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MP5 );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_MP5 ] = RQ3_MP5_EXTRA_AMMO;
ent->client->ps.ammo[ WP_MP5 ] = RQ3_MP5_AMMO;
break;
case WP_M3:
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_M3 );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_M3 ] = RQ3_M3_EXTRA_AMMO;
ent->client->ps.ammo[ WP_M3 ] = RQ3_M3_AMMO;
break;
case WP_M4:
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_M4 );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_M4 ] = RQ3_M4_EXTRA_AMMO;
ent->client->ps.ammo[ WP_M4 ] = RQ3_M4_AMMO;
break;
case WP_AKIMBO:
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_AKIMBO );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_AKIMBO ] = RQ3_AKIMBO_EXTRA_AMMO;
ent->client->ps.ammo[ WP_AKIMBO ] = RQ3_AKIMBO_AMMO;
break;
case WP_HANDCANNON:
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_HANDCANNON );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->numClips[ WP_HANDCANNON ] = RQ3_HANDCANNON_EXTRA_AMMO;
ent->client->ps.ammo[ WP_HANDCANNON ] = RQ3_HANDCANNON_AMMO;
break;
case WP_KNIFE:
ent->client->ps.stats[STAT_WEAPONS] = ( 1 << WP_KNIFE );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PISTOL );
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_KNIFE );
ent->client->ps.ammo[ WP_KNIFE ] = 10 * bandolierFactor;
break;
default:
break;
}
ent->client->weaponCount[ent->client->ps.weapon] = 1;
ent->client->uniqueWeapons = 1;
if (grenades > 0) {
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRENADE );
ent->client->ps.ammo[WP_GRENADE] = grenades;
ent->client->uniqueWeapons++;
}
ent->client->ps.weaponstate = WEAPON_READY;
ent->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( ent->client->teamplayItem ) - bg_itemlist;
ent->client->uniqueItems = 1;
}
void UnstickPlayer( gentity_t *ent )
{
int i, num, count;
gentity_t *hit;
vec3_t mins, maxs;
count = 0;
VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
for (i=0 ; i<num ; i++) {
hit = &g_entities[touch[i]];
if ( hit->client && hit != ent ) {
count++;
}
}
if (count == 0) {
ent->client->ps.stats[STAT_RQ3] |= RQ3_PLAYERSOLID;
}
}
void MakeSpectator( gentity_t *ent )
{
gclient_t *client;
client = ent->client;
CopyToBodyQue (ent);
client->weaponCount[ent->client->ps.weapon] = 0;
client->ps.stats[STAT_WEAPONS] = 0;
client->sess.savedTeam = client->sess.sessionTeam;
client->sess.sessionTeam = TEAM_SPECTATOR;
client->ps.persistant[PERS_TEAM] = TEAM_SPECTATOR;
ClientSpawn(ent);
}
qboolean OKtoFollow( int clientnum )
{
int i, x;
x = 0;
for (i = 0; i < level.maxclients ; i++) {
if (i == clientnum) {
continue;
}
if (level.clients[i].pers.connected != CON_CONNECTED) {
continue;
}
if (level.clients[i].sess.sessionTeam == TEAM_SPECTATOR) {
continue;
}
x++;
};
if (x > 0) {
return qtrue;
}
return qfalse;
}