2005-08-26 17:39:27 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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2005-10-29 01:53:09 +00:00
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along with Quake III Arena source code; if not, write to the Free Software
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2005-08-26 17:39:27 +00:00
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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// g_client.c -- client functions that don't happen every frame
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static vec3_t playerMins = {-15, -15, -24};
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static vec3_t playerMaxs = {15, 15, 32};
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/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
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potential spawning position for deathmatch games.
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The first time a player enters the game, they will be at an 'initial' spot.
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Targets will be fired when someone spawns in on them.
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"nobots" will prevent bots from using this spot.
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"nohumans" will prevent non-bots from using this spot.
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*/
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void SP_info_player_deathmatch( gentity_t *ent ) {
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int i;
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G_SpawnInt( "nobots", "0", &i);
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if ( i ) {
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ent->flags |= FL_NO_BOTS;
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}
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G_SpawnInt( "nohumans", "0", &i );
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if ( i ) {
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ent->flags |= FL_NO_HUMANS;
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}
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}
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
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equivelant to info_player_deathmatch
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*/
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void SP_info_player_start(gentity_t *ent) {
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ent->classname = "info_player_deathmatch";
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SP_info_player_deathmatch( ent );
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}
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/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
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The intermission will be viewed from this point. Target an info_notnull for the view direction.
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*/
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void SP_info_player_intermission( gentity_t *ent ) {
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}
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/*
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=======================================================================
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SelectSpawnPoint
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=======================================================================
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*/
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/*
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================
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SpotWouldTelefrag
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================
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*/
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qboolean SpotWouldTelefrag( gentity_t *spot ) {
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int i, num;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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vec3_t mins, maxs;
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VectorAdd( spot->s.origin, playerMins, mins );
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VectorAdd( spot->s.origin, playerMaxs, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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for (i=0 ; i<num ; i++) {
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hit = &g_entities[touch[i]];
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//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
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if ( hit->client) {
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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================
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SelectNearestDeathmatchSpawnPoint
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Find the spot that we DON'T want to use
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================
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*/
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#define MAX_SPAWN_POINTS 128
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gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) {
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gentity_t *spot;
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vec3_t delta;
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float dist, nearestDist;
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gentity_t *nearestSpot;
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nearestDist = 999999;
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nearestSpot = NULL;
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spot = NULL;
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
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VectorSubtract( spot->s.origin, from, delta );
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dist = VectorLength( delta );
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if ( dist < nearestDist ) {
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nearestDist = dist;
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nearestSpot = spot;
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}
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}
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return nearestSpot;
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}
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/*
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================
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SelectRandomDeathmatchSpawnPoint
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go to a random point that doesn't telefrag
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================
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*/
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#define MAX_SPAWN_POINTS 128
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2009-11-03 13:28:52 +00:00
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gentity_t *SelectRandomDeathmatchSpawnPoint(qboolean isbot) {
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2005-08-26 17:39:27 +00:00
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gentity_t *spot;
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int count;
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int selection;
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gentity_t *spots[MAX_SPAWN_POINTS];
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count = 0;
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spot = NULL;
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2009-11-03 13:28:52 +00:00
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while((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL && count < MAX_SPAWN_POINTS)
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{
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if(SpotWouldTelefrag(spot))
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continue;
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if(((spot->flags & FL_NO_BOTS) && isbot) ||
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((spot->flags & FL_NO_HUMANS) && !isbot))
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{
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// spot is not for this human/bot player
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2005-08-26 17:39:27 +00:00
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continue;
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}
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2009-11-03 13:28:52 +00:00
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spots[count] = spot;
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2005-08-26 17:39:27 +00:00
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count++;
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}
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if ( !count ) { // no spots that won't telefrag
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return G_Find( NULL, FOFS(classname), "info_player_deathmatch");
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}
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selection = rand() % count;
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return spots[ selection ];
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}
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/*
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===========
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SelectRandomFurthestSpawnPoint
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Chooses a player start, deathmatch start, etc
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============
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*/
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2009-11-03 13:28:52 +00:00
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gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles, qboolean isbot ) {
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2005-08-26 17:39:27 +00:00
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gentity_t *spot;
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vec3_t delta;
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float dist;
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2009-11-03 13:28:52 +00:00
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float list_dist[MAX_SPAWN_POINTS];
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gentity_t *list_spot[MAX_SPAWN_POINTS];
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2005-08-26 17:39:27 +00:00
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int numSpots, rnd, i, j;
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numSpots = 0;
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spot = NULL;
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2009-11-03 13:28:52 +00:00
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while((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
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{
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if(SpotWouldTelefrag(spot))
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continue;
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if(((spot->flags & FL_NO_BOTS) && isbot) ||
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((spot->flags & FL_NO_HUMANS) && !isbot))
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{
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// spot is not for this human/bot player
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2005-08-26 17:39:27 +00:00
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continue;
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}
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2009-11-03 13:28:52 +00:00
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2005-08-26 17:39:27 +00:00
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VectorSubtract( spot->s.origin, avoidPoint, delta );
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dist = VectorLength( delta );
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2009-11-03 13:28:52 +00:00
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for (i = 0; i < numSpots; i++)
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{
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if(dist > list_dist[i])
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{
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if (numSpots >= MAX_SPAWN_POINTS)
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numSpots = MAX_SPAWN_POINTS - 1;
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for(j = numSpots; j > i; j--)
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{
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2005-08-26 17:39:27 +00:00
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list_dist[j] = list_dist[j-1];
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list_spot[j] = list_spot[j-1];
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}
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2009-11-03 13:28:52 +00:00
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2005-08-26 17:39:27 +00:00
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list_dist[i] = dist;
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list_spot[i] = spot;
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2009-11-03 13:28:52 +00:00
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2005-08-26 17:39:27 +00:00
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numSpots++;
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break;
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}
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}
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2009-11-03 13:28:52 +00:00
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if(i >= numSpots && numSpots < MAX_SPAWN_POINTS)
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{
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2005-08-26 17:39:27 +00:00
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list_dist[numSpots] = dist;
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list_spot[numSpots] = spot;
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numSpots++;
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}
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}
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2009-11-03 13:28:52 +00:00
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if(!numSpots)
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{
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spot = G_Find(NULL, FOFS(classname), "info_player_deathmatch");
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2005-08-26 17:39:27 +00:00
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if (!spot)
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G_Error( "Couldn't find a spawn point" );
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2009-11-03 13:28:52 +00:00
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2005-08-26 17:39:27 +00:00
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VectorCopy (spot->s.origin, origin);
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origin[2] += 9;
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VectorCopy (spot->s.angles, angles);
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return spot;
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}
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// select a random spot from the spawn points furthest away
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rnd = random() * (numSpots / 2);
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VectorCopy (list_spot[rnd]->s.origin, origin);
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origin[2] += 9;
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VectorCopy (list_spot[rnd]->s.angles, angles);
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return list_spot[rnd];
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}
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/*
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===========
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SelectSpawnPoint
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Chooses a player start, deathmatch start, etc
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============
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*/
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2009-11-03 13:28:52 +00:00
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gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles, qboolean isbot ) {
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return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles, isbot );
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2005-08-26 17:39:27 +00:00
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/*
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gentity_t *spot;
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gentity_t *nearestSpot;
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nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint );
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spot = SelectRandomDeathmatchSpawnPoint ( );
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if ( spot == nearestSpot ) {
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// roll again if it would be real close to point of death
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spot = SelectRandomDeathmatchSpawnPoint ( );
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if ( spot == nearestSpot ) {
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// last try
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spot = SelectRandomDeathmatchSpawnPoint ( );
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}
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}
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// find a single player start spot
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if (!spot) {
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G_Error( "Couldn't find a spawn point" );
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}
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VectorCopy (spot->s.origin, origin);
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origin[2] += 9;
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VectorCopy (spot->s.angles, angles);
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return spot;
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*/
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}
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/*
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===========
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SelectInitialSpawnPoint
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Try to find a spawn point marked 'initial', otherwise
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use normal spawn selection.
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============
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*/
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2009-11-03 13:28:52 +00:00
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gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles, qboolean isbot ) {
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2005-08-26 17:39:27 +00:00
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gentity_t *spot;
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spot = NULL;
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2009-11-03 13:28:52 +00:00
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while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
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{
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if(((spot->flags & FL_NO_BOTS) && isbot) ||
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((spot->flags & FL_NO_HUMANS) && !isbot))
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{
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continue;
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2005-08-26 17:39:27 +00:00
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}
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2009-11-03 13:28:52 +00:00
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if((spot->spawnflags & 0x01))
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break;
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2005-08-26 17:39:27 +00:00
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}
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2009-11-03 13:28:52 +00:00
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if (!spot || SpotWouldTelefrag(spot))
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return SelectSpawnPoint(vec3_origin, origin, angles, isbot);
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2005-08-26 17:39:27 +00:00
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VectorCopy (spot->s.origin, origin);
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origin[2] += 9;
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VectorCopy (spot->s.angles, angles);
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return spot;
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}
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/*
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===========
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SelectSpectatorSpawnPoint
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============
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*/
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gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) {
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FindIntermissionPoint();
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VectorCopy( level.intermission_origin, origin );
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VectorCopy( level.intermission_angle, angles );
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return NULL;
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}
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/*
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=======================================================================
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BODYQUE
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=======================================================================
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*/
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/*
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===============
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InitBodyQue
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===============
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*/
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void InitBodyQue (void) {
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int i;
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gentity_t *ent;
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level.bodyQueIndex = 0;
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for (i=0; i<BODY_QUEUE_SIZE ; i++) {
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ent = G_Spawn();
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ent->classname = "bodyque";
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ent->neverFree = qtrue;
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level.bodyQue[i] = ent;
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}
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}
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/*
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=============
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BodySink
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|
|
|
After sitting around for five seconds, fall into the ground and dissapear
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void BodySink( gentity_t *ent ) {
|
|
|
|
if ( level.time - ent->timestamp > 6500 ) {
|
|
|
|
// the body ques are never actually freed, they are just unlinked
|
|
|
|
trap_UnlinkEntity( ent );
|
|
|
|
ent->physicsObject = qfalse;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
ent->nextthink = level.time + 100;
|
|
|
|
ent->s.pos.trBase[2] -= 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
CopyToBodyQue
|
|
|
|
|
|
|
|
A player is respawning, so make an entity that looks
|
|
|
|
just like the existing corpse to leave behind.
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void CopyToBodyQue( gentity_t *ent ) {
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
gentity_t *e;
|
|
|
|
int i;
|
|
|
|
#endif
|
|
|
|
gentity_t *body;
|
|
|
|
int contents;
|
|
|
|
|
|
|
|
trap_UnlinkEntity (ent);
|
|
|
|
|
|
|
|
// if client is in a nodrop area, don't leave the body
|
|
|
|
contents = trap_PointContents( ent->s.origin, -1 );
|
|
|
|
if ( contents & CONTENTS_NODROP ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// grab a body que and cycle to the next one
|
|
|
|
body = level.bodyQue[ level.bodyQueIndex ];
|
|
|
|
level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
|
|
|
|
|
|
|
|
body->s = ent->s;
|
|
|
|
body->s.eFlags = EF_DEAD; // clear EF_TALK, etc
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( ent->s.eFlags & EF_KAMIKAZE ) {
|
|
|
|
body->s.eFlags |= EF_KAMIKAZE;
|
|
|
|
|
|
|
|
// check if there is a kamikaze timer around for this owner
|
|
|
|
for (i = 0; i < MAX_GENTITIES; i++) {
|
|
|
|
e = &g_entities[i];
|
|
|
|
if (!e->inuse)
|
|
|
|
continue;
|
|
|
|
if (e->activator != ent)
|
|
|
|
continue;
|
|
|
|
if (strcmp(e->classname, "kamikaze timer"))
|
|
|
|
continue;
|
|
|
|
e->activator = body;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
body->s.powerups = 0; // clear powerups
|
|
|
|
body->s.loopSound = 0; // clear lava burning
|
|
|
|
body->s.number = body - g_entities;
|
|
|
|
body->timestamp = level.time;
|
|
|
|
body->physicsObject = qtrue;
|
|
|
|
body->physicsBounce = 0; // don't bounce
|
|
|
|
if ( body->s.groundEntityNum == ENTITYNUM_NONE ) {
|
|
|
|
body->s.pos.trType = TR_GRAVITY;
|
|
|
|
body->s.pos.trTime = level.time;
|
|
|
|
VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
|
|
|
|
} else {
|
|
|
|
body->s.pos.trType = TR_STATIONARY;
|
|
|
|
}
|
|
|
|
body->s.event = 0;
|
|
|
|
|
|
|
|
// change the animation to the last-frame only, so the sequence
|
|
|
|
// doesn't repeat anew for the body
|
|
|
|
switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT ) {
|
|
|
|
case BOTH_DEATH1:
|
|
|
|
case BOTH_DEAD1:
|
|
|
|
body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
|
|
|
|
break;
|
|
|
|
case BOTH_DEATH2:
|
|
|
|
case BOTH_DEAD2:
|
|
|
|
body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
|
|
|
|
break;
|
|
|
|
case BOTH_DEATH3:
|
|
|
|
case BOTH_DEAD3:
|
|
|
|
default:
|
|
|
|
body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
body->r.svFlags = ent->r.svFlags;
|
|
|
|
VectorCopy (ent->r.mins, body->r.mins);
|
|
|
|
VectorCopy (ent->r.maxs, body->r.maxs);
|
|
|
|
VectorCopy (ent->r.absmin, body->r.absmin);
|
|
|
|
VectorCopy (ent->r.absmax, body->r.absmax);
|
|
|
|
|
|
|
|
body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
|
|
|
|
body->r.contents = CONTENTS_CORPSE;
|
|
|
|
body->r.ownerNum = ent->s.number;
|
|
|
|
|
|
|
|
body->nextthink = level.time + 5000;
|
|
|
|
body->think = BodySink;
|
|
|
|
|
|
|
|
body->die = body_die;
|
|
|
|
|
|
|
|
// don't take more damage if already gibbed
|
|
|
|
if ( ent->health <= GIB_HEALTH ) {
|
|
|
|
body->takedamage = qfalse;
|
|
|
|
} else {
|
|
|
|
body->takedamage = qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
VectorCopy ( body->s.pos.trBase, body->r.currentOrigin );
|
|
|
|
trap_LinkEntity (body);
|
|
|
|
}
|
|
|
|
|
|
|
|
//======================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SetClientViewAngle
|
|
|
|
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// set the delta angle
|
|
|
|
for (i=0 ; i<3 ; i++) {
|
|
|
|
int cmdAngle;
|
|
|
|
|
|
|
|
cmdAngle = ANGLE2SHORT(angle[i]);
|
|
|
|
ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i];
|
|
|
|
}
|
|
|
|
VectorCopy( angle, ent->s.angles );
|
|
|
|
VectorCopy (ent->s.angles, ent->client->ps.viewangles);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
ClientRespawn
|
2005-08-26 17:39:27 +00:00
|
|
|
================
|
|
|
|
*/
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
void ClientRespawn( gentity_t *ent ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
CopyToBodyQue (ent);
|
|
|
|
ClientSpawn(ent);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
TeamCount
|
|
|
|
|
|
|
|
Returns number of players on a team
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
team_t TeamCount( 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;
|
|
|
|
}
|
|
|
|
if ( level.clients[i].sess.sessionTeam == team ) {
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
TeamLeader
|
|
|
|
|
|
|
|
Returns the client number of the team leader
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
int TeamLeader( int team ) {
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
|
|
|
if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( level.clients[i].sess.sessionTeam == team ) {
|
|
|
|
if ( level.clients[i].sess.teamLeader )
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
PickTeam
|
|
|
|
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
team_t PickTeam( int ignoreClientNum ) {
|
|
|
|
int counts[TEAM_NUM_TEAMS];
|
|
|
|
|
|
|
|
counts[TEAM_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE );
|
|
|
|
counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED );
|
|
|
|
|
|
|
|
if ( counts[TEAM_BLUE] > counts[TEAM_RED] ) {
|
|
|
|
return TEAM_RED;
|
|
|
|
}
|
|
|
|
if ( counts[TEAM_RED] > counts[TEAM_BLUE] ) {
|
|
|
|
return TEAM_BLUE;
|
|
|
|
}
|
|
|
|
// equal team count, so join the team with the lowest score
|
|
|
|
if ( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) {
|
|
|
|
return TEAM_RED;
|
|
|
|
}
|
|
|
|
return TEAM_BLUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===========
|
|
|
|
ForceClientSkin
|
|
|
|
|
|
|
|
Forces a client's skin (for teamplay)
|
|
|
|
===========
|
|
|
|
*/
|
|
|
|
/*
|
|
|
|
static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) {
|
|
|
|
char *p;
|
|
|
|
|
2011-05-15 14:08:03 +00:00
|
|
|
if ((p = strrchr(model, '/')) != 0) {
|
2005-08-26 17:39:27 +00:00
|
|
|
*p = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
Q_strcat(model, MAX_QPATH, "/");
|
|
|
|
Q_strcat(model, MAX_QPATH, skin);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
===========
|
|
|
|
ClientCheckName
|
|
|
|
============
|
|
|
|
*/
|
2009-10-03 21:15:23 +00:00
|
|
|
static void ClientCleanName(const char *in, char *out, int outSize)
|
|
|
|
{
|
|
|
|
int outpos = 0, colorlessLen = 0, spaces = 0;
|
|
|
|
|
|
|
|
// discard leading spaces
|
|
|
|
for(; *in == ' '; in++);
|
|
|
|
|
|
|
|
for(; *in && outpos < outSize - 1; in++)
|
|
|
|
{
|
|
|
|
out[outpos] = *in;
|
|
|
|
|
|
|
|
if(*in == ' ')
|
|
|
|
{
|
|
|
|
// don't allow too many consecutive spaces
|
|
|
|
if(spaces > 2)
|
2005-08-26 17:39:27 +00:00
|
|
|
continue;
|
2009-10-03 21:15:23 +00:00
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
spaces++;
|
2009-10-03 21:15:23 +00:00
|
|
|
}
|
2009-10-03 23:32:17 +00:00
|
|
|
else if(outpos > 0 && out[outpos - 1] == Q_COLOR_ESCAPE)
|
2009-10-03 21:15:23 +00:00
|
|
|
{
|
|
|
|
if(Q_IsColorString(&out[outpos - 1]))
|
|
|
|
{
|
|
|
|
colorlessLen--;
|
|
|
|
|
2009-10-03 21:41:22 +00:00
|
|
|
if(ColorIndex(*in) == 0)
|
2009-10-03 21:15:23 +00:00
|
|
|
{
|
|
|
|
// Disallow color black in names to prevent players
|
|
|
|
// from getting advantage playing in front of black backgrounds
|
|
|
|
outpos--;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
spaces = 0;
|
|
|
|
colorlessLen++;
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
}
|
2009-10-03 21:15:23 +00:00
|
|
|
else
|
|
|
|
{
|
2005-08-26 17:39:27 +00:00
|
|
|
spaces = 0;
|
2009-10-03 21:15:23 +00:00
|
|
|
colorlessLen++;
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
2009-10-03 21:15:23 +00:00
|
|
|
|
|
|
|
outpos++;
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
2009-10-03 21:15:23 +00:00
|
|
|
|
|
|
|
out[outpos] = '\0';
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
// don't allow empty names
|
2009-10-03 21:15:23 +00:00
|
|
|
if( *out == '\0' || colorlessLen == 0)
|
|
|
|
Q_strncpyz(out, "UnnamedPlayer", outSize );
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===========
|
|
|
|
ClientUserInfoChanged
|
|
|
|
|
|
|
|
Called from ClientConnect when the player first connects and
|
|
|
|
directly by the server system when the player updates a userinfo variable.
|
|
|
|
|
|
|
|
The game can override any of the settings and call trap_SetUserinfo
|
|
|
|
if desired.
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
void ClientUserinfoChanged( int clientNum ) {
|
|
|
|
gentity_t *ent;
|
|
|
|
int teamTask, teamLeader, team, health;
|
|
|
|
char *s;
|
|
|
|
char model[MAX_QPATH];
|
|
|
|
char headModel[MAX_QPATH];
|
|
|
|
char oldname[MAX_STRING_CHARS];
|
|
|
|
gclient_t *client;
|
|
|
|
char c1[MAX_INFO_STRING];
|
|
|
|
char c2[MAX_INFO_STRING];
|
|
|
|
char redTeam[MAX_INFO_STRING];
|
|
|
|
char blueTeam[MAX_INFO_STRING];
|
|
|
|
char userinfo[MAX_INFO_STRING];
|
|
|
|
|
|
|
|
ent = g_entities + clientNum;
|
|
|
|
client = ent->client;
|
|
|
|
|
|
|
|
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
|
|
|
|
|
|
|
|
// check for malformed or illegal info strings
|
|
|
|
if ( !Info_Validate(userinfo) ) {
|
|
|
|
strcpy (userinfo, "\\name\\badinfo");
|
2012-07-01 17:27:52 +00:00
|
|
|
// don't keep those clients and userinfo
|
|
|
|
trap_DropClient(clientNum, "Invalid userinfo");
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// check for local client
|
|
|
|
s = Info_ValueForKey( userinfo, "ip" );
|
|
|
|
if ( !strcmp( s, "localhost" ) ) {
|
|
|
|
client->pers.localClient = qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check the item prediction
|
|
|
|
s = Info_ValueForKey( userinfo, "cg_predictItems" );
|
|
|
|
if ( !atoi( s ) ) {
|
|
|
|
client->pers.predictItemPickup = qfalse;
|
|
|
|
} else {
|
|
|
|
client->pers.predictItemPickup = qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// set name
|
|
|
|
Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) );
|
|
|
|
s = Info_ValueForKey (userinfo, "name");
|
|
|
|
ClientCleanName( s, client->pers.netname, sizeof(client->pers.netname) );
|
|
|
|
|
|
|
|
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
|
|
|
|
if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
|
|
|
|
Q_strncpyz( client->pers.netname, "scoreboard", sizeof(client->pers.netname) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( client->pers.connected == CON_CONNECTED ) {
|
|
|
|
if ( strcmp( oldname, client->pers.netname ) ) {
|
|
|
|
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname,
|
|
|
|
client->pers.netname) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// set max health
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if (client->ps.powerups[PW_GUARD]) {
|
|
|
|
client->pers.maxHealth = 200;
|
|
|
|
} else {
|
|
|
|
health = atoi( Info_ValueForKey( userinfo, "handicap" ) );
|
|
|
|
client->pers.maxHealth = health;
|
|
|
|
if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
|
|
|
|
client->pers.maxHealth = 100;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
health = atoi( Info_ValueForKey( userinfo, "handicap" ) );
|
|
|
|
client->pers.maxHealth = health;
|
|
|
|
if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
|
|
|
|
client->pers.maxHealth = 100;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
|
|
|
|
|
|
|
|
// set model
|
|
|
|
if( g_gametype.integer >= GT_TEAM ) {
|
|
|
|
Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) );
|
|
|
|
Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) );
|
|
|
|
} else {
|
|
|
|
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
|
|
|
|
Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// bots set their team a few frames later
|
|
|
|
if (g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT) {
|
|
|
|
s = Info_ValueForKey( userinfo, "team" );
|
|
|
|
if ( !Q_stricmp( s, "red" ) || !Q_stricmp( s, "r" ) ) {
|
|
|
|
team = TEAM_RED;
|
|
|
|
} else if ( !Q_stricmp( s, "blue" ) || !Q_stricmp( s, "b" ) ) {
|
|
|
|
team = TEAM_BLUE;
|
|
|
|
} else {
|
|
|
|
// pick the team with the least number of players
|
|
|
|
team = PickTeam( clientNum );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
team = client->sess.sessionTeam;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* NOTE: all client side now
|
|
|
|
|
|
|
|
// team
|
|
|
|
switch( team ) {
|
|
|
|
case TEAM_RED:
|
|
|
|
ForceClientSkin(client, model, "red");
|
|
|
|
// ForceClientSkin(client, headModel, "red");
|
|
|
|
break;
|
|
|
|
case TEAM_BLUE:
|
|
|
|
ForceClientSkin(client, model, "blue");
|
|
|
|
// ForceClientSkin(client, headModel, "blue");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// don't ever use a default skin in teamplay, it would just waste memory
|
|
|
|
// however bots will always join a team but they spawn in as spectator
|
|
|
|
if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) {
|
|
|
|
ForceClientSkin(client, model, "red");
|
|
|
|
// ForceClientSkin(client, headModel, "red");
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if (g_gametype.integer >= GT_TEAM) {
|
|
|
|
client->pers.teamInfo = qtrue;
|
|
|
|
} else {
|
|
|
|
s = Info_ValueForKey( userinfo, "teamoverlay" );
|
|
|
|
if ( ! *s || atoi( s ) != 0 ) {
|
|
|
|
client->pers.teamInfo = qtrue;
|
|
|
|
} else {
|
|
|
|
client->pers.teamInfo = qfalse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
// teamInfo
|
|
|
|
s = Info_ValueForKey( userinfo, "teamoverlay" );
|
|
|
|
if ( ! *s || atoi( s ) != 0 ) {
|
|
|
|
client->pers.teamInfo = qtrue;
|
|
|
|
} else {
|
|
|
|
client->pers.teamInfo = qfalse;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
|
|
s = Info_ValueForKey( userinfo, "cg_pmove_fixed" );
|
|
|
|
if ( !*s || atoi( s ) == 0 ) {
|
|
|
|
client->pers.pmoveFixed = qfalse;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
client->pers.pmoveFixed = qtrue;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
// team task (0 = none, 1 = offence, 2 = defence)
|
|
|
|
teamTask = atoi(Info_ValueForKey(userinfo, "teamtask"));
|
|
|
|
// team Leader (1 = leader, 0 is normal player)
|
|
|
|
teamLeader = client->sess.teamLeader;
|
|
|
|
|
|
|
|
// colors
|
|
|
|
strcpy(c1, Info_ValueForKey( userinfo, "color1" ));
|
|
|
|
strcpy(c2, Info_ValueForKey( userinfo, "color2" ));
|
|
|
|
|
|
|
|
strcpy(redTeam, Info_ValueForKey( userinfo, "g_redteam" ));
|
|
|
|
strcpy(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" ));
|
2009-10-08 23:01:39 +00:00
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
// send over a subset of the userinfo keys so other clients can
|
|
|
|
// print scoreboards, display models, and play custom sounds
|
2009-10-08 23:01:39 +00:00
|
|
|
if (ent->r.svFlags & SVF_BOT)
|
|
|
|
{
|
2005-08-26 17:39:27 +00:00
|
|
|
s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d",
|
|
|
|
client->pers.netname, team, model, headModel, c1, c2,
|
|
|
|
client->pers.maxHealth, client->sess.wins, client->sess.losses,
|
|
|
|
Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader );
|
2009-10-08 23:01:39 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2011-02-04 17:50:34 +00:00
|
|
|
s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d",
|
|
|
|
client->pers.netname, client->sess.sessionTeam, model, headModel, redTeam, blueTeam, c1, c2,
|
2005-08-26 17:39:27 +00:00
|
|
|
client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader);
|
|
|
|
}
|
|
|
|
|
|
|
|
trap_SetConfigstring( CS_PLAYERS+clientNum, s );
|
|
|
|
|
|
|
|
// this is not the userinfo, more like the configstring actually
|
|
|
|
G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===========
|
|
|
|
ClientConnect
|
|
|
|
|
|
|
|
Called when a player begins connecting to the server.
|
|
|
|
Called again for every map change or tournement restart.
|
|
|
|
|
|
|
|
The session information will be valid after exit.
|
|
|
|
|
|
|
|
Return NULL if the client should be allowed, otherwise return
|
|
|
|
a string with the reason for denial.
|
|
|
|
|
|
|
|
Otherwise, the client will be sent the current gamestate
|
|
|
|
and will eventually get to ClientBegin.
|
|
|
|
|
|
|
|
firstTime will be qtrue the very first time a client connects
|
|
|
|
to the server machine, but qfalse on map changes and tournement
|
|
|
|
restarts.
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
|
|
|
|
char *value;
|
|
|
|
// char *areabits;
|
|
|
|
gclient_t *client;
|
|
|
|
char userinfo[MAX_INFO_STRING];
|
|
|
|
gentity_t *ent;
|
|
|
|
|
|
|
|
ent = &g_entities[ clientNum ];
|
|
|
|
|
|
|
|
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
|
|
|
|
|
|
|
|
// IP filtering
|
|
|
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500
|
|
|
|
// recommanding PB based IP / GUID banning, the builtin system is pretty limited
|
|
|
|
// check to see if they are on the banned IP list
|
|
|
|
value = Info_ValueForKey (userinfo, "ip");
|
|
|
|
if ( G_FilterPacket( value ) ) {
|
|
|
|
return "You are banned from this server.";
|
|
|
|
}
|
|
|
|
|
|
|
|
// we don't check password for bots and local client
|
|
|
|
// NOTE: local client <-> "ip" "localhost"
|
|
|
|
// this means this client is not running in our current process
|
2005-09-28 23:18:34 +00:00
|
|
|
if ( !isBot && (strcmp(value, "localhost") != 0)) {
|
2005-08-26 17:39:27 +00:00
|
|
|
// check for a password
|
|
|
|
value = Info_ValueForKey (userinfo, "password");
|
|
|
|
if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) &&
|
|
|
|
strcmp( g_password.string, value) != 0) {
|
|
|
|
return "Invalid password";
|
|
|
|
}
|
|
|
|
}
|
2012-07-01 17:27:52 +00:00
|
|
|
// if a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether
|
|
|
|
if (ent->inuse) {
|
2012-07-05 13:42:08 +00:00
|
|
|
G_LogPrintf("Forcing disconnect on active client: %i\n", clientNum);
|
2012-07-01 17:27:52 +00:00
|
|
|
// so lets just fix up anything that should happen on a disconnect
|
2012-07-05 13:42:08 +00:00
|
|
|
ClientDisconnect(clientNum);
|
2012-07-01 17:27:52 +00:00
|
|
|
}
|
2005-08-26 17:39:27 +00:00
|
|
|
// they can connect
|
|
|
|
ent->client = level.clients + clientNum;
|
|
|
|
client = ent->client;
|
|
|
|
|
|
|
|
// areabits = client->areabits;
|
|
|
|
|
|
|
|
memset( client, 0, sizeof(*client) );
|
|
|
|
|
|
|
|
client->pers.connected = CON_CONNECTING;
|
|
|
|
|
|
|
|
// read or initialize the session data
|
|
|
|
if ( firstTime || level.newSession ) {
|
|
|
|
G_InitSessionData( client, userinfo );
|
|
|
|
}
|
|
|
|
G_ReadSessionData( client );
|
|
|
|
|
|
|
|
if( isBot ) {
|
|
|
|
ent->r.svFlags |= SVF_BOT;
|
|
|
|
ent->inuse = qtrue;
|
|
|
|
if( !G_BotConnect( clientNum, !firstTime ) ) {
|
|
|
|
return "BotConnectfailed";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// get and distribute relevent paramters
|
|
|
|
G_LogPrintf( "ClientConnect: %i\n", clientNum );
|
|
|
|
ClientUserinfoChanged( clientNum );
|
|
|
|
|
|
|
|
// don't do the "xxx connected" messages if they were caried over from previous level
|
|
|
|
if ( firstTime ) {
|
|
|
|
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( g_gametype.integer >= GT_TEAM &&
|
|
|
|
client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
|
|
BroadcastTeamChange( client, -1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// count current clients and rank for scoreboard
|
|
|
|
CalculateRanks();
|
|
|
|
|
|
|
|
// for statistics
|
|
|
|
// client->areabits = areabits;
|
|
|
|
// if ( !client->areabits )
|
|
|
|
// client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 );
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===========
|
|
|
|
ClientBegin
|
|
|
|
|
|
|
|
called when a client has finished connecting, and is ready
|
|
|
|
to be placed into the level. This will happen every level load,
|
|
|
|
and on transition between teams, but doesn't happen on respawns
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
void ClientBegin( int clientNum ) {
|
|
|
|
gentity_t *ent;
|
|
|
|
gclient_t *client;
|
|
|
|
int flags;
|
|
|
|
|
|
|
|
ent = g_entities + clientNum;
|
|
|
|
|
|
|
|
client = level.clients + clientNum;
|
|
|
|
|
|
|
|
if ( ent->r.linked ) {
|
|
|
|
trap_UnlinkEntity( ent );
|
|
|
|
}
|
|
|
|
G_InitGentity( ent );
|
2005-10-05 14:50:45 +00:00
|
|
|
ent->touch = 0;
|
|
|
|
ent->pain = 0;
|
2005-08-26 17:39:27 +00:00
|
|
|
ent->client = client;
|
|
|
|
|
|
|
|
client->pers.connected = CON_CONNECTED;
|
|
|
|
client->pers.enterTime = level.time;
|
|
|
|
client->pers.teamState.state = TEAM_BEGIN;
|
|
|
|
|
|
|
|
// save eflags around this, because changing teams will
|
|
|
|
// cause this to happen with a valid entity, and we
|
|
|
|
// want to make sure the teleport bit is set right
|
|
|
|
// so the viewpoint doesn't interpolate through the
|
|
|
|
// world to the new position
|
|
|
|
flags = client->ps.eFlags;
|
|
|
|
memset( &client->ps, 0, sizeof( client->ps ) );
|
|
|
|
client->ps.eFlags = flags;
|
|
|
|
|
|
|
|
// locate ent at a spawn point
|
|
|
|
ClientSpawn( ent );
|
|
|
|
|
|
|
|
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
|
|
if ( g_gametype.integer != GT_TOURNAMENT ) {
|
|
|
|
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
G_LogPrintf( "ClientBegin: %i\n", clientNum );
|
|
|
|
|
|
|
|
// count current clients and rank for scoreboard
|
|
|
|
CalculateRanks();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===========
|
|
|
|
ClientSpawn
|
|
|
|
|
|
|
|
Called every time a client is placed fresh in the world:
|
|
|
|
after the first ClientBegin, and after each respawn
|
|
|
|
Initializes all non-persistant parts of playerState
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
void ClientSpawn(gentity_t *ent) {
|
|
|
|
int index;
|
|
|
|
vec3_t spawn_origin, spawn_angles;
|
|
|
|
gclient_t *client;
|
|
|
|
int i;
|
|
|
|
clientPersistant_t saved;
|
|
|
|
clientSession_t savedSess;
|
|
|
|
int persistant[MAX_PERSISTANT];
|
|
|
|
gentity_t *spawnPoint;
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
gentity_t *tent;
|
2005-08-26 17:39:27 +00:00
|
|
|
int flags;
|
|
|
|
int savedPing;
|
|
|
|
// char *savedAreaBits;
|
|
|
|
int accuracy_hits, accuracy_shots;
|
|
|
|
int eventSequence;
|
|
|
|
char userinfo[MAX_INFO_STRING];
|
|
|
|
|
|
|
|
index = ent - g_entities;
|
|
|
|
client = ent->client;
|
|
|
|
|
2009-11-03 13:28:52 +00:00
|
|
|
VectorClear(spawn_origin);
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
// find a spawn point
|
|
|
|
// do it before setting health back up, so farthest
|
|
|
|
// ranging doesn't count this client
|
|
|
|
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
|
|
|
|
spawnPoint = SelectSpectatorSpawnPoint (
|
|
|
|
spawn_origin, spawn_angles);
|
|
|
|
} else if (g_gametype.integer >= GT_CTF ) {
|
|
|
|
// all base oriented team games use the CTF spawn points
|
|
|
|
spawnPoint = SelectCTFSpawnPoint (
|
|
|
|
client->sess.sessionTeam,
|
|
|
|
client->pers.teamState.state,
|
2009-11-03 13:28:52 +00:00
|
|
|
spawn_origin, spawn_angles,
|
|
|
|
!!(ent->r.svFlags & SVF_BOT));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// the first spawn should be at a good looking spot
|
|
|
|
if ( !client->pers.initialSpawn && client->pers.localClient )
|
|
|
|
{
|
|
|
|
client->pers.initialSpawn = qtrue;
|
|
|
|
spawnPoint = SelectInitialSpawnPoint(spawn_origin, spawn_angles,
|
|
|
|
!!(ent->r.svFlags & SVF_BOT));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// don't spawn near existing origin if possible
|
|
|
|
spawnPoint = SelectSpawnPoint (
|
|
|
|
client->ps.origin,
|
|
|
|
spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT));
|
|
|
|
}
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
client->pers.teamState.state = TEAM_ACTIVE;
|
|
|
|
|
|
|
|
// always clear the kamikaze flag
|
|
|
|
ent->s.eFlags &= ~EF_KAMIKAZE;
|
|
|
|
|
|
|
|
// toggle the teleport bit so the client knows to not lerp
|
|
|
|
// and never clear the voted flag
|
|
|
|
flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
|
|
|
|
flags ^= EF_TELEPORT_BIT;
|
|
|
|
|
|
|
|
// clear everything but the persistant data
|
|
|
|
|
|
|
|
saved = client->pers;
|
|
|
|
savedSess = client->sess;
|
|
|
|
savedPing = client->ps.ping;
|
|
|
|
// savedAreaBits = client->areabits;
|
|
|
|
accuracy_hits = client->accuracy_hits;
|
|
|
|
accuracy_shots = client->accuracy_shots;
|
|
|
|
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
|
|
|
|
persistant[i] = client->ps.persistant[i];
|
|
|
|
}
|
|
|
|
eventSequence = client->ps.eventSequence;
|
|
|
|
|
2007-09-05 18:17:46 +00:00
|
|
|
Com_Memset (client, 0, sizeof(*client));
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
client->pers = saved;
|
|
|
|
client->sess = savedSess;
|
|
|
|
client->ps.ping = savedPing;
|
|
|
|
// client->areabits = savedAreaBits;
|
|
|
|
client->accuracy_hits = accuracy_hits;
|
|
|
|
client->accuracy_shots = accuracy_shots;
|
|
|
|
client->lastkilled_client = -1;
|
|
|
|
|
|
|
|
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
|
|
|
|
client->ps.persistant[i] = persistant[i];
|
|
|
|
}
|
|
|
|
client->ps.eventSequence = eventSequence;
|
|
|
|
// increment the spawncount so the client will detect the respawn
|
|
|
|
client->ps.persistant[PERS_SPAWN_COUNT]++;
|
|
|
|
client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
|
|
|
|
|
|
|
|
client->airOutTime = level.time + 12000;
|
|
|
|
|
|
|
|
trap_GetUserinfo( index, userinfo, sizeof(userinfo) );
|
|
|
|
// set max health
|
|
|
|
client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
|
|
|
|
if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
|
|
|
|
client->pers.maxHealth = 100;
|
|
|
|
}
|
|
|
|
// clear entity values
|
|
|
|
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
|
|
|
|
client->ps.eFlags = flags;
|
|
|
|
|
|
|
|
ent->s.groundEntityNum = ENTITYNUM_NONE;
|
|
|
|
ent->client = &level.clients[index];
|
|
|
|
ent->takedamage = qtrue;
|
|
|
|
ent->inuse = qtrue;
|
|
|
|
ent->classname = "player";
|
|
|
|
ent->r.contents = CONTENTS_BODY;
|
|
|
|
ent->clipmask = MASK_PLAYERSOLID;
|
|
|
|
ent->die = player_die;
|
|
|
|
ent->waterlevel = 0;
|
|
|
|
ent->watertype = 0;
|
|
|
|
ent->flags = 0;
|
|
|
|
|
|
|
|
VectorCopy (playerMins, ent->r.mins);
|
|
|
|
VectorCopy (playerMaxs, ent->r.maxs);
|
|
|
|
|
|
|
|
client->ps.clientNum = index;
|
|
|
|
|
|
|
|
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MACHINEGUN );
|
|
|
|
if ( g_gametype.integer == GT_TEAM ) {
|
|
|
|
client->ps.ammo[WP_MACHINEGUN] = 50;
|
|
|
|
} else {
|
|
|
|
client->ps.ammo[WP_MACHINEGUN] = 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
|
|
|
|
client->ps.ammo[WP_GAUNTLET] = -1;
|
|
|
|
client->ps.ammo[WP_GRAPPLING_HOOK] = -1;
|
|
|
|
|
|
|
|
// health will count down towards max_health
|
|
|
|
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25;
|
|
|
|
|
|
|
|
G_SetOrigin( ent, spawn_origin );
|
|
|
|
VectorCopy( spawn_origin, client->ps.origin );
|
|
|
|
|
|
|
|
// the respawned flag will be cleared after the attack and jump keys come up
|
|
|
|
client->ps.pm_flags |= PMF_RESPAWNED;
|
|
|
|
|
|
|
|
trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
|
|
|
|
SetClientViewAngle( ent, spawn_angles );
|
|
|
|
// don't allow full run speed for a bit
|
|
|
|
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
|
|
client->ps.pm_time = 100;
|
|
|
|
|
|
|
|
client->respawnTime = level.time;
|
|
|
|
client->inactivityTime = level.time + g_inactivity.integer * 1000;
|
|
|
|
client->latched_buttons = 0;
|
|
|
|
|
|
|
|
// set default animations
|
|
|
|
client->ps.torsoAnim = TORSO_STAND;
|
|
|
|
client->ps.legsAnim = LEGS_IDLE;
|
|
|
|
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
if (!level.intermissiontime) {
|
|
|
|
if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) {
|
|
|
|
G_KillBox(ent);
|
|
|
|
// force the base weapon up
|
|
|
|
client->ps.weapon = WP_MACHINEGUN;
|
|
|
|
client->ps.weaponstate = WEAPON_READY;
|
|
|
|
// fire the targets of the spawn point
|
|
|
|
G_UseTargets(spawnPoint, ent);
|
|
|
|
// select the highest weapon number available, after any spawn given items have fired
|
|
|
|
client->ps.weapon = 1;
|
|
|
|
|
|
|
|
for (i = WP_NUM_WEAPONS - 1 ; i > 0 ; i--) {
|
|
|
|
if (client->ps.stats[STAT_WEAPONS] & (1 << i)) {
|
|
|
|
client->ps.weapon = i;
|
|
|
|
break;
|
|
|
|
}
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
// positively link the client, even if the command times are weird
|
|
|
|
VectorCopy(ent->client->ps.origin, ent->r.currentOrigin);
|
|
|
|
|
|
|
|
tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN);
|
|
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
|
|
|
|
|
|
trap_LinkEntity (ent);
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
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} else {
|
|
|
|
// move players to intermission
|
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|
MoveClientToIntermission(ent);
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
// run a client frame to drop exactly to the floor,
|
|
|
|
// initialize animations and other things
|
|
|
|
client->ps.commandTime = level.time - 100;
|
|
|
|
ent->client->pers.cmd.serverTime = level.time;
|
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|
|
ClientThink( ent-g_entities );
|
2012-12-29 01:45:11 +00:00
|
|
|
// run the presend to set anything else, follow spectators wait
|
|
|
|
// until all clients have been reconnected after map_restart
|
|
|
|
if ( ent->client->sess.spectatorState != SPECTATOR_FOLLOW ) {
|
|
|
|
ClientEndFrame( ent );
|
|
|
|
}
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
// clear entity state values
|
|
|
|
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===========
|
|
|
|
ClientDisconnect
|
|
|
|
|
|
|
|
Called when a player drops from the server.
|
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|
|
Will not be called between levels.
|
|
|
|
|
|
|
|
This should NOT be called directly by any game logic,
|
|
|
|
call trap_DropClient(), which will call this and do
|
|
|
|
server system housekeeping.
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
void ClientDisconnect( int clientNum ) {
|
|
|
|
gentity_t *ent;
|
|
|
|
gentity_t *tent;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// cleanup if we are kicking a bot that
|
|
|
|
// hasn't spawned yet
|
|
|
|
G_RemoveQueuedBotBegin( clientNum );
|
|
|
|
|
|
|
|
ent = g_entities + clientNum;
|
2012-07-01 17:27:52 +00:00
|
|
|
if (!ent->client || ent->client->pers.connected == CON_DISCONNECTED) {
|
2005-08-26 17:39:27 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// stop any following clients
|
|
|
|
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
|
|
|
if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR
|
|
|
|
&& level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW
|
|
|
|
&& level.clients[i].sess.spectatorClient == clientNum ) {
|
|
|
|
StopFollowing( &g_entities[i] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// send effect if they were completely connected
|
|
|
|
if ( ent->client->pers.connected == CON_CONNECTED
|
|
|
|
&& ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
|
|
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
|
|
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
|
|
|
|
|
|
// They don't get to take powerups with them!
|
|
|
|
// Especially important for stuff like CTF flags
|
|
|
|
TossClientItems( ent );
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
TossClientPersistantPowerups( ent );
|
|
|
|
if( g_gametype.integer == GT_HARVESTER ) {
|
|
|
|
TossClientCubes( ent );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
G_LogPrintf( "ClientDisconnect: %i\n", clientNum );
|
|
|
|
|
|
|
|
// if we are playing in tourney mode and losing, give a win to the other player
|
|
|
|
if ( (g_gametype.integer == GT_TOURNAMENT )
|
|
|
|
&& !level.intermissiontime
|
|
|
|
&& !level.warmupTime && level.sortedClients[1] == clientNum ) {
|
|
|
|
level.clients[ level.sortedClients[0] ].sess.wins++;
|
|
|
|
ClientUserinfoChanged( level.sortedClients[0] );
|
|
|
|
}
|
|
|
|
|
2005-09-28 23:18:34 +00:00
|
|
|
if( g_gametype.integer == GT_TOURNAMENT &&
|
|
|
|
ent->client->sess.sessionTeam == TEAM_FREE &&
|
|
|
|
level.intermissiontime ) {
|
|
|
|
|
|
|
|
trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
|
|
|
|
level.restarted = qtrue;
|
|
|
|
level.changemap = NULL;
|
|
|
|
level.intermissiontime = 0;
|
|
|
|
}
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
trap_UnlinkEntity (ent);
|
|
|
|
ent->s.modelindex = 0;
|
|
|
|
ent->inuse = qfalse;
|
|
|
|
ent->classname = "disconnected";
|
|
|
|
ent->client->pers.connected = CON_DISCONNECTED;
|
|
|
|
ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
|
|
|
|
ent->client->sess.sessionTeam = TEAM_FREE;
|
|
|
|
|
|
|
|
trap_SetConfigstring( CS_PLAYERS + clientNum, "");
|
|
|
|
|
|
|
|
CalculateRanks();
|
|
|
|
|
|
|
|
if ( ent->r.svFlags & SVF_BOT ) {
|
|
|
|
BotAIShutdownClient( clientNum, qfalse );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|