mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-23 12:32:09 +00:00
f7c3276fe8
There are various issues caused by not knowing the initial team for the local client and bots when they connect. This is can be reproduced by starting a team game from the main menu. When g_teamAutoJoin is enabled, bots and local client join a random team at connect and then execute their team command a few frames later. This may result in the player being killed if they specify a different team. In Team Arena's Harvester mode this causes harvester skulls to be spawned at the beginning of the game. When g_teamForceBalance is enabled, the local client and bots may not be able to join their desired team. This may result in them being spectators. If g_teamAutoJoin is also enabled they may be left on the opposite (red/blue) team they were meant to join. There is a hack for including bot's team in their player info string (used by cgame for which team skin to use) before the bot joins their desired team. Bots aren't guaranteed to join their desired team (as may happen when both g_teamAutoJoin and g_teamForceBalance are enabled) so clients may see them as being on the wrong team! ---- Add teampref userinfo option for team preference. If teampref is set it will be used for attempting to join the team immediately at connect. Bots now join team at connect using teampref userinfo. So remove the hack for setting bot's team in player info string before the bot joins the team. To avoid the client sending teampref userinfo to all network servers, the local client uses a g_localTeamPref cvar. The g_localTeamPref cvar is cleared after it's used so it doesn't get used when starting another server later. Another reason not to use a teampref userinfo cvar is there isn't a reliable way to clear it in CGame/UI which are likely loaded from baseq3 pk3. Make it so g_teamAutoJoin doesn't affect clients who specify teampref. If teampref is invalid, the client will join a random team like g_teamAutoJoin. Don't apply g_teamForceBalance to the local client or bots. Otherwise they may be left as spectators when starting team game from menu. The start server menus use team command and g_localTeamPref to set the human player's team. This way it's compatible with vanilla Q3 game VMs and the new setting team at connect feature.
1336 lines
33 KiB
C
1336 lines
33 KiB
C
/*
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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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along with Quake III Arena source code; if not, write to the Free Software
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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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gentity_t *SelectRandomDeathmatchSpawnPoint(qboolean isbot) {
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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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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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continue;
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}
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spots[count] = spot;
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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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gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles, qboolean isbot ) {
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gentity_t *spot;
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vec3_t delta;
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float dist;
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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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int numSpots, rnd, i, j;
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numSpots = 0;
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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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{
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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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continue;
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}
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VectorSubtract( spot->s.origin, avoidPoint, delta );
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dist = VectorLength( delta );
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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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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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list_dist[i] = dist;
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list_spot[i] = spot;
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numSpots++;
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break;
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}
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}
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if(i >= numSpots && numSpots < MAX_SPAWN_POINTS)
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{
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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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if(!numSpots)
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{
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spot = G_Find(NULL, FOFS(classname), "info_player_deathmatch");
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if (!spot)
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G_Error( "Couldn't find a spawn point" );
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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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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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/*
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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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gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles, qboolean isbot ) {
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gentity_t *spot;
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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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{
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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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}
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if((spot->spawnflags & 0x01))
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break;
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}
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if (!spot || SpotWouldTelefrag(spot))
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return SelectSpawnPoint(vec3_origin, origin, angles, isbot);
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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
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=============
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*/
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void BodySink( gentity_t *ent ) {
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if ( level.time - ent->timestamp > 6500 ) {
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// the body ques are never actually freed, they are just unlinked
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trap_UnlinkEntity( ent );
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ent->physicsObject = qfalse;
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return;
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}
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ent->nextthink = level.time + 100;
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ent->s.pos.trBase[2] -= 1;
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}
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/*
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=============
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CopyToBodyQue
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A player is respawning, so make an entity that looks
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just like the existing corpse to leave behind.
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=============
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*/
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void CopyToBodyQue( gentity_t *ent ) {
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#ifdef MISSIONPACK
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gentity_t *e;
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int i;
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#endif
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gentity_t *body;
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int contents;
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trap_UnlinkEntity (ent);
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// if client is in a nodrop area, don't leave the body
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contents = trap_PointContents( ent->s.origin, -1 );
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if ( contents & CONTENTS_NODROP ) {
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return;
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}
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// grab a body que and cycle to the next one
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body = level.bodyQue[ level.bodyQueIndex ];
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level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
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body->s = ent->s;
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body->s.eFlags = EF_DEAD; // clear EF_TALK, etc
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#ifdef MISSIONPACK
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if ( ent->s.eFlags & EF_KAMIKAZE ) {
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body->s.eFlags |= EF_KAMIKAZE;
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// check if there is a kamikaze timer around for this owner
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for (i = 0; i < level.num_entities; i++) {
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e = &g_entities[i];
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if (!e->inuse)
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continue;
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if (e->activator != ent)
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continue;
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if (strcmp(e->classname, "kamikaze timer"))
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continue;
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e->activator = body;
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break;
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}
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}
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#endif
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body->s.powerups = 0; // clear powerups
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body->s.loopSound = 0; // clear lava burning
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body->s.number = body - g_entities;
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body->timestamp = level.time;
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body->physicsObject = qtrue;
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body->physicsBounce = 0; // don't bounce
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if ( body->s.groundEntityNum == ENTITYNUM_NONE ) {
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body->s.pos.trType = TR_GRAVITY;
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body->s.pos.trTime = level.time;
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VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
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} else {
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body->s.pos.trType = TR_STATIONARY;
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}
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body->s.event = 0;
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// change the animation to the last-frame only, so the sequence
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// doesn't repeat anew for the body
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switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT ) {
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case BOTH_DEATH1:
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case BOTH_DEAD1:
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body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
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break;
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case BOTH_DEATH2:
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case BOTH_DEAD2:
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body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
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break;
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case BOTH_DEATH3:
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case BOTH_DEAD3:
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default:
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body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
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break;
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}
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body->r.svFlags = ent->r.svFlags;
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VectorCopy (ent->r.mins, body->r.mins);
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VectorCopy (ent->r.maxs, body->r.maxs);
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VectorCopy (ent->r.absmin, body->r.absmin);
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VectorCopy (ent->r.absmax, body->r.absmax);
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body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
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body->r.contents = CONTENTS_CORPSE;
|
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body->r.ownerNum = ent->s.number;
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body->nextthink = level.time + 5000;
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body->think = BodySink;
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body->die = body_die;
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// don't take more damage if already gibbed
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if ( ent->health <= GIB_HEALTH ) {
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body->takedamage = qfalse;
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} else {
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body->takedamage = qtrue;
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}
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|
|
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VectorCopy ( body->s.pos.trBase, body->r.currentOrigin );
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trap_LinkEntity (body);
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}
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|
|
//======================================================================
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|
|
|
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/*
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==================
|
|
SetClientViewAngle
|
|
|
|
==================
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|
*/
|
|
void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
|
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int i;
|
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|
|
// set the delta angle
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|
for (i=0 ; i<3 ; i++) {
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int cmdAngle;
|
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|
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cmdAngle = ANGLE2SHORT(angle[i]);
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ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i];
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}
|
|
VectorCopy( angle, ent->s.angles );
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VectorCopy (ent->s.angles, ent->client->ps.viewangles);
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|
}
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|
|
/*
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|
================
|
|
ClientRespawn
|
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================
|
|
*/
|
|
void ClientRespawn( gentity_t *ent ) {
|
|
|
|
CopyToBodyQue (ent);
|
|
ClientSpawn(ent);
|
|
}
|
|
|
|
/*
|
|
================
|
|
TeamCount
|
|
|
|
Returns number of players on a team
|
|
================
|
|
*/
|
|
int TeamCount( int ignoreClientNum, team_t 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;
|
|
|
|
if ((p = strrchr(model, '/')) != 0) {
|
|
*p = 0;
|
|
}
|
|
|
|
Q_strcat(model, MAX_QPATH, "/");
|
|
Q_strcat(model, MAX_QPATH, skin);
|
|
}
|
|
*/
|
|
|
|
/*
|
|
===========
|
|
ClientCleanName
|
|
============
|
|
*/
|
|
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)
|
|
continue;
|
|
|
|
spaces++;
|
|
}
|
|
else if(outpos > 0 && out[outpos - 1] == Q_COLOR_ESCAPE)
|
|
{
|
|
if(Q_IsColorString(&out[outpos - 1]))
|
|
{
|
|
colorlessLen--;
|
|
|
|
if(ColorIndex(*in) == 0)
|
|
{
|
|
// Disallow color black in names to prevent players
|
|
// from getting advantage playing in front of black backgrounds
|
|
outpos--;
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spaces = 0;
|
|
colorlessLen++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spaces = 0;
|
|
colorlessLen++;
|
|
}
|
|
|
|
outpos++;
|
|
}
|
|
|
|
out[outpos] = '\0';
|
|
|
|
// don't allow empty names
|
|
if( *out == '\0' || colorlessLen == 0)
|
|
Q_strncpyz(out, "UnnamedPlayer", outSize );
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
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, 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");
|
|
// don't keep those clients and userinfo
|
|
trap_DropClient(clientNum, "Invalid userinfo");
|
|
}
|
|
|
|
// 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 ) );
|
|
}
|
|
|
|
/* 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" ));
|
|
|
|
// send over a subset of the userinfo keys so other clients can
|
|
// print scoreboards, display models, and play custom sounds
|
|
if (ent->r.svFlags & SVF_BOT)
|
|
{
|
|
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, client->sess.sessionTeam, model, headModel, c1, c2,
|
|
client->pers.maxHealth, client->sess.wins, client->sess.losses,
|
|
Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader );
|
|
}
|
|
else
|
|
{
|
|
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,
|
|
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
|
|
if ( !isBot && (strcmp(value, "localhost") != 0)) {
|
|
// 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";
|
|
}
|
|
}
|
|
// 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) {
|
|
G_LogPrintf("Forcing disconnect on active client: %i\n", clientNum);
|
|
// so lets just fix up anything that should happen on a disconnect
|
|
ClientDisconnect(clientNum);
|
|
}
|
|
// they can connect
|
|
ent->client = level.clients + clientNum;
|
|
client = ent->client;
|
|
|
|
// areabits = client->areabits;
|
|
|
|
memset( client, 0, sizeof(*client) );
|
|
|
|
client->pers.connected = CON_CONNECTING;
|
|
|
|
// check for local client
|
|
value = Info_ValueForKey( userinfo, "ip" );
|
|
if ( !strcmp( value, "localhost" ) ) {
|
|
client->pers.localClient = qtrue;
|
|
}
|
|
|
|
if( isBot ) {
|
|
ent->r.svFlags |= SVF_BOT;
|
|
ent->inuse = qtrue;
|
|
if( !G_BotConnect( clientNum, !firstTime ) ) {
|
|
return "BotConnectfailed";
|
|
}
|
|
}
|
|
|
|
// read or initialize the session data
|
|
if ( firstTime || level.newSession ) {
|
|
G_InitSessionData( client, userinfo );
|
|
}
|
|
G_ReadSessionData( client );
|
|
|
|
// 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 );
|
|
ent->touch = 0;
|
|
ent->pain = 0;
|
|
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;
|
|
gentity_t *tent;
|
|
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;
|
|
|
|
VectorClear(spawn_origin);
|
|
|
|
// 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,
|
|
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));
|
|
}
|
|
}
|
|
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;
|
|
|
|
Com_Memset (client, 0, sizeof(*client));
|
|
|
|
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;
|
|
|
|
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;
|
|
}
|
|
}
|
|
// 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);
|
|
}
|
|
} else {
|
|
// move players to intermission
|
|
MoveClientToIntermission(ent);
|
|
}
|
|
// 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;
|
|
ClientThink( ent-g_entities );
|
|
// 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 );
|
|
}
|
|
|
|
// clear entity state values
|
|
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientDisconnect
|
|
|
|
Called when a player drops from the server.
|
|
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;
|
|
if (!ent->client || ent->client->pers.connected == CON_DISCONNECTED) {
|
|
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] );
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
|