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https://github.com/UberGames/ioef.git
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eb9fe030c4
################################################################################ 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. ******************************************************************************** ################################################################################
1475 lines
38 KiB
C
1475 lines
38 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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typedef struct teamgame_s {
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float last_flag_capture;
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int last_capture_team;
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flagStatus_t redStatus; // CTF
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flagStatus_t blueStatus; // CTF
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flagStatus_t flagStatus; // One Flag CTF
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int redTakenTime;
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int blueTakenTime;
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int redObeliskAttackedTime;
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int blueObeliskAttackedTime;
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} teamgame_t;
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teamgame_t teamgame;
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gentity_t *neutralObelisk;
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void Team_SetFlagStatus( int team, flagStatus_t status );
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void Team_InitGame( void ) {
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memset(&teamgame, 0, sizeof teamgame);
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switch( g_gametype.integer ) {
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case GT_CTF:
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teamgame.redStatus = -1; // Invalid to force update
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Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
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teamgame.blueStatus = -1; // Invalid to force update
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Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
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break;
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#ifdef MISSIONPACK
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case GT_1FCTF:
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teamgame.flagStatus = -1; // Invalid to force update
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Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE );
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break;
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#endif
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default:
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break;
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}
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}
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int OtherTeam(int team) {
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if (team==TEAM_RED)
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return TEAM_BLUE;
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else if (team==TEAM_BLUE)
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return TEAM_RED;
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return team;
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}
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const char *TeamName(int team) {
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if (team==TEAM_RED)
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return "RED";
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else if (team==TEAM_BLUE)
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return "BLUE";
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else if (team==TEAM_SPECTATOR)
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return "SPECTATOR";
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return "FREE";
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}
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const char *TeamColorString(int team) {
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if (team==TEAM_RED)
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return S_COLOR_RED;
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else if (team==TEAM_BLUE)
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return S_COLOR_BLUE;
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else if (team==TEAM_SPECTATOR)
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return S_COLOR_YELLOW;
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return S_COLOR_WHITE;
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}
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// NULL for everyone
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static __attribute__ ((format (printf, 2, 3))) void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
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char msg[1024];
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va_list argptr;
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char *p;
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va_start (argptr,fmt);
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if (Q_vsnprintf (msg, sizeof(msg), fmt, argptr) >= sizeof(msg)) {
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G_Error ( "PrintMsg overrun" );
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}
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va_end (argptr);
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// double quotes are bad
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while ((p = strchr(msg, '"')) != NULL)
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*p = '\'';
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trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg ));
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}
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/*
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==============
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AddTeamScore
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used for gametype > GT_TEAM
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for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c
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==============
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*/
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void AddTeamScore(vec3_t origin, int team, int score) {
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gentity_t *te;
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te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND );
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te->r.svFlags |= SVF_BROADCAST;
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if ( team == TEAM_RED ) {
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if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) {
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//teams are tied sound
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te->s.eventParm = GTS_TEAMS_ARE_TIED;
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}
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else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] &&
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level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) {
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// red took the lead sound
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te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;
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}
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else {
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// red scored sound
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te->s.eventParm = GTS_REDTEAM_SCORED;
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}
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}
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else {
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if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) {
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//teams are tied sound
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te->s.eventParm = GTS_TEAMS_ARE_TIED;
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}
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else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] &&
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level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) {
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// blue took the lead sound
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te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;
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}
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else {
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// blue scored sound
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te->s.eventParm = GTS_BLUETEAM_SCORED;
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}
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}
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level.teamScores[ team ] += score;
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}
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/*
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==============
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OnSameTeam
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==============
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*/
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qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
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if ( !ent1->client || !ent2->client ) {
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return qfalse;
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}
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if ( g_gametype.integer < GT_TEAM ) {
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return qfalse;
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}
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if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
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return qtrue;
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}
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return qfalse;
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}
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static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
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static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' };
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void Team_SetFlagStatus( int team, flagStatus_t status ) {
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qboolean modified = qfalse;
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switch( team ) {
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case TEAM_RED: // CTF
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if( teamgame.redStatus != status ) {
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teamgame.redStatus = status;
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modified = qtrue;
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}
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break;
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case TEAM_BLUE: // CTF
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if( teamgame.blueStatus != status ) {
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teamgame.blueStatus = status;
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modified = qtrue;
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}
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break;
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case TEAM_FREE: // One Flag CTF
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if( teamgame.flagStatus != status ) {
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teamgame.flagStatus = status;
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modified = qtrue;
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}
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break;
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}
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if( modified ) {
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char st[4];
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if( g_gametype.integer == GT_CTF ) {
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st[0] = ctfFlagStatusRemap[teamgame.redStatus];
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st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
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st[2] = 0;
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}
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else { // GT_1FCTF
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st[0] = oneFlagStatusRemap[teamgame.flagStatus];
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st[1] = 0;
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}
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trap_SetConfigstring( CS_FLAGSTATUS, st );
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}
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}
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void Team_CheckDroppedItem( gentity_t *dropped ) {
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if( dropped->item->giTag == PW_REDFLAG ) {
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Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
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}
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else if( dropped->item->giTag == PW_BLUEFLAG ) {
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Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
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}
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else if( dropped->item->giTag == PW_NEUTRALFLAG ) {
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Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED );
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}
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}
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/*
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================
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Team_ForceGesture
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================
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*/
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void Team_ForceGesture(int team) {
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int i;
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gentity_t *ent;
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for (i = 0; i < MAX_CLIENTS; i++) {
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ent = &g_entities[i];
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if (!ent->inuse)
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continue;
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if (!ent->client)
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continue;
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if (ent->client->sess.sessionTeam != team)
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continue;
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//
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ent->flags |= FL_FORCE_GESTURE;
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}
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}
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/*
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================
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Team_FragBonuses
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Calculate the bonuses for flag defense, flag carrier defense, etc.
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Note that bonuses are not cumulative. You get one, they are in importance
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order.
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================
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*/
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void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
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{
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int i;
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gentity_t *ent;
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int flag_pw, enemy_flag_pw;
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int otherteam;
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int tokens;
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gentity_t *flag, *carrier = NULL;
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char *c;
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vec3_t v1, v2;
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int team;
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// no bonus for fragging yourself or team mates
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if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker))
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return;
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team = targ->client->sess.sessionTeam;
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otherteam = OtherTeam(targ->client->sess.sessionTeam);
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if (otherteam < 0)
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return; // whoever died isn't on a team
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// same team, if the flag at base, check to he has the enemy flag
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if (team == TEAM_RED) {
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flag_pw = PW_REDFLAG;
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enemy_flag_pw = PW_BLUEFLAG;
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} else {
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flag_pw = PW_BLUEFLAG;
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enemy_flag_pw = PW_REDFLAG;
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}
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if (g_gametype.integer == GT_1FCTF) {
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enemy_flag_pw = PW_NEUTRALFLAG;
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}
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// did the attacker frag the flag carrier?
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tokens = 0;
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#ifdef MISSIONPACK
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if( g_gametype.integer == GT_HARVESTER ) {
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tokens = targ->client->ps.generic1;
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}
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#endif
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if (targ->client->ps.powerups[enemy_flag_pw]) {
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attacker->client->pers.teamState.lastfraggedcarrier = level.time;
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AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
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attacker->client->pers.teamState.fragcarrier++;
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PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
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attacker->client->pers.netname, TeamName(team));
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// the target had the flag, clear the hurt carrier
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// field on the other team
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for (i = 0; i < g_maxclients.integer; i++) {
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ent = g_entities + i;
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if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
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ent->client->pers.teamState.lasthurtcarrier = 0;
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}
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return;
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}
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// did the attacker frag a head carrier? other->client->ps.generic1
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if (tokens) {
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attacker->client->pers.teamState.lastfraggedcarrier = level.time;
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AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
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attacker->client->pers.teamState.fragcarrier++;
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PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n",
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attacker->client->pers.netname, TeamName(team));
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// the target had the flag, clear the hurt carrier
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// field on the other team
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for (i = 0; i < g_maxclients.integer; i++) {
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ent = g_entities + i;
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if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
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ent->client->pers.teamState.lasthurtcarrier = 0;
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}
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return;
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}
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if (targ->client->pers.teamState.lasthurtcarrier &&
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level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
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!attacker->client->ps.powerups[flag_pw]) {
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// attacker is on the same team as the flag carrier and
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// fragged a guy who hurt our flag carrier
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AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
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attacker->client->pers.teamState.carrierdefense++;
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targ->client->pers.teamState.lasthurtcarrier = 0;
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attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
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attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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return;
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}
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if (targ->client->pers.teamState.lasthurtcarrier &&
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level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) {
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// attacker is on the same team as the skull carrier and
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AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
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attacker->client->pers.teamState.carrierdefense++;
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targ->client->pers.teamState.lasthurtcarrier = 0;
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attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
|
// add the sprite over the player's head
|
|
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
|
|
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
|
|
return;
|
|
}
|
|
|
|
// flag and flag carrier area defense bonuses
|
|
|
|
// we have to find the flag and carrier entities
|
|
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_OBELISK ) {
|
|
// find the team obelisk
|
|
switch (attacker->client->sess.sessionTeam) {
|
|
case TEAM_RED:
|
|
c = "team_redobelisk";
|
|
break;
|
|
case TEAM_BLUE:
|
|
c = "team_blueobelisk";
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
} else if (g_gametype.integer == GT_HARVESTER ) {
|
|
// find the center obelisk
|
|
c = "team_neutralobelisk";
|
|
} else {
|
|
#endif
|
|
// find the flag
|
|
switch (attacker->client->sess.sessionTeam) {
|
|
case TEAM_RED:
|
|
c = "team_CTF_redflag";
|
|
break;
|
|
case TEAM_BLUE:
|
|
c = "team_CTF_blueflag";
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
// find attacker's team's flag carrier
|
|
for (i = 0; i < g_maxclients.integer; i++) {
|
|
carrier = g_entities + i;
|
|
if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
|
|
break;
|
|
carrier = NULL;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
}
|
|
#endif
|
|
flag = NULL;
|
|
while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
|
|
if (!(flag->flags & FL_DROPPED_ITEM))
|
|
break;
|
|
}
|
|
|
|
if (!flag)
|
|
return; // can't find attacker's flag
|
|
|
|
// ok we have the attackers flag and a pointer to the carrier
|
|
|
|
// check to see if we are defending the base's flag
|
|
VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
|
|
VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
|
|
|
|
if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
|
|
trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) ||
|
|
( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
|
|
trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
|
|
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
|
|
|
|
// we defended the base flag
|
|
AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
|
|
attacker->client->pers.teamState.basedefense++;
|
|
|
|
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
|
// add the sprite over the player's head
|
|
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
|
|
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
|
|
return;
|
|
}
|
|
|
|
if (carrier && carrier != attacker) {
|
|
VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
|
|
VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
|
|
|
|
if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
|
|
trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
|
|
( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
|
|
trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
|
|
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
|
|
AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
|
|
attacker->client->pers.teamState.carrierdefense++;
|
|
|
|
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
|
// add the sprite over the player's head
|
|
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
|
|
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
Team_CheckHurtCarrier
|
|
|
|
Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag
|
|
carrier defense.
|
|
================
|
|
*/
|
|
void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker)
|
|
{
|
|
int flag_pw;
|
|
|
|
if (!targ->client || !attacker->client)
|
|
return;
|
|
|
|
if (targ->client->sess.sessionTeam == TEAM_RED)
|
|
flag_pw = PW_BLUEFLAG;
|
|
else
|
|
flag_pw = PW_REDFLAG;
|
|
|
|
// flags
|
|
if (targ->client->ps.powerups[flag_pw] &&
|
|
targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
|
|
attacker->client->pers.teamState.lasthurtcarrier = level.time;
|
|
|
|
// skulls
|
|
if (targ->client->ps.generic1 &&
|
|
targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
|
|
attacker->client->pers.teamState.lasthurtcarrier = level.time;
|
|
}
|
|
|
|
|
|
gentity_t *Team_ResetFlag( int team ) {
|
|
char *c;
|
|
gentity_t *ent, *rent = NULL;
|
|
|
|
switch (team) {
|
|
case TEAM_RED:
|
|
c = "team_CTF_redflag";
|
|
break;
|
|
case TEAM_BLUE:
|
|
c = "team_CTF_blueflag";
|
|
break;
|
|
case TEAM_FREE:
|
|
c = "team_CTF_neutralflag";
|
|
break;
|
|
default:
|
|
return NULL;
|
|
}
|
|
|
|
ent = NULL;
|
|
while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
|
|
if (ent->flags & FL_DROPPED_ITEM)
|
|
G_FreeEntity(ent);
|
|
else {
|
|
rent = ent;
|
|
RespawnItem(ent);
|
|
}
|
|
}
|
|
|
|
Team_SetFlagStatus( team, FLAG_ATBASE );
|
|
|
|
return rent;
|
|
}
|
|
|
|
void Team_ResetFlags( void ) {
|
|
if( g_gametype.integer == GT_CTF ) {
|
|
Team_ResetFlag( TEAM_RED );
|
|
Team_ResetFlag( TEAM_BLUE );
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if( g_gametype.integer == GT_1FCTF ) {
|
|
Team_ResetFlag( TEAM_FREE );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void Team_ReturnFlagSound( gentity_t *ent, int team ) {
|
|
gentity_t *te;
|
|
|
|
if (ent == NULL) {
|
|
G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n");
|
|
return;
|
|
}
|
|
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
|
|
if( team == TEAM_BLUE ) {
|
|
te->s.eventParm = GTS_RED_RETURN;
|
|
}
|
|
else {
|
|
te->s.eventParm = GTS_BLUE_RETURN;
|
|
}
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
}
|
|
|
|
void Team_TakeFlagSound( gentity_t *ent, int team ) {
|
|
gentity_t *te;
|
|
|
|
if (ent == NULL) {
|
|
G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n");
|
|
return;
|
|
}
|
|
|
|
// only play sound when the flag was at the base
|
|
// or not picked up the last 10 seconds
|
|
switch(team) {
|
|
case TEAM_RED:
|
|
if( teamgame.blueStatus != FLAG_ATBASE ) {
|
|
if (teamgame.blueTakenTime > level.time - 10000)
|
|
return;
|
|
}
|
|
teamgame.blueTakenTime = level.time;
|
|
break;
|
|
|
|
case TEAM_BLUE: // CTF
|
|
if( teamgame.redStatus != FLAG_ATBASE ) {
|
|
if (teamgame.redTakenTime > level.time - 10000)
|
|
return;
|
|
}
|
|
teamgame.redTakenTime = level.time;
|
|
break;
|
|
}
|
|
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
|
|
if( team == TEAM_BLUE ) {
|
|
te->s.eventParm = GTS_RED_TAKEN;
|
|
}
|
|
else {
|
|
te->s.eventParm = GTS_BLUE_TAKEN;
|
|
}
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
}
|
|
|
|
void Team_CaptureFlagSound( gentity_t *ent, int team ) {
|
|
gentity_t *te;
|
|
|
|
if (ent == NULL) {
|
|
G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n");
|
|
return;
|
|
}
|
|
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
|
|
if( team == TEAM_BLUE ) {
|
|
te->s.eventParm = GTS_BLUE_CAPTURE;
|
|
}
|
|
else {
|
|
te->s.eventParm = GTS_RED_CAPTURE;
|
|
}
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
}
|
|
|
|
void Team_ReturnFlag( int team ) {
|
|
Team_ReturnFlagSound(Team_ResetFlag(team), team);
|
|
if( team == TEAM_FREE ) {
|
|
PrintMsg(NULL, "The flag has returned!\n" );
|
|
}
|
|
else {
|
|
PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
|
|
}
|
|
}
|
|
|
|
void Team_FreeEntity( gentity_t *ent ) {
|
|
if( ent->item->giTag == PW_REDFLAG ) {
|
|
Team_ReturnFlag( TEAM_RED );
|
|
}
|
|
else if( ent->item->giTag == PW_BLUEFLAG ) {
|
|
Team_ReturnFlag( TEAM_BLUE );
|
|
}
|
|
else if( ent->item->giTag == PW_NEUTRALFLAG ) {
|
|
Team_ReturnFlag( TEAM_FREE );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
Team_DroppedFlagThink
|
|
|
|
Automatically set in Launch_Item if the item is one of the flags
|
|
|
|
Flags are unique in that if they are dropped, the base flag must be respawned when they time out
|
|
==============
|
|
*/
|
|
void Team_DroppedFlagThink(gentity_t *ent) {
|
|
int team = TEAM_FREE;
|
|
|
|
if( ent->item->giTag == PW_REDFLAG ) {
|
|
team = TEAM_RED;
|
|
}
|
|
else if( ent->item->giTag == PW_BLUEFLAG ) {
|
|
team = TEAM_BLUE;
|
|
}
|
|
else if( ent->item->giTag == PW_NEUTRALFLAG ) {
|
|
team = TEAM_FREE;
|
|
}
|
|
|
|
Team_ReturnFlagSound( Team_ResetFlag( team ), team );
|
|
// Reset Flag will delete this entity
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
Team_DroppedFlagThink
|
|
==============
|
|
*/
|
|
int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
|
|
int i;
|
|
gentity_t *player;
|
|
gclient_t *cl = other->client;
|
|
int enemy_flag;
|
|
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_1FCTF ) {
|
|
enemy_flag = PW_NEUTRALFLAG;
|
|
}
|
|
else {
|
|
#endif
|
|
if (cl->sess.sessionTeam == TEAM_RED) {
|
|
enemy_flag = PW_BLUEFLAG;
|
|
} else {
|
|
enemy_flag = PW_REDFLAG;
|
|
}
|
|
|
|
if ( ent->flags & FL_DROPPED_ITEM ) {
|
|
// hey, it's not home. return it by teleporting it back
|
|
PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
|
|
cl->pers.netname, TeamName(team));
|
|
AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);
|
|
other->client->pers.teamState.flagrecovery++;
|
|
other->client->pers.teamState.lastreturnedflag = level.time;
|
|
//ResetFlag will remove this entity! We must return zero
|
|
Team_ReturnFlagSound(Team_ResetFlag(team), team);
|
|
return 0;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
}
|
|
#endif
|
|
|
|
// the flag is at home base. if the player has the enemy
|
|
// flag, he's just won!
|
|
if (!cl->ps.powerups[enemy_flag])
|
|
return 0; // We don't have the flag
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_1FCTF ) {
|
|
PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname );
|
|
}
|
|
else {
|
|
#endif
|
|
PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team)));
|
|
#ifdef MISSIONPACK
|
|
}
|
|
#endif
|
|
|
|
cl->ps.powerups[enemy_flag] = 0;
|
|
|
|
teamgame.last_flag_capture = level.time;
|
|
teamgame.last_capture_team = team;
|
|
|
|
// Increase the team's score
|
|
AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1);
|
|
Team_ForceGesture(other->client->sess.sessionTeam);
|
|
|
|
other->client->pers.teamState.captures++;
|
|
// add the sprite over the player's head
|
|
other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
other->client->ps.eFlags |= EF_AWARD_CAP;
|
|
other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
other->client->ps.persistant[PERS_CAPTURES]++;
|
|
|
|
// other gets another 10 frag bonus
|
|
AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS);
|
|
|
|
Team_CaptureFlagSound( ent, team );
|
|
|
|
// Ok, let's do the player loop, hand out the bonuses
|
|
for (i = 0; i < g_maxclients.integer; i++) {
|
|
player = &g_entities[i];
|
|
|
|
// also make sure we don't award assist bonuses to the flag carrier himself.
|
|
if (!player->inuse || player == other)
|
|
continue;
|
|
|
|
if (player->client->sess.sessionTeam !=
|
|
cl->sess.sessionTeam) {
|
|
player->client->pers.teamState.lasthurtcarrier = -5;
|
|
} else if (player->client->sess.sessionTeam ==
|
|
cl->sess.sessionTeam) {
|
|
if (player != other)
|
|
AddScore(player, ent->r.currentOrigin, CTF_TEAM_BONUS);
|
|
// award extra points for capture assists
|
|
if (player->client->pers.teamState.lastreturnedflag +
|
|
CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
|
|
AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS);
|
|
other->client->pers.teamState.assists++;
|
|
|
|
player->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
|
// add the sprite over the player's head
|
|
player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
player->client->ps.eFlags |= EF_AWARD_ASSIST;
|
|
player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
|
|
}
|
|
if (player->client->pers.teamState.lastfraggedcarrier +
|
|
CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
|
|
AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
|
|
other->client->pers.teamState.assists++;
|
|
player->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
|
// add the sprite over the player's head
|
|
player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
player->client->ps.eFlags |= EF_AWARD_ASSIST;
|
|
player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
}
|
|
}
|
|
}
|
|
Team_ResetFlags();
|
|
|
|
CalculateRanks();
|
|
|
|
return 0; // Do not respawn this automatically
|
|
}
|
|
|
|
int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
|
|
gclient_t *cl = other->client;
|
|
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_1FCTF ) {
|
|
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname );
|
|
|
|
cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire
|
|
|
|
if( team == TEAM_RED ) {
|
|
Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED );
|
|
}
|
|
else {
|
|
Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE );
|
|
}
|
|
}
|
|
else{
|
|
#endif
|
|
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
|
|
other->client->pers.netname, TeamName(team));
|
|
|
|
if (team == TEAM_RED)
|
|
cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
|
|
else
|
|
cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire
|
|
|
|
Team_SetFlagStatus( team, FLAG_TAKEN );
|
|
#ifdef MISSIONPACK
|
|
}
|
|
#endif
|
|
|
|
AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS);
|
|
cl->pers.teamState.flagsince = level.time;
|
|
Team_TakeFlagSound( ent, team );
|
|
|
|
return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
|
|
}
|
|
|
|
int Pickup_Team( gentity_t *ent, gentity_t *other ) {
|
|
int team;
|
|
gclient_t *cl = other->client;
|
|
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_OBELISK ) {
|
|
// there are no team items that can be picked up in obelisk
|
|
G_FreeEntity( ent );
|
|
return 0;
|
|
}
|
|
|
|
if( g_gametype.integer == GT_HARVESTER ) {
|
|
// the only team items that can be picked up in harvester are the cubes
|
|
if( ent->spawnflags != cl->sess.sessionTeam ) {
|
|
cl->ps.generic1 += 1;
|
|
}
|
|
G_FreeEntity( ent );
|
|
return 0;
|
|
}
|
|
#endif
|
|
// figure out what team this flag is
|
|
if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) {
|
|
team = TEAM_RED;
|
|
}
|
|
else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) {
|
|
team = TEAM_BLUE;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) {
|
|
team = TEAM_FREE;
|
|
}
|
|
#endif
|
|
else {
|
|
PrintMsg ( other, "Don't know what team the flag is on.\n");
|
|
return 0;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_1FCTF ) {
|
|
if( team == TEAM_FREE ) {
|
|
return Team_TouchEnemyFlag( ent, other, cl->sess.sessionTeam );
|
|
}
|
|
if( team != cl->sess.sessionTeam) {
|
|
return Team_TouchOurFlag( ent, other, cl->sess.sessionTeam );
|
|
}
|
|
return 0;
|
|
}
|
|
#endif
|
|
// GT_CTF
|
|
if( team == cl->sess.sessionTeam) {
|
|
return Team_TouchOurFlag( ent, other, team );
|
|
}
|
|
return Team_TouchEnemyFlag( ent, other, team );
|
|
}
|
|
|
|
/*
|
|
===========
|
|
Team_GetLocation
|
|
|
|
Report a location for the player. Uses placed nearby target_location entities
|
|
============
|
|
*/
|
|
gentity_t *Team_GetLocation(gentity_t *ent)
|
|
{
|
|
gentity_t *eloc, *best;
|
|
float bestlen, len;
|
|
vec3_t origin;
|
|
|
|
best = NULL;
|
|
bestlen = 3*8192.0*8192.0;
|
|
|
|
VectorCopy( ent->r.currentOrigin, origin );
|
|
|
|
for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) {
|
|
len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] )
|
|
+ ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] )
|
|
+ ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] );
|
|
|
|
if ( len > bestlen ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) {
|
|
continue;
|
|
}
|
|
|
|
bestlen = len;
|
|
best = eloc;
|
|
}
|
|
|
|
return best;
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
Team_GetLocation
|
|
|
|
Report a location for the player. Uses placed nearby target_location entities
|
|
============
|
|
*/
|
|
qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen)
|
|
{
|
|
gentity_t *best;
|
|
|
|
best = Team_GetLocation( ent );
|
|
|
|
if (!best)
|
|
return qfalse;
|
|
|
|
if (best->count) {
|
|
if (best->count < 0)
|
|
best->count = 0;
|
|
if (best->count > 7)
|
|
best->count = 7;
|
|
Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message );
|
|
} else
|
|
Com_sprintf(loc, loclen, "%s", best->message);
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*---------------------------------------------------------------------------*/
|
|
|
|
/*
|
|
================
|
|
SelectRandomTeamSpawnPoint
|
|
|
|
go to a random point that doesn't telefrag
|
|
================
|
|
*/
|
|
#define MAX_TEAM_SPAWN_POINTS 32
|
|
gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) {
|
|
gentity_t *spot;
|
|
int count;
|
|
int selection;
|
|
gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
|
|
char *classname;
|
|
|
|
if (teamstate == TEAM_BEGIN) {
|
|
if (team == TEAM_RED)
|
|
classname = "team_CTF_redplayer";
|
|
else if (team == TEAM_BLUE)
|
|
classname = "team_CTF_blueplayer";
|
|
else
|
|
return NULL;
|
|
} else {
|
|
if (team == TEAM_RED)
|
|
classname = "team_CTF_redspawn";
|
|
else if (team == TEAM_BLUE)
|
|
classname = "team_CTF_bluespawn";
|
|
else
|
|
return NULL;
|
|
}
|
|
count = 0;
|
|
|
|
spot = NULL;
|
|
|
|
while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) {
|
|
if ( SpotWouldTelefrag( spot ) ) {
|
|
continue;
|
|
}
|
|
spots[ count ] = spot;
|
|
if (++count == MAX_TEAM_SPAWN_POINTS)
|
|
break;
|
|
}
|
|
|
|
if ( !count ) { // no spots that won't telefrag
|
|
return G_Find( NULL, FOFS(classname), classname);
|
|
}
|
|
|
|
selection = rand() % count;
|
|
return spots[ selection ];
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
SelectCTFSpawnPoint
|
|
|
|
============
|
|
*/
|
|
gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot ) {
|
|
gentity_t *spot;
|
|
|
|
spot = SelectRandomTeamSpawnPoint ( teamstate, team );
|
|
|
|
if (!spot) {
|
|
return SelectSpawnPoint( vec3_origin, origin, angles, isbot );
|
|
}
|
|
|
|
VectorCopy (spot->s.origin, origin);
|
|
origin[2] += 9;
|
|
VectorCopy (spot->s.angles, angles);
|
|
|
|
return spot;
|
|
}
|
|
|
|
/*---------------------------------------------------------------------------*/
|
|
|
|
static int QDECL SortClients( const void *a, const void *b ) {
|
|
return *(int *)a - *(int *)b;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
TeamplayLocationsMessage
|
|
|
|
Format:
|
|
clientNum location health armor weapon powerups
|
|
|
|
==================
|
|
*/
|
|
void TeamplayInfoMessage( gentity_t *ent ) {
|
|
char entry[1024];
|
|
char string[8192];
|
|
int stringlength;
|
|
int i, j;
|
|
gentity_t *player;
|
|
int cnt;
|
|
int h, a;
|
|
int clients[TEAM_MAXOVERLAY];
|
|
|
|
if ( ! ent->client->pers.teamInfo )
|
|
return;
|
|
|
|
// figure out what client should be on the display
|
|
// we are limited to 8, but we want to use the top eight players
|
|
// but in client order (so they don't keep changing position on the overlay)
|
|
for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
|
|
player = g_entities + level.sortedClients[i];
|
|
if (player->inuse && player->client->sess.sessionTeam ==
|
|
ent->client->sess.sessionTeam ) {
|
|
clients[cnt++] = level.sortedClients[i];
|
|
}
|
|
}
|
|
|
|
// We have the top eight players, sort them by clientNum
|
|
qsort( clients, cnt, sizeof( clients[0] ), SortClients );
|
|
|
|
// send the latest information on all clients
|
|
string[0] = 0;
|
|
stringlength = 0;
|
|
|
|
for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
|
|
player = g_entities + i;
|
|
if (player->inuse && player->client->sess.sessionTeam ==
|
|
ent->client->sess.sessionTeam ) {
|
|
|
|
h = player->client->ps.stats[STAT_HEALTH];
|
|
a = player->client->ps.stats[STAT_ARMOR];
|
|
if (h < 0) h = 0;
|
|
if (a < 0) a = 0;
|
|
|
|
Com_sprintf (entry, sizeof(entry),
|
|
" %i %i %i %i %i %i",
|
|
// level.sortedClients[i], player->client->pers.teamState.location, h, a,
|
|
i, player->client->pers.teamState.location, h, a,
|
|
player->client->ps.weapon, player->s.powerups);
|
|
j = strlen(entry);
|
|
if (stringlength + j >= sizeof(string))
|
|
break;
|
|
strcpy (string + stringlength, entry);
|
|
stringlength += j;
|
|
cnt++;
|
|
}
|
|
}
|
|
|
|
trap_SendServerCommand( ent-g_entities, va("tinfo %i %s", cnt, string) );
|
|
}
|
|
|
|
void CheckTeamStatus(void) {
|
|
int i;
|
|
gentity_t *loc, *ent;
|
|
|
|
if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) {
|
|
|
|
level.lastTeamLocationTime = level.time;
|
|
|
|
for (i = 0; i < g_maxclients.integer; i++) {
|
|
ent = g_entities + i;
|
|
|
|
if ( ent->client->pers.connected != CON_CONNECTED ) {
|
|
continue;
|
|
}
|
|
|
|
if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
|
|
loc = Team_GetLocation( ent );
|
|
if (loc)
|
|
ent->client->pers.teamState.location = loc->health;
|
|
else
|
|
ent->client->pers.teamState.location = 0;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < g_maxclients.integer; i++) {
|
|
ent = g_entities + i;
|
|
|
|
if ( ent->client->pers.connected != CON_CONNECTED ) {
|
|
continue;
|
|
}
|
|
|
|
if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
|
|
TeamplayInfoMessage( ent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*-----------------------------------------------------------------*/
|
|
|
|
/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32)
|
|
Only in CTF games. Red players spawn here at game start.
|
|
*/
|
|
void SP_team_CTF_redplayer( gentity_t *ent ) {
|
|
}
|
|
|
|
|
|
/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32)
|
|
Only in CTF games. Blue players spawn here at game start.
|
|
*/
|
|
void SP_team_CTF_blueplayer( gentity_t *ent ) {
|
|
}
|
|
|
|
|
|
/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32)
|
|
potential spawning position for red team in CTF games.
|
|
Targets will be fired when someone spawns in on them.
|
|
*/
|
|
void SP_team_CTF_redspawn(gentity_t *ent) {
|
|
}
|
|
|
|
/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32)
|
|
potential spawning position for blue team in CTF games.
|
|
Targets will be fired when someone spawns in on them.
|
|
*/
|
|
void SP_team_CTF_bluespawn(gentity_t *ent) {
|
|
}
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
================
|
|
Obelisks
|
|
================
|
|
*/
|
|
|
|
static void ObeliskRegen( gentity_t *self ) {
|
|
self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
|
|
if( self->health >= g_obeliskHealth.integer ) {
|
|
return;
|
|
}
|
|
|
|
G_AddEvent( self, EV_POWERUP_REGEN, 0 );
|
|
self->health += g_obeliskRegenAmount.integer;
|
|
if ( self->health > g_obeliskHealth.integer ) {
|
|
self->health = g_obeliskHealth.integer;
|
|
}
|
|
|
|
self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
|
|
self->activator->s.frame = 0;
|
|
}
|
|
|
|
|
|
static void ObeliskRespawn( gentity_t *self ) {
|
|
self->takedamage = qtrue;
|
|
self->health = g_obeliskHealth.integer;
|
|
|
|
self->think = ObeliskRegen;
|
|
self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
|
|
|
|
self->activator->s.frame = 0;
|
|
}
|
|
|
|
|
|
static void ObeliskDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
|
|
int otherTeam;
|
|
|
|
otherTeam = OtherTeam( self->spawnflags );
|
|
AddTeamScore(self->s.pos.trBase, otherTeam, 1);
|
|
Team_ForceGesture(otherTeam);
|
|
|
|
CalculateRanks();
|
|
|
|
self->takedamage = qfalse;
|
|
self->think = ObeliskRespawn;
|
|
self->nextthink = level.time + g_obeliskRespawnDelay.integer * 1000;
|
|
|
|
self->activator->s.modelindex2 = 0xff;
|
|
self->activator->s.frame = 2;
|
|
|
|
G_AddEvent( self->activator, EV_OBELISKEXPLODE, 0 );
|
|
|
|
AddScore(attacker, self->r.currentOrigin, CTF_CAPTURE_BONUS);
|
|
|
|
// add the sprite over the player's head
|
|
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
attacker->client->ps.eFlags |= EF_AWARD_CAP;
|
|
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
attacker->client->ps.persistant[PERS_CAPTURES]++;
|
|
|
|
teamgame.redObeliskAttackedTime = 0;
|
|
teamgame.blueObeliskAttackedTime = 0;
|
|
}
|
|
|
|
|
|
static void ObeliskTouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
|
|
int tokens;
|
|
|
|
if ( !other->client ) {
|
|
return;
|
|
}
|
|
|
|
if ( OtherTeam(other->client->sess.sessionTeam) != self->spawnflags ) {
|
|
return;
|
|
}
|
|
|
|
tokens = other->client->ps.generic1;
|
|
if( tokens <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
PrintMsg(NULL, "%s" S_COLOR_WHITE " brought in %i skull%s.\n",
|
|
other->client->pers.netname, tokens, tokens ? "s" : "" );
|
|
|
|
AddTeamScore(self->s.pos.trBase, other->client->sess.sessionTeam, tokens);
|
|
Team_ForceGesture(other->client->sess.sessionTeam);
|
|
|
|
AddScore(other, self->r.currentOrigin, CTF_CAPTURE_BONUS*tokens);
|
|
|
|
// add the sprite over the player's head
|
|
other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
other->client->ps.eFlags |= EF_AWARD_CAP;
|
|
other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
other->client->ps.persistant[PERS_CAPTURES] += tokens;
|
|
|
|
other->client->ps.generic1 = 0;
|
|
CalculateRanks();
|
|
|
|
Team_CaptureFlagSound( self, self->spawnflags );
|
|
}
|
|
|
|
static void ObeliskPain( gentity_t *self, gentity_t *attacker, int damage ) {
|
|
int actualDamage = damage / 10;
|
|
if (actualDamage <= 0) {
|
|
actualDamage = 1;
|
|
}
|
|
self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
|
|
if (!self->activator->s.frame) {
|
|
G_AddEvent(self, EV_OBELISKPAIN, 0);
|
|
}
|
|
self->activator->s.frame = 1;
|
|
AddScore(attacker, self->r.currentOrigin, actualDamage);
|
|
}
|
|
|
|
gentity_t *SpawnObelisk( vec3_t origin, int team, int spawnflags) {
|
|
trace_t tr;
|
|
vec3_t dest;
|
|
gentity_t *ent;
|
|
|
|
ent = G_Spawn();
|
|
|
|
VectorCopy( origin, ent->s.origin );
|
|
VectorCopy( origin, ent->s.pos.trBase );
|
|
VectorCopy( origin, ent->r.currentOrigin );
|
|
|
|
VectorSet( ent->r.mins, -15, -15, 0 );
|
|
VectorSet( ent->r.maxs, 15, 15, 87 );
|
|
|
|
ent->s.eType = ET_GENERAL;
|
|
ent->flags = FL_NO_KNOCKBACK;
|
|
|
|
if( g_gametype.integer == GT_OBELISK ) {
|
|
ent->r.contents = CONTENTS_SOLID;
|
|
ent->takedamage = qtrue;
|
|
ent->health = g_obeliskHealth.integer;
|
|
ent->die = ObeliskDie;
|
|
ent->pain = ObeliskPain;
|
|
ent->think = ObeliskRegen;
|
|
ent->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
|
|
}
|
|
if( g_gametype.integer == GT_HARVESTER ) {
|
|
ent->r.contents = CONTENTS_TRIGGER;
|
|
ent->touch = ObeliskTouch;
|
|
}
|
|
|
|
if ( spawnflags & 1 ) {
|
|
// suspended
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
} else {
|
|
// mappers like to put them exactly on the floor, but being coplanar
|
|
// will sometimes show up as starting in solid, so lif it up one pixel
|
|
ent->s.origin[2] += 1;
|
|
|
|
// drop to floor
|
|
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
|
|
trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
|
|
if ( tr.startsolid ) {
|
|
ent->s.origin[2] -= 1;
|
|
G_Printf( "SpawnObelisk: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin) );
|
|
|
|
ent->s.groundEntityNum = ENTITYNUM_NONE;
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
}
|
|
else {
|
|
// allow to ride movers
|
|
ent->s.groundEntityNum = tr.entityNum;
|
|
G_SetOrigin( ent, tr.endpos );
|
|
}
|
|
}
|
|
|
|
ent->spawnflags = team;
|
|
|
|
trap_LinkEntity( ent );
|
|
|
|
return ent;
|
|
}
|
|
|
|
/*QUAKED team_redobelisk (1 0 0) (-16 -16 0) (16 16 8)
|
|
*/
|
|
void SP_team_redobelisk( gentity_t *ent ) {
|
|
gentity_t *obelisk;
|
|
|
|
if ( g_gametype.integer <= GT_TEAM ) {
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
ent->s.eType = ET_TEAM;
|
|
if ( g_gametype.integer == GT_OBELISK ) {
|
|
obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
|
|
obelisk->activator = ent;
|
|
// initial obelisk health value
|
|
ent->s.modelindex2 = 0xff;
|
|
ent->s.frame = 0;
|
|
}
|
|
if ( g_gametype.integer == GT_HARVESTER ) {
|
|
obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
|
|
obelisk->activator = ent;
|
|
}
|
|
ent->s.modelindex = TEAM_RED;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
/*QUAKED team_blueobelisk (0 0 1) (-16 -16 0) (16 16 88)
|
|
*/
|
|
void SP_team_blueobelisk( gentity_t *ent ) {
|
|
gentity_t *obelisk;
|
|
|
|
if ( g_gametype.integer <= GT_TEAM ) {
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
ent->s.eType = ET_TEAM;
|
|
if ( g_gametype.integer == GT_OBELISK ) {
|
|
obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
|
|
obelisk->activator = ent;
|
|
// initial obelisk health value
|
|
ent->s.modelindex2 = 0xff;
|
|
ent->s.frame = 0;
|
|
}
|
|
if ( g_gametype.integer == GT_HARVESTER ) {
|
|
obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
|
|
obelisk->activator = ent;
|
|
}
|
|
ent->s.modelindex = TEAM_BLUE;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
/*QUAKED team_neutralobelisk (0 0 1) (-16 -16 0) (16 16 88)
|
|
*/
|
|
void SP_team_neutralobelisk( gentity_t *ent ) {
|
|
if ( g_gametype.integer != GT_1FCTF && g_gametype.integer != GT_HARVESTER ) {
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
ent->s.eType = ET_TEAM;
|
|
if ( g_gametype.integer == GT_HARVESTER) {
|
|
neutralObelisk = SpawnObelisk( ent->s.origin, TEAM_FREE, ent->spawnflags);
|
|
neutralObelisk->spawnflags = TEAM_FREE;
|
|
}
|
|
ent->s.modelindex = TEAM_FREE;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CheckObeliskAttack
|
|
================
|
|
*/
|
|
qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker ) {
|
|
gentity_t *te;
|
|
|
|
// if this really is an obelisk
|
|
if( obelisk->die != ObeliskDie ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// if the attacker is a client
|
|
if( !attacker->client ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// if the obelisk is on the same team as the attacker then don't hurt it
|
|
if( obelisk->spawnflags == attacker->client->sess.sessionTeam ) {
|
|
return qtrue;
|
|
}
|
|
|
|
// obelisk may be hurt
|
|
|
|
// if not played any sounds recently
|
|
if ((obelisk->spawnflags == TEAM_RED &&
|
|
teamgame.redObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ||
|
|
(obelisk->spawnflags == TEAM_BLUE &&
|
|
teamgame.blueObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ) {
|
|
|
|
// tell which obelisk is under attack
|
|
te = G_TempEntity( obelisk->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
|
|
if( obelisk->spawnflags == TEAM_RED ) {
|
|
te->s.eventParm = GTS_REDOBELISK_ATTACKED;
|
|
teamgame.redObeliskAttackedTime = level.time;
|
|
}
|
|
else {
|
|
te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;
|
|
teamgame.blueObeliskAttackedTime = level.time;
|
|
}
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
#endif
|