rpgxef/code/game/g_client.c
Walter Julius 'GSIO01' Hennecke f75168cce5 Fixed some things ...
- fixed some insecure code
- fexed a lot of warnings
2012-09-10 12:55:24 +02:00

2517 lines
67 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "g_groups.h"
reconData_t g_reconData[MAX_RECON_NAMES]; //!< recon data for a limited ammount of clients
int g_reconNum;
extern char* BG_RegisterRace( const char *name );
extern void SetPlayerClassCvar(gentity_t *ent);
extern void SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCvar );
extern void BroadcastClassChange( gclient_t *client, pclass_t oldPClass );
//RPG-X: TiM
extern char* correlateRanks( const char* strArg, int intArg );
extern pclass_t ValueNameForClass ( /*gentity_t *ent,*/ char* s );
extern qboolean levelExiting;
// g_client.c -- client functions that don't happen every frame
void G_StoreClientInitialStatus( gentity_t *ent );
//! players mins
static vec3_t playerMins = {-12, -12, -24}; //RPG-X : TiM - {-15, -15, -24}
//! players maxs
static vec3_t playerMaxs = {12, 12, 32}; // {15, 15, 32}
clInitStatus_t clientInitialStatus[MAX_CLIENTS];
team_t borgTeam = TEAM_FREE;
//TiM: For easier transport setup
/**
* Function that makes transport setup easier
* \author Ubergames - TiM
*/
void G_InitTransport( int clientNum, vec3_t origin, vec3_t angles ) {
gentity_t *tent;
TransDat[clientNum].beamTime = level.time + 8000;
g_entities[clientNum].client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
//Transfer stored data to active beamer
VectorCopy( origin,
TransDat[clientNum].currentCoord.origin );
VectorCopy( angles,
TransDat[clientNum].currentCoord.angles );
tent = G_TempEntity( g_entities[clientNum].client->ps.origin, EV_PLAYER_TRANSPORT_OUT );
tent->s.clientNum = clientNum;
}
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
potential spawning position for deathmatch games.
The first time a player enters the game, they will be at an 'initial' spot.
Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.
*/
/**
* Spawn function for deathmatch spawnpoint
*/
void SP_info_player_deathmatch( gentity_t *ent ) {
int i;
G_SpawnInt( "nobots", "0", &i);
if ( i ) {
ent->flags |= FL_NO_BOTS;
}
G_SpawnInt( "nohumans", "0", &i );
if ( i ) {
ent->flags |= FL_NO_HUMANS;
}
trap_LinkEntity(ent);
}
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
equivelant to info_player_deathmatch
*/
/**
* Spawn function for player start spawnpoint which actually the same as deatchmatch spawnpoint
*/
void SP_info_player_start(gentity_t *ent) {
ent->classname = "info_player_deathmatch";
SP_info_player_deathmatch( ent );
}
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The intermission will be viewed from this point. Target an info_notnull for the view direction.
*/
/**
* Spawn function for intermission entity.
*/
void SP_info_player_intermission( gentity_t *ent ) {
}
/*
=======================================================================
SelectSpawnPoint
=======================================================================
*/
/*
================
SpotWouldTelefrag
================
*/
/**
* Check if beaming to a point will result in a teleporter frag.
*/
qboolean SpotWouldTelefrag( gentity_t *spot ) {
int i, num;
int touch[MAX_GENTITIES];
gentity_t *hit;
vec3_t mins, maxs;
VectorAdd( spot->s.origin, playerMins, mins );
VectorAdd( spot->s.origin, playerMaxs, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
for (i=0 ; i<num ; i++) {
hit = &g_entities[touch[i]];
if ( hit && hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
return qtrue;
}
if (hit && hit->s.eType == ET_USEABLE && hit->s.modelindex == HI_SHIELD) { //hit a portable force field
return qtrue;
}
}
return qfalse;
}
/*
================
SelectNearestDeathmatchSpawnPoint
Find the spot that we DON'T want to use
================
*/
#define MAX_SPAWN_POINTS 256
/**
* Find the spot that we DON'T want to use
*/
gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) {
gentity_t *spot;
vec3_t delta;
float dist, nearestDist;
gentity_t *nearestSpot;
nearestDist = 999999;
nearestSpot = NULL;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
VectorSubtract( spot->s.origin, from, delta );
dist = VectorLength( delta );
if ( dist < nearestDist ) {
nearestDist = dist;
nearestSpot = spot;
}
}
return nearestSpot;
}
/*
================
SelectRandomDeathmatchSpawnPoint
go to a random point that doesn't telefrag
================
*/
#define MAX_SPAWN_POINTS 256
/**
* go to a random point that doesn't telefrag
*/
gentity_t *SelectRandomDeathmatchSpawnPoint( void ) {
gentity_t *spot;
int count;
int selection;
gentity_t *spots[MAX_SPAWN_POINTS];
count = 0;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
if ( SpotWouldTelefrag( spot ) ) {
continue;
}
spots[ count ] = spot;
count++;
}
if ( !count ) { // no spots that won't telefrag
return G_Find( NULL, FOFS(classname), "info_player_deathmatch");
}
selection = rand() % count;
return spots[ selection ];
}
/*
===========
SelectSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
/**
* Chooses a player start, deathmatch start, etc
*/
gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) {
gentity_t *spot;
gentity_t *nearestSpot;
nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint );
spot = SelectRandomDeathmatchSpawnPoint ( );
if ( spot == nearestSpot ) {
// roll again if it would be real close to point of death
spot = SelectRandomDeathmatchSpawnPoint ( );
if ( spot == nearestSpot ) {
// last try
spot = SelectRandomDeathmatchSpawnPoint ( );
}
}
// find a single player start spot
if (!spot) {
G_Error( "Couldn't find a spawn point" );
return spot;
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
/*
===========
SelectInitialSpawnPoint
Try to find a spawn point marked 'initial', otherwise
use normal spawn selection.
============
*/
/**
* Try to find a spawn point marked 'initial', otherwise
* use normal spawn selection.
*/
gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) {
gentity_t *spot;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
if ( spot->spawnflags & 1 ) {
break;
}
}
if ( !spot || SpotWouldTelefrag( spot ) ) {
return SelectSpawnPoint( vec3_origin, origin, angles );
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
/*
===========
SelectSpectatorSpawnPoint
============
*/
gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) {
FindIntermissionPoint();
VectorCopy( level.intermission_origin, origin );
VectorCopy( level.intermission_angle, angles );
return NULL;
}
/*
=======================================================================
BODYQUE
=======================================================================
*/
static int bodyFadeSound=0;
/*
===============
InitBodyQue
===============
*/
void InitBodyQue (void) {
int i;
gentity_t *ent;
level.bodyQueIndex = 0;
for (i=0; i<BODY_QUEUE_SIZE ; i++) {
ent = G_Spawn();
ent->classname = "bodyque";
ent->neverFree = qtrue;
level.bodyQue[i] = ent;
}
if (bodyFadeSound == 0)
{ // Initialize this sound.
bodyFadeSound = G_SoundIndex("sound/enemies/borg/walkthroughfield.wav");
}
}
/*
=============
BodyRezOut
After sitting around for five seconds, fade out.
=============
*/
/**
* After sitting around for five seconds, fade out.
*/
void BodyRezOut( gentity_t *ent )
{
if ( level.time - ent->timestamp >= 7500 ) {
// the body ques are never actually freed, they are just unlinked
trap_UnlinkEntity( ent );
ent->physicsObject = qfalse;
return;
}
ent->nextthink = level.time + 2500;
ent->s.time = level.time + 2500;
G_AddEvent(ent, EV_GENERAL_SOUND, bodyFadeSound);
}
/*
=============
CopyToBodyQue
A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
/**
* A player is respawning, so make an entity that looks
* just like the existing corpse to leave behind.
*/
void CopyToBodyQue( gentity_t *ent ) {
gentity_t *body;
int contents;
entityState_t *eState;
trap_UnlinkEntity (ent);
// if client is in a nodrop area, don't leave the body
contents = trap_PointContents( ent->s.origin, -1 );
if ( contents & CONTENTS_NODROP ) {
ent->s.eFlags &= ~EF_NODRAW; // Just in case we died from a bottomless pit, reset EF_NODRAW
return;
}
// grab a body que and cycle to the next one
body = level.bodyQue[ level.bodyQueIndex ];
level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
trap_UnlinkEntity (body);
eState = &ent->s;
eState->eFlags = EF_DEAD; // clear EF_TALK, etc
eState->powerups = 0; // clear powerups
eState->loopSound = 0; // clear lava burning
eState->number = body - g_entities;
body->timestamp = level.time;
body->physicsObject = qtrue;
body->physicsBounce = 0; // don't bounce
if ( eState->groundEntityNum == ENTITYNUM_NONE ) {
eState->pos.trType = TR_GRAVITY;
eState->pos.trTime = level.time;
VectorCopy( ent->client->ps.velocity, eState->pos.trDelta );
} else {
eState->pos.trType = TR_STATIONARY;
}
eState->event = 0;
// change the animation to the last-frame only, so the sequence
// doesn't repeat anew for the body
switch ( eState->legsAnim & ~ANIM_TOGGLEBIT ) {
case BOTH_DEATH1:
case BOTH_DEAD1:
eState->torsoAnim = eState->legsAnim = BOTH_DEAD1;
break;
case BOTH_DEATH2:
case BOTH_DEAD2:
eState->torsoAnim = eState->legsAnim = BOTH_DEAD2;
break;
/*case BOTH_DEATH3:
case BOTH_DEAD3:*/
default:
eState->torsoAnim = eState->legsAnim = BOTH_DEAD1; //DEAD3
break;
}
body->r.svFlags = ent->r.svFlags;
VectorCopy (ent->r.mins, body->r.mins);
VectorCopy (ent->r.maxs, body->r.maxs);
VectorCopy (ent->r.absmin, body->r.absmin);
VectorCopy (ent->r.absmax, body->r.absmax);
body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
body->r.contents = CONTENTS_CORPSE;
body->r.ownerNum = ent->r.ownerNum;
body->nextthink = level.time + 5000;
body->think = BodyRezOut;
body->die = body_die;
// if there shouldn't be a body, don't show one.
if (ent->client &&
((level.time - ent->client->ps.powerups[PW_DISINTEGRATE]) < 10000 ||
(level.time - ent->client->ps.powerups[PW_EXPLODE]) < 10000))
{
eState->eFlags |= EF_NODRAW;
}
// don't take more damage if already gibbed
//RPG-X: RedTechie - Check for medicrevive
if(rpg_medicsrevive.integer == 0){
if ( ent->health <= GIB_HEALTH ) {
body->takedamage = qfalse;
} else {
body->takedamage = qtrue;
}
}else{
body->takedamage = qfalse;
}
VectorCopy ( eState->pos.trBase, body->r.currentOrigin );
trap_LinkEntity (body);
}
//======================================================================
/*
==================
SetClientViewAngle
==================
*/
void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
int i;
// set the delta angle
for (i=0 ; i<3 ; i++) {
int cmdAngle;
cmdAngle = ANGLE2SHORT(angle[i]);
ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i];
}
VectorCopy( angle, ent->s.angles );
VectorCopy (ent->s.angles, ent->client->ps.viewangles);
}
/*
================
respawn
================
*/
extern char *ClassNameForValue( pclass_t pClass );
void respawn( gentity_t *ent ) {
qboolean borg = qfalse;
gentity_t *tent;
playerState_t *ps;
CopyToBodyQue (ent);
ClientSpawn(ent, 0, qfalse);//RPG-X: RedTechie - Modifyed
ps = &ent->client->ps;
// add a teleportation effect
if ( borg )
tent = G_TempEntity( ps->origin, EV_BORG_TELEPORT );
else
{
//tent = G_TempEntity( ps->origin, EV_PLAYER_TELEPORT_IN );
tent = G_TempEntity( ps->origin, EV_PLAYER_TRANSPORT_IN );
ps->powerups[PW_QUAD] = level.time + 4000;
}
tent->s.clientNum = ent->s.clientNum;
}
/*
================
TeamCount
Returns number of players on a team
================
*/
/**
* Returns number of players on a team
*/
team_t TeamCount( int ignoreClientNum, int team ) {
int i;
int count = 0;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( i == ignoreClientNum ) {
continue;
}
if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
continue;
}
if ( level.clients[i].sess.sessionTeam == team ) {
count++;
}
}
return count;
}
/*
================
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;
}
if ( level.teamScores[TEAM_BLUE] < level.teamScores[TEAM_RED] ) {
return TEAM_BLUE;
}
return irandom( TEAM_RED, TEAM_BLUE );
}
/*
===========
ForceClientSkin
Forces a client's skin (for teamplay)
HEAVILY modified for the RPG-X
Player Model system :P
===========
*/
/**
* Forces a client's skin (for teamplay)
* HEAVILY modified for the RPG-X
* Player Model system
*/
void ForceClientSkin(char *model, const char *skin ) {
char *p;
char *q;
//we expect model to equal 'char/model/skin'
//check for the slash between charName and modelName
//if ((p = strchr(model, '/')) != NULL) {
// *p = 0;
//}
//Com_Printf("ForceSkin Called\n");
p = strchr(model, '/');
//if no slashes at all
if ( !p || !p[0] || !p[1] ) {
//input everything
Q_strcat(model, MAX_QPATH, "/");
Q_strcat(model, MAX_QPATH, "main");
Q_strcat(model, MAX_QPATH, "/");
Q_strcat(model, MAX_QPATH, skin);
}
else { //ie we got a slash (which should be the first of two
p++;
q = strchr(p, '/'); //okay, we should get another one if one was already found
if (!q || !q[0] || !q[1] )
{ //no slashes were found?? >.<
//okay, let's assume they specified the .model file, no skin
//so just add the skin to the end :P
Q_strcat(model, MAX_QPATH, "/");
Q_strcat(model, MAX_QPATH, skin);
}
else
{
//len = strlen( p );
//Q_strcat(&model[len - strlen( q )], MAX_QPATH, skin);
q++;
*q= '\0';
Q_strcat(model, MAX_QPATH, skin);
//Com_Printf("Debug: %s\n", model);
}
}
}
/*
===========
ClientCheckName
============
*/
/*static*/ void ClientCleanName( const char *in, char *out, int outSize ) {
int len, colorlessLen;
char ch;
char *p;
int spaces;
//save room for trailing null byte
outSize--;
len = 0;
colorlessLen = 0;
p = out;
*p = 0;
spaces = 0;
while( 1 ) {
ch = *in++;
if( !ch ) {
break;
}
// don't allow leading spaces
if( !*p && ch == ' ' ) {
continue;
}
// check colors
if( ch == Q_COLOR_ESCAPE ) {
// solo trailing carat is not a color prefix
if( !*in ) {
break;
}
// don't allow black in a name, period
if( ColorIndex(*in) == 0 ) {
in++;
continue;
}
// make sure room in dest for both chars
if( len > outSize - 2 ) {
break;
}
*out++ = ch;
*out++ = *in++;
len += 2;
continue;
}
// don't allow too many consecutive spaces
if( ch == ' ' ) {
spaces++;
if( spaces > 3 ) {
continue;
}
}
else {
spaces = 0;
}
if( len > outSize - 1 ) {
break;
}
*out++ = ch;
colorlessLen++;
len++;
}
*out = 0;
// don't allow empty names
if( *p == 0 || colorlessLen == 0 )
{
Q_strncpyz( p, "RedShirt", outSize );
}
}
/*
===========
legalSkin
Compare a list of races with an incoming race name.
Used to decide if in a CTF game where a race is specified for a given team if a skin is actually already legal.
===========
*/
/**
* Compare a list of races with an incoming race name.
* Used to decide if in a CTF game where a race is specified for a given team if a skin is actually already legal.
*/
qboolean legalSkin(const char *race_list, const char *race)
{
char current_race_name[125];
const char *s = race_list;
const char *max_place = race_list + strlen(race_list);
const char *marker;
memset(current_race_name, 0, sizeof(current_race_name));
// look through the list till it's empty
while (s < max_place)
{
marker = s;
// figure out from where we are where the next ',' or 0 is
while (*s != ',' && *s != 0)
{
s++;
}
// copy just that name
Q_strncpyz(current_race_name, marker, (s-marker)+1);
// avoid the comma or increment us past the end of the string so we fail the main while loop
s++;
// compare and see if this race is the same as the one we want
if (!Q_stricmp(current_race_name, race))
{
return qtrue;
}
}
return qfalse;
}
/*
===========
randomSkin
given a race name, go find all the skins that use it, and randomly select one
===========
*/
/**
* given a race name, go find all the skins that use it, and randomly select one
*/
void randomSkin(const char* race, char* model, int current_team, int clientNum)
{
char **skinsForRace;
int howManySkins = 0;
int i,x;
int temp;
int skin_count_check;
char **skinNamesAlreadyUsed;
int current_skin_count = 0;
gentity_t *ent = NULL;
char *userinfo;
char temp_model[MAX_QPATH];
skinsForRace = (char **)malloc(MAX_SKINS_FOR_RACE * 128 * sizeof(char));
if(!skinsForRace) {
G_Error("Was unable to allocate %i bytes.\n", MAX_SKINS_FOR_RACE * 128 * sizeof(char));
return;
}
skinNamesAlreadyUsed = (char **)malloc(16 * 128 * sizeof(char));
if(!skinNamesAlreadyUsed) {
G_Error("Was unable to allocate %i bytes.\n", 16 * 128 * sizeof(char));
return;
}
memset(skinsForRace, 0, MAX_SKINS_FOR_RACE * 128 * sizeof(char));
memset(skinNamesAlreadyUsed, 0, 16 * 128 * sizeof(char));
// first up, check to see if we want to select a skin from someone that's already playing on this guys team
skin_count_check = g_random_skin_limit.integer;
if (skin_count_check)
{
// sanity check the skins to compare against count
if (skin_count_check > 16)
{
skin_count_check = 16;
}
// now construct an array of the names already used
for (i=0; i<g_maxclients.integer; i++)
{
// did we find enough skins to grab a random one from yet?
if (current_skin_count == skin_count_check)
{
break;
}
ent = g_entities + i;
if (!ent->inuse || i == clientNum)
continue;
// no, so look at the next one, and see if it's in the list we are constructing
// same team?
if (ent->client && ent->client->sess.sessionTeam == current_team)
{
userinfo = (char *)malloc(MAX_INFO_STRING * sizeof(char));
if(!userinfo) {
G_Error("Was unable to allocate %i bytes.\n", MAX_INFO_STRING * sizeof(char));
return;
}
// so what's this clients model then?
trap_GetUserinfo( i, userinfo, MAX_INFO_STRING * sizeof(char) );
Q_strncpyz( temp_model, Info_ValueForKey (userinfo, "model"), sizeof( temp_model ) );
free(userinfo);
// check the name
for (x = 0; x< current_skin_count; x++)
{
// are we the same?
if (!Q_stricmp(skinNamesAlreadyUsed[x], temp_model))
{
// yeah - ok we already got this one
break;
}
}
// ok, did we match anything?
if (x == current_skin_count)
{
// no - better add this name in
Q_strncpyz(skinNamesAlreadyUsed[current_skin_count], temp_model, sizeof(skinNamesAlreadyUsed[current_skin_count]));
current_skin_count++;
}
}
}
// ok, array constructed. Did we get enough?
if (current_skin_count >= skin_count_check)
{
// yeah, we did - so select a skin from one of these then
temp = rand() % current_skin_count;
Q_strncpyz( model, skinNamesAlreadyUsed[temp], MAX_QPATH );
ForceClientSkin(model, "");
free(skinNamesAlreadyUsed);
free(skinsForRace);
return;
}
}
// search through each and every skin we can find
for (i=0; i<group_count && howManySkins < MAX_SKINS_FOR_RACE; i++)
{
// if this models race list contains the race we want, then add it to the list
if (legalSkin(group_list[i].text, race))
{
Q_strncpyz( skinsForRace[howManySkins++], group_list[i].name , 128 );
}
}
// set model to a random one
if (howManySkins)
{
temp = rand() % howManySkins;
Q_strncpyz( model, skinsForRace[temp], MAX_QPATH );
}
else
{
model[0] = 0;
}
free(skinsForRace);
free(skinNamesAlreadyUsed);
}
/*
===========
getNewSkin
Go away and actually get a random new skin based on a group name
============
*/
/**
* Go away and actually get a random new skin based on a group name
*/
qboolean getNewSkin(const char *group, char *model, const char *color, const gclient_t *client, int clientNum)
{
char *temp_string;
// go away and get what ever races this skin is attached to.
// remove blue or red name
ForceClientSkin(model, "");
temp_string = G_searchGroupList(model);
// are any of the races legal for this team race?
if (legalSkin(temp_string, group))
{
ForceClientSkin(model, color);
return qfalse;
}
//if we got this far, then we need to reset the skin to something appropriate
randomSkin(group, model, client->sess.sessionTeam, clientNum);
return qtrue;
}
void SetCSTeam( team_t team, char *teamname )
{
if ( teamname == NULL || teamname[0] == 0 )
{
return;
}
switch ( team )
{
case TEAM_BLUE:
trap_SetConfigstring( CS_BLUE_GROUP, teamname );
break;
case TEAM_RED:
trap_SetConfigstring( CS_RED_GROUP, teamname );
break;
default: // make gcc happy
break;
}
}
/*
===========
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 i;
char *s;
char model[MAX_QPATH];
char oldname[MAX_STRING_CHARS];
gclient_t *client;
char userinfo[MAX_INFO_STRING];
qboolean reset;
float weight, height;
char age[MAX_NAME_LENGTH];
char race[MAX_NAME_LENGTH];
int modelOffset;
qboolean changeName = qtrue; //TiM : For the name filter
char sHeight[10];
char sWeight[10];
clientPersistant_t *pers;
clientSession_t *sess;
model[0] = 0;
ent = g_entities + clientNum;
if(!ent) return;
client = ent->client;
pers = &client->pers;
sess = &client->sess;
//TiM - Exit if this user has had their info clamped
if ( ent->flags & FL_CLAMPED )
return;
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
//Com_Printf( S_COLOR_RED "%s\n", userinfo );
//Com_Printf( S_COLOR_RED "CHANGED!\n" );
// check for malformed or illegal info strings
if ( !Info_Validate(userinfo) ) {
strcpy (userinfo, "\\name\\badinfo");
}
// check for local client
s = Info_ValueForKey( userinfo, "ip" );
if ( !strcmp( s, "localhost" ) ) {
pers->localClient = qtrue;
}
// check the item prediction
s = Info_ValueForKey( userinfo, "cg_predictItems" );
if ( !atoi( s ) ) {
pers->predictItemPickup = qfalse;
} else {
pers->predictItemPickup = qtrue;
}
// set name
//TiM: Filter for if a player is already on this server with that name.
s = Info_ValueForKey (userinfo, "name");
if ( rpg_uniqueNames.integer && !( ent->r.svFlags & SVF_BOT ) ) {
char newName[36];
char activeName[36];
ClientCleanName( s, newName, sizeof(newName) );
Q_CleanStr( newName );
//loop thru all the clients, and see if we have one that has the same name as our proposed one
for ( i = 0; i < level.numConnectedClients; i++ ) {
Q_strncpyz( activeName, g_entities[i].client->pers.netname, sizeof( activeName ) );
Q_CleanStr( activeName );
if ( g_entities[i].client->ps.clientNum != client->ps.clientNum
&& !Q_stricmp( newName, activeName ) )
{
trap_SendServerCommand( ent-g_entities, " print \"Unable to change name. A player already has that name on this server.\n\" ");
changeName = qfalse;
break;
}
}
}
if ( changeName ) {
Q_strncpyz ( oldname, pers->netname, sizeof( oldname ) );
ClientCleanName( s, pers->netname, sizeof(pers->netname) );
if ( sess->sessionTeam == TEAM_SPECTATOR ) {
if ( sess->spectatorState == SPECTATOR_SCOREBOARD ) {
Q_strncpyz( pers->netname, "scoreboard", sizeof(pers->netname) );
}
}
if ( pers->connected == CON_CONNECTED ) {
if ( strcmp( oldname, pers->netname ) ) {
if ( !levelExiting && !level.intermissiontime )
{//no need to do this during level changes
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, pers->netname) );
}
}
}
}
pers->pms_height = atof( Info_ValueForKey( userinfo, "height" ) );
if ( !pers->pms_height )
pers->pms_height = 1.0f;
pers->maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
if ( pers->maxHealth < 1 || pers->maxHealth > 100 ) {
pers->maxHealth = 100;
}
//if you have a class, ignores handicap and 100 limit, sorry
//ClientMaxHealthForClass( client, sess->sessionClass );
client->ps.stats[STAT_MAX_HEALTH] = pers->maxHealth;
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
// team
if ( qtrue/*sess->sessionClass != PC_BORG*/ )
{//borg class doesn't need to use team color
switch( sess->sessionTeam ) {
case TEAM_RED:
// decide if we are going to have to reset a skin cos it's not applicable to a race selected
if (g_gametype.integer < GT_TEAM || !Q_stricmp("", g_team_group_red.string))
{
ForceClientSkin(model, "red");
break;
}
// at this point, we are playing CTF and there IS a race specified for this game
else
{
reset = getNewSkin(g_team_group_red.string, model, "red", client, clientNum);
// did we get a model name back?
if (!model[0])
{
// no - this almost certainly means we had a bogus race is the g_team_group_team cvar
// so reset it to starfleet and try it again
Com_Printf("WARNING! - Red Group %s is unknown - resetting Red Group to Allow Any Group\n", g_team_group_red.string);
trap_Cvar_Set("g_team_group_red", "");
trap_Cvar_Register( &g_team_group_red, "g_team_group_red",
"", CVAR_LATCH);
// Since we are allow any group now, just get his normal model and carry on
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
ForceClientSkin(model, "red");
reset = qfalse;
}
if (reset)
{
if ( !levelExiting )
{//no need to do this during level changes
trap_SendServerCommand( -1, va("print \"In-appropriate skin selected for %s on team %s\nSkin selection overridden from skin %s to skin %s\n\"",
pers->netname, g_team_group_red.string, Info_ValueForKey (userinfo, "model"), model));
}
ForceClientSkin(model, "red");
// change the value in out local copy, then update it on the server
Info_SetValueForKey(userinfo, "model", model);
trap_SetUserinfo(clientNum, userinfo);
}
break;
}
case TEAM_BLUE:
// decide if we are going to have to reset a skin cos it's not applicable to a race selected
if (g_gametype.integer < GT_TEAM || !Q_stricmp("", g_team_group_blue.string))
{
ForceClientSkin(model, "blue");
break;
}
// at this point, we are playing CTF and there IS a race specified for this game
else
{
// go away and get what ever races this skin is attached to.
reset = getNewSkin(g_team_group_blue.string, model, "blue", client, clientNum);
// did we get a model name back?
if (!model[0])
{
// no - this almost certainly means we had a bogus race is the g_team_group_team cvar
// so reset it to klingon and try it again
Com_Printf("WARNING! - Blue Group %s is unknown - resetting Blue Group to Allow Any Group\n", g_team_group_blue.string);
trap_Cvar_Set("g_team_group_blue", "");
trap_Cvar_Register( &g_team_group_blue, "g_team_group_blue",
"", CVAR_LATCH );
// Since we are allow any group now, just get his normal model and carry on
Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
ForceClientSkin(model, "blue");
reset = qfalse;
}
if (reset)
{
if ( !levelExiting )
{//no need to do this during level changes
trap_SendServerCommand( -1, va("print \"In-appropriate skin selected for %s on team %s\nSkin selection overridden from skin %s to skin %s\n\"",
pers->netname, g_team_group_blue.string, Info_ValueForKey (userinfo, "model"), model));
}
ForceClientSkin(model, "blue");
// change the value in out local copy, then update it on the server
Info_SetValueForKey(userinfo, "model", model);
trap_SetUserinfo(clientNum, userinfo);
}
break;
}
default:
break;
}
if ( g_gametype.integer >= GT_TEAM && sess->sessionTeam == TEAM_SPECTATOR ) {
// don't ever use a default skin in teamplay, it would just waste memory
ForceClientSkin(model, "red");
}
}
else
{
ForceClientSkin(model, "default");
Info_SetValueForKey(userinfo, "model", model);
trap_SetUserinfo(clientNum, userinfo);
}
if ( rpg_rpg.integer != 0 && rpg_forceclasscolor.integer != 0 && g_gametype.integer < GT_TEAM)
{
ForceClientSkin( model, g_classData[sess->sessionClass].modelSkin );
}
//TiM : For when an admin chooses not to see admin messages
//Marcin : and check for privacy mode - 24/12/2008
s = Info_ValueForKey( userinfo, "noAdminChat" );
if ( atoi( s ) > 0 ) {
client->noAdminChat = qtrue;
}
else {
client->noAdminChat = qfalse;
}
// teamInfo
s = Info_ValueForKey( userinfo, "teamoverlay" );
if ( ! *s || atoi( s ) != 0 ) {
pers->teamInfo = qtrue;
} else {
pers->teamInfo = qfalse;
}
//PMS system - lock down the values
s = Info_ValueForKey( userinfo, "height" );
height = atof( s );
if (height > (float)rpg_maxHeight.value )
{
//height = (float)MAX_HEIGHT;
Q_strncpyz( sHeight, rpg_maxHeight.string, sizeof( sHeight ) );
}
else if (height < (float)rpg_minHeight.value )
{
Q_strncpyz( sHeight, rpg_minHeight.string, sizeof( sHeight ) );
//height = (float)MIN_HEIGHT;
}
else
{
Q_strncpyz( sHeight, s, sizeof( sHeight ) );
}
//TiM - needed for height offset
pers->pms_height = atof( sHeight );
//PMS system - lock down the values
s = Info_ValueForKey( userinfo, "weight" );
weight = atof( s );
if (weight > (float)rpg_maxWeight.value )
{
//weight = (float)MAX_WEIGHT;
Q_strncpyz( sWeight, rpg_maxWeight.string, sizeof( sWeight ) );
}
else if (weight < (float)rpg_minWeight.value )
{
//weight = (float)MIN_WEIGHT;
Q_strncpyz( sWeight, rpg_minWeight.string, sizeof( sWeight ) );
}
else
{
Q_strncpyz( sWeight, s, sizeof( sWeight ) );
}
s = Info_ValueForKey( userinfo, "age" );
Q_strncpyz( age, s, sizeof(age) );
s = Info_ValueForKey( userinfo, "race" );
Q_strncpyz( race, s, sizeof( race ) );
s = Info_ValueForKey( userinfo, "modelOffset" );
modelOffset = atoi( s );
// send over a subset of the userinfo keys so other clients can
// print scoreboards, display models, and play custom sounds
//FIXME: In future, we'll lock down these PMS values so we can't have overloaded transmission data
if ( ent->r.svFlags & SVF_BOT ) {
s = va("n\\%s\\t\\%i\\p\\%i\\model\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\age\\25\\height\\%s\\weight\\%s\\race\\Bot\\of\\%i\\admin\\0",
pers->netname, sess->sessionTeam, sess->sessionClass, model,
pers->maxHealth, sess->wins, sess->losses,
Info_ValueForKey( userinfo, "skill" ),
sHeight, sWeight, modelOffset );
} else {
s = va("n\\%s\\t\\%i\\p\\%i\\model\\%s\\hc\\%i\\w\\%i\\l\\%i\\age\\%s\\height\\%s\\weight\\%s\\race\\%s\\of\\%i\\admin\\%i",
pers->netname, sess->sessionTeam, sess->sessionClass, model,
pers->maxHealth, sess->wins, sess->losses, age,
sHeight, sWeight, race, modelOffset, ((int)IsAdmin(g_entities+clientNum)));
}
trap_SetConfigstring( CS_PLAYERS+clientNum, s );
G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s /*, g_entities[clientNum].client->pers.ip*/ ); // no ip logging here as string might get to long
}
/*
===========
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;
gclient_t *client;
char userinfo[MAX_INFO_STRING];
gentity_t *ent;
vmCvar_t mapname;
vmCvar_t sv_hostname;
char* newRank;
int tmpScore = 0; //Without these, tonnes of proverbial shyte hits the fan if a bot connects O_o
char* newClass;
int i;
char ip[64]; //TiM : Saved the IP data for player recon feature
//char* newClass; //TiM
trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
trap_Cvar_Register( &sv_hostname, "sv_hostname", "", CVAR_SERVERINFO | CVAR_ROM );
ent = &g_entities[ clientNum ];
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
// check to see if they are on the banned IP list
value = Info_ValueForKey (userinfo, "ip");
Q_strncpyz( ip, value, sizeof(ip) );
//G_Printf( "Client logged ip: %s, %s\n", value, ipAdress );
if ( G_FilterPacket( value ) || CheckID( Info_ValueForKey(userinfo, "sv_securityCode" ) ) ) {
return "Banned from this server";
}
// check for a password
if ( !isBot )
{
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";
}
}
//}
//TiM: If need be, chack to see if any other players have the current name...
//evil impersonators and the likes
if ( rpg_uniqueNames.integer && !isBot ) {
char name[36];
char oldName[36];
//get the name
value = Info_ValueForKey( userinfo, "name" );
//Clean the data
ClientCleanName( value, name, sizeof( name ) );
//Now, do a compare with all clients in the server
for (i = 0; i < MAX_CLIENTS; i++ ) {
if ( !g_entities[i].client || g_entities[i].client->pers.connected != CON_CONNECTED )
continue;
if ( g_entities[i].client->pers.netname[0] ) {
//local copy the string and work on that, else we risk wrecking other people's names
Q_strncpyz( oldName, g_entities[i].client->pers.netname, sizeof( oldName ) );
if ( !Q_stricmp( Q_CleanStr(name), Q_CleanStr(oldName) ) && !isBot ) {
return "There is already a user with that name.";
}
}
}
}
// they can connect
ent->client = level.clients + clientNum;
client = ent->client;
memset( client, 0, sizeof(*client) );
client->pers.connected = CON_CONNECTING;
// read or initialize the session data
if ( firstTime || level.newSession ) {
G_InitSessionData( client, userinfo );
}
G_ReadSessionData( client );
if( isBot ) {
ent->r.svFlags |= SVF_BOT;
ent->inuse = qtrue;
if( !G_BotConnect( clientNum, !firstTime ) ) {
return "BotConnectfailed";
}
}
// get and distribute relevent paramters
G_LogPrintf( "ClientConnect: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip );
if ( rpg_rpg.integer != 0 /*&& firstTime*/ )
{
//TiM: Code for automatic class + rank switching
//========================================================
if ( isBot ) {
client->sess.sessionClass = 0;
client->ps.persistant[PERS_SCORE] = 1;
}
else {
newClass = Info_ValueForKey (userinfo, "ui_playerClass" );
newRank = Info_ValueForKey (userinfo, "ui_playerRank" );
//Com_Printf( S_COLOR_RED "Data: %s %s\n", newClass, newRank );
if ( newClass[0] ) {
client->sess.sessionClass = ValueNameForClass ( newClass ); //TiM: BOOYEAH! :)
//if class doesn't exist, default to 0
if ( client->sess.sessionClass < 0 )
client->sess.sessionClass = 0;
}
else {
client->sess.sessionClass = 0;
}
{
qboolean changeRank = qfalse;
for (i = 0; i < MAX_RANKS; i++ ) {
if ( !rpg_startingRank.string[0] && newRank[0] ) {
if ( !Q_stricmp( newRank, g_rankNames[i].consoleName ) ) {
tmpScore = i;//1 << i;
if ( rpg_changeRanks.integer )
changeRank = qtrue;
break;
}
}
else
{
if (rpg_startingRank.string[0] && !Q_stricmp( g_rankNames[i].consoleName, rpg_startingRank.string ) ) {
tmpScore =i;// 1 << i;
changeRank = qtrue;
break;
}
}
}
//client->ps.persistant[PERS_SCORE] = tmpScore;
if ( changeRank ) {
ent->client->UpdateScore = qtrue;
SetScore( ent, tmpScore );
}
}
}
//========================================================
//tmpScore = atoi( correlateRanks( newRank, 1 ) );
}
ClientUserinfoChanged( clientNum );
//RPG-X: Save the ip for later - has to be down here, since it gets flushed in the above function
Q_strncpyz( ent->client->pers.ip, ip, sizeof( ent->client->pers.ip ) );
// don't do the "xxx connected" messages if they were caried over from previous level
if ( firstTime )
{
if ( !levelExiting )
{//no need to do this during level changes
qboolean nameFound=qfalse;
//Check to see if this player already connected on this server
if ( rpg_renamedPlayers.integer && !(ent->r.svFlags & SVF_BOT) ) {
for ( i = 0; i < MAX_RECON_NAMES; i++ ) {
if ( !g_reconData[i].previousName[0] ) {
continue;
}
if ( !Q_stricmp( client->pers.ip, g_reconData[i].ipAddress )
&& Q_stricmp( client->pers.netname, g_reconData[i].previousName ) )
{
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " (With the previous name of %s" S_COLOR_WHITE ") connected\n\"", client->pers.netname, g_reconData[i].previousName) );
nameFound = qtrue;
break;
}
}
}
if ( !nameFound ) {
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) );
}
//RPG-X | Phenix | 07/04/2005
client->AdminFailed = 0;
ent->n00bCount = 0;
client->LoggedAsDeveloper = qfalse;
}
}
if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR )
{
BroadcastTeamChange( client, -1 );
}
// count current clients and rank for scoreboard
//CalculateRanks( qfalse );
//RPG-X: J2J - Reset Variables
DragDat[clientNum].AdminId = -1;
DragDat[clientNum].distance = 0;
g_entities[clientNum].client->noclip = qfalse;
return NULL;
}
extern holoData_t holoData;
//! Think function for temporal entity that transmits the holodeck date to the client
void holoTent_think(gentity_t *ent) {
if(!ent->count) {
trap_SendServerCommand(ent-g_entities, va("holo_data %i", holoData.numProgs));
ent->count = 1;
ent->health = 0;
ent->nextthink = level.time + 250;
return;
}
if(ent->health == holoData.numProgs) {
ent->count++;
ent->health = 0;
}
switch(ent->count) {
case 1: // name
trap_SendServerCommand(ent-g_entities, va("holo_data \"n%i\\%s\\\"", ent->health, holoData.name[ent->health]));
break;
case 2: // desc1
trap_SendServerCommand(ent-g_entities, va("holo_data \"da%i\\%s\\\"", ent->health, holoData.desc1[ent->health]));
break;
case 3: // desc2
trap_SendServerCommand(ent-g_entities, va("holo_data \"db%i\\%s\\\"", ent->health, holoData.desc2[ent->health]));
break;
case 4: // image
trap_SendServerCommand(ent-g_entities, va("holo_data \"i%i\\%s\\\"", ent->health, holoData.image[ent->health]));
break;
}
ent->health++;
if(ent->count > 4) {
G_PrintfClient(ent, "Received data of %i holodeck programs.\n", holoData.numProgs);
G_FreeEntity(ent);
return;
}
ent->nextthink = level.time + 250;
}
//! Create a temporal entity that sends over the holodata to the client
void G_SendHoloData(int clientNum) {
gentity_t *holoTent;
holoTent = G_Spawn();
holoTent->classname = G_NewString("holoTent");
holoTent->target_ent = g_entities + clientNum;
holoTent->think = holoTent_think;
holoTent->nextthink = level.time + 2500;
}
extern srvChangeData_t srvChangeData;
extern mapChangeData_t mapChangeData;
//! Think function for temporal entity that transmits the server change data and map change data for transporter UI
void transTent_think(gentity_t *ent) {
char temp[MAX_STRING_CHARS];
int i;
memset(temp, 0, sizeof(temp));
for(i = 0; i < 6; i++) {
if(!srvChangeData.name[i][0]) break;
if(!temp[0])
Com_sprintf(temp, sizeof(temp), "d%i\\%s\\", i, srvChangeData.name[i]);
else
Com_sprintf(temp, sizeof(temp), "%sd%i\\%s\\", temp, i, srvChangeData.name[i]);
}
trap_SendServerCommand(ent-g_entities, va("ui_trdata \"%s\"", temp));
memset(temp, 0, sizeof(temp));
for(i = 0; i < 16; i++) {
if(!mapChangeData.name[i][0]) break;
if(!temp[0])
Com_sprintf(temp, sizeof(temp), "a%i\\%s\\", i, mapChangeData.name[i]);
else
Com_sprintf(temp, sizeof(temp), "%sa%i\\%s\\", temp, i, mapChangeData.name[i]);
}
trap_SendServerCommand(ent-g_entities, va("ui_trdata \"%s\"", temp));
G_FreeEntity(ent);
}
//! creates an entity that transmits the server change data to the client
void G_SendTransData(int clientNum) {
gentity_t *transTent;
transTent = G_Spawn();
transTent->classname = G_NewString("transTent");
transTent->target_ent = g_entities + clientNum;
transTent->think = transTent_think;
transTent->nextthink = level.time + 500;
}
/*
===========
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, qboolean careAboutWarmup, qboolean isBot, qboolean first ) {
gentity_t *ent;
gclient_t *client;
gentity_t *tent;
int flags;
qboolean alreadyIn = qfalse;
int score;
ent = g_entities + clientNum;
if( ent->botDelayBegin ) {
G_QueueBotBegin( clientNum );
ent->botDelayBegin = qfalse;
return;
}
client = level.clients + clientNum;
if ( ent->r.linked ) {
trap_UnlinkEntity( ent );
}
G_InitGentity( ent );
ent->touch = 0;
ent->pain = 0;
ent->client = client;
if ( client->pers.connected == CON_CONNECTED )
{
alreadyIn = qtrue;
}
client->pers.connected = CON_CONNECTED;
client->pers.enterTime = level.time;
client->pers.teamState.state = TEAM_BEGIN;
//OBSOLETE
//RPG-X: TiM: Send a comand to the client telling their machine
//to automatically execute the 'class and 'rank' commands
//if(!alreadyIn)
// trap_SendServerCommand(ent-g_entities,"cr");
// 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
//TiM... I think this is why my damn RANK SYSTEM ENHANCEMENT HAS BEEN BUGGING OUT!!@!@!!
//ARRRGRGRGRGRGRGRGRGRGRGRGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!! D:<
flags = client->ps.eFlags;
score = client->ps.persistant[PERS_SCORE];
memset( &client->ps, 0, sizeof( client->ps ) );
client->ps.eFlags = flags;
//G_Printf( "Rank is %i\n", score );
client->UpdateScore = qtrue;
SetScore( ent, score );
// locate ent at a spawn point
ClientSpawn( ent, 0, qfalse );//RPG-X: RedTechie - Modifyed
if ( client->sess.sessionTeam != TEAM_SPECTATOR /*&& g_holoIntro.integer==0 */ )
{ // Don't use transporter FX for spectators or those watching the holodoors.
// send event
//tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
//tent->s.clientNum = ent->s.clientNum;
ent->client->ps.powerups[PW_QUAD] = level.time + 4000;
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TRANSPORT_IN );
tent->s.clientNum = ent->s.clientNum;
}
G_LogPrintf( "ClientBegin: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip );
// count current clients and rank for scoreboard
CalculateRanks( qfalse );
//TiM - This appears to be a flaw in Raven's design
//When a client connects, or if they enter admin or medics class
//ensure the relevant health data is sent to them, or else they'll
//see anomalies when scanning players
if ( client->sess.sessionTeam == TEAM_SPECTATOR ||
g_classData[client->sess.sessionClass].isMedical ||
g_classData[client->sess.sessionClass].isAdmin )
{
int i;
char entry[16];
char command[1024];
int numPlayers;
gentity_t *player;
int len;
int cmdLen=0;
numPlayers = 0;
command[0] = '\0';
for ( i=0; i<g_maxclients.integer; i++ )
{
player = g_entities + i;
if ( player == ent || !player->inuse )
continue;
Com_sprintf( entry, sizeof(entry), " %i %i", i, player->health >= 0 ? player->health : 0 );
len = strlen( entry );
if ( cmdLen + len > sizeof( command ) )
break;
strcpy( command + cmdLen, entry );
cmdLen += len;
numPlayers++;
}
if ( numPlayers > 0 )
trap_SendServerCommand( clientNum, va("hinfo %i%s", numPlayers, command) );
}
//RPG-X: RedTechie - But we dont care about warmup!
if ( careAboutWarmup )
{
if (level.restarted || g_restarted.integer)
{
trap_Cvar_Set( "g_restarted", "0" );
level.restarted = qfalse;
}
}
//RPG-X | Phenix | 21/11/2004
//BOOKMARK FOR INIT
if(!alreadyIn) {
// RPG-X | Phenix | 06/04/2005
ent->client->n00bTime = -1;
//ent->client->LoggedAsAdmin = qfalse; RPG-X: Marcin: permanent admin - 03/01/2008
}
ent->client->fraggerTime = -1;
// kef -- should reset all of our awards-related stuff
G_ClearClientLog(clientNum);
//TiM - if our user's security key was default, transmit the received IP bak to
//the client and get it to encode it into our new key
//Scooter's filter list
if( Q_stricmp( ent->client->pers.ip, "localhost" ) //localhost
&& Q_strncmp( ent->client->pers.ip, "10.", 3 ) //class A
&& Q_strncmp( ent->client->pers.ip, "172.16.", 7 ) //class B
&& Q_strncmp( ent->client->pers.ip, "192.168.", 8 ) //class C
&& Q_strncmp( ent->client->pers.ip, "127.", 4 ) //loopback
&& Q_strncmp( ent->client->pers.ip, "169.254.", 8 ) //link-local
)
{
char userInfo[MAX_TOKEN_CHARS];
unsigned long securityID;
trap_GetUserinfo( clientNum, userInfo, sizeof( userInfo ) );
if ( !userInfo[0] )
return;
securityID = (unsigned)atoul( Info_ValueForKey( userInfo, "sv_securityCode" ) );
if ( securityID <= 0 || securityID >= 0xffffffff )
{
trap_SendServerCommand( clientNum, va( "configID %s", ent->client->pers.ip ) );
}
}
// send srv change data to ui
if(!isBot && first) {
if(srvChangeData.ip[0][0])
G_SendTransData(clientNum);
}
// send holo data to ui
if(!isBot && first) {
if(holoData.numProgs)
G_SendHoloData(clientNum);
}
//RPG-X: Marcin: show the server motd - 15/12/2008
if ( !isBot && first ) {
trap_SendServerCommand( ent->s.number, "motd" );
}
if ( !isBot ) {
qboolean last = qfalse;
int len;
fileHandle_t file;
char *p, *q;
char buf[16000];
len = trap_FS_FOpenFile( rpg_motdFile.string, &file, FS_READ );
if (!file || !len) {
trap_SendServerCommand( ent->s.number, va("motd_line \"^1%s not found or empty^7\"", rpg_motdFile.string) );
return;
}
trap_FS_Read( buf, len, file );
p = &buf[0];
q = p;
buf[len] = '\0';
while ( !last ) {
p = q;
while ( *q != '\n' ) {
if ( !*q ) {
last = qtrue;
}
if ( ( *q == ' ' ) && ( EndWord( q ) - p ) > 78 ) {
break;
}
q++;
}
*q = '\0';
trap_SendServerCommand( ent->s.number, va( "motd_line \"%s\"", p ) );
q++;
}
}
/* TODO remove me? */
if(sql_use.integer) {
int key = (byte)irandom(4096, 65535);
ent->client->sqlkey = (byte)key;
trap_SendServerCommand(ent-g_entities, va("sqlkey \"%i\"", key));
}
}
// WEAPONS - PHENIX1
void ClientWeaponsForClass ( gclient_t *client, pclass_t pclass )
{
int i;
int Bits;
Bits = ( 1 << WP_1);
Bits |= g_classData[pclass].weaponsFlags;
for ( i = WP_1; i < MAX_WEAPONS; i++ ) {
//if we want no weapons and aren't an admin, skip this particular weapon
if ( rpg_noweapons.integer != 0 && !g_classData[pclass].isAdmin/*pclass != PC_ADMIN*/ ) {
if ( i >= WP_5 && i <= WP_10 ) {
continue;
}
}
if ( Bits & ( 1 << i ) ) {
client->ps.stats[STAT_WEAPONS] |= ( 1 << i );
client->ps.ammo[i] = Min_Weapon(i);
}
}
}
void ClientHoldablesForClass ( gclient_t *client, pclass_t pclass )
{
if ( g_classData[pclass].isMarine )
client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_TRANSPORTER ) - bg_itemlist;
else if ( g_classData[pclass].isAdmin )
client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItemForHoldable( HI_SHIELD ) - bg_itemlist;
}
void G_StoreClientInitialStatus( gentity_t *ent )
{
char userinfo[MAX_INFO_STRING];
if ( clientInitialStatus[ent->s.number].initialized )
{//already set
return;
}
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
{//don't store their data if they're just a spectator
return;
}
trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) );
Q_strncpyz( clientInitialStatus[ent->s.number].model, Info_ValueForKey (userinfo, "model"), sizeof( clientInitialStatus[ent->s.number].model ) );
clientInitialStatus[ent->s.number].pClass = ent->client->sess.sessionClass;
clientInitialStatus[ent->s.number].team = ent->client->sess.sessionTeam;
clientInitialStatus[ent->s.number].initialized = qtrue;
ent->client->classChangeDebounceTime = 0;
}
void G_RestoreClientInitialStatus( gentity_t *ent )
{
char userinfo[MAX_INFO_STRING];
clientSession_t *sess;
if ( !clientInitialStatus[ent->s.number].initialized )
{//not set
return;
}
sess = &ent->client->sess;
trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) );
if ( clientInitialStatus[ent->s.number].team != sess->sessionTeam &&
clientInitialStatus[ent->s.number].pClass != sess->sessionClass )
{
SetClass( ent, ClassNameForValue( clientInitialStatus[ent->s.number].pClass ), (char *)TeamName( clientInitialStatus[ent->s.number].team ), qtrue );
}
else
{
if ( clientInitialStatus[ent->s.number].pClass != sess->sessionClass )
{
SetClass( ent, ClassNameForValue( clientInitialStatus[ent->s.number].pClass ), NULL, qtrue);
}
if ( clientInitialStatus[ent->s.number].team != sess->sessionTeam )
{
SetTeam( ent, (char *)TeamName( clientInitialStatus[ent->s.number].team ) );
}
}
if ( Q_stricmp( clientInitialStatus[ent->s.number].model, Info_ValueForKey (userinfo, "model") ) != 0 )
{//restore the model
Info_SetValueForKey( userinfo, "model", clientInitialStatus[ent->s.number].model );
trap_SetUserinfo( ent->s.number, userinfo );
//FIXME: send this to everyone or let it automatically do it when the map restarts?
//trap_SetConfigstring( CS_PLAYERS+ent->s.number, s );
}
}
/*
===========
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
------------------------------------
Modifyed By: RedTechie
And also by Marcin - 30/12/2008
============
*/
void ClientSpawn(gentity_t *ent, int rpgx_spawn, qboolean fromDeath ) {
int index=0;
vec3_t spawn_origin, spawn_angles;
gclient_t *client=NULL;
int i=0;
clientPersistant_t saved;
clientSession_t savedSess;
int persistant[MAX_PERSISTANT];
gentity_t *spawnPoint=NULL;
int flags = 0;
int savedPing;
pclass_t pClass = 0;//PC_NOCLASS;
int cCDT = 0;
int clientNum;
index = ent - g_entities;
client = ent->client;
clientNum = ent->client->ps.clientNum;
// find a spawn point
// do it before setting health back up, so farthest
// ranging doesn't count this client
if(rpgx_spawn != 1){//RPG-X: RedTechie - Make sure the spawn is regular spawn or spawn at current position (rpgx_spawn = current possition)
if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
spawnPoint = SelectSpectatorSpawnPoint (
spawn_origin, spawn_angles);
} else if (g_gametype.integer >= GT_TEAM) {
spawnPoint = SelectCTFSpawnPoint (
ent,
client->sess.sessionTeam,
client->pers.teamState.state,
spawn_origin, spawn_angles);
} else {
do {
// 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 );
} else {
// don't spawn near existing origin if possible
spawnPoint = SelectSpawnPoint (
client->ps.origin,
spawn_origin, spawn_angles);
}
// Tim needs to prevent bots from spawning at the initial point
// on q3dm0...
if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
continue; // try again
}
// just to be symetric, we have a nohumans option...
if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
continue; // try again
}
break;
} while ( 1 );
}
}//RPG-X: RedTechie - End rpgx_spawn check
client->pers.teamState.state = TEAM_ACTIVE;
// toggle the teleport bit so the client knows to not lerp
if(rpgx_spawn != 1){
flags = ent->client->ps.eFlags & EF_TELEPORT_BIT;
flags ^= EF_TELEPORT_BIT;
}
// clear everything but the persistant data
saved = client->pers;
savedSess = client->sess;
savedPing = client->ps.ping;
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
persistant[i] = client->ps.persistant[i];
}
//okay, this is hacky, but we need to keep track of this, even if uninitialized first time you spawn, it will be stomped anyway
//RPG-X: RedTechie - Damn thing screwed my function up
if(rpgx_spawn != 1){
if ( client->classChangeDebounceTime )
{
cCDT = client->classChangeDebounceTime;
}
memset (client, 0, sizeof(*client));
client->classChangeDebounceTime = cCDT;
}
//
client->pers = saved;
client->sess = savedSess;
client->ps.ping = savedPing;
for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
client->ps.persistant[i] = persistant[i];
}
// increment the spawncount so the client will detect the respawn
if(rpgx_spawn != 1){
client->ps.persistant[PERS_SPAWN_COUNT]++;
client->airOutTime = level.time + 12000;
}
if(client->sess.sessionTeam != TEAM_SPECTATOR){
client->sess.sessionTeam = TEAM_FREE;
}
client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
// clear entity values
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
//if(rpgx_spawn != 1){
client->ps.eFlags = flags;
//}
client->streakCount = 0;
ent->client->ps.pm_type = PM_NORMAL;
ent->s.groundEntityNum = ENTITYNUM_NONE;
ent->client = &level.clients[index];
ent->takedamage = qtrue;
ent->inuse = qtrue;
ent->classname = "player";
//RPG-X | Phenix | 13/02/2005
/*if (rpgx_spawn != 1) {
ent->r.contents = CONTENTS_BODY;
} else {
ent->r.contents = CONTENTS_CORPSE;
}*/
ent->r.contents = CONTENTS_BODY;
ent->clipmask = MASK_PLAYERSOLID;
ent->die = player_die;
ent->waterlevel = 0;
ent->watertype = 0;
ent->flags = 0;
if(rpgx_spawn != 1){
VectorCopy (playerMins, ent->r.mins);
VectorCopy (playerMaxs, ent->r.maxs);
}
client->ps.clientNum = index;
// health will count down towards max_health
//if(rpgx_spawn != 1){
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 1.25;
//}
//RPG-X: RedTechie - No armor
// Start with a small amount of armor as well.
//client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 0.25;
pclass_t oClass = client->sess.sessionClass;
if ( oClass != client->sess.sessionClass )
{//need to send the class change
ClientUserinfoChanged( client->ps.clientNum );
}
client->ps.persistant[PERS_CLASS] = client->sess.sessionClass;
pClass = client->sess.sessionClass;
//ClientMaxHealthForClass( client, pClass );
if ( pClass != 0/*PC_NOCLASS*/ )
{//no health boost on spawn for playerclasses
ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
}
if ( !fromDeath || !rpg_dropOnDeath.integer || !rpg_allowWeaponDrop.integer ) {
ClientWeaponsForClass( client, pClass );
} else { // Marcin: just a hand
ClientWeaponsForClass( client, 0 );
}
//ClientArmorForClass( client, pClass );
ClientHoldablesForClass( client, pClass );
//ClientPowerupsForClass( ent, pClass );
if(rpgx_spawn != 1){
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
if(rpgx_spawn != 1){
client->ps.pm_flags |= PMF_RESPAWNED;
}
trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
if(rpgx_spawn != 1){
SetClientViewAngle( ent, spawn_angles );
}
if(rpgx_spawn != 1){
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR /*|| (ent->client->ps.eFlags&EF_ELIMINATED)*/ ) {
} else {
G_MoveBox( ent );
trap_LinkEntity (ent);
// force the base weapon up
client->ps.weapon = WP_1; //TiM: WP_5
client->ps.weaponstate = WEAPON_READY;
}
}
// don't allow full run speed for a bit
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
client->ps.pm_time = 100;
if(rpgx_spawn != 1){
client->respawnTime = level.time;
}
client->inactivityTime = level.time + g_inactivity.integer * 1000;
client->latched_buttons = 0;
// set default animations
//client->ps.torsoAnim = BOTH_STAND1; //TORSO_STAND
//client->ps.legsAnim = BOTH_STAND1;
if (rpgx_spawn != 1 ) {
client->ps.stats[TORSOANIM] = BOTH_STAND1;
client->ps.stats[LEGSANIM] = BOTH_STAND1;
}
if ( level.intermissiontime ) {
MoveClientToIntermission( ent );
} else {
// fire the targets of the spawn point
if(rpgx_spawn != 1){
G_UseTargets( spawnPoint, ent );
}
// select the highest weapon number available, after any
// spawn given items have fired
//if(rpgx_spawn != 1){
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;
}
}*/
//TiM - Always default to the null hand
client->ps.weapon = WP_1;
//}
}
// 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 );
// positively link the client, even if the command times are weird
if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
if(rpgx_spawn != 1){
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
}
trap_LinkEntity( ent );
}
// run the presend to set anything else
ClientEndFrame( ent );
// clear entity state values
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
//start-up messages
//FIXME: externalize all this text!
//FIXME: make the gametype titles be graphics!
//FIXME: make it do this on a map_restart also
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
{//spectators just get the title of the game
switch ( g_gametype.integer )
{
case GT_FFA: // free for all
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_TOURNAMENT: // one on one tournament
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_SINGLE_PLAYER: // single player tournament
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_TEAM: // team deathmatch
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_CTF: // capture the flag
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
}
}
else
{
if ( !clientInitialStatus[ent->s.number].initialized )
{//first time coming in
switch ( g_gametype.integer )
{
case GT_FFA: // free for all
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_TOURNAMENT: // one on one tournament
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_SINGLE_PLAYER: // single player tournament
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_TEAM: // team deathmatch
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
case GT_CTF: // capture the flag
trap_SendServerCommand( ent-g_entities, va("cp \"%s\"", rpg_welcomemessage.string ) );
break;
}
if ( level.numObjectives > 0 )
{//Turn on their objectives
//trap_SendServerCommand( ent-g_entities, "+analysis" );
//FIXME: turn this off after warm-up period
}
}
}
if(rpgx_spawn) {
if ( client->sess.sessionTeam == TEAM_SPECTATOR ||
g_classData[client->sess.sessionClass].isMedical ||
g_classData[client->sess.sessionClass].isAdmin )
{
int l;
char entry[16];
char command[1024];
int numPlayers;
gentity_t *player;
int len;
int cmdLen=0;
numPlayers = 0;
command[0] = '\0';
for ( l=0; l<g_maxclients.integer; l++ )
{
player = g_entities + l;
if ( player == ent || !player->inuse )
continue;
Com_sprintf( entry, sizeof(entry), " %i %i", l, player->health >= 0 ? player->health : 0 );
len = strlen( entry );
if ( cmdLen + len > sizeof( command ) )
break;
strcpy( command + cmdLen, entry );
cmdLen += len;
numPlayers++;
}
if ( numPlayers > 0 )
trap_SendServerCommand( clientNum, va("hinfo %i%s", numPlayers, command) );
}
}
//store intial client values
//FIXME: when purposely change teams, this gets confused?
G_StoreClientInitialStatus( ent );
//RPG-X: Marcin: stuff was here previously - 22/12/2008
}
gentity_t *SpawnBeamOutPlayer( gentity_t *ent ) {
gentity_t *body;
body = G_Spawn();
body->physicsBounce = 0.0f;//bodys are *not* bouncy
//VectorMA(ent->client->ps.origin, detDistance + mins[0], fwd, body->s.origin);
VectorCopy( ent->client->ps.origin, body->s.origin );
body->r.mins[2] = -24;//keep it off the floor
//VectorNegate(fwd, fwd); // ??? What does this do??
//vectoangles(fwd, body->s.angles);
VectorCopy( ent->client->ps.viewangles, body->s.angles );
body->s.clientNum = ent->client->ps.clientNum;
//--------------------------- SPECIALIZED body SETUP
//body->think = bodyThink;
body->count = 12; // about 1 minute before dissapear
body->nextthink = level.time + 4000; // think after 4 seconds
body->parent = ent;
(body->s).eType = (ent->s).eType; // set to type PLAYER
(body->s).eFlags= (ent->s).eFlags;
//(body->s).eFlags |= EF_ITEMPLACEHOLDER;// set the HOLOGRAM FLAG to ON
body->s.weapon = ent->s.weapon; // get Player's Wepon Type
// body->s.constantLight = 10 + (10 << 8) + (10 << 16) + (9 << 24);
//body->s.pos.trBase[2] += 24; // shift up to adjust origin of body
body->s.apos = ent->s.apos; // copy angle of player to body
//body->s.legsAnim = BOTH_STAND1; // Just standing TORSO_STAND
//body->s.torsoAnim = BOTH_STAND1;
//TiM: Set it's anim to whatever anims we're playing right now
body->s.legsAnim = ent->client->ps.stats[LEGSANIM];
body->s.torsoAnim= ent->client->ps.stats[TORSOANIM];
//--------------------------- WEAPON ADJUST
if (body->s.weapon==WP_5 || body->s.weapon==WP_13)
body->s.weapon = WP_6;
return body;
}
/*
===========
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;
// gentity_t *beamPlayer;
int i;
ent = g_entities + clientNum;
if ( !ent->client ) {
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] );
}
}
//RPG-X: J2J - Stop any dragging.
DragDat[clientNum].AdminId = -1;
DragDat[clientNum].distance = 0;
g_entities[clientNum].client->noclip = qfalse;
//TiM: Log the player's IP and name. If they reconnect again, it'll announce their deceipt >:)
if ( rpg_renamedPlayers.integer && !(ent->r.svFlags & SVF_BOT) ) {
int l;
qboolean foundName=qfalse;
//Do a chek to see if this player has disconnected b4. else we'll be wasting a slot.
for ( l = 0; l < MAX_RECON_NAMES; l++ ) {
if ( !g_reconData[l].ipAddress[0] ) {
continue;
}
if ( !Q_stricmp( ent->client->pers.ip, g_reconData[l].ipAddress ) ) {
foundName=qtrue;
break;
}
}
if ( foundName ) {
memset( &g_reconData[i], 0, sizeof( g_reconData[i] ) );
//IP Address
Q_strncpyz( g_reconData[i].ipAddress, ent->client->pers.ip, sizeof( g_reconData[i].ipAddress ) );
//Player Name
Q_strncpyz( g_reconData[i].previousName, ent->client->pers.netname, sizeof( g_reconData[i].previousName ) );
//G_Printf( "Logging Data IP: %s, Name: %s\n", ent->client->pers.ip, g_reconData[i].previousName);
}
else {
memset( &g_reconData[g_reconNum], 0, sizeof( g_reconData[g_reconNum] ) );
//IP Address
Q_strncpyz( g_reconData[g_reconNum].ipAddress, ent->client->pers.ip, sizeof( g_reconData[g_reconNum].ipAddress ) );
//Player Name
Q_strncpyz( g_reconData[g_reconNum].previousName, ent->client->pers.netname, sizeof( g_reconData[g_reconNum].previousName ) );
//G_Printf( "Logging Data IP: %s, Name: %s\n", ent->client->pers.ip, g_reconData[g_reconNum].previousName);
g_reconNum++;
//cap reconNum just in case.
if ( g_reconNum >= MAX_RECON_NAMES ) {
g_reconNum = 0;
}
}
}
/*beamPlayer = SpawnBeamOutPlayer( ent );
if ( beamPlayer ) {
beamPlayer->nextthink = level.time + 4000;
//beamPlayer->client->ps.powerups[PW_BEAM_OUT] = level.time + 4000;
beamPlayer->s.powerups |= ( 1 << PW_BEAM_OUT );
beamPlayer->think = G_FreeEntity;
trap_LinkEntity( beamPlayer );
}*/
// send effect if they were completely connected
if ( ent->client->pers.connected == CON_CONNECTED
&& ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
vec3_t org;
VectorCopy( ent->client->ps.origin, org );
org[2] += (ent->client->ps.viewheight >> 1);
tent = G_TempEntity( org, 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
//ent->client->pers.connected = CON_DISCONNECTING; //RPG-X | GSIO01 | 08/05/2009: ensure that weapons aren't dropped when the client disconnects
TossClientItems ( ent, qtrue );
//ent->client->pers.connected = CON_CONNECTED;
}
G_LogPrintf( "ClientDisconnect: %i (%s)\n", clientNum, g_entities[clientNum].client->pers.ip );
// 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);
memset( ent, 0, sizeof( 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->ps.persistant[PERS_CLASS] = 0;//PC_NOCLASS;
ent->client->sess.sessionTeam = TEAM_FREE;
ent->client->sess.sessionClass = 0;//PC_NOCLASS;
trap_SetConfigstring( CS_PLAYERS + clientNum, "");
CalculateRanks( qfalse );
if ( ent->r.svFlags & SVF_BOT ) {
BotAIShutdownClient( clientNum );
}
// kef -- if this guy contributed to any of our kills/deaths/weapons logs, clean 'em out
G_ClearClientLog(clientNum);
//also remove any initial data
clientInitialStatus[clientNum].initialized = qfalse;
}