/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* ================= SpectatorThink Run every frame on every spectator ================= */ void SpectatorThink( void ) { self.SendFlags = 1; } /* ================= ClientKill Suicide command 'kill' executes this function. ================= */ void ClientKill( void ) { Damage_Apply( self, self, self.health, self.origin, TRUE ); } /* ================= ClientConnect Run whenever a new client joins ================= */ void ClientConnect( void ) {} /* ================= SpectatorConnect Called when a spectator joins the game ================= */ void SpectatorConnect( void ) { //Spawn_MakeSpectator(); //Spawn_ObserverCam(); ClientConnect(); PutClientInServer(); } /* ================= SpectatorDisconnect Called when a spectator leaves the game ================= */ void SpectatorDisconnect( void ) { Spray_RemoveAll( self ); } /* ================= ClientDisconnect Run whenever a client quits ================= */ void ClientDisconnect( void ) { // We were part of the session self.health = 0; Rules_CountPlayers(); Rules_DeathCheck(); Spray_RemoveAll( self ); } void DecodeChangeParms(void) { g_landmarkpos[0] = parm1; g_landmarkpos[1] = parm2; g_landmarkpos[2] = parm3; self.angles[0] = parm4; self.angles[1] = parm5; self.angles[2] = parm6; } void SetChangeParms(void) { parm1 = g_landmarkpos[0]; parm2 = g_landmarkpos[1]; parm3 = g_landmarkpos[2]; parm4 = self.angles[0]; parm5 = self.angles[1]; parm6 = self.angles[2]; } /* ================= PutClientInServer Puts a client into the world. ================= */ void PutClientInServer( void ) { if ( cvar( "sv_playerslots" ) == 1 ) { entity spot; self.SendEntity = Player_SendEntity; DecodeChangeParms(); if (startspot) { self.origin = Landmark_GetSpot(); self.fixangle = TRUE; } else { spot = find( world, classname, "info_player_start" ); self.origin = spot.origin; self.angles = spot.angles; self.fixangle = TRUE; } self.classname = "player"; self.health = self.max_health = 100; forceinfokey( self, "*dead", "0" ); self.takedamage = DAMAGE_YES; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_WALK; self.flags = FL_CLIENT; self.vPain = Player_Pain; self.vDeath = Player_Death; self.iBleeds = TRUE; self.fSlotGrenade = 0; self.viewzoom = 1.0; setmodel( self, "models/player/vip/vip.mdl" ); setsize( self, VEC_HULL_MIN, VEC_HULL_MAX ); self.view_ofs = VEC_PLAYER_VIEWPOS; self.velocity = '0 0 0'; self.frame = 1; // Idle frame self.fBombProgress = 0; self.team = TEAM_CT; forceinfokey( self, "*spec", "0" ); return; } entity eTarget = world; Spawn_MakeSpectator(); Spawn_ObserverCam(); self.SendEntity = Player_SendEntity; // Because we don't want to reset these when we die Money_AddMoney( self, autocvar_mp_startmoney ); if ( cvar( "mp_timelimit" ) > 0 ) { if ( autocvar_fcs_voxannounce == TRUE ) { float fTimeLeft = cvar( "mp_timelimit" ) - ( time / 60 ); Vox_Singlecast( self, sprintf( "we have %s minutes remaining", Vox_TimeToString( fTimeLeft ) ) ); } } self.team = 0; forceinfokey( self, "*team", "0" ); } /* ================= SV_RunClientCommand Funtion that can interrupt client commands before physics are run ================= */ void SV_RunClientCommand( void ) { if (clienttype(self) == CLIENTTYPE_BOT) { ((CBot)self).RunAI(); } if ( fGameState == GAME_FREEZE && self.health > 0 ) { input_movevalues = '0 0 0'; //input_buttons = 0; input_impulse = 0; } // The individual zones will just override this behavior self.fInBombZone = FALSE; self.fInBuyZone = FALSE; self.fInHostageZone = FALSE; self.fInEscapeZone = FALSE; self.fInVIPZone = FALSE; QPhysics_Run( self ); Input_Handle(); } /* ================= Client_SendEvent Send a game event ================= */ void Client_SendEvent( entity eClient, float fEVType ) { Weapon_UpdateCurrents(); WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET ); WriteByte( MSG_MULTICAST, fEVType ); WriteByte( MSG_MULTICAST, num_for_edict( eClient ) ); msg_entity = eClient; multicast( self.origin, MULTICAST_PVS ); } /* ================= Client_TriggerCamera Switches the player camera to a different position for a specific time ================= */ void Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime ) { WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET ); WriteByte( MSG_MULTICAST, EV_CAMERATRIGGER ); WriteCoord( MSG_MULTICAST, vPos_x ); WriteCoord( MSG_MULTICAST, vPos_y ); WriteCoord( MSG_MULTICAST, vPos_z ); WriteCoord( MSG_MULTICAST, vEndPos_x ); WriteCoord( MSG_MULTICAST, vEndPos_y ); WriteCoord( MSG_MULTICAST, vEndPos_z ); WriteFloat( MSG_MULTICAST, fResetTime ); msg_entity = eTarget; multicast( '0 0 0', MULTICAST_ONE ); }