nuclide/Source/Server/Client.c
Marco Hladik dfae8b5dae Added the scoreboard
Added orbituaries
Added monetary rewards for objectives
Fixed weapons not switching/drawing after buying new ones
Added $16.000 salary cap
Fixed func_breakables always starting with 100HP
Fixed something about the doors
Fixed the Buymenu Exit button trying to buy ammunition
Fixed spawning behaviour between switching teams and modes
Fixed VIPs being able to switch teams midsession
Changed gamedir loading behaviour (attempts to read cstrike, then opencs)
2016-12-10 00:03:13 +01:00

117 lines
2.8 KiB
C

/*
OpenCS Project
Copyright (C) 2015 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/* Called when a spectator joins the game. */
void SpectatorConnect( void ) {
Spawn_MakeSpectator();
Spawn_ObserverCam();
}
void SpectatorDisconnect( void ) {
}
void SpectatorThink( void ) {
}
void ClientKill( void ) {}
void ClientConnect( void ) {}
void ClientDisconnect( void ) {
// We were part of the session
if( self.iInGame == TRUE ) {
if ( self.team == TEAM_T ) {
if ( self.health > 0 ) {
iAlivePlayers_T--;
}
} else if ( self.team == TEAM_CT ) {
if ( self.health > 0 ) {
iAlivePlayers_CT--;
}
}
}
}
void PlayerPreThink( void ) {
Input_Handle();
}
void PlayerPostThink( void ) {
}
void PutClientInServer( void ) {
entity eTarget = world;
Spawn_MakeSpectator();
Spawn_ObserverCam();
// Because we don't want to reset these when we die
Money_AddMoney( self, cvar( "mp_startmoney" ) );
forceinfokey( self, "*team", "0" );
}
void SV_RunClientCommand( void ) {
// The individual zones will just override this behavior
self.fInBombZone = FALSE;
self.fInBuyZone = FALSE;
self.fInHostageZone = FALSE;
if( fGameState == GAME_FREEZE && self.team != 0 ) {
input_movevalues = '0 0 0';
input_buttons = 0;
input_impulse = 0;
}
Footsteps_Update();
runstandardplayerphysics( self );
}
void Client_SendEvent( entity eClient, float fEVType ) {
Weapon_UpdateCurrents();
WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
WriteByte( MSG_MULTICAST, fEVType );
msg_entity = eClient;
multicast( '0 0 0', MULTICAST_ONE );
}
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 );
}