Example #1
0
/*
* G_Match_NotReady
*/
void G_Match_NotReady( edict_t *ent )
{
	if( ent->s.team == TEAM_SPECTATOR )
	{
		G_PrintMsg( ent, "Join the game first\n" );
		return;
	}

	if( GS_MatchState() != MATCH_STATE_WARMUP && GS_MatchState() != MATCH_STATE_COUNTDOWN )
	{
		G_PrintMsg( ent, "A match is not being setup.\n" );
		return;
	}

	if( !level.ready[PLAYERNUM( ent )] )
	{
		G_PrintMsg( ent, "You weren't ready.\n" );
		return;
	}

	level.ready[PLAYERNUM( ent )] = false;

	G_PrintMsg( NULL, "%s%s is no longer ready.\n", ent->r.client->netname, S_COLOR_WHITE );

	G_UpdatePlayerMatchMsg( ent );

	G_Match_CheckReadys();
}
Example #2
0
/*
* G_Teams_SetTeam - sets clients team without any checking
*/
void G_Teams_SetTeam( edict_t *ent, int team )
{
	assert( ent && ent->r.inuse && ent->r.client );
	assert( team >= TEAM_SPECTATOR && team < GS_MAX_TEAMS );

	// if player was on a team, send partial report to matchmaker
	if( ent->r.client->team != TEAM_SPECTATOR && ent->r.client->team != team && GS_MatchState() == MATCH_STATE_PLAYTIME )
	{
		G_Printf("Sending teamchange to MM, team %d to team %d\n", ent->r.client->team, team );
		G_AddPlayerReport( ent, false );
		// trap_MR_SendPartialReport();
	}

	// clear scores at changing team
	memset( &ent->r.client->level.stats, 0, sizeof( ent->r.client->level.stats ) );

	memset( &ent->r.client->teamstate, 0, sizeof( ent->r.client->teamstate ) );
	ent->r.client->team = team;
	ent->r.client->teamstate.timeStamp = level.time;
	G_Teams_UnInvitePlayer( team, ent );

	G_ClientRespawn( ent, true ); // make ghost using G_ClientRespawn so team is updated at ghosting
	G_SpawnQueue_AddClient( ent );

	level.ready[PLAYERNUM( ent )] = false;

	G_Match_CheckReadys();
	G_UpdatePlayerMatchMsg( ent );
}
Example #3
0
/*
* G_Match_Ready
*/
void G_Match_Ready( edict_t *ent )
{
	if( ent->r.svflags & SVF_FAKECLIENT && level.ready[PLAYERNUM( ent )] == true )
		return;

	if( ent->s.team == TEAM_SPECTATOR )
	{
		G_PrintMsg( ent, "Join the game first\n" );
		return;
	}

	if( GS_MatchState() != MATCH_STATE_WARMUP )
	{
		if( !( ent->r.svflags & SVF_FAKECLIENT ) )
			G_PrintMsg( ent, "We're not in warmup.\n" );
		return;
	}

	if( level.ready[PLAYERNUM( ent )] )
	{
		G_PrintMsg( ent, "You are already ready.\n" );
		return;
	}

	level.ready[PLAYERNUM( ent )] = true;

	G_PrintMsg( NULL, "%s%s is ready!\n", ent->r.client->netname, S_COLOR_WHITE );

	G_UpdatePlayerMatchMsg( ent );

	G_Match_CheckReadys();
}
Example #4
0
/*
* ClientDisconnect
* Called when a player drops from the server.
* Will not be called between levels.
*/
void ClientDisconnect( edict_t *ent, const char *reason )
{
	int team;

	if( !ent->r.client || !ent->r.inuse )
		return;

	// always report in RACE mode
	if( GS_RaceGametype() 
		|| ( ent->r.client->team != TEAM_SPECTATOR && ( GS_MatchState() == MATCH_STATE_PLAYTIME || GS_MatchState() == MATCH_STATE_POSTMATCH ) ) )
		G_AddPlayerReport( ent, GS_MatchState() == MATCH_STATE_POSTMATCH );

	for( team = TEAM_PLAYERS; team < GS_MAX_TEAMS; team++ )
		G_Teams_UnInvitePlayer( team, ent );

	if( !level.gametype.disableObituaries || !(ent->r.svflags & SVF_FAKECLIENT ) )
	{
		if( !reason )
			G_PrintMsg( NULL, "%s" S_COLOR_WHITE " disconnected\n", ent->r.client->netname );
		else
			G_PrintMsg( NULL, "%s" S_COLOR_WHITE " disconnected (%s" S_COLOR_WHITE ")\n", ent->r.client->netname, reason );
	}

	// send effect
	if( ent->s.team > TEAM_SPECTATOR )
		G_TeleportEffect( ent, false );

	ent->r.client->team = TEAM_SPECTATOR;
	G_ClientRespawn( ent, true ); // respawn as ghost
	ent->movetype = MOVETYPE_NOCLIP; // allow freefly

	// let the gametype scripts know this client just disconnected
	G_Gametype_ScoreEvent( ent->r.client, "disconnect", NULL );

	G_FreeAI( ent );
	AI_EnemyRemoved( ent );

	ent->r.inuse = false;
	ent->r.svflags = SVF_NOCLIENT;

	memset( ent->r.client, 0, sizeof( *ent->r.client ) );
	ent->r.client->ps.playerNum = PLAYERNUM( ent );

	trap_ConfigString( CS_PLAYERINFOS+PLAYERNUM( ent ), "" );
	GClip_UnlinkEntity( ent );

	G_Match_CheckReadys();
}