Example #1
0
/*
===========
SelectSpawnPoint

Chooses a player start, deathmatch start, coop start, etc
============
*/
void	SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles)
{
	edict_t	*spot = NULL;

	if (deathmatch->value)
//ZOID
		if (ctf->value)
			spot = SelectCTFSpawnPoint(ent);
		else
//ZOID
			spot = SelectDeathmatchSpawnPoint ();
	else if (coop->value)
		spot = SelectCoopSpawnPoint (ent);

	// find a single player start spot
	if (!spot)
	{
		while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL)
		{
			if (!game.spawnpoint[0] && !spot->targetname)
				break;

			if (!game.spawnpoint[0] || !spot->targetname)
				continue;

			if (Q_stricmp(game.spawnpoint, spot->targetname) == 0)
				break;
		}

		if (!spot)
		{
			if (!game.spawnpoint[0])
			{	// there wasn't a spawnpoint without a target, so use any
				spot = G_Find (spot, FOFS(classname), "info_player_start");
			}
			if (!spot)
				gi.error ("Couldn't find spawn point %s\n", game.spawnpoint);
		}
	}

	VectorCopy (spot->s.origin, origin);
	origin[2] += 9;
	VectorCopy (spot->s.angles, angles);
}
Example #2
0
/*
===========
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
============
*/
void ClientSpawn(gentity_t *ent) {
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gclient_t	*client;
	int		i;
	clientPersistant_t	saved;
	clientSession_t		savedSess;
	int		persistant[MAX_PERSISTANT];
	gentity_t	*spawnPoint;
	int		flags;
	int		savedPing;
//	char	*savedAreaBits;
	int		accuracy_hits, accuracy_shots;
	int		eventSequence;
	char	userinfo[MAX_INFO_STRING];
	int		weapon;

	index = ent - g_entities;
	client = ent->client;

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
		spawnPoint = SelectSpectatorSpawnPoint ( 
						spawn_origin, spawn_angles);
	} else if (g_gametype.integer >= GT_CTF ) {
		// all base oriented team games use the CTF spawn points
		spawnPoint = SelectCTFSpawnPoint ( 
						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 );
	}
	client->pers.teamState.state = TEAM_ACTIVE;

	// always clear the kamikaze flag
	ent->s.eFlags &= ~EF_KAMIKAZE;

	// toggle the teleport bit so the client knows to not lerp
	// and never clear the voted flag
	flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
	flags ^= EF_TELEPORT_BIT;

	// clear everything but the persistant data

	saved = client->pers;
	savedSess = client->sess;
	savedPing = client->ps.ping;
//	savedAreaBits = client->areabits;
	accuracy_hits = client->accuracy_hits;
	accuracy_shots = client->accuracy_shots;
	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		persistant[i] = client->ps.persistant[i];
	}
	eventSequence = client->ps.eventSequence;

	memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset?

	client->pers = saved;
	client->sess = savedSess;
	client->ps.ping = savedPing;
//	client->areabits = savedAreaBits;
	client->accuracy_hits = accuracy_hits;
	client->accuracy_shots = accuracy_shots;
	client->lastkilled_client = -1;

	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		client->ps.persistant[i] = persistant[i];
	}
	client->ps.eventSequence = eventSequence;
	// increment the spawncount so the client will detect the respawn
	client->ps.persistant[PERS_SPAWN_COUNT]++;
	client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;

	client->airOutTime = level.time + 12000;

	trap_GetUserinfo( index, userinfo, sizeof(userinfo) );
	// set max health
	client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) );
	if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
		client->pers.maxHealth = 100;
	}
	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	client->ps.eFlags = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags = 0;
	
	VectorCopy (playerMins, ent->r.mins);
	VectorCopy (playerMaxs, ent->r.maxs);

	client->ps.clientNum = index;


	if (IsBot(client->ps.clientNum)) {
		weapon = WP_LIGHTNING;
		client->ps.stats[STAT_WEAPONS] = ( 1 << weapon );
		client->ps.ammo[weapon] = -1;
	} else {
		weapon = WP_MACHINEGUN;
		client->ps.stats[STAT_WEAPONS] = ( 1 << weapon );
		client->ps.ammo[weapon] = 100;

		client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
		client->ps.ammo[WP_GAUNTLET] = -1;
		client->ps.ammo[WP_GRAPPLING_HOOK] = -1;
	}

	// health will count down towards max_health
	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25;

	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
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
	SetClientViewAngle( ent, spawn_angles );

	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {

	} else {
		G_KillBox( ent );
		trap_LinkEntity (ent);

		// force the base weapon up
		client->ps.weapon = weapon;
		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;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	// set default animations
	client->ps.torsoAnim = TORSO_STAND;
	client->ps.legsAnim = LEGS_IDLE;

	if ( level.intermissiontime ) {
		MoveClientToIntermission( ent );
	} else {
		// fire the targets of the spawn point
		G_UseTargets( spawnPoint, ent );

		// select the highest weapon number available, after any
		// spawn given items have fired
		client->ps.weapon = weapon;
		for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
			if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
				client->ps.weapon = i;
				break;
			}
		}
	}

	// 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 );
		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 );
}
Example #3
0
/*
===========
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
============
*/
void ClientSpawn(gentity_t *ent) {
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gclient_t	*client;
	int		i;
	clientPersistant_t	saved;
	clientSession_t		savedSess;
	int		persistant[MAX_PERSISTANT];
	gentity_t	*spawnPoint;
	int		flags;
	int		savedPing;
//	char	*savedAreaBits;
	int		accuracy_hits, accuracy_shots;
	int		eventSequence;
//	char	userinfo[MAX_INFO_STRING];
	forcedata_t			savedForce;
	void		*ghoul2save;
	int		saveSaberNum = ENTITYNUM_NONE;
	int		wDisable = 0;

	index = ent - g_entities;
	client = ent->client;

	if (client->ps.fd.forceDoInit)
	{ //force a reread of force powers
		WP_InitForcePowers( ent );
		client->ps.fd.forceDoInit = 0;
	}
	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
		spawnPoint = SelectSpectatorSpawnPoint ( 
						spawn_origin, spawn_angles);
	} else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) {
		// all base oriented team games use the CTF spawn points
		spawnPoint = SelectCTFSpawnPoint ( 
						client->sess.sessionTeam, 
						client->pers.teamState.state, 
						spawn_origin, spawn_angles);
	}
	else if (g_gametype.integer == GT_SAGA)
	{
		spawnPoint = SelectSagaSpawnPoint ( 
						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 );
	}
	client->pers.teamState.state = TEAM_ACTIVE;

	// toggle the teleport bit so the client knows to not lerp
	// and never clear the voted flag
	flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
	flags ^= EF_TELEPORT_BIT;

	// clear everything but the persistant data

	saved = client->pers;
	savedSess = client->sess;
	savedPing = client->ps.ping;
//	savedAreaBits = client->areabits;
	accuracy_hits = client->accuracy_hits;
	accuracy_shots = client->accuracy_shots;
	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		persistant[i] = client->ps.persistant[i];
	}
	eventSequence = client->ps.eventSequence;

	savedForce = client->ps.fd;

	ghoul2save = client->ghoul2;

	saveSaberNum = client->ps.saberEntityNum;

	memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset?

	//rww - Don't wipe the ghoul2 instance or the animation data
	client->ghoul2 = ghoul2save;

	//or the saber ent num
	client->ps.saberEntityNum = saveSaberNum;

	client->ps.fd = savedForce;

	client->ps.duelIndex = ENTITYNUM_NONE;

	client->pers = saved;
	client->sess = savedSess;
	client->ps.ping = savedPing;
//	client->areabits = savedAreaBits;
	client->accuracy_hits = accuracy_hits;
	client->accuracy_shots = accuracy_shots;
	client->lastkilled_client = -1;

	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		client->ps.persistant[i] = persistant[i];
	}
	client->ps.eventSequence = eventSequence;
	// increment the spawncount so the client will detect the respawn
	client->ps.persistant[PERS_SPAWN_COUNT]++;
	client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;

	client->airOutTime = level.time + 12000;

//	trap_GetUserinfo( index, userinfo, sizeof(userinfo) );
	// set max health
	client->pers.maxHealth = 100;//atoi( Info_ValueForKey( userinfo, "handicap" ) );
	if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
		client->pers.maxHealth = 100;
	}
	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	client->ps.eFlags = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags = 0;
	
	VectorCopy (playerMins, ent->r.mins);
	VectorCopy (playerMaxs, ent->r.maxs);

	client->ps.clientNum = index;
	//give default weapons
	client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );

	if (g_gametype.integer == GT_HOLOCRON)
	{
		//always get free saber level 1 in holocron
		client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER );	//these are precached in g_items, ClearRegisteredItems()
	}
	else
	{
		if (client->ps.fd.forcePowerLevel[FP_SABERATTACK])
		{
			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER );	//these are precached in g_items, ClearRegisteredItems()
		}
		else
		{ //if you don't have saber attack rank then you don't get a saber
			client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
		}
	}

	if (g_gametype.integer == GT_TOURNAMENT)
	{
		wDisable = g_duelWeaponDisable.integer;
	}
	else
	{
		wDisable = g_weaponDisable.integer;
	}

	if (!wDisable || !(wDisable & (1 << WP_BRYAR_PISTOL)))
	{
		client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
	}
	else if (g_gametype.integer == GT_JEDIMASTER)
	{
		client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
	}

	if (g_gametype.integer == GT_JEDIMASTER)
	{
		client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_SABER);
		client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
	}

	if (client->ps.stats[STAT_WEAPONS] & (1 << WP_BRYAR_PISTOL))
	{
		client->ps.weapon = WP_BRYAR_PISTOL;
	}
	else if (client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
	{
		client->ps.weapon = WP_SABER;
	}
	else
	{
		client->ps.weapon = WP_STUN_BATON;
	}

	/*
	client->ps.stats[STAT_HOLDABLE_ITEMS] |= ( 1 << HI_BINOCULARS );
	client->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_BINOCULARS, IT_HOLDABLE);
	*/

	client->ps.stats[STAT_HOLDABLE_ITEMS] = 0;
	client->ps.stats[STAT_HOLDABLE_ITEM] = 0;

	if ( client->sess.sessionTeam == TEAM_SPECTATOR )
	{
		client->ps.stats[STAT_WEAPONS] = 0;
		client->ps.stats[STAT_HOLDABLE_ITEMS] = 0;
		client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
	}

	client->ps.ammo[AMMO_BLASTER] = 100; //ammoData[AMMO_BLASTER].max; //100 seems fair.
//	client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max;
//	client->ps.ammo[AMMO_FORCE] = ammoData[AMMO_FORCE].max;
//	client->ps.ammo[AMMO_METAL_BOLTS] = ammoData[AMMO_METAL_BOLTS].max;
//	client->ps.ammo[AMMO_ROCKETS] = ammoData[AMMO_ROCKETS].max;
/*
	client->ps.stats[STAT_WEAPONS] = ( 1 << WP_BRYAR_PISTOL);
	if ( g_gametype.integer == GT_TEAM ) {
		client->ps.ammo[WP_BRYAR_PISTOL] = 50;
	} else {
		client->ps.ammo[WP_BRYAR_PISTOL] = 100;
	}
*/
	client->ps.rocketLockIndex = MAX_CLIENTS;
	client->ps.rocketLockTime = 0;

	//rww - Set here to initialize the circling seeker drone to off.
	//A quick note about this so I don't forget how it works again:
	//ps.genericEnemyIndex is kept in sync between the server and client.
	//When it gets set then an entitystate value of the same name gets
	//set along with an entitystate flag in the shared bg code. Which
	//is why a value needs to be both on the player state and entity state.
	//(it doesn't seem to just carry over the entitystate value automatically
	//because entity state value is derived from player state data or some
	//such)
	client->ps.genericEnemyIndex = -1;

	client->ps.isJediMaster = qfalse;

	client->ps.fallingToDeath = 0;

	//Do per-spawn force power initialization
	WP_SpawnInitForcePowers( ent );

	// health will count down towards max_health
	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH];// * 1.25;		Boot - no extra 25 hp on start.

	// Start with a small amount of armor as well.
	client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 0.25;

	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
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
	SetClientViewAngle( ent, spawn_angles );

	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {

	} else {
		G_KillBox( ent );
		trap_LinkEntity (ent);

		// force the base weapon up
		client->ps.weapon = WP_BRYAR_PISTOL;
		client->ps.weaponstate = FIRST_WEAPON;

	}

	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	// set default animations
	client->ps.torsoAnim = WeaponReadyAnim[client->ps.weapon];
	client->ps.legsAnim = WeaponReadyAnim[client->ps.weapon];

	if ( level.intermissiontime ) {
		MoveClientToIntermission( ent );
	} else {
		// fire the targets of the spawn point
		G_UseTargets( spawnPoint, ent );

		// select the highest weapon number available, after any
		// spawn given items have fired
		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;
			}
		}
	}

	// 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 );
		VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
		trap_LinkEntity( ent );
	}

	if (g_spawnInvulnerability.integer)
	{
		ent->client->ps.eFlags |= EF_INVULNERABLE;
		ent->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer;
	}

	// run the presend to set anything else
	ClientEndFrame( ent );

	// clear entity state values
	BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
}
Example #4
0
/*
===========
PlayerSpawn

Called every time a player is placed fresh in the world:
after the first PlayerBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void PlayerSpawn(gentity_t *ent) {
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gplayer_t	*player;
	int		i;
	playerPersistant_t	saved;
	playerSession_t		savedSess;
	int		persistant[MAX_PERSISTANT];
	gentity_t	*spawnPoint;
	gentity_t *tent;
	int		flags;
	int		savedPing;
//	char	*savedAreaBits;
	int		accuracy_hits, accuracy_shots;
	int		eventSequence;
	int 	startWeapon, startAmmo;

	index = ent - g_entities;
	player = ent->player;

	VectorClear(spawn_origin);

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this player
	if ( player->sess.sessionTeam == TEAM_SPECTATOR ) {
		spawnPoint = SelectSpectatorSpawnPoint ( 
						spawn_origin, spawn_angles);
	} else if (g_gametype.integer >= GT_CTF ) {
		// all base oriented team games use the CTF spawn points
		spawnPoint = SelectCTFSpawnPoint ( 
						player->sess.sessionTeam, 
						player->pers.teamState.state, 
						spawn_origin, spawn_angles,
						!!(ent->r.svFlags & SVF_BOT));
	}
	else
	{
		// the first spawn should be at a good looking spot
		if ( player->pers.initialSpawn && player->pers.localClient )
		{
			spawnPoint = SelectInitialSpawnPoint(spawn_origin, spawn_angles,
							     !!(ent->r.svFlags & SVF_BOT));
		}
		else
		{
			// don't spawn near existing origin if possible
			spawnPoint = SelectSpawnPoint ( 
				player->ps.origin, 
				spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT));
		}
	}
	player->pers.teamState.state = TEAM_ACTIVE;

	// always clear the kamikaze flag
	ent->s.eFlags &= ~EF_KAMIKAZE;

	// toggle the teleport bit so the client knows to not lerp
	// and never clear the voted flag
	flags = ent->player->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
	flags ^= EF_TELEPORT_BIT;

	// clear everything but the persistant data

	saved = player->pers;
	savedSess = player->sess;
	savedPing = player->ps.ping;
//	savedAreaBits = player->areabits;
	accuracy_hits = player->accuracy_hits;
	accuracy_shots = player->accuracy_shots;
	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		persistant[i] = player->ps.persistant[i];
	}
	eventSequence = player->ps.eventSequence;

	Com_Memset (player, 0, sizeof(*player));

	player->pers = saved;
	player->sess = savedSess;
	player->ps.ping = savedPing;
//	player->areabits = savedAreaBits;
	player->accuracy_hits = accuracy_hits;
	player->accuracy_shots = accuracy_shots;
	player->lastkilled_player = -1;

	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
		player->ps.persistant[i] = persistant[i];
	}
	player->ps.eventSequence = eventSequence;
	// increment the spawncount so the client will detect the respawn
	player->ps.persistant[PERS_SPAWN_COUNT]++;
	player->ps.persistant[PERS_TEAM] = player->sess.sessionTeam;

	player->airOutTime = level.time + 12000;

	// set max health
	player->pers.maxHealth = PlayerHandicap( player );
	// clear entity values
	player->ps.stats[STAT_MAX_HEALTH] = player->pers.maxHealth;
	player->ps.eFlags = flags;
	player->ps.contents = CONTENTS_BODY;
	player->ps.collisionType = ( g_playerCapsule.integer == 1 ) ? CT_CAPSULE : CT_AABB;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->player = &level.players[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags = 0;
	ent->player->headless = qfalse;
	
	VectorCopy (playerMins, player->ps.mins);
	VectorCopy (playerMaxs, player->ps.maxs);

	player->ps.playerNum = index;

	if ( g_instaGib.integer == 1 ) {
		startWeapon = WP_RAILGUN;
		startAmmo = 50;
	} else if ( g_instaGib.integer == 2 ) {
		startWeapon = WP_ROCKET_LAUNCHER;
		startAmmo = 50;
	} else {
		startWeapon = WP_MACHINEGUN;
		startAmmo = 100;
	}

	player->ps.stats[STAT_WEAPONS] = ( 1 << startWeapon );

	player->ps.ammo[startWeapon] = startAmmo;

	player->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
	player->ps.ammo[WP_GAUNTLET] = -1;
	player->ps.ammo[WP_GRAPPLING_HOOK] = -1;

	// health will count down towards max_health
	ent->health = player->ps.stats[STAT_HEALTH] = player->ps.stats[STAT_MAX_HEALTH] = MAX_HEALTH;

	G_SetOrigin( ent, spawn_origin );
	VectorCopy( spawn_origin, player->ps.origin );

	// the respawned flag will be cleared after the attack and jump keys come up
	player->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd( player - level.players, &ent->player->pers.cmd );
	SetPlayerViewAngle( ent, spawn_angles );
	// don't allow full run speed for a bit
	player->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	player->ps.pm_time = 100;

	player->respawnTime = level.time;
	player->inactivityTime = level.time + g_inactivity.integer * 1000;
	player->latched_buttons = 0;

	// set default animations
	player->ps.torsoAnim = TORSO_STAND;
	player->ps.legsAnim = LEGS_IDLE;

	if (!level.intermissiontime) {
		if (ent->player->sess.sessionTeam != TEAM_SPECTATOR) {
			G_KillBox(ent);
			// force the base weapon up
			player->ps.weapon = startWeapon;
			player->ps.weaponstate = WEAPON_READY;
			// fire the targets of the spawn point
			G_UseTargets(spawnPoint, ent);
			// select the highest weapon number available, after any spawn given items have fired
			player->ps.weapon = 1;

			for (i = WP_NUM_WEAPONS - 1 ; i > 0 ; i--) {
				if (player->ps.stats[STAT_WEAPONS] & (1 << i)) {
					player->ps.weapon = i;
					break;
				}
			}
			// positively link the player, even if the command times are weird
			VectorCopy(ent->player->ps.origin, ent->r.currentOrigin);

			tent = G_TempEntity(ent->player->ps.origin, EV_PLAYER_TELEPORT_IN);
			tent->s.playerNum = ent->s.playerNum;

			trap_LinkEntity (ent);
		}
	} else {
		// move players to intermission
		MovePlayerToIntermission(ent);
	}
	// run a player frame to drop exactly to the floor,
	// initialize animations and other things
	player->ps.commandTime = level.time - 100;
	ent->player->pers.cmd.serverTime = level.time;
	PlayerThink( ent-g_entities );
	// run the presend to set anything else, follow spectators wait
	// until all players have been reconnected after map_restart
	if ( ent->player->sess.spectatorState != SPECTATOR_FOLLOW ) {
		PlayerEndFrame( ent );
	}

	// clear entity state values
	BG_PlayerStateToEntityState( &player->ps, &ent->s, qtrue );

	// we don't want players being backward-reconciled to the place they died
	G_ResetHistory( ent );
}
Example #5
0
/**
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
*/
void ClientSpawn(gentity_t *ent)
{
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gclient_t	*client;
	clientPersistant_t	saved;
	clientSession_t		savedSess;
	int				persistant[MAX_PERSISTANT];
	gentity_t		*spawnPoint;
	gentity_t		*tent;
	int		flags;
	int		eventSequence;
	char	userinfo[MAX_INFO_STRING];

	index = ent - g_entities;
	client = ent->client;

	// follow other players when eliminated
	if (!level.warmupTime && g_gametype.integer == GT_ELIMINATION
		&& client->sess.sessionTeam != TEAM_SPECTATOR)
	{
		if (level.roundStarted) {
			client->sess.spectatorState = SPECTATOR_FREE;
			client->eliminated = qtrue;
			return;
		} else {
			client->sess.spectatorState = SPECTATOR_NOT;
			client->eliminated = qfalse;
		}
	}

	VectorClear(spawn_origin);

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if (client->sess.sessionTeam == TEAM_SPECTATOR) {
		SelectSpectatorSpawnPoint(spawn_origin, spawn_angles);
	} else if (g_gametype.integer == GT_DEFRAG) {
		spawnPoint = SelectDefragSpawnPoint(spawn_origin, spawn_angles);
	} else if (g_gametype.integer == GT_CTF) {
		spawnPoint = SelectCTFSpawnPoint(client->sess.sessionTeam,
			spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT));
	} else if (client->pers.lastKiller) {
		spawnPoint = SelectSpawnPoint(client->pers.lastKiller->ps.origin, spawn_origin,
			spawn_angles, ent->r.svFlags & SVF_BOT);
	} else {
		spawnPoint = SelectSpawnPoint(client->ps.origin, spawn_origin,
			spawn_angles, ent->r.svFlags & SVF_BOT);
	}

	if (!spawnPoint) {
		G_Error("Cannot find a spawn point.\n");
		return;
	}

	// toggle the teleport bit so the client knows to not lerp
	flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT);
	flags ^= EF_TELEPORT_BIT;

	// unlagged - backward reconciliation #3
	// we don't want players being backward-reconciled to the place they died
	G_ResetHistory( ent );
	// and this is as good a time as any to clear the saved state
	ent->client->saved.leveltime = 0;

	// clear everything but the persistant data

	saved = client->pers;
	savedSess = client->sess;
	eventSequence = client->ps.eventSequence;
	Com_Memcpy(persistant, client->ps.persistant, sizeof persistant);

	Com_Memset(client, 0, sizeof(*client));

	client->pers = saved;
	client->sess = savedSess;
	client->ps.eventSequence = eventSequence;
	Com_Memcpy(client->ps.persistant, persistant, sizeof client->ps.persistant);

	// increment the spawncount so the client will detect the respawn
	client->ps.persistant[PERS_SPAWN_COUNT]++;
	client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;

	client->airOutTime = level.time + 12000;

	trap_GetUserinfo(index, userinfo, sizeof(userinfo));
	// set max health
	client->pers.maxHealth = atoi(Info_ValueForKey(userinfo, "handicap"));
	if (client->pers.maxHealth < 1 || client->pers.maxHealth > 100) {
		client->pers.maxHealth = 100;
	}
	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	client->ps.eFlags = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags &= ~FL_NO_KNOCKBACK;
	ent->flags &= ~FL_FORCE_GESTURE;

	VectorCopy(playerMins, ent->r.mins);
	VectorCopy(playerMaxs, ent->r.maxs);

	client->ps.clientNum = index;

	ClientGiveWeapons(client);

	if (g_gametype.integer == GT_ELIMINATION) {
		client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 2;
		client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 1.5;
	} else {
		client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25;
	}
	ent->health = client->ps.stats[STAT_HEALTH];

	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
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd(client - level.clients, &ent->client->pers.cmd);
	SetClientViewAngle(ent, spawn_angles);
	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	// set default animations
	client->ps.torsoAnim = TORSO_STAND;
	client->ps.legsAnim = LEGS_IDLE;

	if (level.intermissiontime) {
		// move players to intermission
		MoveClientToIntermission(ent);
	} else if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) {
		G_KillBox(ent);

		// fire the targets of the spawn point
		G_UseTargets(spawnPoint, ent);

		// positively link the client, even if the command times are weird
		VectorCopy(ent->client->ps.origin, ent->r.currentOrigin);

		tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN);
		tent->s.clientNum = ent->s.clientNum;

		trap_LinkEntity (ent);
	}

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime = level.totalTime - 100;
	client->pers.cmd.serverTime = level.totalTime;
	ClientThink(ent-g_entities);
	// run the presend to set anything else, follow spectators wait
	// until all clients have been reconnected after map_restart
	if (ent->client->sess.spectatorState != SPECTATOR_FOLLOW) {
		ClientEndFrame(ent);
	}

	// clear entity state values
	BG_PlayerStateToEntityState(&client->ps, &ent->s, qtrue);
}