Exemple #1
0
/*
* G_SnapClients
*/
void G_SnapClients( void )
{
	int i;
	edict_t	*ent;

	// calc the player views now that all pushing and damage has been added
	for( i = 0; i < gs.maxclients; i++ )
	{
		ent = game.edicts + 1 + i;
		if( !ent->r.inuse || !ent->r.client )
			continue;

		G_Client_InactivityRemove( ent->r.client );

		G_ClientEndSnapFrame( ent );
	}

	G_EndServerFrames_UpdateChaseCam();
}
Exemple #2
0
/*
* ClientBegin
* called when a client has finished connecting, and is ready
* to be placed into the game.  This will happen every level load.
*/
void ClientBegin( edict_t *ent )
{
	gclient_t *client = ent->r.client;
	const char *mm_login;

	memset( &client->ucmd, 0, sizeof( client->ucmd ) );
	memset( &client->level, 0, sizeof( client->level ) );
	client->level.timeStamp = level.time;
	G_Client_UpdateActivity( client ); // activity detected

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

	G_UpdatePlayerMatchMsg( ent );

	mm_login = Info_ValueForKey( client->userinfo, "cl_mm_login" );
	if( mm_login && *mm_login && client->mm_session > 0 ) {
		G_PrintMsg( NULL, "%s" S_COLOR_WHITE " (" S_COLOR_YELLOW "%s" S_COLOR_WHITE ") entered the game\n", client->netname, mm_login );
	}
	else {
		if( !level.gametype.disableObituaries || !(ent->r.svflags & SVF_FAKECLIENT ) )
			G_PrintMsg( NULL, "%s" S_COLOR_WHITE " entered the game\n", client->netname );
	}

	client->level.respawnCount = 0; // clear respawncount
	client->connecting = false;

	// schedule the next scoreboard update
	client->level.scoreboard_time = game.realtime + scoreboardInterval - ( game.realtime%scoreboardInterval );

	AI_EnemyAdded( ent );

	G_ClientEndSnapFrame( ent ); // make sure all view stuff is valid

	// let the gametype scripts now this client just entered the level
	G_Gametype_ScoreEvent( client, "enterGame", NULL );
}