/* =============== buildFire =============== */ void buildFire( gentity_t *ent, dynMenu_t menu ) { //TODO find a solution to move dependency of ent->s.number and &ent->eventTime outside this function playerState_t *ps=&ent->client->ps; buildable_t buildable = ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ); if ( buildable > BA_NONE ) { if ( ps->stats[ STAT_MISC ] > 0 ) { G_AddPlayerEvent( ps, EV_BUILD_DELAY, ps->clientNum, ent->s.number, &ent->eventTime ); return; } if ( G_BuildIfValid( ent, buildable ) ) { if ( !g_cheats.integer ) { ps->stats[ STAT_MISC ] += BG_Buildable( buildable )->buildTime; } ps->stats[ STAT_BUILDABLE ] = BA_NONE; } return; } G_TriggerMenu( ps->clientNum, menu ); }
/* =============== buildFire =============== */ void buildFire( gentity_t *ent, dynMenu_t menu ) { buildable_t buildable = ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ); if( buildable > BA_NONE ) { if( ent->client->ps.stats[ STAT_BUILD_TIMER ] > 0 ) { G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum ); return; } if( G_BuildIfValid( ent, buildable ) ) { if( !g_cheats.integer ) { ent->client->ps.stats[ STAT_BUILD_TIMER ] += BG_Buildable( buildable )->buildTime; } ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; } return; } G_TriggerMenu( ent->client->ps.clientNum, menu ); }
static void FireBuild( gentity_t *self, dynMenu_t menu ) { buildable_t buildable; if ( !self->client ) { return; } buildable = (buildable_t) ( self->client->ps.stats[ STAT_BUILDABLE ] & SB_BUILDABLE_MASK ); // open build menu if ( buildable <= BA_NONE ) { G_TriggerMenu( self->client->ps.clientNum, menu ); return; } // can't build just yet if ( self->client->ps.stats[ STAT_MISC ] > 0 ) { G_AddEvent( self, EV_BUILD_DELAY, self->client->ps.clientNum ); return; } // build if ( G_BuildIfValid( self, buildable ) ) { if ( !g_cheats.integer ) { int buildTime = BG_Buildable( buildable )->buildTime; switch ( self->client->ps.persistant[ PERS_TEAM ] ) { case TEAM_ALIENS: buildTime *= ALIEN_BUILDDELAY_MOD; break; case TEAM_HUMANS: buildTime *= HUMAN_BUILDDELAY_MOD; break; default: break; } self->client->ps.stats[ STAT_MISC ] += buildTime; } self->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; } }
/* =============== buildFire =============== */ void buildFire( gentity_t *ent, dynMenu_t menu ) { if( ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) { if( ent->client->ps.stats[ STAT_MISC ] > 0 ) { G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum ); return; } if( G_BuildIfValid( ent, ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) ) { if( g_cheats.integer ) { ent->client->ps.stats[ STAT_MISC ] = 0; } else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && !G_IsOvermindBuilt( ) ) { ent->client->ps.stats[ STAT_MISC ] += BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2; } else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && !G_IsPowered( muzzle ) && ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) != BA_H_REPEATER ) //hack { ent->client->ps.stats[ STAT_MISC ] += BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2; } else ent->client->ps.stats[ STAT_MISC ] += BG_FindBuildDelayForWeapon( ent->s.weapon ); ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; // don't want it bigger than 32k if( ent->client->ps.stats[ STAT_MISC ] > 30000 ) ent->client->ps.stats[ STAT_MISC ] = 30000; } return; } G_TriggerMenu( ent->client->ps.clientNum, menu ); }
/* =========== ClientBegin Called when a client has finished connecting, and is ready to be placed into the level. This will happen on every level load and level restart, but doesn't happen on respawns. ============ */ void ClientBegin( int clientNum ) { gentity_t *ent; gclient_t *client; int flags; char startMsg[ MAX_STRING_CHARS ]; ent = g_entities + clientNum; client = level.clients + clientNum; // ignore if client already entered the game if ( client->pers.connected != CON_CONNECTING ) { return; } if ( ent->r.linked ) { trap_UnlinkEntity( ent ); } G_InitGentity( ent ); // Create a basic client entity, will be replaced by a more specific one later. ent->entity = new ClientEntity({ent, client}); ent->touch = 0; ent->pain = 0; ent->client = client; client->pers.connected = CON_CONNECTED; client->pers.enterTime = level.time; ClientAdminChallenge( clientNum ); // save eflags around this, because changing teams will // cause this to happen with a valid entity, and we // want to make sure the teleport bit is set right // so the viewpoint doesn't interpolate through the // world to the new position flags = client->ps.eFlags; memset( &client->ps, 0, sizeof( client->ps ) ); memset( &client->pmext, 0, sizeof( client->pmext ) ); client->ps.eFlags = flags; // locate ent at a spawn point ClientSpawn( ent, nullptr, nullptr, nullptr ); trap_SendServerCommand( -1, va( "print_tr %s %s", QQ( N_("$1$^7 entered the game") ), Quote( client->pers.netname ) ) ); trap_Cvar_VariableStringBuffer( "g_mapStartupMessage", startMsg, sizeof( startMsg ) ); if ( *startMsg ) { trap_SendServerCommand( ent - g_entities, va( "cpd %d %s", g_mapStartupMessageDelay.integer, Quote( startMsg ) ) ); } G_namelog_restore( client ); G_LogPrintf( "ClientBegin: %i", clientNum ); // count current clients and rank for scoreboard CalculateRanks(); // display the help menu, if connecting the first time if ( !client->sess.seenWelcome ) { client->sess.seenWelcome = 1; // 0 - don't show // 1 - always show to all // 2 - show only to unregistered switch ( g_showHelpOnConnection.integer ) { case 0: if (0) default: if ( !client->pers.admin ) case 1: G_TriggerMenu( client->ps.clientNum, MN_WELCOME ); } } }
/* ============== ClientThink This will be called once for each client frame, which will usually be a couple times for each server frame on fast clients. If "g_synchronousClients 1" is set, this will be called exactly once for each server frame, which makes for smooth demo recording. ============== */ void ClientThink_real( gentity_t *ent ) { gclient_t *client; pmove_t pm; int oldEventSequence; int msec; usercmd_t *ucmd; client = ent->client; // don't think if the client is not yet connected (and thus not yet spawned in) if( client->pers.connected != CON_CONNECTED ) return; // mark the time, so the connection sprite can be removed ucmd = &ent->client->pers.cmd; // sanity check the command time to prevent speedup cheating if( ucmd->serverTime > level.time + 200 ) { ucmd->serverTime = level.time + 200; // G_Printf("serverTime <<<<<\n" ); } if( ucmd->serverTime < level.time - 1000 ) { ucmd->serverTime = level.time - 1000; // G_Printf("serverTime >>>>>\n" ); } msec = ucmd->serverTime - client->ps.commandTime; // following others may result in bad times, but we still want // to check for follow toggles if( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) return; if( msec > 200 ) msec = 200; if( pmove_msec.integer < 8 ) trap_Cvar_Set( "pmove_msec", "8" ); else if( pmove_msec.integer > 33 ) trap_Cvar_Set( "pmove_msec", "33" ); if( pmove_fixed.integer || client->pers.pmoveFixed ) { ucmd->serverTime = ( ( ucmd->serverTime + pmove_msec.integer - 1 ) / pmove_msec.integer ) * pmove_msec.integer; //if (ucmd->serverTime - client->ps.commandTime <= 0) // return; } // // check for exiting intermission // if( level.intermissiontime ) { ClientIntermissionThink( client ); return; } // spectators don't do much if( client->sess.sessionTeam == TEAM_SPECTATOR ) { if( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) return; SpectatorThink( ent, ucmd ); return; } G_UpdatePTRConnection( client ); // check for inactivity timer, but never drop the local client of a non-dedicated server if( !ClientInactivityTimer( client ) ) return; if( client->noclip ) client->ps.pm_type = PM_NOCLIP; else if( client->ps.stats[ STAT_HEALTH ] <= 0 ) client->ps.pm_type = PM_DEAD; else if( client->ps.stats[ STAT_STATE ] & SS_INFESTING || client->ps.stats[ STAT_STATE ] & SS_HOVELING ) client->ps.pm_type = PM_FREEZE; else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED || client->ps.stats[ STAT_STATE ] & SS_GRABBED ) client->ps.pm_type = PM_GRABBED; else if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) client->ps.pm_type = PM_JETPACK; else client->ps.pm_type = PM_NORMAL; if( client->ps.stats[ STAT_STATE ] & SS_GRABBED && client->grabExpiryTime < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_GRABBED; if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED && client->lastLockTime + 5000 < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_BLOBLOCKED; if( client->ps.stats[ STAT_STATE ] & SS_SLOWLOCKED && client->lastLockTime + ABUILDER_BLOB_TIME < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED; client->ps.stats[ STAT_BOOSTTIME ] = level.time - client->lastBoostedTime; if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED && client->lastBoostedTime + BOOST_TIME < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED; if( client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED && client->lastPoisonCloudedTime + LEVEL1_PCLOUD_TIME < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_POISONCLOUDED; if( client->ps.stats[ STAT_STATE ] & SS_POISONED && client->lastPoisonTime + ALIEN_POISON_TIME < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; client->ps.gravity = g_gravity.value; if( BG_InventoryContainsUpgrade( UP_MEDKIT, client->ps.stats ) && BG_UpgradeIsActive( UP_MEDKIT, client->ps.stats ) ) { //if currently using a medkit or have no need for a medkit now if( client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE || ( client->ps.stats[ STAT_HEALTH ] == client->ps.stats[ STAT_MAX_HEALTH ] && !( client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) ) { BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats ); } else if( client->ps.stats[ STAT_HEALTH ] > 0 ) { //remove anti toxin BG_DeactivateUpgrade( UP_MEDKIT, client->ps.stats ); BG_RemoveUpgradeFromInventory( UP_MEDKIT, client->ps.stats ); client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; client->poisonImmunityTime = level.time + MEDKIT_POISON_IMMUNITY_TIME; client->ps.stats[ STAT_STATE ] |= SS_MEDKIT_ACTIVE; client->lastMedKitTime = level.time; client->medKitHealthToRestore = client->ps.stats[ STAT_MAX_HEALTH ] - client->ps.stats[ STAT_HEALTH ]; client->medKitIncrementTime = level.time + ( MEDKIT_STARTUP_TIME / MEDKIT_STARTUP_SPEED ); G_AddEvent( ent, EV_MEDKIT_USED, 0 ); } } if( BG_InventoryContainsUpgrade( UP_GRENADE, client->ps.stats ) && BG_UpgradeIsActive( UP_GRENADE, client->ps.stats ) ) { int lastWeapon = ent->s.weapon; //remove grenade BG_DeactivateUpgrade( UP_GRENADE, client->ps.stats ); BG_RemoveUpgradeFromInventory( UP_GRENADE, client->ps.stats ); //M-M-M-M-MONSTER HACK ent->s.weapon = WP_GRENADE; FireWeapon( ent ); ent->s.weapon = lastWeapon; } // set speed client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); if( client->lastCreepSlowTime + CREEP_TIMEOUT < level.time ) client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED; //randomly disable the jet pack if damaged if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) ) { if( ent->lastDamageTime + JETPACK_DISABLE_TIME > level.time ) { if( random( ) > JETPACK_DISABLE_CHANCE ) client->ps.pm_type = PM_NORMAL; } //switch jetpack off if no reactor if( !level.reactorPresent ) BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats ); } // set up for pmove oldEventSequence = client->ps.eventSequence; memset( &pm, 0, sizeof( pm ) ); if( !( ucmd->buttons & BUTTON_TALK ) ) //&& client->ps.weaponTime <= 0 ) //TA: erk more server load { switch( client->ps.weapon ) { case WP_ALEVEL0: if( client->ps.weaponTime <= 0 ) pm.autoWeaponHit[ client->ps.weapon ] = CheckVenomAttack( ent ); break; case WP_ALEVEL1: case WP_ALEVEL1_UPG: CheckGrabAttack( ent ); break; case WP_ALEVEL3: case WP_ALEVEL3_UPG: if( client->ps.weaponTime <= 0 ) pm.autoWeaponHit[ client->ps.weapon ] = CheckPounceAttack( ent ); break; default: break; } } if( ent->flags & FL_FORCE_GESTURE ) { ent->flags &= ~FL_FORCE_GESTURE; ent->client->pers.cmd.buttons |= BUTTON_GESTURE; } pm.ps = &client->ps; pm.cmd = *ucmd; if( pm.ps->pm_type == PM_DEAD ) pm.tracemask = MASK_PLAYERSOLID; // & ~CONTENTS_BODY; if( pm.ps->stats[ STAT_STATE ] & SS_INFESTING || pm.ps->stats[ STAT_STATE ] & SS_HOVELING ) pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; else pm.tracemask = MASK_PLAYERSOLID; pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; pm.debugLevel = g_debugMove.integer; pm.noFootsteps = (qboolean)0; pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed; pm.pmove_msec = pmove_msec.integer; VectorCopy( client->ps.origin, client->oldOrigin ); // moved from after Pmove -- potentially the cause of // future triggering bugs if( !ent->client->noclip ) G_TouchTriggers( ent ); Pmove( &pm ); // save results of pmove if( ent->client->ps.eventSequence != oldEventSequence ) ent->eventTime = level.time; if( g_smoothClients.integer ) BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); else BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); SendPendingPredictableEvents( &ent->client->ps ); if( !( ent->client->ps.eFlags & EF_FIRING ) ) client->fireHeld = qfalse; // for grapple if( !( ent->client->ps.eFlags & EF_FIRING2 ) ) client->fire2Held = qfalse; // use the snapped origin for linking so it matches client predicted versions VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); VectorCopy( pm.mins, ent->r.mins ); VectorCopy( pm.maxs, ent->r.maxs ); ent->waterlevel = pm.waterlevel; ent->watertype = pm.watertype; // execute client events ClientEvents( ent, oldEventSequence ); // link entity now, after any personal teleporters have been used trap_LinkEntity( ent ); // NOTE: now copy the exact origin over otherwise clients can be snapped into solid VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); VectorCopy( ent->client->ps.origin, ent->s.origin ); // touch other objects ClientImpacts( ent, &pm ); // save results of triggers and client events if( ent->client->ps.eventSequence != oldEventSequence ) ent->eventTime = level.time; // swap and latch button actions client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; if( ( client->buttons & BUTTON_GETFLAG ) && !( client->oldbuttons & BUTTON_GETFLAG ) && client->ps.stats[ STAT_HEALTH ] > 0 ) { trace_t trace; vec3_t view, point; gentity_t *traceEnt; if( client->ps.stats[ STAT_STATE ] & SS_HOVELING ) { gentity_t *hovel = client->hovel; //only let the player out if there is room if( !AHovel_Blocked( hovel, ent, qtrue ) ) { //prevent lerping client->ps.eFlags ^= EF_TELEPORT_BIT; client->ps.eFlags &= ~EF_NODRAW; //client leaves hovel client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; //hovel is empty G_setBuildableAnim( hovel, BANIM_ATTACK2, qfalse ); hovel->active = qfalse; } else { //exit is blocked G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_BLOCKED ); } } else { #define USE_OBJECT_RANGE 64 int entityList[ MAX_GENTITIES ]; vec3_t range = { USE_OBJECT_RANGE, USE_OBJECT_RANGE, USE_OBJECT_RANGE }; vec3_t mins, maxs; int i, num; //TA: look for object infront of player AngleVectors( client->ps.viewangles, view, NULL, NULL ); VectorMA( client->ps.origin, USE_OBJECT_RANGE, view, point ); trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT ); traceEnt = &g_entities[ trace.entityNum ]; if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use ) traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context else { //no entity in front of player - do a small area search VectorAdd( client->ps.origin, range, maxs ); VectorSubtract( client->ps.origin, range, mins ); num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { traceEnt = &g_entities[ entityList[ i ] ]; if( traceEnt && traceEnt->biteam == client->ps.stats[ STAT_PTEAM ] && traceEnt->use ) { traceEnt->use( traceEnt, ent, ent ); //other and activator are the same in this context break; } } if( i == num && client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { if( BG_UpgradeClassAvailable( &client->ps ) ) { //no nearby objects and alien - show class menu G_TriggerMenu( ent->client->ps.clientNum, MN_A_INFEST ); } else { //flash frags G_AddEvent( ent, EV_ALIEN_EVOLVE_FAILED, 0 ); } } } } } // check for respawning if( client->ps.stats[ STAT_HEALTH ] <= 0 ) { // wait for the attack button to be pressed if( level.time > client->respawnTime ) { // forcerespawn is to prevent users from waiting out powerups if( g_forcerespawn.integer > 0 && ( level.time - client->respawnTime ) > 0 ) { respawn( ent ); return; } // pressing attack or use is the normal respawn method if( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) { respawn( ent ); } } return; } if( level.framenum > client->retriggerArmouryMenu && client->retriggerArmouryMenu ) { G_TriggerMenu( client->ps.clientNum, MN_H_ARMOURY ); client->retriggerArmouryMenu = 0; } // Give clients some credit periodically if( ent->client->lastKillTime + FREEKILL_PERIOD < level.time ) { if( g_suddenDeathTime.integer && ( level.time - level.startTime >= g_suddenDeathTime.integer * 60000 ) ) { //gotta love logic like this eh? } else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) G_AddCreditToClient( ent->client, FREEKILL_ALIEN, qtrue ); else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) G_AddCreditToClient( ent->client, FREEKILL_HUMAN, qtrue ); ent->client->lastKillTime = level.time; } // perform once-a-second actions ClientTimerActions( ent, msec ); if( ent->suicideTime > 0 && ent->suicideTime < level.time ) { ent->flags &= ~FL_GODMODE; ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0; player_die( ent, ent, ent, 100000, MOD_SUICIDE ); ent->suicideTime = 0; } }
/* ================= SpectatorThink ================= */ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) { pmove_t pm; gclient_t *client; client = ent->client; client->oldbuttons = client->buttons; client->buttons = ucmd->buttons; if( client->sess.spectatorState != SPECTATOR_FOLLOW ) { if( client->sess.spectatorState == SPECTATOR_LOCKED ) client->ps.pm_type = PM_FREEZE; else client->ps.pm_type = PM_SPECTATOR; client->ps.speed = BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] ); client->ps.stats[ STAT_STAMINA ] = 0; client->ps.stats[ STAT_MISC ] = 0; client->ps.stats[ STAT_BUILDABLE ] = 0; client->ps.stats[ STAT_PCLASS ] = PCL_NONE; client->ps.weapon = WP_NONE; // set up for pmove memset( &pm, 0, sizeof( pm ) ); pm.ps = &client->ps; pm.cmd = *ucmd; pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies pm.trace = trap_Trace; pm.pointcontents = trap_PointContents; // perform a pmove Pmove( &pm ); // save results of pmove VectorCopy( client->ps.origin, ent->s.origin ); G_TouchTriggers( ent ); trap_UnlinkEntity( ent ); if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) ) { //if waiting in a queue remove from the queue if( client->ps.pm_flags & PMF_QUEUED ) { if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) G_RemoveFromSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) G_RemoveFromSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); client->pers.classSelection = PCL_NONE; client->ps.stats[ STAT_PCLASS ] = PCL_NONE; } else if( client->pers.classSelection == PCL_NONE ) { if( client->pers.teamSelection == PTE_NONE ) G_TriggerMenu( client->ps.clientNum, MN_TEAM ); else if( client->pers.teamSelection == PTE_ALIENS ) G_TriggerMenu( client->ps.clientNum, MN_A_CLASS ); else if( client->pers.teamSelection == PTE_HUMANS ) G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN ); } } //set the queue position for the client side if( client->ps.pm_flags & PMF_QUEUED ) { if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { client->ps.persistant[ PERS_QUEUEPOS ] = G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum ); } else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { client->ps.persistant[ PERS_QUEUEPOS ] = G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum ); } } } if( ( client->buttons & BUTTON_USE_HOLDABLE ) && !( client->oldbuttons & BUTTON_USE_HOLDABLE ) ) Cmd_Follow_f( ent, qtrue ); }