/* =========== ClientDisconnect Called when a player drops from the server. Will not be called between levels. This should NOT be called directly by any game logic, call trap_DropClient(), which will call this and do server system housekeeping. ============ */ void ClientDisconnect( int clientNum ) { gentity_t *ent; gentity_t *tent; int i; buildHistory_t *ptr; ent = g_entities + clientNum; if( !ent->client ) return; // look through the bhist and readjust it if the referenced ent has left for( ptr = level.buildHistory; ptr; ptr = ptr->next ) { if( ptr->ent == ent ) { ptr->ent = NULL; Q_strncpyz( ptr->name, ent->client->pers.netname, MAX_NETNAME ); } } G_admin_namelog_update( ent->client, qtrue ); G_LeaveTeam( ent ); // stop any following clients for( i = 0; i < level.maxclients; i++ ) { // remove any /ignore settings for this clientNum BG_ClientListRemove( &level.clients[ i ].sess.ignoreList, clientNum ); } // send effect if they were completely connected if( ent->client->pers.connected == CON_CONNECTED && ent->client->sess.sessionTeam != TEAM_SPECTATOR ) { tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT ); tent->s.clientNum = ent->s.clientNum; } if( ent->client->pers.connection ) ent->client->pers.connection->clientNum = -1; G_LogPrintf( "ClientDisconnect: %i [%s] (%s) \"%s\"\n", clientNum, ent->client->pers.ip, ent->client->pers.guid, ent->client->pers.netname ); trap_UnlinkEntity( ent ); ent->s.modelindex = 0; ent->inuse = qfalse; ent->classname = "disconnected"; ent->client->pers.connected = CON_DISCONNECTED; ent->client->ps.persistant[ PERS_TEAM ] = TEAM_FREE; ent->client->sess.sessionTeam = TEAM_FREE; trap_SetConfigstring( CS_PLAYERS + clientNum, ""); CalculateRanks( ); }
/* =========== ClientDisconnect Called when a player drops from the server. Will not be called between levels. This should NOT be called directly by any game logic, call trap_DropClient(), which will call this and do server system housekeeping. ============ */ void ClientDisconnect( int clientNum ) { gentity_t *ent; gentity_t *tent; int i; ent = g_entities + clientNum; if( !ent->client ) return; G_admin_namelog_update( ent->client, qtrue ); G_LeaveTeam( ent ); G_Vote( ent, qfalse ); // stop any following clients for( i = 0; i < level.maxclients; i++ ) { // remove any /ignore settings for this clientNum BG_ClientListRemove( &level.clients[ i ].sess.ignoreList, clientNum ); } // send effect if they were completely connected if( ent->client->pers.connected == CON_CONNECTED && ent->client->sess.spectatorState == SPECTATOR_NOT ) { tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT ); tent->s.clientNum = ent->s.clientNum; } if( ent->client->pers.connection ) ent->client->pers.connection->clientNum = -1; G_LogPrintf( "ClientDisconnect: %i [%s] (%s) \"%s\"\n", clientNum, ent->client->pers.ip, ent->client->pers.guid, ent->client->pers.netname ); trap_UnlinkEntity( ent ); ent->s.modelindex = 0; ent->inuse = qfalse; ent->classname = "disconnected"; ent->client->pers.connected = CON_DISCONNECTED; ent->client->sess.spectatorState = ent->client->ps.persistant[ PERS_SPECSTATE ] = SPECTATOR_NOT; trap_SetConfigstring( CS_PLAYERS + clientNum, ""); CalculateRanks( ); }