コード例 #1
0
/*
==================
SV_Begin_f
==================
*/
static void SV_Begin_f (void)
{
	int		i;

	host_client->state = cs_spawned;

	// handle the case of a level changing while a client was connecting
	if ( atoi(Cmd_Argv(1)) != svs.spawncount )
	{
		Con_Printf ("%s from different level\n", __thisfunc__);
		SV_New_f ();
		return;
	}

	if (host_client->spectator)
	{
		SV_SpawnSpectator ();

		if (SpectatorConnect)
		{
			// copy spawn parms out of the client_t
			for (i = 0; i < NUM_SPAWN_PARMS; i++)
				(&pr_global_struct->parm1)[i] = host_client->spawn_parms[i];

			// call the spawn function
			pr_global_struct->time = sv.time;
			pr_global_struct->self = EDICT_TO_PROG(sv_player);
			PR_ExecuteProgram (SpectatorConnect);
		}
	}
	else
	{
		// copy spawn parms out of the client_t
		for (i = 0; i < NUM_SPAWN_PARMS; i++)
			(&pr_global_struct->parm1)[i] = host_client->spawn_parms[i];

		host_client->send_all_v = true;

		// call the spawn function
		pr_global_struct->time = sv.time;
		pr_global_struct->self = EDICT_TO_PROG(sv_player);
		PR_ExecuteProgram (pr_global_struct->ClientConnect);

		// actually spawn the player
		pr_global_struct->time = sv.time;
		pr_global_struct->self = EDICT_TO_PROG(sv_player);
		PR_ExecuteProgram (pr_global_struct->PutClientInServer);
	}

	// clear the net statistics, because connecting gives a bogus picture
	host_client->netchan.frame_latency = 0;
	host_client->netchan.frame_rate = 0;
	host_client->netchan.drop_count = 0;
	host_client->netchan.good_count = 0;
#if 0
//
// send a fixangle over the reliable channel to make sure it gets there
// Never send a roll angle, because savegames can catch the server
// in a state where it is expecting the client to correct the angle
// and it won't happen if the game was just loaded, so you wind up
// with a permanent head tilt
	ent = EDICT_NUM( 1 + (host_client - svs.clients) );
	MSG_WriteByte (&host_client->netchan.message, svc_setangle);
	for (i = 0; i < 2; i++)
		MSG_WriteAngle (&host_client->netchan.message, ent->v.angles[i] );
	MSG_WriteAngle (&host_client->netchan.message, 0 );
#endif
}
コード例 #2
0
ファイル: sv_user.c プロジェクト: flwh/Alcatel_OT_985_kernel
void SV_Begin_f (void)
{
	unsigned pmodel = 0, emodel = 0;
	int		i;

	if (host_client->state == cs_spawned)
		return; // don't begin again

	host_client->state = cs_spawned;
	
	// handle the case of a level changing while a client was connecting
	if ( atoi(Cmd_Argv(1)) != svs.spawncount )
	{
		Con_Printf ("SV_Begin_f from different level\n");
		SV_New_f ();
		return;
	}

	if (host_client->spectator)
	{
		SV_SpawnSpectator ();

		if (SpectatorConnect) {
			// copy spawn parms out of the client_t
			for (i=0 ; i< NUM_SPAWN_PARMS ; i++)
				(&pr_global_struct->parm1)[i] = host_client->spawn_parms[i];
	
			// call the spawn function
			pr_global_struct->time = sv.time;
			pr_global_struct->self = EDICT_TO_PROG(sv_player);
			PR_ExecuteProgram (SpectatorConnect);
		}
	}
	else
	{
		// copy spawn parms out of the client_t
		for (i=0 ; i< NUM_SPAWN_PARMS ; i++)
			(&pr_global_struct->parm1)[i] = host_client->spawn_parms[i];

		// call the spawn function
		pr_global_struct->time = sv.time;
		pr_global_struct->self = EDICT_TO_PROG(sv_player);
		PR_ExecuteProgram (pr_global_struct->ClientConnect);

		// actually spawn the player
		pr_global_struct->time = sv.time;
		pr_global_struct->self = EDICT_TO_PROG(sv_player);
		PR_ExecuteProgram (pr_global_struct->PutClientInServer);	
	}

	// clear the net statistics, because connecting gives a bogus picture
	host_client->netchan.frame_latency = 0;
	host_client->netchan.frame_rate = 0;
	host_client->netchan.drop_count = 0;
	host_client->netchan.good_count = 0;

	//check he's not cheating

	pmodel = atoi(Info_ValueForKey (host_client->userinfo, "pmodel"));
	emodel = atoi(Info_ValueForKey (host_client->userinfo, "emodel"));

	if (pmodel != sv.model_player_checksum ||
		emodel != sv.eyes_player_checksum)
		SV_BroadcastPrintf (PRINT_HIGH, "%s WARNING: non standard player/eyes model detected\n", host_client->name);

	// if we are paused, tell the client
	if (sv.paused) {
		ClientReliableWrite_Begin (host_client, svc_setpause, 2);
		ClientReliableWrite_Byte (host_client, sv.paused);
		SV_ClientPrintf(host_client, PRINT_HIGH, "Server is paused.\n");
	}

#if 0
//
// send a fixangle over the reliable channel to make sure it gets there
// Never send a roll angle, because savegames can catch the server
// in a state where it is expecting the client to correct the angle
// and it won't happen if the game was just loaded, so you wind up
// with a permanent head tilt
	ent = EDICT_NUM( 1 + (host_client - svs.clients) );
	MSG_WriteByte (&host_client->netchan.message, svc_setangle);
	for (i=0 ; i < 2 ; i++)
		MSG_WriteAngle (&host_client->netchan.message, ent->v.angles[i] );
	MSG_WriteAngle (&host_client->netchan.message, 0 );
#endif
}