Exemplo n.º 1
0
bool CPlayer::SetSpectatorID(int SpecMode, int SpectatorID)
{
	if((SpecMode == m_SpecMode && SpecMode != SPEC_PLAYER) ||
		(m_SpecMode == SPEC_PLAYER && SpecMode == SPEC_PLAYER && (SpectatorID == -1 || m_SpectatorID == SpectatorID || m_ClientID == SpectatorID)))
	{
		return false;
	}

	if(m_Team == TEAM_SPECTATORS)
	{
		// check for freeview or if wanted player is playing
		if(SpecMode != SPEC_PLAYER || (SpecMode == SPEC_PLAYER && GameServer()->m_apPlayers[SpectatorID] && GameServer()->m_apPlayers[SpectatorID]->GetTeam() != TEAM_SPECTATORS))
		{
			if(SpecMode == SPEC_FLAGRED || SpecMode == SPEC_FLAGBLUE)
			{
				CFlag *pFlag = (CFlag*)GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_FLAG);
				while (pFlag)
				{
					if ((pFlag->GetTeam() == TEAM_RED && SpecMode == SPEC_FLAGRED) || (pFlag->GetTeam() == TEAM_BLUE && SpecMode == SPEC_FLAGBLUE))
					{
						m_pSpecFlag = pFlag;
						if (pFlag->GetCarrier())
							m_SpectatorID = pFlag->GetCarrier()->GetPlayer()->GetCID();
						else
							m_SpectatorID = -1;
						break;
					}
					pFlag = (CFlag*)pFlag->TypeNext();
				}
				if (!m_pSpecFlag)
					return false;
				m_SpecMode = SpecMode;
				return true;
			}
			m_pSpecFlag = 0;
			m_SpecMode = SpecMode;
			m_SpectatorID = SpectatorID;
			return true;
		}
	}
	else if(m_DeadSpecMode)
	{
		// check if wanted player can be followed
		if(SpecMode == SPEC_PLAYER && GameServer()->m_apPlayers[SpectatorID] && DeadCanFollow(GameServer()->m_apPlayers[SpectatorID]))
		{
			m_SpecMode = SpecMode;
			m_pSpecFlag = 0;
			m_SpectatorID = SpectatorID;
			return true;
		}
	}

	return false;
}
Exemplo n.º 2
0
void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput)
{
	if(GameServer()->m_World.m_Paused)
	{
		m_PlayerFlags = NewInput->m_PlayerFlags;
		return;
	}

	if(NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING)
	{
		// skip the input if chat is active
		if(m_PlayerFlags&PLAYERFLAG_CHATTING)
			return;

		// reset input
		if(m_pCharacter)
			m_pCharacter->ResetInput();

		m_PlayerFlags = NewInput->m_PlayerFlags;
		return;
	}

	m_PlayerFlags = NewInput->m_PlayerFlags;

	if(m_pCharacter)
		m_pCharacter->OnDirectInput(NewInput);

	if(!m_pCharacter && m_Team != TEAM_SPECTATORS && (NewInput->m_Fire&1))
		Respawn();

	if(!m_pCharacter && m_Team == TEAM_SPECTATORS && (NewInput->m_Fire&1))
	{
		if(!m_ActiveSpecSwitch)
		{
			m_ActiveSpecSwitch = true;
			if(m_SpecMode == SPEC_FREEVIEW)
			{
				CCharacter *pChar = (CCharacter *)GameServer()->m_World.ClosestEntity(m_ViewPos, 6.0f*32, CGameWorld::ENTTYPE_CHARACTER, 0);
				CFlag *pFlag = (CFlag *)GameServer()->m_World.ClosestEntity(m_ViewPos, 6.0f*32, CGameWorld::ENTTYPE_FLAG, 0);
				if(pChar || pFlag)
				{
					if(!pChar || (pFlag && pChar && distance(m_ViewPos, pFlag->GetPos()) < distance(m_ViewPos, pChar->GetPos())))
					{
						m_SpecMode = pFlag->GetTeam() == TEAM_RED ? SPEC_FLAGRED : SPEC_FLAGBLUE;
						m_pSpecFlag = pFlag;
						m_SpectatorID = -1;
					}
					else
					{
						m_SpecMode = SPEC_PLAYER;
						m_pSpecFlag = 0;
						m_SpectatorID = pChar->GetPlayer()->GetCID();
					}
				}
			}
			else
			{
				m_SpecMode = SPEC_FREEVIEW;
				m_pSpecFlag = 0;
				m_SpectatorID = -1;
			}
		}
	}
	else if(m_ActiveSpecSwitch)
		m_ActiveSpecSwitch = false;

	// check for activity
	if(NewInput->m_Direction || m_LatestActivity.m_TargetX != NewInput->m_TargetX ||
		m_LatestActivity.m_TargetY != NewInput->m_TargetY || NewInput->m_Jump ||
		NewInput->m_Fire&1 || NewInput->m_Hook)
	{
		m_LatestActivity.m_TargetX = NewInput->m_TargetX;
		m_LatestActivity.m_TargetY = NewInput->m_TargetY;
		m_LastActionTick = Server()->Tick();
		m_InactivityTickCounter = 0;
	}
}