Пример #1
0
/*
* TVM_ClientConnect
*/
void TVM_ClientConnect( tvm_relay_t *relay, edict_t *ent, char *userinfo )
{
	edict_t *spec;

	assert( relay );
	assert( ent );
	assert( userinfo );

	// make sure we start with known default
	if( ent->relay->playernum < 0 )
		spec = NULL;
	else
		spec = ent->relay->edicts + ent->relay->playernum + 1;
	ent->local = true;
	ent->relay = relay;
	ent->r.inuse = true;
	ent->r.svflags = SVF_NOCLIENT;
	ent->s.team = spec ? spec->s.team : 0;
	ent->r.client = relay->local_clients + PLAYERNUM( ent );

	memset( ent->r.client, 0, sizeof( *ent->r.client ) );
	ent->r.client->ps.playerNum = PLAYERNUM( ent );
	InitClientPersistant( ent->r.client );

	TVM_ClientUserinfoChanged( relay, ent, userinfo );

	//TVM_Printf( "Connect: %s\n", ent->r.client->pers.netname );

	ent->r.client->pers.connected = true;
	ent->r.client->pers.connecting = true;
}
Пример #2
0
/*
===========
ClientConnect

Called when a player begins connecting to the server.
The game can refuse entrance to a client by returning false.
If the client is allowed, the connection process will continue
and eventually get to ClientBegin()
Changing levels will NOT cause this to be called again, but
loadgames will.
============
*/
qboolean ClientConnect (edict_t *ent, char *userinfo)
{
	char	*value;

	// check to see if they are on the banned IP list
	value = Info_ValueForKey (userinfo, "ip");

	// check for a password
	value = Info_ValueForKey (userinfo, "password");
	if (strcmp(password->string, value) != 0)
		return false;

	// they can connect
	ent->client = game.clients + (ent - g_edicts - 1);

	// if there is already a body waiting for us (a loadgame), just
	// take it, otherwise spawn one from scratch
	if (ent->inuse == false)
	{
		// clear the respawning variables
		InitClientResp (ent->client);
		if (!game.autosaved || !ent->client->pers.weapon)
			InitClientPersistant (ent->client);
	}

	ClientUserinfoChanged (ent, userinfo);

	if (game.maxclients > 1)
		gi.dprintf ("%s connected\n", ent->client->pers.netname);

	ent->client->pers.connected = true;
	return true;
}
Пример #3
0
void boss_spawn_tank (edict_t *ent)
{
	char	userinfo[MAX_INFO_STRING];
	//edict_t	*tank;

	//gi.dprintf("boss_spawn_tank()\n");

	if (G_EntExists(ent->owner) && (ent->owner->mtype == BOSS_TANK))
	{
		G_PrintGreenText(va("%s got bored and left the game.", ent->client->pers.netname));

		BecomeTE(ent->owner);
		ent->svflags &= ~SVF_NOCLIENT;
		ent->viewheight = 22;
		ent->movetype = MOVETYPE_WALK;
		ent->solid = SOLID_BBOX;
		ent->takedamage = DAMAGE_AIM;

		// recover player info
		memcpy(userinfo, ent->client->pers.userinfo, sizeof(userinfo));
		InitClientPersistant(ent->client);
		ClientUserinfoChanged(ent, userinfo);
		modify_max(ent);
		Pick_respawnweapon(ent);
		ent->owner = NULL;
		return;
	}

	CreateBoss(ent);
}
Пример #4
0
///////////////////////////////////////////////////////////////////////
// Modified version of id's code
///////////////////////////////////////////////////////////////////////
void ACESP_PutClientInServer(edict_t *bot, qboolean respawn, int team)
{
	vec3_t	mins = {-16, -16, -24};
	vec3_t	maxs = {16, 16, 32};
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gclient_t	*client;
	client_persistant_t	saved;
	client_respawn_t	resp;
	char *s;
	int			spawn_style;
	int			spawn_health;

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	SelectSpawnPoint (bot, spawn_origin, spawn_angles, &spawn_style, &spawn_health);
	
	index = bot-g_edicts-1;
	client = bot->client;

	// deathmatch wipes most client data every spawn
	if (deathmatch->value)
	{
		char userinfo[MAX_INFO_STRING];

		resp = bot->client->resp;
		memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
		InitClientPersistant (client, spawn_style);
		ClientUserinfoChanged (bot, userinfo);
	}
	else
		memset(&resp, 0, sizeof(resp));
	
	// clear everything but the persistant data
	saved = client->pers;
	memset(client, 0, sizeof(*client));
	client->pers = saved;
	client->resp = resp;
	
	// copy some data from the client to the entity
	FetchClientEntData (bot);
	
	// clear entity values
	bot->groundentity = NULL;
	bot->client = &game.clients[index];
	bot->takedamage = DAMAGE_AIM;
	bot->movetype = MOVETYPE_WALK;
	bot->viewheight = 24;
	bot->classname = "bot";
	bot->mass = 200;
	bot->solid = SOLID_BBOX;
	bot->deadflag = DEAD_NO;
	bot->air_finished = level.time + 12;
	bot->clipmask = MASK_PLAYERSOLID;
	bot->model = "players/male/tris.md2";
	bot->pain = player_pain;
	bot->die = player_die;
	bot->waterlevel = 0;
	bot->watertype = 0;
	bot->flags &= ~FL_NO_KNOCKBACK;
	bot->svflags &= ~SVF_DEADMONSTER;
	bot->is_jumping = false;
	
	if (ctf->value)
	{
		client->resp.ctf_team = team;
		client->resp.ctf_state = CTF_STATE_START;
		s = Info_ValueForKey(client->pers.userinfo, "skin");
		CTFAssignSkin(bot, s);
	}

	VectorCopy(mins, bot->mins);
	VectorCopy(maxs, bot->maxs);
	VectorClear(bot->velocity);

	// clear playerstate values
	memset(&bot->client->ps, 0, sizeof(client->ps));
	
	client->ps.pmove.origin[0] = spawn_origin[0]*8;
	client->ps.pmove.origin[1] = spawn_origin[1]*8;
	client->ps.pmove.origin[2] = spawn_origin[2]*8;

//ZOID
	client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
//ZOID

	if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
	{
		client->ps.fov = 90;
	}
	else
	{
		client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov"));
		if (client->ps.fov < 1)
			client->ps.fov = 90;
		else if (client->ps.fov > 160)
			client->ps.fov = 160;
	}

	// Knightmare- fix for null model?
	if (client->pers.weapon && client->pers.weapon->view_model)
		client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);

	// clear entity state values
	bot->s.effects = 0;
	bot->s.skinnum = bot - g_edicts - 1;
	bot->s.modelindex = MAX_MODELS-1;		// will use the skin specified model
	bot->s.modelindex2 = MAX_MODELS-1;		// custom gun model
	bot->s.frame = 0;
	VectorCopy(spawn_origin, bot->s.origin);
	bot->s.origin[2] += 1;	// make sure off ground

	// set the delta angle
	for (int i = 0; i < 3; i++)
		client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);

	bot->s.angles[PITCH] = 0;
	bot->s.angles[YAW] = spawn_angles[YAW];
	bot->s.angles[ROLL] = 0;
	VectorCopy(bot->s.angles, client->ps.viewangles);
	VectorCopy(bot->s.angles, client->v_angle);
	
	// force the current weapon up
	client->newweapon = client->pers.weapon;
	ChangeWeapon (bot);

	bot->enemy = NULL;
	bot->movetarget = NULL; 
	bot->state = STATE_MOVE;

	// Set the current node
	bot->current_node = ACEND_FindClosestReachableNode(bot,NODE_DENSITY, NODE_ALL);
	bot->goal_node = bot->current_node;
	bot->next_node = bot->current_node;
	bot->next_move_time = level.time;		
	bot->suicide_timeout = level.time + 15.0;

	// If we are not respawning hold off for up to three seconds before releasing into game
    if (!respawn)
	{
		bot->think = ACESP_HoldSpawn;
		//bot->nextthink = level.time + 0.1; //mxd
		bot->nextthink = level.time + random()*3.0f; // up to three seconds
	}
	else
	{
		if (!KillBox(bot))
		{	// could't spawn in?
		}

		gi.linkentity(bot);

		bot->think = ACEAI_Think;
		bot->nextthink = level.time + FRAMETIME;

		// send effect
		gi.WriteByte(svc_muzzleflash);
		gi.WriteShort(bot-g_edicts);
		gi.WriteByte(MZ_LOGIN);
		gi.multicast(bot->s.origin, MULTICAST_PVS);
	}
}
Пример #5
0
/*
===========
PutClientInServer

Called when a player connects to a server or respawns in
a deathmatch.
============
*/
void PutClientInServer (edict_t *ent)
{
	  vec3_t	mins = {-16, -16, -24};
	  vec3_t	maxs = {16, 16, 32};
	int		index;
	vec3_t	spawn_origin, spawn_angles;
	gclient_t	*client;
	int		i;
	client_persistant_t	saved;
	client_respawn_t	resp;

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	SelectSpawnPoint (ent, spawn_origin, spawn_angles);

	index = ent-g_edicts-1;
	client = ent->client;

	// deathmatch wipes most client data every spawn
	if (deathmatch->value)
	{
		char		userinfo[MAX_INFO_STRING];

		resp = client->resp;
		memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
		InitClientPersistant (client);
		ClientUserinfoChanged (ent, userinfo);
	}
	else if (coop->value)
	{
		int			n;
		char		userinfo[MAX_INFO_STRING];

		resp = client->resp;
		memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
		// this is kind of ugly, but it's how we want to handle keys in coop
		for (n = 0; n < MAX_ITEMS; n++)
		{
			if (itemlist[n].flags & IT_KEY)
				resp.coop_respawn.inventory[n] = client->pers.inventory[n];
		}
		client->pers = resp.coop_respawn;
		ClientUserinfoChanged (ent, userinfo);
		if (resp.score > client->pers.score)
			client->pers.score = resp.score;
	}
	else
	{
		memset (&resp, 0, sizeof(resp));
	}

	// clear everything but the persistant data
	saved = client->pers;
	memset (client, 0, sizeof(*client));
	client->pers = saved;
	if (client->pers.health <= 0)
		InitClientPersistant(client);
	else if (Q_stricmp(level.mapname, "zboss") == 0)
	{
		char		userinfo[MAX_INFO_STRING];

		int health = client->pers.health;
		
		memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
		InitClientPersistant(client);
		ClientUserinfoChanged (ent, userinfo);
		client->pers.health = health;
	}
	client->resp = resp;

	// copy some data from the client to the entity
	FetchClientEntData (ent);

	// clear entity values
	ent->groundentity = NULL;
	ent->client = &game.clients[index];
	ent->takedamage = DAMAGE_AIM;
	ent->movetype = MOVETYPE_WALK;
	ent->viewheight = 22;
	ent->inuse = true;
	ent->classname = "player";
	ent->mass = 200;
	ent->solid = SOLID_BBOX;
	ent->deadflag = DEAD_NO;
	ent->air_finished = level.time + 12;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->model = "players/male/tris.md2";
	ent->pain = player_pain;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags &= ~FL_NO_KNOCKBACK;
	ent->svflags &= ~SVF_DEADMONSTER;
#ifdef WITH_ACEBOT
// ACEBOT_ADD
	ent->is_bot = false;
	ent->last_node = -1;
	ent->is_jumping = false;
// ACEBOT_END
#endif
	VectorCopy (mins, ent->mins);
	VectorCopy (maxs, ent->maxs);
	VectorClear (ent->velocity);

	// clear playerstate values
	memset (&ent->client->ps, 0, sizeof(client->ps));

	client->ps.pmove.origin[0] = spawn_origin[0]*8;
	client->ps.pmove.origin[1] = spawn_origin[1]*8;
	client->ps.pmove.origin[2] = spawn_origin[2]*8;

	if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
	{
		client->ps.fov = 90;
	}
	else
	{
		client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov"));
		if (client->ps.fov < 1)
			client->ps.fov = 90;
		else if (client->ps.fov > 160)
			client->ps.fov = 160;
	}

	client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);

	// clear entity state values
	ent->s.effects = 0;
	ent->s.skinnum = ent - g_edicts - 1;
	ent->s.modelindex = 255;		// will use the skin specified model
	ent->s.modelindex2 = 255;		// custom gun model
	ent->s.frame = 0;
#ifdef WITH_ACEBOT
//botchat>
	ent->last_insult = level.time;
 	ent->last_taunt = level.time;
 	ent->last_chat = level.time;
//<botchat
#endif
	VectorCopy (spawn_origin, ent->s.origin);
	ent->s.origin[2] += 1;	// make sure off ground
	VectorCopy (ent->s.origin, ent->s.old_origin);

	// set the delta angle
	for (i=0 ; i<3 ; i++)
		client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);

	ent->s.angles[PITCH] = 0;
	ent->s.angles[YAW] = spawn_angles[YAW];
	ent->s.angles[ROLL] = 0;
	VectorCopy (ent->s.angles, client->ps.viewangles);
	VectorCopy (ent->s.angles, client->v_angle);

	if (!KillBox (ent))
	{	// could't spawn in?
	}

	gi.linkentity (ent);

	// force the current weapon up
	client->newweapon = client->pers.weapon;
	ChangeWeapon (ent);
}
Пример #6
0
/*
===========
ClientConnect

Called when a player begins connecting to the server.
The game can refuse entrance to a client by returning false.
If the client is allowed, the connection process will continue
and eventually get to ClientBegin()
Changing levels will NOT cause this to be called again, but
loadgames will.
============
*/
qboolean ClientConnect (edict_t *ent, char *userinfo)
{
	char	*value;

	// check to see if they are on the banned IP list
	value = Info_ValueForKey (userinfo, "ip");
	if (SV_FilterPacket(value)) {
		Info_SetValueForKey(userinfo, "rejmsg", "Banned.");
		return false;
	}

	// check for a spectator
	value = Info_ValueForKey (userinfo, "spectator");
	if (deathmatch->value && *value && strcmp(value, "0")) {
		int i, numspec;

		if (*spectator_password->string && 
			strcmp(spectator_password->string, "none") && 
			strcmp(spectator_password->string, value)) {
			Info_SetValueForKey(userinfo, "rejmsg", "Spectator password required or incorrect.");
			return false;
		}

		// count spectators
		for (i = numspec = 0; i < maxclients->value; i++)
			if (g_edicts[i+1].inuse && g_edicts[i+1].client->pers.spectator)
				numspec++;

		if (numspec >= maxspectators->value) {
			Info_SetValueForKey(userinfo, "rejmsg", "Server spectator limit is full.");
			return false;
		}
	} else {
		// check for a password
		value = Info_ValueForKey (userinfo, "password");
		if (*password->string && strcmp(password->string, "none") && 
			strcmp(password->string, value)) {
			Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect.");
			return false;
		}
	}


	// they can connect
	ent->client = game.clients + (ent - g_edicts - 1);

	// if there is already a body waiting for us (a loadgame), just
	// take it, otherwise spawn one from scratch
	if (ent->inuse == false)
	{
		// clear the respawning variables
		InitClientResp (ent->client);
		if (!game.autosaved || !ent->client->pers.weapon)
			InitClientPersistant (ent->client);
	}

	ClientUserinfoChanged (ent, userinfo);

	if (game.maxclients > 1)
		gi.dprintf ("%s connected\n", ent->client->pers.netname);

	ent->svflags = 0; // make sure we start with known default
	ent->client->pers.connected = true;
	return true;
}
Пример #7
0
/*
 * Called when a player connects to
 * a server or respawns in a deathmatch.
 */
void
PutClientInServer(edict_t *ent)
{
	char userinfo[MAX_INFO_STRING];

	if (!ent)
	{
		return;
	}

	vec3_t mins = {-16, -16, -24};
	vec3_t maxs = {16, 16, 32};
	int index;
	vec3_t spawn_origin, spawn_angles;
	gclient_t *client;
	int i;
	client_persistant_t saved;
	client_respawn_t resp;

	/* find a spawn point do it before setting
	   health back up, so farthest ranging
	   doesn't count this client */
	SelectSpawnPoint(ent, spawn_origin, spawn_angles);

	index = ent - g_edicts - 1;
	client = ent->client;

	/* deathmatch wipes most client data every spawn */
	if (deathmatch->value)
	{
		resp = client->resp;
		memcpy(userinfo, client->pers.userinfo, sizeof(userinfo));
		InitClientPersistant(client);
		ClientUserinfoChanged(ent, userinfo);
	}
	else if (coop->value)
	{
		resp = client->resp;
		memcpy(userinfo, client->pers.userinfo, sizeof(userinfo));
		resp.coop_respawn.game_helpchanged = client->pers.game_helpchanged;
		resp.coop_respawn.helpchanged = client->pers.helpchanged;
		client->pers = resp.coop_respawn;
		ClientUserinfoChanged(ent, userinfo);

		if (resp.score > client->pers.score)
		{
			client->pers.score = resp.score;
		}
	}
	else
	{
		memset(&resp, 0, sizeof(resp));
	}

	memcpy(userinfo, client->pers.userinfo, sizeof(userinfo));
	ClientUserinfoChanged(ent, userinfo);

	/* clear everything but the persistant data */
	saved = client->pers;
	memset(client, 0, sizeof(*client));
	client->pers = saved;

	if (client->pers.health <= 0)
	{
		InitClientPersistant(client);
	}

	client->resp = resp;

	/* copy some data from the client to the entity */
	FetchClientEntData(ent);

	/* clear entity values */
	ent->groundentity = NULL;
	ent->client = &game.clients[index];
	ent->takedamage = DAMAGE_AIM;
	ent->movetype = MOVETYPE_WALK;
	ent->viewheight = 22;
	ent->inuse = true;
	ent->classname = "player";
	ent->mass = 200;
	ent->solid = SOLID_BBOX;
	ent->deadflag = DEAD_NO;
	ent->air_finished = level.time + 12;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->model = "players/male/tris.md2";
	ent->pain = player_pain;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags &= ~FL_NO_KNOCKBACK;
	ent->svflags = 0;

	VectorCopy(mins, ent->mins);
	VectorCopy(maxs, ent->maxs);
	VectorClear(ent->velocity);

	/* clear playerstate values */
	memset(&ent->client->ps, 0, sizeof(client->ps));

	client->ps.pmove.origin[0] = spawn_origin[0] * 8;
	client->ps.pmove.origin[1] = spawn_origin[1] * 8;
	client->ps.pmove.origin[2] = spawn_origin[2] * 8;

	if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
	{
		client->ps.fov = 90;
	}
	else
	{
		client->ps.fov = (int)strtol(Info_ValueForKey(client->pers.userinfo, "fov"), (char **)NULL, 10);

		if (client->ps.fov < 1)
		{
			client->ps.fov = 90;
		}
		else if (client->ps.fov > 160)
		{
			client->ps.fov = 160;
		}
	}

	client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);

	/* clear entity state values */
	ent->s.effects = 0;
	ent->s.modelindex = 255; /* will use the skin specified model */
	ent->s.modelindex2 = 255; /* custom gun model */

	/* sknum is player num and weapon number
	   weapon number will be added in changeweapon */
	ent->s.skinnum = ent - g_edicts - 1;

	ent->s.frame = 0;
	VectorCopy(spawn_origin, ent->s.origin);
	ent->s.origin[2] += 1;  /* make sure off ground */
	VectorCopy(ent->s.origin, ent->s.old_origin);

	/* set the delta angle */
	for (i = 0; i < 3; i++)
	{
		client->ps.pmove.delta_angles[i] = ANGLE2SHORT(
				spawn_angles[i] - client->resp.cmd_angles[i]);
	}

	ent->s.angles[PITCH] = 0;
	ent->s.angles[YAW] = spawn_angles[YAW];
	ent->s.angles[ROLL] = 0;
	VectorCopy(ent->s.angles, client->ps.viewangles);
	VectorCopy(ent->s.angles, client->v_angle);

	/* spawn a spectator */
	if (client->pers.spectator)
	{
		client->chase_target = NULL;

		client->resp.spectator = true;

		ent->movetype = MOVETYPE_NOCLIP;
		ent->solid = SOLID_NOT;
		ent->svflags |= SVF_NOCLIENT;
		ent->client->ps.gunindex = 0;
		gi.linkentity(ent);
		return;
	}
	else
	{
		client->resp.spectator = false;
	}

	if (!KillBox(ent))
	{
		/* could't spawn in? */
	}

	gi.linkentity(ent);

	/* force the current weapon up */
	client->newweapon = client->pers.weapon;
	ChangeWeapon(ent);
}
Пример #8
0
void boss_spawn_tank (edict_t *ent)
{
	char	userinfo[MAX_INFO_STRING], *message;
	//edict_t	*tank;

	//gi.dprintf("boss_spawn_tank()\n");

	if (G_EntExists(ent->owner) && (ent->owner->mtype == BOSS_TANK))
	{
		message = HiPrint(va("%s got bored and left the game.", ent->client->pers.netname));
		gi.bprintf(PRINT_HIGH, "%s\n", message);
		V_Free(message);

		BecomeTE(ent->owner);
		ent->svflags &= ~SVF_NOCLIENT;
		ent->viewheight = 22;
		ent->movetype = MOVETYPE_WALK;
		ent->solid = SOLID_BBOX;
		ent->takedamage = DAMAGE_AIM;

		// recover player info
		memcpy(userinfo, ent->client->pers.userinfo, sizeof(userinfo));
		InitClientPersistant(ent->client);
		ClientUserinfoChanged(ent, userinfo);
		modify_max(ent);
		Pick_respawnweapon(ent);
		ent->owner = NULL;
		return;
	}

	CreateBoss(ent);
/*
	message = HiPrint(va("A level %d boss known as %s has spawned!", average_player_level, ent->client->pers.netname));
	gi.bprintf(PRINT_HIGH, "%s\n", message);

	// create the tank entity that the player will pilot
	tank = G_Spawn();
	tank->classname = "boss";
	tank->solid = SOLID_BBOX;
	tank->takedamage = DAMAGE_YES;
	tank->movetype = MOVETYPE_STEP;
	tank->clipmask = MASK_MONSTERSOLID;
	tank->svflags |= SVF_MONSTER;
	tank->activator = ent;
	tank->die = boss_tank_die;
	tank->think = boss_tank_think;
	tank->mass = 500;
	tank->monsterinfo.level = average_player_level;
	tank->health = TANK_INITIAL_HEALTH+TANK_ADDON_HEALTH*tank->monsterinfo.level;
	tank->max_health = tank->health;
	tank->mtype = BOSS_TANK;
	tank->pain = boss_pain;
	tank->flags |= FL_CHASEABLE; // 3.65 indicates entity can be chase cammed
	// set up pointers
	tank->owner = ent;
	ent->owner = tank;
	
	tank->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
	VectorSet (tank->mins, -24, -24, -16);
	VectorSet (tank->maxs, 24, 24, 64);
	tank->s.skinnum = 2; // commander skin
	VectorCopy(ent->s.angles, tank->s.angles);
	tank->s.angles[PITCH] = 0; // monsters don't use pitch
	tank->nextthink = level.time + FRAMETIME;
	VectorCopy(ent->s.origin, tank->s.origin);
	VectorCopy(ent->s.old_origin, tank->s.old_origin);

	// link up entities
	gi.linkentity(tank);
	gi.linkentity(ent);

	// make the player into a ghost
	ent->svflags |= SVF_NOCLIENT;
	ent->viewheight = 0;
	ent->movetype = MOVETYPE_NOCLIP;
	ent->solid = SOLID_NOT;
	ent->takedamage = DAMAGE_NO;
	ent->client->ps.gunindex = 0;
	memset (ent->client->pers.inventory, 0, sizeof(ent->client->pers.inventory));
	ent->client->pers.weapon = NULL;
	*/
}