mirror of https://github.com/FWGS/hlsdk-xash3d
151 lines
3.0 KiB
C++
151 lines
3.0 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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// CBaseSpectator
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// YWB: UNDONE
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// Spectator functions
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//
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "spectator.h"
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/*
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===========
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SpectatorConnect
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called when a spectator connects to a server
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============
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*/
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void CBaseSpectator::SpectatorConnect( void )
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{
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pev->flags = FL_SPECTATOR;
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_NOCLIP;
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m_pGoalEnt = NULL;
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}
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/*
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===========
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SpectatorDisconnect
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called when a spectator disconnects from a server
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============
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*/
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void CBaseSpectator::SpectatorDisconnect( void )
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{
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}
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/*
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================
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SpectatorImpulseCommand
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Called by SpectatorThink if the spectator entered an impulse
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================
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*/
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void CBaseSpectator::SpectatorImpulseCommand( void )
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{
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static edict_t *pGoal = NULL;
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edict_t *pPreviousGoal;
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edict_t *pCurrentGoal;
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BOOL bFound;
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switch( pev->impulse )
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{
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case 1:
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// teleport the spectator to the next spawn point
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// note that if the spectator is tracking, this doesn't do
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// much
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pPreviousGoal = pGoal;
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pCurrentGoal = pGoal;
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// Start at the current goal, skip the world, and stop if we looped
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// back around
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bFound = FALSE;
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while( 1 )
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{
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pCurrentGoal = FIND_ENTITY_BY_CLASSNAME( pCurrentGoal, "info_player_deathmatch" );
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// Looped around, failure
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if( pCurrentGoal == pPreviousGoal )
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{
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ALERT( at_console, "Could not find a spawn spot.\n" );
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break;
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}
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// Found a non-world entity, set success, otherwise, look for the next one.
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if( !FNullEnt( pCurrentGoal ) )
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{
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bFound = TRUE;
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break;
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}
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}
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if( !bFound ) // Didn't find a good spot.
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break;
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pGoal = pCurrentGoal;
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UTIL_SetOrigin( pev, pGoal->v.origin );
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pev->angles = pGoal->v.angles;
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pev->fixangle = FALSE;
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break;
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default:
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ALERT( at_console, "Unknown spectator impulse\n" );
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break;
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}
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pev->impulse = 0;
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}
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/*
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================
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SpectatorThink
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Called every frame after physics are run
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================
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*/
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void CBaseSpectator::SpectatorThink( void )
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{
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if( !( pev->flags & FL_SPECTATOR ) )
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{
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pev->flags = FL_SPECTATOR;
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}
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_NOCLIP;
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if( pev->impulse )
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SpectatorImpulseCommand();
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}
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/*
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===========
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Spawn
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Called when spectator is initialized:
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UNDONE: Is this actually being called because spectators are not allocated in normal fashion?
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============
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*/
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void CBaseSpectator::Spawn()
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{
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pev->flags = FL_SPECTATOR;
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_NOCLIP;
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m_pGoalEnt = NULL;
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}
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