123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112 |
- /*
- spectate.qc
- spectator functions
- PURPOSE
- Copyright (C) 1996-1997 Id Software, Inc.
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to:
- Free Software Foundation, Inc.
- 59 Temple Place - Suite 330
- Boston, MA 02111-1307, USA
- */
- // Added Aug11'97 by Zoid <zoid@idsoftware.com>
- //
- // These functions are called from the server if they exist.
- // Note that Spectators only have one think since they movement code doesn't
- // track them much. Impulse commands work as usual, but don't call
- // the regular ImpulseCommand handler in weapons.qc since Spectators don't
- // have any weapons and things can explode.
- //
- // --- Zoid.
- /*
- ===========
- SpectatorConnect
- called when a spectator connects to a server
- ============
- */
- void() SpectatorConnect =
- {
- bprint (PRINT_MEDIUM, "Spectator ");
- bprint (PRINT_MEDIUM, self.netname);
- bprint (PRINT_MEDIUM, " entered the game\n");
- self.goalentity = world; // used for impulse 1 below
- };
- /*
- ===========
- SpectatorDisconnect
- called when a spectator disconnects from a server
- ============
- */
- void() SpectatorDisconnect =
- {
- bprint (PRINT_MEDIUM, "Spectator ");
- bprint (PRINT_MEDIUM, self.netname);
- bprint (PRINT_MEDIUM, " left the game\n");
- };
- /*
- ================
- SpectatorImpulseCommand
- Called by SpectatorThink if the spectator entered an impulse
- ================
- */
- void() SpectatorImpulseCommand =
- {
- if (self.impulse == 1) {
- // teleport the spectator to the next spawn point
- // note that if the spectator is tracking, this doesn't do
- // much
- self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
- if (self.goalentity == world)
- self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
- if (self.goalentity != world) {
- setorigin(self, self.goalentity.origin);
- self.angles = self.goalentity.angles;
- self.fixangle = TRUE; // turn this way immediately
- }
- }
- self.impulse = 0;
- };
- /*
- ================
- SpectatorThink
- Called every frame after physics are run
- ================
- */
- void() SpectatorThink =
- {
- // self.origin, etc contains spectator position, so you could
- // do some neat stuff here
- if (self.impulse)
- SpectatorImpulseCommand();
- };
|