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- // Spectator functions
- // 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();
- };
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