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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Functionality for the observer chase camera
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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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 "player.h"
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#include "weapons.h"
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#include "pm_shared.h"
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extern int gmsgCurWeapon;
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extern int gmsgSetFOV;
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extern int gmsgTeamInfo;
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extern int g_gameplay;
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// Find the next client in the game for this player to spectate
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void CBasePlayer::Observer_FindNextPlayer( bool bReverse )
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{
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// MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching
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// only a subset of the players. e.g. Make it check the target's team.
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int iStart;
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if( m_hObserverTarget )
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iStart = ENTINDEX( m_hObserverTarget->edict() );
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else
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iStart = ENTINDEX( edict() );
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int iCurrent = iStart;
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m_hObserverTarget = 0;
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int iDir = bReverse ? -1 : 1;
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do
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{
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iCurrent += iDir;
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// Loop through the clients
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if( iCurrent > gpGlobals->maxClients )
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iCurrent = 1;
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if( iCurrent < 1 )
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iCurrent = gpGlobals->maxClients;
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CBaseEntity *pEnt = UTIL_PlayerByIndex( iCurrent );
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if( !pEnt )
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continue;
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if( pEnt == this )
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continue;
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// Don't spec observers or players who haven't picked a class yet
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if( ( (CBasePlayer*)pEnt )->IsObserver() || ( pEnt->pev->effects & EF_NODRAW ) )
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continue;
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// MOD AUTHORS: Add checks on target here.
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m_hObserverTarget = pEnt;
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break;
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}while( iCurrent != iStart );
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// Did we find a target?
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if( m_hObserverTarget )
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{
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// Move to the target
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UTIL_SetOrigin( pev, m_hObserverTarget->pev->origin );
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// ALERT( at_console, "Now Tracking %s\n", STRING( m_hObserverTarget->pev->netname ) );
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// Store the target in pev so the physics DLL can get to it
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if( pev->iuser1 != OBS_ROAMING )
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pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
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}
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}
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// Handle buttons in observer mode
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void CBasePlayer::Observer_HandleButtons()
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{
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// Slow down mouse clicks
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if( m_flNextObserverInput > gpGlobals->time )
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return;
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// Jump changes from modes: Chase to Roaming
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if( m_afButtonPressed & IN_JUMP )
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{
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if( pev->iuser1 == OBS_CHASE_LOCKED )
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Observer_SetMode( OBS_CHASE_FREE );
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else if( pev->iuser1 == OBS_CHASE_FREE )
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Observer_SetMode( OBS_IN_EYE );
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else if( pev->iuser1 == OBS_IN_EYE )
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Observer_SetMode( OBS_ROAMING );
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else if( pev->iuser1 == OBS_ROAMING )
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Observer_SetMode( OBS_MAP_FREE );
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else if( pev->iuser1 == OBS_MAP_FREE )
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Observer_SetMode( OBS_MAP_CHASE );
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else
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Observer_SetMode( OBS_CHASE_FREE ); // don't use OBS_CHASE_LOCKED anymore
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m_flNextObserverInput = gpGlobals->time + 0.2f;
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}
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// Attack moves to the next player
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if ( m_afButtonPressed & IN_ATTACK )//&& pev->iuser1 != OBS_ROAMING )
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{
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Observer_FindNextPlayer( false );
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m_flNextObserverInput = gpGlobals->time + 0.2f;
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}
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// Attack2 moves to the prev player
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if ( m_afButtonPressed & IN_ATTACK2)// && pev->iuser1 != OBS_ROAMING )
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{
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Observer_FindNextPlayer( true );
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m_flNextObserverInput = gpGlobals->time + 0.2f;
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}
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}
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void CBasePlayer::Observer_CheckTarget()
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{
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if( pev->iuser1 == OBS_ROAMING )
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return;
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// try to find a traget if we have no current one
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if( m_hObserverTarget == 0 )
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{
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Observer_FindNextPlayer( false );
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if( m_hObserverTarget == 0 )
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{
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// no target found at all
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int lastMode = pev->iuser1;
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Observer_SetMode( OBS_ROAMING );
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m_iObserverLastMode = lastMode; // don't overwrite users lastmode
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return; // we still have np target return
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}
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}
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CBasePlayer* target = (CBasePlayer*)( UTIL_PlayerByIndex( ENTINDEX( m_hObserverTarget->edict() ) ) );
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if( !target )
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{
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Observer_FindNextPlayer( false );
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return;
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}
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// check taget
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if( target->pev->deadflag == DEAD_DEAD )
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{
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if( ( target->m_fDeadTime + 2.0f ) < gpGlobals->time )
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{
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// 3 secs after death change target
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Observer_FindNextPlayer( false );
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return;
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}
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}
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}
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void CBasePlayer::Observer_CheckProperties()
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{
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// try to find a traget if we have no current one
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if( pev->iuser1 == OBS_IN_EYE && m_hObserverTarget != 0 )
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{
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CBasePlayer* target = (CBasePlayer*)( UTIL_PlayerByIndex( ENTINDEX( m_hObserverTarget->edict() ) ) );
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if( !target )
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return;
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int weapon = ( target->m_pActiveItem != NULL ) ? target->m_pActiveItem->m_iId : 0;
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// use fov of tracked client
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if( m_iFOV != target->m_iFOV || m_iObserverWeapon != weapon )
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{
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m_iFOV = target->m_iFOV;
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m_iClientFOV = m_iFOV;
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// write fov before wepon data, so zoomed crosshair is set correctly
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MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev );
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WRITE_BYTE( m_iFOV );
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MESSAGE_END();
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m_iObserverWeapon = weapon;
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//send weapon update
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MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev );
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WRITE_BYTE( 1 ); // 1 = current weapon, not on target
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WRITE_BYTE( m_iObserverWeapon );
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WRITE_BYTE( 0 ); // clip
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MESSAGE_END();
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}
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}
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else
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{
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m_iFOV = 90;
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if( m_iObserverWeapon != 0 )
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{
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m_iObserverWeapon = 0;
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MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev );
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WRITE_BYTE( 1 ); // 1 = current weapon
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WRITE_BYTE( m_iObserverWeapon );
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WRITE_BYTE( 0 ); // clip
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MESSAGE_END();
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}
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}
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}
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// Attempt to change the observer mode
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void CBasePlayer::Observer_SetMode( int iMode )
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{
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// Just abort if we're changing to the mode we're already in
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if( iMode == pev->iuser1 )
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return;
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// is valid mode ?
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if( iMode < OBS_CHASE_LOCKED || iMode > OBS_MAP_CHASE )
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iMode = OBS_IN_EYE; // now it is
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// verify observer target again
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if( m_hObserverTarget != 0 )
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{
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CBaseEntity *pEnt = m_hObserverTarget;
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if( ( pEnt == this ) || ( pEnt == NULL ) )
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m_hObserverTarget = 0;
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else if( ( (CBasePlayer*)pEnt )->IsObserver() || ( pEnt->pev->effects & EF_NODRAW ) )
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m_hObserverTarget = 0;
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}
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// set spectator mode
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pev->iuser1 = iMode;
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// if we are not roaming, we need a valid target to track
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if( ( iMode != OBS_ROAMING ) && ( m_hObserverTarget == 0 ) )
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{
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Observer_FindNextPlayer( false );
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// if we didn't find a valid target switch to roaming
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if( m_hObserverTarget == 0 )
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{
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ClientPrint( pev, HUD_PRINTCENTER, "#Spec_NoTarget" );
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pev->iuser1 = OBS_ROAMING;
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}
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}
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// set target if not roaming
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if( pev->iuser1 == OBS_ROAMING )
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{
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pev->iuser2 = 0;
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}
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else
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pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
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pev->iuser3 = 0; // clear second target from death cam
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// print spepctaor mode on client screen
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char modemsg[16];
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sprintf( modemsg,"#Spec_Mode%i", pev->iuser1 );
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ClientPrint( pev, HUD_PRINTCENTER, modemsg );
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m_iObserverLastMode = iMode;
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}
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void CBasePlayer::StopObserver()
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{
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// Turn off spectator
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pev->iuser1 = pev->iuser2 = 0;
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m_iHideHUD = 0;
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GetClassPtr( (CBasePlayer *)pev )->Spawn();
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pev->nextthink = -1;
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// Update Team Status
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MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
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WRITE_BYTE( ENTINDEX( edict() ) ); // index number of primary entity
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if( g_gameplay )
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WRITE_STRING( TeamID() );
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else
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WRITE_STRING( "Players" );
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MESSAGE_END();
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}
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