@ -1,9 +1,9 @@
@@ -1,9 +1,9 @@
/***
*
* Copyright ( c ) 1996 - 2002 , Valve LLC . All rights reserved .
*
* This product contains software technology licensed from Id
* Software , Inc . ( " Id Technology " ) . Id Technology ( c ) 1996 Id Software , Inc .
*
* This product contains software technology licensed from Id
* Software , Inc . ( " Id Technology " ) . Id Technology ( c ) 1996 Id Software , Inc .
* All Rights Reserved .
*
* Use , distribution , and modification of this source code and / or resulting
@ -12,7 +12,7 @@
@@ -12,7 +12,7 @@
* without written permission from Valve LLC .
*
* * * */
// Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to
// Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to
// have one without a hardcoded player.mdl in tf_client.cpp
/*
@ -79,7 +79,7 @@ void LinkUserMessages( void );
@@ -79,7 +79,7 @@ void LinkUserMessages( void );
* ROBIN : Moved here from player . cpp , to allow multiple player models
*/
void set_suicide_frame ( entvars_t * pev )
{
{
if ( ! FStrEq ( STRING ( pev - > model ) , " models/player.mdl " ) )
return ; // allready gibbed
@ -117,7 +117,7 @@ BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddres
@@ -117,7 +117,7 @@ BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddres
// if there are currently more than the minimum number of bots running
// then kick one of the bots off the server...
if ( ( min_bots ! = 0 ) & & ( count > min_bots ) )
if ( count > min_bots )
{
for ( i = 0 ; i < 32 ; i + + )
{
@ -169,7 +169,7 @@ void ClientDisconnect( edict_t *pEntity )
@@ -169,7 +169,7 @@ void ClientDisconnect( edict_t *pEntity )
CSound * pSound = CSoundEnt : : SoundPointerForIndex ( CSoundEnt : : ClientSoundIndex ( pEntity ) ) ;
// since this client isn't around to think anymore, reset their sound.
// since this client isn't around to think anymore, reset their sound.
if ( pSound )
{
pSound - > Reset ( ) ;
@ -450,7 +450,7 @@ void Host_Say( edict_t *pEntity, int teamonly )
@@ -450,7 +450,7 @@ void Host_Say( edict_t *pEntity, int teamonly )
// so check it, or it will infinite loop
client = NULL ;
while ( ( ( client = ( CBasePlayer * ) UTIL_FindEntityByClassname ( client , " player " ) ) ! = NULL ) & & ( ! FNullEnt ( client - > edict ( ) ) ) )
while ( ( ( client = ( CBasePlayer * ) UTIL_FindEntityByClassname ( client , " player " ) ) ! = NULL ) & & ( ! FNullEnt ( client - > edict ( ) ) ) )
{
if ( ! client - > pev )
continue ;
@ -497,8 +497,8 @@ void Host_Say( edict_t *pEntity, int teamonly )
@@ -497,8 +497,8 @@ void Host_Say( edict_t *pEntity, int teamonly )
// team match?
if ( g_teamplay )
{
UTIL_LogPrintf ( " \" %s<%i><%s><%s> \" %s \" %s \" \n " ,
STRING ( pEntity - > v . netname ) ,
UTIL_LogPrintf ( " \" %s<%i><%s><%s> \" %s \" %s \" \n " ,
STRING ( pEntity - > v . netname ) ,
GETPLAYERUSERID ( pEntity ) ,
GETPLAYERAUTHID ( pEntity ) ,
g_engfuncs . pfnInfoKeyValue ( g_engfuncs . pfnGetInfoKeyBuffer ( pEntity ) , " model " ) ,
@ -507,8 +507,8 @@ void Host_Say( edict_t *pEntity, int teamonly )
@@ -507,8 +507,8 @@ void Host_Say( edict_t *pEntity, int teamonly )
}
else
{
UTIL_LogPrintf ( " \" %s<%i><%s><%i> \" %s \" %s \" \n " ,
STRING ( pEntity - > v . netname ) ,
UTIL_LogPrintf ( " \" %s<%i><%s><%i> \" %s \" %s \" \n " ,
STRING ( pEntity - > v . netname ) ,
GETPLAYERUSERID ( pEntity ) ,
GETPLAYERAUTHID ( pEntity ) ,
GETPLAYERUSERID ( pEntity ) ,
@ -547,7 +547,7 @@ void ClientCommand( edict_t *pEntity )
@@ -547,7 +547,7 @@ void ClientCommand( edict_t *pEntity )
}
else if ( FStrEq ( pcmd , " fullupdate " ) )
{
GetClassPtr ( ( CBasePlayer * ) pev ) - > ForceClientDllUpdate ( ) ;
GetClassPtr ( ( CBasePlayer * ) pev ) - > ForceClientDllUpdate ( ) ;
}
else if ( FStrEq ( pcmd , " give " ) )
{
@ -590,7 +590,7 @@ void ClientCommand( edict_t *pEntity )
@@ -590,7 +590,7 @@ void ClientCommand( edict_t *pEntity )
}
else if ( FStrEq ( pcmd , " drop " ) )
{
// player is dropping an item.
// player is dropping an item.
GetClassPtr ( ( CBasePlayer * ) pev ) - > DropPlayerItem ( ( char * ) CMD_ARGV ( 1 ) ) ;
}
else if ( FStrEq ( pcmd , " fov " ) )
@ -729,7 +729,7 @@ void ClientCommand( edict_t *pEntity )
@@ -729,7 +729,7 @@ void ClientCommand( edict_t *pEntity )
CBasePlayer * pBot = NULL ;
char botname [ BOT_NAME_LEN + 1 ] ;
int index ;
botname [ 0 ] = 0 ;
if ( CMD_ARGC ( ) > 1 ) // is there an argument to the command?
@ -738,7 +738,7 @@ void ClientCommand( edict_t *pEntity )
@@ -738,7 +738,7 @@ void ClientCommand( edict_t *pEntity )
strcpy ( botname , CMD_ARGV ( 1 ) ) ;
else
sscanf ( CMD_ARGV ( 1 ) , " \" %s \" " , & botname [ 0 ] ) ;
index = 0 ;
while ( index < 32 )
@ -859,20 +859,20 @@ void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer )
@@ -859,20 +859,20 @@ void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer )
// team match?
if ( g_teamplay )
{
UTIL_LogPrintf ( " \" %s<%i><%s><%s> \" changed name to \" %s \" \n " ,
STRING ( pEntity - > v . netname ) ,
GETPLAYERUSERID ( pEntity ) ,
UTIL_LogPrintf ( " \" %s<%i><%s><%s> \" changed name to \" %s \" \n " ,
STRING ( pEntity - > v . netname ) ,
GETPLAYERUSERID ( pEntity ) ,
GETPLAYERAUTHID ( pEntity ) ,
g_engfuncs . pfnInfoKeyValue ( infobuffer , " model " ) ,
g_engfuncs . pfnInfoKeyValue ( infobuffer , " model " ) ,
g_engfuncs . pfnInfoKeyValue ( infobuffer , " name " ) ) ;
}
else
{
UTIL_LogPrintf ( " \" %s<%i><%s><%i> \" changed name to \" %s \" \n " ,
STRING ( pEntity - > v . netname ) ,
GETPLAYERUSERID ( pEntity ) ,
UTIL_LogPrintf ( " \" %s<%i><%s><%i> \" changed name to \" %s \" \n " ,
STRING ( pEntity - > v . netname ) ,
GETPLAYERUSERID ( pEntity ) ,
GETPLAYERAUTHID ( pEntity ) ,
GETPLAYERUSERID ( pEntity ) ,
GETPLAYERUSERID ( pEntity ) ,
g_engfuncs . pfnInfoKeyValue ( infobuffer , " name " ) ) ;
}
}
@ -887,7 +887,7 @@ void ServerDeactivate( void )
@@ -887,7 +887,7 @@ void ServerDeactivate( void )
//ALERT( at_console, "ServerDeactivate()\n" );
// It's possible that the engine will call this function more times than is necessary
// Therefore, only run it one time for each call to ServerActivate
// Therefore, only run it one time for each call to ServerActivate
if ( g_serveractive ! = 1 )
{
return ;
@ -1767,7 +1767,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
@@ -1767,7 +1767,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
if ( ( hostflags & 1 ) & & ( ent - > v . owner = = host ) )
return 0 ;
}
if ( host - > v . groupinfo )
{
UTIL_SetGroupTrace ( host - > v . groupinfo , GROUP_OP_AND ) ;
@ -1803,7 +1803,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
@@ -1803,7 +1803,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
state - > entityType = ENTITY_BEAM ;
}
//
//
// Copy state data
//
@ -1833,8 +1833,8 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
@@ -1833,8 +1833,8 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
// make sure that we interpolate it's position on the client if it moves
if ( ! player & &
ent - > v . animtime & &
ent - > v . velocity [ 0 ] = = 0 & &
ent - > v . velocity [ 1 ] = = 0 & &
ent - > v . velocity [ 0 ] = = 0 & &
ent - > v . velocity [ 1 ] = = 0 & &
ent - > v . velocity [ 2 ] = = 0 )
{
state - > eflags | = EFLAG_SLERP ;
@ -1860,7 +1860,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
@@ -1860,7 +1860,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
}
state - > rendermode = ent - > v . rendermode ;
state - > renderamt = ( int ) ent - > v . renderamt ;
state - > renderamt = ( int ) ent - > v . renderamt ;
state - > renderfx = ent - > v . renderfx ;
state - > rendercolor . r = ( byte ) ent - > v . rendercolor . x ;
state - > rendercolor . g = ( byte ) ent - > v . rendercolor . y ;
@ -1880,7 +1880,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
@@ -1880,7 +1880,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
// Only care if owned by a player
if ( owner > = 1 & & owner < = gpGlobals - > maxClients )
{
state - > owner = owner ;
state - > owner = owner ;
}
}
@ -2011,7 +2011,7 @@ void Entity_FieldInit( struct delta_s *pFields )
@@ -2011,7 +2011,7 @@ void Entity_FieldInit( struct delta_s *pFields )
= = = = = = = = = = = = = = = = = =
Entity_Encode
Callback for sending entity_state_t info over network .
Callback for sending entity_state_t info over network .
FIXME : Move to script
= = = = = = = = = = = = = = = = = =
*/
@ -2083,7 +2083,7 @@ void Player_FieldInit( struct delta_s *pFields )
@@ -2083,7 +2083,7 @@ void Player_FieldInit( struct delta_s *pFields )
= = = = = = = = = = = = = = = = = =
Player_Encode
Callback for sending entity_state_t for players info over network .
Callback for sending entity_state_t for players info over network .
= = = = = = = = = = = = = = = = = =
*/
void Player_Encode ( struct delta_s * pFields , const unsigned char * from , const unsigned char * to )
@ -2165,7 +2165,7 @@ void Custom_Entity_FieldInit( struct delta_s *pFields )
@@ -2165,7 +2165,7 @@ void Custom_Entity_FieldInit( struct delta_s *pFields )
= = = = = = = = = = = = = = = = = =
Custom_Encode
Callback for sending entity_state_t info ( for custom entities ) over network .
Callback for sending entity_state_t info ( for custom entities ) over network .
FIXME : Move to script
= = = = = = = = = = = = = = = = = =
*/
@ -2261,7 +2261,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
@@ -2261,7 +2261,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
if ( II . iId > = 0 & & II . iId < MAX_WEAPONS )
{
item = & info [ II . iId ] ;
item - > m_iId = II . iId ;
item - > m_iClip = gun - > m_iClip ;
@ -2550,7 +2550,7 @@ AllowLagCompensation
@@ -2550,7 +2550,7 @@ AllowLagCompensation
The game . dll should return 1 if lag compensation should be allowed ( could also just set
the sv_unlag cvar .
Most games right now should return 0 , until client - side weapon prediction code is written
and tested for them ( note you can predict weapons , but not do lag compensation , too ,
and tested for them ( note you can predict weapons , but not do lag compensation , too ,
if you want .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/