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@ -77,7 +77,21 @@ called when a player connects to a server |
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============ |
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============ |
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*/ |
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*/ |
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BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) |
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BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) |
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{ |
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{ |
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if( pEntity ) |
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{ |
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CBasePlayer *pl = (CBasePlayer *)CBaseEntity::Instance( pEntity ) ; |
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if( pl ) |
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{ |
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pl->m_state = STATE_CONNECTED; |
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pl->RemoveAllItems( TRUE ); |
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BecomeSpectator( pl ); |
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ClientPutInServer( pl->edict() ); |
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} |
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} |
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g_engfuncs.pfnQueryClientCvarValue2( pEntity, "touch_enable", 111 ); |
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return g_pGameRules->ClientConnected( pEntity, pszName, pszAddress, szRejectReason ); |
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return g_pGameRules->ClientConnected( pEntity, pszName, pszAddress, szRejectReason ); |
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// a client connecting during an intermission can cause problems
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// a client connecting during an intermission can cause problems
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@ -125,6 +139,10 @@ void ClientDisconnect( edict_t *pEntity ) |
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UTIL_SetOrigin ( &pEntity->v, pEntity->v.origin ); |
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UTIL_SetOrigin ( &pEntity->v, pEntity->v.origin ); |
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g_pGameRules->ClientDisconnected( pEntity ); |
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g_pGameRules->ClientDisconnected( pEntity ); |
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CBasePlayer *pPlayer = (CBasePlayer*)CBaseEntity::Instance( pEntity ); |
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if( pPlayer ) |
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pPlayer->m_state = STATE_UNINITIALIZED; |
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} |
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} |
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@ -198,17 +216,22 @@ void ClientPutInServer( edict_t *pEntity ) |
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pPlayer = GetClassPtr((CBasePlayer *)pev); |
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pPlayer = GetClassPtr((CBasePlayer *)pev); |
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pPlayer->SetCustomDecalFrames(-1); // Assume none;
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pPlayer->SetCustomDecalFrames(-1); // Assume none;
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if( pPlayer->m_state == STATE_UNINITIALIZED ) |
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g_engfuncs.pfnQueryClientCvarValue2( pEntity, "touch_enable", 111 ); |
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pPlayer->m_state = STATE_CONNECTED; |
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pPlayer->m_state = STATE_CONNECTED; |
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// Allocate a CBasePlayer for pev, and call spawn
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// Allocate a CBasePlayer for pev, and call spawn
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pPlayer->Spawn(); |
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pPlayer->Spawn(); |
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pPlayer->RemoveAllItems( TRUE ); |
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BecomeSpectator( pPlayer ); |
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// Reset interpolation during first frame
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// Reset interpolation during first frame
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pPlayer->pev->effects |= EF_NOINTERP; |
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pPlayer->pev->effects |= EF_NOINTERP; |
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pPlayer->pev->iuser1 = 0; |
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pPlayer->pev->iuser1 = 0; |
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pPlayer->pev->iuser2 = 0; |
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pPlayer->pev->iuser2 = 0; |
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g_engfuncs.pfnQueryClientCvarValue2( pEntity, "touch_enable", 111 ); |
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} |
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} |
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@ -672,10 +695,10 @@ void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) |
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// reset all players state
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// reset all players state
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if( plr ) |
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if( plr ) |
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{ |
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{ |
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plr->m_state = STATE_CONNECTED; |
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plr->m_state = STATE_UNINITIALIZED; |
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plr->RemoveAllItems( TRUE ); |
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plr->RemoveAllItems( TRUE ); |
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BecomeSpectator( plr ); |
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BecomeSpectator( plr ); |
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plr->pev->nextthink = gpGlobals->time + 1; |
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plr->Spawn(); |
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} |
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} |
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} |
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} |
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} |
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} |
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