//++ BulliT #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "weapons.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "agglobal.h" extern int gmsgTeamInfo; extern int gmsgSetFOV; extern int gmsgSpectator; void CBasePlayer::Spectate_Init() { m_hObserverTarget = NULL; } //Spectate code with parts from Robin Walkers Tutorial. void CBasePlayer::Spectate_Spectate() { ASSERT(NULL != pev); if (!pev) return; if (IsSpectator()) Spectate_Stop(); else Spectate_Start(); } bool CBasePlayer::Spectate_HLTV() { //This is the valve proxy. if (g_pGameRules->IsTeamplay()) { strcpy(m_szTeamName,""); g_engfuncs.pfnSetClientKeyValue( entindex(), g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "model", m_szTeamName ); g_engfuncs.pfnSetClientKeyValue( entindex(), g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "team", m_szTeamName ); if (g_pGameRules->IsTeamplay()) ((CHalfLifeTeamplay*)g_pGameRules)->RecountTeams(); } g_pGameRules->UpdateGameMode(this); return true; } void CBasePlayer::Spectate_Start() { ASSERT(NULL != pev); if (!pev) return; if (IsSpectator()) //Don't start it if already spectator or if its a player in the arena. return; if (IsProxy()) return; //Reset. m_iQuakeWeapon = 0; Spectate_Init(); //Set player as spectator. pev->iuser1 = OBS_ROAMING; pev->iuser2 = 0; m_hObserverTarget = NULL; //Remove spectators from this player for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer* pPlayerLoop = AgPlayerByIndex(i); if (pPlayerLoop && this != pPlayerLoop ) { if ((CBaseEntity*)pPlayerLoop->m_hObserverTarget == (CBaseEntity*)this) { //Move to next player. pPlayerLoop->Observer_FindNextPlayer(); } } } // clear any clientside entities attached to this player MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_KILLPLAYERATTACHMENTS ); WRITE_BYTE( (BYTE)entindex() ); MESSAGE_END(); pev->health = 1; //Remove clientside screentilt. If you find this one helpful - give me credit because I spent 3 hours a friday night figuring it out! EnableControl(TRUE); if ( m_pTank != 0 ) { m_pTank->Use( this, this, USE_OFF, 0 ); m_pTank = NULL; } // clear out the suit message cache so we don't keep chattering SetSuitUpdate(NULL, FALSE, 0); RemoveAllItemsNoClientMessage(); pev->deadflag = DEAD_DEAD; pev->flags |= FL_SPECTATOR; pev->flags |= FL_NOTARGET; ClearBits( m_afPhysicsFlags, PFLAG_DUCKING ); ClearBits( pev->flags, FL_DUCKING ); SetBits(m_afPhysicsFlags, PFLAG_OBSERVER); UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); pev->fixangle = TRUE; pev->solid = SOLID_NOT; pev->takedamage = DAMAGE_NO; pev->movetype = MOVETYPE_NOCLIP; pev->effects |= EF_NODRAW; pev->view_ofs = g_vecZero; m_hObserverTarget = NULL; // clear attack/use commands from player m_afButtonPressed = 0; pev->button = 0; m_afButtonReleased = 0; m_iHideHUD |= HIDEHUD_WEAPONS | HIDEHUD_FLASHLIGHT | HIDEHUD_HEALTH; MESSAGE_BEGIN(MSG_ALL,gmsgSpectator); WRITE_BYTE( ENTINDEX(edict()) ); WRITE_BYTE(1); MESSAGE_END(); //Change teamname if (g_pGameRules->IsTeamplay()) { MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo ); WRITE_BYTE( entindex() ); WRITE_STRING( TeamID() ); MESSAGE_END(); } pev->nextthink = gpGlobals->time + 0.1; //Tell clients UTIL_ClientPrintAll(HUD_PRINTNOTIFY, UTIL_VarArgs("%s entered spectator mode\n",GetName())); } void CBasePlayer::Spectate_Stop(bool bIntermediateSpawn) { ASSERT(NULL != pev); if (!pev) return; if (!IsSpectator()) return; if (IsProxy()) return; if (!g_pGameRules->FPlayerCanRespawn( this)) return; EnableControl(TRUE); //Reset flags. Spectate_Init(); pev->flags &= ~FL_SPECTATOR; pev->flags &= ~FL_NOTARGET; pev->deadflag = DEAD_RESPAWNABLE; pev->button = 0; pev->iuser1 = OBS_NONE; pev->iuser2 = 0; pev->effects &= ~EF_NODRAW; pev->movetype = MOVETYPE_WALK; m_iRespawnFrames = 0; m_bHadFirstSpawn = !bIntermediateSpawn; m_iHideHUD &= ~HIDEHUD_WEAPONS; m_iHideHUD &= ~HIDEHUD_FLASHLIGHT; m_iHideHUD &= ~HIDEHUD_HEALTH; //Remove spec MESSAGE_BEGIN(MSG_ALL,gmsgSpectator); WRITE_BYTE(ENTINDEX(edict())); WRITE_BYTE(0); MESSAGE_END(); //Change teamname if (g_pGameRules->IsTeamplay()) { MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo ); WRITE_BYTE( entindex() ); WRITE_STRING( TeamID() ); MESSAGE_END(); } //Force data to be resent. m_fKnownItem = FALSE; // Force weaponinit messages. //Tell client(s) UTIL_ClientPrintAll(HUD_PRINTNOTIFY, UTIL_VarArgs("%s left spectator mode\n",GetName())); Spawn(); } void CBasePlayer::Spectate_UpdatePosition() { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer* pPlayerLoop = AgPlayerByIndex(i); if (pPlayerLoop && this != pPlayerLoop && pPlayerLoop->IsSpectator()) { if ((CBaseEntity*)pPlayerLoop->m_hObserverTarget == (CBaseEntity*)this) { if (pPlayerLoop->m_hObserverTarget->pev) { //Update the spectators position UTIL_SetOrigin( pPlayerLoop->pev, pev->origin ); } } } } } bool CBasePlayer::Spectate_Follow(EHANDLE& pPlayer,int iMode) { if (IsProxy()) return true; m_hObserverTarget = pPlayer; Observer_SetMode(iMode); return true; } //-- Martin Webrant