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547 lines
12 KiB
547 lines
12 KiB
//++ BulliT |
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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 "gamerules.h" |
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extern int gmsgTeamInfo; |
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extern int gmsgSetFOV; |
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extern int gmsgSplash; |
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extern int gmsgGamemode; |
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extern int g_teamplay; |
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void CBasePlayer::Spectate_Init() |
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{ |
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m_fSpectateTime = AgTime(); |
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m_iSpot = 0; |
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m_hSpectateTarget = NULL; |
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m_iSpectateWeapon = 0; |
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m_iSpectateAmmoClip = 0; |
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} |
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//Spectate code with parts from Robin Walkers Tutorial. |
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void CBasePlayer::Spectate_Spectate() |
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{ |
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ASSERT(NULL != pev); |
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if (!pev) |
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return; |
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if (IsSpectator()) |
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Spectate_Stop(); |
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else |
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Spectate_Start(); |
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} |
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bool CBasePlayer::Spectate_HLTV() |
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{ |
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g_pGameRules->m_bProxyConnected = true; |
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//This is the valve proxy. |
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if (g_pGameRules->IsTeamplay()) |
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{ |
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strcpy(m_szTeamName,""); |
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g_engfuncs.pfnSetClientKeyValue( entindex(), g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "model", m_szTeamName ); |
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g_engfuncs.pfnSetClientKeyValue( entindex(), g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "team", m_szTeamName ); |
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g_pGameRules->RecountTeams(); |
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} |
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g_pGameRules->UpdateGameMode(this); |
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g_pGameRules->ResendScoreBoard(); |
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return true; |
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} |
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void CBasePlayer::Spectate_Start(bool bResetScore) |
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{ |
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ASSERT(NULL != pev); |
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if (!pev) |
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return; |
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if (IsSpectator()) //Don't start it if already spectator or if its a player in the arena. |
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return; |
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if (IsProxy()) |
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return; |
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//CTF |
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if (CTF == AgGametype()) |
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g_pGameRules->m_CTF.PlayerDropFlag(this); |
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//Reset. |
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Spectate_Init(); |
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//Set player as spectator. |
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pev->iuser1 = OBS_ROAMING; |
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pev->iuser2 = 0; |
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m_hSpectateTarget = NULL; |
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//Remove spectators from this player |
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for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
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{ |
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CBasePlayer* pPlayerLoop = AgPlayerByIndex(i); |
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if (pPlayerLoop && this != pPlayerLoop ) |
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{ |
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if ((CBaseEntity*)pPlayerLoop->m_hSpectateTarget == (CBaseEntity*)this) |
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{ |
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//Move to next player. |
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pPlayerLoop->Spectate_Nextplayer(false); |
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} |
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} |
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} |
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// clear any clientside entities attached to this player |
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_KILLPLAYERATTACHMENTS ); |
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WRITE_BYTE( (BYTE)entindex() ); |
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MESSAGE_END(); |
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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! |
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EnableControl(TRUE); |
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if ( m_pTank != 0 ) |
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{ |
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m_pTank->Use( this, this, USE_OFF, 0 ); |
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m_pTank = NULL; |
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} |
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// clear out the suit message cache so we don't keep chattering |
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SetSuitUpdate(NULL, FALSE, 0); |
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RemoveAllItemsNoClientMessage(); |
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pev->deadflag = DEAD_DEAD; |
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pev->flags |= FL_SPECTATOR; |
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pev->flags |= FL_NOTARGET; |
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ClearBits( m_afPhysicsFlags, PFLAG_DUCKING ); |
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ClearBits( pev->flags, FL_DUCKING ); |
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SetBits(m_afPhysicsFlags, PFLAG_OBSERVER); |
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UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); |
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pev->fixangle = TRUE; |
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pev->solid = SOLID_NOT; |
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pev->takedamage = DAMAGE_NO; |
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pev->movetype = MOVETYPE_NOCLIP; |
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pev->effects |= EF_NODRAW; |
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pev->view_ofs = g_vecZero; |
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m_hSpectateTarget = 0; |
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// clear attack/use commands from player |
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m_afButtonPressed = 0; |
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pev->button = 0; |
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m_afButtonReleased = 0; |
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m_iHideHUD |= HIDEHUD_WEAPONS | HIDEHUD_FLASHLIGHT | HIDEHUD_HEALTH; |
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// reset FOV |
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pev->fov = m_iFOV = m_iClientFOV = 0; |
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MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); |
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WRITE_BYTE(0); |
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MESSAGE_END(); |
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MESSAGE_BEGIN(MSG_ALL,gmsgSpectator); |
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WRITE_BYTE( ENTINDEX(edict()) ); |
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WRITE_BYTE(1); |
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MESSAGE_END(); |
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//Change teamname |
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if (g_pGameRules->IsTeamplay()) |
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{ |
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MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo ); |
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WRITE_BYTE( entindex() ); |
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WRITE_STRING( TeamID() ); |
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MESSAGE_END(); |
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} |
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//Reset score |
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if (bResetScore) |
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ResetScore(); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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//Tell clients |
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UTIL_ClientPrintAll(HUD_PRINTNOTIFY, UTIL_VarArgs("%s entered spectator mode\n",GetName())); |
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//Put up splash screen for 10 secs :) |
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#ifndef AG_NO_CLIENT_DLL |
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MESSAGE_BEGIN( MSG_ONE_UNRELIABLE, gmsgSplash, NULL, pev ); |
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WRITE_BYTE(10); |
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MESSAGE_END(); |
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#endif |
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} |
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void CBasePlayer::Spectate_Stop(bool bIntermediateSpawn) |
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{ |
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ASSERT(NULL != pev); |
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if (!pev) |
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return; |
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if (!IsSpectator()) |
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return; |
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if (IsProxy()) |
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return; |
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if (!g_pGameRules->FPlayerCanRespawn( this)) |
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return; |
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EnableControl(TRUE); |
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//Reset flags. |
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Spectate_Init(); |
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pev->flags &= ~FL_SPECTATOR; |
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pev->flags &= ~FL_NOTARGET; |
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pev->deadflag = DEAD_RESPAWNABLE; |
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pev->button = 0; |
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pev->iuser1 = OBS_NONE; |
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pev->iuser2 = 0; |
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pev->effects &= ~EF_NODRAW; |
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pev->movetype = MOVETYPE_WALK; |
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m_iRespawnFrames = 0; |
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m_bDoneFirstSpawn = !bIntermediateSpawn; |
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m_iHideHUD &= ~HIDEHUD_WEAPONS; |
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m_iHideHUD &= ~HIDEHUD_FLASHLIGHT; |
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m_iHideHUD &= ~HIDEHUD_HEALTH; |
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//Reset fov |
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pev->fov = m_iFOV = m_iClientFOV = 0; |
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MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); |
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WRITE_BYTE(0); |
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MESSAGE_END(); |
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//Remove spec |
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MESSAGE_BEGIN(MSG_ALL,gmsgSpectator); |
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WRITE_BYTE(ENTINDEX(edict())); |
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WRITE_BYTE(0); |
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MESSAGE_END(); |
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//Change teamname |
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if (g_pGameRules->IsTeamplay()) |
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{ |
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MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo ); |
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WRITE_BYTE( entindex() ); |
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WRITE_STRING( TeamID() ); |
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MESSAGE_END(); |
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} |
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//Force data to be resent. |
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m_fKnownItem = FALSE; // Force weaponinit messages. |
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//Tell client(s) |
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UTIL_ClientPrintAll(HUD_PRINTNOTIFY, UTIL_VarArgs("%s left spectator mode\n",GetName())); |
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Spawn(); |
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#ifndef AG_NO_CLIENT_DLL |
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//Remove splash screen |
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MESSAGE_BEGIN( MSG_ONE, gmsgSplash, NULL, pev ); |
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WRITE_BYTE(0); |
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MESSAGE_END(); |
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#endif |
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} |
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// Find the next client in the game for this player to spectate |
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void CBasePlayer::Spectate_Nextplayer( bool bReverse ) |
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{ |
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ASSERT(NULL != pev); |
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if (!pev) |
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return; |
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if (IsProxy()) |
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return; |
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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_hSpectateTarget != 0 ) |
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iStart = ENTINDEX( m_hSpectateTarget->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_hSpectateTarget = 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 = AgPlayerByIndex( 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 invisible players |
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if ( ((CBasePlayer*)pEnt)->IsSpectator() || (pEnt->pev->effects == EF_NODRAW) ) |
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continue; |
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if (0 < ag_spec_enable_disable.value && ((CBasePlayer*)pEnt)->DisableSpecs()) |
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continue; |
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m_hSpectateTarget = pEnt; |
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break; |
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} |
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while ( iCurrent != iStart ); |
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// Did we find a target? |
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if (m_hSpectateTarget != 0 && m_hSpectateTarget->pev != 0) |
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{ |
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// Store the target in pev so the physics DLL can get to it |
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pev->iuser2 = ENTINDEX( m_hSpectateTarget->edict() ); |
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// Move to the target |
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UTIL_SetOrigin( pev, m_hSpectateTarget->pev->origin ); |
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//ClientPrint(m_hSpectateTarget->pev, HUD_PRINTNOTIFY, UTIL_VarArgs("You are being watched by %s\n",STRING(pev->netname))); |
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} |
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else |
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{ |
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//Go roaming. |
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Spectate_SetMode(OBS_ROAMING); |
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} |
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} |
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// Handle buttons in spectate mode |
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void CBasePlayer::Spectate_HandleButtons() |
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{ |
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ASSERT(NULL != pev); |
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if (!pev) |
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return; |
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if (IsProxy()) |
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return; |
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// Slow down mouse clicks |
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if ( m_fSpectateTime > AgTime() ) |
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return; |
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pev->impulse = 0; |
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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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//Reset fov |
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pev->fov = m_iFOV = m_iClientFOV = 0; |
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MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); |
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WRITE_BYTE(0); |
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MESSAGE_END(); |
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if ( pev->iuser1 == OBS_ROAMING ) |
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Spectate_SetMode( OBS_IN_EYE ); |
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else if ( pev->iuser1 == OBS_IN_EYE ) |
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Spectate_SetMode( OBS_CHASE_LOCKED ); |
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else if ( pev->iuser1 == OBS_CHASE_LOCKED ) |
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Spectate_SetMode( OBS_CHASE_FREE ); |
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else if ( pev->iuser1 == OBS_CHASE_FREE ) |
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Spectate_SetMode( OBS_MAP_CHASE ); |
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else if ( pev->iuser1 == OBS_MAP_CHASE) |
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Spectate_SetMode( OBS_MAP_FREE ); |
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else if ( pev->iuser1 == OBS_MAP_FREE ) |
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Spectate_SetMode( OBS_ROAMING ); |
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else |
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Spectate_SetMode( OBS_ROAMING ); |
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} |
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// Attack moves to the next player |
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if ( m_afButtonPressed & IN_ATTACK) |
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{ |
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//Reset fov |
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pev->fov = m_iFOV = m_iClientFOV = 0; |
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MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); |
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WRITE_BYTE(0); |
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MESSAGE_END(); |
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if (pev->iuser2 != 0) |
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Spectate_Nextplayer(false); |
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else |
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Spectate_Nextspot(false); |
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m_fSpectateTime = AgTime() + 0.2; |
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} |
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// Attack2 moves to the prev player |
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if ( m_afButtonPressed & IN_ATTACK2) |
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{ |
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//Reset fov |
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pev->fov = m_iFOV = m_iClientFOV = 0; |
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MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); |
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WRITE_BYTE(0); |
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MESSAGE_END(); |
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if (pev->iuser2 != 0) |
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Spectate_Nextplayer(true); |
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else |
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Spectate_Nextspot(true); |
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m_fSpectateTime = AgTime() + 0.2; |
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} |
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} |
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void CBasePlayer::Spectate_UpdatePosition() |
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{ |
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for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
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{ |
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CBasePlayer* pPlayerLoop = AgPlayerByIndex(i); |
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if (pPlayerLoop && this != pPlayerLoop && pPlayerLoop->IsSpectator()) |
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{ |
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if ((CBaseEntity*)pPlayerLoop->m_hSpectateTarget == (CBaseEntity*)this) |
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{ |
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if (pPlayerLoop->m_hSpectateTarget->pev) |
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{ |
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//Update the spectators position |
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//pPlayerLoop->m_hSpectateTarget = (CBaseEntity*)this; |
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UTIL_SetOrigin( pPlayerLoop->pev, pev->origin ); |
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} |
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} |
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} |
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} |
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} |
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// Attempt to change the spectate mode |
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void CBasePlayer::Spectate_SetMode( int iMode ) |
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{ |
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ASSERT(NULL != pev); |
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if (!pev) |
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return; |
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if (IsProxy() || !IsSpectator()) |
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return; |
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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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// Changing to Roaming or Map Free? |
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if ( iMode == OBS_ROAMING || iMode == OBS_MAP_FREE) |
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{ |
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// MOD AUTHORS: If you don't want to allow roaming observers at all in your mod, just abort here. |
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pev->iuser1 = iMode; |
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pev->iuser2 = 0; |
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m_hSpectateTarget = NULL; |
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pev->weapons &= ~WEAPON_ALLWEAPONS; |
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m_iHideHUD |= HIDEHUD_WEAPONS | HIDEHUD_FLASHLIGHT | HIDEHUD_HEALTH; |
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return; |
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} |
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// Changing to Chase Lock, Chase Freelook, Map Chase? |
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if (iMode == OBS_CHASE_FREE || iMode == OBS_MAP_CHASE || iMode == OBS_CHASE_LOCKED) |
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{ |
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// If changing from Roaming, or starting observing, make sure there is a target |
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if ( m_hSpectateTarget == 0 ) |
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Spectate_Nextplayer( false ); |
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if( m_hSpectateTarget != 0 ) |
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{ |
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pev->iuser1 = iMode; |
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pev->iuser2 = ENTINDEX( m_hSpectateTarget->edict() ); |
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pev->maxspeed = 0; |
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pev->weapons |= (1<<WEAPON_SUIT); |
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m_iHideHUD |= HIDEHUD_WEAPONS; |
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m_iHideHUD |= HIDEHUD_FLASHLIGHT; |
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m_iHideHUD &= ~HIDEHUD_HEALTH; |
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} |
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else |
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{ |
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Spectate_SetMode(OBS_ROAMING); |
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} |
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return; |
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} |
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// Changing to in-eye? |
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if ( iMode == OBS_IN_EYE) |
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{ |
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// If changing from Roaming, or starting observing, make sure there is a target |
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if ( m_hSpectateTarget == 0 ) |
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Spectate_Nextplayer( false ); |
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if (m_hSpectateTarget != 0) |
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{ |
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pev->iuser1 = iMode; |
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pev->iuser2 = ENTINDEX( m_hSpectateTarget->edict() ); |
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pev->maxspeed = 0; |
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pev->weapons |= (1<<WEAPON_SUIT); |
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m_iHideHUD &= ~HIDEHUD_WEAPONS; |
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m_iHideHUD |= HIDEHUD_FLASHLIGHT; |
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m_iHideHUD &= ~HIDEHUD_HEALTH; |
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} |
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else |
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{ |
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Spectate_SetMode(OBS_ROAMING); |
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} |
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return; |
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} |
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} |
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bool CBasePlayer::Spectate_Think() |
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{ |
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ASSERT(NULL != pev); |
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if (!pev) |
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return false; |
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if (IsProxy()) |
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return false; |
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if (IsSpectator()) |
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{ |
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Spectate_HandleButtons(); |
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return true; |
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} |
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return false; |
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} |
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// Find the next info intermission spot |
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void CBasePlayer::Spectate_Nextspot(bool bReverse) |
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{ |
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ASSERT(NULL != pev); |
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if (!pev || !g_pGameRules) |
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return; |
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if (IsProxy()) |
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return; |
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m_iSpot += bReverse ? -1 : 1; |
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//Check if out of bounds. |
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if (0 > m_iSpot) |
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m_iSpot = g_pGameRules->m_InfoInterMission.GetCount() - 1; |
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else if (m_iSpot >= g_pGameRules->m_InfoInterMission.GetCount()) |
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m_iSpot = 0; |
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//Move the dude |
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edict_t* pSpot = g_pGameRules->m_InfoInterMission.GetSpot(m_iSpot); |
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if (pSpot) |
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MoveToInfoIntermission(pSpot); |
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} |
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bool CBasePlayer::Spectate_Follow(EHANDLE& pPlayer,int iMode) |
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{ |
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if (IsProxy()) |
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return true; |
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m_hSpectateTarget = pPlayer; |
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Spectate_SetMode(iMode); |
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return true; |
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} |
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//-- Martin Webrant
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