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Diffstat (limited to 'qw-qc/spectate.qc')
| -rw-r--r-- | qw-qc/spectate.qc | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/qw-qc/spectate.qc b/qw-qc/spectate.qc new file mode 100644 index 0000000..aebc9ec --- /dev/null +++ b/qw-qc/spectate.qc @@ -0,0 +1,111 @@ +/* + spectate.qc + + spectator functions + + PURPOSE + + Copyright (C) 1996-1997 Id Software, Inc. + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + + See the GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to: + + Free Software Foundation, Inc. + 59 Temple Place - Suite 330 + Boston, MA 02111-1307, USA + +*/ +// Added Aug11'97 by Zoid <zoid@idsoftware.com> +// +// These functions are called from the server if they exist. +// Note that Spectators only have one think since they movement code doesn't +// track them much. Impulse commands work as usual, but don't call +// the regular ImpulseCommand handler in weapons.qc since Spectators don't +// have any weapons and things can explode. +// +// --- Zoid. + +/* +=========== +SpectatorConnect + +called when a spectator connects to a server +============ +*/ +void() SpectatorConnect = +{ + bprint (PRINT_MEDIUM, "Spectator "); + bprint (PRINT_MEDIUM, self.netname); + bprint (PRINT_MEDIUM, " entered the game\n"); + + self.goalentity = world; // used for impulse 1 below +}; + +/* +=========== +SpectatorDisconnect + +called when a spectator disconnects from a server +============ +*/ +void() SpectatorDisconnect = +{ + bprint (PRINT_MEDIUM, "Spectator "); + bprint (PRINT_MEDIUM, self.netname); + bprint (PRINT_MEDIUM, " left the game\n"); +}; + +/* +================ +SpectatorImpulseCommand + +Called by SpectatorThink if the spectator entered an impulse +================ +*/ +void() SpectatorImpulseCommand = +{ + if (self.impulse == 1) { + // teleport the spectator to the next spawn point + // note that if the spectator is tracking, this doesn't do + // much + self.goalentity = find(self.goalentity, classname, "info_player_deathmatch"); + if (self.goalentity == world) + self.goalentity = find(self.goalentity, classname, "info_player_deathmatch"); + if (self.goalentity != world) { + setorigin(self, self.goalentity.origin); + self.angles = self.goalentity.angles; + self.fixangle = TRUE; // turn this way immediately + } + } + + self.impulse = 0; +}; + +/* +================ +SpectatorThink + +Called every frame after physics are run +================ +*/ +void() SpectatorThink = +{ + // self.origin, etc contains spectator position, so you could + // do some neat stuff here + + if (self.impulse) + SpectatorImpulseCommand(); +}; + + |
