HLua/dlls/spectator.cpp

150 lines
3.0 KiB
C++

/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* 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
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// CBaseSpectator
// YWB: UNDONE
// Spectator functions
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "spectator.h"
/*
===========
SpectatorConnect
called when a spectator connects to a server
============
*/
void CBaseSpectator::SpectatorConnect(void)
{
pev->flags = FL_SPECTATOR;
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NOCLIP;
m_pGoalEnt = NULL;
}
/*
===========
SpectatorDisconnect
called when a spectator disconnects from a server
============
*/
void CBaseSpectator::SpectatorDisconnect(void)
{
}
/*
================
SpectatorImpulseCommand
Called by SpectatorThink if the spectator entered an impulse
================
*/
void CBaseSpectator::SpectatorImpulseCommand(void)
{
static edict_t *pGoal = NULL;
edict_t *pPreviousGoal;
edict_t *pCurrentGoal;
BOOL bFound;
switch (pev->impulse)
{
case 1:
// teleport the spectator to the next spawn point
// note that if the spectator is tracking, this doesn't do
// much
pPreviousGoal = pGoal;
pCurrentGoal = pGoal;
// Start at the current goal, skip the world, and stop if we looped
// back around
bFound = FALSE;
while (1)
{
pCurrentGoal = FIND_ENTITY_BY_CLASSNAME(pCurrentGoal, "info_player_deathmatch");
// Looped around, failure
if (pCurrentGoal == pPreviousGoal)
{
ALERT(at_console, "Could not find a spawn spot.\n");
break;
}
// Found a non-world entity, set success, otherwise, look for the next one.
if (!FNullEnt(pCurrentGoal))
{
bFound = TRUE;
break;
}
}
if (!bFound) // Didn't find a good spot.
break;
pGoal = pCurrentGoal;
UTIL_SetOrigin( pev, pGoal->v.origin );
pev->angles = pGoal->v.angles;
pev->fixangle = FALSE;
break;
default:
ALERT(at_console, "Unknown spectator impulse\n");
break;
}
pev->impulse = 0;
}
/*
================
SpectatorThink
Called every frame after physics are run
================
*/
void CBaseSpectator::SpectatorThink(void)
{
if (!(pev->flags & FL_SPECTATOR))
{
pev->flags = FL_SPECTATOR;
}
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NOCLIP;
if (pev->impulse)
SpectatorImpulseCommand();
}
/*
===========
Spawn
Called when spectator is initialized:
UNDONE: Is this actually being called because spectators are not allocated in normal fashion?
============
*/
void CBaseSpectator::Spawn()
{
pev->flags = FL_SPECTATOR;
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NOCLIP;
m_pGoalEnt = NULL;
}