tfc/src/server/gamerules.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
var int autocvar_sv_playerkeepalive = TRUE;
/* we check what fields have changed over the course of the frame and network
* only the ones that have actually changed */
void
TFCGameRules::PlayerPostFrame(NSClientPlayer pp)
{
}
void
TFCGameRules::LevelNewParms(void)
{
parm1 = parm2 = parm3 = parm4 = parm5 = parm6 = parm7 =
parm8 = parm9 = parm10 = parm11 = parm12 = parm13 = parm14 =
parm15 = parm16 = parm17 = parm18 = parm19 = parm20 = parm21 =
parm22 = parm23 = parm24 = parm25 = parm26 = parm27 = parm28 =
parm29 = parm30 = 0;
parm64 = FL_CLIENT;
}
void
TFCGameRules::PlayerConnect(NSClientPlayer pl)
{
if (Plugin_PlayerConnect(pl) == FALSE)
bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
}
void
TFCGameRules::PlayerDisconnect(NSClientPlayer pl)
{
bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
/* Make this unusable */
pl.solid = SOLID_NOT;
pl.movetype = MOVETYPE_NONE;
pl.modelindex = 0;
pl.health = 0;
pl.takedamage = 0;
pl.SendFlags = PLAYER_MODELINDEX;
}
void
TFCGameRules::PlayerDeath(NSClientPlayer pp)
{
player pl = (player)pp;
pl.SetSolid(SOLID_NOT);
pl.SetMovetype(MOVETYPE_NONE);
pl.think = PlayerRespawn;
pl.nextthink = time + 4.0f;
}
void
TFCGameRules::PlayerKill(NSClientPlayer pp)
{
player pl = (player)pp;
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
}
void
TFCGameRules::PlayerRespawn(NSClientPlayer pp)
{
player pl = (player)pp;
pl.MakeClass(pl.classtype);
pl.SpawnIntoGame();
}
void
TFCGameRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
pl.MakeTempSpectator(); /* replace this with a non-spectator ghost */
Spawn_ObserverCam(pl);
}
void
TFCGameRules::TFCGameRules(void)
{
/* TODO: Make this depend on the actual spawn types */
forceinfokey(world, "teams", "2");
forceinfokey(world, "team_1", "Blue");
forceinfokey(world, "teamscore_1", "0");
forceinfokey(world, "team_2", "Red");
forceinfokey(world, "teamscore_2", "0");
}