engine/quakec/fallout2/spectate.qc

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// Spectator functions
// 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();
};