#include "handicap.qh"
#include "g_hook.qh"
#include "command/common.qh"
+#include "command/vote.qh"
#include "cheats.qh"
#include "g_world.qh"
#include "race.qh"
#include "../common/net_linked.qh"
#include "../common/physics/player.qh"
+#include <common/vehicles/sv_vehicles.qh>
+
#include "../common/items/_mod.qh"
#include "../common/mutators/mutator/waypoints/all.qh"
PutClientInServer(this);
}
-void PutObserverInServer(entity this);
-
STATIC_METHOD(Client, Remove, void(Client this))
{
TRANSMUTE(Observer, this);
});
}
-void SetSpectatee(entity this, entity spectatee);
-void SetSpectatee_status(entity this, int spectatee_num);
-
/*
=============
UpdatePlayerSounds(e);
}
-void FixPlayermodel(entity player);
/** putting a client as observer in the server */
void PutObserverInServer(entity this)
{
}
}
-void ClientInit_misc(entity this);
-
// TODO do we need all these fields, or should we stop autodetecting runtime
// changes and just have a console command to update this?
bool ClientInit_SendEntity(entity this, entity to, int sf)
JoinBestTeam(this, false); // if the team number is valid, keep it
this.playerid = playerid_save;
- if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
- TRANSMUTE(Observer, this);
- } else {
- if (!teamplay || autocvar_g_balance_teams) {
- TRANSMUTE(Player, this);
- campaign_bots_may_start = true;
- } else {
- TRANSMUTE(Observer, this); // do it anyway
- }
- }
+ TRANSMUTE(Observer, this);
PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
=============
*/
.entity chatbubbleentity;
-void ReadyCount();
void ClientDisconnect(entity this)
{
assert(IS_CLIENT(this), return);
PutClientInServer(this);
}
+void PrintToChat(entity client, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ sprint(client, text);
+}
+
+void DebugPrintToChat(entity client, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChat(client, text);
+ }
+}
+
+void PrintToChatAll(string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ bprint(text);
+}
+
+void DebugPrintToChatAll(string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatAll(text);
+ }
+}
+
+void PrintToChatTeam(int team_num, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ if (it.team == team_num)
+ {
+ sprint(it, text);
+ }
+ });
+}
+
+void DebugPrintToChatTeam(int team_num, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatTeam(team_num, text);
+ }
+}
+
void play_countdown(entity this, float finished, Sound samp)
{
TC(Sound, samp);
}
}
+const int MIN_SPEC_TIME = 1;
bool joinAllowed(entity this)
{
if (CS(this).version_mismatch) return false;
+ if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
if (!nJoinAllowed(this, this)) return false;
if (teamplay && lockteams) return false;
if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
this.flags |= FL_CLIENT | FL_NOTARGET;
}
-void vehicles_enter (entity pl, entity veh);
void PlayerUseKey(entity this)
{
if (!IS_PLAYER(this))
PrintWelcomeMessage(this);
if (IS_PLAYER(this)) {
+ if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
+ error("Client can't be spawned as player on connection!");
if(!PlayerThink(this))
return;
}
IntermissionThink(this);
return;
}
+ else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
+ {
+ CS(this).autojoin_checked = true;
+ // don't do this in ClientConnect
+ // many things can go wrong if a client is spawned as player on connection
+ if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
+ || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
+ && (!teamplay || autocvar_g_balance_teams)))
+ {
+ campaign_bots_may_start = true;
+ Join(this);
+ return;
+ }
+ }
else if (IS_OBSERVER(this)) {
ObserverThink(this);
}