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- // Copyright (C) 1999-2000 Id Software, Inc.
- //
-
- #include <limits.h>
-
- #include "g_local.h"
-
- typedef enum _flag_status {
- FLAG_ATBASE = 0,
- FLAG_TAKEN,
- FLAG_DROPPED
- } flagStatus_t;
-
- typedef struct teamgame_s
- {
- float last_flag_capture;
- int last_capture_team;
- flagStatus_t redStatus;
- flagStatus_t blueStatus;
- } teamgame_t;
-
- teamgame_t teamgame;
-
- void Team_SetFlagStatus( int team, flagStatus_t status );
-
- void Team_InitGame(void)
- {
- memset(&teamgame, 0, sizeof teamgame);
- teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update
-
- Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
- Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
- }
-
- int OtherTeam(int team) {
- if (team==TEAM_RED)
- return TEAM_BLUE;
- else if (team==TEAM_BLUE)
- return TEAM_RED;
- return team;
- }
-
- const char *TeamName(int team) {
- if (team==TEAM_RED)
- return "RED";
- else if (team==TEAM_BLUE)
- return "BLUE";
- else if (team==TEAM_SPECTATOR)
- return "SPECTATOR";
- return "FREE";
- }
-
- const char *OtherTeamName(int team) {
- if (team==TEAM_RED)
- return "BLUE";
- else if (team==TEAM_BLUE)
- return "RED";
- else if (team==TEAM_SPECTATOR)
- return "SPECTATOR";
- return "FREE";
- }
-
- const char *TeamColorString(int team) {
- if (team==TEAM_RED)
- return S_COLOR_RED;
- else if (team==TEAM_BLUE)
- return S_COLOR_BLUE;
- else if (team==TEAM_SPECTATOR)
- return S_COLOR_YELLOW;
- return S_COLOR_WHITE;
- }
-
- // NULL for everyone
- void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
- char msg[1024];
- va_list argptr;
- char *p;
-
- va_start (argptr,fmt);
- if (vsprintf (msg, fmt, argptr) > sizeof(msg)) {
- G_Error ( "PrintMsg overrun" );
- }
- va_end (argptr);
-
- // double quotes are bad
- while ((p = strchr(msg, '"')) != NULL)
- *p = '\'';
-
- trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg ));
- }
-
- /*
- ==============
- OnSameTeam
- ==============
- */
- qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
- if ( !ent1->client || !ent2->client ) {
- return qfalse;
- }
-
- if ( g_gametype.integer < GT_TEAM ) {
- return qfalse;
- }
-
- if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
- return qtrue;
- }
-
- return qfalse;
- }
-
- void Team_SetFlagStatus( int team, flagStatus_t status )
- {
- qboolean modified = qfalse;
-
- switch (team) {
- case TEAM_RED :
- if ( teamgame.redStatus != status ) {
- teamgame.redStatus = status;
- modified = qtrue;
- }
- break;
- case TEAM_BLUE :
- if ( teamgame.blueStatus != status ) {
- teamgame.blueStatus = status;
- modified = qtrue;
- }
- break;
- }
-
- if (modified) {
- char st[4];
-
- st[0] = '0' + (int)teamgame.redStatus;
- st[1] = '0' + (int)teamgame.blueStatus;
- st[2] = 0;
-
- trap_SetConfigstring( CS_FLAGSTATUS, st );
- }
- }
-
- void Team_CheckDroppedItem( gentity_t *dropped )
- {
- if (dropped->item->giTag == PW_REDFLAG)
- Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
- else if (dropped->item->giTag == PW_BLUEFLAG)
- Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
- }
-
-
- /*
- ================
- Team_FragBonuses
-
- Calculate the bonuses for flag defense, flag carrier defense, etc.
- Note that bonuses are not cumlative. You get one, they are in importance
- order.
- ================
- */
- void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
- {
- int i;
- gentity_t *ent;
- int flag_pw, enemy_flag_pw;
- int otherteam;
- gentity_t *flag, *carrier = NULL;
- char *c;
- vec3_t v1, v2;
- int team;
-
- // no bonus for fragging yourself
- if (!targ->client || !attacker->client || targ == attacker)
- return;
-
- team = targ->client->sess.sessionTeam;
- otherteam = OtherTeam(targ->client->sess.sessionTeam);
- if (otherteam < 0)
- return; // whoever died isn't on a team
-
- // same team, if the flag at base, check to he has the enemy flag
- if (team == TEAM_RED) {
- flag_pw = PW_REDFLAG;
- enemy_flag_pw = PW_BLUEFLAG;
- } else {
- flag_pw = PW_BLUEFLAG;
- enemy_flag_pw = PW_REDFLAG;
- }
-
- // did the attacker frag the flag carrier?
- if (targ->client->ps.powerups[enemy_flag_pw]) {
- attacker->client->pers.teamState.lastfraggedcarrier = level.time;
- AddScore(attacker, CTF_FRAG_CARRIER_BONUS);
- attacker->client->pers.teamState.fragcarrier++;
- PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
- attacker->client->pers.netname, TeamName(team));
-
- // the target had the flag, clear the hurt carrier
- // field on the other team
- for (i = 0; i < g_maxclients.integer; i++) {
- ent = g_entities + i;
- if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
- ent->client->pers.teamState.lasthurtcarrier = 0;
- }
- return;
- }
-
- if (targ->client->pers.teamState.lasthurtcarrier &&
- level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
- !attacker->client->ps.powerups[flag_pw]) {
- // attacker is on the same team as the flag carrier and
- // fragged a guy who hurt our flag carrier
- AddScore(attacker, CTF_CARRIER_DANGER_PROTECT_BONUS);
-
- attacker->client->pers.teamState.carrierdefense++;
- targ->client->pers.teamState.lasthurtcarrier = 0;
-
- team = attacker->client->sess.sessionTeam;
- PrintMsg(NULL, "%s" S_COLOR_WHITE " defends %s's flag carrier against an agressive enemy\n",
- attacker->client->pers.netname, TeamName(team));
- return;
- }
-
- // flag and flag carrier area defense bonuses
-
- // we have to find the flag and carrier entities
-
- // find the flag
- switch (attacker->client->sess.sessionTeam) {
- case TEAM_RED:
- c = "team_CTF_redflag";
- break;
- case TEAM_BLUE:
- c = "team_CTF_blueflag";
- break;
- default:
- return;
- }
-
- flag = NULL;
- while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
- if (!(flag->flags & FL_DROPPED_ITEM))
- break;
- }
-
- if (!flag)
- return; // can't find attacker's flag
-
- // find attacker's team's flag carrier
- for (i = 0; i < g_maxclients.integer; i++) {
- carrier = g_entities + i;
- if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
- break;
- carrier = NULL;
- }
-
- // ok we have the attackers flag and a pointer to the carrier
-
- // check to see if we are defending the base's flag
- VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
- VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
-
- if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
- trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) ||
- ( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
- trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
- attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
-
- // we defended the base flag
- AddScore(attacker, CTF_FLAG_DEFENSE_BONUS);
- attacker->client->pers.teamState.basedefense++;
- if (flag->r.svFlags & SVF_NOCLIENT) {
- PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s base.\n",
- attacker->client->pers.netname,
- TeamName(attacker->client->sess.sessionTeam));
- } else {
- PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s flag.\n",
- attacker->client->pers.netname,
- TeamName(attacker->client->sess.sessionTeam));
- }
- return;
- }
-
- if (carrier && carrier != attacker) {
- VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
- VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
-
- if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
- trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
- ( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
- trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
- attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
- AddScore(attacker, CTF_CARRIER_PROTECT_BONUS);
- attacker->client->pers.teamState.carrierdefense++;
- PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s's flag carrier.\n",
- attacker->client->pers.netname,
- TeamName(attacker->client->sess.sessionTeam));
- return;
- }
- }
- }
-
- /*
- ================
- Team_CheckHurtCarrier
-
- Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag
- carrier defense.
- ================
- */
- void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker)
- {
- int flag_pw;
-
- if (!targ->client || !attacker->client)
- return;
-
- if (targ->client->sess.sessionTeam == TEAM_RED)
- flag_pw = PW_BLUEFLAG;
- else
- flag_pw = PW_REDFLAG;
-
- if (targ->client->ps.powerups[flag_pw] &&
- targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
- attacker->client->pers.teamState.lasthurtcarrier = level.time;
- }
-
-
- gentity_t *Team_ResetFlag(int team)
- {
- char *c;
- gentity_t *ent, *rent = NULL;
-
- switch (team) {
- case TEAM_RED:
- c = "team_CTF_redflag";
- break;
- case TEAM_BLUE:
- c = "team_CTF_blueflag";
- break;
- default:
- return NULL;
- }
-
- ent = NULL;
- while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
- if (ent->flags & FL_DROPPED_ITEM)
- G_FreeEntity(ent);
- else {
- rent = ent;
- RespawnItem(ent);
- }
- }
-
- Team_SetFlagStatus( team, FLAG_ATBASE );
-
- return rent;
- }
-
- void Team_ResetFlags(void)
- {
- Team_ResetFlag(TEAM_RED);
- Team_ResetFlag(TEAM_BLUE);
- }
-
- void Team_ReturnFlagSound(gentity_t *ent, int team)
- {
- // play powerup spawn sound to all clients
- gentity_t *te;
-
- if (ent == NULL) {
- G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n");
- return;
- }
-
- te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
- te->s.eventParm = G_SoundIndex( team == TEAM_RED ?
- "sound/teamplay/flagret_red.wav" :
- "sound/teamplay/flagret_blu.wav" );
- te->r.svFlags |= SVF_BROADCAST;
- }
-
- void Team_ReturnFlag(int team)
- {
- Team_ReturnFlagSound(Team_ResetFlag(team), team);
- PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
- }
-
- void Team_FreeEntity(gentity_t *ent)
- {
- if (ent->item->giTag == PW_REDFLAG)
- Team_ReturnFlag(TEAM_RED);
- else if (ent->item->giTag == PW_BLUEFLAG)
- Team_ReturnFlag(TEAM_BLUE);
- }
-
- /*
- ==============
- Team_DroppedFlagThink
-
- Automatically set in Launch_Item if the item is one of the flags
-
- Flags are unique in that if they are dropped, the base flag must be respawned when they time out
- ==============
- */
- void Team_DroppedFlagThink(gentity_t *ent)
- {
- if (ent->item->giTag == PW_REDFLAG)
- Team_ReturnFlagSound(Team_ResetFlag(TEAM_RED), TEAM_RED);
- else if (ent->item->giTag == PW_BLUEFLAG)
- Team_ReturnFlagSound(Team_ResetFlag(TEAM_BLUE), TEAM_BLUE);
- // Reset Flag will delete this entity
- }
-
- int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
- int i;
- gentity_t *player;
- gclient_t *cl = other->client;
- int our_flag, enemy_flag;
- gentity_t *te;
-
- if (cl->sess.sessionTeam == TEAM_RED) {
- our_flag = PW_REDFLAG;
- enemy_flag = PW_BLUEFLAG;
- } else {
- our_flag = PW_BLUEFLAG;
- enemy_flag = PW_REDFLAG;
- }
-
- if ( ent->flags & FL_DROPPED_ITEM ) {
- // hey, its not home. return it by teleporting it back
- PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
- cl->pers.netname, TeamName(team));
- AddScore(other, CTF_RECOVERY_BONUS);
- other->client->pers.teamState.flagrecovery++;
- other->client->pers.teamState.lastreturnedflag = level.time;
- //ResetFlag will remove this entity! We must return zero
- Team_ReturnFlagSound(Team_ResetFlag(team), team);
- return 0;
- }
-
- // the flag is at home base. if the player has the enemy
- // flag, he's just won!
- if (!cl->ps.powerups[enemy_flag])
- return 0; // We don't have the flag
-
- PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n",
- cl->pers.netname, TeamName(OtherTeam(team)));
-
- cl->ps.powerups[enemy_flag] = 0;
-
- teamgame.last_flag_capture = level.time;
- teamgame.last_capture_team = team;
-
- // Increase the team's score
- level.teamScores[ other->client->sess.sessionTeam ]++;
-
- other->client->pers.teamState.captures++;
-
- // other gets another 10 frag bonus
- AddScore(other, CTF_CAPTURE_BONUS);
-
- te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
- te->s.eventParm = G_SoundIndex( our_flag == PW_REDFLAG ?
- "sound/teamplay/flagcap_red.wav" :
- "sound/teamplay/flagcap_blu.wav" );
- te->r.svFlags |= SVF_BROADCAST;
-
- // Ok, let's do the player loop, hand out the bonuses
- for (i = 0; i < g_maxclients.integer; i++) {
- player = &g_entities[i];
- if (!player->inuse)
- continue;
-
- if (player->client->sess.sessionTeam !=
- cl->sess.sessionTeam) {
- player->client->pers.teamState.lasthurtcarrier = -5;
- } else if (player->client->sess.sessionTeam ==
- cl->sess.sessionTeam) {
- if (player != other)
- AddScore(player, CTF_TEAM_BONUS);
- // award extra points for capture assists
- if (player->client->pers.teamState.lastreturnedflag +
- CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
- PrintMsg( NULL,
- "%s" S_COLOR_WHITE " gets an assist for returning the %s flag!\n",
- player->client->pers.netname,
- TeamName(team));
- AddScore (player, CTF_RETURN_FLAG_ASSIST_BONUS);
- other->client->pers.teamState.assists++;
- }
- if (player->client->pers.teamState.lastfraggedcarrier +
- CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
- PrintMsg( NULL, "%s" S_COLOR_WHITE " gets an assist for fragging the %s flag carrier!\n",
- player->client->pers.netname,
- TeamName(OtherTeam(team)));
- AddScore(player, CTF_FRAG_CARRIER_ASSIST_BONUS);
- other->client->pers.teamState.assists++;
- }
- }
- }
- Team_ResetFlags();
-
- CalculateRanks();
-
- return 0; // Do not respawn this automatically
- }
-
- int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
- gclient_t *cl = other->client;
-
- // hey, its not our flag, pick it up
- PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
- other->client->pers.netname, TeamName(team));
- AddScore(other, CTF_FLAG_BONUS);
-
- if (team == TEAM_RED)
- cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
- else
- cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire
-
- cl->pers.teamState.flagsince = level.time;
-
- Team_SetFlagStatus( team, FLAG_TAKEN );
-
- return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
- }
-
- int Pickup_Team( gentity_t *ent, gentity_t *other ) {
- int team;
- gclient_t *cl = other->client;
-
- // figure out what team this flag is
- if (strcmp(ent->classname, "team_CTF_redflag") == 0)
- team = TEAM_RED;
- else if (strcmp(ent->classname, "team_CTF_blueflag") == 0)
- team = TEAM_BLUE;
- else {
- PrintMsg ( other, "Don't know what team the flag is on.\n");
- return 0;
- }
-
- return ((team == cl->sess.sessionTeam) ?
- Team_TouchOurFlag : Team_TouchEnemyFlag)
- (ent, other, team);
- }
-
- /*
- ===========
- Team_GetLocation
-
- Report a location for the player. Uses placed nearby target_location entities
- ============
- */
- gentity_t *Team_GetLocation(gentity_t *ent)
- {
- gentity_t *eloc, *best;
- float bestlen, len;
- vec3_t origin;
-
- best = NULL;
- bestlen = 3*8192.0*8192.0;
-
- VectorCopy( ent->r.currentOrigin, origin );
-
- for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) {
- len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] )
- + ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] )
- + ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] );
-
- if ( len > bestlen ) {
- continue;
- }
-
- if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) {
- continue;
- }
-
- bestlen = len;
- best = eloc;
- }
-
- return best;
- }
-
-
- /*
- ===========
- Team_GetLocation
-
- Report a location for the player. Uses placed nearby target_location entities
- ============
- */
- qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen)
- {
- gentity_t *best;
-
- best = Team_GetLocation( ent );
-
- if (!best)
- return qfalse;
-
- if (best->count) {
- if (best->count < 0)
- best->count = 0;
- if (best->count > 7)
- best->count = 7;
- Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message );
- } else
- Com_sprintf(loc, loclen, "%s", best->message);
-
- return qtrue;
- }
-
-
- /*---------------------------------------------------------------------------*/
-
- /*
- ================
- SelectRandomDeathmatchSpawnPoint
-
- go to a random point that doesn't telefrag
- ================
- */
- #define MAX_TEAM_SPAWN_POINTS 16
- gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) {
- gentity_t *spot;
- int count;
- int selection;
- gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
- char *classname;
-
- if (teamstate == TEAM_BEGIN) {
- if (team == TEAM_RED)
- classname = "team_CTF_redplayer";
- else if (team == TEAM_BLUE)
- classname = "team_CTF_blueplayer";
- else
- return NULL;
- } else {
- if (team == TEAM_RED)
- classname = "team_CTF_redspawn";
- else if (team == TEAM_BLUE)
- classname = "team_CTF_bluespawn";
- else
- return NULL;
- }
- count = 0;
-
- spot = NULL;
-
- while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) {
- if ( SpotWouldTelefrag( spot ) ) {
- continue;
- }
- spots[ count ] = spot;
- if (++count == MAX_TEAM_SPAWN_POINTS)
- break;
- }
-
- if ( !count ) { // no spots that won't telefrag
- return G_Find( NULL, FOFS(classname), classname);
- }
-
- selection = rand() % count;
- return spots[ selection ];
- }
-
-
- /*
- ===========
- SelectCTFSpawnPoint
-
- ============
- */
- gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ) {
- gentity_t *spot;
-
- spot = SelectRandomTeamSpawnPoint ( teamstate, team );
-
- if (!spot) {
- return SelectSpawnPoint( vec3_origin, origin, angles );
- }
-
- VectorCopy (spot->s.origin, origin);
- origin[2] += 9;
- VectorCopy (spot->s.angles, angles);
-
- return spot;
- }
-
- /*---------------------------------------------------------------------------*/
-
- static int QDECL SortClients( const void *a, const void *b ) {
- return *(int *)a - *(int *)b;
- }
-
-
- /*
- ==================
- TeamplayLocationsMessage
-
- Format:
- clientNum location health armor weapon powerups
-
- ==================
- */
- void TeamplayInfoMessage( gentity_t *ent ) {
- char entry[1024];
- char string[1400];
- int stringlength;
- int i, j;
- gentity_t *player;
- int cnt;
- int h, a;
- int clients[TEAM_MAXOVERLAY];
-
- if ( ! ent->client->pers.teamInfo )
- return;
-
- // figure out what client should be on the display
- // we are limited to 8, but we want to use the top eight players
- // but in client order (so they don't keep changing position on the overlay)
- for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
- player = g_entities + level.sortedClients[i];
- if (player->inuse && player->client->sess.sessionTeam ==
- ent->client->sess.sessionTeam ) {
- clients[cnt++] = level.sortedClients[i];
- }
- }
-
- // We have the top eight players, sort them by clientNum
- qsort( clients, cnt, sizeof( clients[0] ), SortClients );
-
- // send the latest information on all clients
- string[0] = 0;
- stringlength = 0;
-
- for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
- player = g_entities + i;
- if (player->inuse && player->client->sess.sessionTeam ==
- ent->client->sess.sessionTeam ) {
-
- h = player->client->ps.stats[STAT_HEALTH];
- a = player->client->ps.stats[STAT_ARMOR];
- if (h < 0) h = 0;
- if (a < 0) a = 0;
-
- Com_sprintf (entry, sizeof(entry),
- " %i %i %i %i %i %i",
- // level.sortedClients[i], player->client->pers.teamState.location, h, a,
- i, player->client->pers.teamState.location, h, a,
- player->client->ps.weapon, player->s.powerups);
- j = strlen(entry);
- if (stringlength + j > sizeof(string))
- break;
- strcpy (string + stringlength, entry);
- stringlength += j;
- cnt++;
- }
- }
-
- trap_SendServerCommand( ent-g_entities, va("tinfo %i%s", cnt, string) );
- }
-
- void CheckTeamStatus(void)
- {
- int i;
- gentity_t *loc, *ent;
-
- if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) {
-
- level.lastTeamLocationTime = level.time;
-
- for (i = 0; i < g_maxclients.integer; i++) {
- ent = g_entities + i;
- if (ent->inuse &&
- (ent->client->sess.sessionTeam == TEAM_RED ||
- ent->client->sess.sessionTeam == TEAM_BLUE)) {
- loc = Team_GetLocation( ent );
- if (loc)
- ent->client->pers.teamState.location = loc->health;
- else
- ent->client->pers.teamState.location = 0;
- }
- }
-
- for (i = 0; i < g_maxclients.integer; i++) {
- ent = g_entities + i;
- if (ent->inuse &&
- (ent->client->sess.sessionTeam == TEAM_RED ||
- ent->client->sess.sessionTeam == TEAM_BLUE)) {
- TeamplayInfoMessage( ent );
- }
- }
- }
- }
-
- /*-----------------------------------------------------------------*/
-
- /*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32)
- Only in CTF games. Red players spawn here at game start.
- */
- void SP_team_CTF_redplayer( gentity_t *ent ) {
- }
-
-
- /*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32)
- Only in CTF games. Blue players spawn here at game start.
- */
- void SP_team_CTF_blueplayer( gentity_t *ent ) {
- }
-
-
- /*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32)
- potential spawning position for red team in CTF games.
- Targets will be fired when someone spawns in on them.
- */
- void SP_team_CTF_redspawn(gentity_t *ent) {
- }
-
- /*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32)
- potential spawning position for blue team in CTF games.
- Targets will be fired when someone spawns in on them.
- */
- void SP_team_CTF_bluespawn(gentity_t *ent) {
- }
-
-
-
-