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The Quake sources as originally release under the GPL license on December 21, 1999
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84
QW/progs/spectate.qc
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84
QW/progs/spectate.qc
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// Spectator functions
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// Added Aug11'97 by Zoid <zoid@idsoftware.com>
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//
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// These functions are called from the server if they exist.
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// Note that Spectators only have one think since they movement code doesn't
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// track them much. Impulse commands work as usual, but don't call
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// the regular ImpulseCommand handler in weapons.qc since Spectators don't
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// have any weapons and things can explode.
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//
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// --- Zoid.
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/*
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===========
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SpectatorConnect
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called when a spectator connects to a server
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============
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*/
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void() SpectatorConnect =
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{
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bprint (PRINT_MEDIUM, "Spectator ");
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bprint (PRINT_MEDIUM, self.netname);
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bprint (PRINT_MEDIUM, " entered the game\n");
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self.goalentity = world; // used for impulse 1 below
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};
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/*
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===========
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SpectatorDisconnect
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called when a spectator disconnects from a server
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============
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*/
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void() SpectatorDisconnect =
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{
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bprint (PRINT_MEDIUM, "Spectator ");
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bprint (PRINT_MEDIUM, self.netname);
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bprint (PRINT_MEDIUM, " left the game\n");
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};
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/*
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================
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SpectatorImpulseCommand
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Called by SpectatorThink if the spectator entered an impulse
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================
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*/
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void() SpectatorImpulseCommand =
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{
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if (self.impulse == 1) {
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// teleport the spectator to the next spawn point
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// note that if the spectator is tracking, this doesn't do
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// much
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self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
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if (self.goalentity == world)
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self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
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if (self.goalentity != world) {
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setorigin(self, self.goalentity.origin);
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self.angles = self.goalentity.angles;
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self.fixangle = TRUE; // turn this way immediately
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}
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}
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self.impulse = 0;
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};
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/*
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================
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SpectatorThink
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Called every frame after physics are run
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================
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*/
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void() SpectatorThink =
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{
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// self.origin, etc contains spectator position, so you could
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// do some neat stuff here
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if (self.impulse)
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SpectatorImpulseCommand();
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};
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