ref: 8e5f152d104f69afa38b12e80439d378a369c71d
dir: /qw/progs/spectate.qc/
// 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(); };