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Diffstat (limited to 'code/game/g_team.c')
-rw-r--r-- | code/game/g_team.c | 1486 |
1 files changed, 1486 insertions, 0 deletions
diff --git a/code/game/g_team.c b/code/game/g_team.c new file mode 100644 index 0000000..0191f55 --- /dev/null +++ b/code/game/g_team.c @@ -0,0 +1,1486 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Quake III Arena source code is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +#include "g_local.h" + + +typedef struct teamgame_s { + float last_flag_capture; + int last_capture_team; + flagStatus_t redStatus; // CTF + flagStatus_t blueStatus; // CTF + flagStatus_t flagStatus; // One Flag CTF + int redTakenTime; + int blueTakenTime; + int redObeliskAttackedTime; + int blueObeliskAttackedTime; +} teamgame_t; + +teamgame_t teamgame; + +gentity_t *neutralObelisk; + +void Team_SetFlagStatus( int team, flagStatus_t status ); + +void Team_InitGame( void ) { + memset(&teamgame, 0, sizeof teamgame); + + switch( g_gametype.integer ) { + case GT_CTF: + teamgame.redStatus = -1; // Invalid to force update + Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE ); + teamgame.blueStatus = -1; // Invalid to force update + Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE ); + break; +#ifdef MISSIONPACK + case GT_1FCTF: + teamgame.flagStatus = -1; // Invalid to force update + Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE ); + break; +#endif + default: + break; + } +} + +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 (Q_vsnprintf (msg, sizeof(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 )); +} + +/* +============== +AddTeamScore + + used for gametype > GT_TEAM + for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c +============== +*/ +void AddTeamScore(vec3_t origin, int team, int score) { + gentity_t *te; + + te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND ); + te->r.svFlags |= SVF_BROADCAST; + + if ( team == TEAM_RED ) { + if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) { + //teams are tied sound + te->s.eventParm = GTS_TEAMS_ARE_TIED; + } + else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] && + level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) { + // red took the lead sound + te->s.eventParm = GTS_REDTEAM_TOOK_LEAD; + } + else { + // red scored sound + te->s.eventParm = GTS_REDTEAM_SCORED; + } + } + else { + if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) { + //teams are tied sound + te->s.eventParm = GTS_TEAMS_ARE_TIED; + } + else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] && + level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) { + // blue took the lead sound + te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD; + } + else { + // blue scored sound + te->s.eventParm = GTS_BLUETEAM_SCORED; + } + } + level.teamScores[ team ] += score; +} + +/* +============== +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; +} + + +static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' }; +static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' }; + +void Team_SetFlagStatus( int team, flagStatus_t status ) { + qboolean modified = qfalse; + + switch( team ) { + case TEAM_RED: // CTF + if( teamgame.redStatus != status ) { + teamgame.redStatus = status; + modified = qtrue; + } + break; + + case TEAM_BLUE: // CTF + if( teamgame.blueStatus != status ) { + teamgame.blueStatus = status; + modified = qtrue; + } + break; + + case TEAM_FREE: // One Flag CTF + if( teamgame.flagStatus != status ) { + teamgame.flagStatus = status; + modified = qtrue; + } + break; + } + + if( modified ) { + char st[4]; + + if( g_gametype.integer == GT_CTF ) { + st[0] = ctfFlagStatusRemap[teamgame.redStatus]; + st[1] = ctfFlagStatusRemap[teamgame.blueStatus]; + st[2] = 0; + } + else { // GT_1FCTF + st[0] = oneFlagStatusRemap[teamgame.flagStatus]; + st[1] = 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 ); + } + else if( dropped->item->giTag == PW_NEUTRALFLAG ) { + Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED ); + } +} + +/* +================ +Team_ForceGesture +================ +*/ +void Team_ForceGesture(int team) { + int i; + gentity_t *ent; + + for (i = 0; i < MAX_CLIENTS; i++) { + ent = &g_entities[i]; + if (!ent->inuse) + continue; + if (!ent->client) + continue; + if (ent->client->sess.sessionTeam != team) + continue; + // + ent->flags |= FL_FORCE_GESTURE; + } +} + +/* +================ +Team_FragBonuses + +Calculate the bonuses for flag defense, flag carrier defense, etc. +Note that bonuses are not cumulative. 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; + int tokens; + gentity_t *flag, *carrier = NULL; + char *c; + vec3_t v1, v2; + int team; + + // no bonus for fragging yourself or team mates + if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(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; + } + + if (g_gametype.integer == GT_1FCTF) { + enemy_flag_pw = PW_NEUTRALFLAG; + } + + // did the attacker frag the flag carrier? + tokens = 0; +#ifdef MISSIONPACK + if( g_gametype.integer == GT_HARVESTER ) { + tokens = targ->client->ps.generic1; + } +#endif + if (targ->client->ps.powerups[enemy_flag_pw]) { + attacker->client->pers.teamState.lastfraggedcarrier = level.time; + AddScore(attacker, targ->r.currentOrigin, 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; + } + + // did the attacker frag a head carrier? other->client->ps.generic1 + if (tokens) { + attacker->client->pers.teamState.lastfraggedcarrier = level.time; + AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens); + attacker->client->pers.teamState.fragcarrier++; + PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull 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, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS); + + attacker->client->pers.teamState.carrierdefense++; + targ->client->pers.teamState.lasthurtcarrier = 0; + + attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + team = attacker->client->sess.sessionTeam; + // add the sprite over the player's head + attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + return; + } + + if (targ->client->pers.teamState.lasthurtcarrier && + level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) { + // attacker is on the same team as the skull carrier and + AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS); + + attacker->client->pers.teamState.carrierdefense++; + targ->client->pers.teamState.lasthurtcarrier = 0; + + attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + team = attacker->client->sess.sessionTeam; + // add the sprite over the player's head + attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + return; + } + + // flag and flag carrier area defense bonuses + + // we have to find the flag and carrier entities + +#ifdef MISSIONPACK + if( g_gametype.integer == GT_OBELISK ) { + // find the team obelisk + switch (attacker->client->sess.sessionTeam) { + case TEAM_RED: + c = "team_redobelisk"; + break; + case TEAM_BLUE: + c = "team_blueobelisk"; + break; + default: + return; + } + + } else if (g_gametype.integer == GT_HARVESTER ) { + // find the center obelisk + c = "team_neutralobelisk"; + } else { +#endif + // 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; + } + // 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; + } +#ifdef MISSIONPACK + } +#endif + 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 + + // 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, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS); + attacker->client->pers.teamState.basedefense++; + + attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + // add the sprite over the player's head + attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + 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, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS); + attacker->client->pers.teamState.carrierdefense++; + + attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + // add the sprite over the player's head + attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + 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; + + // flags + if (targ->client->ps.powerups[flag_pw] && + targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam) + attacker->client->pers.teamState.lasthurtcarrier = level.time; + + // skulls + if (targ->client->ps.generic1 && + 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; + case TEAM_FREE: + c = "team_CTF_neutralflag"; + 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 ) { + if( g_gametype.integer == GT_CTF ) { + Team_ResetFlag( TEAM_RED ); + Team_ResetFlag( TEAM_BLUE ); + } +#ifdef MISSIONPACK + else if( g_gametype.integer == GT_1FCTF ) { + Team_ResetFlag( TEAM_FREE ); + } +#endif +} + +void Team_ReturnFlagSound( gentity_t *ent, int team ) { + 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_TEAM_SOUND ); + if( team == TEAM_BLUE ) { + te->s.eventParm = GTS_RED_RETURN; + } + else { + te->s.eventParm = GTS_BLUE_RETURN; + } + te->r.svFlags |= SVF_BROADCAST; +} + +void Team_TakeFlagSound( gentity_t *ent, int team ) { + gentity_t *te; + + if (ent == NULL) { + G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n"); + return; + } + + // only play sound when the flag was at the base + // or not picked up the last 10 seconds + switch(team) { + case TEAM_RED: + if( teamgame.blueStatus != FLAG_ATBASE ) { + if (teamgame.blueTakenTime > level.time - 10000) + return; + } + teamgame.blueTakenTime = level.time; + break; + + case TEAM_BLUE: // CTF + if( teamgame.redStatus != FLAG_ATBASE ) { + if (teamgame.redTakenTime > level.time - 10000) + return; + } + teamgame.redTakenTime = level.time; + break; + } + + te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); + if( team == TEAM_BLUE ) { + te->s.eventParm = GTS_RED_TAKEN; + } + else { + te->s.eventParm = GTS_BLUE_TAKEN; + } + te->r.svFlags |= SVF_BROADCAST; +} + +void Team_CaptureFlagSound( gentity_t *ent, int team ) { + gentity_t *te; + + if (ent == NULL) { + G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n"); + return; + } + + te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); + if( team == TEAM_BLUE ) { + te->s.eventParm = GTS_BLUE_CAPTURE; + } + else { + te->s.eventParm = GTS_RED_CAPTURE; + } + te->r.svFlags |= SVF_BROADCAST; +} + +void Team_ReturnFlag( int team ) { + Team_ReturnFlagSound(Team_ResetFlag(team), team); + if( team == TEAM_FREE ) { + PrintMsg(NULL, "The flag has returned!\n" ); + } + else { + 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 ); + } + else if( ent->item->giTag == PW_NEUTRALFLAG ) { + Team_ReturnFlag( TEAM_FREE ); + } +} + +/* +============== +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) { + int team = TEAM_FREE; + + if( ent->item->giTag == PW_REDFLAG ) { + team = TEAM_RED; + } + else if( ent->item->giTag == PW_BLUEFLAG ) { + team = TEAM_BLUE; + } + else if( ent->item->giTag == PW_NEUTRALFLAG ) { + team = TEAM_FREE; + } + + Team_ReturnFlagSound( Team_ResetFlag( team ), team ); + // Reset Flag will delete this entity +} + + +/* +============== +Team_DroppedFlagThink +============== +*/ +int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) { + int i; + gentity_t *player; + gclient_t *cl = other->client; + int enemy_flag; + +#ifdef MISSIONPACK + if( g_gametype.integer == GT_1FCTF ) { + enemy_flag = PW_NEUTRALFLAG; + } + else { +#endif + if (cl->sess.sessionTeam == TEAM_RED) { + enemy_flag = PW_BLUEFLAG; + } else { + 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, ent->r.currentOrigin, 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; + } +#ifdef MISSIONPACK + } +#endif + + // 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 +#ifdef MISSIONPACK + if( g_gametype.integer == GT_1FCTF ) { + PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname ); + } + else { +#endif + PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team))); +#ifdef MISSIONPACK + } +#endif + + cl->ps.powerups[enemy_flag] = 0; + + teamgame.last_flag_capture = level.time; + teamgame.last_capture_team = team; + + // Increase the team's score + AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1); + Team_ForceGesture(other->client->sess.sessionTeam); + + other->client->pers.teamState.captures++; + // add the sprite over the player's head + other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + other->client->ps.eFlags |= EF_AWARD_CAP; + other->client->rewardTime = level.time + REWARD_SPRITE_TIME; + other->client->ps.persistant[PERS_CAPTURES]++; + + // other gets another 10 frag bonus + AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS); + + Team_CaptureFlagSound( ent, team ); + + // Ok, let's do the player loop, hand out the bonuses + for (i = 0; i < g_maxclients.integer; i++) { + player = &g_entities[i]; + + // also make sure we don't award assist bonuses to the flag carrier himself. + if (!player->inuse || player == other) + 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, ent->r.currentOrigin, CTF_TEAM_BONUS); + // award extra points for capture assists + if (player->client->pers.teamState.lastreturnedflag + + CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) { + AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS); + other->client->pers.teamState.assists++; + + player->client->ps.persistant[PERS_ASSIST_COUNT]++; + // add the sprite over the player's head + player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + player->client->ps.eFlags |= EF_AWARD_ASSIST; + player->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + } else if (player->client->pers.teamState.lastfraggedcarrier + + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) { + AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS); + other->client->pers.teamState.assists++; + player->client->ps.persistant[PERS_ASSIST_COUNT]++; + // add the sprite over the player's head + player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + player->client->ps.eFlags |= EF_AWARD_ASSIST; + player->client->rewardTime = level.time + REWARD_SPRITE_TIME; + } + } + } + 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; + +#ifdef MISSIONPACK + if( g_gametype.integer == GT_1FCTF ) { + PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname ); + + cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire + + if( team == TEAM_RED ) { + Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED ); + } + else { + Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE ); + } + } + else{ +#endif + PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n", + other->client->pers.netname, TeamName(team)); + + 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 + + Team_SetFlagStatus( team, FLAG_TAKEN ); +#ifdef MISSIONPACK + } +#endif + + AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS); + cl->pers.teamState.flagsince = level.time; + Team_TakeFlagSound( ent, team ); + + 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; + +#ifdef MISSIONPACK + if( g_gametype.integer == GT_OBELISK ) { + // there are no team items that can be picked up in obelisk + G_FreeEntity( ent ); + return 0; + } + + if( g_gametype.integer == GT_HARVESTER ) { + // the only team items that can be picked up in harvester are the cubes + if( ent->spawnflags != cl->sess.sessionTeam ) { + cl->ps.generic1 += 1; + } + G_FreeEntity( ent ); + return 0; + } +#endif + // 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; + } +#ifdef MISSIONPACK + else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) { + team = TEAM_FREE; + } +#endif + else { + PrintMsg ( other, "Don't know what team the flag is on.\n"); + return 0; + } +#ifdef MISSIONPACK + if( g_gametype.integer == GT_1FCTF ) { + if( team == TEAM_FREE ) { + return Team_TouchEnemyFlag( ent, other, cl->sess.sessionTeam ); + } + if( team != cl->sess.sessionTeam) { + return Team_TouchOurFlag( ent, other, cl->sess.sessionTeam ); + } + return 0; + } +#endif + // GT_CTF + if( team == cl->sess.sessionTeam) { + return Team_TouchOurFlag( ent, other, team ); + } + return 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; +} + + +/*---------------------------------------------------------------------------*/ + +/* +================ +SelectRandomTeamSpawnPoint + +go to a random point that doesn't telefrag +================ +*/ +#define MAX_TEAM_SPAWN_POINTS 32 +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, qboolean isbot ) { + gentity_t *spot; + + spot = SelectRandomTeamSpawnPoint ( teamstate, team ); + + if (!spot) { + return SelectSpawnPoint( vec3_origin, origin, angles, isbot ); + } + + 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[8192]; + 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->client->pers.connected != CON_CONNECTED ) { + continue; + } + + 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->client->pers.connected != CON_CONNECTED ) { + continue; + } + + 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) { +} + + +#ifdef MISSIONPACK +/* +================ +Obelisks +================ +*/ + +static void ObeliskRegen( gentity_t *self ) { + self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000; + if( self->health >= g_obeliskHealth.integer ) { + return; + } + + G_AddEvent( self, EV_POWERUP_REGEN, 0 ); + self->health += g_obeliskRegenAmount.integer; + if ( self->health > g_obeliskHealth.integer ) { + self->health = g_obeliskHealth.integer; + } + + self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer; + self->activator->s.frame = 0; +} + + +static void ObeliskRespawn( gentity_t *self ) { + self->takedamage = qtrue; + self->health = g_obeliskHealth.integer; + + self->think = ObeliskRegen; + self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000; + + self->activator->s.frame = 0; +} + + +static void ObeliskDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { + int otherTeam; + + otherTeam = OtherTeam( self->spawnflags ); + AddTeamScore(self->s.pos.trBase, otherTeam, 1); + Team_ForceGesture(otherTeam); + + CalculateRanks(); + + self->takedamage = qfalse; + self->think = ObeliskRespawn; + self->nextthink = level.time + g_obeliskRespawnDelay.integer * 1000; + + self->activator->s.modelindex2 = 0xff; + self->activator->s.frame = 2; + + G_AddEvent( self->activator, EV_OBELISKEXPLODE, 0 ); + + AddScore(attacker, self->r.currentOrigin, CTF_CAPTURE_BONUS); + + // add the sprite over the player's head + attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + attacker->client->ps.eFlags |= EF_AWARD_CAP; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + attacker->client->ps.persistant[PERS_CAPTURES]++; + + teamgame.redObeliskAttackedTime = 0; + teamgame.blueObeliskAttackedTime = 0; +} + + +static void ObeliskTouch( gentity_t *self, gentity_t *other, trace_t *trace ) { + int tokens; + + if ( !other->client ) { + return; + } + + if ( OtherTeam(other->client->sess.sessionTeam) != self->spawnflags ) { + return; + } + + tokens = other->client->ps.generic1; + if( tokens <= 0 ) { + return; + } + + PrintMsg(NULL, "%s" S_COLOR_WHITE " brought in %i skull%s.\n", + other->client->pers.netname, tokens, tokens ? "s" : "" ); + + AddTeamScore(self->s.pos.trBase, other->client->sess.sessionTeam, tokens); + Team_ForceGesture(other->client->sess.sessionTeam); + + AddScore(other, self->r.currentOrigin, CTF_CAPTURE_BONUS*tokens); + + // add the sprite over the player's head + other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + other->client->ps.eFlags |= EF_AWARD_CAP; + other->client->rewardTime = level.time + REWARD_SPRITE_TIME; + other->client->ps.persistant[PERS_CAPTURES] += tokens; + + other->client->ps.generic1 = 0; + CalculateRanks(); + + Team_CaptureFlagSound( self, self->spawnflags ); +} + +static void ObeliskPain( gentity_t *self, gentity_t *attacker, int damage ) { + int actualDamage = damage / 10; + if (actualDamage <= 0) { + actualDamage = 1; + } + self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer; + if (!self->activator->s.frame) { + G_AddEvent(self, EV_OBELISKPAIN, 0); + } + self->activator->s.frame = 1; + AddScore(attacker, self->r.currentOrigin, actualDamage); +} + +gentity_t *SpawnObelisk( vec3_t origin, int team, int spawnflags) { + trace_t tr; + vec3_t dest; + gentity_t *ent; + + ent = G_Spawn(); + + VectorCopy( origin, ent->s.origin ); + VectorCopy( origin, ent->s.pos.trBase ); + VectorCopy( origin, ent->r.currentOrigin ); + + VectorSet( ent->r.mins, -15, -15, 0 ); + VectorSet( ent->r.maxs, 15, 15, 87 ); + + ent->s.eType = ET_GENERAL; + ent->flags = FL_NO_KNOCKBACK; + + if( g_gametype.integer == GT_OBELISK ) { + ent->r.contents = CONTENTS_SOLID; + ent->takedamage = qtrue; + ent->health = g_obeliskHealth.integer; + ent->die = ObeliskDie; + ent->pain = ObeliskPain; + ent->think = ObeliskRegen; + ent->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000; + } + if( g_gametype.integer == GT_HARVESTER ) { + ent->r.contents = CONTENTS_TRIGGER; + ent->touch = ObeliskTouch; + } + + if ( spawnflags & 1 ) { + // suspended + G_SetOrigin( ent, ent->s.origin ); + } else { + // mappers like to put them exactly on the floor, but being coplanar + // will sometimes show up as starting in solid, so lif it up one pixel + ent->s.origin[2] += 1; + + // drop to floor + VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 ); + trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID ); + if ( tr.startsolid ) { + ent->s.origin[2] -= 1; + G_Printf( "SpawnObelisk: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin) ); + + ent->s.groundEntityNum = ENTITYNUM_NONE; + G_SetOrigin( ent, ent->s.origin ); + } + else { + // allow to ride movers + ent->s.groundEntityNum = tr.entityNum; + G_SetOrigin( ent, tr.endpos ); + } + } + + ent->spawnflags = team; + + trap_LinkEntity( ent ); + + return ent; +} + +/*QUAKED team_redobelisk (1 0 0) (-16 -16 0) (16 16 8) +*/ +void SP_team_redobelisk( gentity_t *ent ) { + gentity_t *obelisk; + + if ( g_gametype.integer <= GT_TEAM ) { + G_FreeEntity(ent); + return; + } + ent->s.eType = ET_TEAM; + if ( g_gametype.integer == GT_OBELISK ) { + obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags ); + obelisk->activator = ent; + // initial obelisk health value + ent->s.modelindex2 = 0xff; + ent->s.frame = 0; + } + if ( g_gametype.integer == GT_HARVESTER ) { + obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags ); + obelisk->activator = ent; + } + ent->s.modelindex = TEAM_RED; + trap_LinkEntity(ent); +} + +/*QUAKED team_blueobelisk (0 0 1) (-16 -16 0) (16 16 88) +*/ +void SP_team_blueobelisk( gentity_t *ent ) { + gentity_t *obelisk; + + if ( g_gametype.integer <= GT_TEAM ) { + G_FreeEntity(ent); + return; + } + ent->s.eType = ET_TEAM; + if ( g_gametype.integer == GT_OBELISK ) { + obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags ); + obelisk->activator = ent; + // initial obelisk health value + ent->s.modelindex2 = 0xff; + ent->s.frame = 0; + } + if ( g_gametype.integer == GT_HARVESTER ) { + obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags ); + obelisk->activator = ent; + } + ent->s.modelindex = TEAM_BLUE; + trap_LinkEntity(ent); +} + +/*QUAKED team_neutralobelisk (0 0 1) (-16 -16 0) (16 16 88) +*/ +void SP_team_neutralobelisk( gentity_t *ent ) { + if ( g_gametype.integer != GT_1FCTF && g_gametype.integer != GT_HARVESTER ) { + G_FreeEntity(ent); + return; + } + ent->s.eType = ET_TEAM; + if ( g_gametype.integer == GT_HARVESTER) { + neutralObelisk = SpawnObelisk( ent->s.origin, TEAM_FREE, ent->spawnflags); + neutralObelisk->spawnflags = TEAM_FREE; + } + ent->s.modelindex = TEAM_FREE; + trap_LinkEntity(ent); +} + + +/* +================ +CheckObeliskAttack +================ +*/ +qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker ) { + gentity_t *te; + + // if this really is an obelisk + if( obelisk->die != ObeliskDie ) { + return qfalse; + } + + // if the attacker is a client + if( !attacker->client ) { + return qfalse; + } + + // if the obelisk is on the same team as the attacker then don't hurt it + if( obelisk->spawnflags == attacker->client->sess.sessionTeam ) { + return qtrue; + } + + // obelisk may be hurt + + // if not played any sounds recently + if ((obelisk->spawnflags == TEAM_RED && + teamgame.redObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) || + (obelisk->spawnflags == TEAM_BLUE && + teamgame.blueObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ) { + + // tell which obelisk is under attack + te = G_TempEntity( obelisk->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); + if( obelisk->spawnflags == TEAM_RED ) { + te->s.eventParm = GTS_REDOBELISK_ATTACKED; + teamgame.redObeliskAttackedTime = level.time; + } + else { + te->s.eventParm = GTS_BLUEOBELISK_ATTACKED; + teamgame.blueObeliskAttackedTime = level.time; + } + te->r.svFlags |= SVF_BROADCAST; + } + + return qfalse; +} +#endif |