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本文整理汇总了C++中G_LogPrintf函数的典型用法代码示例。如果您正苦于以下问题:C++ G_LogPrintf函数的具体用法?C++ G_LogPrintf怎么用?C++ G_LogPrintf使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了G_LogPrintf函数的24个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: Touch_Item/*===============Touch_Item===============*/void Touch_Item( gentity_t *ent, gentity_t *other, trace_t *trace ) { int respawn; int makenoise = EV_ITEM_PICKUP; // only activated items can be picked up if ( !ent->active ) { return; } else { // need to set active to false if player is maxed out ent->active = qfalse; } if ( !other->client ) { return; } if ( other->health < 1 ) { return; // dead people can't pickup } // the same pickup rules are used for client side and server side if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps ) ) { return; } G_LogPrintf( "Item: %i %s/n", other->s.number, ent->item->classname ); // call the item-specific pickup function switch ( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon( ent, other ); break; case IT_AMMO: respawn = Pickup_Ammo( ent, other ); break; case IT_ARMOR: respawn = Pickup_Armor( ent, other ); break; case IT_HEALTH: respawn = Pickup_Health( ent, other ); break; case IT_POWERUP: respawn = Pickup_Powerup( ent, other ); break; case IT_TEAM: respawn = Pickup_Team( ent, other ); break; case IT_HOLDABLE: respawn = Pickup_Holdable( ent, other ); break; case IT_KEY: respawn = Pickup_Key( ent, other ); break; case IT_TREASURE: respawn = Pickup_Treasure( ent, other ); break; case IT_CLIPBOARD: respawn = Pickup_Clipboard( ent, other ); // send the event to the client to request that the UI draw a popup // (specified by the configstring in ent->s.density). //G_AddEvent( other, EV_POPUP, ent->s.density); //if(ent->key) //G_AddEvent( other, EV_GIVEPAGE, ent->key ); break; default: return; } if ( !respawn ) { return; } // play sounds if ( ent->noise_index ) { // (SA) a sound was specified in the entity, so play that sound // (this G_AddEvent) and send the pickup as "EV_ITEM_PICKUP_QUIET" // so it doesn't make the default pickup sound when the pickup event is recieved makenoise = EV_ITEM_PICKUP_QUIET; G_AddEvent( other, EV_GENERAL_SOUND, ent->noise_index ); } // send the pickup event if ( other->client->pers.predictItemPickup ) { G_AddPredictableEvent( other, makenoise, ent->s.modelindex ); } else { G_AddEvent( other, makenoise, ent->s.modelindex ); } // powerup pickups are global broadcasts if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM ) { // (SA) probably need to check for IT_KEY here too... (coop?) gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex;//.........这里部分代码省略.........
开发者ID:Justasic,项目名称:RTCW-MP,代码行数:101,
示例2: CheckTournament/*=============CheckTournamentOnce a frame, check for changes in tournement player state=============*/void CheckTournament( void ) { // check because we run 3 game frames before calling Connect and/or ClientBegin // for clients on a map_restart if ( level.numPlayingClients == 0 ) { return; } if ( g_gametype.integer == GT_TOURNAMENT ) { // pull in a spectator if needed if ( level.numPlayingClients < 2 ) { AddTournamentPlayer(); } // if we don't have two players, go back to "waiting for players" if ( level.numPlayingClients != 2 ) { if ( level.warmupTime != -1 ) { level.warmupTime = -1; trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); G_LogPrintf( "Warmup:/n" ); } return; } if ( level.warmupTime == 0 ) { return; } // if the warmup is changed at the console, restart it if ( g_warmup.modificationCount != level.warmupModificationCount ) { level.warmupModificationCount = g_warmup.modificationCount; level.warmupTime = -1; } // if all players have arrived, start the countdown if ( level.warmupTime < 0 ) { if ( level.numPlayingClients == 2 ) { // fudge by -1 to account for extra delays if ( g_warmup.integer > 1 ) { level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000; } else { level.warmupTime = 0; } trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); } return; } // if the warmup time has counted down, restart if ( level.time > level.warmupTime ) { level.warmupTime += 10000; trap_Cvar_Set( "g_restarted", "1" ); trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0/n" ); level.restarted = qtrue; return; } } else if ( g_gametype.integer != GT_SINGLE_PLAYER && level.warmupTime != 0 ) { int counts[TEAM_NUM_TEAMS]; qboolean notEnough = qfalse; if ( g_gametype.integer > GT_TEAM ) { counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE ); counts[TEAM_RED] = TeamCount( -1, TEAM_RED ); if (counts[TEAM_RED] < 1 || counts[TEAM_BLUE] < 1) { notEnough = qtrue; } } else if ( level.numPlayingClients < 2 ) { notEnough = qtrue; } if ( notEnough ) { if ( level.warmupTime != -1 ) { level.warmupTime = -1; trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); G_LogPrintf( "Warmup:/n" ); } return; // still waiting for team members } if ( level.warmupTime == 0 ) { return; } // if the warmup is changed at the console, restart it if ( g_warmup.modificationCount != level.warmupModificationCount ) { level.warmupModificationCount = g_warmup.modificationCount; level.warmupTime = -1; } // if all players have arrived, start the countdown if ( level.warmupTime < 0 ) {//.........这里部分代码省略.........
开发者ID:DingoOz,项目名称:Quake3-GLES-for-armv7,代码行数:101,
示例3: G_matchInfoDump// Dumps end-of-match infovoid G_matchInfoDump(unsigned int dwDumpType){ int i, ref; gentity_t *ent; gclient_t *cl; for(i=0; i<level.numConnectedClients; i++ ) { ref = level.sortedClients[i]; ent = &g_entities[ref]; cl = ent->client; if(cl->pers.connected != CON_CONNECTED) continue; if(dwDumpType == EOM_WEAPONSTATS) { // forty - #607 - Merge in Density's damage received display code // If client wants to write stats to a file, don't auto send this stuff if(!(cl->pers.clientFlags & CGF_STATSDUMP)) { if((cl->pers.autoaction & AA_STATSALL) || cl->pers.mvCount > 0) { G_statsall_cmd(ent, 0, qfalse); } else if(cl->sess.sessionTeam != TEAM_SPECTATOR) { if(cl->pers.autoaction & AA_STATSTEAM) G_statsall_cmd(ent, cl->sess.sessionTeam, qfalse); // Currently broken.. need to support the overloading of dwCommandID else CP(va("ws %s/n", G_createStats(ent, ent))); } else if(cl->sess.spectatorState != SPECTATOR_FREE) { int pid = cl->sess.spectatorClient; if((cl->pers.autoaction & AA_STATSTEAM)) G_statsall_cmd(ent, level.clients[pid].sess.sessionTeam, qfalse); // Currently broken.. need to support the overloading of dwCommandID else CP(va("ws %s/n", G_createStats(g_entities + pid, ent))); } } // Log it if(cl->sess.sessionTeam != TEAM_SPECTATOR) { G_LogPrintf("WeaponStats: %s/n", G_createStats(ent, NULL)); } } else if(dwDumpType == EOM_MATCHINFO) { if(!(cl->pers.clientFlags & CGF_STATSDUMP)) G_printMatchInfo(ent); if(g_gametype.integer == GT_WOLF_STOPWATCH) { if(g_currentRound.integer == 1) { // We've already missed the switch CP(va("print /">>> ^3Clock set to: %d:%02d/n/n/n/"", g_nextTimeLimit.integer, (int)(60.0 * (float)(g_nextTimeLimit.value - g_nextTimeLimit.integer)))); } else { float val = (float)((level.timeCurrent - (level.startTime + level.time - level.intermissiontime)) / 60000.0); if(val < g_timelimit.value) { CP(va("print /">>> ^3Objective reached at %d:%02d (original: %d:%02d)/n/n/n/"", (int)val, (int)(60.0 * (val - (int)val)), g_timelimit.integer, (int)(60.0 * (float)(g_timelimit.value - g_timelimit.integer)))); } else { CP(va("print /">>> ^3Objective NOT reached in time (%d:%02d)/n/n/n/"", g_timelimit.integer, (int)(60.0 * (float)(g_timelimit.value - g_timelimit.integer)))); } } } } }}
开发者ID:BulldogDrummond,项目名称:etpub,代码行数:62,
示例4: G_Sayvoid G_Say( gentity_t *ent, gentity_t *target, int mode, const char *chatText ) { int j; gentity_t *other; int color; char name[64]; // don't let text be too long for malicious reasons char text[MAX_SAY_TEXT]; char location[64]; if ( g_gametype.integer < GT_TEAM && mode == SAY_TEAM ) { mode = SAY_ALL; } switch ( mode ) { default: case SAY_ALL: G_LogPrintf( "say: %s: %s/n", ent->client->pers.netname, chatText );// >>> FIX: For Nintendo Wii using devkitPPC / libogc// Using renamed color constants: //Com_sprintf (name, sizeof(name), "%s%c%c"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE ); //color = COLOR_GREEN; Com_sprintf (name, sizeof(name), "%s%c%c"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, Q_COLOR_WHITE ); color = Q_COLOR_GREEN;// <<< FIX break; case SAY_TEAM: G_LogPrintf( "sayteam: %s: %s/n", ent->client->pers.netname, chatText ); if (Team_GetLocationMsg(ent, location, sizeof(location))) Com_sprintf (name, sizeof(name), EC"(%s%c%c"EC") (%s)"EC": ", // >>> FIX: For Nintendo Wii using devkitPPC / libogc// Using renamed color constants: //ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE, location); ent->client->pers.netname, Q_COLOR_ESCAPE, Q_COLOR_WHITE, location);// <<< FIX else Com_sprintf (name, sizeof(name), EC"(%s%c%c"EC")"EC": ", // >>> FIX: For Nintendo Wii using devkitPPC / libogc// Using renamed color constants: // ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE ); //color = COLOR_CYAN; ent->client->pers.netname, Q_COLOR_ESCAPE, Q_COLOR_WHITE ); color = Q_COLOR_CYAN;// <<< FIX break; case SAY_TELL: if (target && g_gametype.integer >= GT_TEAM && target->client->sess.sessionTeam == ent->client->sess.sessionTeam && Team_GetLocationMsg(ent, location, sizeof(location)))// >>> FIX: For Nintendo Wii using devkitPPC / libogc// Using renamed color constants: // Com_sprintf (name, sizeof(name), EC"[%s%c%c"EC"] (%s)"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE, location ); //else // Com_sprintf (name, sizeof(name), EC"[%s%c%c"EC"]"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE ); //color = COLOR_MAGENTA; Com_sprintf (name, sizeof(name), EC"[%s%c%c"EC"] (%s)"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, Q_COLOR_WHITE, location ); else Com_sprintf (name, sizeof(name), EC"[%s%c%c"EC"]"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, Q_COLOR_WHITE ); color = Q_COLOR_MAGENTA;// <<< FIX break; } Q_strncpyz( text, chatText, sizeof(text) ); if ( target ) { G_SayTo( ent, target, mode, color, name, text ); return; } // echo the text to the console if ( g_dedicated.integer ) { G_Printf( "%s%s/n", name, text); } // send it to all the apropriate clients for (j = 0; j < level.maxclients; j++) { other = &g_entities[j]; G_SayTo( ent, other, mode, color, name, text ); }}
开发者ID:Izhido,项目名称:qrevpak,代码行数:80,
示例5: player_dievoid player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { gentity_t *ent; // TTimo might be used uninitialized int contents = 0; int killer; int i; char *killerName, *obit; qboolean nogib = qtrue; gitem_t *item = NULL; // JPW NERVE for flag drop vec3_t launchvel,launchspot; // JPW NERVE gentity_t *flag; // JPW NERVE if ( self->client->ps.pm_type == PM_DEAD ) { return; } if ( level.intermissiontime ) { return; } self->client->ps.pm_type = PM_DEAD; G_AddEvent( self, EV_STOPSTREAMINGSOUND, 0 ); if ( attacker ) { killer = attacker->s.number; if ( attacker->client ) { killerName = attacker->client->pers.netname; } else { killerName = "<non-client>"; } } else { killer = ENTITYNUM_WORLD; killerName = "<world>"; } if ( killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = "<world>"; } if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) { obit = "<bad obituary>"; } else { obit = modNames[ meansOfDeath ]; } G_LogPrintf( "Kill: %i %i %i: %s killed %s by %s/n", killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit ); // broadcast the death event to everyone ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY ); ent->s.eventParm = meansOfDeath; ent->s.otherEntityNum = self->s.number; ent->s.otherEntityNum2 = killer; ent->r.svFlags = SVF_BROADCAST; // send to everyone self->enemy = attacker; self->client->ps.persistant[PERS_KILLED]++;// JPW NERVE -- if player is holding ticking grenade, drop it if ( g_gametype.integer != GT_SINGLE_PLAYER ) { if ( ( self->client->ps.grenadeTimeLeft ) && ( self->s.weapon != WP_DYNAMITE ) ) { launchvel[0] = crandom(); launchvel[1] = crandom(); launchvel[2] = random(); VectorScale( launchvel, 160, launchvel ); VectorCopy( self->r.currentOrigin, launchspot ); launchspot[2] += 40; fire_grenade( self, launchspot, launchvel, self->s.weapon ); } }// jpw if ( attacker && attacker->client ) { if ( attacker == self || OnSameTeam( self, attacker ) ) { // DHM - Nerve :: Complaint lodging if ( attacker != self && level.warmupTime <= 0 ) { if ( attacker->client->pers.localClient ) { trap_SendServerCommand( self - g_entities, "complaint -4" ); } else { trap_SendServerCommand( self - g_entities, va( "complaint %i", attacker->s.number ) ); self->client->pers.complaintClient = attacker->s.clientNum; self->client->pers.complaintEndTime = level.time + 20500; } } // dhm // JPW NERVE if ( g_gametype.integer >= GT_WOLF ) { // high penalty to offset medic heal AddScore( attacker, WOLF_FRIENDLY_PENALTY ); } else { // jpw AddScore( attacker, -1 ); } } else {//.........这里部分代码省略.........
开发者ID:chegestar,项目名称:omni-bot,代码行数:101,
示例6: player_die/*==================player_die==================*/void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { gentity_t *ent; int anim; int contents; int killer; int i; const char *killerName, *obit; if ( self->client->ps.pm_type == PM_DEAD ) { return; } if ( level.intermissiontime ) { return; } // check for an almost capture CheckAlmostCapture( self, attacker ); // check for a player that almost brought in cubes CheckAlmostScored( self, attacker ); if (self->client && self->client->hook) { Weapon_HookFree(self->client->hook); }#ifdef MISSIONPACK if ((self->client->ps.eFlags & EF_TICKING) && self->activator) { self->client->ps.eFlags &= ~EF_TICKING; self->activator->think = G_FreeEntity; self->activator->nextthink = level.time; }#endif self->client->ps.pm_type = PM_DEAD; if ( attacker ) { killer = attacker->s.number; if ( attacker->client ) { killerName = attacker->client->pers.netname; } else { killerName = "<non-client>"; } } else { killer = ENTITYNUM_WORLD; killerName = "<world>"; } if ( killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = "<world>"; } if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) { obit = "<bad obituary>"; } else { obit = modNames[ meansOfDeath ]; } G_LogPrintf("Kill: %i %i %i: %s killed %s by %s/n", killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit ); // broadcast the death event to everyone ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY ); ent->s.eventParm = meansOfDeath; ent->s.otherEntityNum = self->s.number; ent->s.otherEntityNum2 = killer; ent->r.svFlags = SVF_BROADCAST; // send to everyone self->enemy = attacker; self->client->ps.persistant[PERS_KILLED]++; if (attacker && attacker->client) { attacker->client->lastkilled_client = self->s.number; if ( attacker == self || OnSameTeam (self, attacker ) ) { AddScore( attacker, self->r.currentOrigin, -1 ); } else { AddScore( attacker, self->r.currentOrigin, 1 ); if( meansOfDeath == MOD_GAUNTLET ) { // play humiliation on player attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_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_GAUNTLET; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; // also play humiliation on target self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD; } // check for two kills in a short amount of time // if this is close enough to the last kill, give a reward sound//.........这里部分代码省略.........
开发者ID:Jsoucek,项目名称:q3ce,代码行数:101,
示例7: player_die/*==================player_die==================*/void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ){ gentity_t *ent; int anim; int killer; int i, j; char *killerName, *obit; float totalTK = 0; float totalDamage = 0.0f; float percentDamage = 0.0f; gentity_t *player; qboolean tk = qfalse; if( self->client->ps.pm_type == PM_DEAD ) return; if( level.intermissiontime ) return; self->client->ps.pm_type = PM_DEAD; self->suicideTime = 0; if( attacker ) { killer = attacker->s.number; if( attacker->client ) { killerName = attacker->client->pers.netname; tk = ( attacker != self && attacker->client->ps.stats[ STAT_PTEAM ] == self->client->ps.stats[ STAT_PTEAM ] ); if( attacker != self && attacker->client->ps.stats[ STAT_PTEAM ] == self->client->ps.stats[ STAT_PTEAM ] ) { attacker->client->pers.statscounters.teamkills++; if( attacker->client->pers.teamSelection == PTE_ALIENS ) { level.alienStatsCounters.teamkills++; } else if( attacker->client->pers.teamSelection == PTE_HUMANS ) { level.humanStatsCounters.teamkills++; } } } else killerName = "<non-client>"; } else { killer = ENTITYNUM_WORLD; killerName = "<world>"; } if( killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = "<world>"; } if( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) obit = "<bad obituary>"; else obit = modNames[ meansOfDeath ]; G_LogPrintf("Kill: %i %i %i: %s^7 killed %s^7 by %s/n", killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit ); //TA: close any menus the client has open G_CloseMenus( self->client->ps.clientNum ); //TA: deactivate all upgrades for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) BG_DeactivateUpgrade( i, self->client->ps.stats ); if( meansOfDeath == MOD_SLAP ) { trap_SendServerCommand( -1, va( "print /"%s^7 felt %s^7's authority/n/"", self->client->pers.netname, killerName ) ); goto finish_dying; } // broadcast the death event to everyone if( !tk ) { ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY ); ent->s.eventParm = meansOfDeath; ent->s.otherEntityNum = self->s.number; ent->s.otherEntityNum2 = killer; ent->r.svFlags = SVF_BROADCAST; // send to everyone//.........这里部分代码省略.........
开发者ID:newsource-trem,项目名称:slackers-qvm,代码行数:101,
示例8: G_LogWeaponOutputvoid G_LogWeaponOutput(void){#ifdef LOGGING_WEAPONS int i,j,curwp; float pershot; fileHandle_t weaponfile; char string[1024]; int totalpickups[WP_NUM_WEAPONS]; int totaltime[WP_NUM_WEAPONS]; int totaldeaths[WP_NUM_WEAPONS]; int totaldamageMOD[MOD_MAX]; int totalkillsMOD[MOD_MAX]; int totaldamage[WP_NUM_WEAPONS]; int totalkills[WP_NUM_WEAPONS]; int totalshots[WP_NUM_WEAPONS]; int percharacter[WP_NUM_WEAPONS]; char info[1024]; char mapname[128]; char *nameptr, *unknownname="<Unknown>"; if (!g_statLog.integer) { return; } G_LogPrintf("*****************************Weapon Log:/n" ); memset(totalpickups, 0, sizeof(totalpickups)); memset(totaltime, 0, sizeof(totaltime)); memset(totaldeaths, 0, sizeof(totaldeaths)); memset(totaldamageMOD, 0, sizeof(totaldamageMOD)); memset(totalkillsMOD, 0, sizeof(totalkillsMOD)); memset(totaldamage, 0, sizeof(totaldamage)); memset(totalkills, 0, sizeof(totalkills)); memset(totalshots, 0, sizeof(totalshots)); for (i=0; i<MAX_CLIENTS; i++) { if (G_WeaponLogClientTouch[i]) { // Ignore any entity/clients we don't care about! for (j=0;j<WP_NUM_WEAPONS;j++) { totalpickups[j] += G_WeaponLogPickups[i][j]; totaltime[j] += G_WeaponLogTime[i][j]; totaldeaths[j] += G_WeaponLogDeaths[i][j]; totalshots[j] += G_WeaponLogFired[i][j]; } for (j=0;j<MOD_MAX;j++) { totaldamageMOD[j] += G_WeaponLogDamage[i][j]; totalkillsMOD[j] += G_WeaponLogKills[i][j]; } } } // Now total the weapon data from the MOD data. for (j=0; j<MOD_MAX; j++) { if (j <= MOD_SENTRY) { curwp = weaponFromMOD[j]; totaldamage[curwp] += totaldamageMOD[j]; totalkills[curwp] += totalkillsMOD[j]; } } G_LogPrintf( "/n****Data by Weapon:/n" ); for (j=0; j<WP_NUM_WEAPONS; j++) { G_LogPrintf("%15s: Pickups: %4d, Time: %5d, Deaths: %5d/n", weaponNameFromIndex[j], totalpickups[j], (int)(totaltime[j]/1000), totaldeaths[j]); } G_LogPrintf( "/n****Combat Data by Weapon:/n" ); for (j=0; j<WP_NUM_WEAPONS; j++) { if (totalshots[j] > 0) { pershot = (float)(totaldamage[j])/(float)(totalshots[j]); } else { pershot = 0; } G_LogPrintf("%15s: Damage: %6d, Kills: %5d, Dmg per Shot: %f/n", weaponNameFromIndex[j], totaldamage[j], totalkills[j], pershot); } G_LogPrintf( "/n****Combat Data By Damage Type:/n" ); for (j=0; j<MOD_MAX; j++) { G_LogPrintf("%25s: Damage: %6d, Kills: %5d/n", modNames[j], totaldamageMOD[j], totalkillsMOD[j]); } G_LogPrintf("/n");//.........这里部分代码省略.........
开发者ID:NoahBennet,项目名称:base_enhanced,代码行数:101,
示例9: SP_worldspawnvoid SP_worldspawn( void ) { char *text, temp[32]; int i; int lengthRed, lengthBlue, lengthGreen; //I want to "cull" entities out of net sends to clients to reduce //net traffic on our larger open maps -rww G_SpawnFloat("distanceCull", "6000.0", &g_cullDistance); trap_SetServerCull(g_cullDistance); G_SpawnString( "classname", "", &text ); if ( Q_stricmp( text, "worldspawn" ) ) { G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" ); } for ( i = 0 ; i < level.numSpawnVars ; i++ ) { if ( Q_stricmp( "spawnscript", level.spawnVars[i][0] ) == 0 ) {//ONly let them set spawnscript, we don't want them setting an angle or something on the world. G_ParseField( level.spawnVars[i][0], level.spawnVars[i][1], &g_entities[ENTITYNUM_WORLD] ); } } //The server will precache the standard model and animations, so that there is no hit //when the first client connnects. if (!BGPAFtextLoaded) { BG_ParseAnimationFile("models/players/_humanoid/animation.cfg", bgHumanoidAnimations, qtrue); } if (!precachedKyle) { int defSkin; trap_G2API_InitGhoul2Model(&precachedKyle, "models/players/kyle/model.glm", 0, 0, -20, 0, 0); if (precachedKyle) { defSkin = trap_R_RegisterSkin("models/players/kyle/model_default.skin"); trap_G2API_SetSkin(precachedKyle, 0, defSkin, defSkin); } } if (!g2SaberInstance) { trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0); if (g2SaberInstance) { // indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0); // now set up the gun bolt on it trap_G2API_AddBolt(g2SaberInstance, 0, "*blade1"); } } if (g_gametype.integer == GT_SIEGE) { //a tad bit of a hack, but.. EWebPrecache(); } // make some data visible to connecting client trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION ); trap_SetConfigstring( CS_LEVEL_START_TIME, va("%i", level.startTime ) ); G_SpawnString( "music", "", &text ); trap_SetConfigstring( CS_MUSIC, text ); G_SpawnString( "message", "", &text ); trap_SetConfigstring( CS_MESSAGE, text ); // map specific message trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day G_SpawnString( "gravity", "800", &text ); trap_Cvar_Set( "g_gravity", text ); G_SpawnString( "enableBreath", "0", &text ); trap_Cvar_Set( "g_enableBreath", text ); G_SpawnString( "soundSet", "default", &text ); trap_SetConfigstring( CS_GLOBAL_AMBIENT_SET, text ); g_entities[ENTITYNUM_WORLD].s.number = ENTITYNUM_WORLD; g_entities[ENTITYNUM_WORLD].classname = "worldspawn"; // see if we want a warmup time trap_SetConfigstring( CS_WARMUP, "" ); if ( g_restarted.integer ) { trap_Cvar_Set( "g_restarted", "0" ); level.warmupTime = 0; } //Raz: Fix warmup#if 0 /* else if ( g_doWarmup.integer && g_gametype.integer != GT_DUEL && g_gametype.integer != GT_POWERDUEL ) { // Turn it on else if ( g_doWarmup.integer && level.gametype != GT_DUEL && level.gametype != GT_POWERDUEL ) { // Turn it on level.warmupTime = -1; trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); G_LogPrintf( "Warmup:/n" );//.........这里部分代码省略.........
开发者ID:L0rdWaffles,项目名称:OpenJK,代码行数:101,
示例10: ClientUserinfoChanged//.........这里部分代码省略......... switch( team ) { case TEAM_RED: ForceClientSkin(client, model, "red");// ForceClientSkin(client, headModel, "red"); break; case TEAM_BLUE: ForceClientSkin(client, model, "blue");// ForceClientSkin(client, headModel, "blue"); break; } // don't ever use a default skin in teamplay, it would just waste memory // however bots will always join a team but they spawn in as spectator if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) { ForceClientSkin(client, model, "red");// ForceClientSkin(client, headModel, "red"); }*/#ifdef MISSIONPACK if(g_gametype.integer >= GT_TEAM) { client->pers.teamInfo = qtrue; } else { s = Info_ValueForKey(userinfo, "teamoverlay"); if(!*s || atoi(s) != 0) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; } }#else // teamInfo s = Info_ValueForKey(userinfo, "teamoverlay"); if(!*s || atoi(s) != 0) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; }#endif /* s = Info_ValueForKey( userinfo, "cg_pmove_fixed" ); if ( !*s || atoi( s ) == 0 ) { client->pers.pmoveFixed = qfalse; } else { client->pers.pmoveFixed = qtrue; } */ // team task (0 = none, 1 = offence, 2 = defence) teamTask = atoi(Info_ValueForKey(userinfo, "teamtask")); // team Leader (1 = leader, 0 is normal player) teamLeader = client->sess.teamLeader; // colors strcpy(c1, Info_ValueForKey(userinfo, "color1")); strcpy(c2, Info_ValueForKey(userinfo, "color2")); strcpy(redTeam, Info_ValueForKey(userinfo, "g_redteam")); strcpy(blueTeam, Info_ValueForKey(userinfo, "g_blueteam")); // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds#if 0 if(ent->r.svFlags & SVF_BOT) { Com_sprintf(userinfo, sizeof(userinfo), "n//%s//t//%i//model//%s//hmodel//%s//g_redteam//%s//g_blueteam//%s//c1//%s//c2//%s//hc//%i//w//%i//l//%i//skill//%s//tt//%d//tl//%d", client->pers.netname, team, model, headModel, redTeam, blueTeam, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, Info_ValueForKey(userinfo, "skill"), teamTask, teamLeader); } else#endif { Com_sprintf(userinfo, sizeof(userinfo), "n//%s//t//%i//model//%s//hmodel//%s//g_redteam//%s//g_blueteam//%s//c1//%s//c2//%s//hc//%i//w//%i//l//%i//tt//%d//tl//%d", client->pers.netname, team, model, "", redTeam, blueTeam, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); } trap_SetConfigstring(CS_PLAYERS + clientNum, userinfo);#ifdef G_LUA // Lua API callbacks // This only gets called when the ClientUserinfo is changed, replicating // ETPro's behaviour. G_LuaHook_ClientUserinfoChanged(clientNum);#endif // this is not the userinfo, more like the configstring actually G_LogPrintf("ClientUserinfoChanged: %i %s/n", clientNum, s);}
开发者ID:SinSiXX,项目名称:Rogue-Reborn,代码行数:101,
示例11: trap_GetUserinfo//.........这里部分代码省略......... // IP filtering // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey(userinfo, "ip"); if(G_FilterPacket(value)) { return "You are banned from this server."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if(!isBot && (strcmp(value, "localhost") != 0)) { // check for a password value = Info_ValueForKey(userinfo, "password"); if(g_password.string[0] && Q_stricmp(g_password.string, "none") && strcmp(g_password.string, value) != 0) { return "Invalid password"; } }#ifdef G_LUA // Lua API callbacks (check with Lua scripts) if(G_LuaHook_ClientConnect(clientNum, firstTime, isBot, reason)) { return "Connection Rejected by lua module."; }#endif // they can connect ent->client = level.clients + clientNum; client = ent->client;// areabits = client->areabits; memset(client, 0, sizeof(*client)); client->pers.connected = CON_CONNECTING; // read or initialize the session data if(firstTime || level.newSession) { G_InitSessionData(client, userinfo); } G_ReadSessionData(client); // Tr3B: add SVF_CAPSULE to players so we can trace against the rotated capsules // in the server entity tracing code SV_ClipToEntity // FIXME UPDATE: this seems to break the box traces against the player capsules by entities like rockets // it should be a bug in CM_TraceBoundingBoxThroughCapsule //ent->r.svFlags |= SVF_CAPSULE; if(isBot) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue;#if defined(BRAINWORKS) if(!G_BotConnect(clientNum, !firstTime)) { return "BotConnectfailed"; }#elif defined(ACEBOT) if(!ACESP_BotConnect(clientNum, !firstTime)) { return "BotConnectfailed"; }#else return "BotConnectfailed";#endif } // get and distribute relevent paramters G_LogPrintf("ClientConnect: %i/n", clientNum); ClientUserinfoChanged(clientNum); // don't do the "xxx connected" messages if they were caried over from previous level if(firstTime) { trap_SendServerCommand(-1, va("print /"%s" S_COLOR_WHITE " connected/n/"", client->pers.netname)); } if(g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR) { BroadcastTeamChange(client, -1); } // count current clients and rank for scoreboard CalculateRanks(); // for statistics// client->areabits = areabits;// if ( !client->areabits )// client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL;}
开发者ID:SinSiXX,项目名称:Rogue-Reborn,代码行数:101,
示例12: Touch_Item/*===============Touch_Item===============*/void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace){ int respawn; qboolean predict; if (!other->client) return; if (other->health < 1) return; // dead people can't pickup // the same pickup rules are used for client side and server side if (!BG_CanItemBeGrabbed(g_gametype.integer, &ent->s, &other->client->ps, &level.InvasionInfo)) { return; } G_LogPrintf("Item: %i %s/n", other->s.number, ent->item->classname); predict = other->client->pers.predictItemPickup; // call the item-specific pickup function switch (ent->item->giType) { case IT_WEAPON: respawn = Pickup_Weapon(ent, other);// predict = qfalse; break; case IT_AMMO: respawn = Pickup_Ammo(ent, other);// predict = qfalse; break; case IT_ARMOR: respawn = Pickup_Armor(ent, other); break; case IT_HEALTH: respawn = Pickup_Health(ent, other); break; case IT_POWERUP: respawn = Pickup_Powerup(ent, other); predict = qfalse; break;#ifdef MISSIONPACK case IT_PERSISTANT_POWERUP: respawn = Pickup_PersistantPowerup(ent, other); break;#endif case IT_TEAM: respawn = Pickup_Team(ent, other); break; case IT_HOLDABLE: respawn = Pickup_Holdable(ent, other); break; default: return; } if (!respawn) { return; } // play the normal pickup sound if (predict) { G_AddPredictableEvent(other, EV_ITEM_PICKUP, ent->s.modelindex); } else { G_AddEvent(other, EV_ITEM_PICKUP, ent->s.modelindex); } // powerup pickups are global broadcasts if (ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) { // if we want the global sound to play if (!ent->speed) { gentity_t *te; te = G_TempEntity(ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP); te->s.eventParm = ent->s.modelindex; te->r.svFlags |= SVF_BROADCAST; } else { gentity_t *te; te = G_TempEntity(ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP); te->s.eventParm = ent->s.modelindex; // only send this temp entity to a single client te->r.svFlags |= SVF_SINGLECLIENT; te->r.singleClient = other->s.number; } }//.........这里部分代码省略.........
开发者ID:ElderPlayerX,项目名称:Invasion,代码行数:101,
示例13: player_die/*==================player_die==================*/void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { static int rndAnim; gentity_t *ent; int anim; int contents; int killer; int i; char *killerName, *obit; qboolean gibPlayer; qboolean headshot = qfalse; if ( self->player->ps.pm_type == PM_DEAD ) { return; } if ( level.intermissiontime ) { return; } // make sure the body shows up in the player's current position G_UnTimeShiftClient( self ); // check for an almost capture CheckAlmostCapture( self, attacker ); // check for a player that almost brought in cubes CheckAlmostScored( self, attacker ); if (self->player && self->player->hook) { Weapon_HookFree(self->player->hook); }#ifdef MISSIONPACK if ((self->player->ps.eFlags & EF_TICKING) && self->activator) { self->player->ps.eFlags &= ~EF_TICKING; self->activator->think = G_FreeEntity; self->activator->nextthink = level.time; }#endif self->player->ps.pm_type = PM_DEAD; if ( attacker ) { killer = attacker->s.number; if ( attacker->player ) { killerName = attacker->player->pers.netname; } else { killerName = "<non-player>"; } } else { killer = ENTITYNUM_WORLD; killerName = "<world>"; } if ( killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = "<world>"; } if ( meansOfDeath < 0 || meansOfDeath >= ARRAY_LEN( modNames ) ) { obit = "<bad obituary>"; } else { obit = modNames[meansOfDeath]; } G_LogPrintf("Kill: %i %i %i: %s killed %s by %s/n", killer, self->s.number, meansOfDeath, killerName, self->player->pers.netname, obit ); self->enemy = attacker; self->player->ps.persistant[PERS_KILLED]++; if (attacker && attacker->player) { attacker->player->lastkilled_player = self->s.number; if ( attacker == self || OnSameTeam (self, attacker ) ) { if ( ((level.time - self->player->lasthurt_time) <= ASSISTED_SUICIDE_TIME) && g_entities[self->player->lasthurt_player2].player && (self->player->lasthurt_player2 != self->s.number) ) { AddScore( &g_entities[self->player->lasthurt_player2], self->r.currentOrigin, 1 ); meansOfDeath = MOD_ASSISTED_SUICIDE; } else AddScore( attacker, self->r.currentOrigin, -1 ); } else { AddScore( attacker, self->r.currentOrigin, 1 ); if( meansOfDeath == MOD_GAUNTLET ) { // play humiliation on player attacker->player->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++; // add the sprite over the player's head attacker->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->player->ps.eFlags |= EF_AWARD_GAUNTLET; attacker->player->rewardTime = level.time + REWARD_SPRITE_TIME; // also play humiliation on target self->player->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;//.........这里部分代码省略.........
开发者ID:mecwerks,项目名称:revamp,代码行数:101,
示例14: trap_GetUserinfo/*===========ClientConnectCalled when a player begins connecting to the server.Called again for every map change or tournement restart.The session information will be valid after exit.Return NULL if the client should be allowed, otherwise returna string with the reason for denial.Otherwise, the client will be sent the current gamestateand will eventually get to ClientBegin.firstTime will be qtrue the very first time a client connectsto the server machine, but qfalse on map changes and tournementrestarts.============*/char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) { char *value;// char *areabits; gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; ent = &g_entities[ clientNum ]; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // IP filtering // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if ( G_FilterPacket( value ) ) { return "You are banned from this server."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if ( !isBot && (strcmp(value, "localhost") != 0)) { // check for a password value = Info_ValueForKey (userinfo, "password"); if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0) { return "Invalid password"; } } // they can connect ent->client = level.clients + clientNum; client = ent->client;// areabits = client->areabits; memset( client, 0, sizeof(*client) ); client->pers.connected = CON_CONNECTING; // read or initialize the session data if ( firstTime || level.newSession ) { G_InitSessionData( client, userinfo ); } G_ReadSessionData( client ); if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( clientNum, !firstTime ) ) { return "BotConnectfailed"; } } // get and distribute relevent paramters G_LogPrintf( "ClientConnect: %i/n", clientNum ); ClientUserinfoChanged( clientNum ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { trap_SendServerCommand( -1, va("print /"%s" S_COLOR_WHITE " connected/n/"", client->pers.netname) ); } if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR ) { BroadcastTeamChange( client, -1 ); } // count current clients and rank for scoreboard CalculateRanks(); // for statistics// client->areabits = areabits;// if ( !client->areabits )// client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL;}
开发者ID:kingtiger01,项目名称:OpenMOHAA,代码行数:100,
示例15: player_die/*==================player_die==================*/void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ){ gentity_t *ent; int anim; int killer; int i; char *killerName, *obit; if( self->client->ps.pm_type == PM_DEAD ) return; if( level.intermissiontime ) return; self->client->ps.pm_type = PM_DEAD; self->suicideTime = 0; if( attacker ) { killer = attacker->s.number; if( attacker->client ) killerName = attacker->client->pers.netname; else killerName = "<world>"; } else { killer = ENTITYNUM_WORLD; killerName = "<world>"; } if( meansOfDeath < 0 || meansOfDeath >= ARRAY_LEN( modNames ) ) // fall back on the number obit = va( "%d", meansOfDeath ); else obit = modNames[ meansOfDeath ]; G_LogPrintf( "Die: %d %d %s: %s" S_COLOR_WHITE " killed %s/n", killer, (int)( self - g_entities ), obit, killerName, self->client->pers.netname ); // deactivate all upgrades for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) BG_DeactivateUpgrade( i, self->client->ps.stats ); // broadcast the death event to everyone ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY ); ent->s.eventParm = meansOfDeath; ent->s.otherEntityNum = self->s.number; ent->s.otherEntityNum2 = killer; ent->r.svFlags = SVF_BROADCAST; // send to everyone self->enemy = attacker; self->client->ps.persistant[ PERS_KILLED ]++; if( attacker && attacker->client ) { attacker->client->lastkilled_client = self->s.number; if( ( attacker == self || OnSameTeam( self, attacker ) ) && meansOfDeath != MOD_HSPAWN ) { //punish team kills and suicides if( attacker->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { G_AddCreditToClient( attacker->client, -ALIEN_TK_SUICIDE_PENALTY, qtrue ); AddScore( attacker, -ALIEN_TK_SUICIDE_PENALTY ); } else if( attacker->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { G_AddCreditToClient( attacker->client, -HUMAN_TK_SUICIDE_PENALTY, qtrue ); AddScore( attacker, -HUMAN_TK_SUICIDE_PENALTY ); } } } else if( attacker->s.eType != ET_BUILDABLE ) { if( self->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) AddScore( self, -ALIEN_TK_SUICIDE_PENALTY ); else if( self->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) AddScore( self, -HUMAN_TK_SUICIDE_PENALTY ); } // give credits for killing this player G_RewardAttackers( self ); ScoreboardMessage( self ); // show scores // send updated scores to any clients that are following this one, // or they would get stale scoreboards for( i = 0 ; i < level.maxclients ; i++ ) {//.........这里部分代码省略.........
开发者ID:chrisballinger,项目名称:tremulous,代码行数:101,
示例16: G_LogDestruction/** * @brief Log deconstruct/destroy events * @param self * @param actor * @param mod */void G_LogDestruction( gentity_t *self, gentity_t *actor, int mod ){ buildFate_t fate; switch ( mod ) { case MOD_DECONSTRUCT: fate = BF_DECONSTRUCT; break; case MOD_REPLACE: fate = BF_REPLACE; break; case MOD_NOCREEP: fate = ( actor->client ) ? BF_UNPOWER : BF_AUTO; break; default: if ( actor->client ) { if ( actor->client->pers.team == BG_Buildable( self->s.modelindex )->team ) { fate = BF_TEAMKILL; } else { fate = BF_DESTROY; } } else { fate = BF_AUTO; } break; } G_BuildLogAuto( actor, self, fate ); // don't log when marked structures are removed if ( mod == MOD_REPLACE ) { return; } G_LogPrintf( "^3Deconstruct: %d %d %s %s: %s %s by %s", ( int )( actor - g_entities ), ( int )( self - g_entities ), BG_Buildable( self->s.modelindex )->name, modNames[ mod ], BG_Buildable( self->s.modelindex )->humanName, mod == MOD_DECONSTRUCT ? "deconstructed" : "destroyed", actor->client ? actor->client->pers.netname : "<world>" ); // No-power deaths for humans come after some minutes and it's confusing // when the messages appear attributed to the deconner. Just don't print them. if ( mod == MOD_NOCREEP && actor->client && actor->client->pers.team == TEAM_HUMANS ) { return; } if ( actor->client && actor->client->pers.team == BG_Buildable( self->s.modelindex )->team ) { G_TeamCommand( (team_t) actor->client->pers.team, va( "print_tr %s %s %s", mod == MOD_DECONSTRUCT ? QQ( N_("$1$ ^3DECONSTRUCTED^7 by $2$/n") ) : QQ( N_("$1$ ^3DESTROYED^7 by $2$/n") ), Quote( BG_Buildable( self->s.modelindex )->humanName ), Quote( actor->client->pers.netname ) ) ); }}
开发者ID:ChunHungLiu,项目名称:Unvanquished,代码行数:80,
示例17: G_PlayerDievoid G_PlayerDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int meansOfDeath ){ gentity_t *ent; int anim; int killer; int i; const char *killerName, *obit; const gentity_t *assistantEnt; int assistant = ENTITYNUM_NONE; const char *assistantName = nullptr; team_t assistantTeam = TEAM_NONE; if ( self->client->ps.pm_type == PM_DEAD ) { return; } if ( level.intermissiontime ) { return; } self->client->ps.pm_type = PM_DEAD; self->suicideTime = 0; if ( attacker ) { killer = attacker->s.number; if ( attacker->client ) { killerName = attacker->client->pers.netname; } else { killerName = "<world>"; } } else { killer = ENTITYNUM_WORLD; killerName = "<world>"; } assistantEnt = G_FindKillAssist( self, attacker, &assistantTeam ); if ( assistantEnt ) { assistant = assistantEnt->s.number; if ( assistantEnt->client ) { assistantName = assistantEnt->client->pers.netname; } } if ( meansOfDeath < 0 || meansOfDeath >= (int) ARRAY_LEN( modNames ) ) { // fall back on the number obit = va( "%d", meansOfDeath ); } else { obit = modNames[ meansOfDeath ]; } if ( assistant != ENTITYNUM_NONE ) { G_LogPrintf( "Die: %d %d %s %d %d: %s^* killed %s^*; %s^* assisted", killer, ( int )( self - g_entities ), obit, assistant, assistantTeam, killerName, self->client->pers.netname, assistantName ); } else { G_LogPrintf( "Die: %d %d %s: %s^* killed %s", killer, ( int )( self - g_entities ), obit, killerName, self->client->pers.netname ); } // deactivate all upgrades for ( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) { BG_DeactivateUpgrade( i, self->client->ps.stats ); } // broadcast the death event to everyone ent = G_NewTempEntity( self->r.currentOrigin, EV_OBITUARY ); ent->s.eventParm = meansOfDeath; ent->s.otherEntityNum = self->s.number; ent->s.otherEntityNum2 = killer;//.........这里部分代码省略.........
开发者ID:ChunHungLiu,项目名称:Unvanquished,代码行数:101,
示例18: Pickup_Weaponint Pickup_Weapon( gentity_t *ent, gentity_t *other ) { int quantity; qboolean alreadyHave = qfalse; // JPW NERVE -- magic ammo for any two-handed weapon if( ent->item->giTag == WP_AMMO ) { AddMagicAmmo( other, ent->count ); // if LT isn't giving ammo to self or another LT or the enemy, give him some props if( other->client->ps.stats[STAT_PLAYER_CLASS] != PC_FIELDOPS ) { if ( ent->parent && ent->parent->client && other->client->sess.sessionTeam == ent->parent->client->sess.sessionTeam ) { if (!(ent->parent->client->PCSpecialPickedUpCount % LT_SPECIAL_PICKUP_MOD)) { AddScore(ent->parent, WOLF_AMMO_UP); if(ent->parent && ent->parent->client) { G_LogPrintf("Ammo_Pack: %d %d/n", ent->parent - g_entities, other - g_entities); // OSP } } ent->parent->client->PCSpecialPickedUpCount++; G_AddSkillPoints( ent->parent, SK_SIGNALS, 1.f ); G_DebugAddSkillPoints( ent->parent, SK_SIGNALS, 1.f, "ammo pack picked up" ); // extracted code originally here into AddMagicAmmo -xkan, 9/18/2002 // add 1 clip of magic ammo for any two-handed weapon } return RESPAWN_SP; } } quantity = ent->count; // check if player already had the weapon alreadyHave = COM_BitCheck( other->client->ps.weapons, ent->item->giTag ); // JPW NERVE prevents drop/pickup weapon "quick reload" exploit if( alreadyHave ) { Add_Ammo( other, ent->item->giTag, quantity, qfalse ); // Gordon: secondary weapon ammo if( ent->delay ) { Add_Ammo( other, weapAlts[ ent->item->giTag ], ent->delay, qfalse ); } } else { if( level.time - other->client->dropWeaponTime < 1000 ) { return 0; } if( other->client->ps.weapon == WP_MORTAR_SET || other->client->ps.weapon == WP_MOBILE_MG42_SET ) { return 0; } // See if we can pick it up if( G_CanPickupWeapon( ent->item->giTag, other ) ) { weapon_t primaryWeapon = G_GetPrimaryWeaponForClient( other->client ); // rain - added parens around ambiguous && if( primaryWeapon || (other->client->sess.playerType == PC_SOLDIER && other->client->sess.skill[SK_HEAVY_WEAPONS] >= 4) ) { if( primaryWeapon ) { // drop our primary weapon G_DropWeapon( other, primaryWeapon ); } // now pickup the other one other->client->dropWeaponTime = level.time; // add the weapon COM_BitSet( other->client->ps.weapons, ent->item->giTag ); // DHM - Fixup mauser/sniper issues if( ent->item->giTag == WP_FG42 ) { COM_BitSet( other->client->ps.weapons, WP_FG42SCOPE); } else if(ent->item->giTag == WP_GARAND) { COM_BitSet( other->client->ps.weapons, WP_GARAND_SCOPE); } else if( ent->item->giTag == WP_K43 ) { COM_BitSet( other->client->ps.weapons, WP_K43_SCOPE ); } else if( ent->item->giTag == WP_MORTAR ) { COM_BitSet( other->client->ps.weapons, WP_MORTAR_SET ); } else if( ent->item->giTag == WP_MOBILE_MG42 ) { COM_BitSet( other->client->ps.weapons, WP_MOBILE_MG42_SET ); } else if( ent->item->giTag == WP_CARBINE ) { COM_BitSet( other->client->ps.weapons, WP_M7 ); } else if( ent->item->giTag == WP_KAR98 ) { COM_BitSet( other->client->ps.weapons, WP_GPG40 ); } other->client->ps.ammoclip[BG_FindClipForWeapon(ent->item->giTag)] = 0; other->client->ps.ammo[BG_FindAmmoForWeapon(ent->item->giTag)] = 0; if( ent->item->giTag == WP_MORTAR ) { other->client->ps.ammo[BG_FindClipForWeapon(ent->item->giTag)] = quantity; // Gordon: secondary weapon ammo if( ent->delay ) { Add_Ammo( other, weapAlts[ ent->item->giTag ], ent->delay, qfalse ); } } else { other->client->ps.ammoclip[BG_FindClipForWeapon(ent->item->giTag)] = quantity; // Gordon: secondary weapon ammo//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:101,
示例19: LogExit/*================LogExitAppend information about this game to the log file================*/void LogExit( const char *string ) { int i, numSorted; gclient_t *cl;#ifdef MISSIONPACK qboolean won = qtrue;#endif G_LogPrintf( "Exit: %s/n", string ); level.intermissionQueued = level.time; // this will keep the clients from playing any voice sounds // that will get cut off when the queued intermission starts trap_SetConfigstring( CS_INTERMISSION, "1" ); // don't send more than 32 scores (FIXME?) numSorted = level.numConnectedClients; if ( numSorted > 32 ) { numSorted = 32; } if ( g_gametype.integer >= GT_TEAM ) { G_LogPrintf( "red:%i blue:%i/n", level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] ); } for (i=0 ; i < numSorted ; i++) { int ping; cl = &level.clients[level.sortedClients[i]]; if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) { continue; } if ( cl->pers.connected == CON_CONNECTING ) { continue; } ping = cl->ps.ping < 999 ? cl->ps.ping : 999; G_LogPrintf( "score: %i ping: %i client: %i %s/n", cl->ps.persistant[PERS_SCORE], ping, level.sortedClients[i], cl->pers.netname );#ifdef MISSIONPACK if (g_singlePlayer.integer && g_gametype.integer == GT_TOURNAMENT) { if (g_entities[cl - level.clients].r.svFlags & SVF_BOT && cl->ps.persistant[PERS_RANK] == 0) { won = qfalse; } }#endif }#ifdef MISSIONPACK if (g_singlePlayer.integer) { if (g_gametype.integer >= GT_CTF) { won = level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE]; } trap_SendConsoleCommand( EXEC_APPEND, (won) ? "spWin/n" : "spLose/n" ); }#endif}
开发者ID:DingoOz,项目名称:Quake3-GLES-for-armv7,代码行数:68,
示例20: Pickup_Weapon/*** @brief Pick a weapon up.*/int Pickup_Weapon(gentity_t *ent, gentity_t *other){ int quantity; qboolean alreadyHave = qfalse; // magic ammo for any two-handed weapon if (ent->item->giTag == WP_AMMO) { AddMagicAmmo(other, ent->count); if (ent->parent && ent->parent->client) { other->client->pers.lastammo_client = ent->parent->s.clientNum; } // if LT isn't giving ammo to self or another LT or the enemy, give him some props if (other->client->ps.stats[STAT_PLAYER_CLASS] != PC_FIELDOPS) { if (ent->parent && ent->parent->client && other->client->sess.sessionTeam == ent->parent->client->sess.sessionTeam) { if (!(ent->parent->client->PCSpecialPickedUpCount % LT_SPECIAL_PICKUP_MOD)) { AddScore(ent->parent, WOLF_AMMO_UP); if (ent->parent && ent->parent->client) { G_LogPrintf("Ammo_Pack: %d %d/n", (int)(ent->parent - g_entities), (int)(other - g_entities)); } } ent->parent->client->PCSpecialPickedUpCount++; G_AddSkillPoints(ent->parent, SK_SIGNALS, 1.f); G_DebugAddSkillPoints(ent->parent, SK_SIGNALS, 1.f, "ammo pack picked up");#ifdef FEATURE_OMNIBOT //omni-bot event if (ent->parent) { Bot_Event_RecievedAmmo(other - g_entities, ent->parent); }#endif // extracted code originally here into AddMagicAmmo // add 1 clip of magic ammo for any two-handed weapon } return RESPAWN_NEVER; } } quantity = ent->count; // check if player already had the weapon alreadyHave = COM_BitCheck(other->client->ps.weapons, ent->item->giTag); // prevents drop/pickup weapon "quick reload" exploit if (alreadyHave) { Add_Ammo(other, ent->item->giTag, quantity, qfalse); // secondary weapon ammo if (ent->delay) { Add_Ammo(other, weaponTable[ent->item->giTag].weapAlts, ent->delay, qfalse); } } else { if (level.time - other->client->dropWeaponTime < 1000) { return 0; } // don't pick up when MG or mortar is set if (IS_MORTAR_WEAPON_SET(other->client->ps.weapon) || IS_MG_WEAPON_SET(other->client->ps.weapon)) { return 0; } // see if we can pick it up if (G_CanPickupWeapon(ent->item->giTag, other)) { weapon_t primaryWeapon; if (other->client->sess.playerType == PC_SOLDIER && other->client->sess.skill[SK_HEAVY_WEAPONS] >= 4) { primaryWeapon = G_GetPrimaryWeaponForClientSoldier(ent->item->giTag, other->client); } else { primaryWeapon = G_GetPrimaryWeaponForClient(other->client); } // added parens around ambiguous && if (primaryWeapon) { // drop our primary weapon G_DropWeapon(other, primaryWeapon); // now pickup the other one other->client->dropWeaponTime = level.time;//.........这里部分代码省略.........
开发者ID:dstaesse,项目名称:etlegacy,代码行数:101,
示例21: G_InitGame/*============G_InitGame============*/void G_InitGame( int levelTime, int randomSeed, int restart ) { int i; G_Printf ("------- Game Initialization -------/n"); G_Printf ("gamename: %s/n", GAMEVERSION); G_Printf ("gamedate: %s/n", __DATE__); srand( randomSeed ); G_RegisterCvars(); G_ProcessIPBans(); G_InitMemory(); // set some level globals memset( &level, 0, sizeof( level ) ); level.time = levelTime; level.startTime = levelTime; level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime if ( g_gametype.integer != GT_SINGLE_PLAYER && g_logfile.string[0] ) { if ( g_logfileSync.integer ) { trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND_SYNC ); } else { trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND ); } if ( !level.logFile ) { G_Printf( "WARNING: Couldn't open logfile: %s/n", g_logfile.string ); } else { char serverinfo[MAX_INFO_STRING]; trap_GetServerinfo( serverinfo, sizeof( serverinfo ) ); G_LogPrintf("------------------------------------------------------------/n" ); G_LogPrintf("InitGame: %s/n", serverinfo ); } } else { G_Printf( "Not logging to disk./n" ); } G_InitWorldSession(); // initialize all entities for this game memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) ); level.gentities = g_entities; // initialize all clients for this game level.maxclients = g_maxclients.integer; memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) ); level.clients = g_clients; // set client fields on player ents for ( i=0 ; i<level.maxclients ; i++ ) { g_entities[i].client = level.clients + i; } // always leave room for the max number of clients, // even if they aren't all used, so numbers inside that // range are NEVER anything but clients level.num_entities = MAX_CLIENTS; // let the server system know where the entites are trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), &level.clients[0].ps, sizeof( level.clients[0] ) ); // reserve some spots for dead player bodies InitBodyQue(); ClearRegisteredItems(); // parse the key/value pairs and spawn gentities G_SpawnEntitiesFromString(); // general initialization G_FindTeams(); // make sure we have flags for CTF, etc if( g_gametype.integer >= GT_TEAM ) { G_CheckTeamItems(); } SaveRegisteredItems(); G_Printf ("-----------------------------------/n"); if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) { G_ModelIndex( SP_PODIUM_MODEL ); G_SoundIndex( "sound/player/gurp1.wav" ); G_SoundIndex( "sound/player/gurp2.wav" ); } if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {//.........这里部分代码省略.........
开发者ID:DingoOz,项目名称:Quake3-GLES-for-armv7,代码行数:101,
示例22: Touch_Item/*** @brief Action when touching an item.*/void Touch_Item(gentity_t *ent, gentity_t *other, trace_t *trace){ int respawn; // only activated items can be picked up if (!ent->active) { return; } else { // need to set active to false if player is maxed out ent->active = qfalse; } if (!other->client) { return; } if (other->health <= 0) { return; // dead people can't pickup } // the same pickup rules are used for client side and server side if (!BG_CanItemBeGrabbed(&ent->s, &other->client->ps, other->client->sess.skill, other->client->sess.sessionTeam)) { return; } if (g_gamestate.integer == GS_PLAYING) { G_LogPrintf("Item: %i %s/n", other->s.number, ent->item->classname); } else { // Don't let them pickup winning stuff in warmup if (ent->item->giType != IT_WEAPON && ent->item->giType != IT_AMMO && ent->item->giType != IT_HEALTH) { return; } } //G_LogPrintf( "Calling item pickup function for %s/n", ent->item->classname ); // call the item-specific pickup function switch (ent->item->giType) { case IT_WEAPON: respawn = Pickup_Weapon(ent, other); break; case IT_HEALTH: respawn = Pickup_Health(ent, other); break; case IT_TEAM: respawn = Pickup_Team(ent, other); break; default: return; } //G_LogPrintf( "Finished pickup function/n" ); if (!respawn) { return; } // play sounds if (ent->noise_index) { // a sound was specified in the entity, so play that sound // (this G_AddEvent) and send the pickup as "EV_ITEM_PICKUP_QUIET" // so it doesn't make the default pickup sound when the pickup event is received G_AddEvent(other, EV_GENERAL_SOUND, ent->noise_index); G_AddEvent(other, EV_ITEM_PICKUP_QUIET, ent->s.modelindex); } else { G_AddEvent(other, EV_ITEM_PICKUP, ent->s.modelindex); } // powerup pickups are global broadcasts if (ent->item->giType == IT_TEAM) { gentity_t *te = G_TempEntity(ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP); te->s.eventParm = ent->s.modelindex; te->r.svFlags |= SVF_BROADCAST; } //G_LogPrintf( "Firing item targets/n" ); // fire item targets//.........这里部分代码省略.........
开发者ID:dstaesse,项目名称:etlegacy,代码行数:101,
示例23: ClientUserinfoChanged//.........这里部分代码省略......... else { Q_strncpyz( client->pers.netname, newname, sizeof( client->pers.netname ) ); Info_SetValueForKey( userinfo, "name", newname ); trap_SetUserinfo( clientNum, userinfo ); if( client->pers.connected == CON_CONNECTED ) { client->pers.nameChangeTime = level.time; client->pers.nameChanges++; } } } if( client->sess.sessionTeam == TEAM_SPECTATOR ) { if( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) Q_strncpyz( client->pers.netname, "scoreboard", sizeof( client->pers.netname ) ); } if( client->pers.connected >= CON_CONNECTING && showRenameMsg ) { if( strcmp( oldname, client->pers.netname ) ) { trap_SendServerCommand( -1, va( "print /"%s" S_COLOR_WHITE " renamed to %s^7/n/"", oldname, client->pers.netname ) ); if( g_decolourLogfiles.integer) { char decoloured[ MAX_STRING_CHARS ] = ""; if( g_decolourLogfiles.integer == 1 ) { Com_sprintf( decoloured, sizeof(decoloured), " (/"%s^7/" -> /"%s^7/")", oldname, client->pers.netname ); G_DecolorString( decoloured, decoloured ); G_LogPrintfColoured( "ClientRename: %i [%s] (%s) /"%s^7/" -> /"%s^7/"%s/n", clientNum, client->pers.ip, client->pers.guid, oldname, client->pers.netname, decoloured ); } else { G_LogPrintf( "ClientRename: %i [%s] (%s) /"%s^7/" -> /"%s^7/"%s/n", clientNum, client->pers.ip, client->pers.guid, oldname, client->pers.netname, decoloured ); } } else { G_LogPrintf( "ClientRename: %i [%s] (%s) /"%s^7/" -> /"%s^7/"/n", clientNum, client->pers.ip, client->pers.guid, oldname, client->pers.netname ); } G_admin_namelog_update( client, qfalse ); } } // set max health health = atoi( Info_ValueForKey( userinfo, "handicap" ) ); client->pers.maxHealth = health; if( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) client->pers.maxHealth = 100; //hack to force a client update if the config string does not change between spawning if( client->pers.classSelection == PCL_NONE ) client->pers.maxHealth = 0; // set model if( client->ps.stats[ STAT_PCLASS ] == PCL_HUMAN && BG_InventoryContainsUpgrade( UP_BATTLESUIT, client->ps.stats ) ) {
开发者ID:asker,项目名称:OmgHaxQVM,代码行数:67,
示例24: ClientUserinfoChanged/*===========ClientUserInfoChangedCalled from ClientConnect when the player first connects anddirectly by the server system when the player updates a userinfo variable.The game can override any of the settings and call trap_SetUserinfoif desired.============*/void ClientUserinfoChanged(int clientNum) { gentity_t *ent; char *s; char oldname[MAX_STRING_CHARS]; char userinfo[MAX_INFO_STRING]; gclient_t *client; char *ip = NULL; // Nico, used to store client ip char *rate = NULL; // Nico, used to store client rate char *snaps = NULL; // Nico, used to store client snaps char *name = NULL; // Nico, used to store client name char oldAuthToken[MAX_QPATH]; // Nico, used to see if auth token was changed ent = g_entities + clientNum; client = ent->client; client->ps.clientNum = clientNum; // Nico, flood protection if (ClientIsFlooding(ent)) { G_LogPrintf("Dropping client %d: flooded userinfo/n", clientNum); trap_DropClient(clientNum, "^1You were kicked because of flooded userinfo", 0); return; } trap_GetUserinfo(clientNum, userinfo, sizeof (userinfo)); // Nico, perform security checks on userinfo string if (!checkUserinfoString(clientNum, userinfo)) { return; } if (g_developer.integer || *g_log.string || g_dedicated.integer) { G_Printf("Userinfo: %s/n", userinfo); } // check for local client ip = Info_ValueForKey(userinfo, "ip"); Q_strncpyz(client->pers.ip, ip, IP_MAX_LENGTH); if (ip && !strcmp(ip, "localhost")) { client->pers.localClient = qtrue; level.fLocalHost = qtrue; client->sess.referee = RL_REFEREE; } // Nico, store rate and snaps rate = Info_ValueForKey(userinfo, "rate"); client->pers.rate = atoi(rate); snaps = Info_ValueForKey(userinfo, "snaps"); client->pers.snaps = atoi(snaps); // Nico, backup old auth token Q_strncpyz(oldAuthToken, client->pers.authToken, sizeof (oldAuthToken)); s = Info_ValueForKey(userinfo, "cg_uinfo"); sscanf(s, "%i %i %i %i %s %i %i %i %i %i %i %i %i %i", &client->pers.clientFlags, &client->pers.clientTimeNudge, &client->pers.clientMaxPackets, // Nico, max FPS &client->pers.maxFPS, // Nico, auth Token (char *)&client->pers.authToken, // Nico, load view angles on load &client->pers.loadViewAngles, // Nico, load weapon on load &client->pers.loadWeapon, // Nico, load position when player dies &client->pers.autoLoad, // Nico, cgaz &client->pers.cgaz, // Nico, hideme &client->pers.hideme, // Nico, client auto demo record setting &client->pers.autoDemo, // Nico, automatically load checkpoints &client->pers.autoLoadCheckpoints, // Nico, persistant specLock (int *)&client->sess.specLocked,//.........这里部分代码省略.........
开发者ID:Exosum,项目名称:ETrun,代码行数:101,
注:本文中的G_LogPrintf函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ G_MOUNT函数代码示例 C++ G_LOCK函数代码示例 |