Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to
// have one without a hardcoded player.mdl in tf_client.cpp
/*
===== client.cpp ========================================================
client/server game specific stuff
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "player.h"
#include "spectator.h"
#include "client.h"
#include "soundent.h"
#include "gamerules.h"
#include "game.h"
#include "customentity.h"
#include "weapons.h"
#include "weaponinfo.h"
#include "usercmd.h"
#include "netadr.h"
extern DLL_GLOBAL ULONG g_ulModelIndexPlayer;
extern DLL_GLOBAL BOOL g_fGameOver;
extern DLL_GLOBAL int g_iSkillLevel;
extern DLL_GLOBAL ULONG g_ulFrameCount;
extern void CopyToBodyQue(entvars_t* pev);
extern int giPrecacheGrunt;
extern int gmsgSayText;
extern int g_teamplay;
void LinkUserMessages( void );
/*
* used by kill command and disconnect command
* ROBIN: Moved here from player.cpp, to allow multiple player models
*/
void set_suicide_frame(entvars_t* pev)
{
if (!FStrEq(STRING(pev->model), "models/player.mdl"))
return; // allready gibbed
// pev->frame = $deatha11;
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_TOSS;
pev->deadflag = DEAD_DEAD;
pev->nextthink = -1;
}
/*
===========
ClientConnect
called when a player connects to a server
============
*/
BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
{
return g_pGameRules->ClientConnected( pEntity, pszName, pszAddress, szRejectReason );
// a client connecting during an intermission can cause problems
// if (intermission_running)
// ExitIntermission ();
}
/*
===========
ClientDisconnect
called when a player disconnects from a server
GLOBALS ASSUMED SET: g_fGameOver
============
*/
void ClientDisconnect( edict_t *pEntity )
{
if (g_fGameOver)
return;
char text[256] = "";
if ( pEntity->v.netname )
snprintf( text, sizeof(text), "- %s has left the game\n", STRING(pEntity->v.netname) );
MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL );
WRITE_BYTE( ENTINDEX(pEntity) );
WRITE_STRING( text );
MESSAGE_END();
CSound *pSound;
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEntity ) );
{
// since this client isn't around to think anymore, reset their sound.
if ( pSound )
{
pSound->Reset();
}
}
// since the edict doesn't get deleted, fix it so it doesn't interfere.
pEntity->v.takedamage = DAMAGE_NO;// don't attract autoaim
pEntity->v.solid = SOLID_NOT;// nonsolid
UTIL_SetOrigin ( &pEntity->v, pEntity->v.origin );
g_pGameRules->ClientDisconnected( pEntity );
}
// called by ClientKill and DeadThink
void respawn(entvars_t* pev, BOOL fCopyCorpse)
{
if (gpGlobals->coop || gpGlobals->deathmatch)
{
if ( fCopyCorpse )
{
// make a copy of the dead body for appearances sake
CopyToBodyQue(pev);
}
// respawn player
GetClassPtr( (CBasePlayer *)pev)->Spawn( );
}
else
{ // restart the entire server
SERVER_COMMAND("reload\n");
}
}
/*
============
ClientKill
Player entered the suicide command
GLOBALS ASSUMED SET: g_ulModelIndexPlayer
============
*/
void ClientKill( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBasePlayer *pl = (CBasePlayer*) CBasePlayer::Instance( pev );
if ( pl->m_fNextSuicideTime > gpGlobals->time )
return; // prevent suiciding too ofter
pl->m_fNextSuicideTime = gpGlobals->time + 1; // don't let them suicide for 5 seconds after suiciding
// have the player kill themself
pev->health = 0;
pl->Killed( pev, GIB_NEVER );
// pev->modelindex = g_ulModelIndexPlayer;
// pev->frags -= 2; // extra penalty
// respawn( pev );
}
/*
===========
ClientPutInServer
called each time a player is spawned
============
*/
void ClientPutInServer( edict_t *pEntity )
{
CBasePlayer *pPlayer;
entvars_t *pev = &pEntity->v;
pPlayer = GetClassPtr((CBasePlayer *)pev);
pPlayer->SetCustomDecalFrames(-1); // Assume none;
// Allocate a CBasePlayer for pev, and call spawn
pPlayer->Spawn() ;
// Reset interpolation during first frame
pPlayer->pev->effects |= EF_NOINTERP;
pPlayer->pev->iuser1 = 0;
pPlayer->pev->iuser2 = 0;
}
#ifndef NO_VOICEGAMEMGR
9 years ago
#include "voice_gamemgr.h"
extern CVoiceGameMgr g_VoiceGameMgr;
#endif
//// HOST_SAY
// String comes in as
// say blah blah blah
// or as
// blah blah blah
//
void Host_Say( edict_t *pEntity, int teamonly )
{
CBasePlayer *client;
int j;
char *p, *pc;
char text[128];
char szTemp[256];
const char *cpSay = "say";
const char *cpSayTeam = "say_team";
const char *pcmd = CMD_ARGV(0);
// We can get a raw string now, without the "say " prepended
if ( CMD_ARGC() == 0 )
return;
entvars_t *pev = &pEntity->v;
CBasePlayer* player = GetClassPtr((CBasePlayer *)pev);
//Not yet.
if ( player->m_flNextChatTime > gpGlobals->time )
return;
if ( !stricmp( pcmd, cpSay) || !stricmp( pcmd, cpSayTeam ) )
{
if ( CMD_ARGC() >= 2 )
{
p = (char *)CMD_ARGS();
}
else
{
// say with a blank message, nothing to do
return;
}
}
else // Raw text, need to prepend argv[0]
{
if ( CMD_ARGC() >= 2 )
{
sprintf( szTemp, "%s %s", ( char * )pcmd, (char *)CMD_ARGS() );
}
else
{
// Just a one word command, use the first word...sigh
sprintf( szTemp, "%s", ( char * )pcmd );
}
p = szTemp;
}
// remove quotes if present
if (*p == '"')
{
p++;
p[strlen(p)-1] = 0;
}
// make sure the text has content
for ( pc = p; pc != NULL && *pc != 0; pc++ )
{
if ( !isspace( *pc ) )
{
pc = NULL; // we've found an alphanumeric character, so text is valid
break;
}
}
if ( pc != NULL )
return; // no character found, so say nothing
// turn on color set 2 (color on, no sound)
if ( teamonly )
sprintf( text, "%c(TEAM) %s: ", 2, STRING( pEntity->v.netname ) );
else
sprintf( text, "%c%s: ", 2, STRING( pEntity->v.netname ) );
j = sizeof(text) - 2 - strlen(text); // -2 for /n and null terminator
if ( (int)strlen(p) > j )
p[j] = 0;
strcat( text, p );
strcat( text, "\n" );
player->m_flNextChatTime = gpGlobals->time + CHAT_INTERVAL;
// loop through all players
// Start with the first player.
// This may return the world in single player if the client types something between levels or during spawn
// so check it, or it will infinite loop
client = NULL;
while ( ((client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) )
{
if ( !client->pev )
continue;
if ( client->edict() == pEntity )
continue;
if ( !(client->IsNetClient()) ) // Not a client ? (should never be true)
continue;
// can the receiver hear the sender? or has he muted him?
#ifndef NO_VOICEGAMEMGR
9 years ago
if ( g_VoiceGameMgr.PlayerHasBlockedPlayer( client, player ) )
continue;
#endif
if ( teamonly && g_pGameRules->PlayerRelationship(client, CBaseEntity::Instance(pEntity)) != GR_TEAMMATE )
continue;
MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, client->pev );
WRITE_BYTE( ENTINDEX(pEntity) );
WRITE_STRING( text );
MESSAGE_END();
}
// print to the sending client
MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, &pEntity->v );
WRITE_BYTE( ENTINDEX(pEntity) );
WRITE_STRING( text );
MESSAGE_END();
// echo to server console
g_engfuncs.pfnServerPrint( text );
char * temp;
if ( teamonly )
temp = "say_team";
else
temp = "say";
// team match?
if ( g_teamplay )
{
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" %s \"%s\"\n",
STRING( pEntity->v.netname ),
GETPLAYERUSERID( pEntity ),
GETPLAYERAUTHID( pEntity ),
g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pEntity ), "model" ),
temp,
p );
}
else
{
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" %s \"%s\"\n",
STRING( pEntity->v.netname ),
GETPLAYERUSERID( pEntity ),
GETPLAYERAUTHID( pEntity ),
GETPLAYERUSERID( pEntity ),
temp,
p );
}
}
/*
===========
ClientCommand
called each time a player uses a "cmd" command
============
*/
extern float g_flWeaponCheat;
void DumpProps(); // prop.cpp
// Use CMD_ARGV, CMD_ARGV, and CMD_ARGC to get pointers the character string command.
void ClientCommand( edict_t *pEntity )
{
const char *pcmd = CMD_ARGV(0);
const char *pstr;
// Is the client spawned yet?
if ( !pEntity->pvPrivateData )
return;
entvars_t *pev = &pEntity->v;
if ( FStrEq(pcmd, "say" ) )
{
Host_Say( pEntity, 0 );
}
else if ( FStrEq(pcmd, "say_team" ) )
{
Host_Say( pEntity, 1 );
}
else if ( FStrEq(pcmd, "fullupdate" ) )
{
GetClassPtr((CBasePlayer *)pev)->ForceClientDllUpdate();
}
else if ( FStrEq(pcmd, "give" ) )
{
if ( g_flWeaponCheat != 0.0)
{
int iszItem = ALLOC_STRING( CMD_ARGV(1) ); // Make a copy of the classname
GetClassPtr((CBasePlayer *)pev)->GiveNamedItem( STRING(iszItem) );
}
}
else if ( FStrEq(pcmd, "fire") )
{
if ( g_flWeaponCheat != 0.0)
{
CBaseEntity *pPlayer = CBaseEntity::Instance(pEntity);
if (CMD_ARGC() > 1)
{
FireTargets(CMD_ARGV(1), pPlayer, pPlayer, USE_TOGGLE, 0);
}
else
{
TraceResult tr;
UTIL_MakeVectors(pev->v_angle);
UTIL_TraceLine(
pev->origin + pev->view_ofs,
pev->origin + pev->view_ofs + gpGlobals->v_forward * 1000,
dont_ignore_monsters, pEntity, &tr
);
if (tr.pHit)
{
CBaseEntity *pHitEnt = CBaseEntity::Instance(tr.pHit);
if (pHitEnt)
{
pHitEnt->Use(pPlayer, pPlayer, USE_TOGGLE, 0);
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Fired %s \"%s\"\n", STRING(pHitEnt->pev->classname), STRING(pHitEnt->pev->targetname) ) );
}
}
}
}
}
else if ( FStrEq(pcmd, "drop" ) )
{
// player is dropping an item.
GetClassPtr((CBasePlayer *)pev)->DropPlayerItem((char *)CMD_ARGV(1));
}
else if ( FStrEq(pcmd, "fov" ) )
{
if ( g_flWeaponCheat && CMD_ARGC() > 1)
{
GetClassPtr((CBasePlayer *)pev)->m_iFOV = atoi( CMD_ARGV(1) );
}
else
{
CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"fov\" is \"%d\"\n", (int)GetClassPtr((CBasePlayer *)pev)->m_iFOV ) );
}
}
else if ( FStrEq(pcmd, "use" ) )
{
GetClassPtr((CBasePlayer *)pev)->SelectItem((char *)CMD_ARGV(1));
}
else if (((pstr = strstr(pcmd, "weapon_")) != NULL) && (pstr == pcmd))
{
GetClassPtr((CBasePlayer *)pev)->SelectItem(pcmd);
}
else if (FStrEq(pcmd, "lastinv" ))
{
GetClassPtr((CBasePlayer *)pev)->SelectLastItem();
}
else if ( FStrEq( pcmd, "spectate" ) && (pev->flags & FL_PROXY) ) // added for proxy support
{
CBasePlayer * pPlayer = GetClassPtr((CBasePlayer *)pev);
edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot( pPlayer );
pPlayer->StartObserver( pev->origin, VARS(pentSpawnSpot)->angles);
}
else if ( g_pGameRules->ClientCommand( GetClassPtr((CBasePlayer *)pev), pcmd ) )
{
// MenuSelect returns true only if the command is properly handled, so don't print a warning
}
else if ( FStrEq(pcmd, "VModEnable") )
{
// clear 'Unknown command: VModEnable' in singleplayer
return;
}
else if( FStrEq(pcmd, "dumpprops") )
{
if ( g_flWeaponCheat != 0.0 )
DumpProps();
}
else if( FStrEq(pcmd, "unblock") )
{
if ( mp_coop.value )
UTIL_CleanSpawnPoint( pev->origin, 150 );
}
else
{
// tell the user they entered an unknown command
char command[128];
// check the length of the command (prevents crash)
// max total length is 192 ...and we're adding a string below ("Unknown command: %s\n")
strncpy( command, pcmd, 127 );
command[127] = '\0';
// tell the user they entered an unknown command
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Unknown command: %s\n", command ) );
}
}
/*
========================
ClientUserInfoChanged
called after the player changes
userinfo - gives dll a chance to modify it before
it gets sent into the rest of the engine.
========================
*/
void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer )
{
// Is the client spawned yet?
if ( !pEntity->pvPrivateData )
return;
// msg everyone if someone changes their name, and it isn't the first time (changing no name to current name)
if ( pEntity->v.netname && STRING(pEntity->v.netname)[0] != 0 && !FStrEq( STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" )) )
{
char sName[256];
char *pName = g_engfuncs.pfnInfoKeyValue( infobuffer, "name" );
strncpy( sName, pName, sizeof(sName) - 1 );
sName[ sizeof(sName) - 1 ] = '\0';
// First parse the name and remove any %'s
for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ )
{
// Replace it with a space
if ( *pApersand == '%' )
*pApersand = ' ';
}
// Set the name
g_engfuncs.pfnSetClientKeyValue( ENTINDEX(pEntity), infobuffer, "name", sName );
char text[256];
snprintf( text, 256, "* %s changed name to %s\n", STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL );
WRITE_BYTE( ENTINDEX(pEntity) );
WRITE_STRING( text );
MESSAGE_END();
// team match?
if ( g_teamplay )
{
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" changed name to \"%s\"\n",
STRING( pEntity->v.netname ),
GETPLAYERUSERID( pEntity ),
GETPLAYERAUTHID( pEntity ),
g_engfuncs.pfnInfoKeyValue( infobuffer, "model" ),
g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
}
else
{
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" changed name to \"%s\"\n",
STRING( pEntity->v.netname ),
GETPLAYERUSERID( pEntity ),
GETPLAYERAUTHID( pEntity ),
GETPLAYERUSERID( pEntity ),
g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
}
}
g_pGameRules->ClientUserInfoChanged( GetClassPtr((CBasePlayer *)&pEntity->v), infobuffer );
}
static int g_serveractive = 0;
void ServerDeactivate( void )
{
// ALERT( at_console, "ServerDeactivate()\n" );
// It's possible that the engine will call this function more times than is necessary
// Therefore, only run it one time for each call to ServerActivate
if ( g_serveractive != 1 )
{
return;
}
g_serveractive = 0;
// Peform any shutdown operations here...
//
}
void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
{
int i;
CBaseEntity *pClass;
// ALERT( at_console, "ServerActivate()\n" );
// Every call to ServerActivate should be matched by a call to ServerDeactivate
g_serveractive = 1;
// Clients have not been initialized yet
for ( i = 0; i < edictCount; i++ )
{
if ( pEdictList[i].free )
continue;
// Clients aren't necessarily initialized until ClientPutInServer()
if ( i < clientMax || !pEdictList[i].pvPrivateData )
continue;
pClass = CBaseEntity::Instance( &pEdictList[i] );
// Activate this entity if it's got a class & isn't dormant
if ( pClass && !(pClass->pev->flags & FL_DORMANT) )
{
pClass->Activate();
}
else
{
ALERT( at_console, "Can't instance %s\n", STRING(pEdictList[i].v.classname) );
}
}
// Link user messages here to make sure first client can get them...
LinkUserMessages();
}
/*
================
PlayerPreThink
Called every frame before physics are run
================
*/
void PlayerPreThink( edict_t *pEntity )
{
// ALERT( at_console, "PreThink( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime );
entvars_t *pev = &pEntity->v;
CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->PreThink( );
}
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void PlayerPostThink( edict_t *pEntity )
{
// ALERT( at_console, "PostThink( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime );
entvars_t *pev = &pEntity->v;
CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->PostThink( );
}
void CoopClearData( void );
void CoopClearWeaponList( void );
void ParmsNewLevel( void )
{
// retrieve the pointer to the save data
SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData;
if ( pSaveData )
pSaveData->connectionCount = BuildChangeList( pSaveData->levelList, MAX_LEVEL_CONNECTIONS );
else
if( mp_coop_changelevel.value )
{
CoopClearData();
CoopClearWeaponList();
}
}
void ParmsChangeLevel( void )
{
// retrieve the pointer to the save data
SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData;
if ( pSaveData )
pSaveData->connectionCount = BuildChangeList( pSaveData->levelList, MAX_LEVEL_CONNECTIONS );
else
if( mp_coop_changelevel.value )
{
CoopClearData();
CoopClearWeaponList();
}
}
//
// GLOBALS ASSUMED SET: g_ulFrameCount
//
void StartFrame( void )
{
// ALERT( at_console, "SV_Physics( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime );
if ( g_pGameRules )
g_pGameRules->Think();
if ( g_fGameOver )
return;
gpGlobals->teamplay = teamplay.value;
g_ulFrameCount++;
}
void ClientPrecache( void )
{
// setup precaches always needed
PRECACHE_SOUND("player/sprayer.wav"); // spray paint sound for PreAlpha
// PRECACHE_SOUND("player/pl_jumpland2.wav"); // UNDONE: play 2x step sound
PRECACHE_SOUND("player/pl_fallpain2.wav");
PRECACHE_SOUND("player/pl_fallpain3.wav");
PRECACHE_SOUND("player/pl_step1.wav"); // walk on concrete
PRECACHE_SOUND("player/pl_step2.wav");
PRECACHE_SOUND("player/pl_step3.wav");
PRECACHE_SOUND("player/pl_step4.wav");
PRECACHE_SOUND("common/npc_step1.wav"); // NPC walk on concrete
PRECACHE_SOUND("common/npc_step2.wav");
PRECACHE_SOUND("common/npc_step3.wav");
PRECACHE_SOUND("common/npc_step4.wav");
PRECACHE_SOUND("player/pl_metal1.wav"); // walk on metal
PRECACHE_SOUND("player/pl_metal2.wav");
PRECACHE_SOUND("player/pl_metal3.wav");
PRECACHE_SOUND("player/pl_metal4.wav");
PRECACHE_SOUND("player/pl_dirt1.wav"); // walk on dirt
PRECACHE_SOUND("player/pl_dirt2.wav");
PRECACHE_SOUND("player/pl_dirt3.wav");
PRECACHE_SOUND("player/pl_dirt4.wav");
PRECACHE_SOUND("player/pl_duct1.wav"); // walk in duct
PRECACHE_SOUND("player/pl_duct2.wav");
PRECACHE_SOUND("player/pl_duct3.wav");
PRECACHE_SOUND("player/pl_duct4.wav");
PRECACHE_SOUND("player/pl_grate1.wav"); // walk on grate
PRECACHE_SOUND("player/pl_grate2.wav");
PRECACHE_SOUND("player/pl_grate3.wav");
PRECACHE_SOUND("player/pl_grate4.wav");
PRECACHE_SOUND("player/pl_slosh1.wav"); // walk in shallow water
PRECACHE_SOUND("player/pl_slosh2.wav");
PRECACHE_SOUND("player/pl_slosh3.wav");
PRECACHE_SOUND("player/pl_slosh4.wav");
PRECACHE_SOUND("player/pl_tile1.wav"); // walk on tile
PRECACHE_SOUND("player/pl_tile2.wav");
PRECACHE_SOUND("player/pl_tile3.wav");
PRECACHE_SOUND("player/pl_tile4.wav");
PRECACHE_SOUND("player/pl_tile5.wav");
PRECACHE_SOUND("player/pl_swim1.wav"); // breathe bubbles
PRECACHE_SOUND("player/pl_swim2.wav");
PRECACHE_SOUND("player/pl_swim3.wav");
PRECACHE_SOUND("player/pl_swim4.wav");
PRECACHE_SOUND("player/pl_ladder1.wav"); // climb ladder rung
PRECACHE_SOUND("player/pl_ladder2.wav");
PRECACHE_SOUND("player/pl_ladder3.wav");
PRECACHE_SOUND("player/pl_ladder4.wav");
PRECACHE_SOUND("player/pl_wade1.wav"); // wade in water
PRECACHE_SOUND("player/pl_wade2.wav");
PRECACHE_SOUND("player/pl_wade3.wav");
PRECACHE_SOUND("player/pl_wade4.wav");
PRECACHE_SOUND("debris/wood1.wav"); // hit wood texture
PRECACHE_SOUND("debris/wood2.wav");
PRECACHE_SOUND("debris/wood3.wav");
PRECACHE_SOUND("plats/train_use1.wav"); // use a train
PRECACHE_SOUND("buttons/spark5.wav"); // hit computer texture
PRECACHE_SOUND("buttons/spark6.wav");
PRECACHE_SOUND("debris/glass1.wav");
PRECACHE_SOUND("debris/glass2.wav");
PRECACHE_SOUND("debris/glass3.wav");
PRECACHE_SOUND( SOUND_FLASHLIGHT_ON );
PRECACHE_SOUND( SOUND_FLASHLIGHT_OFF );
// player gib sounds
PRECACHE_SOUND("common/bodysplat.wav");
// player pain sounds
PRECACHE_SOUND("player/pl_pain2.wav");
PRECACHE_SOUND("player/pl_pain4.wav");
PRECACHE_SOUND("player/pl_pain5.wav");
PRECACHE_SOUND("player/pl_pain6.wav");
PRECACHE_SOUND("player/pl_pain7.wav");
PRECACHE_MODEL("models/player.mdl");
// hud sounds
PRECACHE_SOUND("common/wpn_hudoff.wav");
PRECACHE_SOUND("common/wpn_hudon.wav");
PRECACHE_SOUND("common/wpn_moveselect.wav");
PRECACHE_SOUND("common/wpn_select.wav");
PRECACHE_SOUND("common/wpn_denyselect.wav");
// geiger sounds
PRECACHE_SOUND("player/geiger6.wav");
PRECACHE_SOUND("player/geiger5.wav");
PRECACHE_SOUND("player/geiger4.wav");
PRECACHE_SOUND("player/geiger3.wav");
PRECACHE_SOUND("player/geiger2.wav");
PRECACHE_SOUND("player/geiger1.wav");
if (giPrecacheGrunt)
UTIL_PrecacheOther("monster_human_grunt");
}
/*
===============
GetGameDescription
Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2
===============
*/
const char *GetGameDescription()
{
if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized
return g_pGameRules->GetGameDescription();
else
return "Half-Life";
}
/*
================
Sys_Error
Engine is going to shut down, allows setting a breakpoint in game .dll to catch that occasion
================
*/
void Sys_Error( const char *error_string )
{
// Default case, do nothing. MOD AUTHORS: Add code ( e.g., _asm { int 3 }; here to cause a breakpoint for debugging your game .dlls
}
/*
================
PlayerCustomization
A new player customization has been registered on the server
UNDONE: This only sets the # of frames of the spray can logo
animation right now.
================
*/
void PlayerCustomization( edict_t *pEntity, customization_t *pCust )
{
entvars_t *pev = &pEntity->v;
CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity);
if (!pPlayer)
{
ALERT(at_console, "PlayerCustomization: Couldn't get player!\n");
return;
}
if (!pCust)
{
ALERT(at_console, "PlayerCustomization: NULL customization!\n");
return;
}
switch (pCust->resource.type)
{
case t_decal:
pPlayer->SetCustomDecalFrames(pCust->nUserData2); // Second int is max # of frames.
break;
case t_sound:
case t_skin:
case t_model:
// Ignore for now.
break;
default:
ALERT(at_console, "PlayerCustomization: Unknown customization type!\n");
break;
}
}
/*
================
SpectatorConnect
A spectator has joined the game
================
*/
void SpectatorConnect( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->SpectatorConnect( );
}
/*
================
SpectatorConnect
A spectator has left the game
================
*/
void SpectatorDisconnect( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->SpectatorDisconnect( );
}
/*
================
SpectatorConnect
A spectator has sent a usercmd
================
*/
void SpectatorThink( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->SpectatorThink( );
}
////////////////////////////////////////////////////////
// PAS and PVS routines for client messaging
//
/*
================
SetupVisibility
A client can have a separate "view entity" indicating that his/her view should depend on the origin of that
view entity. If that's the case, then pViewEntity will be non-NULL and will be used. Otherwise, the current
entity's origin is used. Either is offset by the view_ofs to get the eye position.
From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could
override the actual PAS or PVS values, or use a different origin.
NOTE: Do not cache the values of pas and pvs, as they depend on reusable memory in the engine, they are only good for this one frame
================
*/
void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pvs, unsigned char **pas )
{
Vector org;
edict_t *pView = pClient;
// Find the client's PVS
if ( pViewEntity )
{
pView = pViewEntity;
}
if ( pClient->v.flags & FL_PROXY )
{
*pvs = NULL; // the spectator proxy sees
*pas = NULL; // and hears everything
return;
}
if( pView->v.effects & EF_MERGE_VISIBILITY )
{
if( FClassnameIs( pView, "env_sky" ))
{
org = pView->v.origin;
}
else return; // don't merge pvs
}
else
{
org = pView->v.origin + pView->v.view_ofs;
if ( pView->v.flags & FL_DUCKING )
{
org = org + ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
}
}
*pvs = ENGINE_SET_PVS ( (float *)&org );
*pas = ENGINE_SET_PAS ( (float *)&org );
}
#include "entity_state.h"
/*
AddToFullPack
Return 1 if the entity state has been filled in for the ent and the entity will be propagated to the client, 0 otherwise
state is the server maintained copy of the state info that is transmitted to the client
a MOD could alter values copied into state to send the "host" a different look for a particular entity update, etc.
e and ent are the entity that is being added to the update, if 1 is returned
host is the player's edict of the player whom we are sending the update to
player is 1 if the ent/e is a player and 0 otherwise
pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS.
we could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. Caching the value is valid in that case, but still only for the current frame
*/
int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet )
{
int i;
// don't send if flagged for NODRAW and it's not the host getting the message
if ( ( ent->v.effects == EF_NODRAW ) &&
( ent != host ) )
return 0;
// Ignore ents without valid / visible models
if ( !ent->v.modelindex || !STRING( ent->v.model ) )
return 0;
// Don't send spectators to other players
if ( ( ent->v.flags & FL_SPECTATOR ) && ( ent != host ) )
{
return 0;
}
// Ignore if not the host and not touching a PVS/PAS leaf
// If pSet is NULL, then the test will always succeed and the entity will be added to the update
if ( ent != host )
{
if ( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet ) )
{
// env_sky is visible always
if( !FClassnameIs( ent, "env_sky" ))
{
return 0;
}
}
}
// Don't send entity to local client if the client says it's predicting the entity itself.
if ( ent->v.flags & FL_SKIPLOCALHOST )
{
if ( hostflags & 4 ) return 0; // it's a portal pass
if ( ( hostflags & 1 ) && ( ent->v.owner == host ) )
return 0;
}
if ( host->v.groupinfo )
{
UTIL_SetGroupTrace( host->v.groupinfo, GROUP_OP_AND );
// Should always be set, of course
if ( ent->v.groupinfo )
{
if ( g_groupop == GROUP_OP_AND )
{
if ( !(ent->v.groupinfo & host->v.groupinfo ) )
return 0;
}
else if ( g_groupop == GROUP_OP_NAND )
{
if ( ent->v.groupinfo & host->v.groupinfo )
return 0;
}
}
UTIL_UnsetGroupTrace();
}
memset( state, 0, sizeof( *state ) );
// Assign index so we can track this entity from frame to frame and
// delta from it.
state->number = e;
state->entityType = ENTITY_NORMAL;
// Flag custom entities.
if ( ent->v.flags & FL_CUSTOMENTITY )
{
state->entityType = ENTITY_BEAM;
}
//
// Copy state data
//
// Round animtime to nearest millisecond
state->animtime = (int)(1000.0 * ent->v.animtime ) / 1000.0;
memcpy( state->origin, ent->v.origin, 3 * sizeof( float ) );
memcpy( state->angles, ent->v.angles, 3 * sizeof( float ) );
memcpy( state->mins, ent->v.mins, 3 * sizeof( float ) );
memcpy( state->maxs, ent->v.maxs, 3 * sizeof( float ) );
memcpy( state->startpos, ent->v.startpos, 3 * sizeof( float ) );
memcpy( state->endpos, ent->v.endpos, 3 * sizeof( float ) );
memcpy( state->velocity, ent->v.velocity, 3 * sizeof( float ) );
state->impacttime = ent->v.impacttime;
state->starttime = ent->v.starttime;
state->modelindex = ent->v.modelindex;
state->frame = ent->v.frame;
state->skin = ent->v.skin;
state->effects = ent->v.effects;
// This non-player entity is being moved by the game .dll and not the physics simulation system
// make sure that we interpolate it's position on the client if it moves
if ( !player &&
ent->v.animtime &&
ent->v.velocity[ 0 ] == 0 &&
ent->v.velocity[ 1 ] == 0 &&
ent->v.velocity[ 2 ] == 0 )
{
state->eflags |= EFLAG_SLERP;
}
state->scale = ent->v.scale;
state->solid = ent->v.solid;
state->colormap = ent->v.colormap;
state->movetype = ent->v.movetype;
state->sequence = ent->v.sequence;
state->framerate = ent->v.framerate;
state->body = ent->v.body;
for (i = 0; i < 4; i++)
{
state->controller[i] = ent->v.controller[i];
}
for (i = 0; i < 2; i++)
{
state->blending[i] = ent->v.blending[i];
}
state->rendermode = ent->v.rendermode;
state->renderamt = ent->v.renderamt;
state->renderfx = ent->v.renderfx;
state->rendercolor.r = ent->v.rendercolor.x;
state->rendercolor.g = ent->v.rendercolor.y;
state->rendercolor.b = ent->v.rendercolor.z;
state->aiment = 0;
if ( ent->v.aiment )
{
state->aiment = ENTINDEX( ent->v.aiment );
}
state->owner = 0;
if ( ent->v.owner )
{
int owner = ENTINDEX( ent->v.owner );
// Only care if owned by a player
if ( owner >= 1 && owner <= gpGlobals->maxClients )
{
state->owner = owner;
}
}
state->onground = 0;
if ( ent->v.groundentity )
{
state->onground = ENTINDEX( ent->v.groundentity );
}
// HACK: Somewhat...
// Class is overridden for non-players to signify a breakable glass object ( sort of a class? )
if ( !player )
{
state->playerclass = ent->v.playerclass;
}
// Special stuff for players only
if ( player )
{
memcpy( state->basevelocity, ent->v.basevelocity, 3 * sizeof( float ) );
state->weaponmodel = MODEL_INDEX( STRING( ent->v.weaponmodel ) );
state->gaitsequence = ent->v.gaitsequence;
state->spectator = ent->v.flags & FL_SPECTATOR;
state->friction = ent->v.friction;
state->gravity = ent->v.gravity;
// state->team = ent->v.team;
//
state->usehull = ( ent->v.flags & FL_DUCKING ) ? 1 : 0;
state->health = ent->v.health;
}
return 1;
}
// defaults for clientinfo messages
#define DEFAULT_VIEWHEIGHT 28
/*
===================
CreateBaseline
Creates baselines used for network encoding, especially for player data since players are not spawned until connect time.
===================
*/
void CreateBaseline( int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs )
{
baseline->origin = entity->v.origin;
baseline->angles = entity->v.angles;
baseline->frame = entity->v.frame;
baseline->skin = (short)entity->v.skin;
// render information
baseline->rendermode = (byte)entity->v.rendermode;
baseline->renderamt = (byte)entity->v.renderamt;
baseline->rendercolor.r = (byte)entity->v.rendercolor.x;
baseline->rendercolor.g = (byte)entity->v.rendercolor.y;
baseline->rendercolor.b = (byte)entity->v.rendercolor.z;
baseline->renderfx = (byte)entity->v.renderfx;
if ( player )
{
baseline->mins = player_mins;
baseline->maxs = player_maxs;
baseline->colormap = eindex;
baseline->modelindex = playermodelindex;
baseline->friction = 1.0;
baseline->movetype = MOVETYPE_WALK;
baseline->scale = entity->v.scale;
baseline->solid = SOLID_SLIDEBOX;
baseline->framerate = 1.0;
baseline->gravity = 1.0;
}
else
{
baseline->mins = entity->v.mins;
baseline->maxs = entity->v.maxs;
baseline->colormap = 0;
baseline->modelindex = entity->v.modelindex;//SV_ModelIndex(pr_strings + entity->v.model);
baseline->movetype = entity->v.movetype;
baseline->scale = entity->v.scale;
baseline->solid = entity->v.solid;
baseline->framerate = entity->v.framerate;
baseline->gravity = entity->v.gravity;
}
}
typedef struct
{
char name[32];
int field;
} entity_field_alias_t;
#define FIELD_ORIGIN0 0
#define FIELD_ORIGIN1 1
#define FIELD_ORIGIN2 2
#define FIELD_ANGLES0 3
#define FIELD_ANGLES1 4
#define FIELD_ANGLES2 5
static entity_field_alias_t entity_field_alias[]=
{
{ "origin[0]", 0 },
{ "origin[1]", 0 },
{ "origin[2]", 0 },
{ "angles[0]", 0 },
{ "angles[1]", 0 },
{ "angles[2]", 0 },
};
void Entity_FieldInit( struct delta_s *pFields )
{
entity_field_alias[ FIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN0 ].name );
entity_field_alias[ FIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN1 ].name );
entity_field_alias[ FIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN2 ].name );
entity_field_alias[ FIELD_ANGLES0 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES0 ].name );
entity_field_alias[ FIELD_ANGLES1 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES1 ].name );
entity_field_alias[ FIELD_ANGLES2 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES2 ].name );
}
/*
==================
Entity_Encode
Callback for sending entity_state_t info over network.
FIXME: Move to script
==================
*/
void Entity_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to )
{
entity_state_t *f, *t;
int localplayer = 0;
static int initialized = 0;
if ( !initialized )
{
Entity_FieldInit( pFields );
initialized = 1;
}
f = (entity_state_t *)from;
t = (entity_state_t *)to;
// Never send origin to local player, it's sent with more resolution in clientdata_t structure
localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER();
if ( localplayer )
{
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
}
if ( ( t->impacttime != 0 ) && ( t->starttime != 0 ) )
{
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES0 ].field );
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES1 ].field );
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES2 ].field );
}
if ( ( t->movetype == MOVETYPE_FOLLOW ) &&
( t->aiment != 0 ) )
{
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
}
else if ( t->aiment != f->aiment )
{
DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
}
}
static entity_field_alias_t player_field_alias[]=
{
{ "origin[0]", 0 },
{ "origin[1]", 0 },
{ "origin[2]", 0 },
};
void Player_FieldInit( struct delta_s *pFields )
{
player_field_alias[ FIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN0 ].name );
player_field_alias[ FIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN1 ].name );
player_field_alias[ FIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN2 ].name );
}
/*
==================
Player_Encode
Callback for sending entity_state_t for players info over network.
==================
*/
void Player_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to )
{
entity_state_t *f, *t;
int localplayer = 0;
static int initialized = 0;
if ( !initialized )
{
Player_FieldInit( pFields );
initialized = 1;
}
f = (entity_state_t *)from;
t = (entity_state_t *)to;
// Never send origin to local player, it's sent with more resolution in clientdata_t structure
localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER();
if ( localplayer )
{
DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN0 ].field );
DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN1 ].field );
DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN2 ].field );
}
if ( ( t->movetype == MOVETYPE_FOLLOW ) &&
( t->aiment != 0 ) )
{
DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN0 ].field );
DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN1 ].field );
DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN2 ].field );
}
else if ( t->aiment != f->aiment )
{
DELTA_SETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN0 ].field );
DELTA_SETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN1 ].field );
DELTA_SETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN2 ].field );
}
}
#define CUSTOMFIELD_ORIGIN0 0
#define CUSTOMFIELD_ORIGIN1 1
#define CUSTOMFIELD_ORIGIN2 2
#define CUSTOMFIELD_ANGLES0 3
#define CUSTOMFIELD_ANGLES1 4
#define CUSTOMFIELD_ANGLES2 5
#define CUSTOMFIELD_SKIN 6
#define CUSTOMFIELD_SEQUENCE 7
#define CUSTOMFIELD_ANIMTIME 8
entity_field_alias_t custom_entity_field_alias[]=
{
{ "origin[0]", 0 },
{ "origin[1]", 0 },
{ "origin[2]", 0 },
{ "angles[0]", 0 },
{ "angles[1]", 0 },
{ "angles[2]", 0 },
{ "skin", 0 },
{ "sequence", 0 },
{ "animtime", 0 },
};
void Custom_Entity_FieldInit( struct delta_s *pFields )
{
custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].name );
custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].name );
custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].name );
custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].name );
custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].name );
custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].name );
custom_entity_field_alias[ CUSTOMFIELD_SKIN ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_SKIN ].name );
custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].field= DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].name );
custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].field= DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].name );
}
/*
==================
Custom_Encode
Callback for sending entity_state_t info ( for custom entities ) over network.
FIXME: Move to script
==================
*/
void Custom_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to )
{
entity_state_t *f, *t;
int beamType;
static int initialized = 0;
if ( !initialized )
{
Custom_Entity_FieldInit( pFields );
initialized = 1;
}
f = (entity_state_t *)from;
t = (entity_state_t *)to;
beamType = t->rendermode & 0x0f;
if ( beamType != BEAM_POINTS && beamType != BEAM_ENTPOINT )
{
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].field );
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].field );
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].field );
}
if ( beamType != BEAM_POINTS )
{
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].field );
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].field );
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].field );
}
if ( beamType != BEAM_ENTS && beamType != BEAM_ENTPOINT )
{
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_SKIN ].field );
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].field );
}
// animtime is compared by rounding first
// see if we really shouldn't actually send it
if ( (int)f->animtime == (int)t->animtime )
{
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].field );
}
}
/*
=================
RegisterEncoders
Allows game .dll to override network encoding of certain types of entities and tweak values, etc.
=================
*/
void RegisterEncoders( void )
{
DELTA_ADDENCODER( "Entity_Encode", Entity_Encode );
DELTA_ADDENCODER( "Custom_Encode", Custom_Encode );
DELTA_ADDENCODER( "Player_Encode", Player_Encode );
}
int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
{
#if defined( CLIENT_WEAPONS )
int i;
weapon_data_t *item;
entvars_t *pev = &player->v;
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
CBasePlayerWeapon *gun;
ItemInfo II;
memset( info, 0, 32 * sizeof( weapon_data_t ) );
if ( !pl )
return 1;
// go through all of the weapons and make a list of the ones to pack
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
if ( pl->m_rgpPlayerItems[ i ] )
{
// there's a weapon here. Should I pack it?
CBasePlayerItem *pPlayerItem = pl->m_rgpPlayerItems[ i ];
while ( pPlayerItem )
{
gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr();
if ( gun && gun->UseDecrement() )
{
// Get The ID.
memset( &II, 0, sizeof( II ) );
gun->GetItemInfo( &II );
if ( II.iId >= 0 && II.iId < 32 )
{
item = &info[ II.iId ];
item->m_iId = II.iId;
item->m_iClip = gun->m_iClip;
item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001 );
item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 );
item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 );
item->m_fInReload = gun->m_fInReload;
item->m_fInSpecialReload = gun->m_fInSpecialReload;
item->fuser1 = max( gun->pev->fuser1, -0.001 );
item->fuser2 = gun->m_flStartThrow;
item->fuser3 = gun->m_flReleaseThrow;
item->iuser1 = gun->m_chargeReady;
item->iuser2 = gun->m_fInAttack;
item->iuser3 = gun->m_fireState;
// item->m_flPumpTime = max( gun->m_flPumpTime, -0.001 );
}
}
pPlayerItem = pPlayerItem->m_pNext;
}
}
}
#else
memset( info, 0, 32 * sizeof( weapon_data_t ) );
#endif
return 1;
}
/*
=================
UpdateClientData
Data sent to current client only
engine sets cd to 0 before calling.
=================
*/
void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd )
{
cd->flags = ent->v.flags;
cd->health = ent->v.health;
cd->viewmodel = MODEL_INDEX( STRING( ent->v.viewmodel ) );
cd->waterlevel = ent->v.waterlevel;
cd->watertype = ent->v.watertype;
cd->weapons = ent->v.weapons;
// Vectors
cd->origin = ent->v.origin;
cd->velocity = ent->v.velocity;
cd->view_ofs = ent->v.view_ofs;
cd->punchangle = ent->v.punchangle;
cd->bInDuck = ent->v.bInDuck;
cd->flTimeStepSound = ent->v.flTimeStepSound;
cd->flDuckTime = ent->v.flDuckTime;
cd->flSwimTime = ent->v.flSwimTime;
cd->waterjumptime = ent->v.teleport_time;
strcpy( cd->physinfo, ENGINE_GETPHYSINFO( ent ) );
cd->maxspeed = ent->v.maxspeed;
cd->fov = ent->v.fov;
cd->weaponanim = ent->v.weaponanim;
cd->pushmsec = ent->v.pushmsec;
#if defined( CLIENT_WEAPONS )
if ( sendweapons )
{
entvars_t *pev = (entvars_t *)&ent->v;
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
if ( pl )
{
cd->m_flNextAttack = pl->m_flNextAttack;
cd->fuser2 = pl->m_flNextAmmoBurn;
cd->fuser3 = pl->m_flAmmoStartCharge;
cd->vuser1.x = pl->ammo_9mm;
cd->vuser1.y = pl->ammo_357;
cd->vuser1.z = pl->ammo_argrens;
cd->ammo_nails = pl->ammo_bolts;
cd->ammo_shells = pl->ammo_buckshot;
cd->ammo_rockets = pl->ammo_rockets;
cd->ammo_cells = pl->ammo_uranium;
cd->vuser2.x = pl->ammo_hornets;
if ( pl->m_pActiveItem )
{
CBasePlayerWeapon *gun;
gun = (CBasePlayerWeapon *)pl->m_pActiveItem->GetWeaponPtr();
if ( gun && gun->UseDecrement() )
{
ItemInfo II;
memset( &II, 0, sizeof( II ) );
gun->GetItemInfo( &II );
cd->m_iId = II.iId;
cd->vuser3.z = gun->m_iSecondaryAmmoType;
cd->vuser4.x = gun->m_iPrimaryAmmoType;
cd->vuser4.y = pl->m_rgAmmo[gun->m_iPrimaryAmmoType];
cd->vuser4.z = pl->m_rgAmmo[gun->m_iSecondaryAmmoType];
if ( pl->m_pActiveItem->m_iId == WEAPON_RPG )
{
cd->vuser2.y = ( ( CRpg * )pl->m_pActiveItem)->m_fSpotActive;
cd->vuser2.z = ( ( CRpg * )pl->m_pActiveItem)->m_cActiveRockets;
}
}
}
}
}
#endif
}
/*
=================
CmdStart
We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc.
This is the time to examine the usercmd for anything extra. This call happens even if think does not.
=================
*/
void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed )
{
entvars_t *pev = (entvars_t *)&player->v;
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
if( !pl )
return;
if ( pl->pev->groupinfo != 0 )
{
UTIL_SetGroupTrace( pl->pev->groupinfo, GROUP_OP_AND );
}
pl->random_seed = random_seed;
}
/*
=================
CmdEnd
Each cmdstart is exactly matched with a cmd end, clean up any group trace flags, etc. here
=================
*/
void CmdEnd ( const edict_t *player )
{
entvars_t *pev = (entvars_t *)&player->v;
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
if( !pl )
return;
if ( pl->pev->groupinfo != 0 )
{
UTIL_UnsetGroupTrace();
}
}
/*
================================
ConnectionlessPacket
Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max
size of the response_buffer, so you must zero it out if you choose not to respond.
================================
*/
int ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size )
{
// Parse stuff from args
int max_buffer_size = *response_buffer_size;
// Zero it out since we aren't going to respond.
// If we wanted to response, we'd write data into response_buffer
*response_buffer_size = 0;
// Since we don't listen for anything here, just respond that it's a bogus message
// If we didn't reject the message, we'd return 1 for success instead.
return 0;
}
/*
================================
GetHullBounds
Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
================================
*/
int GetHullBounds( int hullnumber, float *mins, float *maxs )
{
int iret = 0;
switch ( hullnumber )
{
case 0: // Normal player
mins = VEC_HULL_MIN;
maxs = VEC_HULL_MAX;
iret = 1;
break;
case 1: // Crouched player
mins = VEC_DUCK_HULL_MIN;
maxs = VEC_DUCK_HULL_MAX;
iret = 1;
break;
case 2: // Point based hull
mins = Vector( 0, 0, 0 );
maxs = Vector( 0, 0, 0 );
iret = 1;
break;
}
return iret;
}
/*
================================
CreateInstancedBaselines
Create pseudo-baselines for items that aren't placed in the map at spawn time, but which are likely
to be created during play ( e.g., grenades, ammo packs, projectiles, corpses, etc. )
================================
*/
void CreateInstancedBaselines ( void )
{
int iret = 0;
entity_state_t state;
memset( &state, 0, sizeof( state ) );
// Create any additional baselines here for things like grendates, etc.
// iret = ENGINE_INSTANCE_BASELINE( pc->pev->classname, &state );
// Destroy objects.
//UTIL_Remove( pc );
}
/*
================================
InconsistentFile
One of the ENGINE_FORCE_UNMODIFIED files failed the consistency check for the specified player
Return 0 to allow the client to continue, 1 to force immediate disconnection ( with an optional disconnect message of up to 256 characters )
================================
*/
int InconsistentFile( const edict_t *player, const char *filename, char *disconnect_message )
{
// Server doesn't care?
if ( CVAR_GET_FLOAT( "mp_consistency" ) != 1 )
return 0;
// Default behavior is to kick the player
sprintf( disconnect_message, "Server is enforcing file consistency for %s\n", filename );
// Kick now with specified disconnect message.
return 1;
}
/*
================================
AllowLagCompensation
The game .dll should return 1 if lag compensation should be allowed ( could also just set
the sv_unlag cvar.
Most games right now should return 0, until client-side weapon prediction code is written
and tested for them ( note you can predict weapons, but not do lag compensation, too,
if you want.
================================
*/
int AllowLagCompensation( void )
{
return 1;
}