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mp_coop_changelevel feature

hlzbot-dirty
mittorn 8 years ago
parent
commit
6b3d3c8abf
  1. 2
      dlls/game.cpp
  2. 2
      dlls/game.h
  3. 2
      dlls/multiplay_gamerules.cpp
  4. 55
      dlls/triggers.cpp

2
dlls/game.cpp

@ -51,6 +51,7 @@ cvar_t cvar_agibcount = { "mp_agibcount","8", FCVAR_SERVER }; @@ -51,6 +51,7 @@ cvar_t cvar_agibcount = { "mp_agibcount","8", FCVAR_SERVER };
cvar_t mp_chattime = { "mp_chattime","10", FCVAR_SERVER };
cvar_t mp_gravgun_players = { "mp_gravgun_players", "0", FCVAR_SERVER };
cvar_t mp_coop = { "mp_coop", "0", FCVAR_SERVER };
cvar_t mp_coop_changelevel = { "mp_coop_changelevel", "0", FCVAR_SERVER };
// Engine Cvars
cvar_t *g_psv_gravity = NULL;
@ -494,6 +495,7 @@ void GameDLLInit( void ) @@ -494,6 +495,7 @@ void GameDLLInit( void )
CVAR_REGISTER( &cvar_agibcount );
CVAR_REGISTER( &mp_gravgun_players );
CVAR_REGISTER( &mp_coop );
CVAR_REGISTER( &mp_coop_changelevel );
CVAR_REGISTER( &mp_chattime );

2
dlls/game.h

@ -49,6 +49,8 @@ extern cvar_t cvar_agibcount; @@ -49,6 +49,8 @@ extern cvar_t cvar_agibcount;
extern cvar_t mp_gravgun_players;
extern cvar_t mp_coop;
extern cvar_t mp_coop_changelevel;
// Engine Cvars
extern cvar_t *g_psv_gravity;
extern cvar_t *g_psv_aim;

2
dlls/multiplay_gamerules.cpp

@ -610,7 +610,7 @@ void CHalfLifeMultiplay::PlayerSpawn( CBasePlayer *pPlayer ) @@ -610,7 +610,7 @@ void CHalfLifeMultiplay::PlayerSpawn( CBasePlayer *pPlayer )
}
pPlayer->GiveAmmo( 68, "9mm", _9MM_MAX_CARRY );// 4 full reloads
if(mp_coop.value)
g_WeaponList.GiveToPlayer(pPlayer);
g_WeaponList.GiveToPlayer(pPlayer);
}
}

55
dlls/triggers.cpp

@ -1329,6 +1329,8 @@ public: @@ -1329,6 +1329,8 @@ public:
char m_szLandmarkName[cchMapNameMost]; // trigger_changelevel only: landmark on next map
int m_changeTarget;
float m_changeTargetDelay;
unsigned int m_uTouchCount;
bool m_bUsed;
};
LINK_ENTITY_TO_CLASS( trigger_changelevel, CChangeLevel )
@ -1382,6 +1384,8 @@ When the player touches this, he gets sent to the map listed in the "map" variab @@ -1382,6 +1384,8 @@ When the player touches this, he gets sent to the map listed in the "map" variab
*/
void CChangeLevel::Spawn( void )
{
m_uTouchCount = 0;
m_bUsed = false;
if( FStrEq( m_szMapName, "" ) )
ALERT( at_console, "a trigger_changelevel doesn't have a map" );
@ -1436,6 +1440,8 @@ edict_t *CChangeLevel::FindLandmark( const char *pLandmarkName ) @@ -1436,6 +1440,8 @@ edict_t *CChangeLevel::FindLandmark( const char *pLandmarkName )
//=========================================================
void CChangeLevel::UseChangeLevel( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// if not activated by touch, do not count players
m_bUsed = true;
ChangeLevelNow( pActivator );
}
@ -1446,10 +1452,57 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator ) @@ -1446,10 +1452,57 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator )
ASSERT( !FStrEq( m_szMapName, "" ) );
if(mp_coop_changelevel.value)
{
// if not activated by touch, do not count players
if( !m_bUsed )
{
m_uTouchCount |= ENTINDEX( pActivator->edict() );
unsigned int count1 = m_uTouchCount;
unsigned int count2 = 0;
unsigned int i = 0;
// count set bits
count1 = count1 - ((count1 >> 1) & 0x55555555);
count1 = (count1 & 0x33333333) + ((count1 >> 2) & 0x33333333);
count1 = (((count1 + (count1 >> 4)) & 0x0F0F0F0F) * 0x01010101) >> 24;
// loop through all clients, count number of players
for( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *plr = UTIL_PlayerByIndex( i );
if( plr )
{
count2++;
}
}
i = 0;
if( count1 > 1 && count1 < count2 / 3 )
i = count1 - count1 < count2 / 3;
if( count1 > 1 && count1 < count2 / 3 )
i = 1;
if( i )
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s touched end of map, next is %s %s, %d to go\n",
( pActivator->pev->netname && STRING( pActivator->pev->netname )[0] != 0 ) ? STRING( pActivator->pev->netname ) : "unconnected",
st_szNextMap, st_szNextSpot, i ) );
if( count1 > 1 && count1 < count2 / 3 )
return;
if( count1 == 1 && count2 == 2 )
return;
}
}
// Don't work in deathmatch
if( g_pGameRules->IsDeathmatch() )
else if( g_pGameRules->IsDeathmatch() )
return;
m_uTouchCount = 0;
m_bUsed = false;
// Some people are firing these multiple times in a frame, disable
if( gpGlobals->time == pev->dmgtime )
return;

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