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respawn configured bots

respawn-bots-configured
ghost 11 months ago
parent
commit
c786c8a460
  1. 79
      dlls/client.cpp

79
dlls/client.cpp

@ -1,9 +1,9 @@ @@ -1,9 +1,9 @@
/***
*
* 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.
*
* 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
@ -12,7 +12,7 @@ @@ -12,7 +12,7 @@
* without written permission from Valve LLC.
*
****/
// Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to
// 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
/*
@ -79,7 +79,7 @@ void LinkUserMessages( void ); @@ -79,7 +79,7 @@ void LinkUserMessages( void );
* 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
@ -169,7 +169,7 @@ void ClientDisconnect( edict_t *pEntity ) @@ -169,7 +169,7 @@ void ClientDisconnect( edict_t *pEntity )
CSound *pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEntity ) );
// since this client isn't around to think anymore, reset their sound.
// since this client isn't around to think anymore, reset their sound.
if( pSound )
{
pSound->Reset();
@ -450,7 +450,7 @@ void Host_Say( edict_t *pEntity, int teamonly ) @@ -450,7 +450,7 @@ void Host_Say( edict_t *pEntity, int teamonly )
// so check it, or it will infinite loop
client = NULL;
while( ( ( client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" ) ) != NULL ) && ( !FNullEnt( client->edict() ) ) )
while( ( ( client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" ) ) != NULL ) && ( !FNullEnt( client->edict() ) ) )
{
if( !client->pev )
continue;
@ -497,8 +497,8 @@ void Host_Say( edict_t *pEntity, int teamonly ) @@ -497,8 +497,8 @@ void Host_Say( edict_t *pEntity, int teamonly )
// team match?
if( g_teamplay )
{
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" %s \"%s\"\n",
STRING( pEntity->v.netname ),
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" ),
@ -507,8 +507,8 @@ void Host_Say( edict_t *pEntity, int teamonly ) @@ -507,8 +507,8 @@ void Host_Say( edict_t *pEntity, int teamonly )
}
else
{
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" %s \"%s\"\n",
STRING( pEntity->v.netname ),
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" %s \"%s\"\n",
STRING( pEntity->v.netname ),
GETPLAYERUSERID( pEntity ),
GETPLAYERAUTHID( pEntity ),
GETPLAYERUSERID( pEntity ),
@ -547,7 +547,7 @@ void ClientCommand( edict_t *pEntity ) @@ -547,7 +547,7 @@ void ClientCommand( edict_t *pEntity )
}
else if( FStrEq( pcmd, "fullupdate" ) )
{
GetClassPtr( (CBasePlayer *)pev )->ForceClientDllUpdate();
GetClassPtr( (CBasePlayer *)pev )->ForceClientDllUpdate();
}
else if( FStrEq(pcmd, "give" ) )
{
@ -590,7 +590,7 @@ void ClientCommand( edict_t *pEntity ) @@ -590,7 +590,7 @@ void ClientCommand( edict_t *pEntity )
}
else if( FStrEq( pcmd, "drop" ) )
{
// player is dropping an item.
// player is dropping an item.
GetClassPtr( (CBasePlayer *)pev )->DropPlayerItem( (char *)CMD_ARGV( 1 ) );
}
else if( FStrEq( pcmd, "fov" ) )
@ -729,7 +729,7 @@ void ClientCommand( edict_t *pEntity ) @@ -729,7 +729,7 @@ void ClientCommand( edict_t *pEntity )
CBasePlayer *pBot = NULL;
char botname[BOT_NAME_LEN + 1];
int index;
botname[0] = 0;
if( CMD_ARGC() > 1 ) // is there an argument to the command?
@ -738,7 +738,7 @@ void ClientCommand( edict_t *pEntity ) @@ -738,7 +738,7 @@ void ClientCommand( edict_t *pEntity )
strcpy( botname, CMD_ARGV( 1 ) );
else
sscanf( CMD_ARGV( 1 ), "\"%s\"", &botname[0] );
index = 0;
while( index < 32 )
@ -859,20 +859,20 @@ void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer ) @@ -859,20 +859,20 @@ void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer )
// team match?
if( g_teamplay )
{
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" changed name to \"%s\"\n",
STRING( pEntity->v.netname ),
GETPLAYERUSERID( pEntity ),
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, "model" ),
g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
}
else
{
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" changed name to \"%s\"\n",
STRING( pEntity->v.netname ),
GETPLAYERUSERID( pEntity ),
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" changed name to \"%s\"\n",
STRING( pEntity->v.netname ),
GETPLAYERUSERID( pEntity ),
GETPLAYERAUTHID( pEntity ),
GETPLAYERUSERID( pEntity ),
GETPLAYERUSERID( pEntity ),
g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
}
}
@ -887,7 +887,7 @@ void ServerDeactivate( void ) @@ -887,7 +887,7 @@ 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
// Therefore, only run it one time for each call to ServerActivate
if( g_serveractive != 1 )
{
return;
@ -1370,7 +1370,14 @@ void StartFrame( void ) @@ -1370,7 +1370,14 @@ void StartFrame( void )
// then add another bot using the default skill level...
if( count < max_bots )
{
BotCreate( NULL, NULL, NULL );
for( i = 0; i < 32; i++ )
{
if( !bot_respawn[i].is_used && bot_respawn[i].state == BOT_IDLE)
{
BotCreate( bot_respawn[i].skin, bot_respawn[i].name, bot_respawn[i].skill );
break;
}
}
}
}
@ -1767,7 +1774,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h @@ -1767,7 +1774,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
if( ( hostflags & 1 ) && ( ent->v.owner == host ) )
return 0;
}
if( host->v.groupinfo )
{
UTIL_SetGroupTrace( host->v.groupinfo, GROUP_OP_AND );
@ -1803,7 +1810,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h @@ -1803,7 +1810,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
state->entityType = ENTITY_BEAM;
}
//
//
// Copy state data
//
@ -1833,8 +1840,8 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h @@ -1833,8 +1840,8 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
// 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[0] == 0 &&
ent->v.velocity[1] == 0 &&
ent->v.velocity[2] == 0 )
{
state->eflags |= EFLAG_SLERP;
@ -1860,7 +1867,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h @@ -1860,7 +1867,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
}
state->rendermode = ent->v.rendermode;
state->renderamt = (int)ent->v.renderamt;
state->renderamt = (int)ent->v.renderamt;
state->renderfx = ent->v.renderfx;
state->rendercolor.r = (byte)ent->v.rendercolor.x;
state->rendercolor.g = (byte)ent->v.rendercolor.y;
@ -1880,7 +1887,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h @@ -1880,7 +1887,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
// Only care if owned by a player
if( owner >= 1 && owner <= gpGlobals->maxClients )
{
state->owner = owner;
state->owner = owner;
}
}
@ -2011,7 +2018,7 @@ void Entity_FieldInit( struct delta_s *pFields ) @@ -2011,7 +2018,7 @@ void Entity_FieldInit( struct delta_s *pFields )
==================
Entity_Encode
Callback for sending entity_state_t info over network.
Callback for sending entity_state_t info over network.
FIXME: Move to script
==================
*/
@ -2083,7 +2090,7 @@ void Player_FieldInit( struct delta_s *pFields ) @@ -2083,7 +2090,7 @@ void Player_FieldInit( struct delta_s *pFields )
==================
Player_Encode
Callback for sending entity_state_t for players info over network.
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 )
@ -2165,7 +2172,7 @@ void Custom_Entity_FieldInit( struct delta_s *pFields ) @@ -2165,7 +2172,7 @@ void Custom_Entity_FieldInit( struct delta_s *pFields )
==================
Custom_Encode
Callback for sending entity_state_t info ( for custom entities ) over network.
Callback for sending entity_state_t info ( for custom entities ) over network.
FIXME: Move to script
==================
*/
@ -2261,7 +2268,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) @@ -2261,7 +2268,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
if( II.iId >= 0 && II.iId < MAX_WEAPONS )
{
item = &info[II.iId];
item->m_iId = II.iId;
item->m_iClip = gun->m_iClip;
@ -2550,7 +2557,7 @@ AllowLagCompensation @@ -2550,7 +2557,7 @@ 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,
and tested for them ( note you can predict weapons, but not do lag compensation, too,
if you want.
================================
*/

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