/*** * * 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" #include "pm_shared.h" // START BOT #include "bot.h" #include "botcam.h" void BotCreate(const char *skin, const char *name, const char *skill); extern int f_Observer; // flag for observer mode extern int f_botskill; // default bot skill level extern int f_botdontshoot; // flag to disable targeting other bots extern respawn_t bot_respawn[32]; float bot_check_time = 10.0; int min_bots = 0; int max_bots = 0; // END BOT 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 gmsgBhopcap; extern cvar_t allow_spectators; extern cvar_t multibyte_only; extern int g_teamplay; extern cvar_t bhopcap; extern "C" int g_bhopcap; 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 = -1.0f; } /* =========== ClientConnect called when a player connects to a server ============ */ BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ) { int i; int count = 0; // check if this is NOT a bot joining the server... if( strcmp( pszAddress, "127.0.0.1" ) != 0 ) { // don't try to add bots for 30 seconds, give client time to get added bot_check_time = gpGlobals->time + 30.0; for( i = 0; i < 32; i++ ) { if( bot_respawn[i].is_used ) // count the number of bots in use count++; } // if there are currently more than the minimum number of bots running // then kick one of the bots off the server... if( count > min_bots ) { for( i = 0; i < 32; i++ ) { if( bot_respawn[i].is_used ) // is this slot used? { char cmd[40]; sprintf( cmd, "kick \"%s\"\n", bot_respawn[i].name ); bot_respawn[i].state = BOT_IDLE; SERVER_COMMAND( cmd ); // kick the bot using (kick "name") break; } } } } 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) - 1, "- %s has left the game\n", STRING( pEntity->v.netname ) ); text[sizeof(text) - 1] = '\0'; } MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL ); WRITE_BYTE( ENTINDEX( pEntity ) ); WRITE_STRING( text ); MESSAGE_END(); CSound *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 pEntity->v.effects = 0;// clear any effects 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 + 1.0f; // 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; pPlayer->SetPrefsFromUserinfo( g_engfuncs.pfnGetInfoKeyBuffer( pEntity ) ); // 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; } #if !NO_VOICEGAMEMGR #include "voice_gamemgr.h" extern CVoiceGameMgr g_VoiceGameMgr; #endif //----------------------------------------------------------------------------- // Purpose: determine if a uchar32 represents a valid Unicode code point //----------------------------------------------------------------------------- bool Q_IsValidUChar32( unsigned int uVal ) { // Values > 0x10FFFF are explicitly invalid; ditto for UTF-16 surrogate halves, // values ending in FFFE or FFFF, or values in the 0x00FDD0-0x00FDEF reserved range return ( ( uVal - 0x0u ) < 0x110000u ) && ( (uVal - 0x00D800u) > 0x7FFu ) && ( (uVal & 0xFFFFu) < 0xFFFEu ) && ( ( uVal - 0x00FDD0u ) > 0x1Fu ); } // Decode one character from a UTF-8 encoded string. Treats 6-byte CESU-8 sequences // as a single character, as if they were a correctly-encoded 4-byte UTF-8 sequence. int Q_UTF8ToUChar32( const char *pUTF8_, unsigned int &uValueOut, bool &bErrorOut ) { const unsigned char *pUTF8 = (const unsigned char*)pUTF8_; int nBytes = 1; unsigned int uValue = pUTF8[0]; unsigned int uMinValue = 0; // 0....... single byte if( uValue < 0x80 ) goto decodeFinishedNoCheck; // Expecting at least a two-byte sequence with 0xC0 <= first <= 0xF7 (110...... and 11110...) if( ( uValue - 0xC0u ) > 0x37u || ( pUTF8[1] & 0xC0 ) != 0x80 ) goto decodeError; uValue = ( uValue << 6 ) - ( 0xC0 << 6 ) + pUTF8[1] - 0x80; nBytes = 2; uMinValue = 0x80; // 110..... two-byte lead byte if( !( uValue & ( 0x20 << 6 ) ) ) goto decodeFinished; // Expecting at least a three-byte sequence if( ( pUTF8[2] & 0xC0 ) != 0x80 ) goto decodeError; uValue = ( uValue << 6 ) - ( 0x20 << 12 ) + pUTF8[2] - 0x80; nBytes = 3; uMinValue = 0x800; // 1110.... three-byte lead byte decodeFinished: if( uValue >= uMinValue && Q_IsValidUChar32( uValue ) ) { decodeFinishedNoCheck: uValueOut = uValue; bErrorOut = false; return nBytes; } decodeError: uValueOut = '?'; bErrorOut = true; return nBytes; #if 0 decodeFinishedMaybeCESU8: // Do we have a full UTF-16 surrogate pair that's been UTF-8 encoded afterwards? // That is, do we have 0xD800-0xDBFF followed by 0xDC00-0xDFFF? If so, decode it all. if( ( uValue - 0xD800u ) < 0x400u && pUTF8[3] == 0xED && (unsigned char)( pUTF8[4] - 0xB0 ) < 0x10 && ( pUTF8[5] & 0xC0 ) == 0x80 ) { uValue = 0x10000 + ( ( uValue - 0xD800u ) << 10 ) + ( (unsigned char)( pUTF8[4] - 0xB0 ) << 6 ) + pUTF8[5] - 0x80; nBytes = 6; uMinValue = 0x10000; } goto decodeFinished; #endif } //----------------------------------------------------------------------------- // Purpose: Returns true if UTF-8 string contains invalid sequences. //----------------------------------------------------------------------------- bool Q_UnicodeValidate( const char *pUTF8 ) { bool bError = false; if( !multibyte_only.value ) return true; while( *pUTF8 ) { unsigned int uVal; // Our UTF-8 decoder silently fixes up 6-byte CESU-8 (improperly re-encoded UTF-16) sequences. // However, these are technically not valid UTF-8. So if we eat 6 bytes at once, it's an error. int nCharSize = Q_UTF8ToUChar32( pUTF8, uVal, bError ); if( bError || nCharSize == 6 ) return false; pUTF8 += nCharSize; } return true; } //// 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 ) { _snprintf( szTemp, sizeof(szTemp) - 1, "%s %s", (char *)pcmd, (char *)CMD_ARGS() ); } else { // Just a one word command, use the first word...sigh strncpy( szTemp, (char *)pcmd, sizeof(szTemp) - 1 ); } szTemp[sizeof(szTemp) - 1] = '\0'; p = szTemp; } // remove quotes if present if( p && *p == '"' ) { p++; p[strlen( p ) - 1] = 0; } if( !p || !p[0] || !Q_UnicodeValidate ( p ) ) return; // no character found, so say nothing // turn on color set 2 (color on, no sound) if( player->IsObserver() && ( teamonly ) ) _snprintf( text, sizeof(text) - 1, "%c(SPEC) %s: ", 2, STRING( pEntity->v.netname ) ); else if( teamonly ) _snprintf( text, sizeof(text) - 1, "%c(TEAM) %s: ", 2, STRING( pEntity->v.netname ) ); else _snprintf( text, sizeof(text) - 1, "%c%s: ", 2, STRING( pEntity->v.netname ) ); text[sizeof(text) - 1] = '\0'; 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; #if !NO_VOICEGAMEMGR // can the receiver hear the sender? or has he muted him? if( g_VoiceGameMgr.PlayerHasBlockedPlayer( client, player ) ) continue; #endif if( !player->IsObserver() && teamonly && g_pGameRules->PlayerRelationship( client, CBaseEntity::Instance( pEntity ) ) != GR_TEAMMATE ) continue; // Spectators can only talk to other specs if( player->IsObserver() && teamonly ) if ( !client->IsObserver() ) 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 ); const 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 cvar_t *g_enable_cheats; // 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_enable_cheats->value != 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_enable_cheats->value != 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_enable_cheats->value != 0 && 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" ) ) // clients wants to become a spectator { CBasePlayer *pPlayer = GetClassPtr( (CBasePlayer *)pev ); if( !pPlayer->IsObserver() ) { // always allow proxies to become a spectator if( ( pev->flags & FL_PROXY ) || allow_spectators.value ) { edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot( pPlayer ); pPlayer->StartObserver( pev->origin, VARS( pentSpawnSpot )->angles ); // notify other clients of player switching to spectator mode UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s switched to spectator mode\n", ( pev->netname && ( STRING( pev->netname ) )[0] != 0 ) ? STRING( pev->netname ) : "unconnected" ) ); } else ClientPrint( pev, HUD_PRINTCONSOLE, "Spectator mode is disabled.\n" ); } else { pPlayer->StopObserver(); // notify other clients of player left spectators UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s has left spectator mode\n", ( pev->netname && ( STRING( pev->netname ) )[0] != 0 ) ? STRING( pev->netname ) : "unconnected" ) ); } } else if( FStrEq( pcmd, "specmode" ) ) // new spectator mode { CBasePlayer *pPlayer = GetClassPtr( (CBasePlayer *)pev ); if( pPlayer->IsObserver() ) pPlayer->Observer_SetMode( atoi( CMD_ARGV( 1 ) ) ); } else if( FStrEq( pcmd, "closemenus" ) ) { // just ignore it } else if( FStrEq( pcmd, "follownext" ) ) // follow next player { CBasePlayer *pPlayer = GetClassPtr( (CBasePlayer *)pev ); if( pPlayer->IsObserver() ) pPlayer->Observer_FindNextPlayer( atoi( CMD_ARGV( 1 ) ) ? true : false ); } // START BOT else if( FStrEq( pcmd, "addbot" ) ) { if( !IS_DEDICATED_SERVER() ) { // If user types "addbot" in console, add a bot with skin and name BotCreate( CMD_ARGV( 1 ), CMD_ARGV( 2 ), CMD_ARGV( 3 ) ); } else CLIENT_PRINTF( pEntity, print_console, "addbot not allowed from client!\n" ); } else if( FStrEq( pcmd, "observer" ) ) { if( !IS_DEDICATED_SERVER() ) { if( CMD_ARGC() > 1 ) // is there an argument to the command? { f_Observer = atoi( CMD_ARGV( 1 ) ); // set observer flag CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"observer\" set to %d\n", (int)f_Observer ) ); } else { CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"observer\" is %d\n", (int)f_Observer ) ); } } else CLIENT_PRINTF( pEntity, print_console, "observer not allowed from client!\n" ); } else if( FStrEq( pcmd, "botskill" ) ) { if( !IS_DEDICATED_SERVER() ) { if( CMD_ARGC() > 1 ) { f_botskill = atoi( CMD_ARGV( 1 ) ); // set default bot skill level CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"botskill\" set to %d\n", (int)f_botskill ) ); } else { CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"botskill\" is %d\n", (int)f_botskill ) ); } } else CLIENT_PRINTF( pEntity, print_console, "botskill not allowed from client!\n" ); } else if( FStrEq( pcmd, "botdontshoot" ) ) { if( !IS_DEDICATED_SERVER() ) { if( CMD_ARGC() > 1) // is there an argument to the command? { f_botdontshoot = atoi( CMD_ARGV( 1 ) ); // set bot shoot flag CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"botdontshoot\" set to %d\n", (int)f_botdontshoot ) ); } else { CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"botdontshoot\" is %d\n", (int)f_botdontshoot ) ); } } else CLIENT_PRINTF( pEntity, print_console, "botdontshoot not allowed from client!\n" ); } else if( FStrEq( pcmd, "botcam" ) ) { CBasePlayer *pPlayer = GetClassPtr( (CBasePlayer *)pev ); 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? { if( strstr( CMD_ARGV( 1 ), "\"" ) == NULL ) strcpy( botname, CMD_ARGV( 1 ) ); else sscanf( CMD_ARGV( 1 ), "\"%s\"", &botname[0] ); index = 0; while( index < 32 ) { if( ( bot_respawn[index].is_used ) && ( stricmp( bot_respawn[index].name, botname ) == 0 ) ) break; else index++; } if( index < 32 ) pBot = bot_respawn[index].pBot; } else { index = 0; while( ( bot_respawn[index].is_used == FALSE ) && ( index < 32 ) ) index++; if( index < 32 ) pBot = bot_respawn[index].pBot; } if( pBot == NULL ) { if( botname[0] ) CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "there is no bot named \"%s\"!\n", botname ) ); else CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "there are no bots!\n" ) ); } else { if( pPlayer->pBotCam ) // if botcam in use, disconnect first... pPlayer->pBotCam->Disconnect(); pPlayer->pBotCam = CBotCam::Create( pPlayer, pBot ); } } else if( FStrEq( pcmd, "nobotcam" ) ) { CBasePlayer *pPlayer = GetClassPtr( (CBasePlayer *)pev ); if( pPlayer->pBotCam ) pPlayer->pBotCam->Disconnect(); } //END BOT 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 { // 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, sizeof(command) - 1); command[sizeof(command) - 1] = '\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 ); if( gpGlobals->maxClients > 1 ) { char text[256]; _snprintf( text, sizeof(text) - 1, "* %s changed name to %s\n", STRING( pEntity->v.netname ), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ); text[sizeof(text) - 1] = '\0'; 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 > 0 && 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 ); 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 ); CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE( pEntity ); if( pPlayer ) pPlayer->PostThink(); } void ParmsNewLevel( void ) { } 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 ); } // // GLOBALS ASSUMED SET: g_ulFrameCount // void StartFrame( void ) { // START BOT static BOOL file_opened = FALSE; static int length; static char *pFileList, *aFileList; static char cmd_line[80]; static char server_cmd[80]; static int index, i; static float pause_time; static float check_server_cmd = 0; char *cmd, *arg1, *arg2, *arg3; static float respawn_time = 0; static float previous_time = 0.0; char msg[120]; // END BOT // START BOT - thanks Jehannum! // loop through all the players... for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); if( !pPlayer ) // if invalid then continue with next index... continue; // check if this is a FAKECLIENT (i.e. is it a bot?) if( FBitSet( pPlayer->pev->flags, FL_FAKECLIENT ) ) { CBot *pBot = (CBot*)pPlayer; // call the think function for the bot... pBot->BotThink(); } } // END BOT // START BOT if( ( g_fGameOver ) && ( respawn_time < 1.0 ) ) { // if the game is over (time/frag limit) set the respawn time... respawn_time = 5.0; // check if any players are using the botcam... for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i ); if( !pPlayer ) continue; // if invalid then continue with next index... if( pPlayer->pBotCam ) pPlayer->pBotCam->Disconnect(); } } // check if a map was changed via "map" without kicking bots... if( previous_time > gpGlobals->time ) { bot_check_time = gpGlobals->time + 10.0; for( index = 0; index < 32; index++ ) { if( ( bot_respawn[index].is_used) && // is this slot used? ( bot_respawn[index].state != BOT_NEED_TO_RESPAWN ) ) { // bot has already been "kicked" by server so just set flag bot_respawn[index].state = BOT_NEED_TO_RESPAWN; // if the map was changed set the respawn time... respawn_time = 5.0; } } } // is new game started and time to respawn bots yet? if( ( !g_fGameOver ) && ( respawn_time > 1.0 ) && ( gpGlobals->time >= respawn_time ) ) { int index = 0; bot_check_time = gpGlobals->time + 5.0; // find bot needing to be respawned... while( ( index < 32 ) && ( bot_respawn[index].state != BOT_NEED_TO_RESPAWN ) ) index++; if( index < 32 ) { bot_respawn[index].state = BOT_IS_RESPAWNING; bot_respawn[index].is_used = FALSE; // free up this slot // respawn 1 bot then wait a while (otherwise engine crashes) BotCreate( bot_respawn[index].skin, bot_respawn[index].name, bot_respawn[index].skill ); respawn_time = gpGlobals->time + 1.0; // set next respawn time } else { respawn_time = 0.0; } } // END BOT //ALERT( at_console, "SV_Physics( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime ); if( g_pGameRules ) { g_pGameRules->Think(); // START BOT if( !file_opened ) // have we open bot.cfg file yet? { ALERT( at_console, "Executing bot.cfg\n" ); pFileList = (char *)LOAD_FILE_FOR_ME( "bot.cfg", &length ); file_opened = TRUE; if( pFileList == NULL ) ALERT( at_console, "bot.cfg file not found\n" ); pause_time = gpGlobals->time; index = 0; cmd_line[index] = 0; // null out command line } // if the bot.cfg file is still open and time to execute command... while( ( pFileList && *pFileList ) && ( pause_time <= gpGlobals->time ) ) { while( *pFileList == ' ' ) // skip any leading blanks pFileList++; while( ( *pFileList != '\r' ) && ( *pFileList != '\n' ) && ( *pFileList != 0 ) ) { if( *pFileList == '\t' ) // convert tabs to spaces *pFileList = ' '; cmd_line[index] = *pFileList; pFileList++; while( ( cmd_line[index] == ' ' ) && ( *pFileList == ' ' ) ) pFileList++; // skip multiple spaces index++; } if( *pFileList == '\r' ) { pFileList++; // skip the carriage return pFileList++; // skip the linefeed } else if( *pFileList == '\n' ) { pFileList++; // skip the newline } cmd_line[index] = 0; // terminate the command line // copy the command line to a server command buffer... strcpy( server_cmd, cmd_line ); strcat( server_cmd, "\n" ); index = 0; cmd = cmd_line; arg1 = arg2 = arg3 = NULL; // skip to blank or end of string... while( ( cmd_line[index] != ' ' ) && ( cmd_line[index] != 0 ) ) index++; if( cmd_line[index] == ' ' ) { cmd_line[index++] = 0; arg1 = &cmd_line[index]; // skip to blank or end of string... while( ( cmd_line[index] != ' ' ) && ( cmd_line[index] != 0 ) ) index++; if( cmd_line[index] == ' ' ) { cmd_line[index++] = 0; arg2 = &cmd_line[index]; // skip to blank or end of string... while( ( cmd_line[index] != ' ' ) && ( cmd_line[index] != 0 ) ) index++; if( cmd_line[index] == ' ' ) { cmd_line[index++] = 0; arg3 = &cmd_line[index]; } } } index = 0; // reset for next input line if( ( cmd_line[0] == '#' ) || ( cmd_line[0] == 0 ) ) { continue; // ignore comments or blank lines } else if( strcmp( cmd, "addbot" ) == 0 ) { BotCreate( arg1, arg2, arg3 ); // have to delay here or engine gives "Tried to write to // uninitialized sizebuf_t" error and crashes... pause_time = gpGlobals->time + 1; break; } else if( strcmp( cmd, "botskill" ) == 0 ) { f_botskill = atoi( arg1 ); // set default bot skill level } else if( strcmp( cmd, "observer" ) == 0 ) { f_Observer = atoi( arg1 ); // set observer flag } else if( strcmp( cmd, "botdontshoot" ) == 0 ) { f_botdontshoot = atoi( arg1 ); // set bot shoot flag } else if( strcmp( cmd, "min_bots" ) == 0 ) { min_bots = atoi( arg1 ); if( min_bots < 0 ) min_bots = 0; if( IS_DEDICATED_SERVER() ) { sprintf( msg, "min_bots set to %d\n", min_bots ); printf( "%s\n", msg ); } } else if( strcmp( cmd, "max_bots" ) == 0 ) { max_bots = atoi( arg1 ); if( max_bots >= gpGlobals->maxClients ) max_bots = gpGlobals->maxClients - 1; if( IS_DEDICATED_SERVER() ) { sprintf( msg, "max_bots set to %d\n", max_bots ); printf( "%s\n", msg ); } } else if( strcmp( cmd, "pause" ) == 0 ) { pause_time = gpGlobals->time + atoi( arg1 ); break; } else { sprintf( msg, "executing server command: %s\n", server_cmd ); ALERT( at_console, msg ); if( IS_DEDICATED_SERVER() ) printf( "%s\n", msg ); SERVER_COMMAND( server_cmd ); } } // if bot.cfg file is open and reached end of file, then close and free it if( pFileList && ( *pFileList == 0 ) ) { FREE_FILE( aFileList ); pFileList = NULL; } // if time to check for server commands then do so... if( check_server_cmd <= gpGlobals->time ) { check_server_cmd = gpGlobals->time + 1.0; const char *cvar_bot = CVAR_GET_STRING( "bot" ); if( cvar_bot && cvar_bot[0] ) { strcpy( cmd_line, cvar_bot ); index = 0; cmd = cmd_line; arg1 = arg2 = arg3 = NULL; // skip to blank or end of string... while( ( cmd_line[index] != ' ' ) && ( cmd_line[index] != 0 ) ) index++; if( cmd_line[index] == ' ' ) { cmd_line[index++] = 0; arg1 = &cmd_line[index]; // skip to blank or end of string... while( ( cmd_line[index] != ' ' ) && ( cmd_line[index] != 0 ) ) index++; if( cmd_line[index] == ' ' ) { cmd_line[index++] = 0; arg2 = &cmd_line[index]; // skip to blank or end of string... while( ( cmd_line[index] != ' ' ) && ( cmd_line[index] != 0 ) ) index++; if( cmd_line[index] == ' ' ) { cmd_line[index++] = 0; arg3 = &cmd_line[index]; } } } if( strcmp( cmd, "addbot" ) == 0 ) { printf( "adding new bot...\n" ); BotCreate( arg1, arg2, arg3 ); } else if( strcmp( cmd, "botskill" ) == 0 ) { if( arg1 != NULL ) { printf( "setting botskill to %d\n", atoi( arg1 ) ); f_botskill = atoi( arg1 ); // set default bot skill level } else printf( "botskill is %d\n", f_botskill ); } else if( strcmp( cmd, "botdontshoot" ) == 0 ) { if( arg1 != NULL ) { printf( "setting botdontshoot to %d\n", atoi( arg1 ) ); f_botdontshoot = atoi( arg1 ); // set bot shoot flag } else printf( "botdontshoot is %d\n", f_botdontshoot ); } CVAR_SET_STRING( "bot", "" ); } } // END BOT } if( g_fGameOver ) return; gpGlobals->teamplay = teamplay.value; g_ulFrameCount++; // START BOT // check if time to see if a bot needs to be created... if( bot_check_time < gpGlobals->time ) { int count = 0; bot_check_time = gpGlobals->time + 5.0; for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); if( !pPlayer ) continue; // if invalid then continue with next index... if( pPlayer->pev->takedamage == DAMAGE_NO ) continue; // if bot was kicked, don't count as a player... count++; // count the number of bots and players } // if there are currently less than the maximum number of "players" // then add another bot using the default skill level... if( count < max_bots ) { 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; } } } } previous_time = gpGlobals->time; // keep track of last time in StartFrame() // END BOT int oldBhopcap = g_bhopcap; g_bhopcap = ( g_pGameRules && g_pGameRules->IsMultiplayer() && bhopcap.value != 0.0f ) ? 1 : 0; if( g_bhopcap != oldBhopcap ) { MESSAGE_BEGIN( MSG_ALL, gmsgBhopcap, NULL ); WRITE_BYTE( g_bhopcap ); MESSAGE_END(); } } 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" ); // START BOT if( !IS_DEDICATED_SERVER() ) { PRECACHE_SOUND( HG_SND1 ); PRECACHE_SOUND( HG_SND2 ); PRECACHE_SOUND( HG_SND3 ); PRECACHE_SOUND( HG_SND4 ); PRECACHE_SOUND( HG_SND5 ); PRECACHE_SOUND( BA_SND1 ); PRECACHE_SOUND( BA_SND2 ); PRECACHE_SOUND( BA_SND3 ); PRECACHE_SOUND( BA_SND4 ); PRECACHE_SOUND( BA_SND5 ); PRECACHE_SOUND( SC_SND1 ); PRECACHE_SOUND( SC_SND2 ); PRECACHE_SOUND( SC_SND3 ); PRECACHE_SOUND( SC_SND4 ); PRECACHE_SOUND( SC_SND5 ); PRECACHE_SOUND( BA_TNT1 ); PRECACHE_SOUND( BA_TNT2 ); PRECACHE_SOUND( BA_TNT3 ); PRECACHE_SOUND( BA_TNT4 ); PRECACHE_SOUND( BA_TNT5 ); PRECACHE_SOUND( SC_TNT1 ); PRECACHE_SOUND( SC_TNT2 ); PRECACHE_SOUND( SC_TNT3 ); PRECACHE_SOUND( SC_TNT4 ); PRECACHE_SOUND( SC_TNT5 ); PRECACHE_SOUND( USE_TEAMPLAY_SND ); PRECACHE_SOUND( USE_TEAMPLAY_LATER_SND ); PRECACHE_SOUND( USE_TEAMPLAY_ENEMY_SND ); } UTIL_PrecacheOther( "entity_botcam" ); PRECACHE_MODEL( "models/mechgibs.mdl" ); // END BOT } /* =============== 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 ) { 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 ) { CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE( pEntity ); if( pPlayer ) pPlayer->SpectatorConnect(); } /* ================ SpectatorConnect A spectator has left the game ================ */ void SpectatorDisconnect( edict_t *pEntity ) { CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE( pEntity ); if( pPlayer ) pPlayer->SpectatorDisconnect(); } /* ================ SpectatorConnect A spectator has sent a usercmd ================ */ void SpectatorThink( edict_t *pEntity ) { 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( org ); *pas = ENGINE_SET_PAS( 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)( 1000.0f * ent->v.animtime ) / 1000.0f; 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 = (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; state->rendercolor.b = (byte)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 = (int)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 ) { memset( info, 0, MAX_WEAPONS * sizeof(weapon_data_t) ); #if CLIENT_WEAPONS int i; weapon_data_t *item; entvars_t *pev = &player->v; CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev ); CBasePlayerWeapon *gun; 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() ) { ItemInfo II = {0}; // Get The ID. gun->GetItemInfo( &II ); if( II.iId >= 0 && II.iId < MAX_WEAPONS ) { item = &info[II.iId]; item->m_iId = II.iId; item->m_iClip = gun->m_iClip; item->m_flTimeWeaponIdle = Q_max( gun->m_flTimeWeaponIdle, -0.001f ); item->m_flNextPrimaryAttack = Q_max( gun->m_flNextPrimaryAttack, -0.001f ); item->m_flNextSecondaryAttack = Q_max( gun->m_flNextSecondaryAttack, -0.001f ); item->m_fInReload = gun->m_fInReload; item->m_fInSpecialReload = gun->m_fInSpecialReload; item->fuser1 = Q_max( gun->pev->fuser1, -0.001f ); 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; } } } #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 ) { if( !ent || !ent->pvPrivateData ) return; entvars_t *pev = (entvars_t *)&ent->v; CBasePlayer *pl = (CBasePlayer *)( CBasePlayer::Instance( pev ) ); entvars_t *pevOrg = NULL; // if user is spectating different player in First person, override some vars if( pl && pl->pev->iuser1 == OBS_IN_EYE ) { if( pl->m_hObserverTarget ) { pevOrg = pev; pev = pl->m_hObserverTarget->pev; pl = (CBasePlayer *)(CBasePlayer::Instance( pev ) ); } } cd->flags = pev->flags; cd->health = pev->health; cd->viewmodel = MODEL_INDEX( STRING( pev->viewmodel ) ); cd->waterlevel = pev->waterlevel; cd->watertype = pev->watertype; cd->weapons = pev->weapons; // Vectors cd->origin = pev->origin; cd->velocity = pev->velocity; cd->view_ofs = pev->view_ofs; cd->punchangle = pev->punchangle; cd->bInDuck = pev->bInDuck; cd->flTimeStepSound = pev->flTimeStepSound; cd->flDuckTime = pev->flDuckTime; cd->flSwimTime = pev->flSwimTime; cd->waterjumptime = pev->teleport_time; strcpy( cd->physinfo, ENGINE_GETPHYSINFO( ent ) ); cd->maxspeed = pev->maxspeed; cd->fov = pev->fov; cd->weaponanim = pev->weaponanim; cd->pushmsec = pev->pushmsec; // Spectator mode if( pevOrg != NULL ) { // don't use spec vars from chased player cd->iuser1 = pevOrg->iuser1; cd->iuser2 = pevOrg->iuser2; } else { cd->iuser1 = pev->iuser1; cd->iuser2 = pev->iuser2; } #if CLIENT_WEAPONS if( sendweapons ) { 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 = {0}; 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 VEC_HULL_MIN.CopyToArray(mins); VEC_HULL_MAX.CopyToArray(maxs); iret = 1; break; case 1: // Crouched player VEC_DUCK_HULL_MIN.CopyToArray(mins); VEC_DUCK_HULL_MAX.CopyToArray(maxs); iret = 1; break; case 2: // Point based hull Vector( 0, 0, 0 ).CopyToArray(mins); Vector( 0, 0, 0 ).CopyToArray(maxs); 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" ) != 1.0f ) 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; }