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1878 lines
53 KiB
1878 lines
53 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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// Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to |
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// have one without a hardcoded player.mdl in tf_client.cpp |
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/* |
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===== client.cpp ======================================================== |
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client/server game specific stuff |
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*/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "saverestore.h" |
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#include "player.h" |
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#include "spectator.h" |
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#include "client.h" |
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//#include "soundent.h" |
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#include "gamerules.h" |
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#include "game.h" |
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#include "customentity.h" |
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#include "weapons.h" |
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#include "weaponinfo.h" |
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#include "usercmd.h" |
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#include "netadr.h" |
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extern DLL_GLOBAL ULONG g_ulModelIndexPlayer; |
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extern DLL_GLOBAL BOOL g_fGameOver; |
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extern DLL_GLOBAL int g_iSkillLevel; |
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extern DLL_GLOBAL ULONG g_ulFrameCount; |
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extern bool g_bHaveMOTD; |
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extern void CopyToBodyQue( entvars_t* pev ); |
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extern int giPrecacheGrunt; |
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extern int gmsgSayText; |
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extern unsigned short g_sGibbed; |
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extern unsigned short g_sTeleport; |
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extern unsigned short g_sTrail; |
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extern unsigned short g_sExplosion; |
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extern unsigned short g_usPowerUp; |
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extern int g_teamplay; |
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void LinkUserMessages( void ); |
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/* |
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* used by kill command and disconnect command |
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* ROBIN: Moved here from player.cpp, to allow multiple player models |
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*/ |
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void set_suicide_frame( entvars_t *pev ) |
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{ |
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if( !FStrEq( STRING( pev->model ), "models/player.mdl" ) ) |
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return; // allready gibbed |
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//pev->frame = $deatha11; |
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pev->solid = SOLID_NOT; |
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pev->movetype = MOVETYPE_TOSS; |
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pev->deadflag = DEAD_DEAD; |
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pev->nextthink = -1; |
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} |
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/* |
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=========== |
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ClientConnect |
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called when a player connects to a server |
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============ |
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*/ |
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BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ) |
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{ |
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return g_pGameRules->ClientConnected( pEntity, pszName, pszAddress, szRejectReason ); |
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// a client connecting during an intermission can cause problems |
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// if( intermission_running ) |
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// ExitIntermission(); |
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} |
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/* |
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=========== |
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ClientDisconnect |
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called when a player disconnects from a server |
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GLOBALS ASSUMED SET: g_fGameOver |
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============ |
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*/ |
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void ClientDisconnect( edict_t *pEntity ) |
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{ |
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if( g_fGameOver ) |
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return; |
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char text[256] = ""; |
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if( pEntity->v.netname ) |
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snprintf( text, sizeof(text), "- %s has left the game\n", STRING( pEntity->v.netname ) ); |
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MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL ); |
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WRITE_BYTE( ENTINDEX( pEntity ) ); |
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WRITE_STRING( text ); |
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MESSAGE_END(); |
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// since the edict doesn't get deleted, fix it so it doesn't interfere. |
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pEntity->v.takedamage = DAMAGE_NO;// don't attract autoaim |
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pEntity->v.solid = SOLID_NOT;// nonsolid |
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UTIL_SetOrigin( &pEntity->v, pEntity->v.origin ); |
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g_pGameRules->ClientDisconnected( pEntity ); |
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} |
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// called by ClientKill and DeadThink |
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void respawn( entvars_t *pev, BOOL fCopyCorpse ) |
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{ |
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if( gpGlobals->coop || gpGlobals->deathmatch ) |
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{ |
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if( fCopyCorpse ) |
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{ |
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// make a copy of the dead body for appearances sake |
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CopyToBodyQue( pev ); |
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} |
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// respawn player |
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GetClassPtr( (CBasePlayer *)pev )->Spawn(); |
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} |
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else |
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{ // restart the entire server |
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SERVER_COMMAND( "reload\n" ); |
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} |
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} |
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/* |
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============ |
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ClientKill |
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Player entered the suicide command |
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GLOBALS ASSUMED SET: g_ulModelIndexPlayer |
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============ |
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*/ |
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void ClientKill( edict_t *pEntity ) |
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{ |
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entvars_t *pev = &pEntity->v; |
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CBasePlayer *pl = (CBasePlayer*)CBasePlayer::Instance( pev ); |
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if( pl->m_fNextSuicideTime > gpGlobals->time ) |
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return; // prevent suiciding too ofter |
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pl->m_fNextSuicideTime = gpGlobals->time + 1; // don't let them suicide for 5 seconds after suiciding |
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// have the player kill themself |
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pev->health = 0; |
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pl->Killed( pev, GIB_ALWAYS ); |
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//pev->modelindex = g_ulModelIndexPlayer; |
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//pev->frags -= 2; // extra penalty |
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//respawn( pev ); |
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} |
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/* |
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=========== |
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ClientPutInServer |
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called each time a player is spawned |
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============ |
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*/ |
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void ClientPutInServer( edict_t *pEntity ) |
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{ |
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CBasePlayer *pPlayer; |
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entvars_t *pev = &pEntity->v; |
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pPlayer = GetClassPtr( (CBasePlayer *)pev ); |
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pPlayer->SetCustomDecalFrames( -1 ); // Assume none; |
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pPlayer->m_bHadFirstSpawn = false; |
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// Allocate a CBasePlayer for pev, and call spawn |
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pPlayer->Spawn(); |
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// Reset interpolation during first frame |
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pPlayer->pev->effects |= EF_NOINTERP; |
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pPlayer->pev->iuser1 = 0; |
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pPlayer->pev->iuser2 = 0; |
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} |
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#ifndef NO_VOICEGAMEMGR |
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#include "voice_gamemgr.h" |
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extern CVoiceGameMgr g_VoiceGameMgr; |
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#endif |
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//// HOST_SAY |
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// String comes in as |
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// say blah blah blah |
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// or as |
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// blah blah blah |
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// |
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void Host_Say( edict_t *pEntity, int teamonly ) |
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{ |
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CBasePlayer *client; |
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int j; |
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char *p, *pc; |
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char text[128]; |
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char szTemp[256]; |
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const char *cpSay = "say"; |
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const char *cpSayTeam = "say_team"; |
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const char *pcmd = CMD_ARGV( 0 ); |
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// We can get a raw string now, without the "say " prepended |
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if( CMD_ARGC() == 0 ) |
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return; |
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entvars_t *pev = &pEntity->v; |
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CBasePlayer* player = GetClassPtr( (CBasePlayer *)pev ); |
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//Not yet. |
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if( player->m_flNextChatTime > gpGlobals->time ) |
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return; |
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if( !stricmp( pcmd, cpSay ) || !stricmp( pcmd, cpSayTeam ) ) |
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{ |
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if( CMD_ARGC() >= 2 ) |
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{ |
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p = (char *)CMD_ARGS(); |
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} |
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else |
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{ |
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// say with a blank message, nothing to do |
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return; |
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} |
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} |
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else // Raw text, need to prepend argv[0] |
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{ |
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if( CMD_ARGC() >= 2 ) |
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{ |
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sprintf( szTemp, "%s %s", (char *)pcmd, (char *)CMD_ARGS() ); |
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} |
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else |
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{ |
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// Just a one word command, use the first word...sigh |
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sprintf( szTemp, "%s", (char *)pcmd ); |
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} |
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p = szTemp; |
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} |
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// remove quotes if present |
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if( *p == '"' ) |
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{ |
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p++; |
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p[strlen( p ) - 1] = 0; |
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} |
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// make sure the text has content |
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for( pc = p; pc != NULL && *pc != 0; pc++ ) |
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{ |
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if( !isspace( *pc ) ) |
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{ |
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pc = NULL; // we've found an alphanumeric character, so text is valid |
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break; |
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} |
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} |
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if( pc != NULL ) |
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return; // no character found, so say nothing |
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// turn on color set 2 (color on, no sound) |
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if( teamonly ) |
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sprintf( text, "%c(TEAM) %s: ", 2, STRING( pEntity->v.netname ) ); |
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else |
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sprintf( text, "%c%s: ", 2, STRING( pEntity->v.netname ) ); |
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j = sizeof( text ) - 2 - strlen( text ); // -2 for /n and null terminator |
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if( (int)strlen( p ) > j ) |
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p[j] = 0; |
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strcat( text, p ); |
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strcat( text, "\n" ); |
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player->m_flNextChatTime = gpGlobals->time + CHAT_INTERVAL; |
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// loop through all players |
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// Start with the first player. |
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// This may return the world in single player if the client types something between levels or during spawn |
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// so check it, or it will infinite loop |
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client = NULL; |
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while( ( ( client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" ) ) != NULL ) && ( !FNullEnt( client->edict() ) ) ) |
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{ |
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if( !client->pev ) |
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continue; |
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if( client->edict() == pEntity ) |
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continue; |
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if( !( client->IsNetClient() ) ) // Not a client ? (should never be true) |
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continue; |
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#ifndef NO_VOICEGAMEMGR |
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// can the receiver hear the sender? or has he muted him? |
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if( g_VoiceGameMgr.PlayerHasBlockedPlayer( client, player ) ) |
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continue; |
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#endif |
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if( teamonly && g_pGameRules->PlayerRelationship( client, CBaseEntity::Instance( pEntity ) ) != GR_TEAMMATE ) |
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continue; |
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MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, client->pev ); |
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WRITE_BYTE( ENTINDEX( pEntity ) ); |
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WRITE_STRING( text ); |
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MESSAGE_END(); |
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} |
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// print to the sending client |
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MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, &pEntity->v ); |
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WRITE_BYTE( ENTINDEX( pEntity ) ); |
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WRITE_STRING( text ); |
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MESSAGE_END(); |
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// echo to server console |
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g_engfuncs.pfnServerPrint( text ); |
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char *temp; |
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if( teamonly ) |
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temp = "say_team"; |
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else |
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temp = "say"; |
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// team match? |
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if( g_teamplay ) |
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{ |
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UTIL_LogPrintf( "\"%s<%i><%s><%s>\" %s \"%s\"\n", |
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STRING( pEntity->v.netname ), |
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GETPLAYERUSERID( pEntity ), |
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GETPLAYERAUTHID( pEntity ), |
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g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pEntity ), "model" ), |
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temp, |
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p ); |
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} |
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else |
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{ |
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UTIL_LogPrintf( "\"%s<%i><%s><%i>\" %s \"%s\"\n", |
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STRING( pEntity->v.netname ), |
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GETPLAYERUSERID( pEntity ), |
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GETPLAYERAUTHID( pEntity ), |
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GETPLAYERUSERID( pEntity ), |
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temp, |
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p ); |
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} |
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} |
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/* |
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=========== |
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ClientCommand |
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called each time a player uses a "cmd" command |
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============ |
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*/ |
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extern float g_flWeaponCheat; |
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// Use CMD_ARGV, CMD_ARGV, and CMD_ARGC to get pointers the character string command. |
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void ClientCommand( edict_t *pEntity ) |
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{ |
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const char *pcmd = CMD_ARGV( 0 ); |
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const char *pstr; |
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// Is the client spawned yet? |
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if( !pEntity->pvPrivateData ) |
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return; |
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entvars_t *pev = &pEntity->v; |
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if( FStrEq( pcmd, "say" ) ) |
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{ |
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Host_Say( pEntity, 0 ); |
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} |
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else if( FStrEq( pcmd, "say_team" ) ) |
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{ |
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Host_Say( pEntity, 1 ); |
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} |
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else if( FStrEq( pcmd, "fullupdate" ) ) |
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{ |
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GetClassPtr( (CBasePlayer *)pev )->ForceClientDllUpdate(); |
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} |
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else if( FStrEq(pcmd, "give" ) ) |
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{ |
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if( g_flWeaponCheat != 0.0 ) |
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{ |
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int iszItem = ALLOC_STRING( CMD_ARGV( 1 ) ); // Make a copy of the classname |
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GetClassPtr( (CBasePlayer *)pev )->GiveNamedItem( STRING( iszItem ) ); |
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} |
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} |
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else if( FStrEq( pcmd, "fire" ) ) |
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{ |
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if( g_flWeaponCheat != 0.0 ) |
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{ |
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CBaseEntity *pPlayer = CBaseEntity::Instance( pEntity ); |
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if( CMD_ARGC() > 1 ) |
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{ |
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FireTargets( CMD_ARGV( 1 ), pPlayer, pPlayer, USE_TOGGLE, 0 ); |
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} |
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else |
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{ |
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TraceResult tr; |
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UTIL_MakeVectors( pev->v_angle ); |
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UTIL_TraceLine( |
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pev->origin + pev->view_ofs, |
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pev->origin + pev->view_ofs + gpGlobals->v_forward * 1000, |
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dont_ignore_monsters, pEntity, &tr |
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); |
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if( tr.pHit ) |
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{ |
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CBaseEntity *pHitEnt = CBaseEntity::Instance( tr.pHit ); |
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if( pHitEnt ) |
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{ |
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pHitEnt->Use( pPlayer, pPlayer, USE_TOGGLE, 0 ); |
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ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Fired %s \"%s\"\n", STRING( pHitEnt->pev->classname ), STRING( pHitEnt->pev->targetname ) ) ); |
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} |
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} |
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} |
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} |
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} |
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else if( FStrEq( pcmd, "_firstspawn" ) ) |
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{ |
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CBasePlayer *pPlayer = GetClassPtr( (CBasePlayer *)pev ); |
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if( pPlayer->m_bHadFirstSpawn == false && g_bHaveMOTD ) |
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{ |
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pPlayer->m_bHadFirstSpawn = true; |
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pPlayer->Spawn(); |
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} |
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} |
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else if( FStrEq( pcmd, "lastinv" ) ) |
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{ |
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GetClassPtr( (CBasePlayer *)pev )->SelectLastItem(); |
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} |
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else if( FStrEq( pcmd, "spectate" ) && ( pev->flags & FL_PROXY ) ) // added for proxy support |
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{ |
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CBasePlayer * pPlayer = GetClassPtr( (CBasePlayer *)pev ); |
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edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot( pPlayer ); |
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pPlayer->StartObserver( pev->origin, VARS( pentSpawnSpot )->angles ); |
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} |
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/*else if( g_pGameRules->ClientCommand( GetClassPtr( (CBasePlayer *)pev ), pcmd ) ) |
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{ |
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// MenuSelect returns true only if the command is properly handled, so don't print a warning |
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}*/ |
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else if( FStrEq( pcmd, "specmode" ) ) // new spectator mode |
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{ |
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CBasePlayer *pPlayer = GetClassPtr( (CBasePlayer *)pev ); |
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if( pPlayer->IsObserver() ) |
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pPlayer->Observer_SetMode( atoi( CMD_ARGV( 1 ) ) ); |
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} |
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else if( FStrEq( pcmd, "follownext" ) ) // follow next player |
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{ |
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CBasePlayer *pPlayer = GetClassPtr( (CBasePlayer *)pev ); |
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if( pPlayer->IsObserver() ) |
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pPlayer->Observer_FindNextPlayer(); |
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} |
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else if( FStrEq( pcmd, "VModEnable" ) ) |
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{ |
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// clear 'Unknown command: VModEnable' in singleplayer |
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return; |
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} |
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else |
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{ |
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// tell the user they entered an unknown command |
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char command[128]; |
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|
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// check the length of the command (prevents crash) |
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// max total length is 192 ...and we're adding a string below ("Unknown command: %s\n") |
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strncpy( command, pcmd, 127 ); |
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command[127] = '\0'; |
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|
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// tell the user they entered an unknown command |
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ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Unknown command: %s\n", command ) ); |
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} |
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} |
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|
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/* |
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======================== |
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ClientUserInfoChanged |
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called after the player changes |
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userinfo - gives dll a chance to modify it before |
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it gets sent into the rest of the engine. |
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======================== |
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*/ |
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void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer ) |
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{ |
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// Is the client spawned yet? |
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if( !pEntity->pvPrivateData ) |
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return; |
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|
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// msg everyone if someone changes their name, and it isn't the first time (changing no name to current name) |
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if( pEntity->v.netname && STRING( pEntity->v.netname )[0] != 0 && !FStrEq( STRING( pEntity->v.netname ), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ) ) |
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{ |
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char sName[256]; |
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char *pName = g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ); |
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strncpy( sName, pName, sizeof(sName) - 1 ); |
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sName[sizeof(sName) - 1] = '\0'; |
|
|
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// First parse the name and remove any %'s |
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for( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ ) |
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{ |
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// Replace it with a space |
|
if( *pApersand == '%' ) |
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*pApersand = ' '; |
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} |
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|
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// Set the name |
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g_engfuncs.pfnSetClientKeyValue( ENTINDEX( pEntity ), infobuffer, "name", sName ); |
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|
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char text[256]; |
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snprintf( text, 256, "* %s changed name to %s\n", STRING( pEntity->v.netname ), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ); |
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MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL ); |
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WRITE_BYTE( ENTINDEX( pEntity ) ); |
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WRITE_STRING( text ); |
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MESSAGE_END(); |
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|
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// team match? |
|
if( g_teamplay ) |
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{ |
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UTIL_LogPrintf( "\"%s<%i><%s><%s>\" changed name to \"%s\"\n", |
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STRING( pEntity->v.netname ), |
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GETPLAYERUSERID( pEntity ), |
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GETPLAYERAUTHID( pEntity ), |
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g_engfuncs.pfnInfoKeyValue( infobuffer, "model" ), |
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g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ); |
|
} |
|
else |
|
{ |
|
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" changed name to \"%s\"\n", |
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STRING( pEntity->v.netname ), |
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GETPLAYERUSERID( pEntity ), |
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GETPLAYERAUTHID( pEntity ), |
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GETPLAYERUSERID( pEntity ), |
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g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ); |
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} |
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} |
|
|
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// QUAKECLASSIC |
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// Weapon switching behaviour |
|
( (CBasePlayer*)pEntity )->m_iWeaponSwitch = 8; |
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char *st = g_engfuncs.pfnInfoKeyValue( infobuffer, "w_switch" ); |
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if( st && st[0] ) |
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{ |
|
( (CBasePlayer*)pEntity )->m_iWeaponSwitch = atoi( st ); |
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} |
|
( (CBasePlayer*)pEntity )->m_iBackpackSwitch = 8; |
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st = g_engfuncs.pfnInfoKeyValue( infobuffer, "b_switch" ); |
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if( st && st[0] ) |
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{ |
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( (CBasePlayer*)pEntity )->m_iBackpackSwitch = atoi( st ); |
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} |
|
|
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g_pGameRules->ClientUserInfoChanged( GetClassPtr( (CBasePlayer *)&pEntity->v ), infobuffer ); |
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} |
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|
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static int g_serveractive = 0; |
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|
|
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 ) |
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{ |
|
return; |
|
} |
|
|
|
g_serveractive = 0; |
|
|
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// 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 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 ) |
|
{ |
|
//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/pain1.wav" ); |
|
PRECACHE_SOUND( "player/pain2.wav" ); |
|
PRECACHE_SOUND( "player/pain3.wav" ); |
|
PRECACHE_SOUND( "player/pain4.wav" ); |
|
PRECACHE_SOUND( "player/pain5.wav" ); |
|
PRECACHE_SOUND( "player/pain6.wav" ); |
|
PRECACHE_SOUND( "player/drown1.wav" ); |
|
PRECACHE_SOUND( "player/drown2.wav" ); |
|
PRECACHE_SOUND( "player/lburn1.wav" ); |
|
PRECACHE_SOUND( "player/lburn2.wav" ); |
|
PRECACHE_SOUND( "player/death1.wav" ); |
|
PRECACHE_SOUND( "player/death2.wav" ); |
|
PRECACHE_SOUND( "player/death3.wav" ); |
|
PRECACHE_SOUND( "player/death4.wav" ); |
|
PRECACHE_SOUND( "player/death5.wav" ); |
|
|
|
PRECACHE_SOUND( "player/h2odeath.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" ); |
|
|
|
PRECACHE_SOUND( "player/gib.wav" ); |
|
|
|
PRECACHE_MODEL( "models/gib_1.mdl" ); |
|
PRECACHE_MODEL( "models/gib_2.mdl" ); |
|
PRECACHE_MODEL( "models/gib_3.mdl" ); |
|
|
|
PRECACHE_SOUND( "player/plyrjmp8.wav" ); |
|
|
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/p_crowbar.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/p_light.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/p_nail.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/p_nail2.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/p_rock.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/p_rock2.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/p_shot.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/p_shot2.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/spike.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/rocket.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/grenade.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/backpack.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/backpack.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/armor_g.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/armor_r.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/armor_y.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/armor_y.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/b_nail0.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/b_nail1.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/g_light.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/g_nail.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/g_nail2.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/g_rock.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/g_rock2.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/g_shot2.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/pow_invis.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/pow_quad.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/pow_invuln.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/suit.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/w_battery.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/w_batteryl.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/w_medkit.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/w_medkitl.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/w_medkits.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/w_rpgammo.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/w_rpgammo_big.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/w_shotbox.mdl" ); |
|
ENGINE_FORCE_UNMODIFIED( force_exactfile, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ), "models/w_shotbox_big.mdl" ); |
|
|
|
g_sGibbed = PRECACHE_EVENT( 1, "events/gibs.sc" ); |
|
g_sTeleport = PRECACHE_EVENT( 1, "events/teleport.sc" ); |
|
g_sTrail = PRECACHE_EVENT( 1, "events/trail.sc" ); |
|
g_sExplosion = PRECACHE_EVENT( 1, "events/explosion.sc" ); |
|
g_usPowerUp = PRECACHE_EVENT( 1, "events/powerup.sc" ); |
|
|
|
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 "DMC"; |
|
} |
|
|
|
/* |
|
================ |
|
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 ) |
|
{ |
|
//We still want to show all ents for a quick period ( max 700ms of lag ) for when we predict teleporters |
|
//if we don't do this, the entities on the other side wont show until the real origin comes thru and reaches |
|
//the new PVS/PAS. |
|
if( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet ) && ent->v.fuser4 < gpGlobals->time ) |
|
{ |
|
// 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; |
|
|
|
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() ) |
|
{ |
|
ItemInfo II = {0}; |
|
// Get The ID. |
|
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 ) |
|
// Observer |
|
cd->iuser1 = ent->v.iuser1; |
|
cd->iuser2 = ent->v.iuser2; |
|
cd->iuser3 = ent->v.iuser3; |
|
|
|
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; |
|
cd->weapons = pl->m_iQuakeItems; |
|
|
|
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]; |
|
} |
|
} |
|
cd->fuser1 = (float)pl->m_iQuakeWeapon; |
|
cd->iuser4 = gpGlobals->deathmatch; |
|
cd->fuser2 = pl->m_iNailOffset > 0 ? 1.0 : 0.0; |
|
|
|
cd->iuser3 = pl->m_iQuakeItems; |
|
|
|
cd->ammo_shells = pl->m_iAmmoShells; |
|
cd->ammo_nails = pl->m_iAmmoNails; |
|
cd->ammo_cells = pl->m_iAmmoCells; |
|
cd->ammo_rockets = pl->m_iAmmoRockets; |
|
} |
|
} |
|
#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( cmd->weaponselect != 0 ) |
|
{ |
|
usercmd_t *c = (usercmd_t *)cmd; |
|
pl->W_ChangeWeapon( c->weaponselect ); |
|
c->weaponselect = 0; |
|
} |
|
|
|
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; |
|
}
|
|
|