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2198 lines
60 KiB
2198 lines
60 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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|
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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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#include "pm_shared.h" |
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|
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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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|
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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 int gmsgBhopcap; |
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extern cvar_t allow_spectators; |
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extern cvar_t multibyte_only; |
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extern int g_teamplay; |
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extern cvar_t bhopcap; |
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extern "C" int g_bhopcap; |
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|
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void LinkUserMessages( void ); |
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void UTIL_BecomeSpectator( CBasePlayer *pPlayer ); |
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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 = -1.0f; |
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} |
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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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if( mp_coop.value && pEntity ) |
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{ |
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CBasePlayer *pl = (CBasePlayer *)CBaseEntity::Instance( pEntity ) ; |
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if( pl && pl->m_ggm.iState != STATE_LOAD_FIX ) |
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{ |
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pl->m_ggm.iState = STATE_UNINITIALIZED; |
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pl->RemoveAllItems( TRUE ); |
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UTIL_BecomeSpectator( pl ); |
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} |
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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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=========== |
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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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CBasePlayer *pPlayer = (CBasePlayer*)CBaseEntity::Instance( pEntity ); |
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|
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if( pPlayer && pPlayer->IsPlayer() ) |
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{ |
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GGM_SaveState( pPlayer ); |
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pPlayer->m_ggm.iState = STATE_UNINITIALIZED; |
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} |
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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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|
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if( pEntity->v.netname ) |
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{ |
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_snprintf( text, sizeof(text) - 1, "- %s has left the game\n", STRING( pEntity->v.netname ) ); |
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text[sizeof(text) - 1] = '\0'; |
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} |
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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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CSound *pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEntity ) ); |
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// since this client isn't around to think anymore, reset their sound. |
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if( pSound ) |
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{ |
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pSound->Reset(); |
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} |
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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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pEntity->v.effects = 0;// clear any effects |
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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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} |
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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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|
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if( pev->flags & FL_SPECTATOR ) |
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{ |
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pev->health = 1; |
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return; |
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} |
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CBasePlayer *pl = (CBasePlayer*) CBasePlayer::Instance( pev ); |
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if( !pl ) |
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return; |
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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 + 1.0f; // 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_NEVER ); |
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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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=========== |
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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->SetPrefsFromUserinfo( g_engfuncs.pfnGetInfoKeyBuffer( pEntity ) ); |
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GGM_ClientPutinServer( pEntity, pPlayer ); |
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// Allocate a CBasePlayer for pev, and call spawn |
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pPlayer->Spawn(); |
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GGM_ClientFirstSpawn( pPlayer ); |
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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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#if !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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//----------------------------------------------------------------------------- |
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// Purpose: determine if a uchar32 represents a valid Unicode code point |
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//----------------------------------------------------------------------------- |
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bool Q_IsValidUChar32( unsigned int uVal ) |
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{ |
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// Values > 0x10FFFF are explicitly invalid; ditto for UTF-16 surrogate halves, |
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// values ending in FFFE or FFFF, or values in the 0x00FDD0-0x00FDEF reserved range |
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return ( ( uVal - 0x0u ) < 0x110000u ) && ( (uVal - 0x00D800u) > 0x7FFu ) && ( (uVal & 0xFFFFu) < 0xFFFEu ) && ( ( uVal - 0x00FDD0u ) > 0x1Fu ); |
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} |
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// Decode one character from a UTF-8 encoded string. Treats 6-byte CESU-8 sequences |
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// as a single character, as if they were a correctly-encoded 4-byte UTF-8 sequence. |
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int Q_UTF8ToUChar32( const char *pUTF8_, unsigned int &uValueOut, bool &bErrorOut ) |
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{ |
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const unsigned char *pUTF8 = (const unsigned char*)pUTF8_; |
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int nBytes = 1; |
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unsigned int uValue = pUTF8[0]; |
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unsigned int uMinValue = 0; |
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// 0....... single byte |
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if( uValue < 0x80 ) |
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goto decodeFinishedNoCheck; |
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// Expecting at least a two-byte sequence with 0xC0 <= first <= 0xF7 (110...... and 11110...) |
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if( ( uValue - 0xC0u ) > 0x37u || ( pUTF8[1] & 0xC0 ) != 0x80 ) |
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goto decodeError; |
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uValue = ( uValue << 6 ) - ( 0xC0 << 6 ) + pUTF8[1] - 0x80; |
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nBytes = 2; |
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uMinValue = 0x80; |
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// 110..... two-byte lead byte |
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if( !( uValue & ( 0x20 << 6 ) ) ) |
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goto decodeFinished; |
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// Expecting at least a three-byte sequence |
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if( ( pUTF8[2] & 0xC0 ) != 0x80 ) |
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goto decodeError; |
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uValue = ( uValue << 6 ) - ( 0x20 << 12 ) + pUTF8[2] - 0x80; |
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nBytes = 3; |
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uMinValue = 0x800; |
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// 1110.... three-byte lead byte |
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decodeFinished: |
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if( uValue >= uMinValue && Q_IsValidUChar32( uValue ) ) |
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{ |
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decodeFinishedNoCheck: |
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uValueOut = uValue; |
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bErrorOut = false; |
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return nBytes; |
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} |
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decodeError: |
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uValueOut = '?'; |
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bErrorOut = true; |
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return nBytes; |
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#if 0 |
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decodeFinishedMaybeCESU8: |
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// Do we have a full UTF-16 surrogate pair that's been UTF-8 encoded afterwards? |
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// That is, do we have 0xD800-0xDBFF followed by 0xDC00-0xDFFF? If so, decode it all. |
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if( ( uValue - 0xD800u ) < 0x400u && pUTF8[3] == 0xED && (unsigned char)( pUTF8[4] - 0xB0 ) < 0x10 && ( pUTF8[5] & 0xC0 ) == 0x80 ) |
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{ |
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uValue = 0x10000 + ( ( uValue - 0xD800u ) << 10 ) + ( (unsigned char)( pUTF8[4] - 0xB0 ) << 6 ) + pUTF8[5] - 0x80; |
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nBytes = 6; |
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uMinValue = 0x10000; |
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} |
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goto decodeFinished; |
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#endif |
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} |
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|
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//----------------------------------------------------------------------------- |
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// Purpose: Returns true if UTF-8 string contains invalid sequences. |
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//----------------------------------------------------------------------------- |
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bool Q_UnicodeValidate( const char *pUTF8 ) |
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{ |
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bool bError = false; |
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|
|
if( !multibyte_only.value ) |
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return true; |
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|
|
while( *pUTF8 ) |
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{ |
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unsigned int uVal; |
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// Our UTF-8 decoder silently fixes up 6-byte CESU-8 (improperly re-encoded UTF-16) sequences. |
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// However, these are technically not valid UTF-8. So if we eat 6 bytes at once, it's an error. |
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int nCharSize = Q_UTF8ToUChar32( pUTF8, uVal, bError ); |
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if( bError || nCharSize == 6 ) |
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return false; |
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pUTF8 += nCharSize; |
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} |
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return true; |
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} |
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|
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|
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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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|
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// 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 |
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{ |
|
// 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( !( 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 ); |
|
GGM_Say(pEntity); |
|
} |
|
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 || mp_coop.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" ) ); |
|
}*/ |
|
pPlayer->RemoveAllItems(TRUE); |
|
UTIL_BecomeSpectator(pPlayer); |
|
pPlayer->m_ggm.iState = STATE_SPECTATOR; |
|
} |
|
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 ); |
|
} |
|
else if( g_pGameRules->ClientCommand( GetClassPtr( (CBasePlayer *)pev ), pcmd ) ) |
|
{ |
|
// MenuSelect returns true only if the command is properly handled, so don't print a warning |
|
} |
|
else if( FStrEq( pcmd, "VModEnable" ) ) |
|
{ |
|
// clear 'Unknown command: VModEnable' in singleplayer |
|
return; |
|
} |
|
else if( !GGM_ClientCommand( GetClassPtr( (CBasePlayer *)pev ), pcmd )) |
|
{ |
|
// 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; |
|
|
|
const char *name = g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ); |
|
|
|
// prevent keeping other's uid on saverestore |
|
CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)&pEntity->v); |
|
const char *uid = GGM_GetAuthID( pPlayer ); |
|
if( !pPlayer->m_ggm.pState || !pPlayer->m_ggm.pState->fRegistered || pPlayer->m_ggm.iState != STATE_SPAWNED ) |
|
{ |
|
GGMPlayerState *pState = GGM_GetState(uid, name); |
|
|
|
if( pState != pPlayer->m_ggm.pState ) |
|
{ |
|
|
|
if( pPlayer->m_ggm.iState == STATE_LOAD_FIX ) |
|
{ |
|
pEntity->v.netname = pEntity->v.frags = 0; |
|
return; |
|
} |
|
GGM_SaveState( pPlayer ); |
|
pEntity->v.netname = pEntity->v.frags = 0; |
|
pPlayer->m_ggm.pState = pState; |
|
pPlayer->m_ggm.iState = STATE_UNINITIALIZED; |
|
GGM_RestoreState( pPlayer ); |
|
} |
|
} |
|
|
|
// 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 ), 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 ); |
|
|
|
// prevent phantom nickname changed messages |
|
if( mp_coop.value && ((CBasePlayer *)pEntity->pvPrivateData)->m_ggm.iState == STATE_UNINITIALIZED ) |
|
return; |
|
|
|
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(); |
|
GGM_ServerActivate(); |
|
} |
|
|
|
|
|
/* |
|
================ |
|
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 ) |
|
ClientPutInServer( 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 ) |
|
{ |
|
// retrieve the pointer to the save data |
|
SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData; |
|
|
|
if ( pSaveData ) |
|
{ |
|
pSaveData->connectionCount = BuildChangeList( pSaveData->levelList, MAX_LEVEL_CONNECTIONS ); |
|
} |
|
|
|
} |
|
|
|
|
|
|
|
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++; |
|
|
|
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"); |
|
} |
|
|
|
/* |
|
=============== |
|
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; |
|
static int counter; // XASH3D MAX_VISIBLE_PACKET == 512 |
|
bool hide = false; |
|
|
|
if( ( ent == host || player ) && counter > gpGlobals->maxClients + 1 ) |
|
counter = 0; |
|
|
|
// 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; |
|
} |
|
|
|
if( mp_serverdistclip.value ) |
|
{ |
|
bool isbmodel = false, istrash = false, ismonster = false; |
|
const char *classname = ""; |
|
|
|
if( ent->v.model && STRING(ent->v.model) && *STRING(ent->v.model) == '*' ) |
|
isbmodel = true; |
|
|
|
if( ent->v.classname && STRING(ent->v.classname) ) |
|
classname = STRING( ent->v.classname ); |
|
|
|
if( !strcmp( classname, "gib" ) || !strncmp( classname, "weapon_", 7) || !strncmp( classname, "ammo_", 5) || !strncmp( classname, "item_", 5) ) |
|
istrash = true; |
|
else if( !strncmp( classname, "monster_", 8 ) ) |
|
ismonster = true; |
|
|
|
Vector delta = ( ent->v.absmin + ent->v.absmax ) / 2 - host->v.origin; |
|
|
|
float size = 0, dist = 0; |
|
|
|
if( ent->v.size.x > size ) |
|
size = ent->v.size.x; |
|
if( ent->v.size.y > size ) |
|
size = ent->v.size.y; |
|
if( ent->v.size.z > size ) |
|
size = ent->v.size.z; |
|
|
|
if( size > 512 ) // big brushes may be rotated, but dist check does not cover this |
|
dist = fabs(delta.z), size = ent->v.size.z; |
|
else |
|
{ |
|
if( fabs(delta.x) > dist ) |
|
dist = fabs(delta.x); |
|
if( fabs(delta.y) > dist ) |
|
dist = fabs(delta.y); |
|
if( fabs(delta.z) > dist ) |
|
dist = fabs(delta.z); |
|
} |
|
dist -= size / 2; |
|
|
|
if( size <= 32 && ismonster ) |
|
istrash = true; // we can hide small monsters like trash |
|
|
|
//printf("%s %s %f %f %f %f %f\n", classname, STRING(ent->v.model), size, dist, delta.z,ent->v.origin.z, host->v.origin.z ); |
|
|
|
if( isbmodel ) // brushes needed to pmove prediction |
|
{ |
|
// water renders too slow |
|
if( ent->v.skin == -3 && dist > mp_maxwaterdist.value ) |
|
hide = true; |
|
else if( dist > mp_maxbmodeldist.value ) |
|
hide = true; |
|
} |
|
else if( istrash && ( dist > mp_maxtrashdist.value || counter > 448 ) ) // reserve 64 visents |
|
hide = true; // low priority models. |
|
// Nothing will break if we hide it, so hide if packet full |
|
else if( ismonster && dist > mp_maxmonsterdist.value ) |
|
hide = true; |
|
else if( dist > mp_maxotherdist.value ) |
|
hide = true; // other entities. May break beams, etc... |
|
|
|
if( hide ) |
|
{ |
|
// printf("%s %d\n", classname, counter ); |
|
// trash class does not have any important |
|
// attachments/sounds, so we may just skip adding it to packet |
|
// but left it just hidden if we have enough visents to prevent |
|
// sending big delta packets, but reserve 256 slots for visible |
|
if( ( counter > 128 && !istrash ) || counter > 256 ) |
|
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; |
|
if( hide ) |
|
state->effects |= EF_NODRAW; |
|
|
|
// 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; |
|
if( ent->v.deadflag == DEAD_DEAD ) |
|
state->solid = SOLID_NOT; |
|
if( ent->v.movetype == MOVETYPE_WALK || ent->v.movetype == MOVETYPE_STEP ) |
|
//state->effects |= EF_NOINTERP; |
|
state->movetype = MOVETYPE_TOSS; |
|
|
|
|
|
// gravgun hacks |
|
if( ent->pvPrivateData && CBaseEntity::Instance( ent)->m_fireState == ENTINDEX(host) ) |
|
{ |
|
static float times[32]; |
|
float tdiff = gpGlobals->time - times[ENTINDEX(host) - 1]; |
|
if( tdiff > 1 ) |
|
tdiff = 0; |
|
int ping, loss; |
|
|
|
|
|
state->solid = SOLID_NOT; |
|
//state->effects |= EF_NOINTERP; |
|
// update rate correction (will be interpolated on client) |
|
PLAYER_CNX_STATS( host, &ping, &loss ); |
|
if( ping > 300 ) |
|
ping = 300; |
|
state->origin = state->origin + host->v.velocity * tdiff + host->v.velocity * 0.001 *ping; |
|
|
|
//state->movetype = MOVETYPE_WALK; |
|
times[ENTINDEX(host) - 1] = gpGlobals->time; |
|
} |
|
} |
|
|
|
// 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; |
|
|
|
// semclip prediction |
|
if( mp_semclip.value ) |
|
{ |
|
state->solid = SOLID_NOT; |
|
if( !ent->v.velocity[0] && !ent->v.velocity[1] ) |
|
if( ent != host ) |
|
state->movetype = MOVETYPE_NONE; |
|
} |
|
} |
|
|
|
counter++; |
|
|
|
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; |
|
|
|
ItemInfo II; |
|
|
|
if( !pl ) |
|
return 1; |
|
|
|
// go through all of the weapons and make a list of the ones to pack |
|
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) |
|
{ |
|
if ( pl->m_rgpPlayerItems[ i ] ) |
|
{ |
|
// there's a weapon here. Should I pack it? |
|
CBasePlayerItem *pPlayerItem = pl->m_rgpPlayerItems[ i ]; |
|
|
|
while ( pPlayerItem ) |
|
{ |
|
gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr(); |
|
if ( gun && gun->UseDecrement() ) |
|
{ |
|
// Get The ID. |
|
memset( &II, 0, sizeof( II ) ); |
|
gun->GetItemInfo( &II ); |
|
|
|
if( II.iId >= 0 && II.iId < 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; |
|
memset( &II, 0, sizeof( II ) ); |
|
gun->GetItemInfo( &II ); |
|
|
|
cd->m_iId = II.iId; |
|
|
|
cd->vuser3.z = gun->m_iSecondaryAmmoType; |
|
cd->vuser4.x = gun->m_iPrimaryAmmoType; |
|
cd->vuser4.y = pl->m_rgAmmo[gun->m_iPrimaryAmmoType]; |
|
cd->vuser4.z = pl->m_rgAmmo[gun->m_iSecondaryAmmoType]; |
|
|
|
if ( pl->m_pActiveItem->m_iId == WEAPON_RPG ) |
|
{ |
|
cd->vuser2.y = ( ( CRpg * )pl->m_pActiveItem)->m_fSpotActive; |
|
cd->vuser2.z = ( ( CRpg * )pl->m_pActiveItem)->m_cActiveRockets; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
/* |
|
================= |
|
CmdStart |
|
|
|
We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc. |
|
This is the time to examine the usercmd for anything extra. This call happens even if think does not. |
|
================= |
|
*/ |
|
void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed ) |
|
{ |
|
entvars_t *pev = (entvars_t *)&player->v; |
|
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); |
|
|
|
if( !pl ) |
|
return; |
|
|
|
if ( pl->pev->groupinfo != 0 ) |
|
{ |
|
UTIL_SetGroupTrace( pl->pev->groupinfo, GROUP_OP_AND ); |
|
} |
|
|
|
pl->random_seed = random_seed; |
|
} |
|
|
|
/* |
|
================= |
|
CmdEnd |
|
|
|
Each cmdstart is exactly matched with a cmd end, clean up any group trace flags, etc. here |
|
================= |
|
*/ |
|
void CmdEnd ( const edict_t *player ) |
|
{ |
|
entvars_t *pev = (entvars_t *)&player->v; |
|
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); |
|
|
|
if( !pl ) |
|
return; |
|
if ( pl->pev->groupinfo != 0 ) |
|
{ |
|
UTIL_UnsetGroupTrace(); |
|
} |
|
} |
|
|
|
/* |
|
================================ |
|
ConnectionlessPacket |
|
|
|
Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max |
|
size of the response_buffer, so you must zero it out if you choose not to respond. |
|
================================ |
|
*/ |
|
int ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ) |
|
{ |
|
// Parse stuff from args |
|
//int max_buffer_size = *response_buffer_size; |
|
if( GGM_ConnectionlessPacket( net_from, args, response_buffer, response_buffer_size ) ) |
|
return 1; |
|
|
|
// 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 ); |
|
} |
|
|
|
void CvarValue2( const edict_t *pEnt, int requestID, const char *cvarName, const char *value ) |
|
{ |
|
GGM_CvarValue2( pEnt, requestID, cvarName, value ); |
|
} |
|
|
|
|
|
/* |
|
================================ |
|
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; |
|
}
|
|
|