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5860 lines
162 KiB
5860 lines
162 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The TF Game rules
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "cs_gamerules.h"
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#include "cs_ammodef.h"
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#include "weapon_csbase.h"
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#include "cs_shareddefs.h"
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#include "KeyValues.h"
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#include "cs_achievement_constants.h"
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#include "fmtstr.h"
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#ifdef CLIENT_DLL
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#include "networkstringtable_clientdll.h"
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#include "utlvector.h"
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#else
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#include "bot.h"
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#include "utldict.h"
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#include "cs_player.h"
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#include "cs_team.h"
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#include "cs_gamerules.h"
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#include "voice_gamemgr.h"
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#include "igamesystem.h"
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#include "weapon_c4.h"
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#include "mapinfo.h"
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#include "shake.h"
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#include "mapentities.h"
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#include "game.h"
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#include "cs_simple_hostage.h"
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#include "cs_gameinterface.h"
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#include "player_resource.h"
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#include "info_view_parameters.h"
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#include "cs_bot_manager.h"
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#include "cs_bot.h"
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#include "eventqueue.h"
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#include "fmtstr.h"
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#include "teamplayroundbased_gamerules.h"
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#include "gameweaponmanager.h"
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#include "cs_gamestats.h"
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#include "cs_urlretrieveprices.h"
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#include "networkstringtable_gamedll.h"
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#include "player_resource.h"
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#include "cs_player_resource.h"
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#if defined( REPLAY_ENABLED )
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#include "replay/ireplaysystem.h"
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#include "replay/iserverreplaycontext.h"
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#include "replay/ireplaysessionrecorder.h"
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#endif // REPLAY_ENABLED
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#endif
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#include "cs_blackmarket.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifndef CLIENT_DLL
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#define CS_GAME_STATS_UPDATE 79200 //22 hours
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#define CS_GAME_STATS_UPDATE_PERIOD 7200 // 2 hours
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extern IUploadGameStats *gamestatsuploader;
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#if defined( REPLAY_ENABLED )
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extern IReplaySystem *g_pReplay;
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#endif // REPLAY_ENABLED
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#endif
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/**
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* Player hull & eye position for standing, ducking, etc. This version has a taller
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* player height, but goldsrc-compatible collision bounds.
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*/
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static CViewVectors g_CSViewVectors(
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Vector( 0, 0, 64 ), // eye position
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Vector(-16, -16, 0 ), // hull min
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Vector( 16, 16, 62 ), // hull max
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Vector(-16, -16, 0 ), // duck hull min
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Vector( 16, 16, 45 ), // duck hull max
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Vector( 0, 0, 47 ), // duck view
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Vector(-10, -10, -10 ), // observer hull min
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Vector( 10, 10, 10 ), // observer hull max
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Vector( 0, 0, 14 ) // dead view height
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);
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#ifndef CLIENT_DLL
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LINK_ENTITY_TO_CLASS(info_player_terrorist, CPointEntity);
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LINK_ENTITY_TO_CLASS(info_player_counterterrorist,CPointEntity);
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LINK_ENTITY_TO_CLASS(info_player_logo,CPointEntity);
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#endif
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REGISTER_GAMERULES_CLASS( CCSGameRules );
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BEGIN_NETWORK_TABLE_NOBASE( CCSGameRules, DT_CSGameRules )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bFreezePeriod ) ),
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RecvPropInt( RECVINFO( m_iRoundTime ) ),
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RecvPropFloat( RECVINFO( m_fRoundStartTime ) ),
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RecvPropFloat( RECVINFO( m_flGameStartTime ) ),
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RecvPropInt( RECVINFO( m_iHostagesRemaining ) ),
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RecvPropBool( RECVINFO( m_bMapHasBombTarget ) ),
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RecvPropBool( RECVINFO( m_bMapHasRescueZone ) ),
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RecvPropBool( RECVINFO( m_bLogoMap ) ),
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RecvPropBool( RECVINFO( m_bBlackMarket ) )
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#else
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SendPropBool( SENDINFO( m_bFreezePeriod ) ),
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SendPropInt( SENDINFO( m_iRoundTime ), 16 ),
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SendPropFloat( SENDINFO( m_fRoundStartTime ), 32, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flGameStartTime ), 32, SPROP_NOSCALE ),
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SendPropInt( SENDINFO( m_iHostagesRemaining ), 4 ),
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SendPropBool( SENDINFO( m_bMapHasBombTarget ) ),
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SendPropBool( SENDINFO( m_bMapHasRescueZone ) ),
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SendPropBool( SENDINFO( m_bLogoMap ) ),
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SendPropBool( SENDINFO( m_bBlackMarket ) )
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#endif
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( cs_gamerules, CCSGameRulesProxy );
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IMPLEMENT_NETWORKCLASS_ALIASED( CSGameRulesProxy, DT_CSGameRulesProxy )
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#ifdef CLIENT_DLL
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void RecvProxy_CSGameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
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{
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CCSGameRules *pRules = CSGameRules();
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Assert( pRules );
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*pOut = pRules;
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}
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BEGIN_RECV_TABLE( CCSGameRulesProxy, DT_CSGameRulesProxy )
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RecvPropDataTable( "cs_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_CSGameRules ), RecvProxy_CSGameRules )
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END_RECV_TABLE()
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#else
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void* SendProxy_CSGameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
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{
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CCSGameRules *pRules = CSGameRules();
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Assert( pRules );
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return pRules;
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}
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BEGIN_SEND_TABLE( CCSGameRulesProxy, DT_CSGameRulesProxy )
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SendPropDataTable( "cs_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_CSGameRules ), SendProxy_CSGameRules )
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END_SEND_TABLE()
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#endif
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ConVar ammo_50AE_max( "ammo_50AE_max", "35", FCVAR_REPLICATED );
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ConVar ammo_762mm_max( "ammo_762mm_max", "90", FCVAR_REPLICATED );
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ConVar ammo_556mm_max( "ammo_556mm_max", "90", FCVAR_REPLICATED );
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ConVar ammo_556mm_box_max( "ammo_556mm_box_max", "200", FCVAR_REPLICATED );
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ConVar ammo_338mag_max( "ammo_338mag_max", "30", FCVAR_REPLICATED );
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ConVar ammo_9mm_max( "ammo_9mm_max", "120", FCVAR_REPLICATED );
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ConVar ammo_buckshot_max( "ammo_buckshot_max", "32", FCVAR_REPLICATED );
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ConVar ammo_45acp_max( "ammo_45acp_max", "100", FCVAR_REPLICATED );
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ConVar ammo_357sig_max( "ammo_357sig_max", "52", FCVAR_REPLICATED );
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ConVar ammo_57mm_max( "ammo_57mm_max", "100", FCVAR_REPLICATED );
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ConVar ammo_hegrenade_max( "ammo_hegrenade_max", "1", FCVAR_REPLICATED );
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ConVar ammo_flashbang_max( "ammo_flashbang_max", "2", FCVAR_REPLICATED );
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ConVar ammo_smokegrenade_max( "ammo_smokegrenade_max", "1", FCVAR_REPLICATED );
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//ConVar mp_dynamicpricing( "mp_dynamicpricing", "0", FCVAR_REPLICATED, "Enables or Disables the dynamic weapon prices" );
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extern ConVar sv_stopspeed;
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ConVar mp_buytime(
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"mp_buytime",
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"1.5",
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FCVAR_REPLICATED,
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"How many minutes after round start players can buy items for.",
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true, 0.25,
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false, 0 );
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ConVar mp_playerid(
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"mp_playerid",
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"0",
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FCVAR_REPLICATED,
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"Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names",
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true, 0,
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true, 2 );
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ConVar mp_playerid_delay(
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"mp_playerid_delay",
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"0.5",
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FCVAR_REPLICATED,
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"Number of seconds to delay showing information in the status bar",
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true, 0,
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true, 1 );
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ConVar mp_playerid_hold(
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"mp_playerid_hold",
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"0.25",
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FCVAR_REPLICATED,
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"Number of seconds to keep showing old information in the status bar",
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true, 0,
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true, 1 );
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ConVar mp_round_restart_delay(
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"mp_round_restart_delay",
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"5.0",
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FCVAR_REPLICATED,
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"Number of seconds to delay before restarting a round after a win",
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true, 0.0f,
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true, 10.0f );
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ConVar sv_allowminmodels(
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"sv_allowminmodels",
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"1",
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FCVAR_REPLICATED | FCVAR_NOTIFY,
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"Allow or disallow the use of cl_minmodels on this server." );
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#ifdef CLIENT_DLL
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ConVar cl_autowepswitch(
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"cl_autowepswitch",
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"1",
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FCVAR_ARCHIVE | FCVAR_USERINFO,
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"Automatically switch to picked up weapons (if more powerful)" );
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ConVar cl_autohelp(
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"cl_autohelp",
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"1",
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FCVAR_ARCHIVE | FCVAR_USERINFO,
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"Auto-help" );
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#else
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// longest the intermission can last, in seconds
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#define MAX_INTERMISSION_TIME 120
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// Falling damage stuff.
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#define CS_PLAYER_FATAL_FALL_SPEED 1100 // approx 60 feet
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#define CS_PLAYER_MAX_SAFE_FALL_SPEED 580 // approx 20 feet
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#define CS_DAMAGE_FOR_FALL_SPEED ((float)100 / ( CS_PLAYER_FATAL_FALL_SPEED - CS_PLAYER_MAX_SAFE_FALL_SPEED )) // damage per unit per second.
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// These entities are preserved each round restart. The rest are removed and recreated.
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static const char *s_PreserveEnts[] =
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{
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"ai_network",
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"ai_hint",
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"cs_gamerules",
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"cs_team_manager",
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"cs_player_manager",
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"env_soundscape",
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"env_soundscape_proxy",
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"env_soundscape_triggerable",
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"env_sun",
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"env_wind",
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"env_fog_controller",
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"func_brush",
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"func_wall",
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"func_buyzone",
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"func_illusionary",
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"func_hostage_rescue",
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"func_bomb_target",
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"infodecal",
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"info_projecteddecal",
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"info_node",
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"info_target",
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"info_node_hint",
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"info_player_counterterrorist",
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"info_player_terrorist",
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"info_map_parameters",
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"keyframe_rope",
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"move_rope",
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"info_ladder",
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"player",
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"point_viewcontrol",
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"scene_manager",
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"shadow_control",
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"sky_camera",
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"soundent",
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"trigger_soundscape",
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"viewmodel",
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"predicted_viewmodel",
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"worldspawn",
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"point_devshot_camera",
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"", // END Marker
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};
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// --------------------------------------------------------------------------------------------------- //
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// Voice helper
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// --------------------------------------------------------------------------------------------------- //
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class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
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{
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public:
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virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity )
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{
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// Dead players can only be heard by other dead team mates
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if ( pTalker->IsAlive() == false )
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{
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if ( pListener->IsAlive() == false )
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return ( pListener->InSameTeam( pTalker ) );
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return false;
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}
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return ( pListener->InSameTeam( pTalker ) );
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}
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};
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CVoiceGameMgrHelper g_VoiceGameMgrHelper;
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IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
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// --------------------------------------------------------------------------------------------------- //
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// Globals.
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// --------------------------------------------------------------------------------------------------- //
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// NOTE: the indices here must match TEAM_TERRORIST, TEAM_CT, TEAM_SPECTATOR, etc.
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const char *sTeamNames[] =
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{
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"Unassigned",
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"Spectator",
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"TERRORIST",
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"CT"
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};
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extern ConVar mp_maxrounds;
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ConVar mp_startmoney(
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"mp_startmoney",
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"800",
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FCVAR_REPLICATED | FCVAR_NOTIFY,
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"amount of money each player gets when they reset",
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true, 800,
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true, 16000 );
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ConVar mp_roundtime(
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"mp_roundtime",
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"2.5",
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FCVAR_REPLICATED | FCVAR_NOTIFY,
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"How many minutes each round takes.",
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true, 1, // min value
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true, 9 // max value
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);
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ConVar mp_freezetime(
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"mp_freezetime",
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"6",
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FCVAR_REPLICATED | FCVAR_NOTIFY,
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"how many seconds to keep players frozen when the round starts",
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true, 0, // min value
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true, 60 // max value
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);
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ConVar mp_c4timer(
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"mp_c4timer",
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"45",
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FCVAR_REPLICATED | FCVAR_NOTIFY,
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"how long from when the C4 is armed until it blows",
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true, 10, // min value
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true, 90 // max value
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);
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ConVar mp_limitteams(
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"mp_limitteams",
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"2",
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FCVAR_REPLICATED | FCVAR_NOTIFY,
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"Max # of players 1 team can have over another (0 disables check)",
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true, 0, // min value
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true, 30 // max value
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);
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ConVar mp_tkpunish(
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"mp_tkpunish",
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"0",
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FCVAR_REPLICATED,
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"Will a TK'er be punished in the next round? {0=no, 1=yes}" );
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ConVar mp_autokick(
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"mp_autokick",
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"1",
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FCVAR_REPLICATED,
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"Kick idle/team-killing players" );
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ConVar mp_spawnprotectiontime(
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"mp_spawnprotectiontime",
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"5",
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FCVAR_REPLICATED,
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||
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"Kick players who team-kill within this many seconds of a round restart." );
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||
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||
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ConVar mp_humanteam(
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"mp_humanteam",
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"any",
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FCVAR_REPLICATED,
|
||
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"Restricts human players to a single team {any, CT, T}" );
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||
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||
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ConVar mp_ignore_round_win_conditions(
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||
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"mp_ignore_round_win_conditions",
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"0",
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||
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FCVAR_REPLICATED,
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||
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"Ignore conditions which would end the current round");
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||
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||
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ConCommand EndRound( "endround", &CCSGameRules::EndRound, "End the current round.", FCVAR_CHEAT );
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||
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||
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||
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// --------------------------------------------------------------------------------------------------- //
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||
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// Global helper functions.
|
||
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// --------------------------------------------------------------------------------------------------- //
|
||
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||
|
void InitBodyQue(void)
|
||
|
{
|
||
|
// FIXME: Make this work
|
||
|
}
|
||
|
|
||
|
|
||
|
Vector DropToGround(
|
||
|
CBaseEntity *pMainEnt,
|
||
|
const Vector &vPos,
|
||
|
const Vector &vMins,
|
||
|
const Vector &vMaxs )
|
||
|
{
|
||
|
trace_t trace;
|
||
|
UTIL_TraceHull( vPos, vPos + Vector( 0, 0, -500 ), vMins, vMaxs, MASK_SOLID, pMainEnt, COLLISION_GROUP_NONE, &trace );
|
||
|
return trace.endpos;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: This function can be used to find a valid placement location for an entity.
|
||
|
// Given an origin to start looking from and a minimum radius to place the entity at,
|
||
|
// it will sweep out a circle around vOrigin and try to find a valid spot (on the ground)
|
||
|
// where mins and maxs will fit.
|
||
|
// Input : *pMainEnt - Entity to place
|
||
|
// &vOrigin - Point to search around
|
||
|
// fRadius - Radius to search within
|
||
|
// nTries - Number of tries to attempt
|
||
|
// &mins - mins of the Entity
|
||
|
// &maxs - maxs of the Entity
|
||
|
// &outPos - Return point
|
||
|
// Output : Returns true and fills in outPos if it found a spot.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool EntityPlacementTest( CBaseEntity *pMainEnt, const Vector &vOrigin, Vector &outPos, bool bDropToGround )
|
||
|
{
|
||
|
// This function moves the box out in each dimension in each step trying to find empty space like this:
|
||
|
//
|
||
|
// X
|
||
|
// X X
|
||
|
// Step 1: X Step 2: XXX Step 3: XXXXX
|
||
|
// X X
|
||
|
// X
|
||
|
//
|
||
|
|
||
|
Vector mins, maxs;
|
||
|
pMainEnt->CollisionProp()->WorldSpaceAABB( &mins, &maxs );
|
||
|
mins -= pMainEnt->GetAbsOrigin();
|
||
|
maxs -= pMainEnt->GetAbsOrigin();
|
||
|
|
||
|
// Put some padding on their bbox.
|
||
|
float flPadSize = 5;
|
||
|
Vector vTestMins = mins - Vector( flPadSize, flPadSize, flPadSize );
|
||
|
Vector vTestMaxs = maxs + Vector( flPadSize, flPadSize, flPadSize );
|
||
|
|
||
|
// First test the starting origin.
|
||
|
if ( UTIL_IsSpaceEmpty( pMainEnt, vOrigin + vTestMins, vOrigin + vTestMaxs ) )
|
||
|
{
|
||
|
if ( bDropToGround )
|
||
|
{
|
||
|
outPos = DropToGround( pMainEnt, vOrigin, vTestMins, vTestMaxs );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
outPos = vOrigin;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Vector vDims = vTestMaxs - vTestMins;
|
||
|
|
||
|
// Keep branching out until we get too far.
|
||
|
int iCurIteration = 0;
|
||
|
int nMaxIterations = 15;
|
||
|
|
||
|
int offset = 0;
|
||
|
do
|
||
|
{
|
||
|
for ( int iDim=0; iDim < 3; iDim++ )
|
||
|
{
|
||
|
float flCurOffset = offset * vDims[iDim];
|
||
|
|
||
|
for ( int iSign=0; iSign < 2; iSign++ )
|
||
|
{
|
||
|
Vector vBase = vOrigin;
|
||
|
vBase[iDim] += (iSign*2-1) * flCurOffset;
|
||
|
|
||
|
if ( UTIL_IsSpaceEmpty( pMainEnt, vBase + vTestMins, vBase + vTestMaxs ) )
|
||
|
{
|
||
|
// Ensure that there is a clear line of sight from the spawnpoint entity to the actual spawn point.
|
||
|
// (Useful for keeping things from spawning behind walls near a spawn point)
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( vOrigin, vBase, MASK_SOLID, pMainEnt, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if ( tr.fraction != 1.0 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( bDropToGround )
|
||
|
outPos = DropToGround( pMainEnt, vBase, vTestMins, vTestMaxs );
|
||
|
else
|
||
|
outPos = vBase;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
++offset;
|
||
|
} while ( iCurIteration++ < nMaxIterations );
|
||
|
|
||
|
// Warning( "EntityPlacementTest for ent %d:%s failed!\n", pMainEnt->entindex(), pMainEnt->GetClassname() );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int UTIL_HumansInGame( bool ignoreSpectators )
|
||
|
{
|
||
|
int iCount = 0;
|
||
|
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *entity = CCSPlayer::Instance( i );
|
||
|
|
||
|
if ( entity && !FNullEnt( entity->edict() ) )
|
||
|
{
|
||
|
if ( FStrEq( entity->GetPlayerName(), "" ) )
|
||
|
continue;
|
||
|
|
||
|
if ( FBitSet( entity->GetFlags(), FL_FAKECLIENT ) )
|
||
|
continue;
|
||
|
|
||
|
if ( ignoreSpectators && entity->GetTeamNumber() != TEAM_TERRORIST && entity->GetTeamNumber() != TEAM_CT )
|
||
|
continue;
|
||
|
|
||
|
if ( ignoreSpectators && entity->State_Get() == STATE_PICKINGCLASS )
|
||
|
continue;
|
||
|
|
||
|
iCount++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return iCount;
|
||
|
}
|
||
|
|
||
|
// --------------------------------------------------------------------------------------------------- //
|
||
|
// CCSGameRules implementation.
|
||
|
// --------------------------------------------------------------------------------------------------- //
|
||
|
|
||
|
CCSGameRules::CCSGameRules()
|
||
|
{
|
||
|
m_iRoundTime = 0;
|
||
|
m_iRoundWinStatus = WINNER_NONE;
|
||
|
m_iFreezeTime = 0;
|
||
|
|
||
|
m_fRoundStartTime = 0;
|
||
|
m_bAllowWeaponSwitch = true;
|
||
|
m_bFreezePeriod = true;
|
||
|
m_iNumTerrorist = m_iNumCT = 0; // number of players per team
|
||
|
m_flRestartRoundTime = 0.1f; // restart first round as soon as possible
|
||
|
m_iNumSpawnableTerrorist = m_iNumSpawnableCT = 0;
|
||
|
m_bFirstConnected = false;
|
||
|
m_bCompleteReset = false;
|
||
|
m_iAccountTerrorist = m_iAccountCT = 0;
|
||
|
m_iNumCTWins = 0;
|
||
|
m_iNumTerroristWins = 0;
|
||
|
m_iNumConsecutiveCTLoses = 0;
|
||
|
m_iNumConsecutiveTerroristLoses = 0;
|
||
|
m_bTargetBombed = false;
|
||
|
m_bBombDefused = false;
|
||
|
m_iTotalRoundsPlayed = -1;
|
||
|
m_iUnBalancedRounds = 0;
|
||
|
m_flGameStartTime = 0;
|
||
|
m_iHostagesRemaining = 0;
|
||
|
m_bLevelInitialized = false;
|
||
|
m_bLogoMap = false;
|
||
|
m_tmNextPeriodicThink = 0;
|
||
|
|
||
|
m_bMapHasBombTarget = false;
|
||
|
m_bMapHasRescueZone = false;
|
||
|
|
||
|
m_iSpawnPointCount_Terrorist = 0;
|
||
|
m_iSpawnPointCount_CT = 0;
|
||
|
|
||
|
m_bTCantBuy = false;
|
||
|
m_bCTCantBuy = false;
|
||
|
m_bMapHasBuyZone = false;
|
||
|
|
||
|
m_iLoserBonus = 0;
|
||
|
|
||
|
m_iHostagesRescued = 0;
|
||
|
m_iHostagesTouched = 0;
|
||
|
m_flNextHostageAnnouncement = 0.0f;
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN
|
||
|
// [dwenger] Reset rescue-related achievement values
|
||
|
//=============================================================================
|
||
|
|
||
|
// [tj] reset flawless and lossless round related flags
|
||
|
m_bNoTerroristsKilled = true;
|
||
|
m_bNoCTsKilled = true;
|
||
|
m_bNoTerroristsDamaged = true;
|
||
|
m_bNoCTsDamaged = true;
|
||
|
m_pFirstKill = NULL;
|
||
|
m_firstKillTime = 0;
|
||
|
|
||
|
// [menglish] Reset fun fact values
|
||
|
m_pFirstBlood = NULL;
|
||
|
m_firstBloodTime = 0;
|
||
|
|
||
|
m_bCanDonateWeapons = true;
|
||
|
|
||
|
// [dwenger] Reset rescue-related achievement values
|
||
|
m_pLastRescuer = NULL;
|
||
|
m_iNumRescuers = 0;
|
||
|
|
||
|
m_hostageWasInjured = false;
|
||
|
m_hostageWasKilled = false;
|
||
|
|
||
|
m_pFunFactManager = new CCSFunFactMgr();
|
||
|
m_pFunFactManager->Init();
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
m_iHaveEscaped = 0;
|
||
|
m_bMapHasEscapeZone = false;
|
||
|
m_iNumEscapers = 0;
|
||
|
m_iNumEscapeRounds = 0;
|
||
|
|
||
|
m_iMapHasVIPSafetyZone = 0;
|
||
|
m_pVIP = NULL;
|
||
|
m_iConsecutiveVIP = 0;
|
||
|
|
||
|
m_bMapHasBombZone = false;
|
||
|
m_bBombDropped = false;
|
||
|
m_bBombPlanted = false;
|
||
|
m_pLastBombGuy = NULL;
|
||
|
|
||
|
m_bAllowWeaponSwitch = true;
|
||
|
|
||
|
m_flNextHostageAnnouncement = gpGlobals->curtime; // asap.
|
||
|
|
||
|
ReadMultiplayCvars();
|
||
|
|
||
|
m_pPrices = NULL;
|
||
|
m_bBlackMarket = false;
|
||
|
m_bDontUploadStats = false;
|
||
|
|
||
|
// Create the team managers
|
||
|
for ( int i = 0; i < ARRAYSIZE( sTeamNames ); i++ )
|
||
|
{
|
||
|
CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "cs_team_manager" ));
|
||
|
pTeam->Init( sTeamNames[i], i );
|
||
|
|
||
|
g_Teams.AddToTail( pTeam );
|
||
|
}
|
||
|
|
||
|
if ( filesystem->FileExists( UTIL_VarArgs( "maps/cfg/%s.cfg", STRING(gpGlobals->mapname) ) ) )
|
||
|
{
|
||
|
// Execute a map specific cfg file - as in Day of Defeat
|
||
|
// Map names cannot contain quotes or control characters so this is safe but silly that we have to do it.
|
||
|
engine->ServerCommand( UTIL_VarArgs( "exec \"%s.cfg\" */maps\n", STRING(gpGlobals->mapname) ) );
|
||
|
engine->ServerExecute();
|
||
|
}
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
// stats
|
||
|
|
||
|
if ( g_flGameStatsUpdateTime == 0.0f )
|
||
|
{
|
||
|
memset( g_iWeaponPurchases, 0, sizeof( g_iWeaponPurchases) );
|
||
|
memset( g_iTerroristVictories, 0, sizeof( g_iTerroristVictories) );
|
||
|
memset( g_iCounterTVictories, 0, sizeof( g_iTerroristVictories) );
|
||
|
g_flGameStatsUpdateTime = CS_GAME_STATS_UPDATE; //Next update is between 22 and 24 hours.
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::AddPricesToTable( weeklyprice_t prices )
|
||
|
{
|
||
|
int iIndex = m_StringTableBlackMarket->FindStringIndex( "blackmarket_prices" );
|
||
|
|
||
|
if ( iIndex == INVALID_STRING_INDEX )
|
||
|
{
|
||
|
m_StringTableBlackMarket->AddString( CBaseEntity::IsServer(), "blackmarket_prices", sizeof( weeklyprice_t), &prices );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_StringTableBlackMarket->SetStringUserData( iIndex, sizeof( weeklyprice_t), &prices );
|
||
|
}
|
||
|
|
||
|
SetBlackMarketPrices( false );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CCSGameRules::~CCSGameRules()
|
||
|
{
|
||
|
// Note, don't delete each team since they are in the gEntList and will
|
||
|
// automatically be deleted from there, instead.
|
||
|
g_Teams.Purge();
|
||
|
if( m_pFunFactManager )
|
||
|
{
|
||
|
delete m_pFunFactManager;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameRules::UpdateClientData( CBasePlayer *player )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: TF2 Specific Client Commands
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CCSGameRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( pEdict );
|
||
|
|
||
|
if ( FStrEq( args[0], "changeteam" ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if ( FStrEq( args[0], "nextmap" ) )
|
||
|
{
|
||
|
if ( pPlayer->m_iNextTimeCheck < gpGlobals->curtime )
|
||
|
{
|
||
|
char szNextMap[32];
|
||
|
|
||
|
if ( nextlevel.GetString() && *nextlevel.GetString() )
|
||
|
{
|
||
|
Q_strncpy( szNextMap, nextlevel.GetString(), sizeof( szNextMap ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GetNextLevelName( szNextMap, sizeof( szNextMap ) );
|
||
|
}
|
||
|
|
||
|
ClientPrint( pPlayer, HUD_PRINTTALK, "#game_nextmap", szNextMap);
|
||
|
|
||
|
pPlayer->m_iNextTimeCheck = gpGlobals->curtime + 1;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if( pPlayer->ClientCommand( args ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if( BaseClass::ClientCommand( pEdict, args ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if ( TheBots->ServerCommand( args.GetCommandString() ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return TheBots->ClientCommand( pPlayer, args );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Player has just spawned. Equip them.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameRules::ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = dynamic_cast< CCSPlayer * >( CBaseEntity::Instance( pEntity ) );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
char const *pszCommand = pKeyValues->GetName();
|
||
|
if ( pszCommand && pszCommand[0] )
|
||
|
{
|
||
|
if ( FStrEq( pszCommand, "ClanTagChanged" ) )
|
||
|
{
|
||
|
pPlayer->SetClanTag( pKeyValues->GetString( "tag", "" ) );
|
||
|
|
||
|
const char *teamName = "UNKNOWN";
|
||
|
if ( pPlayer->GetTeam() )
|
||
|
{
|
||
|
teamName = pPlayer->GetTeam()->GetName();
|
||
|
}
|
||
|
UTIL_LogPrintf("\"%s<%i><%s><%s>\" triggered \"clantag\" (value \"%s\")\n",
|
||
|
pPlayer->GetPlayerName(),
|
||
|
pPlayer->GetUserID(),
|
||
|
pPlayer->GetNetworkIDString(),
|
||
|
teamName,
|
||
|
pKeyValues->GetString( "tag", "unknown" ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::ClientCommandKeyValues( pEntity, pKeyValues );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Player has just spawned. Equip them.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameRules::PlayerSpawn( CBasePlayer *pBasePlayer )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( pBasePlayer );
|
||
|
if ( !pPlayer )
|
||
|
Error( "PlayerSpawn" );
|
||
|
|
||
|
if ( pPlayer->State_Get() != STATE_ACTIVE )
|
||
|
return;
|
||
|
|
||
|
pPlayer->EquipSuit();
|
||
|
|
||
|
bool addDefault = true;
|
||
|
|
||
|
CBaseEntity *pWeaponEntity = NULL;
|
||
|
while ( ( pWeaponEntity = gEntList.FindEntityByClassname( pWeaponEntity, "game_player_equip" )) != NULL )
|
||
|
{
|
||
|
if ( addDefault )
|
||
|
{
|
||
|
// remove all our weapons and armor before touching the first game_player_equip
|
||
|
pPlayer->RemoveAllItems( true );
|
||
|
}
|
||
|
pWeaponEntity->Touch( pPlayer );
|
||
|
addDefault = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( addDefault || pPlayer->m_bIsVIP )
|
||
|
pPlayer->GiveDefaultItems();
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::BroadcastSound( const char *sound, int team )
|
||
|
{
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
filter.MakeReliable();
|
||
|
|
||
|
if( team != -1 )
|
||
|
{
|
||
|
filter.RemoveAllRecipients();
|
||
|
filter.AddRecipientsByTeam( GetGlobalTeam(team) );
|
||
|
}
|
||
|
|
||
|
UserMessageBegin ( filter, "SendAudio" );
|
||
|
WRITE_STRING( sound );
|
||
|
MessageEnd();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Player has just spawned. Equip them.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
// return a multiplier that should adjust the damage done by a blast at position vecSrc to something at the position
|
||
|
// vecEnd. This will take into account the density of an entity that blocks the line of sight from one position to
|
||
|
// the other.
|
||
|
//
|
||
|
// this algorithm was taken from the HL2 version of RadiusDamage.
|
||
|
float CCSGameRules::GetExplosionDamageAdjustment(Vector & vecSrc, Vector & vecEnd, CBaseEntity *pEntityToIgnore)
|
||
|
{
|
||
|
float retval = 0.0;
|
||
|
trace_t tr;
|
||
|
|
||
|
UTIL_TraceLine(vecSrc, vecEnd, MASK_SHOT, pEntityToIgnore, COLLISION_GROUP_NONE, &tr);
|
||
|
if (tr.fraction == 1.0)
|
||
|
{
|
||
|
retval = 1.0;
|
||
|
}
|
||
|
else if (!(tr.DidHitWorld()) && (tr.m_pEnt != NULL) && (tr.m_pEnt != pEntityToIgnore) && (tr.m_pEnt->GetOwnerEntity() != pEntityToIgnore))
|
||
|
{
|
||
|
// if we didn't hit world geometry perhaps there's still damage to be done here.
|
||
|
|
||
|
CBaseEntity *blockingEntity = tr.m_pEnt;
|
||
|
|
||
|
// check to see if this part of the player is visible if entities are ignored.
|
||
|
UTIL_TraceLine(vecSrc, vecEnd, CONTENTS_SOLID, NULL, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
if (tr.fraction == 1.0)
|
||
|
{
|
||
|
if ((blockingEntity != NULL) && (blockingEntity->VPhysicsGetObject() != NULL))
|
||
|
{
|
||
|
int nMaterialIndex = blockingEntity->VPhysicsGetObject()->GetMaterialIndex();
|
||
|
|
||
|
float flDensity;
|
||
|
float flThickness;
|
||
|
float flFriction;
|
||
|
float flElasticity;
|
||
|
|
||
|
physprops->GetPhysicsProperties( nMaterialIndex, &flDensity,
|
||
|
&flThickness, &flFriction, &flElasticity );
|
||
|
|
||
|
const float DENSITY_ABSORB_ALL_DAMAGE = 3000.0;
|
||
|
float scale = flDensity / DENSITY_ABSORB_ALL_DAMAGE;
|
||
|
if ((scale >= 0.0) && (scale < 1.0))
|
||
|
{
|
||
|
retval = 1.0 - scale;
|
||
|
}
|
||
|
else if (scale < 0.0)
|
||
|
{
|
||
|
// should never happen, but just in case.
|
||
|
retval = 1.0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
retval = 0.75; // we're blocked by something that isn't an entity with a physics module or world geometry, just cut damage in half for now.
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return retval;
|
||
|
}
|
||
|
|
||
|
// returns the percentage of the player that is visible from the given point in the world.
|
||
|
// return value is between 0 and 1.
|
||
|
float CCSGameRules::GetAmountOfEntityVisible(Vector & vecSrc, CBaseEntity *entity)
|
||
|
{
|
||
|
float retval = 0.0;
|
||
|
|
||
|
const float damagePercentageChest = 0.40;
|
||
|
const float damagePercentageHead = 0.20;
|
||
|
const float damagePercentageFeet = 0.20;
|
||
|
const float damagePercentageRightSide = 0.10;
|
||
|
const float damagePercentageLeftSide = 0.10;
|
||
|
|
||
|
if (!(entity->IsPlayer()))
|
||
|
{
|
||
|
// the entity is not a player, so the damage is all or nothing.
|
||
|
Vector vecTarget;
|
||
|
vecTarget = entity->BodyTarget(vecSrc, false);
|
||
|
|
||
|
return GetExplosionDamageAdjustment(vecSrc, vecTarget, entity);
|
||
|
}
|
||
|
|
||
|
CCSPlayer *player = (CCSPlayer *)entity;
|
||
|
|
||
|
// check what parts of the player we can see from this point and modify the return value accordingly.
|
||
|
float chestHeightFromFeet;
|
||
|
|
||
|
float armDistanceFromChest = HalfHumanWidth;
|
||
|
|
||
|
// calculate positions of various points on the target player's body
|
||
|
Vector vecFeet = player->GetAbsOrigin();
|
||
|
|
||
|
Vector vecChest = player->BodyTarget(vecSrc, false);
|
||
|
chestHeightFromFeet = vecChest.z - vecFeet.z; // compute the distance from the chest to the feet. (this accounts for ducking and the like)
|
||
|
|
||
|
Vector vecHead = player->GetAbsOrigin();
|
||
|
vecHead.z += HumanHeight;
|
||
|
|
||
|
Vector vecRightFacing;
|
||
|
AngleVectors(player->GetAbsAngles(), NULL, &vecRightFacing, NULL);
|
||
|
|
||
|
vecRightFacing.NormalizeInPlace();
|
||
|
vecRightFacing = vecRightFacing * armDistanceFromChest;
|
||
|
|
||
|
Vector vecLeftSide = player->GetAbsOrigin();
|
||
|
vecLeftSide.x -= vecRightFacing.x;
|
||
|
vecLeftSide.y -= vecRightFacing.y;
|
||
|
vecLeftSide.z += chestHeightFromFeet;
|
||
|
|
||
|
Vector vecRightSide = player->GetAbsOrigin();
|
||
|
vecRightSide.x += vecRightFacing.x;
|
||
|
vecRightSide.y += vecRightFacing.y;
|
||
|
vecRightSide.z += chestHeightFromFeet;
|
||
|
|
||
|
// check chest
|
||
|
float damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecChest, entity);
|
||
|
retval += (damagePercentageChest * damageAdjustment);
|
||
|
|
||
|
// check top of head
|
||
|
damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecHead, entity);
|
||
|
retval += (damagePercentageHead * damageAdjustment);
|
||
|
|
||
|
// check feet
|
||
|
damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecFeet, entity);
|
||
|
retval += (damagePercentageFeet * damageAdjustment);
|
||
|
|
||
|
// check left "edge"
|
||
|
damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecLeftSide, entity);
|
||
|
retval += (damagePercentageLeftSide * damageAdjustment);
|
||
|
|
||
|
// check right "edge"
|
||
|
damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecRightSide, entity);
|
||
|
retval += (damagePercentageRightSide * damageAdjustment);
|
||
|
|
||
|
return retval;
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, CBaseEntity * pEntityIgnore )
|
||
|
{
|
||
|
RadiusDamage( info, vecSrcIn, flRadius, iClassIgnore, false );
|
||
|
}
|
||
|
|
||
|
// Add the ability to ignore the world trace
|
||
|
void CCSGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, bool bIgnoreWorld )
|
||
|
{
|
||
|
CBaseEntity *pEntity = NULL;
|
||
|
trace_t tr;
|
||
|
float falloff, damagePercentage;
|
||
|
Vector vecSpot;
|
||
|
Vector vecToTarget;
|
||
|
Vector vecEndPos;
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
//=============================================================================
|
||
|
|
||
|
// [tj] The number of enemy players this explosion killed
|
||
|
int numberOfEnemyPlayersKilledByThisExplosion = 0;
|
||
|
|
||
|
// [tj] who we award the achievement to if enough players are killed
|
||
|
CCSPlayer* pCSExplosionAttacker = ToCSPlayer(info.GetAttacker());
|
||
|
|
||
|
// [tj] used to determine which achievement to award for sufficient kills
|
||
|
CBaseEntity* pInflictor = info.GetInflictor();
|
||
|
bool isGrenade = pInflictor && V_strcmp(pInflictor->GetClassname(), "hegrenade_projectile") == 0;
|
||
|
bool isBomb = pInflictor && V_strcmp(pInflictor->GetClassname(), "planted_c4") == 0;
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
|
||
|
vecEndPos.Init();
|
||
|
|
||
|
Vector vecSrc = vecSrcIn;
|
||
|
|
||
|
damagePercentage = 1.0;
|
||
|
|
||
|
if ( flRadius )
|
||
|
falloff = info.GetDamage() / flRadius;
|
||
|
else
|
||
|
falloff = 1.0;
|
||
|
|
||
|
int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false;
|
||
|
|
||
|
vecSrc.z += 1;// in case grenade is lying on the ground
|
||
|
|
||
|
// iterate on all entities in the vicinity.
|
||
|
for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
|
||
|
{
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] We have to save whether or not the player is killed so we don't give credit
|
||
|
// for pre-dead players.
|
||
|
//=============================================================================
|
||
|
bool wasAliveBeforeExplosion = false;
|
||
|
CCSPlayer* pCSExplosionVictim = ToCSPlayer(pEntity);
|
||
|
if (pCSExplosionVictim)
|
||
|
{
|
||
|
wasAliveBeforeExplosion = pCSExplosionVictim->IsAlive();
|
||
|
}
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
if ( pEntity->m_takedamage != DAMAGE_NO )
|
||
|
{
|
||
|
// UNDONE: this should check a damage mask, not an ignore
|
||
|
if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
|
||
|
{// houndeyes don't hurt other houndeyes with their attack
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// blasts don't travel into or out of water
|
||
|
if ( !bIgnoreWorld )
|
||
|
{
|
||
|
if (bInWater && pEntity->GetWaterLevel() == 0)
|
||
|
continue;
|
||
|
if (!bInWater && pEntity->GetWaterLevel() == 3)
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// radius damage can only be blocked by the world
|
||
|
vecSpot = pEntity->BodyTarget( vecSrc );
|
||
|
|
||
|
bool bHit = false;
|
||
|
|
||
|
if( bIgnoreWorld )
|
||
|
{
|
||
|
vecEndPos = vecSpot;
|
||
|
bHit = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// get the percentage of the target entity that is visible from the
|
||
|
// explosion position.
|
||
|
damagePercentage = GetAmountOfEntityVisible(vecSrc, pEntity);
|
||
|
if (damagePercentage > 0.0)
|
||
|
{
|
||
|
vecEndPos = vecSpot;
|
||
|
|
||
|
bHit = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bHit )
|
||
|
{
|
||
|
// the explosion can 'see' this entity, so hurt them!
|
||
|
//vecToTarget = ( vecSrc - vecEndPos );
|
||
|
vecToTarget = ( vecEndPos - vecSrc );
|
||
|
|
||
|
// use a Gaussian function to describe the damage falloff over distance, with flRadius equal to 3 * sigma
|
||
|
// this results in the following values:
|
||
|
//
|
||
|
// Range Fraction Damage
|
||
|
// 0.0 100%
|
||
|
// 0.1 96%
|
||
|
// 0.2 84%
|
||
|
// 0.3 67%
|
||
|
// 0.4 49%
|
||
|
// 0.5 32%
|
||
|
// 0.6 20%
|
||
|
// 0.7 11%
|
||
|
// 0.8 6%
|
||
|
// 0.9 3%
|
||
|
// 1.0 1%
|
||
|
|
||
|
float fDist = vecToTarget.Length();
|
||
|
float fSigma = flRadius / 3.0f; // flRadius specifies 3rd standard deviation (0.0111 damage at this range)
|
||
|
float fGaussianFalloff = exp(-fDist * fDist / (2.0f * fSigma * fSigma));
|
||
|
float flAdjustedDamage = info.GetDamage() * fGaussianFalloff * damagePercentage;
|
||
|
|
||
|
if ( flAdjustedDamage > 0 )
|
||
|
{
|
||
|
CTakeDamageInfo adjustedInfo = info;
|
||
|
adjustedInfo.SetDamage( flAdjustedDamage );
|
||
|
|
||
|
Vector dir = vecToTarget;
|
||
|
VectorNormalize( dir );
|
||
|
|
||
|
// If we don't have a damage force, manufacture one
|
||
|
if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin )
|
||
|
{
|
||
|
CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc, 1.5 /* explosion scale! */ );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Assume the force passed in is the maximum force. Decay it based on falloff.
|
||
|
float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
|
||
|
adjustedInfo.SetDamageForce( dir * flForce );
|
||
|
adjustedInfo.SetDamagePosition( vecSrc );
|
||
|
}
|
||
|
|
||
|
Vector vecTarget;
|
||
|
vecTarget = pEntity->BodyTarget(vecSrc, false);
|
||
|
|
||
|
UTIL_TraceLine(vecSrc, vecTarget, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
// blasts always hit chest
|
||
|
tr.hitgroup = HITGROUP_GENERIC;
|
||
|
|
||
|
if (tr.fraction != 1.0)
|
||
|
{
|
||
|
// this has to be done to make breakable glass work.
|
||
|
ClearMultiDamage( );
|
||
|
pEntity->DispatchTraceAttack( adjustedInfo, dir, &tr );
|
||
|
ApplyMultiDamage();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pEntity->TakeDamage( adjustedInfo );
|
||
|
}
|
||
|
|
||
|
// Now hit all triggers along the way that respond to damage...
|
||
|
pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, vecEndPos, dir );
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [sbodenbender] Increment grenade damage stat
|
||
|
//=============================================================================
|
||
|
if (pCSExplosionVictim && pCSExplosionAttacker && isGrenade)
|
||
|
{
|
||
|
CCS_GameStats.IncrementStat(pCSExplosionAttacker, CSSTAT_GRENADE_DAMAGE, static_cast<int>(adjustedInfo.GetDamage()));
|
||
|
}
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] Count up victims of area of effect damage for achievement purposes
|
||
|
//=============================================================================
|
||
|
|
||
|
if (pCSExplosionVictim)
|
||
|
{
|
||
|
//If the bomb is exploding, set the attacker to the planter (we can't put this in the CTakeDamageInfo, since
|
||
|
//players aren't supposed to get credit for bomb kills)
|
||
|
if (isBomb)
|
||
|
{
|
||
|
CPlantedC4* bomb = static_cast<CPlantedC4*> (pInflictor);
|
||
|
if (bomb)
|
||
|
{
|
||
|
pCSExplosionAttacker = bomb->GetPlanter();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Count check to make sure we killed an enemy player
|
||
|
if( pCSExplosionAttacker &&
|
||
|
!pCSExplosionVictim->IsAlive() &&
|
||
|
wasAliveBeforeExplosion &&
|
||
|
pCSExplosionVictim->GetTeamNumber() != pCSExplosionAttacker->GetTeamNumber())
|
||
|
{
|
||
|
numberOfEnemyPlayersKilledByThisExplosion++;
|
||
|
}
|
||
|
}
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] //Depending on which type of explosion it was, award the appropriate achievement.
|
||
|
//=============================================================================
|
||
|
|
||
|
if (pCSExplosionAttacker && isGrenade && numberOfEnemyPlayersKilledByThisExplosion >= AchievementConsts::GrenadeMultiKill_MinKills)
|
||
|
{
|
||
|
pCSExplosionAttacker->AwardAchievement(CSGrenadeMultikill);
|
||
|
pCSExplosionAttacker->CheckMaxGrenadeKills(numberOfEnemyPlayersKilledByThisExplosion);
|
||
|
|
||
|
}
|
||
|
if (pCSExplosionAttacker && isBomb && numberOfEnemyPlayersKilledByThisExplosion >= AchievementConsts::BombMultiKill_MinKills)
|
||
|
{
|
||
|
pCSExplosionAttacker->AwardAchievement(CSBombMultikill);
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pVictim -
|
||
|
// *pKiller -
|
||
|
// *pInflictor -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// Work out what killed the player, and send a message to all clients about it
|
||
|
const char *killer_weapon_name = "world"; // by default, the player is killed by the world
|
||
|
int killer_ID = 0;
|
||
|
|
||
|
// Find the killer & the scorer
|
||
|
CBaseEntity *pInflictor = info.GetInflictor();
|
||
|
CBaseEntity *pKiller = info.GetAttacker();
|
||
|
CBasePlayer *pScorer = GetDeathScorer( pKiller, pInflictor );
|
||
|
CCSPlayer *pCSVictim = (CCSPlayer*)(pVictim);
|
||
|
|
||
|
bool bHeadshot = false;
|
||
|
|
||
|
if ( pScorer ) // Is the killer a client?
|
||
|
{
|
||
|
killer_ID = pScorer->GetUserID();
|
||
|
|
||
|
if( info.GetDamageType() & DMG_HEADSHOT )
|
||
|
{
|
||
|
//to enable drawing the headshot icon as well as the weapon icon,
|
||
|
bHeadshot = true;
|
||
|
}
|
||
|
|
||
|
if ( pInflictor )
|
||
|
{
|
||
|
if ( pInflictor == pScorer )
|
||
|
{
|
||
|
// If the inflictor is the killer, then it must be their current weapon doing the damage
|
||
|
if ( pScorer->GetActiveWeapon() )
|
||
|
{
|
||
|
killer_weapon_name = pScorer->GetActiveWeapon()->GetClassname(); //GetDeathNoticeName();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
killer_weapon_name = STRING( pInflictor->m_iClassname ); // it's just that easy
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
killer_weapon_name = STRING( pInflictor->m_iClassname );
|
||
|
}
|
||
|
|
||
|
// strip the NPC_* or weapon_* from the inflictor's classname
|
||
|
if ( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 )
|
||
|
{
|
||
|
killer_weapon_name += 7;
|
||
|
}
|
||
|
else if ( strncmp( killer_weapon_name, "NPC_", 8 ) == 0 )
|
||
|
{
|
||
|
killer_weapon_name += 8;
|
||
|
}
|
||
|
else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 )
|
||
|
{
|
||
|
killer_weapon_name += 5;
|
||
|
}
|
||
|
else if( strncmp( killer_weapon_name, "hegrenade", 9 ) == 0 ) //"hegrenade_projectile"
|
||
|
{
|
||
|
killer_weapon_name = "hegrenade";
|
||
|
}
|
||
|
else if( strncmp( killer_weapon_name, "flashbang", 9 ) == 0 ) //"flashbang_projectile"
|
||
|
{
|
||
|
killer_weapon_name = "flashbang";
|
||
|
}
|
||
|
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_death" );
|
||
|
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt("userid", pVictim->GetUserID() );
|
||
|
event->SetInt("attacker", killer_ID );
|
||
|
event->SetString("weapon", killer_weapon_name );
|
||
|
event->SetInt("headshot", bHeadshot ? 1 : 0 );
|
||
|
event->SetInt("priority", bHeadshot ? 8 : 7 ); // HLTV event priority, not transmitted
|
||
|
if ( pCSVictim->GetDeathFlags() & CS_DEATH_DOMINATION )
|
||
|
{
|
||
|
event->SetInt( "dominated", 1 );
|
||
|
}
|
||
|
else if ( pCSVictim->GetDeathFlags() & CS_DEATH_REVENGE )
|
||
|
{
|
||
|
event->SetInt( "revenge", 1 );
|
||
|
}
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
void CCSGameRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
CBaseEntity *pInflictor = info.GetInflictor();
|
||
|
CBaseEntity *pKiller = info.GetAttacker();
|
||
|
CBasePlayer *pScorer = GetDeathScorer( pKiller, pInflictor );
|
||
|
CCSPlayer *pCSVictim = (CCSPlayer *)pVictim;
|
||
|
CCSPlayer *pCSScorer = (CCSPlayer *)pScorer;
|
||
|
|
||
|
CCS_GameStats.PlayerKilled( pVictim, info );
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] Flag the round as non-lossless for the appropriate team.
|
||
|
// [menglish] Set the death flags depending on a nemesis system
|
||
|
//=============================================================================
|
||
|
|
||
|
if (pVictim->GetTeamNumber() == TEAM_TERRORIST)
|
||
|
{
|
||
|
m_bNoTerroristsKilled = false;
|
||
|
m_bNoTerroristsDamaged = false;
|
||
|
}
|
||
|
if (pVictim->GetTeamNumber() == TEAM_CT)
|
||
|
{
|
||
|
m_bNoCTsKilled = false;
|
||
|
m_bNoCTsDamaged = false;
|
||
|
}
|
||
|
|
||
|
m_bCanDonateWeapons = false;
|
||
|
|
||
|
if ( m_pFirstKill == NULL && pCSScorer != pVictim )
|
||
|
{
|
||
|
m_pFirstKill = pCSScorer;
|
||
|
m_firstKillTime = gpGlobals->curtime - m_fRoundStartTime;
|
||
|
}
|
||
|
|
||
|
// determine if this kill affected a nemesis relationship
|
||
|
int iDeathFlags = 0;
|
||
|
if ( pScorer )
|
||
|
{
|
||
|
CCS_GameStats.CalculateOverkill( pCSScorer, pCSVictim);
|
||
|
CCS_GameStats.CalcDominationAndRevenge( pCSScorer, pCSVictim, &iDeathFlags );
|
||
|
}
|
||
|
pCSVictim->SetDeathFlags( iDeathFlags );
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
// If we're killed by the C4, we do a subset of BaseClass::PlayerKilled()
|
||
|
// Specifically, we shouldn't lose any points or show death notices, to match goldsrc
|
||
|
if ( Q_strcmp(pKiller->GetClassname(), "planted_c4" ) == 0 )
|
||
|
{
|
||
|
// dvsents2: uncomment when removing all FireTargets
|
||
|
// variant_t value;
|
||
|
// g_EventQueue.AddEvent( "game_playerdie", "Use", value, 0, pVictim, pVictim );
|
||
|
FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
BaseClass::PlayerKilled( pVictim, info );
|
||
|
}
|
||
|
|
||
|
// check for team-killing, and give monetary rewards/penalties
|
||
|
// Find the killer & the scorer
|
||
|
if ( !pScorer )
|
||
|
return;
|
||
|
|
||
|
if ( IPointsForKill( pScorer, pVictim ) < 0 )
|
||
|
{
|
||
|
// team-killer!
|
||
|
pCSScorer->AddAccount( -3300 );
|
||
|
++pCSScorer->m_iTeamKills;
|
||
|
pCSScorer->m_bJustKilledTeammate = true;
|
||
|
|
||
|
ClientPrint( pCSScorer, HUD_PRINTCENTER, "#Killed_Teammate" );
|
||
|
if ( mp_autokick.GetBool() )
|
||
|
{
|
||
|
char strTeamKills[64];
|
||
|
Q_snprintf( strTeamKills, sizeof( strTeamKills ), "%d", pCSScorer->m_iTeamKills );
|
||
|
ClientPrint( pCSScorer, HUD_PRINTCONSOLE, "#Game_teammate_kills", strTeamKills ); // this includes a " of 3" in it
|
||
|
|
||
|
if ( pCSScorer->m_iTeamKills >= 3 )
|
||
|
{
|
||
|
ClientPrint( pCSScorer, HUD_PRINTCONSOLE, "#Banned_For_Killing_Teammates" );
|
||
|
engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", pCSScorer->GetUserID() ) );
|
||
|
}
|
||
|
else if ( mp_spawnprotectiontime.GetInt() > 0 && GetRoundElapsedTime() < mp_spawnprotectiontime.GetInt() )
|
||
|
{
|
||
|
ClientPrint( pCSScorer, HUD_PRINTCONSOLE, "#Banned_For_Killing_Teammates" );
|
||
|
engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", pCSScorer->GetUserID() ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !(pCSScorer->m_iDisplayHistoryBits & DHF_FRIEND_KILLED) )
|
||
|
{
|
||
|
pCSScorer->m_iDisplayHistoryBits |= DHF_FRIEND_KILLED;
|
||
|
pCSScorer->HintMessage( "#Hint_careful_around_teammates", false );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] Added a check to make sure we don't get money for suicides.
|
||
|
//=============================================================================
|
||
|
if (pCSScorer != pCSVictim)
|
||
|
{
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
if ( pCSVictim->IsVIP() )
|
||
|
{
|
||
|
pCSScorer->HintMessage( "#Hint_reward_for_killing_vip", true );
|
||
|
pCSScorer->AddAccount( 2500 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pCSScorer->AddAccount( 300 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !(pCSScorer->m_iDisplayHistoryBits & DHF_ENEMY_KILLED) )
|
||
|
{
|
||
|
pCSScorer->m_iDisplayHistoryBits |= DHF_ENEMY_KILLED;
|
||
|
pCSScorer->HintMessage( "#Hint_win_round_by_killing_enemy", false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::InitDefaultAIRelationships()
|
||
|
{
|
||
|
// Allocate memory for default relationships
|
||
|
CBaseCombatCharacter::AllocateDefaultRelationships();
|
||
|
|
||
|
// --------------------------------------------------------------
|
||
|
// First initialize table so we can report missing relationships
|
||
|
// --------------------------------------------------------------
|
||
|
int i, j;
|
||
|
for (i=0;i<NUM_AI_CLASSES;i++)
|
||
|
{
|
||
|
for (j=0;j<NUM_AI_CLASSES;j++)
|
||
|
{
|
||
|
// By default all relationships are neutral of priority zero
|
||
|
CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Return classify text for classify type
|
||
|
//------------------------------------------------------------------------------
|
||
|
const char *CCSGameRules::AIClassText(int classType)
|
||
|
{
|
||
|
switch (classType)
|
||
|
{
|
||
|
case CLASS_NONE: return "CLASS_NONE";
|
||
|
case CLASS_PLAYER: return "CLASS_PLAYER";
|
||
|
default: return "MISSING CLASS in ClassifyText()";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: When gaining new technologies in TF, prevent auto switching if we
|
||
|
// receive a weapon during the switch
|
||
|
// Input : *pPlayer -
|
||
|
// *pWeapon -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CCSGameRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
|
||
|
{
|
||
|
bool bIsBeingGivenItem = false;
|
||
|
CCSPlayer *pCSPlayer = ToCSPlayer( pPlayer );
|
||
|
if ( pCSPlayer && pCSPlayer->IsBeingGivenItem() )
|
||
|
bIsBeingGivenItem = true;
|
||
|
|
||
|
if ( pPlayer->GetActiveWeapon() && pPlayer->IsNetClient() && !bIsBeingGivenItem )
|
||
|
{
|
||
|
// Player has an active item, so let's check cl_autowepswitch.
|
||
|
const char *cl_autowepswitch = engine->GetClientConVarValue( engine->IndexOfEdict( pPlayer->edict() ), "cl_autowepswitch" );
|
||
|
if ( cl_autowepswitch && atoi( cl_autowepswitch ) <= 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->IsBot() && !bIsBeingGivenItem )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !GetAllowWeaponSwitch() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return BaseClass::FShouldSwitchWeapon( pPlayer, pWeapon );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : allow -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameRules::SetAllowWeaponSwitch( bool allow )
|
||
|
{
|
||
|
m_bAllowWeaponSwitch = allow;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CCSGameRules::GetAllowWeaponSwitch()
|
||
|
{
|
||
|
return m_bAllowWeaponSwitch;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPlayer -
|
||
|
// Output : const char
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CCSGameRules::SetDefaultPlayerTeam( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
Assert( pPlayer );
|
||
|
return BaseClass::SetDefaultPlayerTeam( pPlayer );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::LevelInitPreEntity()
|
||
|
{
|
||
|
BaseClass::LevelInitPreEntity();
|
||
|
|
||
|
// TODO for CZ-style hostages: TheHostageChatter->Precache();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::LevelInitPostEntity()
|
||
|
{
|
||
|
BaseClass::LevelInitPostEntity();
|
||
|
|
||
|
m_bLevelInitialized = false; // re-count CT and T start spots now that they exist
|
||
|
|
||
|
// Figure out from the entities in the map what kind of map this is (bomb run, prison escape, etc).
|
||
|
CheckMapConditions();
|
||
|
}
|
||
|
|
||
|
INetworkStringTable *g_StringTableBlackMarket = NULL;
|
||
|
|
||
|
void CCSGameRules::CreateCustomNetworkStringTables( void )
|
||
|
{
|
||
|
m_StringTableBlackMarket = g_StringTableBlackMarket;
|
||
|
|
||
|
if ( 0 )//mp_dynamicpricing.GetBool() )
|
||
|
{
|
||
|
m_bBlackMarket = BlackMarket_DownloadPrices();
|
||
|
|
||
|
if ( m_bBlackMarket == false )
|
||
|
{
|
||
|
Msg( "ERROR: mp_dynamicpricing set to 1 but couldn't download the price list!\n" );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bBlackMarket = false;
|
||
|
SetBlackMarketPrices( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float CCSGameRules::FlPlayerFallDamage( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
float fFallVelocity = pPlayer->m_Local.m_flFallVelocity - CS_PLAYER_MAX_SAFE_FALL_SPEED;
|
||
|
float fallDamage = fFallVelocity * CS_DAMAGE_FOR_FALL_SPEED * 1.25;
|
||
|
|
||
|
if ( fallDamage > 0.0f )
|
||
|
{
|
||
|
// let the bots know
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_falldamage" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "userid", pPlayer->GetUserID() );
|
||
|
event->SetFloat( "damage", fallDamage );
|
||
|
event->SetInt( "priority", 4 ); // HLTV event priority, not transmitted
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return fallDamage;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::ClientDisconnected( edict_t *pClient )
|
||
|
{
|
||
|
BaseClass::ClientDisconnected( pClient );
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] Clear domination data when a player disconnects
|
||
|
//=============================================================================
|
||
|
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( GetContainingEntity( pClient ) );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->RemoveNemesisRelationships();
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
|
||
|
CheckWinConditions();
|
||
|
}
|
||
|
|
||
|
|
||
|
// Called when game rules are destroyed by CWorld
|
||
|
void CCSGameRules::LevelShutdown()
|
||
|
{
|
||
|
int iLevelIndex = GetCSLevelIndex( STRING( gpGlobals->mapname ) );
|
||
|
|
||
|
if ( iLevelIndex != -1 )
|
||
|
{
|
||
|
g_iTerroristVictories[iLevelIndex] += m_iNumTerroristWins;
|
||
|
g_iCounterTVictories[iLevelIndex] += m_iNumCTWins;
|
||
|
}
|
||
|
|
||
|
BaseClass::LevelShutdown();
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Check if the scenario has been won/lost.
|
||
|
* Return true if the scenario is over, false if the scenario is still in progress
|
||
|
*/
|
||
|
bool CCSGameRules::CheckWinConditions( void )
|
||
|
{
|
||
|
if ( mp_ignore_round_win_conditions.GetBool() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// If a winner has already been determined.. then get the heck out of here
|
||
|
if (m_iRoundWinStatus != WINNER_NONE)
|
||
|
{
|
||
|
// still check if we lost players to where we need to do a full reset next round...
|
||
|
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT;
|
||
|
InitializePlayerCounts( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT );
|
||
|
|
||
|
bool bNeededPlayers = false;
|
||
|
NeededPlayersCheck( bNeededPlayers );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Initialize the player counts..
|
||
|
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT;
|
||
|
InitializePlayerCounts( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT );
|
||
|
|
||
|
|
||
|
/***************************** OTHER PLAYER's CHECK *********************************************************/
|
||
|
bool bNeededPlayers = false;
|
||
|
if ( NeededPlayersCheck( bNeededPlayers ) )
|
||
|
return false;
|
||
|
|
||
|
/****************************** ASSASINATION/VIP SCENARIO CHECK *******************************************************/
|
||
|
if ( VIPRoundEndCheck( bNeededPlayers ) )
|
||
|
return true;
|
||
|
|
||
|
/****************************** PRISON ESCAPE CHECK *******************************************************/
|
||
|
if ( PrisonRoundEndCheck() )
|
||
|
return true;
|
||
|
|
||
|
|
||
|
/****************************** BOMB CHECK ********************************************************/
|
||
|
if ( BombRoundEndCheck( bNeededPlayers ) )
|
||
|
return true;
|
||
|
|
||
|
|
||
|
/***************************** TEAM EXTERMINATION CHECK!! *********************************************************/
|
||
|
// CounterTerrorists won by virture of elimination
|
||
|
if ( TeamExterminationCheck( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT, bNeededPlayers ) )
|
||
|
return true;
|
||
|
|
||
|
|
||
|
/******************************** HOSTAGE RESCUE CHECK ******************************************************/
|
||
|
if ( HostageRescueRoundEndCheck( bNeededPlayers ) )
|
||
|
return true;
|
||
|
|
||
|
// scenario not won - still in progress
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::NeededPlayersCheck( bool &bNeededPlayers )
|
||
|
{
|
||
|
// We needed players to start scoring
|
||
|
// Do we have them now?
|
||
|
if( !m_iNumSpawnableTerrorist || !m_iNumSpawnableCT )
|
||
|
{
|
||
|
Msg( "Game will not start until both teams have players.\n" );
|
||
|
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#Game_scoring" );
|
||
|
bNeededPlayers = true;
|
||
|
|
||
|
m_bFirstConnected = false;
|
||
|
}
|
||
|
|
||
|
if ( !m_bFirstConnected && m_iNumSpawnableTerrorist && m_iNumSpawnableCT )
|
||
|
{
|
||
|
// Start the round immediately when the first person joins
|
||
|
// UTIL_LogPrintf( "World triggered \"Game_Commencing\"\n" );
|
||
|
|
||
|
m_bFreezePeriod = false; //Make sure we are not on the FreezePeriod.
|
||
|
m_bCompleteReset = true;
|
||
|
|
||
|
TerminateRound( 3.0f, Game_Commencing );
|
||
|
m_bFirstConnected = true;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::InitializePlayerCounts(
|
||
|
int &NumAliveTerrorist,
|
||
|
int &NumAliveCT,
|
||
|
int &NumDeadTerrorist,
|
||
|
int &NumDeadCT
|
||
|
)
|
||
|
{
|
||
|
NumAliveTerrorist = NumAliveCT = NumDeadCT = NumDeadTerrorist = 0;
|
||
|
m_iNumTerrorist = m_iNumCT = m_iNumSpawnableTerrorist = m_iNumSpawnableCT = 0;
|
||
|
m_iHaveEscaped = 0;
|
||
|
|
||
|
// Count how many dead players there are on each team.
|
||
|
for ( int iTeam=0; iTeam < GetNumberOfTeams(); iTeam++ )
|
||
|
{
|
||
|
CTeam *pTeam = GetGlobalTeam( iTeam );
|
||
|
|
||
|
for ( int iPlayer=0; iPlayer < pTeam->GetNumPlayers(); iPlayer++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( pTeam->GetPlayer( iPlayer ) );
|
||
|
Assert( pPlayer );
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
Assert( pPlayer->GetTeamNumber() == pTeam->GetTeamNumber() );
|
||
|
|
||
|
switch ( pTeam->GetTeamNumber() )
|
||
|
{
|
||
|
case TEAM_CT:
|
||
|
m_iNumCT++;
|
||
|
|
||
|
if ( pPlayer->State_Get() != STATE_PICKINGCLASS )
|
||
|
m_iNumSpawnableCT++;
|
||
|
|
||
|
if ( pPlayer->m_lifeState != LIFE_ALIVE )
|
||
|
NumDeadCT++;
|
||
|
else
|
||
|
NumAliveCT++;
|
||
|
|
||
|
break;
|
||
|
|
||
|
case TEAM_TERRORIST:
|
||
|
m_iNumTerrorist++;
|
||
|
|
||
|
if ( pPlayer->State_Get() != STATE_PICKINGCLASS )
|
||
|
m_iNumSpawnableTerrorist++;
|
||
|
|
||
|
if ( pPlayer->m_lifeState != LIFE_ALIVE )
|
||
|
NumDeadTerrorist++;
|
||
|
else
|
||
|
NumAliveTerrorist++;
|
||
|
|
||
|
// Check to see if this guy escaped.
|
||
|
if ( pPlayer->m_bEscaped == true )
|
||
|
m_iHaveEscaped++;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CCSGameRules::HostageRescueRoundEndCheck( bool bNeededPlayers )
|
||
|
{
|
||
|
// Check to see if 50% of the hostages have been rescued.
|
||
|
CHostage* hostage = NULL;
|
||
|
|
||
|
int iNumHostages = g_Hostages.Count();
|
||
|
int iNumLeftToRescue = 0;
|
||
|
int i;
|
||
|
|
||
|
for ( i=0; i<iNumHostages; i++ )
|
||
|
{
|
||
|
hostage = g_Hostages[i];
|
||
|
|
||
|
if ( hostage->m_iHealth > 0 && !hostage->IsRescued() ) // We've found a live hostage. don't end the round
|
||
|
iNumLeftToRescue++;
|
||
|
}
|
||
|
|
||
|
m_iHostagesRemaining = iNumLeftToRescue;
|
||
|
|
||
|
if ( (iNumLeftToRescue == 0) && (iNumHostages > 0) )
|
||
|
{
|
||
|
if ( m_iHostagesRescued >= (iNumHostages * 0.5) )
|
||
|
{
|
||
|
m_iAccountCT += 2500;
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumCTWins ++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
CCS_GameStats.Event_AllHostagesRescued();
|
||
|
// tell the bots all the hostages have been rescued
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "hostage_rescued_all" );
|
||
|
if ( event )
|
||
|
{
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), All_Hostages_Rescued );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::PrisonRoundEndCheck()
|
||
|
{
|
||
|
//MIKETODO: get this working when working on prison escape
|
||
|
/*
|
||
|
if (m_bMapHasEscapeZone == true)
|
||
|
{
|
||
|
float flEscapeRatio;
|
||
|
|
||
|
flEscapeRatio = (float) m_iHaveEscaped / (float) m_iNumEscapers;
|
||
|
|
||
|
if (flEscapeRatio >= m_flRequiredEscapeRatio)
|
||
|
{
|
||
|
BroadcastSound( "Event.TERWin" );
|
||
|
m_iAccountTerrorist += 3150;
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumTerroristWins ++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
EndRoundMessage( "#Terrorists_Escaped", Terrorists_Escaped );
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), WINNER_TER );
|
||
|
return;
|
||
|
}
|
||
|
else if ( NumAliveTerrorist == 0 && flEscapeRatio < m_flRequiredEscapeRatio)
|
||
|
{
|
||
|
BroadcastSound( "Event.CTWin" );
|
||
|
m_iAccountCT += (1 - flEscapeRatio) * 3500; // CTs are rewarded based on how many terrorists have escaped...
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumCTWins++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
EndRoundMessage( "#CTs_PreventEscape", CTs_PreventEscape );
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), WINNER_CT );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
else if ( NumAliveTerrorist == 0 && NumDeadTerrorist != 0 && m_iNumSpawnableCT > 0 )
|
||
|
{
|
||
|
BroadcastSound( "Event.CTWin" );
|
||
|
m_iAccountCT += (1 - flEscapeRatio) * 3250; // CTs are rewarded based on how many terrorists have escaped...
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumCTWins++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
EndRoundMessage( "#Escaping_Terrorists_Neutralized", Escaping_Terrorists_Neutralized );
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), WINNER_CT );
|
||
|
return;
|
||
|
}
|
||
|
// else return;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::VIPRoundEndCheck( bool bNeededPlayers )
|
||
|
{
|
||
|
if (m_iMapHasVIPSafetyZone != 1)
|
||
|
return false;
|
||
|
|
||
|
if (m_pVIP == NULL)
|
||
|
return false;
|
||
|
|
||
|
if (m_pVIP->m_bEscaped == true)
|
||
|
{
|
||
|
m_iAccountCT += 3500;
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumCTWins ++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
|
||
|
//MIKETODO: get this working when working on VIP scenarios
|
||
|
/*
|
||
|
MessageBegin( MSG_SPEC, SVC_DIRECTOR );
|
||
|
WRITE_BYTE ( 9 ); // command length in bytes
|
||
|
WRITE_BYTE ( DRC_CMD_EVENT ); // VIP rescued
|
||
|
WRITE_SHORT( ENTINDEX(m_pVIP->edict()) ); // index number of primary entity
|
||
|
WRITE_SHORT( 0 ); // index number of secondary entity
|
||
|
WRITE_LONG( 15 | DRC_FLAG_FINAL); // eventflags (priority and flags)
|
||
|
MessageEnd();
|
||
|
*/
|
||
|
|
||
|
// tell the bots the VIP got out
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "vip_escaped" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "userid", m_pVIP->GetUserID() );
|
||
|
event->SetInt( "priority", 9 );
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [menglish] If the VIP has escaped award him an MVP
|
||
|
//=============================================================================
|
||
|
|
||
|
m_pVIP->IncrementNumMVPs( CSMVP_UNDEFINED );
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), VIP_Escaped );
|
||
|
return true;
|
||
|
}
|
||
|
else if ( m_pVIP->m_lifeState == LIFE_DEAD ) // The VIP is dead
|
||
|
{
|
||
|
m_iAccountTerrorist += 3250;
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumTerroristWins ++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
|
||
|
// tell the bots the VIP was killed
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "vip_killed" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "userid", m_pVIP->GetUserID() );
|
||
|
event->SetInt( "priority", 9 );
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), VIP_Assassinated );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::BombRoundEndCheck( bool bNeededPlayers )
|
||
|
{
|
||
|
// Check to see if the bomb target was hit or the bomb defused.. if so, then let's end the round!
|
||
|
if ( ( m_bTargetBombed == true ) && ( m_bMapHasBombTarget == true ) )
|
||
|
{
|
||
|
m_iAccountTerrorist += 3500;
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumTerroristWins ++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), Target_Bombed );
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
if ( ( m_bBombDefused == true ) && ( m_bMapHasBombTarget == true ) )
|
||
|
{
|
||
|
m_iAccountCT += 3250;
|
||
|
|
||
|
m_iAccountTerrorist += 800; // give the T's a little bonus for planting the bomb even though it was defused.
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumCTWins++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), Bomb_Defused );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::TeamExterminationCheck(
|
||
|
int NumAliveTerrorist,
|
||
|
int NumAliveCT,
|
||
|
int NumDeadTerrorist,
|
||
|
int NumDeadCT,
|
||
|
bool bNeededPlayers
|
||
|
)
|
||
|
{
|
||
|
if ( ( m_iNumCT > 0 && m_iNumSpawnableCT > 0 ) && ( m_iNumTerrorist > 0 && m_iNumSpawnableTerrorist > 0 ) )
|
||
|
{
|
||
|
if ( NumAliveTerrorist == 0 && NumDeadTerrorist != 0 && m_iNumSpawnableCT > 0 )
|
||
|
{
|
||
|
bool nowin = false;
|
||
|
|
||
|
for ( int iGrenade=0; iGrenade < g_PlantedC4s.Count(); iGrenade++ )
|
||
|
{
|
||
|
CPlantedC4 *pC4 = g_PlantedC4s[iGrenade];
|
||
|
|
||
|
if ( pC4->IsBombActive() )
|
||
|
nowin = true;
|
||
|
}
|
||
|
|
||
|
if ( !nowin )
|
||
|
{
|
||
|
if ( m_bMapHasBombTarget )
|
||
|
m_iAccountCT += 3250;
|
||
|
else
|
||
|
m_iAccountCT += 3000;
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumCTWins++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), CTs_Win );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Terrorists WON
|
||
|
if ( NumAliveCT == 0 && NumDeadCT != 0 && m_iNumSpawnableTerrorist > 0 )
|
||
|
{
|
||
|
if ( m_bMapHasBombTarget )
|
||
|
m_iAccountTerrorist += 3250;
|
||
|
else
|
||
|
m_iAccountTerrorist += 3000;
|
||
|
|
||
|
if ( !bNeededPlayers )
|
||
|
{
|
||
|
m_iNumTerroristWins++;
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), Terrorists_Win );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else if ( NumAliveCT == 0 && NumAliveTerrorist == 0 )
|
||
|
{
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), Round_Draw );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::PickNextVIP()
|
||
|
{
|
||
|
// MIKETODO: work on this when getting VIP maps running.
|
||
|
/*
|
||
|
if (IsVIPQueueEmpty() != true)
|
||
|
{
|
||
|
// Remove the current VIP from his VIP status and make him a regular CT.
|
||
|
if (m_pVIP != NULL)
|
||
|
ResetCurrentVIP();
|
||
|
|
||
|
for (int i = 0; i <= 4; i++)
|
||
|
{
|
||
|
if (VIPQueue[i] != NULL)
|
||
|
{
|
||
|
m_pVIP = VIPQueue[i];
|
||
|
m_pVIP->MakeVIP();
|
||
|
|
||
|
VIPQueue[i] = NULL; // remove this player from the VIP queue
|
||
|
StackVIPQueue(); // and re-organize the queue
|
||
|
m_iConsecutiveVIP = 0;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (m_iConsecutiveVIP >= 3) // If it's been the same VIP for 3 rounds already.. then randomly pick a new one
|
||
|
{
|
||
|
m_iLastPick++;
|
||
|
|
||
|
if (m_iLastPick > m_iNumCT)
|
||
|
m_iLastPick = 1;
|
||
|
|
||
|
int iCount = 1;
|
||
|
|
||
|
CBaseEntity* pPlayer = NULL;
|
||
|
CBasePlayer* player = NULL;
|
||
|
CBasePlayer* pLastPlayer = NULL;
|
||
|
|
||
|
pPlayer = UTIL_FindEntityByClassname ( pPlayer, "player" );
|
||
|
while ( (pPlayer != NULL) && (!FNullEnt(pPlayer->edict())) )
|
||
|
{
|
||
|
if ( !(pPlayer->pev->flags & FL_DORMANT) )
|
||
|
{
|
||
|
player = GetClassPtr((CBasePlayer *)pPlayer->pev);
|
||
|
|
||
|
if ( (player->m_iTeam == CT) && (iCount == m_iLastPick) )
|
||
|
{
|
||
|
if ( (player == m_pVIP) && (pLastPlayer != NULL) )
|
||
|
player = pLastPlayer;
|
||
|
|
||
|
// Remove the current VIP from his VIP status and make him a regular CT.
|
||
|
if (m_pVIP != NULL)
|
||
|
ResetCurrentVIP();
|
||
|
|
||
|
player->MakeVIP();
|
||
|
m_iConsecutiveVIP = 0;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
else if ( player->m_iTeam == CT )
|
||
|
iCount++;
|
||
|
|
||
|
if ( player->m_iTeam != SPECTATOR )
|
||
|
pLastPlayer = player;
|
||
|
}
|
||
|
pPlayer = UTIL_FindEntityByClassname ( pPlayer, "player" );
|
||
|
}
|
||
|
}
|
||
|
else if (m_pVIP == NULL) // There is no VIP and there is no one waiting to be the VIP.. therefore just pick the first CT player we can find.
|
||
|
{
|
||
|
CBaseEntity* pPlayer = NULL;
|
||
|
CBasePlayer* player = NULL;
|
||
|
|
||
|
pPlayer = UTIL_FindEntityByClassname ( pPlayer, "player" );
|
||
|
while ( (pPlayer != NULL) && (!FNullEnt(pPlayer->edict())) )
|
||
|
{
|
||
|
if ( pPlayer->pev->flags != FL_DORMANT )
|
||
|
{
|
||
|
player = GetClassPtr((CBasePlayer *)pPlayer->pev);
|
||
|
|
||
|
if ( player->m_iTeam == CT )
|
||
|
{
|
||
|
player->MakeVIP();
|
||
|
m_iConsecutiveVIP = 0;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
pPlayer = UTIL_FindEntityByClassname ( pPlayer, "player" );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::ReadMultiplayCvars()
|
||
|
{
|
||
|
m_iRoundTime = (int)(mp_roundtime.GetFloat() * 60);
|
||
|
m_iFreezeTime = mp_freezetime.GetInt();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::RestartRound()
|
||
|
{
|
||
|
#if defined( REPLAY_ENABLED )
|
||
|
if ( g_pReplay )
|
||
|
{
|
||
|
// Write replay and stop recording if appropriate
|
||
|
if ( g_pReplay->IsRecording() )
|
||
|
{
|
||
|
g_pReplay->SV_EndRecordingSession();
|
||
|
}
|
||
|
|
||
|
int nActivePlayerCount = m_iNumTerrorist + m_iNumCT;
|
||
|
if ( nActivePlayerCount && g_pReplay->SV_ShouldBeginRecording( false ) )
|
||
|
{
|
||
|
// Tell the replay manager that it should begin recording the new round as soon as possible
|
||
|
g_pReplay->SV_GetContext()->GetSessionRecorder()->StartRecording();
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] Notify players that the round is about to be reset
|
||
|
//=============================================================================
|
||
|
for ( int clientIndex = 1; clientIndex <= gpGlobals->maxClients; clientIndex++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( clientIndex );
|
||
|
if(pPlayer)
|
||
|
{
|
||
|
pPlayer->OnPreResetRound();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
if ( !IsFinite( gpGlobals->curtime ) )
|
||
|
{
|
||
|
Warning( "NaN curtime in RestartRound\n" );
|
||
|
gpGlobals->curtime = 0.0f;
|
||
|
}
|
||
|
|
||
|
int i;
|
||
|
|
||
|
m_iTotalRoundsPlayed++;
|
||
|
|
||
|
//ClearBodyQue();
|
||
|
|
||
|
// Hardlock the player accelaration to 5.0
|
||
|
//CVAR_SET_FLOAT( "sv_accelerate", 5.0 );
|
||
|
//CVAR_SET_FLOAT( "sv_friction", 4.0 );
|
||
|
//CVAR_SET_FLOAT( "sv_stopspeed", 75 );
|
||
|
|
||
|
sv_stopspeed.SetValue( 75.0f );
|
||
|
|
||
|
// Tabulate the number of players on each team.
|
||
|
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT;
|
||
|
InitializePlayerCounts( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT );
|
||
|
|
||
|
m_bBombDropped = false;
|
||
|
m_bBombPlanted = false;
|
||
|
|
||
|
if ( GetHumanTeam() != TEAM_UNASSIGNED )
|
||
|
{
|
||
|
MoveHumansToHumanTeam();
|
||
|
}
|
||
|
|
||
|
/*************** AUTO-BALANCE CODE *************/
|
||
|
if ( mp_autoteambalance.GetInt() != 0 &&
|
||
|
(m_iUnBalancedRounds >= 1) )
|
||
|
{
|
||
|
if ( GetHumanTeam() == TEAM_UNASSIGNED )
|
||
|
{
|
||
|
BalanceTeams();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ((m_iNumSpawnableCT - m_iNumSpawnableTerrorist) >= 2) ||
|
||
|
((m_iNumSpawnableTerrorist - m_iNumSpawnableCT) >= 2) )
|
||
|
{
|
||
|
m_iUnBalancedRounds++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_iUnBalancedRounds = 0;
|
||
|
}
|
||
|
|
||
|
// Warn the players of an impending auto-balance next round...
|
||
|
if ( mp_autoteambalance.GetInt() != 0 &&
|
||
|
(m_iUnBalancedRounds == 1) )
|
||
|
{
|
||
|
if ( GetHumanTeam() == TEAM_UNASSIGNED )
|
||
|
{
|
||
|
UTIL_ClientPrintAll( HUD_PRINTCENTER,"#Auto_Team_Balance_Next_Round");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*************** AUTO-BALANCE CODE *************/
|
||
|
|
||
|
if ( m_bCompleteReset )
|
||
|
{
|
||
|
// bounds check
|
||
|
if ( mp_timelimit.GetInt() < 0 )
|
||
|
{
|
||
|
mp_timelimit.SetValue( 0 );
|
||
|
}
|
||
|
m_flGameStartTime = gpGlobals->curtime;
|
||
|
if ( !IsFinite( m_flGameStartTime.Get() ) )
|
||
|
{
|
||
|
Warning( "Trying to set a NaN game start time\n" );
|
||
|
m_flGameStartTime.GetForModify() = 0.0f;
|
||
|
}
|
||
|
|
||
|
// Reset total # of rounds played
|
||
|
m_iTotalRoundsPlayed = 0;
|
||
|
|
||
|
// Reset score info
|
||
|
m_iNumTerroristWins = 0;
|
||
|
m_iNumCTWins = 0;
|
||
|
m_iNumConsecutiveTerroristLoses = 0;
|
||
|
m_iNumConsecutiveCTLoses = 0;
|
||
|
|
||
|
|
||
|
// Reset team scores
|
||
|
UpdateTeamScores();
|
||
|
|
||
|
|
||
|
// Reset the player stats
|
||
|
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = CCSPlayer::Instance( i );
|
||
|
|
||
|
if ( pPlayer && !FNullEnt( pPlayer->edict() ) )
|
||
|
pPlayer->Reset();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_bFreezePeriod = true;
|
||
|
|
||
|
ReadMultiplayCvars();
|
||
|
|
||
|
// Check to see if there's a mapping info paramater entity
|
||
|
if ( g_pMapInfo )
|
||
|
{
|
||
|
switch ( g_pMapInfo->m_iBuyingStatus )
|
||
|
{
|
||
|
case 0:
|
||
|
m_bCTCantBuy = false;
|
||
|
m_bTCantBuy = false;
|
||
|
Msg( "EVERYONE CAN BUY!\n" );
|
||
|
break;
|
||
|
|
||
|
case 1:
|
||
|
m_bCTCantBuy = false;
|
||
|
m_bTCantBuy = true;
|
||
|
Msg( "Only CT's can buy!!\n" );
|
||
|
break;
|
||
|
|
||
|
case 2:
|
||
|
m_bCTCantBuy = true;
|
||
|
m_bTCantBuy = false;
|
||
|
Msg( "Only T's can buy!!\n" );
|
||
|
break;
|
||
|
|
||
|
case 3:
|
||
|
m_bCTCantBuy = true;
|
||
|
m_bTCantBuy = true;
|
||
|
Msg( "No one can buy!!\n" );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
m_bCTCantBuy = false;
|
||
|
m_bTCantBuy = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// by default everyone can buy
|
||
|
m_bCTCantBuy = false;
|
||
|
m_bTCantBuy = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Check to see if this map has a bomb target in it
|
||
|
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_bomb_target" ) )
|
||
|
{
|
||
|
m_bMapHasBombTarget = true;
|
||
|
m_bMapHasBombZone = true;
|
||
|
}
|
||
|
else if ( gEntList.FindEntityByClassname( NULL, "info_bomb_target" ) )
|
||
|
{
|
||
|
m_bMapHasBombTarget = true;
|
||
|
m_bMapHasBombZone = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bMapHasBombTarget = false;
|
||
|
m_bMapHasBombZone = false;
|
||
|
}
|
||
|
|
||
|
// Check to see if this map has hostage rescue zones
|
||
|
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_hostage_rescue" ) )
|
||
|
m_bMapHasRescueZone = true;
|
||
|
else
|
||
|
m_bMapHasRescueZone = false;
|
||
|
|
||
|
|
||
|
// See if the map has func_buyzone entities
|
||
|
// Used by CBasePlayer::HandleSignals() to support maps without these entities
|
||
|
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_buyzone" ) )
|
||
|
m_bMapHasBuyZone = true;
|
||
|
else
|
||
|
m_bMapHasBuyZone = false;
|
||
|
|
||
|
|
||
|
// GOOSEMAN : See if this map has func_escapezone entities
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_escapezone" ) )
|
||
|
{
|
||
|
m_bMapHasEscapeZone = true;
|
||
|
m_iHaveEscaped = 0;
|
||
|
m_iNumEscapers = 0; // Will increase this later when we count how many Ts are starting
|
||
|
if (m_iNumEscapeRounds >= 3)
|
||
|
{
|
||
|
SwapAllPlayers();
|
||
|
m_iNumEscapeRounds = 0;
|
||
|
}
|
||
|
|
||
|
m_iNumEscapeRounds++; // Increment the number of rounds played... After 8 rounds, the players will do a whole sale switch..
|
||
|
}
|
||
|
else
|
||
|
m_bMapHasEscapeZone = false;
|
||
|
|
||
|
// Check to see if this map has VIP safety zones
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_vip_safetyzone" ) )
|
||
|
{
|
||
|
PickNextVIP();
|
||
|
m_iConsecutiveVIP++;
|
||
|
m_iMapHasVIPSafetyZone = 1;
|
||
|
}
|
||
|
else
|
||
|
m_iMapHasVIPSafetyZone = 2;
|
||
|
|
||
|
// Update accounts based on number of hostages remaining..
|
||
|
int iRescuedHostageBonus = 0;
|
||
|
|
||
|
for ( int iHostage=0; iHostage < g_Hostages.Count(); iHostage++ )
|
||
|
{
|
||
|
CHostage *pHostage = g_Hostages[iHostage];
|
||
|
|
||
|
if( pHostage->IsRescuable() ) //Alive and not rescued
|
||
|
{
|
||
|
iRescuedHostageBonus += 150;
|
||
|
}
|
||
|
|
||
|
if ( iRescuedHostageBonus >= 2000 )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
//*******Catch up code by SupraFiend. Scale up the loser bonus when teams fall into losing streaks
|
||
|
if (m_iRoundWinStatus == WINNER_TER) // terrorists won
|
||
|
{
|
||
|
//check to see if they just broke a losing streak
|
||
|
if(m_iNumConsecutiveTerroristLoses > 1)
|
||
|
m_iLoserBonus = 1500;//this is the default losing bonus
|
||
|
|
||
|
m_iNumConsecutiveTerroristLoses = 0;//starting fresh
|
||
|
m_iNumConsecutiveCTLoses++;//increment the number of wins the CTs have had
|
||
|
}
|
||
|
else if (m_iRoundWinStatus == WINNER_CT) // CT Won
|
||
|
{
|
||
|
//check to see if they just broke a losing streak
|
||
|
if(m_iNumConsecutiveCTLoses > 1)
|
||
|
m_iLoserBonus = 1500;//this is the default losing bonus
|
||
|
|
||
|
m_iNumConsecutiveCTLoses = 0;//starting fresh
|
||
|
m_iNumConsecutiveTerroristLoses++;//increment the number of wins the Terrorists have had
|
||
|
}
|
||
|
|
||
|
//check if the losing team is in a losing streak & that the loser bonus hasen't maxed out.
|
||
|
if((m_iNumConsecutiveTerroristLoses > 1) && (m_iLoserBonus < 3000))
|
||
|
m_iLoserBonus += 500;//help out the team in the losing streak
|
||
|
else
|
||
|
if((m_iNumConsecutiveCTLoses > 1) && (m_iLoserBonus < 3000))
|
||
|
m_iLoserBonus += 500;//help out the team in the losing streak
|
||
|
|
||
|
// assign the wining and losing bonuses
|
||
|
if (m_iRoundWinStatus == WINNER_TER) // terrorists won
|
||
|
{
|
||
|
m_iAccountTerrorist += iRescuedHostageBonus;
|
||
|
m_iAccountCT += m_iLoserBonus;
|
||
|
}
|
||
|
else if (m_iRoundWinStatus == WINNER_CT) // CT Won
|
||
|
{
|
||
|
m_iAccountCT += iRescuedHostageBonus;
|
||
|
if (m_bMapHasEscapeZone == false) // only give them the bonus if this isn't an escape map
|
||
|
m_iAccountTerrorist += m_iLoserBonus;
|
||
|
}
|
||
|
|
||
|
|
||
|
//Update CT account based on number of hostages rescued
|
||
|
m_iAccountCT += m_iHostagesRescued * 750;
|
||
|
|
||
|
|
||
|
// Update individual players accounts and respawn players
|
||
|
|
||
|
//**********new code by SupraFiend
|
||
|
//##########code changed by MartinO
|
||
|
//the round time stamp must be set before players are spawned
|
||
|
m_fRoundStartTime = gpGlobals->curtime + m_iFreezeTime;
|
||
|
|
||
|
if ( !IsFinite( m_fRoundStartTime.Get() ) )
|
||
|
{
|
||
|
Warning( "Trying to set a NaN round start time\n" );
|
||
|
m_fRoundStartTime.GetForModify() = 0.0f;
|
||
|
}
|
||
|
|
||
|
//Adrian - No cash for anyone at first rounds! ( well, only the default. )
|
||
|
if ( m_bCompleteReset )
|
||
|
{
|
||
|
m_iAccountTerrorist = m_iAccountCT = 0; //No extra cash!.
|
||
|
|
||
|
//We are starting fresh. So it's like no one has ever won or lost.
|
||
|
m_iNumTerroristWins = 0;
|
||
|
m_iNumCTWins = 0;
|
||
|
m_iNumConsecutiveTerroristLoses = 0;
|
||
|
m_iNumConsecutiveCTLoses = 0;
|
||
|
m_iLoserBonus = 1400;
|
||
|
}
|
||
|
|
||
|
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
pPlayer->m_iNumSpawns = 0;
|
||
|
pPlayer->m_bTeamChanged = false;
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_CT )
|
||
|
{
|
||
|
if (pPlayer->DoesPlayerGetRoundStartMoney())
|
||
|
{
|
||
|
pPlayer->AddAccount( m_iAccountCT );
|
||
|
}
|
||
|
}
|
||
|
else if ( pPlayer->GetTeamNumber() == TEAM_TERRORIST )
|
||
|
{
|
||
|
m_iNumEscapers++; // Add another potential escaper to the mix!
|
||
|
if (pPlayer->DoesPlayerGetRoundStartMoney())
|
||
|
{
|
||
|
pPlayer->AddAccount( m_iAccountTerrorist );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// tricky, make players non solid while moving to their spawn points
|
||
|
if ( (pPlayer->GetTeamNumber() == TEAM_CT) || (pPlayer->GetTeamNumber() == TEAM_TERRORIST) )
|
||
|
{
|
||
|
pPlayer->AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] Keep track of number of players per side and if they have the same uniform
|
||
|
//=============================================================================
|
||
|
|
||
|
int terroristUniform = -1;
|
||
|
bool allTerroristsWearingSameUniform = true;
|
||
|
int numberOfTerrorists = 0;
|
||
|
int ctUniform = -1;
|
||
|
bool allCtsWearingSameUniform = true;
|
||
|
int numberOfCts = 0;
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
// know respawn all players
|
||
|
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_CT && pPlayer->PlayerClass() >= FIRST_CT_CLASS && pPlayer->PlayerClass() <= LAST_CT_CLASS )
|
||
|
{
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] Increment CT count and check CT uniforms.
|
||
|
//=============================================================================
|
||
|
|
||
|
numberOfCts++;
|
||
|
if (ctUniform == -1)
|
||
|
{
|
||
|
ctUniform = pPlayer->PlayerClass();
|
||
|
}
|
||
|
else if (pPlayer->PlayerClass() != ctUniform)
|
||
|
{
|
||
|
allCtsWearingSameUniform = false;
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
pPlayer->RoundRespawn();
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_TERRORIST && pPlayer->PlayerClass() >= FIRST_T_CLASS && pPlayer->PlayerClass() <= LAST_T_CLASS )
|
||
|
{
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] Increment terrorist count and check terrorist uniforms
|
||
|
//=============================================================================
|
||
|
|
||
|
numberOfTerrorists++;
|
||
|
if (terroristUniform == -1)
|
||
|
{
|
||
|
terroristUniform = pPlayer->PlayerClass();
|
||
|
}
|
||
|
else if (pPlayer->PlayerClass() != terroristUniform)
|
||
|
{
|
||
|
allTerroristsWearingSameUniform = false;
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
pPlayer->RoundRespawn();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pPlayer->ObserverRoundRespawn();
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->m_iAccount > pPlayer->m_iShouldHaveCash )
|
||
|
{
|
||
|
m_bDontUploadStats = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
//=============================================================================
|
||
|
|
||
|
// [tj] Award same uniform achievement for qualifying teams
|
||
|
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_CT && allCtsWearingSameUniform && numberOfCts >= AchievementConsts::SameUniform_MinPlayers)
|
||
|
{
|
||
|
pPlayer->AwardAchievement(CSSameUniform);
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_TERRORIST && allTerroristsWearingSameUniform && numberOfTerrorists >= AchievementConsts::SameUniform_MinPlayers)
|
||
|
{
|
||
|
pPlayer->AwardAchievement(CSSameUniform);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// [menglish] reset per-round achievement variables for each player
|
||
|
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
|
||
|
if( pPlayer )
|
||
|
{
|
||
|
pPlayer->ResetRoundBasedAchievementVariables();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// [pfreese] Reset all round or match stats, depending on type of restart
|
||
|
if ( m_bCompleteReset )
|
||
|
{
|
||
|
CCS_GameStats.ResetAllStats();
|
||
|
CCS_GameStats.ResetPlayerClassMatchStats();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CCS_GameStats.ResetRoundStats();
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
// Respawn entities (glass, doors, etc..)
|
||
|
CleanUpMap();
|
||
|
|
||
|
// now run a tkpunish check, after the map has been cleaned up
|
||
|
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_CT && pPlayer->PlayerClass() >= FIRST_CT_CLASS && pPlayer->PlayerClass() <= LAST_CT_CLASS )
|
||
|
{
|
||
|
pPlayer->CheckTKPunishment();
|
||
|
}
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_TERRORIST && pPlayer->PlayerClass() >= FIRST_T_CLASS && pPlayer->PlayerClass() <= LAST_T_CLASS )
|
||
|
{
|
||
|
pPlayer->CheckTKPunishment();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Give C4 to the terrorists
|
||
|
if (m_bMapHasBombTarget == true )
|
||
|
GiveC4();
|
||
|
|
||
|
// Reset game variables
|
||
|
m_flIntermissionEndTime = 0;
|
||
|
m_flRestartRoundTime = 0.0;
|
||
|
m_iAccountTerrorist = m_iAccountCT = 0;
|
||
|
m_iHostagesRescued = 0;
|
||
|
m_iHostagesTouched = 0;
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN
|
||
|
// [dwenger] Reset rescue-related achievement values
|
||
|
//=============================================================================
|
||
|
|
||
|
// [tj] reset flawless and lossless round related flags
|
||
|
m_bNoTerroristsKilled = true;
|
||
|
m_bNoCTsKilled = true;
|
||
|
m_bNoTerroristsDamaged = true;
|
||
|
m_bNoCTsDamaged = true;
|
||
|
m_pFirstKill = NULL;
|
||
|
m_pFirstBlood = NULL;
|
||
|
|
||
|
m_bCanDonateWeapons = true;
|
||
|
|
||
|
// [dwenger] Reset rescue-related achievement values
|
||
|
m_iHostagesRemaining = 0;
|
||
|
m_pLastRescuer = NULL;
|
||
|
|
||
|
m_hostageWasInjured = false;
|
||
|
m_hostageWasKilled = false;
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
m_iNumRescuers = 0;
|
||
|
m_iRoundWinStatus = WINNER_NONE;
|
||
|
m_bTargetBombed = m_bBombDefused = false;
|
||
|
m_bCompleteReset = false;
|
||
|
m_flNextHostageAnnouncement = gpGlobals->curtime;
|
||
|
|
||
|
m_iHostagesRemaining = g_Hostages.Count();
|
||
|
|
||
|
// fire global game event
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "round_start" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt("timelimit", m_iRoundTime );
|
||
|
event->SetInt("fraglimit", 0 );
|
||
|
event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
|
||
|
|
||
|
if ( m_bMapHasRescueZone )
|
||
|
{
|
||
|
event->SetString("objective","HOSTAGE RESCUE");
|
||
|
}
|
||
|
else if ( m_bMapHasEscapeZone )
|
||
|
{
|
||
|
event->SetString("objective","PRISON ESCAPE");
|
||
|
}
|
||
|
else if ( m_iMapHasVIPSafetyZone == 1 )
|
||
|
{
|
||
|
event->SetString("objective","VIP RESCUE");
|
||
|
}
|
||
|
else if ( m_bMapHasBombTarget || m_bMapHasBombZone )
|
||
|
{
|
||
|
event->SetString("objective","BOMB TARGET");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
event->SetString("objective","DEATHMATCH");
|
||
|
}
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
UploadGameStats();
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [pfreese] I commented out this call to CreateWeaponManager, as the
|
||
|
// CGameWeaponManager object doesn't appear to be actually used by the CSS
|
||
|
// code, and in any case, the weapon manager does not support wildcards in
|
||
|
// entity names (as seemingly indicated) below. When the manager fails to
|
||
|
// create its factory, it removes itself in any case.
|
||
|
//=============================================================================
|
||
|
|
||
|
// CreateWeaponManager( "weapon_*", gpGlobals->maxClients * 2 );
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::GiveC4()
|
||
|
{
|
||
|
enum {
|
||
|
ALL_TERRORISTS = 0,
|
||
|
HUMAN_TERRORISTS,
|
||
|
};
|
||
|
int iTerrorists[2][ABSOLUTE_PLAYER_LIMIT];
|
||
|
int numAliveTs[2] = { 0, 0 };
|
||
|
int lastBombGuyIndex[2] = { -1, -1 };
|
||
|
|
||
|
//Create an array of the indeces of bomb carrier candidates
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) );
|
||
|
|
||
|
if( pPlayer && pPlayer->IsAlive() && pPlayer->GetTeamNumber() == TEAM_TERRORIST && numAliveTs[ALL_TERRORISTS] < ABSOLUTE_PLAYER_LIMIT )
|
||
|
{
|
||
|
if ( pPlayer == m_pLastBombGuy )
|
||
|
{
|
||
|
lastBombGuyIndex[ALL_TERRORISTS] = numAliveTs[ALL_TERRORISTS];
|
||
|
lastBombGuyIndex[HUMAN_TERRORISTS] = numAliveTs[HUMAN_TERRORISTS];
|
||
|
}
|
||
|
|
||
|
iTerrorists[ALL_TERRORISTS][numAliveTs[ALL_TERRORISTS]] = i;
|
||
|
numAliveTs[ALL_TERRORISTS]++;
|
||
|
if ( !pPlayer->IsBot() )
|
||
|
{
|
||
|
iTerrorists[HUMAN_TERRORISTS][numAliveTs[HUMAN_TERRORISTS]] = i;
|
||
|
numAliveTs[HUMAN_TERRORISTS]++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int which = cv_bot_defer_to_human.GetBool();
|
||
|
if ( numAliveTs[HUMAN_TERRORISTS] == 0 )
|
||
|
{
|
||
|
which = ALL_TERRORISTS;
|
||
|
}
|
||
|
|
||
|
//pick one of the candidates randomly
|
||
|
if( numAliveTs[which] > 0 )
|
||
|
{
|
||
|
int index = random->RandomInt(0,numAliveTs[which]-1);
|
||
|
if ( lastBombGuyIndex[which] >= 0 )
|
||
|
{
|
||
|
// give the C4 sequentially
|
||
|
index = (lastBombGuyIndex[which] + 1) % numAliveTs[which];
|
||
|
}
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iTerrorists[which][index] ) );
|
||
|
|
||
|
Assert( pPlayer && pPlayer->GetTeamNumber() == TEAM_TERRORIST && pPlayer->IsAlive() );
|
||
|
|
||
|
pPlayer->GiveNamedItem( WEAPON_C4_CLASSNAME );
|
||
|
m_pLastBombGuy = pPlayer;
|
||
|
|
||
|
//pPlayer->SetBombIcon();
|
||
|
//pPlayer->pev->body = 1;
|
||
|
|
||
|
pPlayer->m_iDisplayHistoryBits |= DHF_BOMB_RETRIEVED;
|
||
|
pPlayer->HintMessage( "#Hint_you_have_the_bomb", false, true );
|
||
|
|
||
|
// Log this information
|
||
|
//UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Spawned_With_The_Bomb\"\n",
|
||
|
// STRING( pPlayer->GetPlayerName() ),
|
||
|
// GETPLAYERUSERID( pPlayer->edict() ),
|
||
|
// GETPLAYERAUTHID( pPlayer->edict() ) );
|
||
|
}
|
||
|
|
||
|
m_bBombDropped = false;
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::Think()
|
||
|
{
|
||
|
CGameRules::Think();
|
||
|
|
||
|
for ( int i = 0; i < GetNumberOfTeams(); i++ )
|
||
|
{
|
||
|
GetGlobalTeam( i )->Think();
|
||
|
}
|
||
|
|
||
|
///// Check game rules /////
|
||
|
if ( CheckGameOver() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// have we hit the max rounds?
|
||
|
if ( CheckMaxRounds() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// did somebaody hit the fraglimit ?
|
||
|
if ( CheckFragLimit() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( CheckWinLimit() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Check for the end of the round.
|
||
|
if ( IsFreezePeriod() )
|
||
|
{
|
||
|
CheckFreezePeriodExpired();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CheckRoundTimeExpired();
|
||
|
}
|
||
|
|
||
|
CheckLevelInitialized();
|
||
|
|
||
|
if ( m_flRestartRoundTime > 0.0f && m_flRestartRoundTime <= gpGlobals->curtime )
|
||
|
{
|
||
|
bool botSpeaking = false;
|
||
|
for ( int i=1; i <= gpGlobals->maxClients; ++i )
|
||
|
{
|
||
|
CBasePlayer *player = UTIL_PlayerByIndex( i );
|
||
|
if (player == NULL)
|
||
|
continue;
|
||
|
|
||
|
if (!player->IsBot())
|
||
|
continue;
|
||
|
|
||
|
CCSBot *bot = dynamic_cast< CCSBot * >(player);
|
||
|
if ( !bot )
|
||
|
continue;
|
||
|
|
||
|
if ( bot->IsUsingVoice() )
|
||
|
{
|
||
|
if ( gpGlobals->curtime > m_flRestartRoundTime + 10.0f )
|
||
|
{
|
||
|
Msg( "Ignoring speaking bot %s at round end\n", bot->GetPlayerName() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
botSpeaking = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !botSpeaking )
|
||
|
{
|
||
|
RestartRound();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( gpGlobals->curtime > m_tmNextPeriodicThink )
|
||
|
{
|
||
|
CheckRestartRound();
|
||
|
m_tmNextPeriodicThink = gpGlobals->curtime + 1.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// The bots do their processing after physics simulation etc so their visibility checks don't recompute
|
||
|
// bone positions multiple times a frame.
|
||
|
void CCSGameRules::EndGameFrame( void )
|
||
|
{
|
||
|
TheBots->StartFrame();
|
||
|
|
||
|
BaseClass::EndGameFrame();
|
||
|
}
|
||
|
|
||
|
bool CCSGameRules::CheckGameOver()
|
||
|
{
|
||
|
if ( g_fGameOver ) // someone else quit the game already
|
||
|
{
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [Forrest] Calling ChangeLevel multiple times was causing IncrementMapCycleIndex
|
||
|
// to skip over maps in the list. Avoid this using a technique from CTeamplayRoundBasedRules::Think.
|
||
|
//=============================================================================
|
||
|
// check to see if we should change levels now
|
||
|
if ( m_flIntermissionEndTime && ( m_flIntermissionEndTime < gpGlobals->curtime ) )
|
||
|
{
|
||
|
ChangeLevel(); // intermission is over
|
||
|
|
||
|
// Don't run this code again
|
||
|
m_flIntermissionEndTime = 0.f;
|
||
|
}
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CCSGameRules::CheckFragLimit()
|
||
|
{
|
||
|
if ( fraglimit.GetInt() <= 0 )
|
||
|
return false;
|
||
|
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
||
|
|
||
|
if ( pPlayer && pPlayer->FragCount() >= fraglimit.GetInt() )
|
||
|
{
|
||
|
const char *teamName = "UNKNOWN";
|
||
|
if ( pPlayer->GetTeam() )
|
||
|
{
|
||
|
teamName = pPlayer->GetTeam()->GetName();
|
||
|
}
|
||
|
UTIL_LogPrintf("\"%s<%i><%s><%s>\" triggered \"Intermission_Kill_Limit\"\n",
|
||
|
pPlayer->GetPlayerName(),
|
||
|
pPlayer->GetUserID(),
|
||
|
pPlayer->GetNetworkIDString(),
|
||
|
teamName
|
||
|
);
|
||
|
GoToIntermission();
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CCSGameRules::CheckMaxRounds()
|
||
|
{
|
||
|
if ( mp_maxrounds.GetInt() != 0 )
|
||
|
{
|
||
|
if ( m_iTotalRoundsPlayed >= mp_maxrounds.GetInt() )
|
||
|
{
|
||
|
UTIL_LogPrintf("World triggered \"Intermission_Round_Limit\"\n");
|
||
|
GoToIntermission();
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::CheckWinLimit()
|
||
|
{
|
||
|
// has one team won the specified number of rounds?
|
||
|
if ( mp_winlimit.GetInt() != 0 )
|
||
|
{
|
||
|
if ( m_iNumCTWins >= mp_winlimit.GetInt() )
|
||
|
{
|
||
|
UTIL_LogPrintf("Team \"CT\" triggered \"Intermission_Win_Limit\"\n");
|
||
|
GoToIntermission();
|
||
|
return true;
|
||
|
}
|
||
|
if ( m_iNumTerroristWins >= mp_winlimit.GetInt() )
|
||
|
{
|
||
|
UTIL_LogPrintf("Team \"TERRORIST\" triggered \"Intermission_Win_Limit\"\n");
|
||
|
GoToIntermission();
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::CheckFreezePeriodExpired()
|
||
|
{
|
||
|
float startTime = m_fRoundStartTime;
|
||
|
if ( !IsFinite( startTime ) )
|
||
|
{
|
||
|
Warning( "Infinite round start time!\n" );
|
||
|
m_fRoundStartTime.GetForModify() = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
if ( IsFinite( startTime ) && gpGlobals->curtime < startTime )
|
||
|
{
|
||
|
return; // not time yet to start round
|
||
|
}
|
||
|
|
||
|
// Log this information
|
||
|
UTIL_LogPrintf("World triggered \"Round_Start\"\n");
|
||
|
|
||
|
char CT_sentence[40];
|
||
|
char T_sentence[40];
|
||
|
|
||
|
switch ( random->RandomInt( 0, 3 ) )
|
||
|
{
|
||
|
case 0:
|
||
|
Q_strncpy(CT_sentence,"radio.moveout", sizeof( CT_sentence ) );
|
||
|
Q_strncpy(T_sentence ,"radio.moveout", sizeof( T_sentence ) );
|
||
|
break;
|
||
|
|
||
|
case 1:
|
||
|
Q_strncpy(CT_sentence, "radio.letsgo", sizeof( CT_sentence ) );
|
||
|
Q_strncpy(T_sentence , "radio.letsgo", sizeof( T_sentence ) );
|
||
|
break;
|
||
|
|
||
|
case 2:
|
||
|
Q_strncpy(CT_sentence , "radio.locknload", sizeof( CT_sentence ) );
|
||
|
Q_strncpy(T_sentence , "radio.locknload", sizeof( T_sentence ) );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Q_strncpy(CT_sentence , "radio.go", sizeof( CT_sentence ) );
|
||
|
Q_strncpy(T_sentence , "radio.go", sizeof( T_sentence ) );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// More specific radio commands for the new scenarios : Prison & Assasination
|
||
|
if (m_bMapHasEscapeZone == TRUE)
|
||
|
{
|
||
|
Q_strncpy(CT_sentence , "radio.elim", sizeof( CT_sentence ) );
|
||
|
Q_strncpy(T_sentence , "radio.getout", sizeof( T_sentence ) );
|
||
|
}
|
||
|
else if (m_iMapHasVIPSafetyZone == 1)
|
||
|
{
|
||
|
Q_strncpy(CT_sentence , "radio.vip", sizeof( CT_sentence ) );
|
||
|
Q_strncpy(T_sentence , "radio.locknload", sizeof( T_sentence ) );
|
||
|
}
|
||
|
|
||
|
// Freeze period expired: kill the flag
|
||
|
m_bFreezePeriod = false;
|
||
|
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "round_freeze_end" );
|
||
|
if ( event )
|
||
|
{
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
// Update the timers for all clients and play a sound
|
||
|
bool bCTPlayed = false;
|
||
|
bool bTPlayed = false;
|
||
|
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = CCSPlayer::Instance( i );
|
||
|
if ( pPlayer && !FNullEnt( pPlayer->edict() ) )
|
||
|
{
|
||
|
if ( pPlayer->State_Get() == STATE_ACTIVE )
|
||
|
{
|
||
|
if ( (pPlayer->GetTeamNumber() == TEAM_CT) && !bCTPlayed )
|
||
|
{
|
||
|
pPlayer->Radio( CT_sentence );
|
||
|
bCTPlayed = true;
|
||
|
}
|
||
|
else if ( (pPlayer->GetTeamNumber() == TEAM_TERRORIST) && !bTPlayed )
|
||
|
{
|
||
|
pPlayer->Radio( T_sentence );
|
||
|
bTPlayed = true;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
//pPlayer->SyncRoundTimer();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::CheckRoundTimeExpired()
|
||
|
{
|
||
|
if ( mp_ignore_round_win_conditions.GetBool() )
|
||
|
return;
|
||
|
|
||
|
if ( GetRoundRemainingTime() > 0 || m_iRoundWinStatus != WINNER_NONE )
|
||
|
return; //We haven't completed other objectives, so go for this!.
|
||
|
|
||
|
if( !m_bFirstConnected )
|
||
|
return;
|
||
|
|
||
|
// New code to get rid of round draws!!
|
||
|
|
||
|
if ( m_bMapHasBombTarget )
|
||
|
{
|
||
|
//If the bomb is planted, don't let the round timer end the round.
|
||
|
//keep going until the bomb explodes or is defused
|
||
|
if( !m_bBombPlanted )
|
||
|
{
|
||
|
m_iAccountCT += 3250;
|
||
|
|
||
|
m_iNumCTWins++;
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), Target_Saved );
|
||
|
UpdateTeamScores();
|
||
|
MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(TEAM_TERRORIST);
|
||
|
}
|
||
|
}
|
||
|
else if ( m_bMapHasRescueZone )
|
||
|
{
|
||
|
m_iAccountTerrorist += 3250;
|
||
|
|
||
|
m_iNumTerroristWins++;
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), Hostages_Not_Rescued );
|
||
|
UpdateTeamScores();
|
||
|
MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(TEAM_CT);
|
||
|
}
|
||
|
else if ( m_bMapHasEscapeZone )
|
||
|
{
|
||
|
m_iNumCTWins++;
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), Terrorists_Not_Escaped );
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
else if ( m_iMapHasVIPSafetyZone == 1 )
|
||
|
{
|
||
|
m_iAccountTerrorist += 3250;
|
||
|
m_iNumTerroristWins++;
|
||
|
|
||
|
TerminateRound( mp_round_restart_delay.GetFloat(), VIP_Not_Escaped );
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
|
||
|
#if defined( REPLAY_ENABLED )
|
||
|
if ( g_pReplay )
|
||
|
{
|
||
|
// Write replay and stop recording if appropriate
|
||
|
g_pReplay->SV_EndRecordingSession();
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::GoToIntermission( void )
|
||
|
{
|
||
|
Msg( "Going to intermission...\n" );
|
||
|
|
||
|
IGameEvent *winEvent = gameeventmanager->CreateEvent( "cs_win_panel_match" );
|
||
|
|
||
|
if( winEvent )
|
||
|
{
|
||
|
for ( int teamIndex = TEAM_TERRORIST; teamIndex <= TEAM_CT; teamIndex++ )
|
||
|
{
|
||
|
CTeam *team = GetGlobalTeam( teamIndex );
|
||
|
if ( team )
|
||
|
{
|
||
|
float kills = CCS_GameStats.GetTeamStats(teamIndex)[CSSTAT_KILLS];
|
||
|
float deaths = CCS_GameStats.GetTeamStats(teamIndex)[CSSTAT_DEATHS];
|
||
|
// choose dialog variables to set depending on team
|
||
|
switch ( teamIndex )
|
||
|
{
|
||
|
case TEAM_TERRORIST:
|
||
|
winEvent->SetInt( "t_score", team->GetScore() );
|
||
|
if(deaths == 0)
|
||
|
{
|
||
|
winEvent->SetFloat( "t_kd", kills );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
winEvent->SetFloat( "t_kd", kills / deaths );
|
||
|
}
|
||
|
winEvent->SetInt( "t_objectives_done", CCS_GameStats.GetTeamStats(teamIndex)[CSSTAT_OBJECTIVES_COMPLETED] );
|
||
|
winEvent->SetInt( "t_money_earned", CCS_GameStats.GetTeamStats(teamIndex)[CSSTAT_MONEY_EARNED] );
|
||
|
break;
|
||
|
case TEAM_CT:
|
||
|
winEvent->SetInt( "ct_score", team->GetScore() );
|
||
|
if(deaths == 0)
|
||
|
{
|
||
|
winEvent->SetFloat( "ct_kd", kills );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
winEvent->SetFloat( "ct_kd", kills / deaths );
|
||
|
}
|
||
|
winEvent->SetInt( "ct_objectives_done", CCS_GameStats.GetTeamStats(teamIndex)[CSSTAT_OBJECTIVES_COMPLETED] );
|
||
|
winEvent->SetInt( "ct_money_earned", CCS_GameStats.GetTeamStats(teamIndex)[CSSTAT_MONEY_EARNED] );
|
||
|
break;
|
||
|
default:
|
||
|
Assert( false );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gameeventmanager->FireEvent( winEvent );
|
||
|
}
|
||
|
|
||
|
BaseClass::GoToIntermission();
|
||
|
|
||
|
// set all players to FL_FROZEN
|
||
|
for ( int i = 1; i <= MAX_PLAYERS; i++ )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
||
|
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->AddFlag( FL_FROZEN );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// freeze players while in intermission
|
||
|
m_bFreezePeriod = true;
|
||
|
}
|
||
|
|
||
|
int PlayerScoreInfoSort( const playerscore_t *p1, const playerscore_t *p2 )
|
||
|
{
|
||
|
// check frags
|
||
|
if ( p1->iScore > p2->iScore )
|
||
|
return -1;
|
||
|
if ( p2->iScore > p1->iScore )
|
||
|
return 1;
|
||
|
|
||
|
// check index
|
||
|
if ( p1->iPlayerIndex < p2->iPlayerIndex )
|
||
|
return -1;
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
#if defined (_DEBUG)
|
||
|
void TestRoundWinpanel( void )
|
||
|
{
|
||
|
IGameEvent *event = gameeventmanager->CreateEvent( "round_end" );
|
||
|
event->SetInt( "winner", TEAM_TERRORIST );
|
||
|
|
||
|
if ( event )
|
||
|
{
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
|
||
|
IGameEvent *event2 = gameeventmanager->CreateEvent( "player_death" );
|
||
|
if ( event2 )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex(1) );
|
||
|
|
||
|
// pCappingPlayers is a null terminated list of player indeces
|
||
|
event2->SetInt("userid", pPlayer->GetUserID() );
|
||
|
event2->SetInt("attacker", pPlayer->GetUserID() );
|
||
|
event2->SetString("weapon", "Bare Hands" );
|
||
|
event2->SetInt("headshot", 1 );
|
||
|
event2->SetInt( "revenge", 1 );
|
||
|
|
||
|
gameeventmanager->FireEvent( event2 );
|
||
|
}
|
||
|
|
||
|
IGameEvent *winEvent = gameeventmanager->CreateEvent( "cs_win_panel_round" );
|
||
|
|
||
|
if ( winEvent )
|
||
|
{
|
||
|
if ( 1 )
|
||
|
{
|
||
|
if ( 0 /*team == m_iTimerWinTeam */)
|
||
|
{
|
||
|
// timer expired, defenders win
|
||
|
// show total time that was defended
|
||
|
winEvent->SetBool( "show_timer_defend", true );
|
||
|
winEvent->SetInt( "timer_time", 0 /*m_pRoundTimer->GetTimerMaxLength() */);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// attackers win
|
||
|
// show time it took for them to win
|
||
|
winEvent->SetBool( "show_timer_attack", true );
|
||
|
|
||
|
int iTimeElapsed = 90; //m_pRoundTimer->GetTimerMaxLength() - (int)m_pRoundTimer->GetTimeRemaining();
|
||
|
winEvent->SetInt( "timer_time", iTimeElapsed );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
winEvent->SetBool( "show_timer_attack", false );
|
||
|
winEvent->SetBool( "show_timer_defend", false );
|
||
|
}
|
||
|
|
||
|
int iLastEvent = Terrorists_Win;
|
||
|
|
||
|
winEvent->SetInt( "final_event", iLastEvent );
|
||
|
|
||
|
// Set the fun fact data in the event
|
||
|
winEvent->SetString( "funfact_token", "#funfact_first_blood" );
|
||
|
winEvent->SetInt( "funfact_player", 1 );
|
||
|
winEvent->SetInt( "funfact_data1", 20 );
|
||
|
winEvent->SetInt( "funfact_data2", 31 );
|
||
|
winEvent->SetInt( "funfact_data3", 45 );
|
||
|
|
||
|
gameeventmanager->FireEvent( winEvent );
|
||
|
}
|
||
|
}
|
||
|
ConCommand test_round_winpanel( "test_round_winpanel", TestRoundWinpanel, "", FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT );
|
||
|
|
||
|
void TestMatchWinpanel( void )
|
||
|
{
|
||
|
IGameEvent *event = gameeventmanager->CreateEvent( "round_end" );
|
||
|
event->SetInt( "winner", TEAM_TERRORIST );
|
||
|
|
||
|
if ( event )
|
||
|
{
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
IGameEvent *winEvent = gameeventmanager->CreateEvent( "cs_win_panel_match" );
|
||
|
|
||
|
if ( winEvent )
|
||
|
{
|
||
|
winEvent->SetInt( "t_score", 4 );
|
||
|
winEvent->SetInt( "ct_score", 1 );
|
||
|
|
||
|
winEvent->SetFloat( "t_kd", 1.8f );
|
||
|
winEvent->SetFloat( "ct_kd", 0.4f );
|
||
|
|
||
|
winEvent->SetInt( "t_objectives_done", 5 );
|
||
|
winEvent->SetInt( "ct_objectives_done", 2 );
|
||
|
|
||
|
winEvent->SetInt( "t_money_earned", 30000 );
|
||
|
winEvent->SetInt( "ct_money_earned", 19999 );
|
||
|
|
||
|
gameeventmanager->FireEvent( winEvent );
|
||
|
}
|
||
|
}
|
||
|
ConCommand test_match_winpanel( "test_match_winpanel", TestMatchWinpanel, "", FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT );
|
||
|
|
||
|
void TestFreezePanel( void )
|
||
|
{
|
||
|
IGameEvent *event = gameeventmanager->CreateEvent( "freezecam_started" );
|
||
|
if ( event )
|
||
|
{
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
IGameEvent *winEvent = gameeventmanager->CreateEvent( "show_freezepanel" );
|
||
|
|
||
|
if ( winEvent )
|
||
|
{
|
||
|
winEvent->SetInt( "killer", 1 );
|
||
|
gameeventmanager->FireEvent( winEvent );
|
||
|
}
|
||
|
}
|
||
|
ConCommand test_freezepanel( "test_freezepanel", TestFreezePanel, "", FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT );
|
||
|
#endif // _DEBUG
|
||
|
|
||
|
static void PrintToConsole( CBasePlayer *player, const char *text )
|
||
|
{
|
||
|
if ( player )
|
||
|
{
|
||
|
ClientPrint( player, HUD_PRINTCONSOLE, text );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg( "%s", text );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::DumpTimers( void ) const
|
||
|
{
|
||
|
extern ConVar bot_join_delay;
|
||
|
CBasePlayer *player = UTIL_GetCommandClient();
|
||
|
CFmtStr str;
|
||
|
|
||
|
PrintToConsole( player, str.sprintf( "Timers and related info at %f:\n", gpGlobals->curtime ) );
|
||
|
PrintToConsole( player, str.sprintf( "m_bCompleteReset: %d\n", m_bCompleteReset ) );
|
||
|
PrintToConsole( player, str.sprintf( "m_iTotalRoundsPlayed: %d\n", m_iTotalRoundsPlayed ) );
|
||
|
PrintToConsole( player, str.sprintf( "m_iRoundTime: %d\n", m_iRoundTime.Get() ) );
|
||
|
PrintToConsole( player, str.sprintf( "m_iRoundWinStatus: %d\n", m_iRoundWinStatus ) );
|
||
|
|
||
|
PrintToConsole( player, str.sprintf( "first connected: %d\n", m_bFirstConnected ) );
|
||
|
PrintToConsole( player, str.sprintf( "intermission end time: %f\n", m_flIntermissionEndTime ) );
|
||
|
PrintToConsole( player, str.sprintf( "freeze period: %d\n", m_bFreezePeriod.Get() ) );
|
||
|
PrintToConsole( player, str.sprintf( "round restart time: %f\n", m_flRestartRoundTime ) );
|
||
|
PrintToConsole( player, str.sprintf( "game start time: %f\n", m_flGameStartTime.Get() ) );
|
||
|
PrintToConsole( player, str.sprintf( "m_fRoundStartTime: %f\n", m_fRoundStartTime.Get() ) );
|
||
|
PrintToConsole( player, str.sprintf( "freeze time: %d\n", m_iFreezeTime ) );
|
||
|
PrintToConsole( player, str.sprintf( "next think: %f\n", m_tmNextPeriodicThink ) );
|
||
|
|
||
|
PrintToConsole( player, str.sprintf( "fraglimit: %d\n", fraglimit.GetInt() ) );
|
||
|
PrintToConsole( player, str.sprintf( "mp_maxrounds: %d\n", mp_maxrounds.GetInt() ) );
|
||
|
PrintToConsole( player, str.sprintf( "mp_winlimit: %d\n", mp_winlimit.GetInt() ) );
|
||
|
PrintToConsole( player, str.sprintf( "bot_quota: %d\n", cv_bot_quota.GetInt() ) );
|
||
|
PrintToConsole( player, str.sprintf( "bot_quota_mode: %s\n", cv_bot_quota_mode.GetString() ) );
|
||
|
PrintToConsole( player, str.sprintf( "bot_join_after_player: %d\n", cv_bot_join_after_player.GetInt() ) );
|
||
|
PrintToConsole( player, str.sprintf( "bot_join_delay: %d\n", bot_join_delay.GetInt() ) );
|
||
|
PrintToConsole( player, str.sprintf( "nextlevel: %s\n", nextlevel.GetString() ) );
|
||
|
|
||
|
int humansInGame = UTIL_HumansInGame( true );
|
||
|
int botsInGame = UTIL_BotsInGame();
|
||
|
PrintToConsole( player, str.sprintf( "%d humans and %d bots in game\n", humansInGame, botsInGame ) );
|
||
|
|
||
|
PrintToConsole( player, str.sprintf( "num CTs (spawnable): %d (%d)\n", m_iNumCT, m_iNumSpawnableCT ) );
|
||
|
PrintToConsole( player, str.sprintf( "num Ts (spawnable): %d (%d)\n", m_iNumTerrorist, m_iNumSpawnableTerrorist ) );
|
||
|
|
||
|
if ( g_fGameOver )
|
||
|
{
|
||
|
PrintToConsole( player, str.sprintf( "Game is over!\n" ) );
|
||
|
}
|
||
|
PrintToConsole( player, str.sprintf( "\n" ) );
|
||
|
}
|
||
|
|
||
|
CON_COMMAND( mp_dump_timers, "Prints round timers to the console for debugging" )
|
||
|
{
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
if ( CSGameRules() )
|
||
|
{
|
||
|
CSGameRules()->DumpTimers();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// living players on the given team need to be marked as not receiving any money
|
||
|
// next round.
|
||
|
void CCSGameRules::MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int team)
|
||
|
{
|
||
|
int playerNum;
|
||
|
for (playerNum = 1; playerNum <= gpGlobals->maxClients; ++playerNum)
|
||
|
{
|
||
|
CCSPlayer *player = (CCSPlayer *)UTIL_PlayerByIndex(playerNum);
|
||
|
if (player == NULL)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ((player->GetTeamNumber() == team) && (player->IsAlive()))
|
||
|
{
|
||
|
player->MarkAsNotReceivingMoneyNextRound();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::CheckLevelInitialized( void )
|
||
|
{
|
||
|
if ( !m_bLevelInitialized )
|
||
|
{
|
||
|
// Count the number of spawn points for each team
|
||
|
// This determines the maximum number of players allowed on each
|
||
|
|
||
|
CBaseEntity* ent = NULL;
|
||
|
|
||
|
m_iSpawnPointCount_Terrorist = 0;
|
||
|
m_iSpawnPointCount_CT = 0;
|
||
|
|
||
|
while ( ( ent = gEntList.FindEntityByClassname( ent, "info_player_terrorist" ) ) != NULL )
|
||
|
{
|
||
|
if ( IsSpawnPointValid( ent, NULL ) )
|
||
|
{
|
||
|
m_iSpawnPointCount_Terrorist++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Warning("Invalid terrorist spawnpoint at (%.1f,%.1f,%.1f)\n",
|
||
|
ent->GetAbsOrigin()[0],ent->GetAbsOrigin()[2],ent->GetAbsOrigin()[2] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
while ( ( ent = gEntList.FindEntityByClassname( ent, "info_player_counterterrorist" ) ) != NULL )
|
||
|
{
|
||
|
if ( IsSpawnPointValid( ent, NULL ) )
|
||
|
{
|
||
|
m_iSpawnPointCount_CT++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Warning("Invalid counterterrorist spawnpoint at (%.1f,%.1f,%.1f)\n",
|
||
|
ent->GetAbsOrigin()[0],ent->GetAbsOrigin()[2],ent->GetAbsOrigin()[2] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Is this a logo map?
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "info_player_logo" ) )
|
||
|
m_bLogoMap = true;
|
||
|
|
||
|
m_bLevelInitialized = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::ShowSpawnPoints( void )
|
||
|
{
|
||
|
CBaseEntity* ent = NULL;
|
||
|
|
||
|
while ( ( ent = gEntList.FindEntityByClassname( ent, "info_player_terrorist" ) ) != NULL )
|
||
|
{
|
||
|
if ( IsSpawnPointValid( ent, NULL ) )
|
||
|
{
|
||
|
NDebugOverlay::Box( ent->GetAbsOrigin(), VEC_HULL_MIN, VEC_HULL_MAX, 0, 255, 0, 200, 600 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NDebugOverlay::Box( ent->GetAbsOrigin(), VEC_HULL_MIN, VEC_HULL_MAX, 255, 0, 0, 200, 600);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
while ( ( ent = gEntList.FindEntityByClassname( ent, "info_player_counterterrorist" ) ) != NULL )
|
||
|
{
|
||
|
if ( IsSpawnPointValid( ent, NULL ) )
|
||
|
{
|
||
|
NDebugOverlay::Box( ent->GetAbsOrigin(), VEC_HULL_MIN, VEC_HULL_MAX, 0, 255, 0, 200, 600 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NDebugOverlay::Box( ent->GetAbsOrigin(), VEC_HULL_MIN, VEC_HULL_MAX, 255, 0, 0, 200, 600 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::CheckRestartRound( void )
|
||
|
{
|
||
|
// Restart the game if specified by the server
|
||
|
int iRestartDelay = mp_restartgame.GetInt();
|
||
|
|
||
|
if ( iRestartDelay > 0 )
|
||
|
{
|
||
|
if ( iRestartDelay > 60 )
|
||
|
iRestartDelay = 60;
|
||
|
|
||
|
// log the restart
|
||
|
UTIL_LogPrintf( "World triggered \"Restart_Round_(%i_%s)\"\n", iRestartDelay, iRestartDelay == 1 ? "second" : "seconds" );
|
||
|
|
||
|
UTIL_LogPrintf( "Team \"CT\" scored \"%i\" with \"%i\" players\n", m_iNumCTWins, m_iNumCT );
|
||
|
UTIL_LogPrintf( "Team \"TERRORIST\" scored \"%i\" with \"%i\" players\n", m_iNumTerroristWins, m_iNumTerrorist );
|
||
|
|
||
|
// let the players know
|
||
|
char strRestartDelay[64];
|
||
|
Q_snprintf( strRestartDelay, sizeof( strRestartDelay ), "%d", iRestartDelay );
|
||
|
UTIL_ClientPrintAll( HUD_PRINTCENTER, "#Game_will_restart_in", strRestartDelay, iRestartDelay == 1 ? "SECOND" : "SECONDS" );
|
||
|
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#Game_will_restart_in", strRestartDelay, iRestartDelay == 1 ? "SECOND" : "SECONDS" );
|
||
|
|
||
|
m_flRestartRoundTime = gpGlobals->curtime + iRestartDelay;
|
||
|
m_bCompleteReset = true;
|
||
|
mp_restartgame.SetValue( 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
class SetHumanTeamFunctor
|
||
|
{
|
||
|
public:
|
||
|
SetHumanTeamFunctor( int targetTeam )
|
||
|
{
|
||
|
m_targetTeam = targetTeam;
|
||
|
m_sourceTeam = ( m_targetTeam == TEAM_CT ) ? TEAM_TERRORIST : TEAM_CT;
|
||
|
|
||
|
m_traitors.MakeReliable();
|
||
|
m_loyalists.MakeReliable();
|
||
|
m_loyalists.AddAllPlayers();
|
||
|
}
|
||
|
|
||
|
bool operator()( CBasePlayer *basePlayer )
|
||
|
{
|
||
|
CCSPlayer *player = ToCSPlayer( basePlayer );
|
||
|
if ( !player )
|
||
|
return true;
|
||
|
|
||
|
if ( player->IsBot() )
|
||
|
return true;
|
||
|
|
||
|
if ( player->GetTeamNumber() != m_sourceTeam )
|
||
|
return true;
|
||
|
|
||
|
if ( player->State_Get() == STATE_PICKINGCLASS )
|
||
|
return true;
|
||
|
|
||
|
if ( CSGameRules()->TeamFull( m_targetTeam ) )
|
||
|
return false;
|
||
|
|
||
|
if ( CSGameRules()->TeamStacked( m_targetTeam, m_sourceTeam ) )
|
||
|
return false;
|
||
|
|
||
|
player->SwitchTeam( m_targetTeam );
|
||
|
m_traitors.AddRecipient( player );
|
||
|
m_loyalists.RemoveRecipient( player );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void SendNotice( void )
|
||
|
{
|
||
|
if ( m_traitors.GetRecipientCount() > 0 )
|
||
|
{
|
||
|
UTIL_ClientPrintFilter( m_traitors, HUD_PRINTCENTER, "#Player_Balanced" );
|
||
|
UTIL_ClientPrintFilter( m_loyalists, HUD_PRINTCENTER, "#Teams_Balanced" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
int m_targetTeam;
|
||
|
int m_sourceTeam;
|
||
|
|
||
|
CRecipientFilter m_traitors;
|
||
|
CRecipientFilter m_loyalists;
|
||
|
};
|
||
|
|
||
|
|
||
|
void CCSGameRules::MoveHumansToHumanTeam( void )
|
||
|
{
|
||
|
int targetTeam = GetHumanTeam();
|
||
|
if ( targetTeam != TEAM_TERRORIST && targetTeam != TEAM_CT )
|
||
|
return;
|
||
|
|
||
|
SetHumanTeamFunctor setTeam( targetTeam );
|
||
|
ForEachPlayer( setTeam );
|
||
|
|
||
|
setTeam.SendNotice();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::BalanceTeams( void )
|
||
|
{
|
||
|
int iTeamToSwap = TEAM_UNASSIGNED;
|
||
|
int iNumToSwap;
|
||
|
|
||
|
if (m_iMapHasVIPSafetyZone == 1) // The ratio for teams is different for Assasination maps
|
||
|
{
|
||
|
int iDesiredNumCT, iDesiredNumTerrorist;
|
||
|
|
||
|
if ( (m_iNumCT + m_iNumTerrorist)%2 != 0) // uneven number of players
|
||
|
iDesiredNumCT = (int)((m_iNumCT + m_iNumTerrorist) * 0.55) + 1;
|
||
|
else
|
||
|
iDesiredNumCT = (int)((m_iNumCT + m_iNumTerrorist)/2);
|
||
|
iDesiredNumTerrorist = (m_iNumCT + m_iNumTerrorist) - iDesiredNumCT;
|
||
|
|
||
|
if ( m_iNumCT < iDesiredNumCT )
|
||
|
{
|
||
|
iTeamToSwap = TEAM_TERRORIST;
|
||
|
iNumToSwap = iDesiredNumCT - m_iNumCT;
|
||
|
}
|
||
|
else if ( m_iNumTerrorist < iDesiredNumTerrorist )
|
||
|
{
|
||
|
iTeamToSwap = TEAM_CT;
|
||
|
iNumToSwap = iDesiredNumTerrorist - m_iNumTerrorist;
|
||
|
}
|
||
|
else
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (m_iNumCT > m_iNumTerrorist)
|
||
|
{
|
||
|
iTeamToSwap = TEAM_CT;
|
||
|
iNumToSwap = (m_iNumCT - m_iNumTerrorist)/2;
|
||
|
|
||
|
}
|
||
|
else if (m_iNumTerrorist > m_iNumCT)
|
||
|
{
|
||
|
iTeamToSwap = TEAM_TERRORIST;
|
||
|
iNumToSwap = (m_iNumTerrorist - m_iNumCT)/2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return; // Teams are even.. Get out of here.
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (iNumToSwap > 3) // Don't swap more than 3 players at a time.. This is a naive method of avoiding infinite loops.
|
||
|
iNumToSwap = 3;
|
||
|
|
||
|
int iTragetTeam = TEAM_UNASSIGNED;
|
||
|
|
||
|
if ( iTeamToSwap == TEAM_CT )
|
||
|
{
|
||
|
iTragetTeam = TEAM_TERRORIST;
|
||
|
}
|
||
|
else if ( iTeamToSwap == TEAM_TERRORIST )
|
||
|
{
|
||
|
iTragetTeam = TEAM_CT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// no valid team to swap
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CRecipientFilter traitors;
|
||
|
CRecipientFilter loyalists;
|
||
|
|
||
|
traitors.MakeReliable();
|
||
|
loyalists.MakeReliable();
|
||
|
loyalists.AddAllPlayers();
|
||
|
|
||
|
for (int i = 0; i < iNumToSwap; i++)
|
||
|
{
|
||
|
// last person to join the server
|
||
|
int iHighestUserID = -1;
|
||
|
CCSPlayer *pPlayerToSwap = NULL;
|
||
|
|
||
|
// check if target team is full, exit if so
|
||
|
if ( TeamFull(iTragetTeam) )
|
||
|
break;
|
||
|
|
||
|
// search for player with highest UserID = most recently joined to switch over
|
||
|
for ( int j = 1; j <= gpGlobals->maxClients; j++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = (CCSPlayer *)UTIL_PlayerByIndex( j );
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
CCSBot *bot = dynamic_cast< CCSBot * >(pPlayer);
|
||
|
if ( bot )
|
||
|
continue; // don't swap bots - the bot system will handle that
|
||
|
|
||
|
if ( pPlayer &&
|
||
|
( m_pVIP != pPlayer ) &&
|
||
|
( pPlayer->GetTeamNumber() == iTeamToSwap ) &&
|
||
|
( engine->GetPlayerUserId( pPlayer->edict() ) > iHighestUserID ) &&
|
||
|
( pPlayer->State_Get() != STATE_PICKINGCLASS ) )
|
||
|
{
|
||
|
iHighestUserID = engine->GetPlayerUserId( pPlayer->edict() );
|
||
|
pPlayerToSwap = pPlayer;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pPlayerToSwap != NULL )
|
||
|
{
|
||
|
traitors.AddRecipient( pPlayerToSwap );
|
||
|
loyalists.RemoveRecipient( pPlayerToSwap );
|
||
|
pPlayerToSwap->SwitchTeam( iTragetTeam );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( traitors.GetRecipientCount() > 0 )
|
||
|
{
|
||
|
UTIL_ClientPrintFilter( traitors, HUD_PRINTCENTER, "#Player_Balanced" );
|
||
|
UTIL_ClientPrintFilter( loyalists, HUD_PRINTCENTER, "#Teams_Balanced" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::TeamFull( int team_id )
|
||
|
{
|
||
|
CheckLevelInitialized();
|
||
|
|
||
|
switch ( team_id )
|
||
|
{
|
||
|
case TEAM_TERRORIST:
|
||
|
return m_iNumTerrorist >= m_iSpawnPointCount_Terrorist;
|
||
|
|
||
|
case TEAM_CT:
|
||
|
return m_iNumCT >= m_iSpawnPointCount_CT;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int CCSGameRules::GetHumanTeam()
|
||
|
{
|
||
|
if ( FStrEq( "CT", mp_humanteam.GetString() ) )
|
||
|
{
|
||
|
return TEAM_CT;
|
||
|
}
|
||
|
else if ( FStrEq( "T", mp_humanteam.GetString() ) )
|
||
|
{
|
||
|
return TEAM_TERRORIST;
|
||
|
}
|
||
|
|
||
|
return TEAM_UNASSIGNED;
|
||
|
}
|
||
|
|
||
|
int CCSGameRules::SelectDefaultTeam( bool ignoreBots /*= false*/ )
|
||
|
{
|
||
|
if ( ignoreBots && ( FStrEq( cv_bot_join_team.GetString(), "T" ) || FStrEq( cv_bot_join_team.GetString(), "CT" ) ) )
|
||
|
{
|
||
|
ignoreBots = false; // don't ignore bots when they can't switch teams
|
||
|
}
|
||
|
|
||
|
if ( ignoreBots && !mp_autoteambalance.GetBool() )
|
||
|
{
|
||
|
ignoreBots = false; // don't ignore bots when they can't switch teams
|
||
|
}
|
||
|
|
||
|
int team = TEAM_UNASSIGNED;
|
||
|
int numTerrorists = m_iNumTerrorist;
|
||
|
int numCTs = m_iNumCT;
|
||
|
if ( ignoreBots )
|
||
|
{
|
||
|
numTerrorists = UTIL_HumansOnTeam( TEAM_TERRORIST );
|
||
|
numCTs = UTIL_HumansOnTeam( TEAM_CT );
|
||
|
}
|
||
|
|
||
|
// Choose the team that's lacking players
|
||
|
if ( numTerrorists < numCTs )
|
||
|
{
|
||
|
team = TEAM_TERRORIST;
|
||
|
}
|
||
|
else if ( numTerrorists > numCTs )
|
||
|
{
|
||
|
team = TEAM_CT;
|
||
|
}
|
||
|
// Choose the team that's losing
|
||
|
else if ( m_iNumTerroristWins < m_iNumCTWins )
|
||
|
{
|
||
|
team = TEAM_TERRORIST;
|
||
|
}
|
||
|
else if ( m_iNumCTWins < m_iNumTerroristWins )
|
||
|
{
|
||
|
team = TEAM_CT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Teams and scores are equal, pick a random team
|
||
|
if ( random->RandomInt( 0, 1 ) == 0 )
|
||
|
{
|
||
|
team = TEAM_CT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
team = TEAM_TERRORIST;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( TeamFull( team ) )
|
||
|
{
|
||
|
// Pick the opposite team
|
||
|
if ( team == TEAM_TERRORIST )
|
||
|
{
|
||
|
team = TEAM_CT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
team = TEAM_TERRORIST;
|
||
|
}
|
||
|
|
||
|
// No choices left
|
||
|
if ( TeamFull( team ) )
|
||
|
return TEAM_UNASSIGNED;
|
||
|
}
|
||
|
|
||
|
return team;
|
||
|
}
|
||
|
|
||
|
//checks to see if the desired team is stacked, returns true if it is
|
||
|
bool CCSGameRules::TeamStacked( int newTeam_id, int curTeam_id )
|
||
|
{
|
||
|
//players are allowed to change to their own team
|
||
|
if(newTeam_id == curTeam_id)
|
||
|
return false;
|
||
|
|
||
|
// if mp_limitteams is 0, don't check
|
||
|
if ( mp_limitteams.GetInt() == 0 )
|
||
|
return false;
|
||
|
|
||
|
switch ( newTeam_id )
|
||
|
{
|
||
|
case TEAM_TERRORIST:
|
||
|
if(curTeam_id != TEAM_UNASSIGNED && curTeam_id != TEAM_SPECTATOR)
|
||
|
{
|
||
|
if((m_iNumTerrorist + 1) > (m_iNumCT + mp_limitteams.GetInt() - 1))
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if((m_iNumTerrorist + 1) > (m_iNumCT + mp_limitteams.GetInt()))
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
break;
|
||
|
case TEAM_CT:
|
||
|
if(curTeam_id != TEAM_UNASSIGNED && curTeam_id != TEAM_SPECTATOR)
|
||
|
{
|
||
|
if((m_iNumCT + 1) > (m_iNumTerrorist + mp_limitteams.GetInt() - 1))
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if((m_iNumCT + 1) > (m_iNumTerrorist + mp_limitteams.GetInt()))
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
bool CCSGameRules::FPlayerCanRespawn( CBasePlayer *pBasePlayer )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( pBasePlayer );
|
||
|
if ( !pPlayer )
|
||
|
Error( "FPlayerCanRespawn: pPlayer=0" );
|
||
|
|
||
|
// Player cannot respawn twice in a round
|
||
|
if ( pPlayer->m_iNumSpawns > 0 && m_bFirstConnected )
|
||
|
return false;
|
||
|
|
||
|
// If they're dead after the map has ended, and it's about to start the next round,
|
||
|
// wait for the round restart to respawn them.
|
||
|
if ( gpGlobals->curtime < m_flRestartRoundTime )
|
||
|
return false;
|
||
|
|
||
|
// Only valid team members can spawn
|
||
|
if ( pPlayer->GetTeamNumber() != TEAM_CT && pPlayer->GetTeamNumber() != TEAM_TERRORIST )
|
||
|
return false;
|
||
|
|
||
|
// Only players with a valid class can spawn
|
||
|
if ( pPlayer->GetClass() == CS_CLASS_NONE )
|
||
|
return false;
|
||
|
|
||
|
// Player cannot respawn until next round if more than 20 seconds in
|
||
|
|
||
|
// Tabulate the number of players on each team.
|
||
|
m_iNumCT = GetGlobalTeam( TEAM_CT )->GetNumPlayers();
|
||
|
m_iNumTerrorist = GetGlobalTeam( TEAM_TERRORIST )->GetNumPlayers();
|
||
|
|
||
|
if ( m_iNumTerrorist > 0 && m_iNumCT > 0 )
|
||
|
{
|
||
|
if ( gpGlobals->curtime > (m_fRoundStartTime + 20) )
|
||
|
{
|
||
|
//If this player just connected and fadetoblack is on, then maybe
|
||
|
//the server admin doesn't want him peeking around.
|
||
|
color32_s clr = {0,0,0,255};
|
||
|
if ( mp_fadetoblack.GetBool() )
|
||
|
{
|
||
|
UTIL_ScreenFade( pPlayer, clr, 3, 3, FFADE_OUT | FFADE_STAYOUT );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Player cannot respawn while in the Choose Appearance menu
|
||
|
//if ( pPlayer->m_iMenu == Menu_ChooseAppearance )
|
||
|
// return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::TerminateRound(float tmDelay, int iReason )
|
||
|
{
|
||
|
variant_t emptyVariant;
|
||
|
int iWinnerTeam = WINNER_NONE;
|
||
|
const char *text = "UNKNOWN";
|
||
|
|
||
|
// UTIL_ClientPrintAll( HUD_PRINTCENTER, sentence );
|
||
|
|
||
|
switch ( iReason )
|
||
|
{
|
||
|
// Terror wins:
|
||
|
case Target_Bombed:
|
||
|
text = "#Target_Bombed";
|
||
|
iWinnerTeam = WINNER_TER;
|
||
|
break;
|
||
|
|
||
|
case VIP_Assassinated:
|
||
|
text = "#VIP_Assassinated";
|
||
|
iWinnerTeam = WINNER_TER;
|
||
|
break;
|
||
|
|
||
|
case Terrorists_Escaped:
|
||
|
text = "#Terrorists_Escaped";
|
||
|
iWinnerTeam = WINNER_TER;
|
||
|
break;
|
||
|
|
||
|
case Terrorists_Win:
|
||
|
text = "#Terrorists_Win";
|
||
|
iWinnerTeam = WINNER_TER;
|
||
|
break;
|
||
|
|
||
|
case Hostages_Not_Rescued:
|
||
|
text = "#Hostages_Not_Rescued";
|
||
|
iWinnerTeam = WINNER_TER;
|
||
|
break;
|
||
|
|
||
|
case VIP_Not_Escaped:
|
||
|
text = "#VIP_Not_Escaped";
|
||
|
iWinnerTeam = WINNER_TER;
|
||
|
break;
|
||
|
// CT wins:
|
||
|
case VIP_Escaped:
|
||
|
text = "#VIP_Escaped";
|
||
|
iWinnerTeam = WINNER_CT;
|
||
|
break;
|
||
|
|
||
|
case CTs_PreventEscape:
|
||
|
text = "#CTs_PreventEscape";
|
||
|
iWinnerTeam = WINNER_CT;
|
||
|
break;
|
||
|
|
||
|
case Escaping_Terrorists_Neutralized:
|
||
|
text = "#Escaping_Terrorists_Neutralized";
|
||
|
iWinnerTeam = WINNER_CT;
|
||
|
break;
|
||
|
|
||
|
case Bomb_Defused:
|
||
|
text = "#Bomb_Defused";
|
||
|
iWinnerTeam = WINNER_CT;
|
||
|
break;
|
||
|
|
||
|
case CTs_Win:
|
||
|
text = "#CTs_Win";
|
||
|
iWinnerTeam = WINNER_CT;
|
||
|
break;
|
||
|
|
||
|
case All_Hostages_Rescued:
|
||
|
text = "#All_Hostages_Rescued";
|
||
|
iWinnerTeam = WINNER_CT;
|
||
|
break;
|
||
|
|
||
|
case Target_Saved:
|
||
|
text = "#Target_Saved";
|
||
|
iWinnerTeam = WINNER_CT;
|
||
|
break;
|
||
|
|
||
|
case Terrorists_Not_Escaped:
|
||
|
text = "#Terrorists_Not_Escaped";
|
||
|
iWinnerTeam = WINNER_CT;
|
||
|
break;
|
||
|
// no winners:
|
||
|
case Game_Commencing:
|
||
|
text = "#Game_Commencing";
|
||
|
iWinnerTeam = WINNER_DRAW;
|
||
|
break;
|
||
|
|
||
|
case Round_Draw:
|
||
|
text = "#Round_Draw";
|
||
|
iWinnerTeam = WINNER_DRAW;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
DevMsg("TerminateRound: unknown round end ID %i\n", iReason );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m_iRoundWinStatus = iWinnerTeam;
|
||
|
m_flRestartRoundTime = gpGlobals->curtime + tmDelay;
|
||
|
|
||
|
if ( iWinnerTeam == WINNER_CT )
|
||
|
{
|
||
|
for( int i=0;i<g_Hostages.Count();i++ )
|
||
|
g_Hostages[i]->AcceptInput( "CTsWin", NULL, NULL, emptyVariant, 0 );
|
||
|
}
|
||
|
|
||
|
else if ( iWinnerTeam == WINNER_TER )
|
||
|
{
|
||
|
for( int i=0;i<g_Hostages.Count();i++ )
|
||
|
g_Hostages[i]->AcceptInput( "TerroristsWin", NULL, NULL, emptyVariant, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Assert( iWinnerTeam == WINNER_NONE || iWinnerTeam == WINNER_DRAW );
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
//=============================================================================
|
||
|
|
||
|
// [tj] Check for any non-player-specific achievements.
|
||
|
ProcessEndOfRoundAchievements(iWinnerTeam, iReason);
|
||
|
|
||
|
if( iReason != Game_Commencing )
|
||
|
{
|
||
|
// [pfreese] Setup and send win panel event (primarily funfact data)
|
||
|
|
||
|
FunFact funfact;
|
||
|
funfact.szLocalizationToken = "";
|
||
|
funfact.iPlayer = 0;
|
||
|
funfact.iData1 = 0;
|
||
|
funfact.iData2 = 0;
|
||
|
funfact.iData3 = 0;
|
||
|
|
||
|
m_pFunFactManager->GetRoundEndFunFact( iWinnerTeam, iReason, funfact);
|
||
|
|
||
|
//Send all the info needed for the win panel
|
||
|
IGameEvent *winEvent = gameeventmanager->CreateEvent( "cs_win_panel_round" );
|
||
|
|
||
|
if ( winEvent )
|
||
|
{
|
||
|
// determine what categories to send
|
||
|
if ( GetRoundRemainingTime() <= 0 )
|
||
|
{
|
||
|
// timer expired, defenders win
|
||
|
// show total time that was defended
|
||
|
winEvent->SetBool( "show_timer_defend", true );
|
||
|
winEvent->SetInt( "timer_time", m_iRoundTime );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// attackers win
|
||
|
// show time it took for them to win
|
||
|
winEvent->SetBool( "show_timer_attack", true );
|
||
|
|
||
|
int iTimeElapsed = m_iRoundTime - GetRoundRemainingTime();
|
||
|
winEvent->SetInt( "timer_time", iTimeElapsed );
|
||
|
}
|
||
|
|
||
|
winEvent->SetInt( "final_event", iReason );
|
||
|
|
||
|
// Set the fun fact data in the event
|
||
|
winEvent->SetString( "funfact_token", funfact.szLocalizationToken);
|
||
|
winEvent->SetInt( "funfact_player", funfact.iPlayer );
|
||
|
winEvent->SetInt( "funfact_data1", funfact.iData1 );
|
||
|
winEvent->SetInt( "funfact_data2", funfact.iData2 );
|
||
|
winEvent->SetInt( "funfact_data3", funfact.iData3 );
|
||
|
gameeventmanager->FireEvent( winEvent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// [tj] Inform players that the round is over
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
|
||
|
if(pPlayer)
|
||
|
{
|
||
|
pPlayer->OnRoundEnd(iWinnerTeam, iReason);
|
||
|
}
|
||
|
}
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "round_end" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "winner", iWinnerTeam );
|
||
|
event->SetInt( "reason", iReason );
|
||
|
event->SetString( "message", text );
|
||
|
event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
if ( GetMapRemainingTime() == 0.0f )
|
||
|
{
|
||
|
UTIL_LogPrintf("World triggered \"Intermission_Time_Limit\"\n");
|
||
|
GoToIntermission();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
//=============================================================================
|
||
|
|
||
|
// Helper to determine if all players on a team are playing for the same clan
|
||
|
static bool IsClanTeam( CTeam *pTeam )
|
||
|
{
|
||
|
uint32 iTeamClan = 0;
|
||
|
for ( int iPlayer = 0; iPlayer < pTeam->GetNumPlayers(); iPlayer++ )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = pTeam->GetPlayer( iPlayer );
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
const char *pClanID = engine->GetClientConVarValue( pPlayer->entindex(), "cl_clanid" );
|
||
|
uint32 iPlayerClan = atoi( pClanID );
|
||
|
if ( iPlayer == 0 )
|
||
|
{
|
||
|
// Initialize the team clan
|
||
|
iTeamClan = iPlayerClan;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( iPlayerClan != iTeamClan || iPlayerClan == 0 )
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return iTeamClan != 0;
|
||
|
}
|
||
|
|
||
|
// [tj] This is where we check non-player-specific that occur at the end of the round
|
||
|
void CCSGameRules::ProcessEndOfRoundAchievements(int iWinnerTeam, int iReason)
|
||
|
{
|
||
|
if (iWinnerTeam == WINNER_CT || iWinnerTeam == WINNER_TER)
|
||
|
{
|
||
|
int losingTeamId = (iWinnerTeam == TEAM_CT) ? TEAM_TERRORIST : TEAM_CT;
|
||
|
CTeam* losingTeam = GetGlobalTeam(losingTeamId);
|
||
|
|
||
|
|
||
|
//Check for players we should ignore when checking team size.
|
||
|
int ignoreCount = 0;
|
||
|
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer* pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i );
|
||
|
if (pPlayer)
|
||
|
{
|
||
|
int teamNum = pPlayer->GetTeamNumber();
|
||
|
if ( teamNum == losingTeamId )
|
||
|
{
|
||
|
if (pPlayer->WasNotKilledNaturally())
|
||
|
{
|
||
|
ignoreCount++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// [tj] Check extermination with no losses achievement
|
||
|
if ( ( ( iReason == CTs_Win && m_bNoCTsKilled ) || ( iReason == Terrorists_Win && m_bNoTerroristsKilled ) )
|
||
|
&& losingTeam && losingTeam->GetNumPlayers() - ignoreCount >= AchievementConsts::DefaultMinOpponentsForAchievement)
|
||
|
{
|
||
|
CTeam *pTeam = GetGlobalTeam( iWinnerTeam );
|
||
|
|
||
|
for ( int iPlayer=0; iPlayer < pTeam->GetNumPlayers(); iPlayer++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( pTeam->GetPlayer( iPlayer ) );
|
||
|
Assert( pPlayer );
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
pPlayer->AwardAchievement(CSLosslessExtermination);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// [tj] Check flawless victory achievement - currently requiring extermination
|
||
|
if (((iReason == CTs_Win && m_bNoCTsDamaged) || (iReason == Terrorists_Win && m_bNoTerroristsDamaged))
|
||
|
&& losingTeam && losingTeam->GetNumPlayers() - ignoreCount >= AchievementConsts::DefaultMinOpponentsForAchievement)
|
||
|
{
|
||
|
CTeam *pTeam = GetGlobalTeam( iWinnerTeam );
|
||
|
|
||
|
for ( int iPlayer=0; iPlayer < pTeam->GetNumPlayers(); iPlayer++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( pTeam->GetPlayer( iPlayer ) );
|
||
|
Assert( pPlayer );
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
pPlayer->AwardAchievement(CSFlawlessVictory);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// [tj] Check bloodless victory achievement
|
||
|
if (((iWinnerTeam == TEAM_TERRORIST && m_bNoCTsKilled) || (iWinnerTeam == Terrorists_Win && m_bNoTerroristsKilled))
|
||
|
&& losingTeam && losingTeam->GetNumPlayers() >= AchievementConsts::DefaultMinOpponentsForAchievement)
|
||
|
{
|
||
|
CTeam *pTeam = GetGlobalTeam( iWinnerTeam );
|
||
|
|
||
|
for ( int iPlayer=0; iPlayer < pTeam->GetNumPlayers(); iPlayer++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( pTeam->GetPlayer( iPlayer ) );
|
||
|
Assert( pPlayer );
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
pPlayer->AwardAchievement(CSBloodlessVictory);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check the clan match achievement
|
||
|
CTeam *pWinningTeam = GetGlobalTeam( iWinnerTeam );
|
||
|
if ( pWinningTeam && pWinningTeam->GetNumPlayers() >= AchievementConsts::DefaultMinOpponentsForAchievement &&
|
||
|
losingTeam && losingTeam->GetNumPlayers() - ignoreCount >= AchievementConsts::DefaultMinOpponentsForAchievement &&
|
||
|
IsClanTeam( pWinningTeam ) && IsClanTeam( losingTeam ) )
|
||
|
{
|
||
|
for ( int iPlayer=0; iPlayer < pWinningTeam->GetNumPlayers(); iPlayer++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = ToCSPlayer( pWinningTeam->GetPlayer( iPlayer ) );
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
pPlayer->AwardAchievement( CSWinClanMatch );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//[tj] Counts the number of players in each category in the struct (dead, alive, etc...)
|
||
|
void CCSGameRules::GetPlayerCounts(TeamPlayerCounts teamCounts[TEAM_MAXCOUNT])
|
||
|
{
|
||
|
memset(teamCounts, 0, sizeof(TeamPlayerCounts) * TEAM_MAXCOUNT);
|
||
|
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer* pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i );
|
||
|
if (pPlayer)
|
||
|
{
|
||
|
int iTeam = pPlayer->GetTeamNumber();
|
||
|
|
||
|
if (iTeam >= 0 && iTeam < TEAM_MAXCOUNT)
|
||
|
{
|
||
|
++teamCounts[iTeam].totalPlayers;
|
||
|
if (pPlayer->IsAlive())
|
||
|
{
|
||
|
++teamCounts[iTeam].totalAlivePlayers;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++teamCounts[iTeam].totalDeadPlayers;
|
||
|
|
||
|
//If the player has joined a team bit isn't in the game yet
|
||
|
if (pPlayer->State_Get() == STATE_PICKINGCLASS)
|
||
|
{
|
||
|
++teamCounts[iTeam].unenteredPlayers;
|
||
|
}
|
||
|
else if (pPlayer->WasNotKilledNaturally())
|
||
|
{
|
||
|
++teamCounts[iTeam].suicidedPlayers;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++teamCounts[iTeam].killedPlayers;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
void CCSGameRules::UpdateTeamScores()
|
||
|
{
|
||
|
CTeam *pTerrorists = GetGlobalTeam( TEAM_TERRORIST );
|
||
|
CTeam *pCTs = GetGlobalTeam( TEAM_CT );
|
||
|
|
||
|
Assert( pTerrorists && pCTs );
|
||
|
|
||
|
if( pTerrorists )
|
||
|
pTerrorists->SetScore( m_iNumTerroristWins );
|
||
|
|
||
|
if( pCTs )
|
||
|
pCTs->SetScore( m_iNumCTWins );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::CheckMapConditions()
|
||
|
{
|
||
|
// Check to see if this map has a bomb target in it
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_bomb_target" ) )
|
||
|
{
|
||
|
m_bMapHasBombTarget = true;
|
||
|
m_bMapHasBombZone = true;
|
||
|
}
|
||
|
else if ( gEntList.FindEntityByClassname( NULL, "info_bomb_target" ) )
|
||
|
{
|
||
|
m_bMapHasBombTarget = true;
|
||
|
m_bMapHasBombZone = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bMapHasBombTarget = false;
|
||
|
m_bMapHasBombZone = false;
|
||
|
}
|
||
|
|
||
|
// See if the map has func_buyzone entities
|
||
|
// Used by CBasePlayer::HandleSignals() to support maps without these entities
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_buyzone" ) )
|
||
|
{
|
||
|
m_bMapHasBuyZone = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bMapHasBuyZone = false;
|
||
|
}
|
||
|
|
||
|
// Check to see if this map has hostage rescue zones
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_hostage_rescue" ) )
|
||
|
{
|
||
|
m_bMapHasRescueZone = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bMapHasRescueZone = false;
|
||
|
}
|
||
|
|
||
|
// GOOSEMAN : See if this map has func_escapezone entities
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_escapezone" ) )
|
||
|
{
|
||
|
m_bMapHasEscapeZone = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bMapHasEscapeZone = false;
|
||
|
}
|
||
|
|
||
|
// Check to see if this map has VIP safety zones
|
||
|
if ( gEntList.FindEntityByClassname( NULL, "func_vip_safetyzone" ) )
|
||
|
{
|
||
|
m_iMapHasVIPSafetyZone = 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_iMapHasVIPSafetyZone = 2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::SwapAllPlayers()
|
||
|
{
|
||
|
// MOTODO we have to make sure that enought spaning points exits
|
||
|
Assert ( 0 );
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
/* CCSPlayer *pPlayer = CCSPlayer::Instance( i );
|
||
|
if ( pPlayer && !FNullEnt( pPlayer->edict() ) )
|
||
|
pPlayer->SwitchTeam(); */
|
||
|
}
|
||
|
|
||
|
// Swap Team victories
|
||
|
int iTemp;
|
||
|
|
||
|
iTemp = m_iNumCTWins;
|
||
|
m_iNumCTWins = m_iNumTerroristWins;
|
||
|
m_iNumTerroristWins = iTemp;
|
||
|
|
||
|
// Update the clients team score
|
||
|
UpdateTeamScores();
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CS_FindInList( const char **pStrings, const char *pToFind )
|
||
|
{
|
||
|
return FindInList( pStrings, pToFind );
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::CleanUpMap()
|
||
|
{
|
||
|
if (IsLogoMap())
|
||
|
return;
|
||
|
|
||
|
// Recreate all the map entities from the map data (preserving their indices),
|
||
|
// then remove everything else except the players.
|
||
|
|
||
|
// Get rid of all entities except players.
|
||
|
CBaseEntity *pCur = gEntList.FirstEnt();
|
||
|
while ( pCur )
|
||
|
{
|
||
|
CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( pCur );
|
||
|
// Weapons with owners don't want to be removed..
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [dwenger] Handle round restart processing for the weapon.
|
||
|
//=============================================================================
|
||
|
|
||
|
pWeapon->OnRoundRestart();
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
if ( pWeapon->ShouldRemoveOnRoundRestart() )
|
||
|
{
|
||
|
UTIL_Remove( pCur );
|
||
|
}
|
||
|
}
|
||
|
// remove entities that has to be restored on roundrestart (breakables etc)
|
||
|
else if ( !CS_FindInList( s_PreserveEnts, pCur->GetClassname() ) )
|
||
|
{
|
||
|
UTIL_Remove( pCur );
|
||
|
}
|
||
|
|
||
|
pCur = gEntList.NextEnt( pCur );
|
||
|
}
|
||
|
|
||
|
// Really remove the entities so we can have access to their slots below.
|
||
|
gEntList.CleanupDeleteList();
|
||
|
|
||
|
// Cancel all queued events, in case a func_bomb_target fired some delayed outputs that
|
||
|
// could kill respawning CTs
|
||
|
g_EventQueue.Clear();
|
||
|
|
||
|
// Now reload the map entities.
|
||
|
class CCSMapEntityFilter : public IMapEntityFilter
|
||
|
{
|
||
|
public:
|
||
|
virtual bool ShouldCreateEntity( const char *pClassname )
|
||
|
{
|
||
|
// Don't recreate the preserved entities.
|
||
|
if ( !CS_FindInList( s_PreserveEnts, pClassname ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Increment our iterator since it's not going to call CreateNextEntity for this ent.
|
||
|
if ( m_iIterator != g_MapEntityRefs.InvalidIndex() )
|
||
|
m_iIterator = g_MapEntityRefs.Next( m_iIterator );
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
virtual CBaseEntity* CreateNextEntity( const char *pClassname )
|
||
|
{
|
||
|
if ( m_iIterator == g_MapEntityRefs.InvalidIndex() )
|
||
|
{
|
||
|
// This shouldn't be possible. When we loaded the map, it should have used
|
||
|
// CCSMapLoadEntityFilter, which should have built the g_MapEntityRefs list
|
||
|
// with the same list of entities we're referring to here.
|
||
|
Assert( false );
|
||
|
return NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CMapEntityRef &ref = g_MapEntityRefs[m_iIterator];
|
||
|
m_iIterator = g_MapEntityRefs.Next( m_iIterator ); // Seek to the next entity.
|
||
|
|
||
|
if ( ref.m_iEdict == -1 || engine->PEntityOfEntIndex( ref.m_iEdict ) )
|
||
|
{
|
||
|
// Doh! The entity was delete and its slot was reused.
|
||
|
// Just use any old edict slot. This case sucks because we lose the baseline.
|
||
|
return CreateEntityByName( pClassname );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Cool, the slot where this entity was is free again (most likely, the entity was
|
||
|
// freed above). Now create an entity with this specific index.
|
||
|
return CreateEntityByName( pClassname, ref.m_iEdict );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public:
|
||
|
int m_iIterator; // Iterator into g_MapEntityRefs.
|
||
|
};
|
||
|
CCSMapEntityFilter filter;
|
||
|
filter.m_iIterator = g_MapEntityRefs.Head();
|
||
|
|
||
|
// DO NOT CALL SPAWN ON info_node ENTITIES!
|
||
|
|
||
|
MapEntity_ParseAllEntities( engine->GetMapEntitiesString(), &filter, true );
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::IsThereABomber()
|
||
|
{
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = CCSPlayer::Instance( i );
|
||
|
|
||
|
if ( pPlayer && !FNullEnt( pPlayer->edict() ) )
|
||
|
{
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_CT )
|
||
|
continue;
|
||
|
|
||
|
if ( pPlayer->HasC4() )
|
||
|
return true; //There you are.
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Didn't find a bomber.
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCSGameRules::EndRound()
|
||
|
{
|
||
|
// fake a round end
|
||
|
CSGameRules()->TerminateRound( 0.0f, Round_Draw );
|
||
|
}
|
||
|
|
||
|
CBaseEntity *CCSGameRules::GetPlayerSpawnSpot( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
// gat valid spwan point
|
||
|
CBaseEntity *pSpawnSpot = pPlayer->EntSelectSpawnPoint();
|
||
|
|
||
|
// drop down to ground
|
||
|
Vector GroundPos = DropToGround( pPlayer, pSpawnSpot->GetAbsOrigin(), VEC_HULL_MIN, VEC_HULL_MAX );
|
||
|
|
||
|
// Move the player to the place it said.
|
||
|
pPlayer->Teleport( &pSpawnSpot->GetAbsOrigin(), &pSpawnSpot->GetLocalAngles(), &vec3_origin );
|
||
|
pPlayer->m_Local.m_vecPunchAngle = vec3_angle;
|
||
|
|
||
|
return pSpawnSpot;
|
||
|
}
|
||
|
|
||
|
// checks if the spot is clear of players
|
||
|
bool CCSGameRules::IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if ( !pSpot->IsTriggered( pPlayer ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Vector mins = GetViewVectors()->m_vHullMin;
|
||
|
Vector maxs = GetViewVectors()->m_vHullMax;
|
||
|
|
||
|
Vector vTestMins = pSpot->GetAbsOrigin() + mins;
|
||
|
Vector vTestMaxs = pSpot->GetAbsOrigin() + maxs;
|
||
|
|
||
|
// First test the starting origin.
|
||
|
return UTIL_IsSpaceEmpty( pPlayer, vTestMins, vTestMaxs );
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::IsThereABomb()
|
||
|
{
|
||
|
bool bBombFound = false;
|
||
|
|
||
|
/* are there any bombs, either laying around, or in someone's inventory? */
|
||
|
if( gEntList.FindEntityByClassname( NULL, WEAPON_C4_CLASSNAME ) != 0 )
|
||
|
{
|
||
|
bBombFound = true;
|
||
|
}
|
||
|
/* what about planted bombs!? */
|
||
|
else if( gEntList.FindEntityByClassname( NULL, PLANTED_C4_CLASSNAME ) != 0 )
|
||
|
{
|
||
|
bBombFound = true;
|
||
|
}
|
||
|
|
||
|
return bBombFound;
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::HostageTouched()
|
||
|
{
|
||
|
if( gpGlobals->curtime > m_flNextHostageAnnouncement && m_iRoundWinStatus == WINNER_NONE )
|
||
|
{
|
||
|
//BroadcastSound( "Event.HostageTouched" );
|
||
|
m_flNextHostageAnnouncement = gpGlobals->curtime + 60.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::CreateStandardEntities()
|
||
|
{
|
||
|
// Create the player resource
|
||
|
g_pPlayerResource = (CPlayerResource*)CBaseEntity::Create( "cs_player_manager", vec3_origin, vec3_angle );
|
||
|
|
||
|
// Create the entity that will send our data to the client.
|
||
|
#ifdef DBGFLAG_ASSERT
|
||
|
CBaseEntity *pEnt =
|
||
|
#endif
|
||
|
CBaseEntity::Create( "cs_gamerules", vec3_origin, vec3_angle );
|
||
|
Assert( pEnt );
|
||
|
}
|
||
|
|
||
|
#define MY_USHRT_MAX 0xffff
|
||
|
#define MY_UCHAR_MAX 0xff
|
||
|
|
||
|
bool DataHasChanged( void )
|
||
|
{
|
||
|
for ( int i = 0; i < CS_NUM_LEVELS; i++ )
|
||
|
{
|
||
|
if ( g_iTerroristVictories[i] != 0 || g_iCounterTVictories[i] != 0 )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
for ( int i = 0; i < WEAPON_MAX; i++ )
|
||
|
{
|
||
|
if ( g_iWeaponPurchases[i] != 0 )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::UploadGameStats( void )
|
||
|
{
|
||
|
g_flGameStatsUpdateTime -= gpGlobals->curtime;
|
||
|
|
||
|
if ( g_flGameStatsUpdateTime > 0 )
|
||
|
return;
|
||
|
|
||
|
if ( IsBlackMarket() == false )
|
||
|
return;
|
||
|
|
||
|
if ( m_bDontUploadStats == true )
|
||
|
return;
|
||
|
|
||
|
if ( DataHasChanged() == true )
|
||
|
{
|
||
|
cs_gamestats_t stats;
|
||
|
memset( &stats, 0, sizeof(stats) );
|
||
|
|
||
|
// Header
|
||
|
stats.header.iVersion = CS_STATS_BLOB_VERSION;
|
||
|
Q_strncpy( stats.header.szGameName, "cstrike", sizeof(stats.header.szGameName) );
|
||
|
Q_strncpy( stats.header.szMapName, STRING( gpGlobals->mapname ), sizeof( stats.header.szMapName ) );
|
||
|
|
||
|
ConVar *hostip = cvar->FindVar( "hostip" );
|
||
|
if ( hostip )
|
||
|
{
|
||
|
int ip = hostip->GetInt();
|
||
|
stats.header.ipAddr[0] = ip >> 24;
|
||
|
stats.header.ipAddr[1] = ( ip >> 16 ) & MY_UCHAR_MAX;
|
||
|
stats.header.ipAddr[2] = ( ip >> 8 ) & MY_UCHAR_MAX;
|
||
|
stats.header.ipAddr[3] = ( ip ) & MY_UCHAR_MAX;
|
||
|
}
|
||
|
|
||
|
ConVar *hostport = cvar->FindVar( "hostip" );
|
||
|
if ( hostport )
|
||
|
{
|
||
|
stats.header.port = hostport->GetInt();
|
||
|
}
|
||
|
|
||
|
stats.header.serverid = 0;
|
||
|
|
||
|
stats.iMinutesPlayed = clamp( (short)( gpGlobals->curtime / 60 ), 0, MY_USHRT_MAX );
|
||
|
|
||
|
memcpy( stats.iTerroristVictories, g_iTerroristVictories, sizeof( g_iTerroristVictories) );
|
||
|
memcpy( stats.iCounterTVictories, g_iCounterTVictories, sizeof( g_iCounterTVictories) );
|
||
|
memcpy( stats.iBlackMarketPurchases, g_iWeaponPurchases, sizeof( g_iWeaponPurchases) );
|
||
|
|
||
|
stats.iAutoBuyPurchases = g_iAutoBuyPurchases;
|
||
|
stats.iReBuyPurchases = g_iReBuyPurchases;
|
||
|
|
||
|
stats.iAutoBuyM4A1Purchases = g_iAutoBuyM4A1Purchases;
|
||
|
stats.iAutoBuyAK47Purchases = g_iAutoBuyAK47Purchases;
|
||
|
stats.iAutoBuyFamasPurchases = g_iAutoBuyFamasPurchases;
|
||
|
stats.iAutoBuyGalilPurchases = g_iAutoBuyGalilPurchases;
|
||
|
stats.iAutoBuyVestHelmPurchases = g_iAutoBuyVestHelmPurchases;
|
||
|
stats.iAutoBuyVestPurchases = g_iAutoBuyVestPurchases;
|
||
|
|
||
|
const void *pvBlobData = ( const void * )( &stats );
|
||
|
unsigned int uBlobSize = sizeof( stats );
|
||
|
|
||
|
if ( gamestatsuploader )
|
||
|
{
|
||
|
gamestatsuploader->UploadGameStats(
|
||
|
STRING( gpGlobals->mapname ),
|
||
|
CS_STATS_BLOB_VERSION,
|
||
|
uBlobSize,
|
||
|
pvBlobData );
|
||
|
}
|
||
|
|
||
|
|
||
|
memset( g_iWeaponPurchases, 0, sizeof( g_iWeaponPurchases) );
|
||
|
memset( g_iTerroristVictories, 0, sizeof( g_iTerroristVictories) );
|
||
|
memset( g_iCounterTVictories, 0, sizeof( g_iTerroristVictories) );
|
||
|
|
||
|
g_iAutoBuyPurchases = 0;
|
||
|
g_iReBuyPurchases = 0;
|
||
|
|
||
|
g_iAutoBuyM4A1Purchases = 0;
|
||
|
g_iAutoBuyAK47Purchases = 0;
|
||
|
g_iAutoBuyFamasPurchases = 0;
|
||
|
g_iAutoBuyGalilPurchases = 0;
|
||
|
g_iAutoBuyVestHelmPurchases = 0;
|
||
|
g_iAutoBuyVestPurchases = 0;
|
||
|
}
|
||
|
|
||
|
g_flGameStatsUpdateTime = CS_GAME_STATS_UPDATE; //Next update is between 22 and 24 hours.
|
||
|
}
|
||
|
#endif // CLIENT_DLL
|
||
|
|
||
|
CBaseCombatWeapon *CCSGameRules::GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
|
||
|
{
|
||
|
CBaseCombatWeapon *bestWeapon = NULL;
|
||
|
|
||
|
// search all the weapons looking for the closest next
|
||
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
||
|
{
|
||
|
CBaseCombatWeapon *weapon = pPlayer->GetWeapon(i);
|
||
|
if ( !weapon )
|
||
|
continue;
|
||
|
|
||
|
if ( !weapon->CanBeSelected() || weapon == pCurrentWeapon )
|
||
|
continue;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
CCSPlayer *csPlayer = ToCSPlayer(pPlayer);
|
||
|
CWeaponCSBase *csWeapon = static_cast< CWeaponCSBase * >(weapon);
|
||
|
if ( csPlayer && csPlayer->IsBot() && !TheCSBots()->IsWeaponUseable( csWeapon ) )
|
||
|
continue;
|
||
|
#endif // CLIENT_DLL
|
||
|
|
||
|
if ( bestWeapon )
|
||
|
{
|
||
|
if ( weapon->GetSlot() < bestWeapon->GetSlot() )
|
||
|
{
|
||
|
bestWeapon = weapon;
|
||
|
}
|
||
|
else if ( weapon->GetSlot() == bestWeapon->GetSlot() && weapon->GetPosition() < bestWeapon->GetPosition() )
|
||
|
{
|
||
|
bestWeapon = weapon;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bestWeapon = weapon;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bestWeapon;
|
||
|
}
|
||
|
|
||
|
float CCSGameRules::GetMapRemainingTime()
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
if ( nextlevel.GetString() && *nextlevel.GetString() )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// if timelimit is disabled, return -1
|
||
|
if ( mp_timelimit.GetInt() <= 0 )
|
||
|
return -1;
|
||
|
|
||
|
// timelimit is in minutes
|
||
|
float flTimeLeft = ( m_flGameStartTime + mp_timelimit.GetInt() * 60 ) - gpGlobals->curtime;
|
||
|
|
||
|
// never return a negative value
|
||
|
if ( flTimeLeft < 0 )
|
||
|
flTimeLeft = 0;
|
||
|
|
||
|
return flTimeLeft;
|
||
|
}
|
||
|
|
||
|
float CCSGameRules::GetMapElapsedTime( void )
|
||
|
{
|
||
|
return gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
float CCSGameRules::GetRoundRemainingTime()
|
||
|
{
|
||
|
return (float) (m_fRoundStartTime + m_iRoundTime) - gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
float CCSGameRules::GetRoundStartTime()
|
||
|
{
|
||
|
return m_fRoundStartTime;
|
||
|
}
|
||
|
|
||
|
|
||
|
float CCSGameRules::GetRoundElapsedTime()
|
||
|
{
|
||
|
return gpGlobals->curtime - m_fRoundStartTime;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
|
||
|
{
|
||
|
if ( collisionGroup0 > collisionGroup1 )
|
||
|
{
|
||
|
// swap so that lowest is always first
|
||
|
::V_swap(collisionGroup0,collisionGroup1);
|
||
|
}
|
||
|
|
||
|
//Don't stand on COLLISION_GROUP_WEAPONs
|
||
|
if( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT &&
|
||
|
collisionGroup1 == COLLISION_GROUP_WEAPON )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// TODO: make a CS-SPECIFIC COLLISION GROUP FOR PHYSICS PROPS THAT USE THIS COLLISION BEHAVIOR.
|
||
|
|
||
|
|
||
|
if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&
|
||
|
collisionGroup1 == COLLISION_GROUP_PUSHAWAY )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS && collisionGroup1 == COLLISION_GROUP_PUSHAWAY )
|
||
|
{
|
||
|
// let debris and multiplayer objects collide
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::IsFreezePeriod()
|
||
|
{
|
||
|
return m_bFreezePeriod;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::IsVIPMap() const
|
||
|
{
|
||
|
//MIKETODO: VIP mode
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CCSGameRules::IsBombDefuseMap() const
|
||
|
{
|
||
|
return m_bMapHasBombTarget;
|
||
|
}
|
||
|
|
||
|
bool CCSGameRules::IsHostageRescueMap() const
|
||
|
{
|
||
|
return m_bMapHasRescueZone;
|
||
|
}
|
||
|
|
||
|
bool CCSGameRules::IsLogoMap() const
|
||
|
{
|
||
|
return m_bLogoMap;
|
||
|
}
|
||
|
|
||
|
float CCSGameRules::GetBuyTimeLength() const
|
||
|
{
|
||
|
return ( mp_buytime.GetFloat() * 60 );
|
||
|
}
|
||
|
|
||
|
bool CCSGameRules::IsBuyTimeElapsed()
|
||
|
{
|
||
|
return ( GetRoundElapsedTime() > GetBuyTimeLength() );
|
||
|
}
|
||
|
|
||
|
int CCSGameRules::DefaultFOV()
|
||
|
{
|
||
|
return 90;
|
||
|
}
|
||
|
|
||
|
const CViewVectors* CCSGameRules::GetViewVectors() const
|
||
|
{
|
||
|
return &g_CSViewVectors;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Init CS ammo definitions
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
// shared ammo definition
|
||
|
// JAY: Trying to make a more physical bullet response
|
||
|
#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f)
|
||
|
#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains))
|
||
|
|
||
|
// exaggerate all of the forces, but use real numbers to keep them consistent
|
||
|
#define BULLET_IMPULSE_EXAGGERATION 1
|
||
|
|
||
|
// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s
|
||
|
#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION)
|
||
|
|
||
|
|
||
|
static CCSAmmoDef ammoDef;
|
||
|
CCSAmmoDef* GetCSAmmoDef()
|
||
|
{
|
||
|
GetAmmoDef(); // to initialize the ammo info
|
||
|
return &ammoDef;
|
||
|
}
|
||
|
|
||
|
CAmmoDef* GetAmmoDef()
|
||
|
{
|
||
|
static bool bInitted = false;
|
||
|
|
||
|
if ( !bInitted )
|
||
|
{
|
||
|
bInitted = true;
|
||
|
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_50AE, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_50AE_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_762MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_762mm_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_556MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_556mm_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_556MM_BOX, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_556mm_box_max",2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_338MAG, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_338mag_max", 2800 * BULLET_IMPULSE_EXAGGERATION, 0, 12, 16 );
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_9MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_9mm_max", 2000 * BULLET_IMPULSE_EXAGGERATION, 0, 5, 10 );
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_BUCKSHOT, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_buckshot_max", 600 * BULLET_IMPULSE_EXAGGERATION, 0, 3, 6 );
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_45ACP, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_45acp_max", 2100 * BULLET_IMPULSE_EXAGGERATION, 0, 6, 10 );
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_357SIG, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_357sig_max", 2000 * BULLET_IMPULSE_EXAGGERATION, 0, 4, 8 );
|
||
|
ammoDef.AddAmmoType( BULLET_PLAYER_57MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_57mm_max", 2000 * BULLET_IMPULSE_EXAGGERATION, 0, 4, 8 );
|
||
|
ammoDef.AddAmmoType( AMMO_TYPE_HEGRENADE, DMG_BLAST, TRACER_LINE, 0, 0, "ammo_hegrenade_max", 1, 0 );
|
||
|
ammoDef.AddAmmoType( AMMO_TYPE_FLASHBANG, 0, TRACER_LINE, 0, 0, "ammo_flashbang_max", 1, 0 );
|
||
|
ammoDef.AddAmmoType( AMMO_TYPE_SMOKEGRENADE, 0, TRACER_LINE, 0, 0, "ammo_smokegrenade_max", 1, 0 );
|
||
|
|
||
|
//Adrian: I set all the prices to 0 just so the rest of the buy code works
|
||
|
//This should be revisited.
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_50AE, 0, 7 );
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_762MM, 0, 30 );
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_556MM, 0, 30 );
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_556MM_BOX, 0, 30 );
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_338MAG, 0, 10 );
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_9MM, 0, 30 );
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_BUCKSHOT, 0, 8 );
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_45ACP, 0, 25 );
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_357SIG, 0, 13 );
|
||
|
ammoDef.AddAmmoCost( BULLET_PLAYER_57MM, 0, 50 );
|
||
|
}
|
||
|
|
||
|
return &ammoDef;
|
||
|
}
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
const char *CCSGameRules::GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer )
|
||
|
{
|
||
|
const char *pszPrefix = NULL;
|
||
|
|
||
|
if ( !pPlayer ) // dedicated server output
|
||
|
{
|
||
|
pszPrefix = "";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// team only
|
||
|
if ( bTeamOnly == TRUE )
|
||
|
{
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_CT )
|
||
|
{
|
||
|
if ( pPlayer->m_lifeState == LIFE_ALIVE )
|
||
|
{
|
||
|
pszPrefix = "(Counter-Terrorist)";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszPrefix = "*DEAD*(Counter-Terrorist)";
|
||
|
}
|
||
|
}
|
||
|
else if ( pPlayer->GetTeamNumber() == TEAM_TERRORIST )
|
||
|
{
|
||
|
if ( pPlayer->m_lifeState == LIFE_ALIVE )
|
||
|
{
|
||
|
pszPrefix = "(Terrorist)";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszPrefix = "*DEAD*(Terrorist)";
|
||
|
}
|
||
|
}
|
||
|
else if ( pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
|
||
|
{
|
||
|
pszPrefix = "(Spectator)";
|
||
|
}
|
||
|
}
|
||
|
// everyone
|
||
|
else
|
||
|
{
|
||
|
if ( pPlayer->m_lifeState == LIFE_ALIVE )
|
||
|
{
|
||
|
pszPrefix = "";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
|
||
|
{
|
||
|
pszPrefix = "*DEAD*";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszPrefix = "*SPEC*";
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pszPrefix;
|
||
|
}
|
||
|
|
||
|
const char *CCSGameRules::GetChatLocation( bool bTeamOnly, CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if ( !pPlayer ) // dedicated server output
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// only teammates see locations
|
||
|
if ( !bTeamOnly )
|
||
|
return NULL;
|
||
|
|
||
|
// only living players have locations
|
||
|
if ( pPlayer->GetTeamNumber() != TEAM_CT && pPlayer->GetTeamNumber() != TEAM_TERRORIST )
|
||
|
return NULL;
|
||
|
|
||
|
if ( !pPlayer->IsAlive() )
|
||
|
return NULL;
|
||
|
|
||
|
return pPlayer->GetLastKnownPlaceName();
|
||
|
}
|
||
|
|
||
|
const char *CCSGameRules::GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if ( !pPlayer ) // dedicated server output
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
const char *pszFormat = NULL;
|
||
|
|
||
|
// team only
|
||
|
if ( bTeamOnly == TRUE )
|
||
|
{
|
||
|
if ( pPlayer->GetTeamNumber() == TEAM_CT )
|
||
|
{
|
||
|
if ( pPlayer->m_lifeState == LIFE_ALIVE )
|
||
|
{
|
||
|
const char *chatLocation = GetChatLocation( bTeamOnly, pPlayer );
|
||
|
if ( chatLocation && *chatLocation )
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_CT_Loc";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_CT";
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_CT_Dead";
|
||
|
}
|
||
|
}
|
||
|
else if ( pPlayer->GetTeamNumber() == TEAM_TERRORIST )
|
||
|
{
|
||
|
if ( pPlayer->m_lifeState == LIFE_ALIVE )
|
||
|
{
|
||
|
const char *chatLocation = GetChatLocation( bTeamOnly, pPlayer );
|
||
|
if ( chatLocation && *chatLocation )
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_T_Loc";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_T";
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_T_Dead";
|
||
|
}
|
||
|
}
|
||
|
else if ( pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_Spec";
|
||
|
}
|
||
|
}
|
||
|
// everyone
|
||
|
else
|
||
|
{
|
||
|
if ( pPlayer->m_lifeState == LIFE_ALIVE )
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_All";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_AllDead";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszFormat = "Cstrike_Chat_AllSpec";
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pszFormat;
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::ClientSettingsChanged( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
const char *pszNewName = engine->GetClientConVarValue( pPlayer->entindex(), "name" );
|
||
|
const char *pszOldName = pPlayer->GetPlayerName();
|
||
|
CCSPlayer *pCSPlayer = (CCSPlayer*)pPlayer;
|
||
|
if ( pszOldName[0] != 0 && Q_strncmp( pszOldName, pszNewName, MAX_PLAYER_NAME_LENGTH-1 ) )
|
||
|
{
|
||
|
pCSPlayer->ChangeName( pszNewName );
|
||
|
}
|
||
|
|
||
|
pCSPlayer->m_bShowHints = true;
|
||
|
if ( pCSPlayer->IsNetClient() )
|
||
|
{
|
||
|
const char *pShowHints = engine->GetClientConVarValue( engine->IndexOfEdict( pCSPlayer->edict() ), "cl_autohelp" );
|
||
|
if ( pShowHints && atoi( pShowHints ) <= 0 )
|
||
|
{
|
||
|
pCSPlayer->m_bShowHints = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CCSGameRules::FAllowNPCs( void )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CCSGameRules::IsFriendlyFireOn( void )
|
||
|
{
|
||
|
return friendlyfire.GetBool();
|
||
|
}
|
||
|
|
||
|
|
||
|
CON_COMMAND( map_showspawnpoints, "Shows player spawn points (red=invalid)" )
|
||
|
{
|
||
|
CSGameRules()->ShowSpawnPoints();
|
||
|
}
|
||
|
|
||
|
void DrawSphere( const Vector& pos, float radius, int r, int g, int b, float lifetime )
|
||
|
{
|
||
|
Vector edge, lastEdge;
|
||
|
NDebugOverlay::Line( pos, pos + Vector( 0, 0, 50 ), r, g, b, true, lifetime );
|
||
|
|
||
|
lastEdge = Vector( radius + pos.x, pos.y, pos.z );
|
||
|
float angle;
|
||
|
for( angle=0.0f; angle <= 360.0f; angle += 22.5f )
|
||
|
{
|
||
|
edge.x = radius * BotCOS( angle ) + pos.x;
|
||
|
edge.y = pos.y;
|
||
|
edge.z = radius * BotSIN( angle ) + pos.z;
|
||
|
|
||
|
NDebugOverlay::Line( edge, lastEdge, r, g, b, true, lifetime );
|
||
|
|
||
|
lastEdge = edge;
|
||
|
}
|
||
|
|
||
|
lastEdge = Vector( pos.x, radius + pos.y, pos.z );
|
||
|
for( angle=0.0f; angle <= 360.0f; angle += 22.5f )
|
||
|
{
|
||
|
edge.x = pos.x;
|
||
|
edge.y = radius * BotCOS( angle ) + pos.y;
|
||
|
edge.z = radius * BotSIN( angle ) + pos.z;
|
||
|
|
||
|
NDebugOverlay::Line( edge, lastEdge, r, g, b, true, lifetime );
|
||
|
|
||
|
lastEdge = edge;
|
||
|
}
|
||
|
|
||
|
lastEdge = Vector( pos.x, radius + pos.y, pos.z );
|
||
|
for( angle=0.0f; angle <= 360.0f; angle += 22.5f )
|
||
|
{
|
||
|
edge.x = radius * BotCOS( angle ) + pos.x;
|
||
|
edge.y = radius * BotSIN( angle ) + pos.y;
|
||
|
edge.z = pos.z;
|
||
|
|
||
|
NDebugOverlay::Line( edge, lastEdge, r, g, b, true, lifetime );
|
||
|
|
||
|
lastEdge = edge;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CON_COMMAND_F( map_showbombradius, "Shows bomb radius from the center of each bomb site and planted bomb.", FCVAR_CHEAT )
|
||
|
{
|
||
|
float flBombDamage = 500.0f;
|
||
|
if ( g_pMapInfo )
|
||
|
flBombDamage = g_pMapInfo->m_flBombRadius;
|
||
|
float flBombRadius = flBombDamage * 3.5f;
|
||
|
Msg( "Bomb Damage is %.0f, Radius is %.0f\n", flBombDamage, flBombRadius );
|
||
|
|
||
|
CBaseEntity* ent = NULL;
|
||
|
while ( ( ent = gEntList.FindEntityByClassname( ent, "func_bomb_target" ) ) != NULL )
|
||
|
{
|
||
|
const Vector &pos = ent->WorldSpaceCenter();
|
||
|
DrawSphere( pos, flBombRadius, 255, 255, 0, 10 );
|
||
|
}
|
||
|
|
||
|
ent = NULL;
|
||
|
while ( ( ent = gEntList.FindEntityByClassname( ent, "planted_c4" ) ) != NULL )
|
||
|
{
|
||
|
const Vector &pos = ent->WorldSpaceCenter();
|
||
|
DrawSphere( pos, flBombRadius, 255, 0, 0, 10 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CON_COMMAND_F( map_setbombradius, "Sets the bomb radius for the map.", FCVAR_CHEAT )
|
||
|
{
|
||
|
if ( args.ArgC() != 2 )
|
||
|
return;
|
||
|
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
|
||
|
if ( !g_pMapInfo )
|
||
|
CBaseEntity::Create( "info_map_parameters", vec3_origin, vec3_angle );
|
||
|
|
||
|
if ( !g_pMapInfo )
|
||
|
return;
|
||
|
|
||
|
g_pMapInfo->m_flBombRadius = atof( args[1] );
|
||
|
map_showbombradius( args );
|
||
|
}
|
||
|
|
||
|
void CreateBlackMarketString( void )
|
||
|
{
|
||
|
g_StringTableBlackMarket = networkstringtable->CreateStringTable( "BlackMarketTable" , 1 );
|
||
|
}
|
||
|
|
||
|
int CCSGameRules::GetStartMoney( void )
|
||
|
{
|
||
|
if ( IsBlackMarket() )
|
||
|
{
|
||
|
return atoi( mp_startmoney.GetDefault() );
|
||
|
}
|
||
|
|
||
|
return mp_startmoney.GetInt();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [menglish] Set up anything for all players that changes based on new players spawning mid-game
|
||
|
// Find and return fun fact data
|
||
|
//=============================================================================
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Called when a player joins the game after it's started yet can still spawn in
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameRules::SpawningLatePlayer( CCSPlayer* pLatePlayer )
|
||
|
{
|
||
|
//Reset the round kills number of enemies for the opposite team
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
|
||
|
if(pPlayer)
|
||
|
{
|
||
|
if(pPlayer->GetTeamNumber() == pLatePlayer->GetTeamNumber())
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
pPlayer->m_NumEnemiesAtRoundStart++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [pfreese] Test for "pistol" round, defined as the default starting round
|
||
|
// when players cannot purchase anything primary weapons
|
||
|
//=============================================================================
|
||
|
|
||
|
bool CCSGameRules::IsPistolRound()
|
||
|
{
|
||
|
return m_iTotalRoundsPlayed == 0 && GetStartMoney() <= 800;
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_BEGIN:
|
||
|
// [tj] So game rules can react to damage taken
|
||
|
// [menglish]
|
||
|
//=============================================================================
|
||
|
|
||
|
void CCSGameRules::PlayerTookDamage(CCSPlayer* player, const CTakeDamageInfo &damageInfo)
|
||
|
{
|
||
|
CBaseEntity *pInflictor = damageInfo.GetInflictor();
|
||
|
CBaseEntity *pAttacker = damageInfo.GetAttacker();
|
||
|
CCSPlayer *pCSScorer = (CCSPlayer *)(GetDeathScorer( pAttacker, pInflictor ));
|
||
|
|
||
|
if ( player && pCSScorer )
|
||
|
{
|
||
|
if (player->GetTeamNumber() == TEAM_CT)
|
||
|
{
|
||
|
m_bNoCTsDamaged = false;
|
||
|
}
|
||
|
|
||
|
if (player->GetTeamNumber() == TEAM_TERRORIST)
|
||
|
{
|
||
|
m_bNoTerroristsDamaged = false;
|
||
|
}
|
||
|
// set the first blood if this is the first and the victim is on a different team then the player
|
||
|
if ( m_pFirstBlood == NULL && pCSScorer != player && pCSScorer->GetTeamNumber() != player ->GetTeamNumber() )
|
||
|
{
|
||
|
m_pFirstBlood = pCSScorer;
|
||
|
m_firstBloodTime = gpGlobals->curtime - m_fRoundStartTime;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
#endif
|
||
|
|
||
|
bool CCSGameRules::IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
if( pPlayer )
|
||
|
{
|
||
|
int iPlayerTeam = pPlayer->GetTeamNumber();
|
||
|
if( ( iPlayerTeam == TEAM_CT ) || ( iPlayerTeam == TEAM_TERRORIST ) )
|
||
|
return false;
|
||
|
}
|
||
|
#else
|
||
|
int iLocalPlayerTeam = GetLocalPlayerTeam();
|
||
|
if( ( iLocalPlayerTeam == TEAM_CT ) || ( iLocalPlayerTeam == TEAM_TERRORIST ) )
|
||
|
return false;
|
||
|
#endif
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
struct convar_tags_t
|
||
|
{
|
||
|
const char *pszConVar;
|
||
|
const char *pszTag;
|
||
|
};
|
||
|
|
||
|
// The list of convars that automatically turn on tags when they're changed.
|
||
|
// Convars in this list need to have the FCVAR_NOTIFY flag set on them, so the
|
||
|
// tags are recalculated and uploaded to the master server when the convar is changed.
|
||
|
convar_tags_t convars_to_check_for_tags[] =
|
||
|
{
|
||
|
{ "mp_friendlyfire", "friendlyfire" },
|
||
|
{ "bot_quota", "bots" },
|
||
|
{ "sv_nostats", "nostats" },
|
||
|
{ "mp_startmoney", "startmoney" },
|
||
|
{ "sv_allowminmodels", "nominmodels" },
|
||
|
{ "sv_enablebunnyhopping", "bunnyhopping" },
|
||
|
{ "sv_competitive_minspec", "compspec" },
|
||
|
{ "mp_holiday_nogifts", "nogifts" },
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Engine asks for the list of convars that should tag the server
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CCSGameRules::GetTaggedConVarList( KeyValues *pCvarTagList )
|
||
|
{
|
||
|
BaseClass::GetTaggedConVarList( pCvarTagList );
|
||
|
|
||
|
for ( int i = 0; i < ARRAYSIZE(convars_to_check_for_tags); i++ )
|
||
|
{
|
||
|
KeyValues *pKV = new KeyValues( "tag" );
|
||
|
pKV->SetString( "convar", convars_to_check_for_tags[i].pszConVar );
|
||
|
pKV->SetString( "tag", convars_to_check_for_tags[i].pszTag );
|
||
|
|
||
|
pCvarTagList->AddSubKey( pKV );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
int CCSGameRules::GetBlackMarketPriceForWeapon( int iWeaponID )
|
||
|
{
|
||
|
if ( m_pPrices == NULL )
|
||
|
{
|
||
|
GetBlackMarketPriceList();
|
||
|
}
|
||
|
|
||
|
if ( m_pPrices )
|
||
|
return m_pPrices->iCurrentPrice[iWeaponID];
|
||
|
else
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int CCSGameRules::GetBlackMarketPreviousPriceForWeapon( int iWeaponID )
|
||
|
{
|
||
|
if ( m_pPrices == NULL )
|
||
|
{
|
||
|
GetBlackMarketPriceList();
|
||
|
}
|
||
|
|
||
|
if ( m_pPrices )
|
||
|
return m_pPrices->iPreviousPrice[iWeaponID];
|
||
|
else
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
const weeklyprice_t *CCSGameRules::GetBlackMarketPriceList( void )
|
||
|
{
|
||
|
if ( m_StringTableBlackMarket == NULL )
|
||
|
{
|
||
|
m_StringTableBlackMarket = networkstringtable->FindTable( CS_GAMERULES_BLACKMARKET_TABLE_NAME);
|
||
|
}
|
||
|
|
||
|
if ( m_pPrices == NULL )
|
||
|
{
|
||
|
int iSize = 0;
|
||
|
INetworkStringTable *pTable = m_StringTableBlackMarket;
|
||
|
if ( pTable && pTable->GetNumStrings() > 0 )
|
||
|
{
|
||
|
m_pPrices = (const weeklyprice_t *)pTable->GetStringUserData( 0, &iSize );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_pPrices )
|
||
|
{
|
||
|
PrepareEquipmentInfo();
|
||
|
}
|
||
|
|
||
|
return m_pPrices;
|
||
|
}
|
||
|
|
||
|
void CCSGameRules::SetBlackMarketPrices( bool bSetDefaults )
|
||
|
{
|
||
|
for ( int i = 1; i < WEAPON_MAX; i++ )
|
||
|
{
|
||
|
if ( i == WEAPON_SHIELDGUN )
|
||
|
continue;
|
||
|
|
||
|
CCSWeaponInfo *info = GetWeaponInfo( (CSWeaponID)i );
|
||
|
|
||
|
if ( info == NULL )
|
||
|
continue;
|
||
|
|
||
|
if ( bSetDefaults == false )
|
||
|
{
|
||
|
info->SetWeaponPrice( GetBlackMarketPriceForWeapon( i ) );
|
||
|
info->SetPreviousPrice( GetBlackMarketPreviousPriceForWeapon( i ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
info->SetWeaponPrice( info->GetDefaultPrice() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
CCSGameRules::CCSGameRules()
|
||
|
{
|
||
|
CSGameRules()->m_StringTableBlackMarket = NULL;
|
||
|
m_pPrices = NULL;
|
||
|
m_bBlackMarket = false;
|
||
|
}
|
||
|
|
||
|
void TestTable( void )
|
||
|
{
|
||
|
CSGameRules()->m_StringTableBlackMarket = networkstringtable->FindTable( CS_GAMERULES_BLACKMARKET_TABLE_NAME);
|
||
|
|
||
|
if ( CSGameRules()->m_StringTableBlackMarket == NULL )
|
||
|
return;
|
||
|
|
||
|
int iIndex = CSGameRules()->m_StringTableBlackMarket->FindStringIndex( "blackmarket_prices" );
|
||
|
int iSize = 0;
|
||
|
|
||
|
const weeklyprice_t *pPrices = NULL;
|
||
|
|
||
|
pPrices = (const weeklyprice_t *)(CSGameRules()->m_StringTableBlackMarket)->GetStringUserData( iIndex, &iSize );
|
||
|
}
|
||
|
|
||
|
#ifdef DEBUG
|
||
|
ConCommand cs_testtable( "cs_testtable", TestTable );
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Enforce certain values on the specified convar.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void EnforceCompetitiveCVar( const char *szCvarName, float fMinValue, float fMaxValue = FLT_MAX, int iArgs = 0, ... )
|
||
|
{
|
||
|
// Doing this check first because OK values might be outside the min/max range
|
||
|
ConVarRef competitiveConvar(szCvarName);
|
||
|
float fValue = competitiveConvar.GetFloat();
|
||
|
va_list vl;
|
||
|
va_start(vl, iArgs);
|
||
|
for( int i=0; i< iArgs; ++i )
|
||
|
{
|
||
|
if( (int)fValue == (int)va_arg(vl,double) )
|
||
|
return;
|
||
|
}
|
||
|
va_end(vl);
|
||
|
|
||
|
if( fValue < fMinValue || fValue > fMaxValue )
|
||
|
{
|
||
|
float fNewValue = MAX( MIN( fValue, fMaxValue ), fMinValue );
|
||
|
competitiveConvar.SetValue( fNewValue );
|
||
|
DevMsg( "Convar %s enforced by server (see sv_competitive_minspec.) Set to %2f.\n", szCvarName, fNewValue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// An interface used by ENABLE_COMPETITIVE_CONVAR macro that lets the classes
|
||
|
// defined in the macro to be stored and acted on.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class ICompetitiveConvar
|
||
|
{
|
||
|
public:
|
||
|
// It is a best practice to always have a virtual destructor in an interface
|
||
|
// class. Otherwise if the derived classes have destructors they will not be
|
||
|
// called.
|
||
|
virtual ~ICompetitiveConvar() {}
|
||
|
virtual void BackupConvar() = 0;
|
||
|
virtual void EnforceRestrictions() = 0;
|
||
|
virtual void RestoreOriginalValue() = 0;
|
||
|
virtual void InstallChangeCallback() = 0;
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// A manager for all enforced competitive convars.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CCompetitiveCvarManager : public CAutoGameSystem
|
||
|
{
|
||
|
public:
|
||
|
typedef CUtlVector<ICompetitiveConvar*> CompetitiveConvarList_t;
|
||
|
static void AddConvarToList( ICompetitiveConvar* pCVar )
|
||
|
{
|
||
|
GetConvarList()->AddToTail( pCVar );
|
||
|
}
|
||
|
|
||
|
static void BackupAllConvars()
|
||
|
{
|
||
|
FOR_EACH_VEC( *GetConvarList(), i )
|
||
|
{
|
||
|
(*GetConvarList())[i]->BackupConvar();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void EnforceRestrictionsOnAllConvars()
|
||
|
{
|
||
|
FOR_EACH_VEC( *GetConvarList(), i )
|
||
|
{
|
||
|
(*GetConvarList())[i]->EnforceRestrictions();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void RestoreAllOriginalValues()
|
||
|
{
|
||
|
FOR_EACH_VEC( *GetConvarList(), i )
|
||
|
{
|
||
|
(*GetConvarList())[i]->RestoreOriginalValue();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static CompetitiveConvarList_t* GetConvarList()
|
||
|
{
|
||
|
if( !s_pCompetitiveConvars )
|
||
|
{
|
||
|
s_pCompetitiveConvars = new CompetitiveConvarList_t();
|
||
|
}
|
||
|
return s_pCompetitiveConvars;
|
||
|
}
|
||
|
|
||
|
static KeyValues* GetConVarBackupKV()
|
||
|
{
|
||
|
if( !s_pConVarBackups )
|
||
|
{
|
||
|
s_pConVarBackups = new KeyValues("ConVarBackups");
|
||
|
}
|
||
|
return s_pConVarBackups;
|
||
|
}
|
||
|
|
||
|
virtual bool Init()
|
||
|
{
|
||
|
FOR_EACH_VEC( *GetConvarList(), i )
|
||
|
{
|
||
|
(*GetConvarList())[i]->InstallChangeCallback();
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
virtual void Shutdown()
|
||
|
{
|
||
|
FOR_EACH_VEC( *GetConvarList(), i )
|
||
|
{
|
||
|
delete (*GetConvarList())[i];
|
||
|
}
|
||
|
delete s_pCompetitiveConvars;
|
||
|
s_pCompetitiveConvars = null;
|
||
|
s_pConVarBackups->deleteThis();
|
||
|
s_pConVarBackups = null;
|
||
|
}
|
||
|
private:
|
||
|
static CompetitiveConvarList_t* s_pCompetitiveConvars;
|
||
|
static KeyValues* s_pConVarBackups;
|
||
|
};
|
||
|
static CCompetitiveCvarManager *s_pCompetitiveCvarManager = new CCompetitiveCvarManager();
|
||
|
CCompetitiveCvarManager::CompetitiveConvarList_t* CCompetitiveCvarManager::s_pCompetitiveConvars = null;
|
||
|
KeyValues* CCompetitiveCvarManager::s_pConVarBackups = null;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Macro to define restrictions on convars with "sv_competitive_minspec 1"
|
||
|
// Usage: ENABLE_COMPETITIVE_CONVAR( convarName, minValue, maxValue, optionalValues, opVal1, opVal2, ...
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#define ENABLE_COMPETITIVE_CONVAR( convarName, ... ) \
|
||
|
class CCompetitiveMinspecConvar##convarName : public ICompetitiveConvar { \
|
||
|
public: \
|
||
|
CCompetitiveMinspecConvar##convarName(){ CCompetitiveCvarManager::AddConvarToList(this);} \
|
||
|
static void on_changed_##convarName( IConVar *var, const char *pOldValue, float flOldValue ){ \
|
||
|
if( sv_competitive_minspec.GetBool() ) { \
|
||
|
EnforceCompetitiveCVar( #convarName , __VA_ARGS__ ); }\
|
||
|
else {\
|
||
|
CCompetitiveCvarManager::GetConVarBackupKV()->SetFloat( #convarName, ConVarRef( #convarName ).GetFloat() ); } } \
|
||
|
virtual void BackupConvar() { CCompetitiveCvarManager::GetConVarBackupKV()->SetFloat( #convarName, ConVarRef( #convarName ).GetFloat() ); } \
|
||
|
virtual void EnforceRestrictions() { EnforceCompetitiveCVar( #convarName , __VA_ARGS__ ); } \
|
||
|
virtual void RestoreOriginalValue() { ConVarRef(#convarName).SetValue(CCompetitiveCvarManager::GetConVarBackupKV()->GetFloat( #convarName ) ); } \
|
||
|
virtual void InstallChangeCallback() { static_cast<ConVar*>(ConVarRef( #convarName ).GetLinkedConVar())->InstallChangeCallback( CCompetitiveMinspecConvar##convarName::on_changed_##convarName); } \
|
||
|
}; \
|
||
|
static CCompetitiveMinspecConvar##convarName *s_pCompetitiveConvar##convarName = new CCompetitiveMinspecConvar##convarName();
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Callback function for sv_competitive_minspec convar value change.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void sv_competitive_minspec_changed_f( IConVar *var, const char *pOldValue, float flOldValue )
|
||
|
{
|
||
|
ConVar *pCvar = static_cast<ConVar*>(var);
|
||
|
|
||
|
if( pCvar->GetBool() == true && (bool)flOldValue == false )
|
||
|
{
|
||
|
// Backup the values of each cvar and enforce new ones
|
||
|
CCompetitiveCvarManager::BackupAllConvars();
|
||
|
CCompetitiveCvarManager::EnforceRestrictionsOnAllConvars();
|
||
|
}
|
||
|
else if( pCvar->GetBool() == false && (bool)flOldValue == true )
|
||
|
{
|
||
|
// If sv_competitive_minspec is disabled, restore old client values
|
||
|
CCompetitiveCvarManager::RestoreAllOriginalValues();
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
static ConVar sv_competitive_minspec( "sv_competitive_minspec",
|
||
|
"0",
|
||
|
FCVAR_REPLICATED | FCVAR_NOTIFY,
|
||
|
"Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages:\n \
|
||
|
r_drawdetailprops = 1\n \
|
||
|
r_staticprop_lod = minimum -1 maximum 3\n \
|
||
|
fps_max minimum 59 (0 works too)\n \
|
||
|
cl_detailfade minimum 400\n \
|
||
|
cl_detaildist minimum 1200\n \
|
||
|
cl_interp_ratio = minimum 1 maximum 2\n \
|
||
|
cl_interp = minimum 0 maximum 0.031\n \
|
||
|
"
|
||
|
#ifdef CLIENT_DLL
|
||
|
,sv_competitive_minspec_changed_f
|
||
|
#endif
|
||
|
);
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
ENABLE_COMPETITIVE_CONVAR( r_drawdetailprops, true, true ); // force r_drawdetailprops on
|
||
|
ENABLE_COMPETITIVE_CONVAR( r_staticprop_lod, -1, 3 ); // force r_staticprop_lod from -1 to 3
|
||
|
ENABLE_COMPETITIVE_CONVAR( fps_max, 59, FLT_MAX, 1, 0 ); // force fps_max above 59. One additional value (0) works
|
||
|
ENABLE_COMPETITIVE_CONVAR( cl_detailfade, 400 ); // force cl_detailfade above 400.
|
||
|
ENABLE_COMPETITIVE_CONVAR( cl_detaildist, 1200 ); // force cl_detaildist above 1200.
|
||
|
ENABLE_COMPETITIVE_CONVAR( cl_interp_ratio, 1, 2 ); // force cl_interp_ratio from 1 to 2
|
||
|
ENABLE_COMPETITIVE_CONVAR( cl_interp, 0, 0.031 ); // force cl_interp from 0.0152 to 0.031
|
||
|
|
||
|
// Stubs for replay client code
|
||
|
const char *GetMapDisplayName( const char *pMapName )
|
||
|
{
|
||
|
return pMapName;
|
||
|
}
|
||
|
|
||
|
bool IsTakingAFreezecamScreenshot()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
#endif
|