Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== tf_client.cpp ========================================================
HL1 client/server game specific stuff
*/
#include "cbase.h"
#include "hl1_player.h"
#include "hl1mp_player.h"
#include "hl1_gamerules.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "entitylist.h"
#include "physics.h"
#include "game.h"
#include "player_resource.h"
#include "engine/IEngineSound.h"
#include "tier0/vprof.h"
void Host_Say( edict_t *pEdict, bool teamonly );
extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname );
extern bool g_fGameOver;
/*
===========
ClientPutInServer
called each time a player is spawned into the game
============
*/
void ClientPutInServer( edict_t *pEdict, const char *playername )
{
CHL1_Player *pPlayer = NULL;
// Allocate a CBasePlayer for pev, and call spawn
if ( g_pGameRules->IsMultiplayer() )
pPlayer = CHL1_Player::CreatePlayer( "player_mp", pEdict );
else
pPlayer = CHL1_Player::CreatePlayer( "player", pEdict );
pPlayer->SetPlayerName( playername );
}
void ClientActive( edict_t *pEdict, bool bLoadGame )
{
CHL1_Player *pPlayer = dynamic_cast< CHL1_Player* >( CBaseEntity::Instance( pEdict ) );
pPlayer->InitialSpawn();
if ( !bLoadGame )
{
pPlayer->Spawn();
}
}
/*
===============
const char *GetGameDescription()
Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2
===============
*/
const char *GetGameDescription()
{
if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized
return g_pGameRules->GetGameDescription();
else
return "Half-Life 1";
}
//-----------------------------------------------------------------------------
// Purpose: Given a player and optional name returns the entity of that
// classname that the player is nearest facing
//
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseEntity* FindEntity( edict_t *pEdict, char *classname)
{
// If no name was given set bits based on the picked
if (FStrEq(classname,""))
{
return (FindPickerEntityClass( static_cast<CBasePlayer*>(GetContainingEntity(pEdict)), classname ));
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Precache game-specific models & sounds
//-----------------------------------------------------------------------------
void ClientGamePrecache( void )
{
// Multiplayer uses different models, and more of them.
if ( g_pGameRules->IsMultiplayer() )
{
CBaseEntity::PrecacheModel("models/player/mp/barney/barney.mdl");
CBaseEntity::PrecacheModel("models/player/mp/gina/gina.mdl");
CBaseEntity::PrecacheModel("models/player/mp/gman/gman.mdl");
CBaseEntity::PrecacheModel("models/player/mp/gordon/gordon.mdl");
CBaseEntity::PrecacheModel("models/player/mp/helmet/helmet.mdl");
CBaseEntity::PrecacheModel("models/player/mp/hgrunt/hgrunt.mdl");
CBaseEntity::PrecacheModel("models/player/mp/robo/robo.mdl");
CBaseEntity::PrecacheModel("models/player/mp/scientist/scientist.mdl");
CBaseEntity::PrecacheModel("models/player/mp/zombie/zombie.mdl");
CBaseEntity::PrecacheModel("models/player.mdl" );
}
else
{
CBaseEntity::PrecacheModel("models/player.mdl" );
}
CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" );
CBaseEntity::PrecacheScriptSound( "Player.UseDeny" );
}
// called by ClientKill and DeadThink
void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
{
if (gpGlobals->coop || gpGlobals->deathmatch)
{
if ( fCopyCorpse )
{
// make a copy of the dead body for appearances sake
((CHL1MP_Player *)pEdict)->CreateCorpse();
}
// respawn player
pEdict->Spawn();
}
else
{ // restart the entire server
engine->ServerCommand("reload\n");
}
}
void GameStartFrame( void )
{
VPROF("GameStartFrame()");
if ( g_fGameOver )
return;
gpGlobals->teamplay = (teamplay.GetInt() != 0);
#ifdef DEBUG
extern void Bot_RunAll();
Bot_RunAll();
#endif
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
void InstallGameRules()
{
engine->ServerCommand( "exec game.cfg\n" );
engine->ServerExecute( );
if ( !gpGlobals->deathmatch )
{
// generic half-life
CreateGameRulesObject( "CHalfLife1" );
return;
}
else
{
CreateGameRulesObject( "CHL1MPRules" );
return;
if ( teamplay.GetInt() > 0 )
{
// teamplay
CreateGameRulesObject( "CTeamplayRules" );
return;
}
// vanilla deathmatch
CreateGameRulesObject( "CMultiplayRules" );
return;
}
CreateGameRulesObject( "CHalfLife1" );
}