|
|
|
|
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
|
|
|
//
|
|
|
|
|
// Purpose:
|
|
|
|
|
//
|
|
|
|
|
// $NoKeywords: $
|
|
|
|
|
//
|
|
|
|
|
//=============================================================================//
|
|
|
|
|
/*
|
|
|
|
|
|
|
|
|
|
===== asw_client.cpp ========================================================
|
|
|
|
|
|
|
|
|
|
Infested client/server game specific stuff
|
|
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include "cbase.h"
|
|
|
|
|
#include "asw_player.h"
|
|
|
|
|
#include "asw_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"
|
|
|
|
|
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
|
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
|
|
|
|
void Host_Say( edict_t *pEdict, bool teamonly );
|
|
|
|
|
|
|
|
|
|
extern bool g_fGameOver;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
===========
|
|
|
|
|
ClientPutInServer
|
|
|
|
|
|
|
|
|
|
called each time a player is spawned into the game
|
|
|
|
|
============
|
|
|
|
|
*/
|
|
|
|
|
void ClientPutInServer( edict_t *pEdict, const char *playername )
|
|
|
|
|
{
|
|
|
|
|
// Allocate a CBasePlayer for pev, and call spawn
|
|
|
|
|
CASW_Player *pPlayer = CASW_Player::CreatePlayer( "player", pEdict );
|
|
|
|
|
pPlayer->SetPlayerName( playername );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void ClientActive( edict_t *pEdict, bool bLoadGame )
|
|
|
|
|
{
|
|
|
|
|
CASW_Player *pPlayer = dynamic_cast< CASW_Player* >( CBaseEntity::Instance( pEdict ) );
|
|
|
|
|
Assert( pPlayer );
|
|
|
|
|
|
|
|
|
|
if ( !pPlayer )
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pPlayer->InitialSpawn();
|
|
|
|
|
|
|
|
|
|
if ( !bLoadGame )
|
|
|
|
|
{
|
|
|
|
|
pPlayer->Spawn();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void ClientFullyConnect( edict_t *pEntity )
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
===============
|
|
|
|
|
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 "Alien Swarm: Infested";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// 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,""))
|
|
|
|
|
{
|
|
|
|
|
CBasePlayer *pPlayer = static_cast<CBasePlayer*>(GetContainingEntity(pEdict));
|
|
|
|
|
if ( pPlayer )
|
|
|
|
|
{
|
|
|
|
|
return pPlayer->FindPickerEntityClass( classname );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Purpose: Precache game-specific models & sounds
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
PRECACHE_REGISTER_BEGIN( GLOBAL, ClientGamePrecache )
|
|
|
|
|
PRECACHE( MODEL, "models/player.mdl");
|
|
|
|
|
PRECACHE( MODEL, "models/gibs/agibs.mdl" );
|
|
|
|
|
PRECACHE( MODEL, "models/gibs/hgibs.mdl" );
|
|
|
|
|
PRECACHE( MODEL, "models/gibs/hgibs_spine.mdl" );
|
|
|
|
|
PRECACHE( MODEL, "models/gibs/hgibs_scapula.mdl" );
|
|
|
|
|
|
|
|
|
|
PRECACHE( GAMESOUND, "FX_AntlionImpact.ShellImpact" );
|
|
|
|
|
PRECACHE( GAMESOUND, "Missile.ShotDown" );
|
|
|
|
|
|
|
|
|
|
PRECACHE( GAMESOUND, "Geiger.BeepHigh" );
|
|
|
|
|
PRECACHE( GAMESOUND, "Geiger.BeepLow" );
|
|
|
|
|
|
|
|
|
|
PRECACHE( KV_DEP_FILE, "resource/ParticleEmitters.txt" )
|
|
|
|
|
PRECACHE_REGISTER_END()
|
|
|
|
|
|
|
|
|
|
void ClientGamePrecache( void )
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
((CASW_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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
|
// instantiate the proper game rules object
|
|
|
|
|
//=========================================================
|
|
|
|
|
void InstallGameRules()
|
|
|
|
|
{
|
|
|
|
|
CreateGameRulesObject( "CAlienSwarm" );
|
|
|
|
|
}
|
|
|
|
|
|