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. ============//
//
//=======================================================================================//
#include "cbase.h"
#if defined( REPLAY_ENABLED )
#include "cs_replay.h"
#include "c_cs_player.h"
#include "cs_gamestats_shared.h"
#include "cs_client_gamestats.h"
#include "clientmode_shared.h"
#include "replay/ireplaymoviemanager.h"
#include "replay/ireplayfactory.h"
#include "replay/ireplayscreenshotmanager.h"
#include "replay/screenshot.h"
#include <time.h>
//----------------------------------------------------------------------------------------
extern IReplayScreenshotManager *g_pReplayScreenshotManager;
//----------------------------------------------------------------------------------------
CCSReplay::CCSReplay()
{
}
CCSReplay::~CCSReplay()
{
}
void CCSReplay::OnBeginRecording()
{
BaseClass::OnBeginRecording();
// Setup the newly created replay
C_CSPlayer* pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pPlayer )
{
SetPlayerClass( pPlayer->PlayerClass() );
SetPlayerTeam( pPlayer->GetTeamNumber() );
}
}
void CCSReplay::OnEndRecording()
{
if ( gameeventmanager )
{
gameeventmanager->RemoveListener( this );
}
BaseClass::OnEndRecording();
}
void CCSReplay::OnComplete()
{
BaseClass::OnComplete();
}
void CCSReplay::Update()
{
BaseClass::Update();
}
float CCSReplay::GetSentryKillScreenshotDelay()
{
ConVarRef replay_screenshotsentrykilldelay( "replay_screenshotsentrykilldelay" );
return replay_screenshotsentrykilldelay.IsValid() ? replay_screenshotsentrykilldelay.GetFloat() : 0.5f;
}
void CCSReplay::FireGameEvent( IGameEvent *pEvent )
{
C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( !pLocalPlayer )
return;
CaptureScreenshotParams_t params;
V_memset( &params, 0, sizeof( params ) );
if ( FStrEq( pEvent->GetName(), "player_death" ) )
{
ConVarRef replay_debug( "replay_debug" );
if ( replay_debug.IsValid() && replay_debug.GetBool() )
{
DevMsg( "%i: CCSReplay::FireGameEvent(): player_death\n", gpGlobals->tickcount );
}
int nKillerID = pEvent->GetInt( "attacker" );
int nVictimID = pEvent->GetInt( "userid" );
int nDeathFlags = pEvent->GetInt( "death_flags" );
const char *pWeaponName = pEvent->GetString( "weapon" );
// Suicide?
bool bSuicide = nKillerID == nVictimID;
// Try to get killer
C_CSPlayer *pKiller = ToCSPlayer( USERID2PLAYER( nKillerID ) );
// Try to get victim
C_CSPlayer *pVictim = ToCSPlayer( USERID2PLAYER( nVictimID ) );
// Inflictor was a sentry gun?
bool bSentry = V_strnicmp( pWeaponName, "obj_sentrygun", 13 ) == 0;
// Is the killer the local player?
if ( nKillerID == pLocalPlayer->GetUserID() &&
!bSuicide &&
!bSentry )
{
// Domination?
if ( nDeathFlags & REPLAY_DEATH_DOMINATION )
{
AddDomination( nVictimID );
}
// Revenge?
if ( pEvent->GetInt( "death_flags" ) & REPLAY_DEATH_REVENGE )
{
AddRevenge( nVictimID );
}
// Add victim info to kill list
if ( pVictim )
{
AddKill( pVictim->GetPlayerName(), pVictim->PlayerClass() );
}
// Take a quick screenshot with some delay
ConVarRef replay_screenshotkilldelay( "replay_screenshotkilldelay" );
if ( replay_screenshotkilldelay.IsValid() )
{
params.m_flDelay = GetKillScreenshotDelay();
g_pReplayScreenshotManager->CaptureScreenshot( params );
}
}
// Player death?
else if ( pKiller &&
nVictimID == pLocalPlayer->GetUserID() )
{
// Record who killed the player if not a suicide
if ( !bSuicide )
{
RecordPlayerDeath( pKiller->GetPlayerName(), pKiller->PlayerClass() );
}
// Take screenshot - taking a screenshot during feign death is cool, too.
ConVarRef replay_deathcammaxverticaloffset( "replay_deathcammaxverticaloffset" );
ConVarRef replay_playerdeathscreenshotdelay( "replay_playerdeathscreenshotdelay" );
params.m_flDelay = replay_playerdeathscreenshotdelay.IsValid() ? replay_playerdeathscreenshotdelay.GetFloat() : 0.0f;
params.m_nEntity = pLocalPlayer->entindex();
params.m_posCamera.Init( 0,0, replay_deathcammaxverticaloffset.IsValid() ? replay_deathcammaxverticaloffset.GetFloat() : 150 );
params.m_angCamera.Init( 90, 0, 0 ); // Look straight down
params.m_bUseCameraAngles = true;
params.m_bIgnoreMinTimeBetweenScreenshots = true;
g_pReplayScreenshotManager->CaptureScreenshot( params );
}
}
}
bool CCSReplay::IsValidClass( int iClass ) const
{
return ( iClass >= CS_CLASS_NONE && iClass < CS_NUM_CLASSES );
}
bool CCSReplay::IsValidTeam( int iTeam ) const
{
return ( iTeam == TEAM_TERRORIST || iTeam == TEAM_CT );
}
bool CCSReplay::GetCurrentStats( RoundStats_t &out )
{
out = g_CSClientGameStats.GetLifetimeStats();
return true;
}
const char *CCSReplay::GetStatString( int iStat ) const
{
return CSStatProperty_Table[ iStat ].szSteamName;
}
const char *CCSReplay::GetPlayerClass( int iClass ) const
{
Assert( iClass >= CS_CLASS_NONE && iClass < CS_NUM_CLASSES );
return GetCSClassInfo( iClass )->m_pClassName;
}
bool CCSReplay::Read( KeyValues *pIn )
{
return BaseClass::Read( pIn );
}
void CCSReplay::Write( KeyValues *pOut )
{
BaseClass::Write( pOut );
}
const char *CCSReplay::GetMaterialFriendlyPlayerClass() const
{
return BaseClass::GetMaterialFriendlyPlayerClass();
}
void CCSReplay::DumpGameSpecificData() const
{
BaseClass::DumpGameSpecificData();
}
//----------------------------------------------------------------------------------------
class CCSReplayFactory : public IReplayFactory
{
public:
virtual CReplay *Create()
{
return new CCSReplay();
}
};
static CCSReplayFactory s_ReplayManager;
IReplayFactory *g_pReplayFactory = &s_ReplayManager;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CCSReplayFactory, IReplayFactory, INTERFACE_VERSION_REPLAY_FACTORY, s_ReplayManager );
#endif