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 ========================================================
HL2 client/server game specific stuff
*/
#include "cbase.h"
#include "hl2mp_player.h"
#include "hl2mp_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 "team.h"
#include "viewport_panel_names.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 );
ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." );
extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname );
extern bool g_fGameOver;
void FinishClientPutInServer( CHL2MP_Player *pPlayer )
{
pPlayer->InitialSpawn();
pPlayer->Spawn();
char sName[128];
Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) );
// First parse the name and remove any %'s
for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ )
{
// Replace it with a space
if ( *pApersand == '%' )
*pApersand = ' ';
}
// notify other clients of player joining the game
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "<unconnected>" );
if ( HL2MPRules()->IsTeamplay() == true )
{
ClientPrint( pPlayer, HUD_PRINTTALK, "You are on team %s1\n", pPlayer->GetTeam()->GetName() );
}
const ConVar *hostname = cvar->FindVar( "hostname" );
const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY";
KeyValues *data = new KeyValues("data");
data->SetString( "title", title ); // info panel title
data->SetString( "type", "1" ); // show userdata from stringtable entry
data->SetString( "msg", "motd" ); // use this stringtable entry
data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() );
pPlayer->ShowViewPortPanel( PANEL_INFO, true, data );
data->deleteThis();
}
/*
===========
ClientPutInServer
called each time a player is spawned into the game
============
*/
void ClientPutInServer( edict_t *pEdict, const char *playername )
{
// Allocate a CBaseTFPlayer for pev, and call spawn
CHL2MP_Player *pPlayer = CHL2MP_Player::CreatePlayer( "player", pEdict );
pPlayer->SetPlayerName( playername );
}
void ClientActive( edict_t *pEdict, bool bLoadGame )
{
// Can't load games in CS!
Assert( !bLoadGame );
CHL2MP_Player *pPlayer = ToHL2MPPlayer( CBaseEntity::Instance( pEdict ) );
FinishClientPutInServer( pPlayer );
}
/*
===============
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 2 Deathmatch";
}
//-----------------------------------------------------------------------------
// 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 )
{
CBaseEntity::PrecacheModel("models/player.mdl");
CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" );
CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl");
CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" );
CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" );
CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" );
CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" );
CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" );
CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" );
CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" );
CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" );
CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" );
}
// called by ClientKill and DeadThink
void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
{
CHL2MP_Player *pPlayer = ToHL2MPPlayer( pEdict );
if ( pPlayer )
{
if ( gpGlobals->curtime > pPlayer->GetDeathTime() + DEATH_ANIMATION_TIME )
{
// respawn player
pPlayer->Spawn();
}
else
{
pPlayer->SetNextThink( gpGlobals->curtime + 0.1f );
}
}
}
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()
{
// vanilla deathmatch
CreateGameRulesObject( "CHL2MPRules" );
}