//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== tf_client.cpp ======================================================== HL2 client/server game specific stuff */ #include "cbase.h" #include "player.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "tf_gamerules.h" #include "EntityList.h" #include "physics.h" #include "game.h" #include "ai_network.h" #include "ai_node.h" #include "ai_hull.h" #include "tf_player.h" #include "menu_base.h" #include "shake.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 CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer ); void InitializeMenus( void ); void DestroyMenus( void ); void Bot_RunAll( void ); 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 CBaseTFPlayer for pev, and call spawn CBaseTFPlayer *pPlayer = CBaseTFPlayer::CreatePlayer( "player", pEdict ); pPlayer->InitialSpawn(); pPlayer->SetPlayerName( playername ); 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 "TeamFortress 2"; } //----------------------------------------------------------------------------- // Purpose: Precache game-specific models & sounds //----------------------------------------------------------------------------- void ClientGamePrecache( void ) { // Materials used by the client effects CBaseEntity::PrecacheModel( "sprites/white.vmt" ); CBaseEntity::PrecacheModel( "sprites/physbeam.vmt" ); CBaseEntity::PrecacheModel( "effects/human_object_glow.vmt" ); // Precache player models CBaseEntity::PrecacheModel( "models/player/alien_commando.mdl" ); CBaseEntity::PrecacheModel( "models/player/human_commando.mdl" ); CBaseEntity::PrecacheModel( "models/player/human_defender.mdl"); CBaseEntity::PrecacheModel( "models/player/medic.mdl" ); CBaseEntity::PrecacheModel( "models/player/recon.mdl" ); CBaseEntity::PrecacheModel( "models/player/human_medic.mdl" ); CBaseEntity::PrecacheModel( "models/player/alien_escort.mdl" ); CBaseEntity::PrecacheModel( "models/player/defender.mdl" ); CBaseEntity::PrecacheModel( "models/player/technician.mdl" ); } // 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 ((CBaseTFPlayer *)pEdict)->CreateCorpse(); } // respawn player pEdict->Spawn(); } else { // restart the entire server engine->ServerCommand("reload\n"); } } void GameStartFrame( void ) { VPROF("GameStartFrame()"); if ( g_pGameRules ) g_pGameRules->Think(); if ( g_fGameOver ) return; gpGlobals->teamplay = teamplay.GetInt() ? true : false; Bot_RunAll(); } //========================================================= // instantiate the proper game rules object //========================================================= void InstallGameRules() { InitializeMenus(); // teamplay CreateGameRulesObject( "CTeamFortress" ); } void FinishClientPutInServer( CBaseTFPlayer *pPlayer ) { pPlayer->InitialSpawn(); pPlayer->Spawn(); // When the player first joins the server, they pPlayer->m_lifeState = LIFE_DEAD; pPlayer->AddEffects( EF_NODRAW ); pPlayer->ChangeTeam( TEAM_UNASSIGNED ); pPlayer->SetThink( NULL ); 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 : "" ); } void ClientActive( edict_t *pEdict, bool bLoadGame ) { // Can't load games in CS! Assert( !bLoadGame ); CBaseTFPlayer *pPlayer = static_cast( CBaseEntity::Instance( pEdict ) ); FinishClientPutInServer( pPlayer ); }