//========= 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(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" ); }