/*** * //========= Copyright Valve Corporation, All rights reserved. ============// * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== tf_client.cpp ======================================================== HL2 client/server game specific stuff */ #include "cbase.h" #include "player.h" #include "gamerules.h" #include "entitylist.h" #include "physics.h" #include "game.h" #include "ai_network.h" #include "ai_node.h" #include "ai_hull.h" #include "shake.h" #include "player_resource.h" #include "engine/IEngineSound.h" #include "tf_player.h" #include "tf_gamerules.h" #include "tier0/vprof.h" #include "tf_bot_temp.h" #include "filesystem.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer ); extern bool g_fGameOver; void FinishClientPutInServer( CTFPlayer *pPlayer ) { { bool save = engine->LockNetworkStringTables( false ); pPlayer->InitialSpawn(); pPlayer->Spawn(); engine->LockNetworkStringTables( save ); } 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 if ( !pPlayer->IsFakeClient() ) { UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "" ); } } /* =========== 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 CTFPlayer *pPlayer = CTFPlayer::CreatePlayer( "player", pEdict ); pPlayer->SetPlayerName( playername ); } void ClientActive( edict_t *pEdict, bool bLoadGame ) { // Can't load games in CS! Assert( !bLoadGame ); CTFPlayer *pPlayer = ToTFPlayer( 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 "Team Fortress"; } //----------------------------------------------------------------------------- // Purpose: Precache game-specific models & sounds //----------------------------------------------------------------------------- void ClientGamePrecache( void ) { const char *pFilename = "scripts/client_precache.txt"; KeyValues *pValues = new KeyValues( "ClientPrecache" ); if ( !pValues->LoadFromFile( filesystem, pFilename, "GAME" ) ) { Error( "Can't open %s for client precache info.", pFilename ); pValues->deleteThis(); return; } for ( KeyValues *pData = pValues->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() ) { const char *pszType = pData->GetName(); const char *pszFile = pData->GetString(); if ( Q_strlen( pszType ) > 0 && Q_strlen( pszFile ) > 0 ) { if ( !Q_stricmp( pData->GetName(), "model" ) ) { CBaseEntity::PrecacheModel( pszFile ); } else if ( !Q_stricmp( pData->GetName(), "scriptsound" ) ) { CBaseEntity::PrecacheScriptSound( pszFile ); } } } pValues->deleteThis(); // @FD This has been moved into pure_server_consistency.txt // // // particles //// engine->ForceExactFile( "particles/blood_impact.pcf" ); // Don't force consistency on this because of the LV version. //// engine->ForceExactFile( "particles/blood_impact_dx80.pcf" ); // Don't force consistency on this because of the LV version. //// engine->ForceExactFile( "particles/blood_trail.pcf" ); // Don't force consistency on this because of the LV version. //// engine->ForceExactFile( "particles/blood_trail_dx80.pcf" ); // Don't force consistency on this because of the LV version. //// engine->ForceExactFile( "particles/buildingdamage.pcf" ); // engine->ForceExactFile( "particles/bullet_tracers.pcf" ); // engine->ForceExactFile( "particles/burningplayer.pcf" ); // engine->ForceExactFile( "particles/burningplayer_dx80.pcf" ); // engine->ForceExactFile( "particles/cig_smoke.pcf" ); // engine->ForceExactFile( "particles/cig_smoke_dx80.pcf" ); //// engine->ForceExactFile( "particles/cinefx.pcf" ); //// engine->ForceExactFile( "particles/crit.pcf" ); //// engine->ForceExactFile( "particles/default.pcf" ); // engine->ForceExactFile( "particles/disguise.pcf" ); //// engine->ForceExactFile( "particles/explosion.pcf" ); //// engine->ForceExactFile( "particles/explosion_dx80.pcf" ); //// engine->ForceExactFile( "particles/explosion_dx90_slow.pcf" ); //// engine->ForceExactFile( "particles/explosion_high.pcf" ); // engine->ForceExactFile( "particles/flag_particles.pcf" ); //// engine->ForceExactFile( "particles/flamethrower.pcf" ); //// engine->ForceExactFile( "particles/flamethrowerTest.pcf" ); //// engine->ForceExactFile( "particles/flamethrower_dx80.pcf" ); //// engine->ForceExactFile( "particles/flamethrower_dx90_slow.pcf" ); //// engine->ForceExactFile( "particles/flamethrower_high.pcf" ); //// engine->ForceExactFile( "particles/impact_fx.pcf" ); //// engine->ForceExactFile( "particles/item_fx.pcf" ); //// engine->ForceExactFile( "particles/medicgun_attrib.pcf" ); //// engine->ForceExactFile( "particles/medicgun_beam.pcf" ); //// engine->ForceExactFile( "particles/medicgun_beam_dx80.pcf" ); //// engine->ForceExactFile( "particles/muzzle_flash.pcf" ); //// engine->ForceExactFile( "particles/muzzle_flash_dx80.pcf" ); //// engine->ForceExactFile( "particles/nailtrails.pcf" ); // engine->ForceExactFile( "particles/nemesis.pcf" ); // engine->ForceExactFile( "particles/player_recent_teleport.pcf" ); // engine->ForceExactFile( "particles/player_recent_teleport_dx80.pcf" ); //// engine->ForceExactFile( "particles/rocketbackblast.pcf" ); //// engine->ForceExactFile( "particles/rocketjumptrail.pcf" ); //// engine->ForceExactFile( "particles/rockettrail.pcf" ); //// engine->ForceExactFile( "particles/rockettrail_dx80.pcf" ); //// engine->ForceExactFile( "particles/rockettrail_dx90_slow.pcf" ); //// engine->ForceExactFile( "particles/shellejection.pcf" ); //// engine->ForceExactFile( "particles/shellejection_dx80.pcf" ); //// engine->ForceExactFile( "particles/shellejection_high.pcf" ); //// engine->ForceExactFile( "particles/smoke_blackbillow.pcf" ); //// engine->ForceExactFile( "particles/smoke_blackbillow_dx80.pcf" ); //// engine->ForceExactFile( "particles/sparks.pcf" ); // engine->ForceExactFile( "particles/speechbubbles.pcf" ); //// engine->ForceExactFile( "particles/stickybomb.pcf" ); //// engine->ForceExactFile( "particles/stickybomb_dx80.pcf" ); // engine->ForceExactFile( "particles/teleported_fx.pcf" ); // engine->ForceExactFile( "particles/teleport_status.pcf" ); // engine->ForceExactFile( "particles/water.pcf" ); // engine->ForceExactFile( "particles/water_dx80.pcf" ); } // 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 dynamic_cast< CBasePlayer* >( 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() { CreateGameRulesObject( "CTFGameRules" ); }