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: $
//===========================================================================//
#include "cbase.h"
#include <crtmemdebug.h>
#include "vgui_int.h"
#include "clientmode.h"
#include "iinput.h"
#include "iviewrender.h"
#include "ivieweffects.h"
#include "ivmodemanager.h"
#include "prediction.h"
#include "clientsideeffects.h"
#include "particlemgr.h"
#include "steam/steam_api.h"
#include "initializer.h"
#include "smoke_fog_overlay.h"
#include "view.h"
#include "ienginevgui.h"
#include "iefx.h"
#include "enginesprite.h"
#include "networkstringtable_clientdll.h"
#include "voice_status.h"
#include "filesystem.h"
#include "c_te_legacytempents.h"
#include "c_rope.h"
#include "engine/ishadowmgr.h"
#include "engine/IStaticPropMgr.h"
#include "hud_basechat.h"
#include "hud_crosshair.h"
#include "view_shared.h"
#include "env_wind_shared.h"
#include "detailobjectsystem.h"
#include "clienteffectprecachesystem.h"
#include "soundenvelope.h"
#include "c_basetempentity.h"
#include "materialsystem/imaterialsystemstub.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "c_soundscape.h"
#include "engine/ivdebugoverlay.h"
#include "vguicenterprint.h"
#include "iviewrender_beams.h"
#include "tier0/vprof.h"
#include "engine/IEngineTrace.h"
#include "engine/ivmodelinfo.h"
#include "physics.h"
#include "usermessages.h"
#include "gamestringpool.h"
#include "c_user_message_register.h"
#include "IGameUIFuncs.h"
#include "saverestoretypes.h"
#include "saverestore.h"
#include "physics_saverestore.h"
#include "igameevents.h"
#include "datacache/idatacache.h"
#include "datacache/imdlcache.h"
#include "kbutton.h"
#include "tier0/icommandline.h"
#include "gamerules_register.h"
#include "vgui_controls/AnimationController.h"
#include "bitmap/tgawriter.h"
#include "c_world.h"
#include "perfvisualbenchmark.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "hud_closecaption.h"
#include "colorcorrectionmgr.h"
#include "physpropclientside.h"
#include "panelmetaclassmgr.h"
#include "c_vguiscreen.h"
#include "imessagechars.h"
#include "game/client/IGameClientExports.h"
#include "client_factorylist.h"
#include "ragdoll_shared.h"
#include "rendertexture.h"
#include "view_scene.h"
#include "iclientmode.h"
#include "con_nprint.h"
#include "inputsystem/iinputsystem.h"
#include "appframework/IAppSystemGroup.h"
#include "scenefilecache/ISceneFileCache.h"
#include "tier2/tier2dm.h"
#include "tier3/tier3.h"
#include "ihudlcd.h"
#include "toolframework_client.h"
#include "hltvcamera.h"
#if defined( REPLAY_ENABLED )
#include "replay/replaycamera.h"
#include "replay/replay_ragdoll.h"
#include "qlimits.h"
#include "replay/replay.h"
#include "replay/ireplaysystem.h"
#include "replay/iclientreplay.h"
#include "replay/ienginereplay.h"
#include "replay/ireplaymanager.h"
#include "replay/ireplayscreenshotmanager.h"
#include "replay/iclientreplaycontext.h"
#include "replay/vgui/replayconfirmquitdlg.h"
#include "replay/vgui/replaybrowsermainpanel.h"
#include "replay/vgui/replayinputpanel.h"
#include "replay/vgui/replayperformanceeditor.h"
#endif
#include "vgui/ILocalize.h"
#include "vgui/IVGui.h"
#include "ixboxsystem.h"
#include "ipresence.h"
#include "engine/imatchmaking.h"
#include "cdll_bounded_cvars.h"
#include "matsys_controls/matsyscontrols.h"
#include "gamestats.h"
#include "particle_parse.h"
#if defined( TF_CLIENT_DLL )
#include "rtime.h"
#include "tf_hud_disconnect_prompt.h"
#include "../engine/audio/public/sound.h"
#include "tf_shared_content_manager.h"
#endif
#include "clientsteamcontext.h"
#include "renamed_recvtable_compat.h"
#include "mouthinfo.h"
#include "sourcevr/isourcevirtualreality.h"
#include "client_virtualreality.h"
#include "mumble.h"
// NVNT includes
#include "hud_macros.h"
#include "haptics/ihaptics.h"
#include "haptics/haptic_utils.h"
#include "haptics/haptic_msgs.h"
#if defined( TF_CLIENT_DLL )
#include "abuse_report.h"
#endif
#ifdef USES_ECON_ITEMS
#include "econ_item_system.h"
#endif // USES_ECON_ITEMS
#if defined( TF_CLIENT_DLL )
#include "econ/tool_items/custom_texture_cache.h"
#endif
#ifdef WORKSHOP_IMPORT_ENABLED
#include "fbxsystem/fbxsystem.h"
#endif
#include "touch.h"
extern vgui::IInputInternal *g_InputInternal;
//=============================================================================
// HPE_BEGIN
// [dwenger] Necessary for stats display
//=============================================================================
#include "achievements_and_stats_interface.h"
//=============================================================================
// HPE_END
//=============================================================================
#ifdef PORTAL
#include "PortalRender.h"
#endif
#ifdef SIXENSE
#include "sixense/in_sixense.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IClientMode *GetClientModeNormal();
// IF YOU ADD AN INTERFACE, EXTERN IT IN THE HEADER FILE.
IVEngineClient *engine = NULL;
IVModelRender *modelrender = NULL;
IVEfx *effects = NULL;
IVRenderView *render = NULL;
IVDebugOverlay *debugoverlay = NULL;
IMaterialSystemStub *materials_stub = NULL;
IDataCache *datacache = NULL;
IVModelInfoClient *modelinfo = NULL;
IEngineVGui *enginevgui = NULL;
INetworkStringTableContainer *networkstringtable = NULL;
ISpatialPartition* partition = NULL;
IFileSystem *filesystem = NULL;
IShadowMgr *shadowmgr = NULL;
IStaticPropMgrClient *staticpropmgr = NULL;
IEngineSound *enginesound = NULL;
IUniformRandomStream *random = NULL;
static CGaussianRandomStream s_GaussianRandomStream;
CGaussianRandomStream *randomgaussian = &s_GaussianRandomStream;
ISharedGameRules *sharedgamerules = NULL;
IEngineTrace *enginetrace = NULL;
IGameUIFuncs *gameuifuncs = NULL;
IGameEventManager2 *gameeventmanager = NULL;
ISoundEmitterSystemBase *soundemitterbase = NULL;
IInputSystem *inputsystem = NULL;
ISceneFileCache *scenefilecache = NULL;
IXboxSystem *xboxsystem = NULL; // Xbox 360 only
IMatchmaking *matchmaking = NULL;
IUploadGameStats *gamestatsuploader = NULL;
IClientReplayContext *g_pClientReplayContext = NULL;
#if defined( REPLAY_ENABLED )
IReplayManager *g_pReplayManager = NULL;
IReplayMovieManager *g_pReplayMovieManager = NULL;
IReplayScreenshotManager *g_pReplayScreenshotManager = NULL;
IReplayPerformanceManager *g_pReplayPerformanceManager = NULL;
IReplayPerformanceController *g_pReplayPerformanceController = NULL;
IEngineReplay *g_pEngineReplay = NULL;
IEngineClientReplay *g_pEngineClientReplay = NULL;
IReplaySystem *g_pReplay = NULL;
#endif
IHaptics* haptics = NULL;// NVNT haptics system interface singleton
//=============================================================================
// HPE_BEGIN
// [dwenger] Necessary for stats display
//=============================================================================
AchievementsAndStatsInterface* g_pAchievementsAndStatsInterface = NULL;
//=============================================================================
// HPE_END
//=============================================================================
IGameSystem *SoundEmitterSystem();
IGameSystem *ToolFrameworkClientSystem();
// Engine player info, no game related infos here
BEGIN_BYTESWAP_DATADESC( player_info_s )
DEFINE_ARRAY( name, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ),
DEFINE_FIELD( userID, FIELD_INTEGER ),
DEFINE_ARRAY( guid, FIELD_CHARACTER, SIGNED_GUID_LEN + 1 ),
DEFINE_FIELD( friendsID, FIELD_INTEGER ),
DEFINE_ARRAY( friendsName, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ),
DEFINE_FIELD( fakeplayer, FIELD_BOOLEAN ),
DEFINE_FIELD( ishltv, FIELD_BOOLEAN ),
#if defined( REPLAY_ENABLED )
DEFINE_FIELD( isreplay, FIELD_BOOLEAN ),
#endif
DEFINE_ARRAY( customFiles, FIELD_INTEGER, MAX_CUSTOM_FILES ),
DEFINE_FIELD( filesDownloaded, FIELD_INTEGER ),
END_BYTESWAP_DATADESC()
static bool g_bRequestCacheUsedMaterials = false;
void RequestCacheUsedMaterials()
{
g_bRequestCacheUsedMaterials = true;
}
void ProcessCacheUsedMaterials()
{
if ( !g_bRequestCacheUsedMaterials )
return;
g_bRequestCacheUsedMaterials = false;
if ( materials )
{
materials->CacheUsedMaterials();
}
}
// String tables
INetworkStringTable *g_pStringTableParticleEffectNames = NULL;
INetworkStringTable *g_StringTableEffectDispatch = NULL;
INetworkStringTable *g_StringTableVguiScreen = NULL;
INetworkStringTable *g_pStringTableMaterials = NULL;
INetworkStringTable *g_pStringTableInfoPanel = NULL;
INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL;
INetworkStringTable *g_pStringTableServerMapCycle = NULL;
#ifdef TF_CLIENT_DLL
INetworkStringTable *g_pStringTableServerPopFiles = NULL;
INetworkStringTable *g_pStringTableServerMapCycleMvM = NULL;
#endif
static CGlobalVarsBase dummyvars( true );
// So stuff that might reference gpGlobals during DLL initialization won't have a NULL pointer.
// Once the engine calls Init on this DLL, this pointer gets assigned to the shared data in the engine
CGlobalVarsBase *gpGlobals = &dummyvars;
class CHudChat;
class CViewRender;
extern CViewRender g_DefaultViewRender;
extern void StopAllRumbleEffects( void );
static C_BaseEntityClassList *s_pClassLists = NULL;
C_BaseEntityClassList::C_BaseEntityClassList()
{
m_pNextClassList = s_pClassLists;
s_pClassLists = this;
}
C_BaseEntityClassList::~C_BaseEntityClassList()
{
}
// Any entities that want an OnDataChanged during simulation register for it here.
class CDataChangedEvent
{
public:
CDataChangedEvent() = default;
CDataChangedEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
{
m_pEntity = ent;
m_UpdateType = updateType;
m_pStoredEvent = pStoredEvent;
}
IClientNetworkable *m_pEntity;
DataUpdateType_t m_UpdateType;
int *m_pStoredEvent;
};
ISaveRestoreBlockHandler *GetEntitySaveRestoreBlockHandler();
ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler();
CUtlLinkedList<CDataChangedEvent, unsigned short> g_DataChangedEvents;
ClientFrameStage_t g_CurFrameStage = FRAME_UNDEFINED;
class IMoveHelper;
void DispatchHudText( const char *pszName );
static ConVar s_CV_ShowParticleCounts("showparticlecounts", "0", 0, "Display number of particles drawn per frame");
static ConVar s_cl_team("cl_team", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default team when joining a game");
static ConVar s_cl_class("cl_class", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default class when joining a game");
#ifdef HL1MP_CLIENT_DLL
static ConVar s_cl_load_hl1_content("cl_load_hl1_content", "0", FCVAR_ARCHIVE, "Mount the content from Half-Life: Source if possible");
#endif
// Physics system
bool g_bLevelInitialized;
bool g_bTextMode = false;
class IClientPurchaseInterfaceV2 *g_pClientPurchaseInterface = (class IClientPurchaseInterfaceV2 *)(&g_bTextMode + 156);
static ConVar *g_pcv_ThreadMode = NULL;
//-----------------------------------------------------------------------------
// Purpose: interface for gameui to modify voice bans
//-----------------------------------------------------------------------------
class CGameClientExports : public IGameClientExports
{
public:
// ingame voice manipulation
bool IsPlayerGameVoiceMuted(int playerIndex)
{
return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex);
}
void MutePlayerGameVoice(int playerIndex)
{
GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, true);
}
void UnmutePlayerGameVoice(int playerIndex)
{
GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, false);
}
void OnGameUIActivated( void )
{
IGameEvent *event = gameeventmanager->CreateEvent( "gameui_activated" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
void OnGameUIHidden( void )
{
IGameEvent *event = gameeventmanager->CreateEvent( "gameui_hidden" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
//=============================================================================
// HPE_BEGIN
// [dwenger] Necessary for stats display
//=============================================================================
void CreateAchievementsPanel( vgui::Panel* pParent )
{
if (g_pAchievementsAndStatsInterface)
{
g_pAchievementsAndStatsInterface->CreatePanel( pParent );
}
}
void DisplayAchievementPanel()
{
if (g_pAchievementsAndStatsInterface)
{
g_pAchievementsAndStatsInterface->DisplayPanel();
}
}
void ShutdownAchievementPanel()
{
if (g_pAchievementsAndStatsInterface)
{
g_pAchievementsAndStatsInterface->ReleasePanel();
}
}
int GetAchievementsPanelMinWidth( void ) const
{
if ( g_pAchievementsAndStatsInterface )
{
return g_pAchievementsAndStatsInterface->GetAchievementsPanelMinWidth();
}
return 0;
}
//=============================================================================
// HPE_END
//=============================================================================
const char *GetHolidayString()
{
return UTIL_GetActiveHolidayString();
}
};
EXPOSE_SINGLE_INTERFACE( CGameClientExports, IGameClientExports, GAMECLIENTEXPORTS_INTERFACE_VERSION );
class CClientDLLSharedAppSystems : public IClientDLLSharedAppSystems
{
public:
CClientDLLSharedAppSystems()
{
AddAppSystem( "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION );
AddAppSystem( "scenefilecache" DLL_EXT_STRING, SCENE_FILE_CACHE_INTERFACE_VERSION );
}
virtual int Count()
{
return m_Systems.Count();
}
virtual char const *GetDllName( int idx )
{
return m_Systems[ idx ].m_pModuleName;
}
virtual char const *GetInterfaceName( int idx )
{
return m_Systems[ idx ].m_pInterfaceName;
}
private:
void AddAppSystem( char const *moduleName, char const *interfaceName )
{
AppSystemInfo_t sys;
sys.m_pModuleName = moduleName;
sys.m_pInterfaceName = interfaceName;
m_Systems.AddToTail( sys );
}
CUtlVector< AppSystemInfo_t > m_Systems;
};
EXPOSE_SINGLE_INTERFACE( CClientDLLSharedAppSystems, IClientDLLSharedAppSystems, CLIENT_DLL_SHARED_APPSYSTEMS );
//-----------------------------------------------------------------------------
// Helper interface for voice.
//-----------------------------------------------------------------------------
class CHLVoiceStatusHelper : public IVoiceStatusHelper
{
public:
virtual void GetPlayerTextColor(int entindex, int color[3])
{
color[0] = color[1] = color[2] = 128;
}
virtual void UpdateCursorState()
{
}
virtual bool CanShowSpeakerLabels()
{
return true;
}
};
static CHLVoiceStatusHelper g_VoiceStatusHelper;
//-----------------------------------------------------------------------------
// Code to display which entities are having their bones setup each frame.
//-----------------------------------------------------------------------------
ConVar cl_ShowBoneSetupEnts( "cl_ShowBoneSetupEnts", "0", 0, "Show which entities are having their bones setup each frame." );
class CBoneSetupEnt
{
public:
char m_ModelName[128];
int m_Index;
int m_Count;
};
bool BoneSetupCompare( const CBoneSetupEnt &a, const CBoneSetupEnt &b )
{
return a.m_Index < b.m_Index;
}
CUtlRBTree<CBoneSetupEnt> g_BoneSetupEnts( BoneSetupCompare );
void TrackBoneSetupEnt( C_BaseAnimating *pEnt )
{
#ifdef _DEBUG
if ( IsRetail() )
return;
if ( !cl_ShowBoneSetupEnts.GetInt() )
return;
CBoneSetupEnt ent;
ent.m_Index = pEnt->entindex();
unsigned short i = g_BoneSetupEnts.Find( ent );
if ( i == g_BoneSetupEnts.InvalidIndex() )
{
Q_strncpy( ent.m_ModelName, modelinfo->GetModelName( pEnt->GetModel() ), sizeof( ent.m_ModelName ) );
ent.m_Count = 1;
g_BoneSetupEnts.Insert( ent );
}
else
{
g_BoneSetupEnts[i].m_Count++;
}
#endif
}
void DisplayBoneSetupEnts()
{
#ifdef _DEBUG
if ( IsRetail() )
return;
if ( !cl_ShowBoneSetupEnts.GetInt() )
return;
unsigned short i;
int nElements = 0;
for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) )
++nElements;
engine->Con_NPrintf( 0, "%d bone setup ents (name/count/entindex) ------------", nElements );
con_nprint_s printInfo;
printInfo.time_to_live = -1;
printInfo.fixed_width_font = true;
printInfo.color[0] = printInfo.color[1] = printInfo.color[2] = 1;
printInfo.index = 2;
for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) )
{
CBoneSetupEnt *pEnt = &g_BoneSetupEnts[i];
if ( pEnt->m_Count >= 3 )
{
printInfo.color[0] = 1;
printInfo.color[1] = printInfo.color[2] = 0;
}
else if ( pEnt->m_Count == 2 )
{
printInfo.color[0] = (float)200 / 255;
printInfo.color[1] = (float)220 / 255;
printInfo.color[2] = 0;
}
else
{
printInfo.color[0] = printInfo.color[0] = printInfo.color[0] = 1;
}
engine->Con_NXPrintf( &printInfo, "%25s / %3d / %3d", pEnt->m_ModelName, pEnt->m_Count, pEnt->m_Index );
printInfo.index++;
}
g_BoneSetupEnts.RemoveAll();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: engine to client .dll interface
//-----------------------------------------------------------------------------
class CHLClient : public IBaseClientDLL
{
public:
CHLClient();
virtual int Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals );
virtual void PostInit();
virtual void Shutdown( void );
virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory );
virtual bool ReplayPostInit();
virtual void LevelInitPreEntity( const char *pMapName );
virtual void LevelInitPostEntity();
virtual void LevelShutdown( void );
virtual ClientClass *GetAllClasses( void );
virtual int HudVidInit( void );
virtual void HudProcessInput( bool bActive );
virtual void HudUpdate( bool bActive );
virtual void HudReset( void );
virtual void HudText( const char * message );
// Mouse Input Interfaces
virtual void IN_ActivateMouse( void );
virtual void IN_DeactivateMouse( void );
virtual void IN_Accumulate( void );
virtual void IN_ClearStates( void );
virtual bool IN_IsKeyDown( const char *name, bool& isdown );
virtual void IN_OnMouseWheeled( int nDelta );
// Raw signal
virtual int IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual void IN_SetSampleTime( float frametime );
// Create movement command
virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active );
virtual void ExtraMouseSample( float frametime, bool active );
virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand );
virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot );
virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot );
virtual void View_Render( vrect_t *rect );
virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
virtual void View_Fade( ScreenFade_t *pSF );
virtual void SetCrosshairAngle( const QAngle& angle );
virtual void InitSprite( CEngineSprite *pSprite, const char *loadname );
virtual void ShutdownSprite( CEngineSprite *pSprite );
virtual int GetSpriteSize( void ) const;
virtual void VoiceStatus( int entindex, qboolean bTalking );
virtual void InstallStringTableCallback( const char *tableName );
virtual void FrameStageNotify( ClientFrameStage_t curStage );
virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data );
// Save/restore system hooks
virtual CSaveRestoreData *SaveInit( int size );
virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void PreSave( CSaveRestoreData * );
virtual void Save( CSaveRestoreData * );
virtual void WriteSaveHeaders( CSaveRestoreData * );
virtual void ReadRestoreHeaders( CSaveRestoreData * );
virtual void Restore( CSaveRestoreData *, bool );
virtual void DispatchOnRestore();
virtual void WriteSaveGameScreenshot( const char *pFilename );
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
// the appropriate close caption if running with closecaption = 1
virtual void EmitSentenceCloseCaption( char const *tokenstream );
virtual void EmitCloseCaption( char const *captionname, float duration );
virtual CStandardRecvProxies* GetStandardRecvProxies();
virtual bool CanRecordDemo( char *errorMsg, int length ) const;
virtual void OnDemoRecordStart( char const* pDemoBaseName );
virtual void OnDemoRecordStop();
virtual void OnDemoPlaybackStart( char const* pDemoBaseName );
virtual void OnDemoPlaybackStop();
virtual bool ShouldDrawDropdownConsole();
// Get client screen dimensions
virtual int GetScreenWidth();
virtual int GetScreenHeight();
// save game screenshot writing
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/, bool bWriteVTF/*=false*/ );
// Gets the location of the player viewpoint
virtual bool GetPlayerView( CViewSetup &playerView );
// Matchmaking
virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
virtual uint GetPresenceID( const char *pIDName );
virtual const char *GetPropertyIdString( const uint id );
virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
virtual void InvalidateMdlCache();
virtual void ReloadFilesInList( IFileList *pFilesToReload );
// Let the client handle UI toggle - if this function returns false, the UI will toggle, otherwise it will not.
virtual bool HandleUiToggle();
// Allow the console to be shown?
virtual bool ShouldAllowConsole();
// Get renamed recv tables
virtual CRenamedRecvTableInfo *GetRenamedRecvTableInfos();
// Get the mouthinfo for the sound being played inside UI panels
virtual CMouthInfo *GetClientUIMouthInfo();
// Notify the client that a file has been received from the game server
virtual void FileReceived( const char * fileName, unsigned int transferID );
virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName );
virtual void ClientAdjustStartSoundParams( struct StartSoundParams_t& params );
// Returns true if the disconnect command has been handled by the client
virtual bool DisconnectAttempt( void );
public:
void PrecacheMaterial( const char *pMaterialName );
virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar );
virtual void IN_TouchEvent( int type, int fingerId, int x, int y );
private:
void UncacheAllMaterials( );
void ResetStringTablePointers();
CUtlVector< IMaterial * > m_CachedMaterials;
};
CHLClient gHLClient;
IBaseClientDLL *clientdll = &gHLClient;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHLClient, IBaseClientDLL, CLIENT_DLL_INTERFACE_VERSION, gHLClient );
//-----------------------------------------------------------------------------
// Precaches a material
//-----------------------------------------------------------------------------
void PrecacheMaterial( const char *pMaterialName )
{
gHLClient.PrecacheMaterial( pMaterialName );
}
//-----------------------------------------------------------------------------
// Converts a previously precached material into an index
//-----------------------------------------------------------------------------
int GetMaterialIndex( const char *pMaterialName )
{
if (pMaterialName)
{
int nIndex = g_pStringTableMaterials->FindStringIndex( pMaterialName );
Assert( nIndex >= 0 );
if (nIndex >= 0)
return nIndex;
}
// This is the invalid string index
return 0;
}
//-----------------------------------------------------------------------------
// Converts precached material indices into strings
//-----------------------------------------------------------------------------
const char *GetMaterialNameFromIndex( int nIndex )
{
if (nIndex != (g_pStringTableMaterials->GetMaxStrings() - 1))
{
return g_pStringTableMaterials->GetString( nIndex );
}
else
{
return NULL;
}
}
//-----------------------------------------------------------------------------
// Precaches a particle system
//-----------------------------------------------------------------------------
void PrecacheParticleSystem( const char *pParticleSystemName )
{
g_pStringTableParticleEffectNames->AddString( false, pParticleSystemName );
g_pParticleSystemMgr->PrecacheParticleSystem( pParticleSystemName );
}
//-----------------------------------------------------------------------------
// Converts a previously precached particle system into an index
//-----------------------------------------------------------------------------
int GetParticleSystemIndex( const char *pParticleSystemName )
{
if ( pParticleSystemName )
{
int nIndex = g_pStringTableParticleEffectNames->FindStringIndex( pParticleSystemName );
if ( nIndex != INVALID_STRING_INDEX )
return nIndex;
DevWarning("Client: Missing precache for particle system \"%s\"!\n", pParticleSystemName );
}
// This is the invalid string index
return 0;
}
//-----------------------------------------------------------------------------
// Converts precached particle system indices into strings
//-----------------------------------------------------------------------------
const char *GetParticleSystemNameFromIndex( int nIndex )
{
if ( nIndex < g_pStringTableParticleEffectNames->GetMaxStrings() )
return g_pStringTableParticleEffectNames->GetString( nIndex );
return "error";
}
//-----------------------------------------------------------------------------
// Returns true if host_thread_mode is set to non-zero (and engine is running in threaded mode)
//-----------------------------------------------------------------------------
bool IsEngineThreaded()
{
if ( g_pcv_ThreadMode )
{
return g_pcv_ThreadMode->GetBool();
}
return false;
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CHLClient::CHLClient()
{
// Kinda bogus, but the logic in the engine is too convoluted to put it there
g_bLevelInitialized = false;
}
extern IGameSystem *ViewportClientSystem();
//-----------------------------------------------------------------------------
ISourceVirtualReality *g_pSourceVR = NULL;
// Purpose: Called when the DLL is first loaded.
// Input : engineFactory -
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals )
{
InitCRTMemDebug();
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
#ifdef SIXENSE
g_pSixenseInput = new SixenseInput;
#endif
// Hook up global variables
gpGlobals = pGlobals;
ConnectTier1Libraries( &appSystemFactory, 1 );
ConnectTier2Libraries( &appSystemFactory, 1 );
ConnectTier3Libraries( &appSystemFactory, 1 );
#ifndef NO_STEAM
ClientSteamContext().Activate();
#endif
// We aren't happy unless we get all of our interfaces.
// please don't collapse this into one monolithic boolean expression (impossible to debug)
if ( (engine = (IVEngineClient *)appSystemFactory( VENGINE_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (modelrender = (IVModelRender *)appSystemFactory( VENGINE_HUDMODEL_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (effects = (IVEfx *)appSystemFactory( VENGINE_EFFECTS_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (enginetrace = (IEngineTrace *)appSystemFactory( INTERFACEVERSION_ENGINETRACE_CLIENT, NULL )) == NULL )
return false;
if ( (render = (IVRenderView *)appSystemFactory( VENGINE_RENDERVIEW_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (debugoverlay = (IVDebugOverlay *)appSystemFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (datacache = (IDataCache*)appSystemFactory(DATACACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( !mdlcache )
return false;
if ( (modelinfo = (IVModelInfoClient *)appSystemFactory(VMODELINFO_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (enginevgui = (IEngineVGui *)appSystemFactory(VENGINE_VGUI_VERSION, NULL )) == NULL )
return false;
if ( (networkstringtable = (INetworkStringTableContainer *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLECLIENT,NULL)) == NULL )
return false;
if ( (partition = (ISpatialPartition *)appSystemFactory(INTERFACEVERSION_SPATIALPARTITION, NULL)) == NULL )
return false;
if ( (shadowmgr = (IShadowMgr *)appSystemFactory(ENGINE_SHADOWMGR_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (staticpropmgr = (IStaticPropMgrClient *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_CLIENT, NULL)) == NULL )
return false;
if ( (enginesound = (IEngineSound *)appSystemFactory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (filesystem = (IFileSystem *)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (random = (IUniformRandomStream *)appSystemFactory(VENGINE_CLIENT_RANDOM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (gameuifuncs = (IGameUIFuncs * )appSystemFactory( VENGINE_GAMEUIFUNCS_VERSION, NULL )) == NULL )
return false;
if ( (gameeventmanager = (IGameEventManager2 *)appSystemFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2,NULL)) == NULL )
return false;
if ( (soundemitterbase = (ISoundEmitterSystemBase *)appSystemFactory(SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (inputsystem = (IInputSystem *)appSystemFactory(INPUTSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( IsX360() && (xboxsystem = (IXboxSystem *)appSystemFactory( XBOXSYSTEM_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( IsX360() && (matchmaking = (IMatchmaking *)appSystemFactory( VENGINE_MATCHMAKING_VERSION, NULL )) == NULL )
return false;
#ifndef _XBOX
if ( ( gamestatsuploader = (IUploadGameStats *)appSystemFactory( INTERFACEVERSION_UPLOADGAMESTATS, NULL )) == NULL )
return false;
#endif
#if defined( REPLAY_ENABLED )
if ( IsPC() && (g_pEngineReplay = (IEngineReplay *)appSystemFactory( ENGINE_REPLAY_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( IsPC() && (g_pEngineClientReplay = (IEngineClientReplay *)appSystemFactory( ENGINE_REPLAY_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
return false;
#endif
if (!g_pMatSystemSurface)
return false;
#ifdef WORKSHOP_IMPORT_ENABLED
if ( !ConnectDataModel( appSystemFactory ) )
return false;
if ( InitDataModel() != INIT_OK )
return false;
InitFbx();
#endif
// it's ok if this is NULL. That just means the sourcevr.dll wasn't found
g_pSourceVR = (ISourceVirtualReality *)appSystemFactory(SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, NULL);
factorylist_t factories;
factories.appSystemFactory = appSystemFactory;
factories.physicsFactory = physicsFactory;
FactoryList_Store( factories );
// Yes, both the client and game .dlls will try to Connect, the soundemittersystem.dll will handle this gracefully
if ( !soundemitterbase->Connect( appSystemFactory ) )
{
return false;
}
if ( CommandLine()->FindParm( "-textmode" ) )
g_bTextMode = true;
if ( CommandLine()->FindParm( "-makedevshots" ) )
g_MakingDevShots = true;
// Not fatal if the material system stub isn't around.
materials_stub = (IMaterialSystemStub*)appSystemFactory( MATERIAL_SYSTEM_STUB_INTERFACE_VERSION, NULL );
if( !g_pMaterialSystemHardwareConfig )
return false;
// Hook up the gaussian random number generator
s_GaussianRandomStream.AttachToStream( random );
// Initialize the console variables.
ConVar_Register( FCVAR_CLIENTDLL );
g_pcv_ThreadMode = g_pCVar->FindVar( "host_thread_mode" );
if (!Initializer::InitializeAllObjects())
return false;
if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials))
return false;
if (!VGui_Startup( appSystemFactory ))
return false;
vgui::VGui_InitMatSysInterfacesList( "ClientDLL", &appSystemFactory, 1 );
// Add the client systems.
// Client Leaf System has to be initialized first, since DetailObjectSystem uses it
IGameSystem::Add( GameStringSystem() );
IGameSystem::Add( SoundEmitterSystem() );
IGameSystem::Add( ToolFrameworkClientSystem() );
IGameSystem::Add( ClientLeafSystem() );
IGameSystem::Add( DetailObjectSystem() );
IGameSystem::Add( ViewportClientSystem() );
IGameSystem::Add( ClientEffectPrecacheSystem() );
IGameSystem::Add( g_pClientShadowMgr );
IGameSystem::Add( g_pColorCorrectionMgr ); // NOTE: This must happen prior to ClientThinkList (color correction is updated there)
IGameSystem::Add( ClientThinkList() );
IGameSystem::Add( ClientSoundscapeSystem() );
IGameSystem::Add( PerfVisualBenchmark() );
IGameSystem::Add( MumbleSystem() );
#if defined( TF_CLIENT_DLL )
IGameSystem::Add( CustomTextureToolCacheGameSystem() );
IGameSystem::Add( TFSharedContentManager() );
#endif
#if defined( TF_CLIENT_DLL )
if ( g_AbuseReportMgr != NULL )
{
IGameSystem::Add( g_AbuseReportMgr );
}
#endif
#if defined( CLIENT_DLL ) && defined( COPY_CHECK_STRESSTEST )
IGameSystem::Add( GetPredictionCopyTester() );
#endif
modemanager->Init( );
g_pClientMode->InitViewport();
gHUD.Init();
gTouch.Init();
g_pClientMode->Init();
if ( !IGameSystem::InitAllSystems() )
return false;
g_pClientMode->Enable();
if ( !view )
{
view = ( IViewRender * )&g_DefaultViewRender;
}
view->Init();
vieweffects->Init();
C_BaseTempEntity::PrecacheTempEnts();
input->Init_All();
VGui_CreateGlobalPanels();
InitSmokeFogOverlay();
// Register user messages..
CUserMessageRegister::RegisterAll();
ClientVoiceMgr_Init();
// Embed voice status icons inside chat element
{
vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL );
GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent );
}
if ( !PhysicsDLLInit( physicsFactory ) )
return false;
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetViewEffectsRestoreBlockHandler() );
ClientWorldFactoryInit();
C_BaseAnimating::InitBoneSetupThreadPool();
#if defined( WIN32 ) && !defined( _X360 )
// NVNT connect haptics sytem
ConnectHaptics(appSystemFactory);
#endif
#ifndef _X360
HookHapticMessages(); // Always hook the messages
#endif
return true;
}
bool CHLClient::ReplayInit( CreateInterfaceFn fnReplayFactory )
{
#if defined( REPLAY_ENABLED )
if ( !IsPC() )
return false;
if ( (g_pReplay = (IReplaySystem *)fnReplayFactory( REPLAY_INTERFACE_VERSION, NULL ) ) == NULL )
return false;
if ( (g_pClientReplayContext = g_pReplay->CL_GetContext()) == NULL )
return false;
return true;
#else
return false;
#endif
}
bool CHLClient::ReplayPostInit()
{
#if defined( REPLAY_ENABLED )
if ( ( g_pReplayManager = g_pClientReplayContext->GetReplayManager() ) == NULL )
return false;
if ( ( g_pReplayScreenshotManager = g_pClientReplayContext->GetScreenshotManager() ) == NULL )
return false;
if ( ( g_pReplayPerformanceManager = g_pClientReplayContext->GetPerformanceManager() ) == NULL )
return false;
if ( ( g_pReplayPerformanceController = g_pClientReplayContext->GetPerformanceController() ) == NULL )
return false;
if ( ( g_pReplayMovieManager = g_pClientReplayContext->GetMovieManager() ) == NULL )
return false;
return true;
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called after client & server DLL are loaded and all systems initialized
//-----------------------------------------------------------------------------
void CHLClient::PostInit()
{
IGameSystem::PostInitAllSystems();
#ifdef SIXENSE
// allow sixnese input to perform post-init operations
g_pSixenseInput->PostInit();
#endif
g_ClientVirtualReality.StartupComplete();
#ifdef HL1MP_CLIENT_DLL
if ( s_cl_load_hl1_content.GetBool() && steamapicontext && steamapicontext->SteamApps() )
{
char szPath[ MAX_PATH*2 ];
int ccFolder= steamapicontext->SteamApps()->GetAppInstallDir( 280, szPath, sizeof(szPath) );
if ( ccFolder > 0 )
{
V_AppendSlash( szPath, sizeof(szPath) );
V_strncat( szPath, "hl1", sizeof( szPath ) );
g_pFullFileSystem->AddSearchPath( szPath, "HL1" );
g_pFullFileSystem->AddSearchPath( szPath, "GAME" );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called when the client .dll is being dismissed
//-----------------------------------------------------------------------------
void CHLClient::Shutdown( void )
{
if (g_pAchievementsAndStatsInterface)
{
g_pAchievementsAndStatsInterface->ReleasePanel();
}
#ifdef SIXENSE
g_pSixenseInput->Shutdown();
delete g_pSixenseInput;
g_pSixenseInput = NULL;
#endif
C_BaseAnimating::ShutdownBoneSetupThreadPool();
ClientWorldFactoryShutdown();
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetViewEffectsRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() );
ClientVoiceMgr_Shutdown();
Initializer::FreeAllObjects();
g_pClientMode->Disable();
g_pClientMode->Shutdown();
input->Shutdown_All();
C_BaseTempEntity::ClearDynamicTempEnts();
TermSmokeFogOverlay();
view->Shutdown();
g_pParticleSystemMgr->UncacheAllParticleSystems();
UncacheAllMaterials();
IGameSystem::ShutdownAllSystems();
gHUD.Shutdown();
VGui_Shutdown();
gTouch.Shutdown();
ParticleMgr()->Term();
ClearKeyValuesCache();
#ifndef NO_STEAM
ClientSteamContext().Shutdown();
#endif
#ifdef WORKSHOP_IMPORT_ENABLED
ShutdownDataModel();
DisconnectDataModel();
ShutdownFbx();
#endif
// This call disconnects the VGui libraries which we rely on later in the shutdown path, so don't do it
// DisconnectTier3Libraries( );
DisconnectTier2Libraries( );
ConVar_Unregister();
DisconnectTier1Libraries( );
gameeventmanager = NULL;
#if defined( WIN32 ) && !defined( _X360 )
// NVNT Disconnect haptics system
DisconnectHaptics();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Called when the game initializes
// and whenever the vid_mode is changed
// so the HUD can reinitialize itself.
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::HudVidInit( void )
{
gHUD.VidInit();
GetClientVoiceMgr()->VidInit();
return 1;
}
//-----------------------------------------------------------------------------
// Method used to allow the client to filter input messages before the
// move record is transmitted to the server
//-----------------------------------------------------------------------------
void CHLClient::HudProcessInput( bool bActive )
{
g_pClientMode->ProcessInput( bActive );
}
//-----------------------------------------------------------------------------
// Purpose: Called when shared data gets changed, allows dll to modify data
// Input : bActive -
//-----------------------------------------------------------------------------
void CHLClient::HudUpdate( bool bActive )
{
float frametime = gpGlobals->frametime;
#if defined( TF_CLIENT_DLL )
CRTime::UpdateRealTime();
#endif
GetClientVoiceMgr()->Frame( frametime );
gHUD.UpdateHud( bActive );
{
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
IGameSystem::UpdateAllSystems( frametime );
}
// run vgui animations
vgui::GetAnimationController()->UpdateAnimations( engine->Time() );
hudlcd->SetGlobalStat( "(time_int)", VarArgs( "%d", (int)gpGlobals->curtime ) );
hudlcd->SetGlobalStat( "(time_float)", VarArgs( "%.2f", gpGlobals->curtime ) );
// I don't think this is necessary any longer, but I will leave it until
// I can check into this further.
C_BaseTempEntity::CheckDynamicTempEnts();
#ifdef SIXENSE
// If we're not connected, update sixense so we can move the mouse cursor when in the menus
if( !engine->IsConnected() || engine->IsPaused() )
{
g_pSixenseInput->SixenseFrame( 0, NULL );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called to restore to "non"HUD state.
//-----------------------------------------------------------------------------
void CHLClient::HudReset( void )
{
gHUD.VidInit();
PhysicsReset();
}
//-----------------------------------------------------------------------------
// Purpose: Called to add hud text message
//-----------------------------------------------------------------------------
void CHLClient::HudText( const char * message )
{
DispatchHudText( message );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHLClient::ShouldDrawDropdownConsole()
{
#if defined( REPLAY_ENABLED )
extern ConVar hud_freezecamhide;
extern bool IsTakingAFreezecamScreenshot();
if ( hud_freezecamhide.GetBool() && IsTakingAFreezecamScreenshot() )
{
return false;
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : ClientClass
//-----------------------------------------------------------------------------
ClientClass *CHLClient::GetAllClasses( void )
{
return g_pClientClassHead;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_ActivateMouse( void )
{
input->ActivateMouse();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_DeactivateMouse( void )
{
input->DeactivateMouse();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_Accumulate ( void )
{
input->AccumulateMouse();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_ClearStates ( void )
{
input->ClearStates();
}
//-----------------------------------------------------------------------------
// Purpose: Engine can query for particular keys
// Input : *name -
//-----------------------------------------------------------------------------
bool CHLClient::IN_IsKeyDown( const char *name, bool& isdown )
{
kbutton_t *key = input->FindKey( name );
if ( !key )
{
return false;
}
isdown = ( key->state & 1 ) ? true : false;
// Found the key by name
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Engine can issue a key event
// Input : eventcode -
// keynum -
// *pszCurrentBinding -
void CHLClient::IN_OnMouseWheeled( int nDelta )
{
#if defined( REPLAY_ENABLED )
CReplayPerformanceEditorPanel *pPerfEditor = ReplayUI_GetPerformanceEditor();
if ( pPerfEditor )
{
pPerfEditor->OnInGameMouseWheelEvent( nDelta );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Engine can issue a key event
// Input : eventcode -
// keynum -
// *pszCurrentBinding -
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding )
{
return input->KeyEvent( eventcode, keynum, pszCurrentBinding );
}
void CHLClient::ExtraMouseSample( float frametime, bool active )
{
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
Assert( C_BaseEntity::IsAbsQueriesValid() );
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
MDLCACHE_CRITICAL_SECTION();
input->ExtraMouseSample( frametime, active );
}
void CHLClient::IN_SetSampleTime( float frametime )
{
input->Joystick_SetSampleTime( frametime );
input->IN_SetSampleTime( frametime );
#ifdef SIXENSE
g_pSixenseInput->ResetFrameTime( frametime );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Fills in usercmd_s structure based on current view angles and key/controller inputs
// Input : frametime - timestamp for last frame
// *cmd - the command to fill in
// active - whether the user is fully connected to a server
//-----------------------------------------------------------------------------
void CHLClient::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
{
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
Assert( C_BaseEntity::IsAbsQueriesValid() );
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
MDLCACHE_CRITICAL_SECTION();
input->CreateMove( sequence_number, input_sample_frametime, active );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *buf -
// from -
// to -
//-----------------------------------------------------------------------------
bool CHLClient::WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand )
{
return input->WriteUsercmdDeltaToBuffer( buf, from, to, isnewcommand );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : buf -
// buffersize -
// slot -
//-----------------------------------------------------------------------------
void CHLClient::EncodeUserCmdToBuffer( bf_write& buf, int slot )
{
input->EncodeUserCmdToBuffer( buf, slot );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : buf -
// buffersize -
// slot -
//-----------------------------------------------------------------------------
void CHLClient::DecodeUserCmdFromBuffer( bf_read& buf, int slot )
{
input->DecodeUserCmdFromBuffer( buf, slot );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::View_Render( vrect_t *rect )
{
VPROF( "View_Render" );
// UNDONE: This gets hit at startup sometimes, investigate - will cause NaNs in calcs inside Render()
if ( rect->width == 0 || rect->height == 0 )
return;
view->Render( rect );
UpdatePerfStats();
}
//-----------------------------------------------------------------------------
// Gets the location of the player viewpoint
//-----------------------------------------------------------------------------
bool CHLClient::GetPlayerView( CViewSetup &playerView )
{
playerView = *view->GetPlayerViewSetup();
return true;
}
//-----------------------------------------------------------------------------
// Matchmaking
//-----------------------------------------------------------------------------
void CHLClient::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
{
presence->SetupGameProperties( contexts, properties );
}
uint CHLClient::GetPresenceID( const char *pIDName )
{
return presence->GetPresenceID( pIDName );
}
const char *CHLClient::GetPropertyIdString( const uint id )
{
return presence->GetPropertyIdString( id );
}
void CHLClient::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
{
presence->GetPropertyDisplayString( id, value, pOutput, nBytes );
}
void CHLClient::StartStatsReporting( HANDLE handle, bool bArbitrated )
{
presence->StartStatsReporting( handle, bArbitrated );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CHLClient::InvalidateMdlCache()
{
C_BaseAnimating *pAnimating;
for ( C_BaseEntity *pEntity = ClientEntityList().FirstBaseEntity(); pEntity; pEntity = ClientEntityList().NextBaseEntity(pEntity) )
{
pAnimating = dynamic_cast<C_BaseAnimating *>(pEntity);
if ( pAnimating )
{
pAnimating->InvalidateMdlCache();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSF -
//-----------------------------------------------------------------------------
void CHLClient::View_Fade( ScreenFade_t *pSF )
{
if ( pSF != NULL )
vieweffects->Fade( *pSF );
}
//-----------------------------------------------------------------------------
// Purpose: Per level init
//-----------------------------------------------------------------------------
void CHLClient::LevelInitPreEntity( char const* pMapName )
{
// HACK: Bogus, but the logic is too complicated in the engine
if (g_bLevelInitialized)
return;
g_bLevelInitialized = true;
input->LevelInit();
vieweffects->LevelInit();
//Tony; loadup per-map manifests.
ParseParticleEffectsMap( pMapName, true );
// Tell mode manager that map is changing
modemanager->LevelInit( pMapName );
ParticleMgr()->LevelInit();
hudlcd->SetGlobalStat( "(mapname)", pMapName );
C_BaseTempEntity::ClearDynamicTempEnts();
clienteffects->Flush();
view->LevelInit();
tempents->LevelInit();
ResetToneMapping(1.0);
IGameSystem::LevelInitPreEntityAllSystems(pMapName);
#ifdef USES_ECON_ITEMS
GameItemSchema_t *pItemSchema = ItemSystem()->GetItemSchema();
if ( pItemSchema )
{
pItemSchema->BInitFromDelayedBuffer();
}
#endif // USES_ECON_ITEMS
ResetWindspeed();
#if !defined( NO_ENTITY_PREDICTION )
// don't do prediction if single player!
// don't set direct because of FCVAR_USERINFO
if ( gpGlobals->maxClients > 1 )
{
if ( !cl_predict->GetInt() )
{
engine->ClientCmd( "cl_predict 1" );
}
}
else
{
if ( cl_predict->GetInt() )
{
engine->ClientCmd( "cl_predict 0" );
}
}
#endif
// Check low violence settings for this map
g_RagdollLVManager.SetLowViolence( pMapName );
gHUD.LevelInit();
gTouch.LevelInit();
#if defined( REPLAY_ENABLED )
// Initialize replay ragdoll recorder
if ( !engine->IsPlayingDemo() )
{
CReplayRagdollRecorder::Instance().Init();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Per level init
//-----------------------------------------------------------------------------
void CHLClient::LevelInitPostEntity( )
{
IGameSystem::LevelInitPostEntityAllSystems();
C_PhysPropClientside::RecreateAll();
internalCenterPrint->Clear();
}
//-----------------------------------------------------------------------------
// Purpose: Reset our global string table pointers
//-----------------------------------------------------------------------------
void CHLClient::ResetStringTablePointers()
{
g_pStringTableParticleEffectNames = NULL;
g_StringTableEffectDispatch = NULL;
g_StringTableVguiScreen = NULL;
g_pStringTableMaterials = NULL;
g_pStringTableInfoPanel = NULL;
g_pStringTableClientSideChoreoScenes = NULL;
g_pStringTableServerMapCycle = NULL;
#ifdef TF_CLIENT_DLL
g_pStringTableServerPopFiles = NULL;
g_pStringTableServerMapCycleMvM = NULL;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Per level de-init
//-----------------------------------------------------------------------------
void CHLClient::LevelShutdown( void )
{
// HACK: Bogus, but the logic is too complicated in the engine
if (!g_bLevelInitialized)
return;
g_bLevelInitialized = false;
// Disable abs recomputations when everything is shutting down
CBaseEntity::EnableAbsRecomputations( false );
// Level shutdown sequence.
// First do the pre-entity shutdown of all systems
IGameSystem::LevelShutdownPreEntityAllSystems();
C_PhysPropClientside::DestroyAll();
modemanager->LevelShutdown();
// Remove temporary entities before removing entities from the client entity list so that the te_* may
// clean up before hand.
tempents->LevelShutdown();
// Now release/delete the entities
cl_entitylist->Release();
C_BaseEntityClassList *pClassList = s_pClassLists;
while ( pClassList )
{
pClassList->LevelShutdown();
pClassList = pClassList->m_pNextClassList;
}
// Now do the post-entity shutdown of all systems
IGameSystem::LevelShutdownPostEntityAllSystems();
view->LevelShutdown();
beams->ClearBeams();
ParticleMgr()->RemoveAllEffects();
StopAllRumbleEffects();
gHUD.LevelShutdown();
internalCenterPrint->Clear();
messagechars->Clear();
#ifndef TF_CLIENT_DLL
// don't want to do this for TF2 because we have particle systems in our
// character loadout screen that can be viewed when we're not connected to a server
g_pParticleSystemMgr->UncacheAllParticleSystems();
#endif
UncacheAllMaterials();
#ifdef _XBOX
ReleaseRenderTargets();
#endif
// string tables are cleared on disconnect from a server, so reset our global pointers to NULL
ResetStringTablePointers();
#if defined( REPLAY_ENABLED )
// Shutdown the ragdoll recorder
CReplayRagdollRecorder::Instance().Shutdown();
CReplayRagdollCache::Instance().Shutdown();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Engine received crosshair offset ( autoaim )
// Input : angle -
//-----------------------------------------------------------------------------
void CHLClient::SetCrosshairAngle( const QAngle& angle )
{
CHudCrosshair *crosshair = GET_HUDELEMENT( CHudCrosshair );
if ( crosshair )
{
crosshair->SetCrosshairAngle( angle );
}
}
//-----------------------------------------------------------------------------
// Purpose: Helper to initialize sprite from .spr semaphor
// Input : *pSprite -
// *loadname -
//-----------------------------------------------------------------------------
void CHLClient::InitSprite( CEngineSprite *pSprite, const char *loadname )
{
if ( pSprite )
{
pSprite->Init( loadname );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSprite -
//-----------------------------------------------------------------------------
void CHLClient::ShutdownSprite( CEngineSprite *pSprite )
{
if ( pSprite )
{
pSprite->Shutdown();
}
}
//-----------------------------------------------------------------------------
// Purpose: Tells engine how much space to allocate for sprite objects
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::GetSpriteSize( void ) const
{
return sizeof( CEngineSprite );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : entindex -
// bTalking -
//-----------------------------------------------------------------------------
void CHLClient::VoiceStatus( int entindex, qboolean bTalking )
{
GetClientVoiceMgr()->UpdateSpeakerStatus( entindex, !!bTalking );
}
//-----------------------------------------------------------------------------
// Called when the string table for materials changes
//-----------------------------------------------------------------------------
void OnMaterialStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
gHLClient.PrecacheMaterial( newString );
RequestCacheUsedMaterials();
}
//-----------------------------------------------------------------------------
// Called when the string table for particle systems changes
//-----------------------------------------------------------------------------
void OnParticleSystemStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
g_pParticleSystemMgr->PrecacheParticleSystem( newString );
RequestCacheUsedMaterials();
}
//-----------------------------------------------------------------------------
// Called when the string table for VGUI changes
//-----------------------------------------------------------------------------
void OnVguiScreenTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
vgui::Panel *pPanel = PanelMetaClassMgr()->CreatePanelMetaClass( newString, 100, NULL, NULL );
if ( pPanel )
PanelMetaClassMgr()->DestroyPanelMetaClass( pPanel );
}
//-----------------------------------------------------------------------------
// Purpose: Preload the string on the client (if single player it should already be in the cache from the server!!!)
// Input : *object -
// *stringTable -
// stringNumber -
// *newString -
// *newData -
//-----------------------------------------------------------------------------
void OnSceneStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
}
//-----------------------------------------------------------------------------
// Purpose: Hook up any callbacks here, the table definition has been parsed but
// no data has been added yet
//-----------------------------------------------------------------------------
void CHLClient::InstallStringTableCallback( const char *tableName )
{
// Here, cache off string table IDs
if (!Q_strcasecmp(tableName, "VguiScreen"))
{
// Look up the id
g_StringTableVguiScreen = networkstringtable->FindTable( tableName );
// When the material list changes, we need to know immediately
g_StringTableVguiScreen->SetStringChangedCallback( NULL, OnVguiScreenTableChanged );
}
else if (!Q_strcasecmp(tableName, "Materials"))
{
// Look up the id
g_pStringTableMaterials = networkstringtable->FindTable( tableName );
// When the material list changes, we need to know immediately
g_pStringTableMaterials->SetStringChangedCallback( NULL, OnMaterialStringTableChanged );
}
else if ( !Q_strcasecmp( tableName, "EffectDispatch" ) )
{
g_StringTableEffectDispatch = networkstringtable->FindTable( tableName );
}
else if ( !Q_strcasecmp( tableName, "InfoPanel" ) )
{
g_pStringTableInfoPanel = networkstringtable->FindTable( tableName );
}
else if ( !Q_strcasecmp( tableName, "Scenes" ) )
{
g_pStringTableClientSideChoreoScenes = networkstringtable->FindTable( tableName );
g_pStringTableClientSideChoreoScenes->SetStringChangedCallback( NULL, OnSceneStringTableChanged );
}
else if ( !Q_strcasecmp( tableName, "ParticleEffectNames" ) )
{
g_pStringTableParticleEffectNames = networkstringtable->FindTable( tableName );
networkstringtable->SetAllowClientSideAddString( g_pStringTableParticleEffectNames, true );
// When the particle system list changes, we need to know immediately
g_pStringTableParticleEffectNames->SetStringChangedCallback( NULL, OnParticleSystemStringTableChanged );
}
else if ( !Q_strcasecmp( tableName, "ServerMapCycle" ) )
{
g_pStringTableServerMapCycle = networkstringtable->FindTable( tableName );
}
#ifdef TF_CLIENT_DLL
else if ( !Q_strcasecmp( tableName, "ServerPopFiles" ) )
{
g_pStringTableServerPopFiles = networkstringtable->FindTable( tableName );
}
else if ( !Q_strcasecmp( tableName, "ServerMapCycleMvM" ) )
{
g_pStringTableServerMapCycleMvM = networkstringtable->FindTable( tableName );
}
#endif
InstallStringTableCallback_GameRules();
}
//-----------------------------------------------------------------------------
// Material precache
//-----------------------------------------------------------------------------
void CHLClient::PrecacheMaterial( const char *pMaterialName )
{
Assert( pMaterialName );
int nLen = Q_strlen( pMaterialName );
char *pTempBuf = (char*)stackalloc( nLen + 1 );
memcpy( pTempBuf, pMaterialName, nLen + 1 );
char *pFound = Q_strstr( pTempBuf, ".vmt\0" );
if ( pFound )
{
*pFound = 0;
}
IMaterial *pMaterial = materials->FindMaterial( pTempBuf, TEXTURE_GROUP_PRECACHED );
if ( !IsErrorMaterial( pMaterial ) )
{
pMaterial->IncrementReferenceCount();
m_CachedMaterials.AddToTail( pMaterial );
}
else
{
if (IsOSX())
{
printf("\n ##### CHLClient::PrecacheMaterial could not find material %s (%s)", pMaterialName, pTempBuf );
}
}
}
void CHLClient::UncacheAllMaterials( )
{
for (int i = m_CachedMaterials.Count(); --i >= 0; )
{
m_CachedMaterials[i]->DecrementReferenceCount();
}
m_CachedMaterials.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszName -
// iSize -
// *pbuf -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHLClient::DispatchUserMessage( int msg_type, bf_read &msg_data )
{
return usermessages->DispatchUserMessage( msg_type, msg_data );
}
void SimulateEntities()
{
VPROF_BUDGET("Client SimulateEntities", VPROF_BUDGETGROUP_CLIENT_SIM);
// Service timer events (think functions).
ClientThinkList()->PerformThinkFunctions();
// TODO: make an ISimulateable interface so C_BaseNetworkables can simulate?
{
VPROF_("C_BaseEntity::Simulate", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT);
C_BaseEntityIterator iterator;
C_BaseEntity *pEnt;
while ( (pEnt = iterator.Next()) != NULL )
{
pEnt->Simulate();
}
}
}
bool AddDataChangeEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
{
VPROF( "AddDataChangeEvent" );
Assert( ent );
// Make sure we don't already have an event queued for this guy.
if ( *pStoredEvent >= 0 )
{
Assert( g_DataChangedEvents[*pStoredEvent].m_pEntity == ent );
// DATA_UPDATE_CREATED always overrides DATA_UPDATE_CHANGED.
if ( updateType == DATA_UPDATE_CREATED )
g_DataChangedEvents[*pStoredEvent].m_UpdateType = updateType;
return false;
}
else
{
*pStoredEvent = g_DataChangedEvents.AddToTail( CDataChangedEvent( ent, updateType, pStoredEvent ) );
return true;
}
}
void ClearDataChangedEvent( int iStoredEvent )
{
if ( iStoredEvent != -1 )
g_DataChangedEvents.Remove( iStoredEvent );
}
void ProcessOnDataChangedEvents()
{
VPROF_("ProcessOnDataChangedEvents", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT);
FOR_EACH_LL( g_DataChangedEvents, i )
{
CDataChangedEvent *pEvent = &g_DataChangedEvents[i];
// Reset their stored event identifier.
*pEvent->m_pStoredEvent = -1;
// Send the event.
IClientNetworkable *pNetworkable = pEvent->m_pEntity;
pNetworkable->OnDataChanged( pEvent->m_UpdateType );
}
g_DataChangedEvents.Purge();
}
void UpdateClientRenderableInPVSStatus()
{
// Vis for this view should already be setup at this point.
// For each client-only entity, notify it if it's newly coming into the PVS.
CUtlLinkedList<CClientEntityList::CPVSNotifyInfo,unsigned short> &theList = ClientEntityList().GetPVSNotifiers();
FOR_EACH_LL( theList, i )
{
CClientEntityList::CPVSNotifyInfo *pInfo = &theList[i];
if ( pInfo->m_InPVSStatus & INPVS_YES )
{
// Ok, this entity already thinks it's in the PVS. No need to notify it.
// We need to set the INPVS_YES_THISFRAME flag if it's in this frame at all, so we
// don't tell the entity it's not in the PVS anymore at the end of the frame.
if ( !( pInfo->m_InPVSStatus & INPVS_THISFRAME ) )
{
if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) )
{
pInfo->m_InPVSStatus |= INPVS_THISFRAME;
}
}
}
else
{
// This entity doesn't think it's in the PVS yet. If it is now in the PVS, let it know.
if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) )
{
pInfo->m_InPVSStatus |= ( INPVS_YES | INPVS_THISFRAME | INPVS_NEEDSNOTIFY );
}
}
}
}
void UpdatePVSNotifiers()
{
MDLCACHE_CRITICAL_SECTION();
// At this point, all the entities that were rendered in the previous frame have INPVS_THISFRAME set
// so we can tell the entities that aren't in the PVS anymore so.
CUtlLinkedList<CClientEntityList::CPVSNotifyInfo,unsigned short> &theList = ClientEntityList().GetPVSNotifiers();
FOR_EACH_LL( theList, i )
{
CClientEntityList::CPVSNotifyInfo *pInfo = &theList[i];
// If this entity thinks it's in the PVS, but it wasn't in the PVS this frame, tell it so.
if ( pInfo->m_InPVSStatus & INPVS_YES )
{
if ( pInfo->m_InPVSStatus & INPVS_THISFRAME )
{
if ( pInfo->m_InPVSStatus & INPVS_NEEDSNOTIFY )
{
pInfo->m_pNotify->OnPVSStatusChanged( true );
}
// Clear it for the next time around.
pInfo->m_InPVSStatus &= ~( INPVS_THISFRAME | INPVS_NEEDSNOTIFY );
}
else
{
pInfo->m_InPVSStatus &= ~INPVS_YES;
pInfo->m_pNotify->OnPVSStatusChanged( false );
}
}
}
}
void OnRenderStart()
{
VPROF( "OnRenderStart" );
MDLCACHE_CRITICAL_SECTION();
MDLCACHE_COARSE_LOCK();
#ifdef PORTAL
g_pPortalRender->UpdatePortalPixelVisibility(); //updating this one or two lines before querying again just isn't cutting it. Update as soon as it's cheap to do so.
#endif
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
C_BaseEntity::SetAbsQueriesValid( false );
Rope_ResetCounters();
// Interpolate server entities and move aiments.
{
PREDICTION_TRACKVALUECHANGESCOPE( "interpolation" );
C_BaseEntity::InterpolateServerEntities();
}
{
// vprof node for this bloc of math
VPROF( "OnRenderStart: dirty bone caches");
// Invalidate any bone information.
C_BaseAnimating::InvalidateBoneCaches();
C_BaseEntity::SetAbsQueriesValid( true );
C_BaseEntity::EnableAbsRecomputations( true );
// Enable access to all model bones except view models.
// This is necessary for aim-ent computation to occur properly
C_BaseAnimating::PushAllowBoneAccess( true, false, "OnRenderStart->CViewRender::SetUpView" ); // pops in CViewRender::SetUpView
// FIXME: This needs to be done before the player moves; it forces
// aiments the player may be attached to to forcibly update their position
C_BaseEntity::MarkAimEntsDirty();
}
// Make sure the camera simulation happens before OnRenderStart, where it's used.
// NOTE: the only thing that happens in CAM_Think is thirdperson related code.
input->CAM_Think();
// This will place the player + the view models + all parent
// entities at the correct abs position so that their attachment points
// are at the correct location
view->OnRenderStart();
RopeManager()->OnRenderStart();
// This will place all entities in the correct position in world space and in the KD-tree
C_BaseAnimating::UpdateClientSideAnimations();
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
// Process OnDataChanged events.
ProcessOnDataChangedEvents();
// Reset the overlay alpha. Entities can change the state of this in their think functions.
g_SmokeFogOverlayAlpha = 0;
// This must occur prior to SimulatEntities,
// which is where the client thinks for c_colorcorrection + c_colorcorrectionvolumes
// update the color correction weights.
// FIXME: The place where IGameSystem::Update is called should be in here
// so we don't have to explicitly call ResetColorCorrectionWeights + SimulateEntities, etc.
g_pColorCorrectionMgr->ResetColorCorrectionWeights();
// Simulate all the entities.
SimulateEntities();
PhysicsSimulate();
C_BaseAnimating::ThreadedBoneSetup();
{
VPROF_("Client TempEnts", 0, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT);
// This creates things like temp entities.
engine->FireEvents();
// Update temp entities
tempents->Update();
// Update temp ent beams...
beams->UpdateTempEntBeams();
// Lock the frame from beam additions
SetBeamCreationAllowed( false );
}
// Update particle effects (eventually, the effects should use Simulate() instead of having
// their own update system).
{
// Enable FP exceptions here when FP_EXCEPTIONS_ENABLED is defined,
// to help track down bad math.
FPExceptionEnabler enableExceptions;
VPROF_BUDGET( "ParticleMgr()->Simulate", VPROF_BUDGETGROUP_PARTICLE_SIMULATION );
ParticleMgr()->Simulate( gpGlobals->frametime );
}
// Now that the view model's position is setup and aiments are marked dirty, update
// their positions so they're in the leaf system correctly.
C_BaseEntity::CalcAimEntPositions();
// For entities marked for recording, post bone messages to IToolSystems
if ( ToolsEnabled() )
{
C_BaseEntity::ToolRecordEntities();
}
#if defined( REPLAY_ENABLED )
// This will record any ragdolls if Replay mode is enabled on the server
CReplayRagdollRecorder::Instance().Think();
CReplayRagdollCache::Instance().Think();
#endif
// Finally, link all the entities into the leaf system right before rendering.
C_BaseEntity::AddVisibleEntities();
}
void OnRenderEnd()
{
// Disallow access to bones (access is enabled in CViewRender::SetUpView).
C_BaseAnimating::PopBoneAccess( "CViewRender::SetUpView->OnRenderEnd" );
UpdatePVSNotifiers();
DisplayBoneSetupEnts();
}
void CHLClient::FrameStageNotify( ClientFrameStage_t curStage )
{
g_CurFrameStage = curStage;
switch( curStage )
{
default:
break;
case FRAME_RENDER_START:
{
VPROF( "CHLClient::FrameStageNotify FRAME_RENDER_START" );
// Last thing before rendering, run simulation.
OnRenderStart();
}
break;
case FRAME_RENDER_END:
{
VPROF( "CHLClient::FrameStageNotify FRAME_RENDER_END" );
OnRenderEnd();
PREDICTION_SPEWVALUECHANGES();
}
break;
case FRAME_NET_UPDATE_START:
{
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_START" );
// disabled all recomputations while we update entities
C_BaseEntity::EnableAbsRecomputations( false );
C_BaseEntity::SetAbsQueriesValid( false );
Interpolation_SetLastPacketTimeStamp( engine->GetLastTimeStamp() );
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
PREDICTION_STARTTRACKVALUE( "netupdate" );
}
break;
case FRAME_NET_UPDATE_END:
{
ProcessCacheUsedMaterials();
// reenable abs recomputation since now all entities have been updated
C_BaseEntity::EnableAbsRecomputations( true );
C_BaseEntity::SetAbsQueriesValid( true );
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
PREDICTION_ENDTRACKVALUE();
}
break;
case FRAME_NET_UPDATE_POSTDATAUPDATE_START:
{
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_START" );
PREDICTION_STARTTRACKVALUE( "postdataupdate" );
}
break;
case FRAME_NET_UPDATE_POSTDATAUPDATE_END:
{
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_END" );
PREDICTION_ENDTRACKVALUE();
// Let prediction copy off pristine data
prediction->PostEntityPacketReceived();
HLTVCamera()->PostEntityPacketReceived();
#if defined( REPLAY_ENABLED )
ReplayCamera()->PostEntityPacketReceived();
#endif
}
break;
case FRAME_START:
{
// Mark the frame as open for client fx additions
SetFXCreationAllowed( true );
SetBeamCreationAllowed( true );
C_BaseEntity::CheckCLInterpChanged();
}
break;
}
}
CSaveRestoreData *SaveInit( int size );
// Save/restore system hooks
CSaveRestoreData *CHLClient::SaveInit( int size )
{
return ::SaveInit(size);
}
void CHLClient::SaveWriteFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
{
CSave saveHelper( pSaveData );
saveHelper.WriteFields( pname, pBaseData, pMap, pFields, fieldCount );
}
void CHLClient::SaveReadFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
{
CRestore restoreHelper( pSaveData );
restoreHelper.ReadFields( pname, pBaseData, pMap, pFields, fieldCount );
}
void CHLClient::PreSave( CSaveRestoreData *s )
{
g_pGameSaveRestoreBlockSet->PreSave( s );
}
void CHLClient::Save( CSaveRestoreData *s )
{
CSave saveHelper( s );
g_pGameSaveRestoreBlockSet->Save( &saveHelper );
}
void CHLClient::WriteSaveHeaders( CSaveRestoreData *s )
{
CSave saveHelper( s );
g_pGameSaveRestoreBlockSet->WriteSaveHeaders( &saveHelper );
g_pGameSaveRestoreBlockSet->PostSave();
}
void CHLClient::ReadRestoreHeaders( CSaveRestoreData *s )
{
CRestore restoreHelper( s );
g_pGameSaveRestoreBlockSet->PreRestore();
g_pGameSaveRestoreBlockSet->ReadRestoreHeaders( &restoreHelper );
}
void CHLClient::Restore( CSaveRestoreData *s, bool b )
{
CRestore restore(s);
g_pGameSaveRestoreBlockSet->Restore( &restore, b );
g_pGameSaveRestoreBlockSet->PostRestore();
}
static CUtlVector<EHANDLE> g_RestoredEntities;
void AddRestoredEntity( C_BaseEntity *pEntity )
{
if ( !pEntity )
return;
g_RestoredEntities.AddToTail( EHANDLE(pEntity) );
}
void CHLClient::DispatchOnRestore()
{
for ( int i = 0; i < g_RestoredEntities.Count(); i++ )
{
if ( g_RestoredEntities[i] != NULL )
{
MDLCACHE_CRITICAL_SECTION();
g_RestoredEntities[i]->OnRestore();
}
}
g_RestoredEntities.RemoveAll();
}
void CHLClient::WriteSaveGameScreenshot( const char *pFilename )
{
view->WriteSaveGameScreenshot( pFilename );
}
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
// the appropriate close caption if running with closecaption = 1
void CHLClient::EmitSentenceCloseCaption( char const *tokenstream )
{
extern ConVar closecaption;
if ( !closecaption.GetBool() )
return;
CHudCloseCaption *hudCloseCaption = GET_HUDELEMENT( CHudCloseCaption );
if ( hudCloseCaption )
{
hudCloseCaption->ProcessSentenceCaptionStream( tokenstream );
}
}
void CHLClient::EmitCloseCaption( char const *captionname, float duration )
{
extern ConVar closecaption;
if ( !closecaption.GetBool() )
return;
CHudCloseCaption *hudCloseCaption = GET_HUDELEMENT( CHudCloseCaption );
if ( hudCloseCaption )
{
hudCloseCaption->ProcessCaption( captionname, duration );
}
}
CStandardRecvProxies* CHLClient::GetStandardRecvProxies()
{
return &g_StandardRecvProxies;
}
bool CHLClient::CanRecordDemo( char *errorMsg, int length ) const
{
if ( GetClientModeNormal() )
{
return GetClientModeNormal()->CanRecordDemo( errorMsg, length );
}
return true;
}
void CHLClient::OnDemoRecordStart( char const* pDemoBaseName )
{
}
void CHLClient::OnDemoRecordStop()
{
}
void CHLClient::OnDemoPlaybackStart( char const* pDemoBaseName )
{
#if defined( REPLAY_ENABLED )
// Load any ragdoll override frames from disk
char szRagdollFile[MAX_OSPATH];
V_snprintf( szRagdollFile, sizeof(szRagdollFile), "%s.dmx", pDemoBaseName );
CReplayRagdollCache::Instance().Init( szRagdollFile );
#endif
}
void CHLClient::OnDemoPlaybackStop()
{
#ifdef DEMOPOLISH_ENABLED
if ( DemoPolish_GetController().m_bInit )
{
DemoPolish_GetController().Shutdown();
}
#endif
#if defined( REPLAY_ENABLED )
CReplayRagdollCache::Instance().Shutdown();
#endif
}
int CHLClient::GetScreenWidth()
{
return ScreenWidth();
}
int CHLClient::GetScreenHeight()
{
return ScreenHeight();
}
// NEW INTERFACES
// save game screenshot writing
void CHLClient::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/,
bool bWriteVTF/*=false*/ )
{
view->WriteSaveGameScreenshotOfSize( pFilename, width, height, bCreatePowerOf2Padded, bWriteVTF );
}
// See RenderViewInfo_t
void CHLClient::RenderView( const CViewSetup &setup, int nClearFlags, int whatToDraw )
{
VPROF("RenderView");
view->RenderView( setup, nClearFlags, whatToDraw );
}
void ReloadSoundEntriesInList( IFileList *pFilesToReload );
//-----------------------------------------------------------------------------
// For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences.
//-----------------------------------------------------------------------------
void CHLClient::ReloadFilesInList( IFileList *pFilesToReload )
{
ReloadParticleEffectsInList( pFilesToReload );
ReloadSoundEntriesInList( pFilesToReload );
}
bool CHLClient::HandleUiToggle()
{
#if defined( REPLAY_ENABLED )
if ( !g_pEngineReplay || !g_pEngineReplay->IsSupportedModAndPlatform() )
return false;
CReplayPerformanceEditorPanel *pEditor = ReplayUI_GetPerformanceEditor();
if ( !pEditor )
return false;
pEditor->HandleUiToggle();
return true;
#else
return false;
#endif
}
bool CHLClient::ShouldAllowConsole()
{
return true;
}
CRenamedRecvTableInfo *CHLClient::GetRenamedRecvTableInfos()
{
return g_pRenamedRecvTableInfoHead;
}
CMouthInfo g_ClientUIMouth;
// Get the mouthinfo for the sound being played inside UI panels
CMouthInfo *CHLClient::GetClientUIMouthInfo()
{
return &g_ClientUIMouth;
}
void CHLClient::FileReceived( const char * fileName, unsigned int transferID )
{
if ( g_pGameRules )
{
g_pGameRules->OnFileReceived( fileName, transferID );
}
}
void CHLClient::ClientAdjustStartSoundParams( StartSoundParams_t& params )
{
#ifdef TF_CLIENT_DLL
CBaseEntity *pEntity = ClientEntityList().GetEnt( params.soundsource );
// A player speaking
if ( params.entchannel == CHAN_VOICE && GameRules() && pEntity && pEntity->IsPlayer() )
{
// Use high-pitched voices for other players if the local player has an item that allows them to hear it (Pyro Goggles)
if ( !GameRules()->IsLocalPlayer( params.soundsource ) && IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) )
{
params.pitch *= 1.3f;
}
// Halloween voice futzery?
else
{
float flHeadScale = 1.f;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pEntity, flHeadScale, head_scale );
int iHalloweenVoiceSpell = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pEntity, iHalloweenVoiceSpell, halloween_voice_modulation );
if ( iHalloweenVoiceSpell > 0 )
{
params.pitch *= 0.8f;
}
else if( flHeadScale != 1.f )
{
// Big head, deep voice
if( flHeadScale > 1.f )
{
params.pitch *= 0.8f;
}
else // Small head, high voice
{
params.pitch *= 1.3f;
}
}
}
}
#endif
}
const char* CHLClient::TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName )
{
if ( !GameRules() )
return pchEffectName;
return GameRules()->TranslateEffectForVisionFilter( pchEffectType, pchEffectName );
}
bool CHLClient::DisconnectAttempt( void )
{
bool bRet = false;
#if defined( TF_CLIENT_DLL )
bRet = HandleDisconnectAttempt();
#endif
return bRet;
}
bool CHLClient::IsConnectedUserInfoChangeAllowed( IConVar *pCvar )
{
return GameRules() ? GameRules()->IsConnectedUserInfoChangeAllowed( NULL ) : true;
}
#ifndef NO_STEAM
CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex )
{
player_info_t pi;
if ( steamapicontext && steamapicontext->SteamUtils() )
{
if ( engine->GetPlayerInfo( iPlayerIndex, &pi ) )
{
if ( pi.friendsID )
{
return CSteamID( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
}
}
}
return CSteamID();
}
#endif
void CHLClient::IN_TouchEvent( int type, int fingerId, int x, int y )
{
if( enginevgui->IsGameUIVisible() )
return;
touch_event_t ev;
ev.type = type;
ev.fingerid = fingerId;
memcpy( &ev.x, &x, sizeof(ev.x) );
memcpy( &ev.y, &y, sizeof(ev.y) );
if( type == IE_FingerMotion )
inputsystem->GetTouchAccumulators( fingerId, ev.dx, ev.dy );
gTouch.ProcessEvent( &ev );
}