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177 lines
4.3 KiB
177 lines
4.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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/* |
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===== tf_client.cpp ======================================================== |
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HL2 client/server game specific stuff |
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*/ |
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#include "cbase.h" |
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#include "hl2_player.h" |
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#include "hl2_gamerules.h" |
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#include "gamerules.h" |
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#include "teamplay_gamerules.h" |
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#include "entitylist.h" |
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#include "physics.h" |
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#include "game.h" |
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#include "player_resource.h" |
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#include "engine/IEngineSound.h" |
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#include "tier0/vprof.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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void Host_Say( edict_t *pEdict, bool teamonly ); |
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extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname ); |
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extern bool g_fGameOver; |
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/* |
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=========== |
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ClientPutInServer |
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called each time a player is spawned into the game |
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============ |
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*/ |
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void ClientPutInServer( edict_t *pEdict, const char *playername ) |
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{ |
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// Allocate a CBasePlayer for pev, and call spawn |
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CHL2_Player *pPlayer = CHL2_Player::CreatePlayer( "player", pEdict ); |
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pPlayer->SetPlayerName( playername ); |
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} |
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void ClientActive( edict_t *pEdict, bool bLoadGame ) |
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{ |
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CHL2_Player *pPlayer = dynamic_cast< CHL2_Player* >( CBaseEntity::Instance( pEdict ) ); |
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Assert( pPlayer ); |
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if ( !pPlayer ) |
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{ |
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return; |
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} |
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pPlayer->InitialSpawn(); |
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if ( !bLoadGame ) |
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{ |
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pPlayer->Spawn(); |
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} |
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} |
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/* |
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=============== |
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const char *GetGameDescription() |
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Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2 |
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=============== |
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*/ |
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const char *GetGameDescription() |
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{ |
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if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized |
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return g_pGameRules->GetGameDescription(); |
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else |
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return "Half-Life 2"; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Given a player and optional name returns the entity of that |
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// classname that the player is nearest facing |
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// |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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CBaseEntity* FindEntity( edict_t *pEdict, char *classname) |
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{ |
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// If no name was given set bits based on the picked |
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if (FStrEq(classname,"")) |
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{ |
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return (FindPickerEntityClass( static_cast<CBasePlayer*>(GetContainingEntity(pEdict)), classname )); |
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} |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Precache game-specific models & sounds |
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//----------------------------------------------------------------------------- |
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void ClientGamePrecache( void ) |
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{ |
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CBaseEntity::PrecacheModel("models/player.mdl"); |
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CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" ); |
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CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl"); |
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CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" ); |
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CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" ); |
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CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" ); |
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CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" ); |
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CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" ); |
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CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" ); |
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CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" ); |
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CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" ); |
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CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" ); |
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} |
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// called by ClientKill and DeadThink |
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void respawn( CBaseEntity *pEdict, bool fCopyCorpse ) |
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{ |
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if (gpGlobals->coop || gpGlobals->deathmatch) |
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{ |
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if ( fCopyCorpse ) |
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{ |
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// make a copy of the dead body for appearances sake |
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((CHL2_Player *)pEdict)->CreateCorpse(); |
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} |
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// respawn player |
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pEdict->Spawn(); |
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} |
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else |
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{ // restart the entire server |
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engine->ServerCommand("reload\n"); |
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} |
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} |
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void GameStartFrame( void ) |
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{ |
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VPROF("GameStartFrame()"); |
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if ( g_fGameOver ) |
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return; |
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gpGlobals->teamplay = (teamplay.GetInt() != 0); |
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} |
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#ifdef HL2_EPISODIC |
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extern ConVar gamerules_survival; |
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#endif |
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//========================================================= |
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// instantiate the proper game rules object |
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//========================================================= |
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void InstallGameRules() |
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{ |
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#ifdef HL2_EPISODIC |
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if ( gamerules_survival.GetBool() ) |
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{ |
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// Survival mode |
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CreateGameRulesObject( "CHalfLife2Survival" ); |
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} |
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else |
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#endif |
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{ |
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// generic half-life |
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CreateGameRulesObject( "CHalfLife2" ); |
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} |
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} |
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