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164 lines
3.8 KiB
164 lines
3.8 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 "player.h" |
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#include "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 "ai_network.h" |
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#include "ai_node.h" |
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#include "ai_hull.h" |
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#include "shake.h" |
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#include "player_resource.h" |
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#include "engine/IEngineSound.h" |
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#include "sdk_player.h" |
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#include "sdk_gamerules.h" |
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#include "tier0/vprof.h" |
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#include "sdk_bot_temp.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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extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer ); |
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extern bool g_fGameOver; |
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void FinishClientPutInServer( CSDKPlayer *pPlayer ) |
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{ |
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pPlayer->InitialSpawn(); |
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pPlayer->Spawn(); |
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if (!pPlayer->IsBot()) |
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{ |
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// When the player first joins the server, they |
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pPlayer->m_takedamage = DAMAGE_YES; |
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pPlayer->pl.deadflag = false; |
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pPlayer->m_lifeState = LIFE_ALIVE; |
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pPlayer->RemoveEffects( EF_NODRAW ); |
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pPlayer->ChangeTeam( TEAM_UNASSIGNED ); |
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pPlayer->SetThink( NULL ); |
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} |
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char sName[128]; |
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Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) ); |
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// First parse the name and remove any %'s |
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for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ ) |
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{ |
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// Replace it with a space |
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if ( *pApersand == '%' ) |
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*pApersand = ' '; |
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} |
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// notify other clients of player joining the game |
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "<unconnected>" ); |
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} |
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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 CBaseTFPlayer for pev, and call spawn |
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CSDKPlayer *pPlayer = CSDKPlayer::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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// Can't load games in CS! |
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Assert( !bLoadGame ); |
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CSDKPlayer *pPlayer = ToSDKPlayer( CBaseEntity::Instance( pEdict ) ); |
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FinishClientPutInServer( pPlayer ); |
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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 "CounterStrike"; |
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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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// Materials used by the client effects |
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CBaseEntity::PrecacheModel( "sprites/white.vmt" ); |
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CBaseEntity::PrecacheModel( "sprites/physbeam.vmt" ); |
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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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dynamic_cast< CBasePlayer* >( 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_pGameRules ) |
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g_pGameRules->Think(); |
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if ( g_fGameOver ) |
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return; |
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gpGlobals->teamplay = teamplay.GetInt() ? true : false; |
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} |
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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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CreateGameRulesObject( "CSDKGameRules" ); |
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}
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