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: $
//
//=============================================================================//
/*
===== tf_client.cpp ========================================================
HL2 client/server game specific stuff
*/
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "entitylist.h"
#include "physics.h"
#include "game.h"
#include "ai_network.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "shake.h"
#include "player_resource.h"
#include "engine/IEngineSound.h"
#include "sdk_player.h"
#include "sdk_gamerules.h"
#include "tier0/vprof.h"
#include "sdk_bot_temp.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer );
extern bool g_fGameOver;
void FinishClientPutInServer( CSDKPlayer *pPlayer )
{
pPlayer->InitialSpawn();
pPlayer->Spawn();
if (!pPlayer->IsBot())
{
// When the player first joins the server, they
pPlayer->m_takedamage = DAMAGE_YES;
pPlayer->pl.deadflag = false;
pPlayer->m_lifeState = LIFE_ALIVE;
pPlayer->RemoveEffects( EF_NODRAW );
pPlayer->ChangeTeam( TEAM_UNASSIGNED );
pPlayer->SetThink( NULL );
}
char sName[128];
Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) );
// First parse the name and remove any %'s
for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ )
{
// Replace it with a space
if ( *pApersand == '%' )
*pApersand = ' ';
}
// notify other clients of player joining the game
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "<unconnected>" );
}
/*
===========
ClientPutInServer
called each time a player is spawned into the game
============
*/
void ClientPutInServer( edict_t *pEdict, const char *playername )
{
// Allocate a CBaseTFPlayer for pev, and call spawn
CSDKPlayer *pPlayer = CSDKPlayer::CreatePlayer( "player", pEdict );
pPlayer->SetPlayerName( playername );
}
void ClientActive( edict_t *pEdict, bool bLoadGame )
{
// Can't load games in CS!
Assert( !bLoadGame );
CSDKPlayer *pPlayer = ToSDKPlayer( CBaseEntity::Instance( pEdict ) );
FinishClientPutInServer( pPlayer );
}
/*
===============
const char *GetGameDescription()
Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2
===============
*/
const char *GetGameDescription()
{
if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized
return g_pGameRules->GetGameDescription();
else
return "CounterStrike";
}
//-----------------------------------------------------------------------------
// Purpose: Precache game-specific models & sounds
//-----------------------------------------------------------------------------
void ClientGamePrecache( void )
{
// Materials used by the client effects
CBaseEntity::PrecacheModel( "sprites/white.vmt" );
CBaseEntity::PrecacheModel( "sprites/physbeam.vmt" );
}
// called by ClientKill and DeadThink
void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
{
if (gpGlobals->coop || gpGlobals->deathmatch)
{
if ( fCopyCorpse )
{
// make a copy of the dead body for appearances sake
dynamic_cast< CBasePlayer* >( pEdict )->CreateCorpse();
}
// respawn player
pEdict->Spawn();
}
else
{ // restart the entire server
engine->ServerCommand("reload\n");
}
}
void GameStartFrame( void )
{
VPROF( "GameStartFrame" );
if ( g_pGameRules )
g_pGameRules->Think();
if ( g_fGameOver )
return;
gpGlobals->teamplay = teamplay.GetInt() ? true : false;
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
void InstallGameRules()
{
CreateGameRulesObject( "CSDKGameRules" );
}