Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== asw_client.cpp ========================================================
Infested client/server game specific stuff
*/
#include "cbase.h"
#include "asw_player.h"
#include "asw_gamerules.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "EntityList.h"
#include "physics.h"
#include "game.h"
#include "player_resource.h"
#include "engine/IEngineSound.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void Host_Say( edict_t *pEdict, bool teamonly );
extern bool g_fGameOver;
/*
===========
ClientPutInServer
called each time a player is spawned into the game
============
*/
void ClientPutInServer( edict_t *pEdict, const char *playername )
{
// Allocate a CBasePlayer for pev, and call spawn
CASW_Player *pPlayer = CASW_Player::CreatePlayer( "player", pEdict );
pPlayer->SetPlayerName( playername );
}
void ClientActive( edict_t *pEdict, bool bLoadGame )
{
CASW_Player *pPlayer = dynamic_cast< CASW_Player* >( CBaseEntity::Instance( pEdict ) );
Assert( pPlayer );
if ( !pPlayer )
{
return;
}
pPlayer->InitialSpawn();
if ( !bLoadGame )
{
pPlayer->Spawn();
}
}
void ClientFullyConnect( edict_t *pEntity )
{
}
/*
===============
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 "Alien Swarm: Infested";
}
//-----------------------------------------------------------------------------
// Purpose: Given a player and optional name returns the entity of that
// classname that the player is nearest facing
//
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseEntity* FindEntity( edict_t *pEdict, char *classname)
{
// If no name was given set bits based on the picked
if (FStrEq(classname,""))
{
CBasePlayer *pPlayer = static_cast<CBasePlayer*>(GetContainingEntity(pEdict));
if ( pPlayer )
{
return pPlayer->FindPickerEntityClass( classname );
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Precache game-specific models & sounds
//-----------------------------------------------------------------------------
PRECACHE_REGISTER_BEGIN( GLOBAL, ClientGamePrecache )
PRECACHE( MODEL, "models/player.mdl");
PRECACHE( MODEL, "models/gibs/agibs.mdl" );
PRECACHE( MODEL, "models/gibs/hgibs.mdl" );
PRECACHE( MODEL, "models/gibs/hgibs_spine.mdl" );
PRECACHE( MODEL, "models/gibs/hgibs_scapula.mdl" );
PRECACHE( GAMESOUND, "FX_AntlionImpact.ShellImpact" );
PRECACHE( GAMESOUND, "Missile.ShotDown" );
PRECACHE( GAMESOUND, "Geiger.BeepHigh" );
PRECACHE( GAMESOUND, "Geiger.BeepLow" );
PRECACHE( KV_DEP_FILE, "resource/ParticleEmitters.txt" )
PRECACHE_REGISTER_END()
void ClientGamePrecache( void )
{
}
// 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
((CASW_Player *)pEdict)->CreateCorpse();
}
// respawn player
pEdict->Spawn();
}
else
{ // restart the entire server
engine->ServerCommand("reload\n");
}
}
void GameStartFrame( void )
{
VPROF("GameStartFrame()");
if ( g_fGameOver )
return;
gpGlobals->teamplay = (teamplay.GetInt() != 0);
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
void InstallGameRules()
{
CreateGameRulesObject( "CAlienSwarm" );
}