Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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141 lines
3.7 KiB

#include "cbase.h"
#include "asw_intro_control.h"
#include "util_shared.h"
#include "asw_gamerules.h"
#include "asw_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( asw_intro_control, CASW_Intro_Control );
BEGIN_DATADESC( CASW_Intro_Control )
DEFINE_INPUTFUNC( FIELD_VOID, "LaunchCampaignMap", InputLaunchCampaignMap ),
DEFINE_INPUTFUNC( FIELD_VOID, "ShowCredits", InputShowCredits ),
DEFINE_INPUTFUNC( FIELD_VOID, "ShowCainMail", InputShowCainMail ),
DEFINE_INPUTFUNC( FIELD_VOID, "CheckReconnect", InputCheckReconnect ),
DEFINE_OUTPUT( m_IntroStarted, "IntroStarted" ),
DEFINE_THINKFUNC(OnIntroStarted),
DEFINE_FIELD(m_bLaunchedCampaignMap, FIELD_BOOLEAN),
DEFINE_FIELD(m_bShownCredits, FIELD_BOOLEAN),
END_DATADESC()
extern ConVar asw_default_mission;
void CASW_Intro_Control::Spawn()
{
m_bLaunchedCampaignMap = false;
BaseClass::Spawn();
SetThink(&CASW_Intro_Control::OnIntroStarted);
SetNextThink(gpGlobals->curtime + 1.0f);
}
void CASW_Intro_Control::InputLaunchCampaignMap( inputdata_t &inputdata )
{
LaunchCampaignMap();
}
void CASW_Intro_Control::LaunchCampaignMap()
{
if (m_bLaunchedCampaignMap || !ASWGameRules())
return;
ASWGameRules()->SetGameState(ASW_GS_CAMPAIGNMAP);
CReliableBroadcastRecipientFilter filter;
UserMessageBegin( filter, "LaunchCampaignMap" );
MessageEnd();
m_bLaunchedCampaignMap = true;
}
void CASW_Intro_Control::InputShowCredits( inputdata_t &inputdata )
{
m_bShownCredits = true;
CReliableBroadcastRecipientFilter filter;
UserMessageBegin( filter, "LaunchCredits" );
MessageEnd();
}
void CASW_Intro_Control::InputShowCainMail( inputdata_t &inputdata )
{
// listen server goes back to the default mission
if ( !engine->IsDedicatedServer() && ASWGameRules() && gpGlobals->maxClients > 1 )
{
CBasePlayer *pPlayer = UTIL_GetListenServerHost();
if (pPlayer)
{
CSingleUserRecipientFilter filter(pPlayer);
filter.MakeReliable();
UserMessageBegin( filter, "LaunchCainMail" );
MessageEnd();
}
}
else
{
CReliableBroadcastRecipientFilter filter;
UserMessageBegin( filter, "LaunchCainMail" );
MessageEnd();
}
}
void CASW_Intro_Control::OnIntroStarted()
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
if (pPlayer == NULL)
{
SetThink(&CASW_Intro_Control::OnIntroStarted);
SetNextThink(gpGlobals->curtime + 1.0f);
}
else
{
m_IntroStarted.FireOutput(pPlayer, this);
SetThink(NULL);
}
}
// tell clients to check for reconnecting to the previous server after finishing the outro
void CASW_Intro_Control::InputCheckReconnect( inputdata_t &inputdata )
{
CheckReconnect();
}
void CASW_Intro_Control::CheckReconnect()
{
// reconnect to the last server we were on (used when we're watching the outro as a singleplayer map after a multiplayer game)
CReliableBroadcastRecipientFilter users;
users.MakeReliable();
UserMessageBegin( users, "ASWReconnectAfterOutro" );
MessageEnd();
if (!engine->IsDedicatedServer() && ASWGameRules())
{
// listen server goes back to the default mission
if ( gpGlobals->maxClients > 1 )
{
CBasePlayer *pPlayer = UTIL_GetListenServerHost();
if (pPlayer)
{
//engine->ChangeLevel(asw_default_mission.GetString(), NULL);
}
}
}
}
// if we've already started showing the credits and another player has joined up, show him them too
void CASW_Intro_Control::PlayerSpawned(CASW_Player *pPlayer)
{
Msg("CASW_Intro_Control::PlayerSpawned, showncredits = %d\n", m_bShownCredits);
if (m_bShownCredits && pPlayer)
{
Msg("Sending user message to this player telling him to show the credits\n");
CRecipientFilter filter;
filter.AddRecipient(pPlayer);
UserMessageBegin( filter, "LaunchCredits" );
MessageEnd();
}
}