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: $
//
//=============================================================================//
#include "cbase.h"
#include "../EventLog.h"
#include "team.h"
#include "cs_gamerules.h"
#include "KeyValues.h"
#define LOG_DETAIL_ENEMY_ATTACKS 0x01
#define LOG_DETAIL_TEAMMATE_ATTACKS 0x02
ConVar mp_logdetail( "mp_logdetail", "0", FCVAR_NONE, "Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)", true, 0.0f, true, 3.0f );
class CCSEventLog : public CEventLog
{
private:
typedef CEventLog BaseClass;
public:
bool PrintEvent( IGameEvent *event ) // override virtual function
{
if ( !PrintCStrikeEvent( event ) ) // allow CS to override logging
{
return BaseClass::PrintEvent( event );
}
else
{
return true;
}
}
bool Init()
{
BaseClass::Init();
// listen to CS events
ListenForGameEvent( "round_end" );
ListenForGameEvent( "round_start" );
ListenForGameEvent( "bomb_pickup" );
ListenForGameEvent( "bomb_begindefuse" );
ListenForGameEvent( "bomb_dropped" );
ListenForGameEvent( "bomb_defused" );
ListenForGameEvent( "bomb_planted" );
ListenForGameEvent( "hostage_rescued" );
ListenForGameEvent( "hostage_killed" );
ListenForGameEvent( "hostage_follows" );
ListenForGameEvent( "player_hurt" );
return true;
}
protected:
bool PrintCStrikeEvent( IGameEvent *event ) // print Mod specific logs
{
const char *eventName = event->GetName();
// messages that don't have a user associated to them
if ( !Q_strncmp( eventName, "round_end", Q_strlen("round_end") ) )
{
const int winner = event->GetInt( "winner" );
const int reason = event->GetInt( "reason" );
const char *msg = event->GetString( "message" );
msg++; // remove the '#' char
switch( reason )
{
case Game_Commencing:
UTIL_LogPrintf( "World triggered \"Game_Commencing\"\n" );
return true;
break;
}
CTeam *ct = GetGlobalTeam( TEAM_CT );
CTeam *ter = GetGlobalTeam( TEAM_TERRORIST );
Assert( ct && ter );
switch ( winner )
{
case WINNER_CT:
UTIL_LogPrintf( "Team \"%s\" triggered \"%s\" (CT \"%i\") (T \"%i\")\n", ct->GetName(), msg, ct->GetScore(), ter->GetScore() );
break;
case WINNER_TER:
UTIL_LogPrintf( "Team \"%s\" triggered \"%s\" (CT \"%i\") (T \"%i\")\n", ter->GetName(), msg, ct->GetScore(), ter->GetScore() );
break;
case WINNER_DRAW:
default:
UTIL_LogPrintf( "World triggered \"%s\" (CT \"%i\") (T \"%i\")\n", msg, ct->GetScore(), ter->GetScore() );
break;
}
UTIL_LogPrintf( "Team \"CT\" scored \"%i\" with \"%i\" players\n", ct->GetScore(), ct->GetNumPlayers() );
UTIL_LogPrintf( "Team \"TERRORIST\" scored \"%i\" with \"%i\" players\n", ter->GetScore(), ter->GetNumPlayers() );
UTIL_LogPrintf("World triggered \"Round_End\"\n");
return true;
}
else if ( !Q_strncmp( eventName, "server_", strlen("server_")) )
{
return false; // ignore server_ messages
}
const int userid = event->GetInt( "userid" );
CBasePlayer *pPlayer = UTIL_PlayerByUserId( userid );
if ( !pPlayer )
{
return false;
}
if ( FStrEq( eventName, "player_hurt" ) )
{
const int attackerid = event->GetInt("attacker" );
const char *weapon = event->GetString( "weapon" );
CBasePlayer *pAttacker = UTIL_PlayerByUserId( attackerid );
if ( !pAttacker )
{
return false;
}
bool isTeamAttack = ( (pPlayer->GetTeamNumber() == pAttacker->GetTeamNumber() ) && (pPlayer != pAttacker) );
int detail = mp_logdetail.GetInt();
if ( ( isTeamAttack && ( detail & LOG_DETAIL_TEAMMATE_ATTACKS ) ) ||
( !isTeamAttack && ( detail & LOG_DETAIL_ENEMY_ATTACKS ) ) )
{
int hitgroup = event->GetInt( "hitgroup" );
const char *hitgroupStr = "GENERIC";
switch ( hitgroup )
{
case HITGROUP_GENERIC:
hitgroupStr = "generic";
break;
case HITGROUP_HEAD:
hitgroupStr = "head";
break;
case HITGROUP_CHEST:
hitgroupStr = "chest";
break;
case HITGROUP_STOMACH:
hitgroupStr = "stomach";
break;
case HITGROUP_LEFTARM:
hitgroupStr = "left arm";
break;
case HITGROUP_RIGHTARM:
hitgroupStr = "right arm";
break;
case HITGROUP_LEFTLEG:
hitgroupStr = "left leg";
break;
case HITGROUP_RIGHTLEG:
hitgroupStr = "right leg";
break;
}
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" attacked \"%s<%i><%s><%s>\" with \"%s\" (damage \"%d\") (damage_armor \"%d\") (health \"%d\") (armor \"%d\") (hitgroup \"%s\")\n",
pAttacker->GetPlayerName(),
attackerid,
pAttacker->GetNetworkIDString(),
pAttacker->GetTeam()->GetName(),
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString(),
pPlayer->GetTeam()->GetName(),
weapon,
event->GetInt( "dmg_health" ),
event->GetInt( "dmg_armor" ),
event->GetInt( "health" ),
event->GetInt( "armor" ),
hitgroupStr );
}
return true;
}
else if ( !Q_strncmp( eventName, "player_death", Q_strlen("player_death") ) )
{
const int attackerid = event->GetInt("attacker" );
const char *weapon = event->GetString( "weapon" );
const bool headShot = (event->GetInt( "headshot" ) == 1);
CBasePlayer *pAttacker = UTIL_PlayerByUserId( attackerid );
if ( pPlayer == pAttacker )
{
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" committed suicide with \"%s\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString(),
pPlayer->GetTeam()->GetName(),
weapon
);
}
else if ( pAttacker )
{
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" killed \"%s<%i><%s><%s>\" with \"%s\"%s\n",
pAttacker->GetPlayerName(),
attackerid,
pAttacker->GetNetworkIDString(),
pAttacker->GetTeam()->GetName(),
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString(),
pPlayer->GetTeam()->GetName(),
weapon,
headShot ? " (headshot)":""
);
}
else
{
// killed by the world
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" committed suicide with \"world\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString(),
pPlayer->GetTeam()->GetName()
);
}
return true;
}
else if ( !Q_strncmp( eventName, "round_start", Q_strlen("round_start") ) )
{
UTIL_LogPrintf("World triggered \"Round_Start\"\n");
return true;
}
else if ( !Q_strncmp( eventName, "hostage_follows", Q_strlen("hostage_follows") ) )
{
UTIL_LogPrintf( "\"%s<%i><%s><CT>\" triggered \"Touched_A_Hostage\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString()
);
return true;
}
else if ( !Q_strncmp( eventName, "hostage_killed", Q_strlen("hostage_killed") ) )
{
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" triggered \"Killed_A_Hostage\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString(),
pPlayer->GetTeam()->GetName()
);
return true;
}
else if ( !Q_strncmp( eventName, "hostage_rescued", Q_strlen("hostage_rescued") ) )
{
UTIL_LogPrintf("\"%s<%i><%s><CT>\" triggered \"Rescued_A_Hostage\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString()
);
return true;
}
else if ( !Q_strncmp( eventName, "bomb_planted", Q_strlen("bomb_planted") ) )
{
UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Planted_The_Bomb\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString()
);
return true;
}
else if ( !Q_strncmp( eventName, "bomb_defused", Q_strlen("bomb_defused") ) )
{
UTIL_LogPrintf("\"%s<%i><%s><CT>\" triggered \"Defused_The_Bomb\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString()
);
return true;
}
else if ( !Q_strncmp( eventName, "bomb_dropped", Q_strlen("bomb_dropped") ) )
{
UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Dropped_The_Bomb\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString()
);
return true;
}
else if ( !Q_strncmp( eventName, "bomb_begindefuse", Q_strlen("bomb_begindefuse") ) )
{
const bool haskit = (event->GetInt( "haskit" ) == 1);
UTIL_LogPrintf("\"%s<%i><%s><CT>\" triggered \"%s\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString(),
haskit ? "Begin_Bomb_Defuse_With_Kit" : "Begin_Bomb_Defuse_Without_Kit"
);
return true;
}
else if ( !Q_strncmp( eventName, "bomb_pickup", Q_strlen("bomb_pickup") ) )
{
UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Got_The_Bomb\"\n",
pPlayer->GetPlayerName(),
userid,
pPlayer->GetNetworkIDString()
);
return true;
}
// unused events:
//hostage_hurt
//bomb_exploded
return false;
}
};
CCSEventLog g_CSEventLog;
//-----------------------------------------------------------------------------
// Singleton access
//-----------------------------------------------------------------------------
IGameSystem* GameLogSystem()
{
return &g_CSEventLog;
}