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hl2sdk/cl_dll/cdll_client_int.cpp

1745 lines
53 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include <crtmemdebug.h>
#include "vgui_int.h"
#include "clientmode.h"
#include "cdll_convar.h"
#include "iinput.h"
#include "iviewrender.h"
#include "ivieweffects.h"
#include "ivmodemanager.h"
#include "prediction.h"
#include "clientsideeffects.h"
#include "particlemgr.h"
#include "initializer.h"
#include "smoke_fog_overlay.h"
#include "view.h"
#include "ienginevgui.h"
#include "iefx.h"
#include "enginesprite.h"
#include "networkstringtable_clientdll.h"
#include "voice_status.h"
#include "FileSystem.h"
#include "c_te_legacytempents.h"
#include "c_rope.h"
#include "engine/IShadowMgr.h"
#include "engine/IStaticPropMgr.h"
#include "hud_basechat.h"
#include "hud_crosshair.h"
#include "view_shared.h"
#include "env_wind_shared.h"
#include "detailobjectsystem.h"
#include "clienteffectprecachesystem.h"
#include "soundEnvelope.h"
#include "c_basetempentity.h"
#include "materialsystem/imaterialsystemstub.h"
#include "vguimatsurface/IMatSystemSurface.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "c_soundscape.h"
#include "engine/IVDebugOverlay.h"
#include "vguicenterprint.h"
#include "iviewrender_beams.h"
#include "tier0/vprof.h"
#include "engine/IEngineTrace.h"
#include "engine/ivmodelinfo.h"
#include "physics.h"
#include "usermessages.h"
#include "gamestringpool.h"
#include "c_user_message_register.h"
#include "igameuifuncs.h"
#include "saverestoretypes.h"
#include "saverestore.h"
#include "physics_saverestore.h"
#include "igameevents.h"
#include "datacache/idatacache.h"
#include "datacache/imdlcache.h"
#include "kbutton.h"
#include "vstdlib/icommandline.h"
#include "gamerules_register.h"
#include "vgui_controls/AnimationController.h"
#include "bitmap/tgawriter.h"
#include "c_world.h"
#include "perfvisualbenchmark.h"
#include "soundemittersystem/isoundemittersystembase.h"
#include "hud_closecaption.h"
#include "physpropclientside.h"
#include "panelmetaclassmgr.h"
#include "c_vguiscreen.h"
#include "imessagechars.h"
#include "cl_dll/IGameClientExports.h"
#include "client_factorylist.h"
#include "ragdoll_shared.h"
#include "rendertexture.h"
#include "view_scene.h"
#include "iclientmode.h"
#include "con_nprint.h"
#include "materialsystem/icolorcorrection.h"
#include "inputsystem/iinputsystem.h"
#include "appframework/IAppSystemGroup.h"
#include "scenefilecache/ISceneFileCache.h"
#include "tier2/tier2.h"
#include "avi/iavi.h"
#include "hltvcamera.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IClientMode *GetClientModeNormal();
// IF YOU ADD AN INTERFACE, EXTERN IT IN THE HEADER FILE.
IVEngineClient *engine = NULL;
IVModelRender *modelrender = NULL;
IVEfx *effects = NULL;
IVRenderView *render = NULL;
IVDebugOverlay *debugoverlay = NULL;
IMaterialSystemStub *materials_stub = NULL;
IDataCache *datacache = NULL;
IMDLCache *mdlcache = NULL;
IVModelInfoClient *modelinfo = NULL;
IEngineVGui *enginevgui = NULL;
INetworkStringTableContainer *networkstringtable = NULL;
ISpatialPartition* partition = NULL;
IFileSystem *filesystem = NULL;
IShadowMgr *shadowmgr = NULL;
IStaticPropMgrClient *staticpropmgr = NULL;
IEngineSound *enginesound = NULL;
IUniformRandomStream *random = NULL;
static CGaussianRandomStream s_GaussianRandomStream;
CGaussianRandomStream *randomgaussian = &s_GaussianRandomStream;
IMatSystemSurface *g_pMatSystemSurface = NULL;
ISharedGameRules *sharedgamerules = NULL;
IEngineTrace *enginetrace = NULL;
IGameUIFuncs *gameuifuncs = NULL;
IGameEventManager2 *gameeventmanager = NULL;
ISoundEmitterSystemBase *soundemitterbase = NULL;
IInputSystem *inputsystem = NULL;
ISceneFileCache *scenefilecache = NULL;
IAvi *avi = NULL;
IGameSystem *SoundEmitterSystem();
IGameSystem *ToolFrameworkClientSystem();
static bool g_bRequestCacheUsedMaterials = false;
void RequestCacheUsedMaterials()
{
g_bRequestCacheUsedMaterials = true;
}
void ProcessCacheUsedMaterials()
{
if ( !g_bRequestCacheUsedMaterials )
{
return;
}
g_bRequestCacheUsedMaterials = false;
if ( materials )
{
materials->CacheUsedMaterials();
}
}
// String tables
INetworkStringTable *g_StringTableEffectDispatch = NULL;
INetworkStringTable *g_StringTableVguiScreen = NULL;
INetworkStringTable *g_pStringTableMaterials = NULL;
INetworkStringTable *g_pStringTableInfoPanel = NULL;
INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL;
static CGlobalVarsBase dummyvars( true );
// So stuff that might reference gpGlobals during DLL initialization won't have a NULL pointer.
// Once the engine calls Init on this DLL, this pointer gets assigned to the shared data in the engine
CGlobalVarsBase *gpGlobals = &dummyvars;
class CHudChat;
class CViewRender;
extern CViewRender g_DefaultViewRender;
extern void StopAllRumbleEffects( void );
static C_BaseEntityClassList *s_pClassLists = NULL;
C_BaseEntityClassList::C_BaseEntityClassList()
{
m_pNextClassList = s_pClassLists;
s_pClassLists = this;
}
C_BaseEntityClassList::~C_BaseEntityClassList()
{
}
// Any entities that want an OnDataChanged during simulation register for it here.
class CDataChangedEvent
{
public:
CDataChangedEvent() {}
CDataChangedEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
{
m_pEntity = ent;
m_UpdateType = updateType;
m_pStoredEvent = pStoredEvent;
}
IClientNetworkable *m_pEntity;
DataUpdateType_t m_UpdateType;
int *m_pStoredEvent;
};
ISaveRestoreBlockHandler *GetEntitySaveRestoreBlockHandler();
ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler();
CUtlLinkedList<CDataChangedEvent, unsigned short> g_DataChangedEvents;
ClientFrameStage_t g_CurFrameStage = FRAME_UNDEFINED;
class IMoveHelper;
void DispatchHudText( const char *pszName );
static ConVar s_CV_ShowParticleCounts("showparticlecounts", "0", 0, "Display number of particles drawn per frame");
static ConVar s_cl_team("cl_team", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default team when joining a game");
static ConVar s_cl_class("cl_class", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default class when joining a game");
// Console variable accessor.
static CDLL_ConVarAccessor g_ConVarAccessor;
// Physics system
bool g_bLevelInitialized;
bool g_bTextMode = false;
//-----------------------------------------------------------------------------
// Purpose: interface for gameui to modify voice bans
//-----------------------------------------------------------------------------
class CGameClientExports : public IGameClientExports
{
public:
// ingame voice manipulation
bool IsPlayerGameVoiceMuted(int playerIndex)
{
return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex);
}
void MutePlayerGameVoice(int playerIndex)
{
GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, true);
}
void UnmutePlayerGameVoice(int playerIndex)
{
GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, false);
}
};
EXPOSE_SINGLE_INTERFACE( CGameClientExports, IGameClientExports, GAMECLIENTEXPORTS_INTERFACE_VERSION );
class CClientDLLSharedAppSystems : public IClientDLLSharedAppSystems
{
public:
CClientDLLSharedAppSystems()
{
AddAppSystem( "soundemittersystem.dll", SOUNDEMITTERSYSTEM_INTERFACE_VERSION );
AddAppSystem( "scenefilecache.dll", SCENE_FILE_CACHE_INTERFACE_VERSION );
}
virtual int Count()
{
return m_Systems.Count();
}
virtual char const *GetDllName( int idx )
{
return m_Systems[ idx ].m_pModuleName;
}
virtual char const *GetInterfaceName( int idx )
{
return m_Systems[ idx ].m_pInterfaceName;
}
private:
void AddAppSystem( char const *moduleName, char const *interfaceName )
{
AppSystemInfo_t sys;
sys.m_pModuleName = moduleName;
sys.m_pInterfaceName = interfaceName;
m_Systems.AddToTail( sys );
}
CUtlVector< AppSystemInfo_t > m_Systems;
};
EXPOSE_SINGLE_INTERFACE( CClientDLLSharedAppSystems, IClientDLLSharedAppSystems, CLIENT_DLL_SHARED_APPSYSTEMS );
//-----------------------------------------------------------------------------
// Helper interface for voice.
//-----------------------------------------------------------------------------
#ifndef _XBOX
class CHLVoiceStatusHelper : public IVoiceStatusHelper
{
public:
virtual void GetPlayerTextColor(int entindex, int color[3])
{
color[0] = color[1] = color[2] = 128;
}
virtual void UpdateCursorState()
{
}
virtual bool CanShowSpeakerLabels()
{
return true;
}
};
static CHLVoiceStatusHelper g_VoiceStatusHelper;
#endif
//-----------------------------------------------------------------------------
// Code to display which entities are having their bones setup each frame.
//-----------------------------------------------------------------------------
ConVar cl_ShowBoneSetupEnts( "cl_ShowBoneSetupEnts", "0", 0, "Show which entities are having their bones setup each frame." );
class CBoneSetupEnt
{
public:
char m_ModelName[128];
int m_Index;
int m_Count;
};
bool BoneSetupCompare( const CBoneSetupEnt &a, const CBoneSetupEnt &b )
{
return a.m_Index < b.m_Index;
}
CUtlRBTree<CBoneSetupEnt> g_BoneSetupEnts( BoneSetupCompare );
void TrackBoneSetupEnt( C_BaseAnimating *pEnt )
{
#ifdef _DEBUG
if ( IsRetail() )
return;
if ( !cl_ShowBoneSetupEnts.GetInt() )
return;
CBoneSetupEnt ent;
ent.m_Index = pEnt->entindex();
unsigned short i = g_BoneSetupEnts.Find( ent );
if ( i == g_BoneSetupEnts.InvalidIndex() )
{
Q_strncpy( ent.m_ModelName, modelinfo->GetModelName( pEnt->GetModel() ), sizeof( ent.m_ModelName ) );
ent.m_Count = 1;
g_BoneSetupEnts.Insert( ent );
}
else
{
g_BoneSetupEnts[i].m_Count++;
}
#endif
}
void DisplayBoneSetupEnts()
{
#ifdef _DEBUG
if ( IsRetail() )
return;
if ( !cl_ShowBoneSetupEnts.GetInt() )
return;
unsigned short i;
int nElements = 0;
for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) )
++nElements;
engine->Con_NPrintf( 0, "%d bone setup ents (name/count/entindex) ------------", nElements );
con_nprint_s printInfo;
printInfo.time_to_live = -1;
printInfo.fixed_width_font = true;
printInfo.color[0] = printInfo.color[1] = printInfo.color[2] = 1;
printInfo.index = 2;
for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) )
{
CBoneSetupEnt *pEnt = &g_BoneSetupEnts[i];
if ( pEnt->m_Count >= 3 )
{
printInfo.color[0] = 1;
printInfo.color[1] = printInfo.color[2] = 0;
}
else if ( pEnt->m_Count == 2 )
{
printInfo.color[0] = (float)200 / 255;
printInfo.color[1] = (float)220 / 255;
printInfo.color[2] = 0;
}
else
{
printInfo.color[0] = printInfo.color[0] = printInfo.color[0] = 1;
}
engine->Con_NXPrintf( &printInfo, "%25s / %3d / %3d", pEnt->m_ModelName, pEnt->m_Count, pEnt->m_Index );
printInfo.index++;
}
g_BoneSetupEnts.RemoveAll();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: engine to client .dll interface
//-----------------------------------------------------------------------------
class CHLClient : public IBaseClientDLL
{
public:
CHLClient();
virtual int Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals );
virtual void Shutdown( void );
virtual void LevelInitPreEntity( const char *pMapName );
virtual void LevelInitPostEntity();
virtual void LevelShutdown( void );
virtual ClientClass *GetAllClasses( void );
virtual int HudVidInit( void );
virtual void HudProcessInput( bool bActive );
virtual void HudUpdate( bool bActive );
virtual void HudReset( void );
virtual void HudText( const char * message );
// Mouse Input Interfaces
virtual void IN_ActivateMouse( void );
virtual void IN_DeactivateMouse( void );
virtual void IN_MouseEvent( int mstate, bool down );
virtual void IN_Accumulate( void );
virtual void IN_ClearStates( void );
virtual bool IN_IsKeyDown( const char *name, bool& isdown );
// Raw signal
virtual int IN_KeyEvent( int eventcode, int keynum, const char *pszCurrentBinding );
// Create movement command
virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active );
virtual void ExtraMouseSample( float frametime, bool active );
virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand );
virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot );
virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot );
virtual void View_Render( vrect_t *rect );
virtual void RenderView( const CViewSetup &view, int nClearFlags, bool drawViewmodel );
virtual void View_Fade( ScreenFade_t *pSF );
virtual void SetCrosshairAngle( const QAngle& angle );
virtual void InitSprite( CEngineSprite *pSprite, const char *loadname );
virtual void ShutdownSprite( CEngineSprite *pSprite );
virtual int GetSpriteSize( void ) const;
virtual void VoiceStatus( int entindex, qboolean bTalking );
virtual void InstallStringTableCallback( const char *tableName );
virtual void FrameStageNotify( ClientFrameStage_t curStage );
virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data );
// Save/restore system hooks
virtual CSaveRestoreData *SaveInit( int size );
virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void PreSave( CSaveRestoreData * );
virtual void Save( CSaveRestoreData * );
virtual void WriteSaveHeaders( CSaveRestoreData * );
virtual void ReadRestoreHeaders( CSaveRestoreData * );
virtual void Restore( CSaveRestoreData *, bool );
virtual void DispatchOnRestore();
virtual void WriteSaveGameScreenshot( const char *pFilename );
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
// the appropriate close caption if running with closecaption = 1
virtual void EmitSentenceCloseCaption( char const *tokenstream );
virtual void EmitCloseCaption( char const *captionname, float duration );
virtual CStandardRecvProxies* GetStandardRecvProxies();
virtual bool CanRecordDemo( char *errorMsg, int length ) const;
// save game screenshot writing
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height );
// See RenderViewInfo_t
virtual void RenderViewEx( const CViewSetup &view, int nClearFlags, int whatToDraw );
// Gets the location of the player viewpoint
virtual bool GetPlayerView( CViewSetup &playerView );
public:
void PrecacheMaterial( const char *pMaterialName );
private:
void UncacheAllMaterials( );
CUtlVector< IMaterial * > m_CachedMaterials;
};
CHLClient gHLClient;
IBaseClientDLL *clientdll = &gHLClient;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHLClient, IBaseClientDLL, CLIENT_DLL_INTERFACE_VERSION, gHLClient );
//-----------------------------------------------------------------------------
// Precaches a material
//-----------------------------------------------------------------------------
void PrecacheMaterial( const char *pMaterialName )
{
gHLClient.PrecacheMaterial( pMaterialName );
}
//-----------------------------------------------------------------------------
// Converts a previously precached material into an index
//-----------------------------------------------------------------------------
int GetMaterialIndex( const char *pMaterialName )
{
if (pMaterialName)
{
int nIndex = g_pStringTableMaterials->FindStringIndex( pMaterialName );
Assert( nIndex >= 0 );
if (nIndex >= 0)
return nIndex;
}
// This is the invalid string index
return 0;
}
//-----------------------------------------------------------------------------
// Converts precached material indices into strings
//-----------------------------------------------------------------------------
const char *GetMaterialNameFromIndex( int nIndex )
{
if (nIndex != (g_pStringTableMaterials->GetMaxStrings() - 1))
{
return g_pStringTableMaterials->GetString( nIndex );
}
else
{
return NULL;
}
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CHLClient::CHLClient()
{
// Kinda bogus, but the logic in the engine is too convoluted to put it there
g_bLevelInitialized = false;
}
extern IGameSystem *ViewportClientSystem();
//-----------------------------------------------------------------------------
// Purpose: Called when the DLL is first loaded.
// Input : engineFactory -
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals )
{
InitCRTMemDebug();
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
// Hook up global variables
gpGlobals = pGlobals;
ConnectTier1Libraries( &appSystemFactory, 1 );
ConnectTier2Libraries( &appSystemFactory, 1 );
// We aren't happy unless we get all of our interfaces.
// please don't collapse this into one monolithic boolean expression (impossible to debug)
if ( (engine = (IVEngineClient *)appSystemFactory( VENGINE_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (modelrender = (IVModelRender *)appSystemFactory( VENGINE_HUDMODEL_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (effects = (IVEfx *)appSystemFactory( VENGINE_EFFECTS_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (enginetrace = (IEngineTrace *)appSystemFactory( INTERFACEVERSION_ENGINETRACE_CLIENT, NULL )) == NULL )
return false;
if ( (render = (IVRenderView *)appSystemFactory( VENGINE_RENDERVIEW_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (debugoverlay = (IVDebugOverlay *)appSystemFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (datacache = (IDataCache*)appSystemFactory(DATACACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (mdlcache = (IMDLCache*)appSystemFactory(MDLCACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (modelinfo = (IVModelInfoClient *)appSystemFactory(VMODELINFO_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (enginevgui = (IEngineVGui *)appSystemFactory(VENGINE_VGUI_VERSION, NULL )) == NULL )
return false;
if ( (networkstringtable = (INetworkStringTableContainer *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLECLIENT,NULL)) == NULL )
return false;
if ( (partition = (ISpatialPartition *)appSystemFactory(INTERFACEVERSION_SPATIALPARTITION, NULL)) == NULL )
return false;
if ( (shadowmgr = (IShadowMgr *)appSystemFactory(ENGINE_SHADOWMGR_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (staticpropmgr = (IStaticPropMgrClient *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_CLIENT, NULL)) == NULL )
return false;
if ( (enginesound = (IEngineSound *)appSystemFactory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (filesystem = (IFileSystem *)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (random = (IUniformRandomStream *)appSystemFactory(VENGINE_CLIENT_RANDOM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (gameuifuncs = (IGameUIFuncs * )appSystemFactory( VENGINE_GAMEUIFUNCS_VERSION, NULL )) == NULL )
return false;
if ( (gameeventmanager = (IGameEventManager2 *)appSystemFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2,NULL)) == NULL )
return false;
if ( (soundemitterbase = (ISoundEmitterSystemBase *)appSystemFactory(SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( IsPC() && !colorcorrection )
return false;
if ( (inputsystem = (IInputSystem *)appSystemFactory(INPUTSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (avi = (IAvi *)appSystemFactory(AVI_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
factorylist_t factories;
factories.appSystemFactory = appSystemFactory;
factories.physicsFactory = physicsFactory;
FactoryList_Store( factories );
// Yes, both the client and game .dlls will try to Connect, the soundemittersystem.dll will handle this gracefully
if ( !soundemitterbase->Connect( appSystemFactory ) )
{
return false;
}
if ( CommandLine()->FindParm( "-textmode" ) )
g_bTextMode = true;
if ( CommandLine()->FindParm( "-makedevshots" ) )
g_MakingDevShots = true;
#ifndef _XBOX
// Not fatal if the material system stub isn't around.
materials_stub = (IMaterialSystemStub*)appSystemFactory( MATERIAL_SYSTEM_STUB_INTERFACE_VERSION, NULL );
#endif
if( !g_pMaterialSystemHardwareConfig )
return false;
// Hook up the gaussian random number generator
s_GaussianRandomStream.AttachToStream( random );
// Initialize the console variables.
ConCommandBaseMgr::OneTimeInit(&g_ConVarAccessor);
if (!Initializer::InitializeAllObjects())
return false;
if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials))
return false;
if (!VGui_Startup( appSystemFactory ))
return false;
g_pMatSystemSurface = (IMatSystemSurface*)vgui::surface()->QueryInterface( MAT_SYSTEM_SURFACE_INTERFACE_VERSION );
if (!g_pMatSystemSurface)
return false;
// Add the client systems.
// Client Leaf System has to be initialized first, since DetailObjectSystem uses it
IGameSystem::Add( GameStringSystem() );
IGameSystem::Add( SoundEmitterSystem() );
if ( ToolsEnabled() )
{
IGameSystem::Add( ToolFrameworkClientSystem() );
}
IGameSystem::Add( ClientLeafSystem() );
IGameSystem::Add( DetailObjectSystem() );
IGameSystem::Add( ViewportClientSystem() );
IGameSystem::Add( ClientEffectPrecacheSystem() );
IGameSystem::Add( g_pClientShadowMgr );
IGameSystem::Add( ClientThinkList() );
IGameSystem::Add( ClientSoundscapeSystem() );
IGameSystem::Add( PerfVisualBenchmark() );
#if defined( CLIENT_DLL ) && defined( COPY_CHECK_STRESSTEST )
IGameSystem::Add( GetPredictionCopyTester() );
#endif
modemanager->Init( );
g_pClientMode->InitViewport();
gHUD.Init();
g_pClientMode->Init();
if ( !IGameSystem::InitAllSystems() )
return false;
g_pClientMode->Enable();
if ( !view )
{
view = ( IViewRender * )&g_DefaultViewRender;
}
view->Init();
vieweffects->Init();
C_BaseTempEntity::PrecacheTempEnts();
input->Init_All();
VGui_CreateGlobalPanels();
InitSmokeFogOverlay();
// Register user messages..
CUserMessageRegister::RegisterAll();
#ifndef _XBOX
ClientVoiceMgr_Init();
// Embed voice status icons inside chat element
{
vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL );
GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent );
}
#endif
if ( !PhysicsDLLInit( physicsFactory ) )
return false;
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetViewEffectsRestoreBlockHandler() );
ClientWorldFactoryInit();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Called when the client .dll is being dismissed
//-----------------------------------------------------------------------------
void CHLClient::Shutdown( void )
{
ClientWorldFactoryShutdown();
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetViewEffectsRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() );
#ifndef _XBOX
ClientVoiceMgr_Shutdown();
#endif
Initializer::FreeAllObjects();
g_pClientMode->Disable();
g_pClientMode->Shutdown();
input->Shutdown_All();
C_BaseTempEntity::ClearDynamicTempEnts();
TermSmokeFogOverlay();
view->Shutdown();
UncacheAllMaterials();
IGameSystem::ShutdownAllSystems();
gHUD.Shutdown();
VGui_Shutdown();
ClearKeyValuesCache();
g_pMatSystemSurface = NULL;
DisconnectTier2Libraries( );
DisconnectTier1Libraries( );
}
//-----------------------------------------------------------------------------
// Purpose:
// Called when the game initializes
// and whenever the vid_mode is changed
// so the HUD can reinitialize itself.
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::HudVidInit( void )
{
gHUD.VidInit();
#ifndef _XBOX
GetClientVoiceMgr()->VidInit();
#endif
return 1;
}
//-----------------------------------------------------------------------------
// Method used to allow the client to filter input messages before the
// move record is transmitted to the server
//-----------------------------------------------------------------------------
void CHLClient::HudProcessInput( bool bActive )
{
g_pClientMode->ProcessInput( bActive );
}
//-----------------------------------------------------------------------------
// Purpose: Called when shared data gets changed, allows dll to modify data
// Input : bActive -
//-----------------------------------------------------------------------------
void CHLClient::HudUpdate( bool bActive )
{
float frametime = gpGlobals->frametime;
#ifndef _XBOX
GetClientVoiceMgr()->Frame( frametime );
#endif
gHUD.UpdateHud( bActive );
C_BaseAnimating::AllowBoneAccess( true, false );
IGameSystem::UpdateAllSystems( frametime );
C_BaseAnimating::AllowBoneAccess( false, false );
// run vgui animations
vgui::GetAnimationController()->UpdateAnimations( engine->Time() );
// I don't think this is necessary any longer, but I will leave it until
// I can check into this further.
C_BaseTempEntity::CheckDynamicTempEnts();
}
//-----------------------------------------------------------------------------
// Purpose: Called to restore to "non"HUD state.
//-----------------------------------------------------------------------------
void CHLClient::HudReset( void )
{
gHUD.VidInit();
PhysicsReset();
}
//-----------------------------------------------------------------------------
// Purpose: Called to add hud text message
//-----------------------------------------------------------------------------
void CHLClient::HudText( const char * message )
{
DispatchHudText( message );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : ClientClass
//-----------------------------------------------------------------------------
ClientClass *CHLClient::GetAllClasses( void )
{
return g_pClientClassHead;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_ActivateMouse( void )
{
#ifndef _XBOX
input->ActivateMouse();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_DeactivateMouse( void )
{
#ifndef _XBOX
input->DeactivateMouse();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : mstate -
//-----------------------------------------------------------------------------
void CHLClient::IN_MouseEvent ( int mstate, bool down )
{
#ifndef _XBOX
input->MouseEvent( mstate, down );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_Accumulate ( void )
{
#ifndef _XBOX
input->AccumulateMouse();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::IN_ClearStates ( void )
{
input->ClearStates();
}
//-----------------------------------------------------------------------------
// Purpose: Engine can query for particular keys
// Input : *name -
//-----------------------------------------------------------------------------
bool CHLClient::IN_IsKeyDown( const char *name, bool& isdown )
{
kbutton_t *key = input->FindKey( name );
if ( !key )
{
return false;
}
isdown = ( key->state & 1 ) ? true : false;
// Found the key by name
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Engine can issue a key event
// Input : eventcode -
// keynum -
// *pszCurrentBinding -
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::IN_KeyEvent( int eventcode, int keynum, const char *pszCurrentBinding )
{
return input->KeyEvent( eventcode, keynum, pszCurrentBinding );
}
void CHLClient::ExtraMouseSample( float frametime, bool active )
{
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
Assert( C_BaseEntity::IsAbsQueriesValid() );
C_BaseAnimating::AllowBoneAccess( true, false );
MDLCACHE_CRITICAL_SECTION();
input->ExtraMouseSample( frametime, active );
C_BaseAnimating::AllowBoneAccess( false, false );
}
//-----------------------------------------------------------------------------
// Purpose: Fills in usercmd_s structure based on current view angles and key/controller inputs
// Input : frametime - timestamp for last frame
// *cmd - the command to fill in
// active - whether the user is fully connected to a server
//-----------------------------------------------------------------------------
void CHLClient::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
{
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
Assert( C_BaseEntity::IsAbsQueriesValid() );
C_BaseAnimating::AllowBoneAccess( true, false );
MDLCACHE_CRITICAL_SECTION();
input->CreateMove( sequence_number, input_sample_frametime, active );
C_BaseAnimating::AllowBoneAccess( false, false );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *buf -
// from -
// to -
//-----------------------------------------------------------------------------
bool CHLClient::WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand )
{
return input->WriteUsercmdDeltaToBuffer( buf, from, to, isnewcommand );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : buf -
// buffersize -
// slot -
//-----------------------------------------------------------------------------
void CHLClient::EncodeUserCmdToBuffer( bf_write& buf, int slot )
{
input->EncodeUserCmdToBuffer( buf, slot );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : buf -
// buffersize -
// slot -
//-----------------------------------------------------------------------------
void CHLClient::DecodeUserCmdFromBuffer( bf_read& buf, int slot )
{
input->DecodeUserCmdFromBuffer( buf, slot );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLClient::View_Render( vrect_t *rect )
{
VPROF( "View_Render" );
// UNDONE: This gets hit at startup sometimes, investigate - will cause NaNs in calcs inside Render()
if ( rect->width == 0 || rect->height == 0 )
return;
view->Render( rect );
}
//-----------------------------------------------------------------------------
// Gets the location of the player viewpoint
//-----------------------------------------------------------------------------
bool CHLClient::GetPlayerView( CViewSetup &playerView )
{
playerView = *view->GetPlayerViewSetup();
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSF -
//-----------------------------------------------------------------------------
void CHLClient::View_Fade( ScreenFade_t *pSF )
{
if ( pSF != NULL )
vieweffects->Fade( *pSF );
}
//-----------------------------------------------------------------------------
// Purpose: Per level init
//-----------------------------------------------------------------------------
void CHLClient::LevelInitPreEntity( char const* pMapName )
{
// HACK: Bogus, but the logic is too complicated in the engine
if (g_bLevelInitialized)
return;
g_bLevelInitialized = true;
input->LevelInit();
vieweffects->LevelInit();
// Tell mode manager that map is changing
modemanager->LevelInit( pMapName );
C_BaseTempEntity::ClearDynamicTempEnts();
clienteffects->Flush();
view->LevelInit();
tempents->LevelInit();
ResetToneMapping(1.0);
IGameSystem::LevelInitPreEntityAllSystems(pMapName);
ResetWindspeed();
#if !defined( NO_ENTITY_PREDICTION )
// don't do prediction if single player!
// don't set direct because of FCVAR_USERINFO
if ( (gpGlobals->maxClients > 1) && !engine->IsHLTV() )
{
if ( !cl_predict.GetBool() )
{
engine->ClientCmd( "cl_predict 1" );
}
}
else
{
if ( cl_predict.GetBool() )
{
engine->ClientCmd( "cl_predict 0" );
}
}
#endif
// Check low violence settings for this map
g_RagdollLVManager.SetLowViolence( pMapName );
gHUD.LevelInit();
}
//-----------------------------------------------------------------------------
// Purpose: Per level init
//-----------------------------------------------------------------------------
void CHLClient::LevelInitPostEntity( )
{
IGameSystem::LevelInitPostEntityAllSystems();
C_PhysPropClientside::RecreateAll();
internalCenterPrint->Clear();
}
//-----------------------------------------------------------------------------
// Purpose: Per level de-init
//-----------------------------------------------------------------------------
void CHLClient::LevelShutdown( void )
{
// HACK: Bogus, but the logic is too complicated in the engine
if (!g_bLevelInitialized)
return;
g_bLevelInitialized = false;
// Disable abs recomputations when everything is shutting down
CBaseEntity::EnableAbsRecomputations( false );
// Level shutdown sequence.
// First do the pre-entity shutdown of all systems
IGameSystem::LevelShutdownPreEntityAllSystems();
C_PhysPropClientside::DestroyAll();
modemanager->LevelShutdown();
// Now release/delete the entities
cl_entitylist->Release();
C_BaseEntityClassList *pClassList = s_pClassLists;
while ( pClassList )
{
pClassList->LevelShutdown();
pClassList = pClassList->m_pNextClassList;
}
// Now do the post-entity shutdown of all systems
IGameSystem::LevelShutdownPostEntityAllSystems();
view->LevelShutdown();
tempents->LevelShutdown();
beams->ClearBeams();
ParticleMgr()->RemoveAllEffects();
StopAllRumbleEffects();
gHUD.LevelShutdown();
internalCenterPrint->Clear();
#ifndef _XBOX
messagechars->Clear();
#endif
UncacheAllMaterials();
#ifdef _XBOX
ReleaseRenderTargets();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Engine can directly ask to render a view ( timerefresh and envmap creation, e.g. )
// Input : &vs -
// drawViewmodel -
//-----------------------------------------------------------------------------
void CHLClient::RenderView( const CViewSetup &vs, int nClearFlags, bool drawViewmodel )
{
view->RenderView( vs, nClearFlags, drawViewmodel );
}
//-----------------------------------------------------------------------------
// Purpose: Engine received crosshair offset ( autoaim )
// Input : angle -
//-----------------------------------------------------------------------------
void CHLClient::SetCrosshairAngle( const QAngle& angle )
{
CHudCrosshair *crosshair = GET_HUDELEMENT( CHudCrosshair );
if ( crosshair )
{
crosshair->SetCrosshairAngle( angle );
}
}
//-----------------------------------------------------------------------------
// Purpose: Helper to initialize sprite from .spr semaphor
// Input : *pSprite -
// *loadname -
//-----------------------------------------------------------------------------
void CHLClient::InitSprite( CEngineSprite *pSprite, const char *loadname )
{
if ( pSprite )
{
pSprite->Init( loadname );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSprite -
//-----------------------------------------------------------------------------
void CHLClient::ShutdownSprite( CEngineSprite *pSprite )
{
if ( pSprite )
{
pSprite->Shutdown();
}
}
//-----------------------------------------------------------------------------
// Purpose: Tells engine how much space to allocate for sprite objects
// Output : int
//-----------------------------------------------------------------------------
int CHLClient::GetSpriteSize( void ) const
{
return sizeof( CEngineSprite );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : entindex -
// bTalking -
//-----------------------------------------------------------------------------
void CHLClient::VoiceStatus( int entindex, qboolean bTalking )
{
#ifndef _XBOX
GetClientVoiceMgr()->UpdateSpeakerStatus( entindex, !!bTalking );
#endif
}
//-----------------------------------------------------------------------------
// Called when the string table for materials changes
//-----------------------------------------------------------------------------
void OnMaterialStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
gHLClient.PrecacheMaterial( newString );
RequestCacheUsedMaterials();
}
//-----------------------------------------------------------------------------
// Called when the string table for VGUI changes
//-----------------------------------------------------------------------------
void OnVguiScreenTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
vgui::Panel *pPanel = PanelMetaClassMgr()->CreatePanelMetaClass( newString, 100, NULL, NULL );
if ( pPanel )
PanelMetaClassMgr()->DestroyPanelMetaClass( pPanel );
}
//-----------------------------------------------------------------------------
// Purpose: Preload the string on the client (if single player it should already be in the cache from the server!!!)
// Input : *object -
// *stringTable -
// stringNumber -
// *newString -
// *newData -
//-----------------------------------------------------------------------------
void OnSceneStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
scenefilecache->FindOrAddScene( newString );
}
//-----------------------------------------------------------------------------
// Purpose: Hook up any callbacks here, the table definition has been parsed but
// no data has been added yet
//-----------------------------------------------------------------------------
void CHLClient::InstallStringTableCallback( const char *tableName )
{
// Here, cache off string table IDs
if (!Q_strcasecmp(tableName, "VguiScreen"))
{
// Look up the id
g_StringTableVguiScreen = networkstringtable->FindTable( tableName );
// When the material list changes, we need to know immediately
g_StringTableVguiScreen->SetStringChangedCallback( NULL, OnVguiScreenTableChanged );
}
else if (!Q_strcasecmp(tableName, "Materials"))
{
// Look up the id
g_pStringTableMaterials = networkstringtable->FindTable( tableName );
// When the material list changes, we need to know immediately
g_pStringTableMaterials->SetStringChangedCallback( NULL, OnMaterialStringTableChanged );
}
else if ( !Q_strcasecmp( tableName, "EffectDispatch" ) )
{
g_StringTableEffectDispatch = networkstringtable->FindTable( tableName );
}
else if ( !Q_strcasecmp( tableName, "InfoPanel" ) )
{
g_pStringTableInfoPanel = networkstringtable->FindTable( tableName );
}
else if ( !Q_strcasecmp( tableName, "Scenes" ) )
{
g_pStringTableClientSideChoreoScenes = networkstringtable->FindTable( tableName );
g_pStringTableClientSideChoreoScenes->SetStringChangedCallback( NULL, OnSceneStringTableChanged );
}
InstallStringTableCallback_GameRules();
}
//-----------------------------------------------------------------------------
// Material precache
//-----------------------------------------------------------------------------
void CHLClient::PrecacheMaterial( const char *pMaterialName )
{
Assert( pMaterialName );
int nLen = Q_strlen( pMaterialName );
char *pTempBuf = (char*)stackalloc( nLen + 1 );
memcpy( pTempBuf, pMaterialName, nLen + 1 );
char *pFound = Q_strstr( pTempBuf, ".vmt\0" );
if ( pFound )
{
*pFound = 0;
}
IMaterial *pMaterial = materials->FindMaterial( pTempBuf, TEXTURE_GROUP_PRECACHED );
if ( !IsErrorMaterial( pMaterial ) )
{
pMaterial->IncrementReferenceCount();
m_CachedMaterials.AddToTail( pMaterial );
}
}
void CHLClient::UncacheAllMaterials( )
{
for (int i = m_CachedMaterials.Count(); --i >= 0; )
{
m_CachedMaterials[i]->DecrementReferenceCount();
}
m_CachedMaterials.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszName -
// iSize -
// *pbuf -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHLClient::DispatchUserMessage( int msg_type, bf_read &msg_data )
{
return usermessages->DispatchUserMessage( msg_type, msg_data );
}
void SimulateEntities()
{
input->CAM_Think();
// Service timer events (think functions).
ClientThinkList()->PerformThinkFunctions();
// TODO: make an ISimulateable interface so C_BaseNetworkables can simulate?
C_BaseEntityIterator iterator;
C_BaseEntity *pEnt;
while ( (pEnt = iterator.Next()) != NULL )
{
pEnt->Simulate();
}
}
bool AddDataChangeEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
{
Assert( ent );
// Make sure we don't already have an event queued for this guy.
if ( *pStoredEvent >= 0 )
{
Assert( g_DataChangedEvents[*pStoredEvent].m_pEntity == ent );
// DATA_UPDATE_CREATED always overrides DATA_UPDATE_CHANGED.
if ( updateType == DATA_UPDATE_CREATED )
g_DataChangedEvents[*pStoredEvent].m_UpdateType = updateType;
return false;
}
else
{
*pStoredEvent = g_DataChangedEvents.AddToTail( CDataChangedEvent( ent, updateType, pStoredEvent ) );
return true;
}
}
void ClearDataChangedEvent( int iStoredEvent )
{
if ( iStoredEvent != -1 )
g_DataChangedEvents.Remove( iStoredEvent );
}
void ProcessOnDataChangedEvents()
{
FOR_EACH_LL( g_DataChangedEvents, i )
{
CDataChangedEvent *pEvent = &g_DataChangedEvents[i];
// Reset their stored event identifier.
*pEvent->m_pStoredEvent = -1;
// Send the event.
IClientNetworkable *pNetworkable = pEvent->m_pEntity;
pNetworkable->OnDataChanged( pEvent->m_UpdateType );
}
g_DataChangedEvents.Purge();
}
void UpdatePVSNotifiers()
{
// At this point, all the entities that were rendered in the previous frame have INPVS_THISFRAME set
// so we can tell the entities that aren't in the PVS anymore so.
CUtlLinkedList<CClientEntityList::CPVSNotifyInfo,unsigned short> &theList = ClientEntityList().GetPVSNotifiers();
FOR_EACH_LL( theList, i )
{
CClientEntityList::CPVSNotifyInfo *pInfo = &theList[i];
// If this entity thinks it's in the PVS, but it wasn't in the PVS this frame, tell it so.
if ( pInfo->m_InPVSStatus & INPVS_YES )
{
if ( pInfo->m_InPVSStatus & INPVS_THISFRAME )
{
// Clear it for the next time around.
pInfo->m_InPVSStatus &= ~INPVS_THISFRAME;
}
else
{
pInfo->m_InPVSStatus &= ~INPVS_YES;
pInfo->m_pNotify->OnPVSStatusChanged( false );
}
}
}
}
void OnRenderStart()
{
VPROF( "OnRenderStart" );
MDLCACHE_CRITICAL_SECTION();
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
C_BaseEntity::SetAbsQueriesValid( false );
Rope_ResetCounters();
// Interpolate server entities and move aiments.
C_BaseEntity::InterpolateServerEntities();
// Invalidate any bone information.
C_BaseAnimating::InvalidateBoneCaches();
C_BaseEntity::SetAbsQueriesValid( true );
C_BaseEntity::EnableAbsRecomputations( true );
// Enable access to all model bones except view models.
// This is necessary for aim-ent computation to occur properly
C_BaseAnimating::AllowBoneAccess( true, false );
// FIXME: This needs to be done before the player moves; it forces
// aiments the player may be attached to to forcibly update their position
C_BaseEntity::MarkAimEntsDirty();
// This will place the player + the view models + all parent
// entities at the correct abs position so that their attachment points
// are at the correct location
view->OnRenderStart();
// This will place all entities in the correct position in world space and in the KD-tree
C_BaseAnimating::UpdateClientSideAnimations();
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
// Process OnDataChanged events.
ProcessOnDataChangedEvents();
// Reset the overlay alpha. Entities can change the state of this in their think functions.
g_SmokeFogOverlayAlpha = 0;
// Simulate all the entities.
SimulateEntities();
PhysicsSimulate();
// This creates things like temp entities.
engine->FireEvents();
// Update temp entities
tempents->Update();
// Update temp ent beams...
beams->UpdateTempEntBeams();
// Lock the frame from beam additions
SetBeamCreationAllowed( false );
// Update particle effects (eventually, the effects should use Simulate() instead of having
// their own update system).
{
VPROF_BUDGET( "ParticleMgr()->Update", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
ParticleMgr()->Simulate( gpGlobals->frametime );
}
// Now that the view model's position is setup and aiments are marked dirty, update
// their positions so they're in the leaf system correctly.
C_BaseEntity::CalcAimEntPositions();
// For entities marked for recording, post bone messages to IToolSystems
if ( ToolsEnabled() )
C_BaseEntity::ToolRecordEntities();
// Finally, link all the entities into the leaf system right before rendering.
C_BaseEntity::AddVisibleEntities();
}
void OnRenderEnd()
{
// Disallow access to bones (access is enabled in CViewRender::SetUpView).
C_BaseAnimating::AllowBoneAccess( false, false );
UpdatePVSNotifiers();
DisplayBoneSetupEnts();
}
void CHLClient::FrameStageNotify( ClientFrameStage_t curStage )
{
g_CurFrameStage = curStage;
switch( curStage )
{
default:
break;
case FRAME_RENDER_START:
{
VPROF( "CHLClient::FrameStageNotify FRAME_RENDER_START" );
// Last thing before rendering, run simulation.
OnRenderStart();
}
break;
case FRAME_RENDER_END:
{
VPROF( "CHLClient::FrameStageNotify FRAME_RENDER_END" );
OnRenderEnd();
}
break;
case FRAME_NET_UPDATE_START:
{
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_START" );
// disabled all recomputations while we update entities
C_BaseEntity::EnableAbsRecomputations( false );
C_BaseEntity::SetAbsQueriesValid( false );
Interpolation_SetLastPacketTimeStamp( engine->GetLastTimeStamp() );
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
}
break;
case FRAME_NET_UPDATE_END:
{
ProcessCacheUsedMaterials();
// reenable abs recomputation since now all entities have been updated
C_BaseEntity::EnableAbsRecomputations( true );
C_BaseEntity::SetAbsQueriesValid( true );
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
}
break;
case FRAME_NET_UPDATE_POSTDATAUPDATE_START:
{
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_START" );
}
break;
case FRAME_NET_UPDATE_POSTDATAUPDATE_END:
{
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_END" );
// Let prediction copy off pristine data
prediction->PostEntityPacketReceived();
HLTVCamera()->PostEntityPacketReceived();
}
break;
case FRAME_START:
{
// Mark the frame as open for client fx additions
SetFXCreationAllowed( true );
SetBeamCreationAllowed( true );
}
break;
}
}
CSaveRestoreData *SaveInit( int size );
// Save/restore system hooks
CSaveRestoreData *CHLClient::SaveInit( int size )
{
return ::SaveInit(size);
}
void CHLClient::SaveWriteFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
{
CSave saveHelper( pSaveData );
saveHelper.WriteFields( pname, pBaseData, pMap, pFields, fieldCount );
}
void CHLClient::SaveReadFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
{
CRestore restoreHelper( pSaveData );
restoreHelper.ReadFields( pname, pBaseData, pMap, pFields, fieldCount );
}
void CHLClient::PreSave( CSaveRestoreData *s )
{
g_pGameSaveRestoreBlockSet->PreSave( s );
}
void CHLClient::Save( CSaveRestoreData *s )
{
CSave saveHelper( s );
g_pGameSaveRestoreBlockSet->Save( &saveHelper );
}
void CHLClient::WriteSaveHeaders( CSaveRestoreData *s )
{
CSave saveHelper( s );
g_pGameSaveRestoreBlockSet->WriteSaveHeaders( &saveHelper );
g_pGameSaveRestoreBlockSet->PostSave();
}
void CHLClient::ReadRestoreHeaders( CSaveRestoreData *s )
{
CRestore restoreHelper( s );
g_pGameSaveRestoreBlockSet->PreRestore();
g_pGameSaveRestoreBlockSet->ReadRestoreHeaders( &restoreHelper );
}
void CHLClient::Restore( CSaveRestoreData *s, bool b )
{
CRestore restore(s);
g_pGameSaveRestoreBlockSet->Restore( &restore, b );
g_pGameSaveRestoreBlockSet->PostRestore();
}
static CUtlVector<EHANDLE> g_RestoredEntities;
void AddRestoredEntity( C_BaseEntity *pEntity )
{
if ( !pEntity )
return;
g_RestoredEntities.AddToTail( EHANDLE(pEntity) );
}
void CHLClient::DispatchOnRestore()
{
for ( int i = 0; i < g_RestoredEntities.Count(); i++ )
{
if ( g_RestoredEntities[i] != NULL )
{
MDLCACHE_CRITICAL_SECTION();
g_RestoredEntities[i]->OnRestore();
}
}
g_RestoredEntities.RemoveAll();
}
void CHLClient::WriteSaveGameScreenshot( const char *pFilename )
{
view->WriteSaveGameScreenshot( pFilename );
}
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
// the appropriate close caption if running with closecaption = 1
void CHLClient::EmitSentenceCloseCaption( char const *tokenstream )
{
extern ConVar closecaption;
if ( !closecaption.GetBool() )
return;
CHudCloseCaption *hudCloseCaption = GET_HUDELEMENT( CHudCloseCaption );
if ( hudCloseCaption )
{
hudCloseCaption->ProcessSentenceCaptionStream( tokenstream );
}
}
void CHLClient::EmitCloseCaption( char const *captionname, float duration )
{
extern ConVar closecaption;
if ( !closecaption.GetBool() )
return;
CHudCloseCaption *hudCloseCaption = GET_HUDELEMENT( CHudCloseCaption );
if ( hudCloseCaption )
{
hudCloseCaption->ProcessCaption( captionname, duration );
}
}
CStandardRecvProxies* CHLClient::GetStandardRecvProxies()
{
return &g_StandardRecvProxies;
}
bool CHLClient::CanRecordDemo( char *errorMsg, int length ) const
{
if ( GetClientModeNormal() )
{
return GetClientModeNormal()->CanRecordDemo( errorMsg, length );
}
return true;
}
// NEW INTERFACES
// save game screenshot writing
void CHLClient::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height )
{
view->WriteSaveGameScreenshotOfSize( pFilename, width, height );
}
// See RenderViewInfo_t
void CHLClient::RenderViewEx( const CViewSetup &setup, int nClearFlags, int whatToDraw )
{
VPROF("RenderViewEx");
view->RenderViewEx( setup, nClearFlags, whatToDraw );
}