mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
165 lines
4.0 KiB
C++
165 lines
4.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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/*
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===== tf_client.cpp ========================================================
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HL2 client/server game specific stuff
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*/
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#include "cbase.h"
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#include "player.h"
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#include "gamerules.h"
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#include "entitylist.h"
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#include "physics.h"
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#include "game.h"
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#include "ai_network.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "shake.h"
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#include "player_resource.h"
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#include "engine/IEngineSound.h"
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#include "sdk_player.h"
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#include "sdk_gamerules.h"
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#include "tier0/vprof.h"
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#include "sdk_bot_temp.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer );
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extern bool g_fGameOver;
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void FinishClientPutInServer( CSDKPlayer *pPlayer )
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{
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pPlayer->InitialSpawn();
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pPlayer->Spawn();
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if (!pPlayer->IsBot())
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{
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// When the player first joins the server, they
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pPlayer->m_takedamage = DAMAGE_YES;
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pPlayer->pl.deadflag = false;
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pPlayer->m_lifeState = LIFE_ALIVE;
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pPlayer->RemoveEffects( EF_NODRAW );
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pPlayer->ChangeTeam( TEAM_UNASSIGNED );
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pPlayer->SetThink( NULL );
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}
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char sName[128];
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Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) );
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// First parse the name and remove any %'s
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for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ )
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{
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// Replace it with a space
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if ( *pApersand == '%' )
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*pApersand = ' ';
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}
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// notify other clients of player joining the game
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "<unconnected>" );
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}
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/*
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===========
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ClientPutInServer
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called each time a player is spawned into the game
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============
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*/
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void ClientPutInServer( edict_t *pEdict, const char *playername )
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{
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// Allocate a CBaseTFPlayer for pev, and call spawn
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CSDKPlayer *pPlayer = CSDKPlayer::CreatePlayer( "player", pEdict );
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pPlayer->SetPlayerName( playername );
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}
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void ClientActive( edict_t *pEdict, bool bLoadGame )
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{
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// Can't load games in CS!
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Assert( !bLoadGame );
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CSDKPlayer *pPlayer = ToSDKPlayer( CBaseEntity::Instance( pEdict ) );
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FinishClientPutInServer( pPlayer );
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}
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/*
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===============
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const char *GetGameDescription()
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Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2
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===============
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*/
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const char *GetGameDescription()
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{
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if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized
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return g_pGameRules->GetGameDescription();
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else
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return "CounterStrike";
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache game-specific models & sounds
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//-----------------------------------------------------------------------------
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void ClientGamePrecache( void )
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{
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// Materials used by the client effects
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CBaseEntity::PrecacheModel( "sprites/white.vmt" );
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CBaseEntity::PrecacheModel( "sprites/physbeam.vmt" );
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}
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// called by ClientKill and DeadThink
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void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
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{
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if (gpGlobals->coop || gpGlobals->deathmatch)
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{
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if ( fCopyCorpse )
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{
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// make a copy of the dead body for appearances sake
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dynamic_cast< CBasePlayer* >( pEdict )->CreateCorpse();
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}
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// respawn player
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pEdict->Spawn();
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}
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else
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{ // restart the entire server
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engine->ServerCommand("reload\n");
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}
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}
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void GameStartFrame( void )
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{
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VPROF( "GameStartFrame" );
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if ( g_pGameRules )
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g_pGameRules->Think();
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if ( g_fGameOver )
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return;
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gpGlobals->teamplay = teamplay.GetInt() ? true : false;
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}
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//=========================================================
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// instantiate the proper game rules object
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//=========================================================
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void InstallGameRules()
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{
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CreateGameRulesObject( "CSDKGameRules" );
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}
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