2658 lines
78 KiB
C++
2658 lines
78 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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#include "cbase.h"
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#include <crtmemdebug.h>
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#include "vgui_int.h"
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#include "clientmode.h"
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#include "iinput.h"
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#include "iviewrender.h"
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#include "ivieweffects.h"
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#include "ivmodemanager.h"
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#include "prediction.h"
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#include "clientsideeffects.h"
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#include "particlemgr.h"
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#include "steam/steam_api.h"
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#include "initializer.h"
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#include "smoke_fog_overlay.h"
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#include "view.h"
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#include "ienginevgui.h"
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#include "iefx.h"
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#include "enginesprite.h"
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#include "networkstringtable_clientdll.h"
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#include "voice_status.h"
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#include "filesystem.h"
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#include "c_te_legacytempents.h"
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#include "c_rope.h"
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#include "engine/ishadowmgr.h"
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#include "engine/IStaticPropMgr.h"
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#include "hud_basechat.h"
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#include "hud_crosshair.h"
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#include "view_shared.h"
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#include "env_wind_shared.h"
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#include "detailobjectsystem.h"
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#include "clienteffectprecachesystem.h"
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#include "soundenvelope.h"
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#include "c_basetempentity.h"
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#include "materialsystem/imaterialsystemstub.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "c_soundscape.h"
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#include "engine/ivdebugoverlay.h"
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#include "vguicenterprint.h"
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#include "iviewrender_beams.h"
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#include "tier0/vprof.h"
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#include "engine/IEngineTrace.h"
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#include "engine/ivmodelinfo.h"
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#include "physics.h"
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#include "usermessages.h"
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#include "gamestringpool.h"
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#include "c_user_message_register.h"
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#include "IGameUIFuncs.h"
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#include "saverestoretypes.h"
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#include "saverestore.h"
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#include "physics_saverestore.h"
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#include "igameevents.h"
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#include "datacache/idatacache.h"
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#include "datacache/imdlcache.h"
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#include "kbutton.h"
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#include "tier0/icommandline.h"
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#include "gamerules_register.h"
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#include "vgui_controls/AnimationController.h"
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#include "bitmap/tgawriter.h"
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#include "c_world.h"
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#include "perfvisualbenchmark.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "hud_closecaption.h"
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#include "colorcorrectionmgr.h"
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#include "physpropclientside.h"
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#include "panelmetaclassmgr.h"
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#include "c_vguiscreen.h"
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#include "imessagechars.h"
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#include "game/client/IGameClientExports.h"
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#include "client_factorylist.h"
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#include "ragdoll_shared.h"
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#include "rendertexture.h"
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#include "view_scene.h"
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#include "iclientmode.h"
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#include "con_nprint.h"
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#include "inputsystem/iinputsystem.h"
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#include "appframework/IAppSystemGroup.h"
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#include "scenefilecache/ISceneFileCache.h"
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#include "tier2/tier2dm.h"
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#include "tier3/tier3.h"
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#include "ihudlcd.h"
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#include "toolframework_client.h"
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#include "hltvcamera.h"
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#if defined( REPLAY_ENABLED )
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#include "replay/replaycamera.h"
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#include "replay/replay_ragdoll.h"
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#include "qlimits.h"
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#include "replay/replay.h"
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#include "replay/ireplaysystem.h"
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#include "replay/iclientreplay.h"
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#include "replay/ienginereplay.h"
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#include "replay/ireplaymanager.h"
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#include "replay/ireplayscreenshotmanager.h"
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#include "replay/iclientreplaycontext.h"
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#include "replay/vgui/replayconfirmquitdlg.h"
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#include "replay/vgui/replaybrowsermainpanel.h"
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#include "replay/vgui/replayinputpanel.h"
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#include "replay/vgui/replayperformanceeditor.h"
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#endif
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#include "vgui/ILocalize.h"
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#include "vgui/IVGui.h"
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#include "ixboxsystem.h"
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#include "ipresence.h"
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#include "engine/imatchmaking.h"
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#include "cdll_bounded_cvars.h"
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#include "matsys_controls/matsyscontrols.h"
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#include "gamestats.h"
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#include "particle_parse.h"
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#if defined( TF_CLIENT_DLL )
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#include "rtime.h"
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#include "tf_hud_disconnect_prompt.h"
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#include "../engine/audio/public/sound.h"
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#include "tf_shared_content_manager.h"
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#endif
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#include "clientsteamcontext.h"
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#include "renamed_recvtable_compat.h"
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#include "mouthinfo.h"
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#include "sourcevr/isourcevirtualreality.h"
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#include "client_virtualreality.h"
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#include "mumble.h"
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// NVNT includes
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#include "hud_macros.h"
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#include "haptics/ihaptics.h"
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#include "haptics/haptic_utils.h"
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#include "haptics/haptic_msgs.h"
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#if defined( TF_CLIENT_DLL )
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#include "abuse_report.h"
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#endif
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#ifdef USES_ECON_ITEMS
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#include "econ_item_system.h"
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#endif // USES_ECON_ITEMS
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#if defined( TF_CLIENT_DLL )
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#include "econ/tool_items/custom_texture_cache.h"
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#endif
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#ifdef WORKSHOP_IMPORT_ENABLED
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#include "fbxsystem/fbxsystem.h"
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#endif
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#include "touch.h"
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extern vgui::IInputInternal *g_InputInternal;
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Necessary for stats display
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//=============================================================================
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#include "achievements_and_stats_interface.h"
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//=============================================================================
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// HPE_END
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//=============================================================================
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#ifdef PORTAL
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#include "PortalRender.h"
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#endif
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#ifdef SIXENSE
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#include "sixense/in_sixense.h"
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#endif
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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 IClientMode *GetClientModeNormal();
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// IF YOU ADD AN INTERFACE, EXTERN IT IN THE HEADER FILE.
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IVEngineClient *engine = NULL;
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IVModelRender *modelrender = NULL;
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IVEfx *effects = NULL;
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IVRenderView *render = NULL;
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IVDebugOverlay *debugoverlay = NULL;
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IMaterialSystemStub *materials_stub = NULL;
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IDataCache *datacache = NULL;
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IVModelInfoClient *modelinfo = NULL;
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IEngineVGui *enginevgui = NULL;
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INetworkStringTableContainer *networkstringtable = NULL;
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ISpatialPartition* partition = NULL;
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IFileSystem *filesystem = NULL;
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IShadowMgr *shadowmgr = NULL;
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IStaticPropMgrClient *staticpropmgr = NULL;
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IEngineSound *enginesound = NULL;
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IUniformRandomStream *random = NULL;
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static CGaussianRandomStream s_GaussianRandomStream;
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CGaussianRandomStream *randomgaussian = &s_GaussianRandomStream;
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ISharedGameRules *sharedgamerules = NULL;
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IEngineTrace *enginetrace = NULL;
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IGameUIFuncs *gameuifuncs = NULL;
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IGameEventManager2 *gameeventmanager = NULL;
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ISoundEmitterSystemBase *soundemitterbase = NULL;
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IInputSystem *inputsystem = NULL;
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ISceneFileCache *scenefilecache = NULL;
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IXboxSystem *xboxsystem = NULL; // Xbox 360 only
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IMatchmaking *matchmaking = NULL;
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IUploadGameStats *gamestatsuploader = NULL;
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IClientReplayContext *g_pClientReplayContext = NULL;
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#if defined( REPLAY_ENABLED )
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IReplayManager *g_pReplayManager = NULL;
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IReplayMovieManager *g_pReplayMovieManager = NULL;
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IReplayScreenshotManager *g_pReplayScreenshotManager = NULL;
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IReplayPerformanceManager *g_pReplayPerformanceManager = NULL;
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IReplayPerformanceController *g_pReplayPerformanceController = NULL;
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IEngineReplay *g_pEngineReplay = NULL;
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IEngineClientReplay *g_pEngineClientReplay = NULL;
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IReplaySystem *g_pReplay = NULL;
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#endif
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IHaptics* haptics = NULL;// NVNT haptics system interface singleton
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Necessary for stats display
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//=============================================================================
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AchievementsAndStatsInterface* g_pAchievementsAndStatsInterface = NULL;
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//=============================================================================
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// HPE_END
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//=============================================================================
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IGameSystem *SoundEmitterSystem();
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IGameSystem *ToolFrameworkClientSystem();
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// Engine player info, no game related infos here
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BEGIN_BYTESWAP_DATADESC( player_info_s )
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DEFINE_ARRAY( name, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ),
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DEFINE_FIELD( userID, FIELD_INTEGER ),
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DEFINE_ARRAY( guid, FIELD_CHARACTER, SIGNED_GUID_LEN + 1 ),
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DEFINE_FIELD( friendsID, FIELD_INTEGER ),
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DEFINE_ARRAY( friendsName, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ),
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DEFINE_FIELD( fakeplayer, FIELD_BOOLEAN ),
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DEFINE_FIELD( ishltv, FIELD_BOOLEAN ),
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#if defined( REPLAY_ENABLED )
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DEFINE_FIELD( isreplay, FIELD_BOOLEAN ),
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#endif
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DEFINE_ARRAY( customFiles, FIELD_INTEGER, MAX_CUSTOM_FILES ),
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DEFINE_FIELD( filesDownloaded, FIELD_INTEGER ),
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END_BYTESWAP_DATADESC()
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static bool g_bRequestCacheUsedMaterials = false;
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void RequestCacheUsedMaterials()
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{
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g_bRequestCacheUsedMaterials = true;
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}
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void ProcessCacheUsedMaterials()
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{
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if ( !g_bRequestCacheUsedMaterials )
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return;
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g_bRequestCacheUsedMaterials = false;
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if ( materials )
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{
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materials->CacheUsedMaterials();
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}
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}
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// String tables
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INetworkStringTable *g_pStringTableParticleEffectNames = NULL;
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INetworkStringTable *g_StringTableEffectDispatch = NULL;
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INetworkStringTable *g_StringTableVguiScreen = NULL;
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INetworkStringTable *g_pStringTableMaterials = NULL;
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INetworkStringTable *g_pStringTableInfoPanel = NULL;
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INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL;
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INetworkStringTable *g_pStringTableServerMapCycle = NULL;
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#ifdef TF_CLIENT_DLL
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INetworkStringTable *g_pStringTableServerPopFiles = NULL;
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INetworkStringTable *g_pStringTableServerMapCycleMvM = NULL;
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#endif
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static CGlobalVarsBase dummyvars( true );
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// So stuff that might reference gpGlobals during DLL initialization won't have a NULL pointer.
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// Once the engine calls Init on this DLL, this pointer gets assigned to the shared data in the engine
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CGlobalVarsBase *gpGlobals = &dummyvars;
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class CHudChat;
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class CViewRender;
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extern CViewRender g_DefaultViewRender;
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extern void StopAllRumbleEffects( void );
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static C_BaseEntityClassList *s_pClassLists = NULL;
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C_BaseEntityClassList::C_BaseEntityClassList()
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{
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m_pNextClassList = s_pClassLists;
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s_pClassLists = this;
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}
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C_BaseEntityClassList::~C_BaseEntityClassList()
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{
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}
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// Any entities that want an OnDataChanged during simulation register for it here.
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class CDataChangedEvent
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{
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public:
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CDataChangedEvent() = default;
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CDataChangedEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
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{
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m_pEntity = ent;
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m_UpdateType = updateType;
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m_pStoredEvent = pStoredEvent;
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}
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IClientNetworkable *m_pEntity;
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DataUpdateType_t m_UpdateType;
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int *m_pStoredEvent;
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};
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ISaveRestoreBlockHandler *GetEntitySaveRestoreBlockHandler();
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ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler();
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CUtlLinkedList<CDataChangedEvent, unsigned short> g_DataChangedEvents;
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ClientFrameStage_t g_CurFrameStage = FRAME_UNDEFINED;
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class IMoveHelper;
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void DispatchHudText( const char *pszName );
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static ConVar s_CV_ShowParticleCounts("showparticlecounts", "0", 0, "Display number of particles drawn per frame");
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static ConVar s_cl_team("cl_team", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default team when joining a game");
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static ConVar s_cl_class("cl_class", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default class when joining a game");
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#ifdef HL1MP_CLIENT_DLL
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static ConVar s_cl_load_hl1_content("cl_load_hl1_content", "0", FCVAR_ARCHIVE, "Mount the content from Half-Life: Source if possible");
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#endif
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// Physics system
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bool g_bLevelInitialized;
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bool g_bTextMode = false;
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class IClientPurchaseInterfaceV2 *g_pClientPurchaseInterface = (class IClientPurchaseInterfaceV2 *)(&g_bTextMode + 156);
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static ConVar *g_pcv_ThreadMode = NULL;
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//-----------------------------------------------------------------------------
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// Purpose: interface for gameui to modify voice bans
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//-----------------------------------------------------------------------------
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class CGameClientExports : public IGameClientExports
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{
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public:
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// ingame voice manipulation
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bool IsPlayerGameVoiceMuted(int playerIndex)
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{
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return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex);
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}
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void MutePlayerGameVoice(int playerIndex)
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{
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GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, true);
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}
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void UnmutePlayerGameVoice(int playerIndex)
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{
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GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, false);
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}
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void OnGameUIActivated( void )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "gameui_activated" );
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if ( event )
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{
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gameeventmanager->FireEventClientSide( event );
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}
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}
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void OnGameUIHidden( void )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "gameui_hidden" );
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if ( event )
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{
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gameeventmanager->FireEventClientSide( event );
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}
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}
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Necessary for stats display
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//=============================================================================
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void CreateAchievementsPanel( vgui::Panel* pParent )
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{
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if (g_pAchievementsAndStatsInterface)
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{
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g_pAchievementsAndStatsInterface->CreatePanel( pParent );
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}
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}
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void DisplayAchievementPanel()
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{
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if (g_pAchievementsAndStatsInterface)
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{
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g_pAchievementsAndStatsInterface->DisplayPanel();
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}
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}
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void ShutdownAchievementPanel()
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{
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if (g_pAchievementsAndStatsInterface)
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{
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g_pAchievementsAndStatsInterface->ReleasePanel();
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}
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}
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int GetAchievementsPanelMinWidth( void ) const
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{
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if ( g_pAchievementsAndStatsInterface )
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{
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return g_pAchievementsAndStatsInterface->GetAchievementsPanelMinWidth();
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}
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return 0;
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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const char *GetHolidayString()
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{
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return UTIL_GetActiveHolidayString();
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}
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};
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EXPOSE_SINGLE_INTERFACE( CGameClientExports, IGameClientExports, GAMECLIENTEXPORTS_INTERFACE_VERSION );
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class CClientDLLSharedAppSystems : public IClientDLLSharedAppSystems
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{
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public:
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CClientDLLSharedAppSystems()
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{
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AddAppSystem( "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION );
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AddAppSystem( "scenefilecache" DLL_EXT_STRING, SCENE_FILE_CACHE_INTERFACE_VERSION );
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}
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virtual int Count()
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{
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return m_Systems.Count();
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}
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virtual char const *GetDllName( int idx )
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{
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return m_Systems[ idx ].m_pModuleName;
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}
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virtual char const *GetInterfaceName( int idx )
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{
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return m_Systems[ idx ].m_pInterfaceName;
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}
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private:
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void AddAppSystem( char const *moduleName, char const *interfaceName )
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{
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AppSystemInfo_t sys;
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sys.m_pModuleName = moduleName;
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sys.m_pInterfaceName = interfaceName;
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m_Systems.AddToTail( sys );
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}
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CUtlVector< AppSystemInfo_t > m_Systems;
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};
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EXPOSE_SINGLE_INTERFACE( CClientDLLSharedAppSystems, IClientDLLSharedAppSystems, CLIENT_DLL_SHARED_APPSYSTEMS );
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//-----------------------------------------------------------------------------
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// Helper interface for voice.
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//-----------------------------------------------------------------------------
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class CHLVoiceStatusHelper : public IVoiceStatusHelper
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{
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public:
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virtual void GetPlayerTextColor(int entindex, int color[3])
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{
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color[0] = color[1] = color[2] = 128;
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}
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virtual void UpdateCursorState()
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{
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}
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virtual bool CanShowSpeakerLabels()
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{
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return true;
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}
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};
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static CHLVoiceStatusHelper g_VoiceStatusHelper;
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//-----------------------------------------------------------------------------
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// Code to display which entities are having their bones setup each frame.
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//-----------------------------------------------------------------------------
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ConVar cl_ShowBoneSetupEnts( "cl_ShowBoneSetupEnts", "0", 0, "Show which entities are having their bones setup each frame." );
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class CBoneSetupEnt
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{
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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 PostInit();
|
|
virtual void Shutdown( void );
|
|
|
|
virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory );
|
|
virtual bool ReplayPostInit();
|
|
|
|
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_Accumulate( void );
|
|
virtual void IN_ClearStates( void );
|
|
virtual bool IN_IsKeyDown( const char *name, bool& isdown );
|
|
virtual void IN_OnMouseWheeled( int nDelta );
|
|
// Raw signal
|
|
virtual int IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding );
|
|
virtual void IN_SetSampleTime( float frametime );
|
|
// 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, int whatToDraw );
|
|
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;
|
|
|
|
virtual void OnDemoRecordStart( char const* pDemoBaseName );
|
|
virtual void OnDemoRecordStop();
|
|
virtual void OnDemoPlaybackStart( char const* pDemoBaseName );
|
|
virtual void OnDemoPlaybackStop();
|
|
|
|
virtual bool ShouldDrawDropdownConsole();
|
|
|
|
// Get client screen dimensions
|
|
virtual int GetScreenWidth();
|
|
virtual int GetScreenHeight();
|
|
|
|
// save game screenshot writing
|
|
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/, bool bWriteVTF/*=false*/ );
|
|
|
|
// Gets the location of the player viewpoint
|
|
virtual bool GetPlayerView( CViewSetup &playerView );
|
|
|
|
// Matchmaking
|
|
virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
|
|
virtual uint GetPresenceID( const char *pIDName );
|
|
virtual const char *GetPropertyIdString( const uint id );
|
|
virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
|
|
virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
|
|
|
|
virtual void InvalidateMdlCache();
|
|
|
|
virtual void ReloadFilesInList( IFileList *pFilesToReload );
|
|
|
|
// Let the client handle UI toggle - if this function returns false, the UI will toggle, otherwise it will not.
|
|
virtual bool HandleUiToggle();
|
|
|
|
// Allow the console to be shown?
|
|
virtual bool ShouldAllowConsole();
|
|
|
|
// Get renamed recv tables
|
|
virtual CRenamedRecvTableInfo *GetRenamedRecvTableInfos();
|
|
|
|
// Get the mouthinfo for the sound being played inside UI panels
|
|
virtual CMouthInfo *GetClientUIMouthInfo();
|
|
|
|
// Notify the client that a file has been received from the game server
|
|
virtual void FileReceived( const char * fileName, unsigned int transferID );
|
|
|
|
virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName );
|
|
|
|
virtual void ClientAdjustStartSoundParams( struct StartSoundParams_t& params );
|
|
|
|
// Returns true if the disconnect command has been handled by the client
|
|
virtual bool DisconnectAttempt( void );
|
|
public:
|
|
void PrecacheMaterial( const char *pMaterialName );
|
|
|
|
virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar );
|
|
virtual void IN_TouchEvent( int type, int fingerId, int x, int y );
|
|
|
|
private:
|
|
void UncacheAllMaterials( );
|
|
void ResetStringTablePointers();
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Precaches a particle system
|
|
//-----------------------------------------------------------------------------
|
|
void PrecacheParticleSystem( const char *pParticleSystemName )
|
|
{
|
|
g_pStringTableParticleEffectNames->AddString( false, pParticleSystemName );
|
|
g_pParticleSystemMgr->PrecacheParticleSystem( pParticleSystemName );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a previously precached particle system into an index
|
|
//-----------------------------------------------------------------------------
|
|
int GetParticleSystemIndex( const char *pParticleSystemName )
|
|
{
|
|
if ( pParticleSystemName )
|
|
{
|
|
int nIndex = g_pStringTableParticleEffectNames->FindStringIndex( pParticleSystemName );
|
|
if ( nIndex != INVALID_STRING_INDEX )
|
|
return nIndex;
|
|
DevWarning("Client: Missing precache for particle system \"%s\"!\n", pParticleSystemName );
|
|
}
|
|
|
|
// This is the invalid string index
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts precached particle system indices into strings
|
|
//-----------------------------------------------------------------------------
|
|
const char *GetParticleSystemNameFromIndex( int nIndex )
|
|
{
|
|
if ( nIndex < g_pStringTableParticleEffectNames->GetMaxStrings() )
|
|
return g_pStringTableParticleEffectNames->GetString( nIndex );
|
|
return "error";
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns true if host_thread_mode is set to non-zero (and engine is running in threaded mode)
|
|
//-----------------------------------------------------------------------------
|
|
bool IsEngineThreaded()
|
|
{
|
|
if ( g_pcv_ThreadMode )
|
|
{
|
|
return g_pcv_ThreadMode->GetBool();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CHLClient::CHLClient()
|
|
{
|
|
// Kinda bogus, but the logic in the engine is too convoluted to put it there
|
|
g_bLevelInitialized = false;
|
|
}
|
|
|
|
|
|
extern IGameSystem *ViewportClientSystem();
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
ISourceVirtualReality *g_pSourceVR = NULL;
|
|
|
|
// 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 );
|
|
|
|
|
|
#ifdef SIXENSE
|
|
g_pSixenseInput = new SixenseInput;
|
|
#endif
|
|
|
|
// Hook up global variables
|
|
gpGlobals = pGlobals;
|
|
|
|
ConnectTier1Libraries( &appSystemFactory, 1 );
|
|
ConnectTier2Libraries( &appSystemFactory, 1 );
|
|
ConnectTier3Libraries( &appSystemFactory, 1 );
|
|
|
|
#ifndef NO_STEAM
|
|
ClientSteamContext().Activate();
|
|
#endif
|
|
|
|
// 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 )
|
|
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 ( (inputsystem = (IInputSystem *)appSystemFactory(INPUTSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( IsX360() && (xboxsystem = (IXboxSystem *)appSystemFactory( XBOXSYSTEM_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( IsX360() && (matchmaking = (IMatchmaking *)appSystemFactory( VENGINE_MATCHMAKING_VERSION, NULL )) == NULL )
|
|
return false;
|
|
#ifndef _XBOX
|
|
if ( ( gamestatsuploader = (IUploadGameStats *)appSystemFactory( INTERFACEVERSION_UPLOADGAMESTATS, NULL )) == NULL )
|
|
return false;
|
|
#endif
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( IsPC() && (g_pEngineReplay = (IEngineReplay *)appSystemFactory( ENGINE_REPLAY_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( IsPC() && (g_pEngineClientReplay = (IEngineClientReplay *)appSystemFactory( ENGINE_REPLAY_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
#endif
|
|
|
|
if (!g_pMatSystemSurface)
|
|
return false;
|
|
|
|
#ifdef WORKSHOP_IMPORT_ENABLED
|
|
if ( !ConnectDataModel( appSystemFactory ) )
|
|
return false;
|
|
if ( InitDataModel() != INIT_OK )
|
|
return false;
|
|
InitFbx();
|
|
#endif
|
|
|
|
// it's ok if this is NULL. That just means the sourcevr.dll wasn't found
|
|
g_pSourceVR = (ISourceVirtualReality *)appSystemFactory(SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, NULL);
|
|
|
|
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;
|
|
|
|
// Not fatal if the material system stub isn't around.
|
|
materials_stub = (IMaterialSystemStub*)appSystemFactory( MATERIAL_SYSTEM_STUB_INTERFACE_VERSION, NULL );
|
|
|
|
if( !g_pMaterialSystemHardwareConfig )
|
|
return false;
|
|
|
|
// Hook up the gaussian random number generator
|
|
s_GaussianRandomStream.AttachToStream( random );
|
|
|
|
// Initialize the console variables.
|
|
ConVar_Register( FCVAR_CLIENTDLL );
|
|
|
|
g_pcv_ThreadMode = g_pCVar->FindVar( "host_thread_mode" );
|
|
|
|
if (!Initializer::InitializeAllObjects())
|
|
return false;
|
|
|
|
if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials))
|
|
return false;
|
|
|
|
|
|
if (!VGui_Startup( appSystemFactory ))
|
|
return false;
|
|
|
|
vgui::VGui_InitMatSysInterfacesList( "ClientDLL", &appSystemFactory, 1 );
|
|
|
|
// Add the client systems.
|
|
|
|
// Client Leaf System has to be initialized first, since DetailObjectSystem uses it
|
|
IGameSystem::Add( GameStringSystem() );
|
|
IGameSystem::Add( SoundEmitterSystem() );
|
|
IGameSystem::Add( ToolFrameworkClientSystem() );
|
|
IGameSystem::Add( ClientLeafSystem() );
|
|
IGameSystem::Add( DetailObjectSystem() );
|
|
IGameSystem::Add( ViewportClientSystem() );
|
|
IGameSystem::Add( ClientEffectPrecacheSystem() );
|
|
IGameSystem::Add( g_pClientShadowMgr );
|
|
IGameSystem::Add( g_pColorCorrectionMgr ); // NOTE: This must happen prior to ClientThinkList (color correction is updated there)
|
|
IGameSystem::Add( ClientThinkList() );
|
|
IGameSystem::Add( ClientSoundscapeSystem() );
|
|
IGameSystem::Add( PerfVisualBenchmark() );
|
|
IGameSystem::Add( MumbleSystem() );
|
|
|
|
#if defined( TF_CLIENT_DLL )
|
|
IGameSystem::Add( CustomTextureToolCacheGameSystem() );
|
|
IGameSystem::Add( TFSharedContentManager() );
|
|
#endif
|
|
|
|
#if defined( TF_CLIENT_DLL )
|
|
if ( g_AbuseReportMgr != NULL )
|
|
{
|
|
IGameSystem::Add( g_AbuseReportMgr );
|
|
}
|
|
#endif
|
|
|
|
#if defined( CLIENT_DLL ) && defined( COPY_CHECK_STRESSTEST )
|
|
IGameSystem::Add( GetPredictionCopyTester() );
|
|
#endif
|
|
|
|
modemanager->Init( );
|
|
|
|
g_pClientMode->InitViewport();
|
|
|
|
gHUD.Init();
|
|
gTouch.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();
|
|
|
|
ClientVoiceMgr_Init();
|
|
|
|
// Embed voice status icons inside chat element
|
|
{
|
|
vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL );
|
|
GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent );
|
|
}
|
|
|
|
if ( !PhysicsDLLInit( physicsFactory ) )
|
|
return false;
|
|
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetViewEffectsRestoreBlockHandler() );
|
|
|
|
ClientWorldFactoryInit();
|
|
|
|
C_BaseAnimating::InitBoneSetupThreadPool();
|
|
|
|
#if defined( WIN32 ) && !defined( _X360 )
|
|
// NVNT connect haptics sytem
|
|
ConnectHaptics(appSystemFactory);
|
|
#endif
|
|
#ifndef _X360
|
|
HookHapticMessages(); // Always hook the messages
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CHLClient::ReplayInit( CreateInterfaceFn fnReplayFactory )
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( !IsPC() )
|
|
return false;
|
|
if ( (g_pReplay = (IReplaySystem *)fnReplayFactory( REPLAY_INTERFACE_VERSION, NULL ) ) == NULL )
|
|
return false;
|
|
if ( (g_pClientReplayContext = g_pReplay->CL_GetContext()) == NULL )
|
|
return false;
|
|
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
bool CHLClient::ReplayPostInit()
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( ( g_pReplayManager = g_pClientReplayContext->GetReplayManager() ) == NULL )
|
|
return false;
|
|
if ( ( g_pReplayScreenshotManager = g_pClientReplayContext->GetScreenshotManager() ) == NULL )
|
|
return false;
|
|
if ( ( g_pReplayPerformanceManager = g_pClientReplayContext->GetPerformanceManager() ) == NULL )
|
|
return false;
|
|
if ( ( g_pReplayPerformanceController = g_pClientReplayContext->GetPerformanceController() ) == NULL )
|
|
return false;
|
|
if ( ( g_pReplayMovieManager = g_pClientReplayContext->GetMovieManager() ) == NULL )
|
|
return false;
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after client & server DLL are loaded and all systems initialized
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::PostInit()
|
|
{
|
|
IGameSystem::PostInitAllSystems();
|
|
|
|
#ifdef SIXENSE
|
|
// allow sixnese input to perform post-init operations
|
|
g_pSixenseInput->PostInit();
|
|
#endif
|
|
|
|
g_ClientVirtualReality.StartupComplete();
|
|
|
|
#ifdef HL1MP_CLIENT_DLL
|
|
if ( s_cl_load_hl1_content.GetBool() && steamapicontext && steamapicontext->SteamApps() )
|
|
{
|
|
char szPath[ MAX_PATH*2 ];
|
|
int ccFolder= steamapicontext->SteamApps()->GetAppInstallDir( 280, szPath, sizeof(szPath) );
|
|
if ( ccFolder > 0 )
|
|
{
|
|
V_AppendSlash( szPath, sizeof(szPath) );
|
|
V_strncat( szPath, "hl1", sizeof( szPath ) );
|
|
|
|
g_pFullFileSystem->AddSearchPath( szPath, "HL1" );
|
|
g_pFullFileSystem->AddSearchPath( szPath, "GAME" );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the client .dll is being dismissed
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::Shutdown( void )
|
|
{
|
|
if (g_pAchievementsAndStatsInterface)
|
|
{
|
|
g_pAchievementsAndStatsInterface->ReleasePanel();
|
|
}
|
|
|
|
#ifdef SIXENSE
|
|
g_pSixenseInput->Shutdown();
|
|
delete g_pSixenseInput;
|
|
g_pSixenseInput = NULL;
|
|
#endif
|
|
|
|
C_BaseAnimating::ShutdownBoneSetupThreadPool();
|
|
ClientWorldFactoryShutdown();
|
|
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetViewEffectsRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() );
|
|
|
|
ClientVoiceMgr_Shutdown();
|
|
|
|
Initializer::FreeAllObjects();
|
|
|
|
g_pClientMode->Disable();
|
|
g_pClientMode->Shutdown();
|
|
|
|
input->Shutdown_All();
|
|
C_BaseTempEntity::ClearDynamicTempEnts();
|
|
TermSmokeFogOverlay();
|
|
view->Shutdown();
|
|
g_pParticleSystemMgr->UncacheAllParticleSystems();
|
|
UncacheAllMaterials();
|
|
|
|
IGameSystem::ShutdownAllSystems();
|
|
|
|
gHUD.Shutdown();
|
|
VGui_Shutdown();
|
|
gTouch.Shutdown();
|
|
|
|
ParticleMgr()->Term();
|
|
|
|
ClearKeyValuesCache();
|
|
|
|
#ifndef NO_STEAM
|
|
ClientSteamContext().Shutdown();
|
|
#endif
|
|
|
|
#ifdef WORKSHOP_IMPORT_ENABLED
|
|
ShutdownDataModel();
|
|
DisconnectDataModel();
|
|
ShutdownFbx();
|
|
#endif
|
|
|
|
// This call disconnects the VGui libraries which we rely on later in the shutdown path, so don't do it
|
|
// DisconnectTier3Libraries( );
|
|
DisconnectTier2Libraries( );
|
|
ConVar_Unregister();
|
|
DisconnectTier1Libraries( );
|
|
|
|
gameeventmanager = NULL;
|
|
|
|
#if defined( WIN32 ) && !defined( _X360 )
|
|
// NVNT Disconnect haptics system
|
|
DisconnectHaptics();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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();
|
|
|
|
GetClientVoiceMgr()->VidInit();
|
|
|
|
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;
|
|
|
|
#if defined( TF_CLIENT_DLL )
|
|
CRTime::UpdateRealTime();
|
|
#endif
|
|
|
|
GetClientVoiceMgr()->Frame( frametime );
|
|
|
|
gHUD.UpdateHud( bActive );
|
|
|
|
{
|
|
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
|
|
IGameSystem::UpdateAllSystems( frametime );
|
|
}
|
|
|
|
// run vgui animations
|
|
vgui::GetAnimationController()->UpdateAnimations( engine->Time() );
|
|
|
|
hudlcd->SetGlobalStat( "(time_int)", VarArgs( "%d", (int)gpGlobals->curtime ) );
|
|
hudlcd->SetGlobalStat( "(time_float)", VarArgs( "%.2f", gpGlobals->curtime ) );
|
|
|
|
// I don't think this is necessary any longer, but I will leave it until
|
|
// I can check into this further.
|
|
C_BaseTempEntity::CheckDynamicTempEnts();
|
|
|
|
#ifdef SIXENSE
|
|
// If we're not connected, update sixense so we can move the mouse cursor when in the menus
|
|
if( !engine->IsConnected() || engine->IsPaused() )
|
|
{
|
|
g_pSixenseInput->SixenseFrame( 0, NULL );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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:
|
|
//-----------------------------------------------------------------------------
|
|
bool CHLClient::ShouldDrawDropdownConsole()
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
extern ConVar hud_freezecamhide;
|
|
extern bool IsTakingAFreezecamScreenshot();
|
|
|
|
if ( hud_freezecamhide.GetBool() && IsTakingAFreezecamScreenshot() )
|
|
{
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : ClientClass
|
|
//-----------------------------------------------------------------------------
|
|
ClientClass *CHLClient::GetAllClasses( void )
|
|
{
|
|
return g_pClientClassHead;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::IN_ActivateMouse( void )
|
|
{
|
|
input->ActivateMouse();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::IN_DeactivateMouse( void )
|
|
{
|
|
input->DeactivateMouse();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::IN_Accumulate ( void )
|
|
{
|
|
input->AccumulateMouse();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 -
|
|
void CHLClient::IN_OnMouseWheeled( int nDelta )
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
CReplayPerformanceEditorPanel *pPerfEditor = ReplayUI_GetPerformanceEditor();
|
|
if ( pPerfEditor )
|
|
{
|
|
pPerfEditor->OnInGameMouseWheelEvent( nDelta );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Engine can issue a key event
|
|
// Input : eventcode -
|
|
// keynum -
|
|
// *pszCurrentBinding -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CHLClient::IN_KeyEvent( int eventcode, ButtonCode_t 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::AutoAllowBoneAccess boneaccess( true, false );
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
input->ExtraMouseSample( frametime, active );
|
|
}
|
|
|
|
void CHLClient::IN_SetSampleTime( float frametime )
|
|
{
|
|
input->Joystick_SetSampleTime( frametime );
|
|
input->IN_SetSampleTime( frametime );
|
|
|
|
#ifdef SIXENSE
|
|
g_pSixenseInput->ResetFrameTime( frametime );
|
|
#endif
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// 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::AutoAllowBoneAccess boneaccess( true, false );
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
input->CreateMove( sequence_number, input_sample_frametime, active );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 );
|
|
UpdatePerfStats();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the location of the player viewpoint
|
|
//-----------------------------------------------------------------------------
|
|
bool CHLClient::GetPlayerView( CViewSetup &playerView )
|
|
{
|
|
playerView = *view->GetPlayerViewSetup();
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Matchmaking
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
|
|
{
|
|
presence->SetupGameProperties( contexts, properties );
|
|
}
|
|
|
|
uint CHLClient::GetPresenceID( const char *pIDName )
|
|
{
|
|
return presence->GetPresenceID( pIDName );
|
|
}
|
|
|
|
const char *CHLClient::GetPropertyIdString( const uint id )
|
|
{
|
|
return presence->GetPropertyIdString( id );
|
|
}
|
|
|
|
void CHLClient::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
|
|
{
|
|
presence->GetPropertyDisplayString( id, value, pOutput, nBytes );
|
|
}
|
|
|
|
void CHLClient::StartStatsReporting( HANDLE handle, bool bArbitrated )
|
|
{
|
|
presence->StartStatsReporting( handle, bArbitrated );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::InvalidateMdlCache()
|
|
{
|
|
C_BaseAnimating *pAnimating;
|
|
for ( C_BaseEntity *pEntity = ClientEntityList().FirstBaseEntity(); pEntity; pEntity = ClientEntityList().NextBaseEntity(pEntity) )
|
|
{
|
|
pAnimating = dynamic_cast<C_BaseAnimating *>(pEntity);
|
|
if ( pAnimating )
|
|
{
|
|
pAnimating->InvalidateMdlCache();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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();
|
|
|
|
//Tony; loadup per-map manifests.
|
|
ParseParticleEffectsMap( pMapName, true );
|
|
|
|
// Tell mode manager that map is changing
|
|
modemanager->LevelInit( pMapName );
|
|
ParticleMgr()->LevelInit();
|
|
|
|
hudlcd->SetGlobalStat( "(mapname)", pMapName );
|
|
|
|
C_BaseTempEntity::ClearDynamicTempEnts();
|
|
clienteffects->Flush();
|
|
view->LevelInit();
|
|
tempents->LevelInit();
|
|
ResetToneMapping(1.0);
|
|
|
|
IGameSystem::LevelInitPreEntityAllSystems(pMapName);
|
|
|
|
#ifdef USES_ECON_ITEMS
|
|
GameItemSchema_t *pItemSchema = ItemSystem()->GetItemSchema();
|
|
if ( pItemSchema )
|
|
{
|
|
pItemSchema->BInitFromDelayedBuffer();
|
|
}
|
|
#endif // USES_ECON_ITEMS
|
|
|
|
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 )
|
|
{
|
|
if ( !cl_predict->GetInt() )
|
|
{
|
|
engine->ClientCmd( "cl_predict 1" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( cl_predict->GetInt() )
|
|
{
|
|
engine->ClientCmd( "cl_predict 0" );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Check low violence settings for this map
|
|
g_RagdollLVManager.SetLowViolence( pMapName );
|
|
|
|
gHUD.LevelInit();
|
|
gTouch.LevelInit();
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
// Initialize replay ragdoll recorder
|
|
if ( !engine->IsPlayingDemo() )
|
|
{
|
|
CReplayRagdollRecorder::Instance().Init();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Per level init
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::LevelInitPostEntity( )
|
|
{
|
|
IGameSystem::LevelInitPostEntityAllSystems();
|
|
C_PhysPropClientside::RecreateAll();
|
|
internalCenterPrint->Clear();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Reset our global string table pointers
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::ResetStringTablePointers()
|
|
{
|
|
g_pStringTableParticleEffectNames = NULL;
|
|
g_StringTableEffectDispatch = NULL;
|
|
g_StringTableVguiScreen = NULL;
|
|
g_pStringTableMaterials = NULL;
|
|
g_pStringTableInfoPanel = NULL;
|
|
g_pStringTableClientSideChoreoScenes = NULL;
|
|
g_pStringTableServerMapCycle = NULL;
|
|
|
|
#ifdef TF_CLIENT_DLL
|
|
g_pStringTableServerPopFiles = NULL;
|
|
g_pStringTableServerMapCycleMvM = NULL;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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();
|
|
|
|
// Remove temporary entities before removing entities from the client entity list so that the te_* may
|
|
// clean up before hand.
|
|
tempents->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();
|
|
beams->ClearBeams();
|
|
ParticleMgr()->RemoveAllEffects();
|
|
|
|
StopAllRumbleEffects();
|
|
|
|
gHUD.LevelShutdown();
|
|
|
|
internalCenterPrint->Clear();
|
|
|
|
messagechars->Clear();
|
|
|
|
#ifndef TF_CLIENT_DLL
|
|
// don't want to do this for TF2 because we have particle systems in our
|
|
// character loadout screen that can be viewed when we're not connected to a server
|
|
g_pParticleSystemMgr->UncacheAllParticleSystems();
|
|
#endif
|
|
UncacheAllMaterials();
|
|
|
|
#ifdef _XBOX
|
|
ReleaseRenderTargets();
|
|
#endif
|
|
|
|
// string tables are cleared on disconnect from a server, so reset our global pointers to NULL
|
|
ResetStringTablePointers();
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
// Shutdown the ragdoll recorder
|
|
CReplayRagdollRecorder::Instance().Shutdown();
|
|
CReplayRagdollCache::Instance().Shutdown();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 )
|
|
{
|
|
GetClientVoiceMgr()->UpdateSpeakerStatus( entindex, !!bTalking );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 particle systems changes
|
|
//-----------------------------------------------------------------------------
|
|
void OnParticleSystemStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
|
|
{
|
|
// Make sure this puppy is precached
|
|
g_pParticleSystemMgr->PrecacheParticleSystem( 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 )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 );
|
|
}
|
|
else if ( !Q_strcasecmp( tableName, "ParticleEffectNames" ) )
|
|
{
|
|
g_pStringTableParticleEffectNames = networkstringtable->FindTable( tableName );
|
|
networkstringtable->SetAllowClientSideAddString( g_pStringTableParticleEffectNames, true );
|
|
// When the particle system list changes, we need to know immediately
|
|
g_pStringTableParticleEffectNames->SetStringChangedCallback( NULL, OnParticleSystemStringTableChanged );
|
|
}
|
|
else if ( !Q_strcasecmp( tableName, "ServerMapCycle" ) )
|
|
{
|
|
g_pStringTableServerMapCycle = networkstringtable->FindTable( tableName );
|
|
}
|
|
#ifdef TF_CLIENT_DLL
|
|
else if ( !Q_strcasecmp( tableName, "ServerPopFiles" ) )
|
|
{
|
|
g_pStringTableServerPopFiles = networkstringtable->FindTable( tableName );
|
|
}
|
|
else if ( !Q_strcasecmp( tableName, "ServerMapCycleMvM" ) )
|
|
{
|
|
g_pStringTableServerMapCycleMvM = networkstringtable->FindTable( tableName );
|
|
}
|
|
#endif
|
|
|
|
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 );
|
|
}
|
|
else
|
|
{
|
|
if (IsOSX())
|
|
{
|
|
printf("\n ##### CHLClient::PrecacheMaterial could not find material %s (%s)", pMaterialName, pTempBuf );
|
|
}
|
|
}
|
|
}
|
|
|
|
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()
|
|
{
|
|
VPROF_BUDGET("Client SimulateEntities", VPROF_BUDGETGROUP_CLIENT_SIM);
|
|
|
|
// Service timer events (think functions).
|
|
ClientThinkList()->PerformThinkFunctions();
|
|
|
|
// TODO: make an ISimulateable interface so C_BaseNetworkables can simulate?
|
|
{
|
|
VPROF_("C_BaseEntity::Simulate", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT);
|
|
C_BaseEntityIterator iterator;
|
|
C_BaseEntity *pEnt;
|
|
while ( (pEnt = iterator.Next()) != NULL )
|
|
{
|
|
pEnt->Simulate();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool AddDataChangeEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
|
|
{
|
|
VPROF( "AddDataChangeEvent" );
|
|
|
|
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()
|
|
{
|
|
VPROF_("ProcessOnDataChangedEvents", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT);
|
|
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 UpdateClientRenderableInPVSStatus()
|
|
{
|
|
// Vis for this view should already be setup at this point.
|
|
|
|
// For each client-only entity, notify it if it's newly coming into the PVS.
|
|
CUtlLinkedList<CClientEntityList::CPVSNotifyInfo,unsigned short> &theList = ClientEntityList().GetPVSNotifiers();
|
|
FOR_EACH_LL( theList, i )
|
|
{
|
|
CClientEntityList::CPVSNotifyInfo *pInfo = &theList[i];
|
|
|
|
if ( pInfo->m_InPVSStatus & INPVS_YES )
|
|
{
|
|
// Ok, this entity already thinks it's in the PVS. No need to notify it.
|
|
// We need to set the INPVS_YES_THISFRAME flag if it's in this frame at all, so we
|
|
// don't tell the entity it's not in the PVS anymore at the end of the frame.
|
|
if ( !( pInfo->m_InPVSStatus & INPVS_THISFRAME ) )
|
|
{
|
|
if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) )
|
|
{
|
|
pInfo->m_InPVSStatus |= INPVS_THISFRAME;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// This entity doesn't think it's in the PVS yet. If it is now in the PVS, let it know.
|
|
if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) )
|
|
{
|
|
pInfo->m_InPVSStatus |= ( INPVS_YES | INPVS_THISFRAME | INPVS_NEEDSNOTIFY );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void UpdatePVSNotifiers()
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
// 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 )
|
|
{
|
|
if ( pInfo->m_InPVSStatus & INPVS_NEEDSNOTIFY )
|
|
{
|
|
pInfo->m_pNotify->OnPVSStatusChanged( true );
|
|
}
|
|
// Clear it for the next time around.
|
|
pInfo->m_InPVSStatus &= ~( INPVS_THISFRAME | INPVS_NEEDSNOTIFY );
|
|
}
|
|
else
|
|
{
|
|
pInfo->m_InPVSStatus &= ~INPVS_YES;
|
|
pInfo->m_pNotify->OnPVSStatusChanged( false );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void OnRenderStart()
|
|
{
|
|
VPROF( "OnRenderStart" );
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
MDLCACHE_COARSE_LOCK();
|
|
|
|
#ifdef PORTAL
|
|
g_pPortalRender->UpdatePortalPixelVisibility(); //updating this one or two lines before querying again just isn't cutting it. Update as soon as it's cheap to do so.
|
|
#endif
|
|
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
|
|
C_BaseEntity::SetAbsQueriesValid( false );
|
|
|
|
Rope_ResetCounters();
|
|
|
|
// Interpolate server entities and move aiments.
|
|
{
|
|
PREDICTION_TRACKVALUECHANGESCOPE( "interpolation" );
|
|
C_BaseEntity::InterpolateServerEntities();
|
|
}
|
|
|
|
{
|
|
// vprof node for this bloc of math
|
|
VPROF( "OnRenderStart: dirty bone caches");
|
|
// 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::PushAllowBoneAccess( true, false, "OnRenderStart->CViewRender::SetUpView" ); // pops in CViewRender::SetUpView
|
|
|
|
// 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();
|
|
}
|
|
|
|
// Make sure the camera simulation happens before OnRenderStart, where it's used.
|
|
// NOTE: the only thing that happens in CAM_Think is thirdperson related code.
|
|
input->CAM_Think();
|
|
|
|
// 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();
|
|
|
|
RopeManager()->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;
|
|
|
|
// This must occur prior to SimulatEntities,
|
|
// which is where the client thinks for c_colorcorrection + c_colorcorrectionvolumes
|
|
// update the color correction weights.
|
|
// FIXME: The place where IGameSystem::Update is called should be in here
|
|
// so we don't have to explicitly call ResetColorCorrectionWeights + SimulateEntities, etc.
|
|
g_pColorCorrectionMgr->ResetColorCorrectionWeights();
|
|
|
|
// Simulate all the entities.
|
|
SimulateEntities();
|
|
PhysicsSimulate();
|
|
|
|
C_BaseAnimating::ThreadedBoneSetup();
|
|
|
|
{
|
|
VPROF_("Client TempEnts", 0, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT);
|
|
// 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).
|
|
{
|
|
// Enable FP exceptions here when FP_EXCEPTIONS_ENABLED is defined,
|
|
// to help track down bad math.
|
|
FPExceptionEnabler enableExceptions;
|
|
VPROF_BUDGET( "ParticleMgr()->Simulate", VPROF_BUDGETGROUP_PARTICLE_SIMULATION );
|
|
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();
|
|
}
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
// This will record any ragdolls if Replay mode is enabled on the server
|
|
CReplayRagdollRecorder::Instance().Think();
|
|
CReplayRagdollCache::Instance().Think();
|
|
#endif
|
|
|
|
// 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::PopBoneAccess( "CViewRender::SetUpView->OnRenderEnd" );
|
|
|
|
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();
|
|
|
|
PREDICTION_SPEWVALUECHANGES();
|
|
}
|
|
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 );
|
|
|
|
PREDICTION_STARTTRACKVALUE( "netupdate" );
|
|
}
|
|
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 );
|
|
|
|
PREDICTION_ENDTRACKVALUE();
|
|
}
|
|
break;
|
|
case FRAME_NET_UPDATE_POSTDATAUPDATE_START:
|
|
{
|
|
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_START" );
|
|
PREDICTION_STARTTRACKVALUE( "postdataupdate" );
|
|
}
|
|
break;
|
|
case FRAME_NET_UPDATE_POSTDATAUPDATE_END:
|
|
{
|
|
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_END" );
|
|
PREDICTION_ENDTRACKVALUE();
|
|
// Let prediction copy off pristine data
|
|
prediction->PostEntityPacketReceived();
|
|
HLTVCamera()->PostEntityPacketReceived();
|
|
#if defined( REPLAY_ENABLED )
|
|
ReplayCamera()->PostEntityPacketReceived();
|
|
#endif
|
|
}
|
|
break;
|
|
case FRAME_START:
|
|
{
|
|
// Mark the frame as open for client fx additions
|
|
SetFXCreationAllowed( true );
|
|
SetBeamCreationAllowed( true );
|
|
C_BaseEntity::CheckCLInterpChanged();
|
|
}
|
|
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;
|
|
}
|
|
|
|
void CHLClient::OnDemoRecordStart( char const* pDemoBaseName )
|
|
{
|
|
}
|
|
|
|
void CHLClient::OnDemoRecordStop()
|
|
{
|
|
}
|
|
|
|
void CHLClient::OnDemoPlaybackStart( char const* pDemoBaseName )
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
// Load any ragdoll override frames from disk
|
|
char szRagdollFile[MAX_OSPATH];
|
|
V_snprintf( szRagdollFile, sizeof(szRagdollFile), "%s.dmx", pDemoBaseName );
|
|
CReplayRagdollCache::Instance().Init( szRagdollFile );
|
|
#endif
|
|
}
|
|
|
|
void CHLClient::OnDemoPlaybackStop()
|
|
{
|
|
#ifdef DEMOPOLISH_ENABLED
|
|
if ( DemoPolish_GetController().m_bInit )
|
|
{
|
|
DemoPolish_GetController().Shutdown();
|
|
}
|
|
#endif
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
CReplayRagdollCache::Instance().Shutdown();
|
|
#endif
|
|
}
|
|
|
|
int CHLClient::GetScreenWidth()
|
|
{
|
|
return ScreenWidth();
|
|
}
|
|
|
|
int CHLClient::GetScreenHeight()
|
|
{
|
|
return ScreenHeight();
|
|
}
|
|
|
|
// NEW INTERFACES
|
|
// save game screenshot writing
|
|
void CHLClient::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/,
|
|
bool bWriteVTF/*=false*/ )
|
|
{
|
|
view->WriteSaveGameScreenshotOfSize( pFilename, width, height, bCreatePowerOf2Padded, bWriteVTF );
|
|
}
|
|
|
|
// See RenderViewInfo_t
|
|
void CHLClient::RenderView( const CViewSetup &setup, int nClearFlags, int whatToDraw )
|
|
{
|
|
VPROF("RenderView");
|
|
view->RenderView( setup, nClearFlags, whatToDraw );
|
|
}
|
|
|
|
void ReloadSoundEntriesInList( IFileList *pFilesToReload );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences.
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::ReloadFilesInList( IFileList *pFilesToReload )
|
|
{
|
|
ReloadParticleEffectsInList( pFilesToReload );
|
|
ReloadSoundEntriesInList( pFilesToReload );
|
|
}
|
|
|
|
bool CHLClient::HandleUiToggle()
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( !g_pEngineReplay || !g_pEngineReplay->IsSupportedModAndPlatform() )
|
|
return false;
|
|
|
|
CReplayPerformanceEditorPanel *pEditor = ReplayUI_GetPerformanceEditor();
|
|
if ( !pEditor )
|
|
return false;
|
|
|
|
pEditor->HandleUiToggle();
|
|
|
|
return true;
|
|
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
bool CHLClient::ShouldAllowConsole()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
CRenamedRecvTableInfo *CHLClient::GetRenamedRecvTableInfos()
|
|
{
|
|
return g_pRenamedRecvTableInfoHead;
|
|
}
|
|
|
|
CMouthInfo g_ClientUIMouth;
|
|
// Get the mouthinfo for the sound being played inside UI panels
|
|
CMouthInfo *CHLClient::GetClientUIMouthInfo()
|
|
{
|
|
return &g_ClientUIMouth;
|
|
}
|
|
|
|
void CHLClient::FileReceived( const char * fileName, unsigned int transferID )
|
|
{
|
|
if ( g_pGameRules )
|
|
{
|
|
g_pGameRules->OnFileReceived( fileName, transferID );
|
|
}
|
|
}
|
|
|
|
void CHLClient::ClientAdjustStartSoundParams( StartSoundParams_t& params )
|
|
{
|
|
#ifdef TF_CLIENT_DLL
|
|
CBaseEntity *pEntity = ClientEntityList().GetEnt( params.soundsource );
|
|
|
|
// A player speaking
|
|
if ( params.entchannel == CHAN_VOICE && GameRules() && pEntity && pEntity->IsPlayer() )
|
|
{
|
|
// Use high-pitched voices for other players if the local player has an item that allows them to hear it (Pyro Goggles)
|
|
if ( !GameRules()->IsLocalPlayer( params.soundsource ) && IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) )
|
|
{
|
|
params.pitch *= 1.3f;
|
|
}
|
|
// Halloween voice futzery?
|
|
else
|
|
{
|
|
float flHeadScale = 1.f;
|
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pEntity, flHeadScale, head_scale );
|
|
|
|
int iHalloweenVoiceSpell = 0;
|
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pEntity, iHalloweenVoiceSpell, halloween_voice_modulation );
|
|
if ( iHalloweenVoiceSpell > 0 )
|
|
{
|
|
params.pitch *= 0.8f;
|
|
}
|
|
else if( flHeadScale != 1.f )
|
|
{
|
|
// Big head, deep voice
|
|
if( flHeadScale > 1.f )
|
|
{
|
|
params.pitch *= 0.8f;
|
|
}
|
|
else // Small head, high voice
|
|
{
|
|
params.pitch *= 1.3f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
const char* CHLClient::TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName )
|
|
{
|
|
if ( !GameRules() )
|
|
return pchEffectName;
|
|
|
|
return GameRules()->TranslateEffectForVisionFilter( pchEffectType, pchEffectName );
|
|
}
|
|
|
|
bool CHLClient::DisconnectAttempt( void )
|
|
{
|
|
bool bRet = false;
|
|
|
|
#if defined( TF_CLIENT_DLL )
|
|
bRet = HandleDisconnectAttempt();
|
|
#endif
|
|
|
|
return bRet;
|
|
}
|
|
|
|
bool CHLClient::IsConnectedUserInfoChangeAllowed( IConVar *pCvar )
|
|
{
|
|
return GameRules() ? GameRules()->IsConnectedUserInfoChangeAllowed( NULL ) : true;
|
|
}
|
|
|
|
#ifndef NO_STEAM
|
|
|
|
CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex )
|
|
{
|
|
player_info_t pi;
|
|
if ( steamapicontext && steamapicontext->SteamUtils() )
|
|
{
|
|
if ( engine->GetPlayerInfo( iPlayerIndex, &pi ) )
|
|
{
|
|
if ( pi.friendsID )
|
|
{
|
|
return CSteamID( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
|
|
}
|
|
}
|
|
}
|
|
return CSteamID();
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
void CHLClient::IN_TouchEvent( int type, int fingerId, int x, int y )
|
|
{
|
|
if( enginevgui->IsGameUIVisible() )
|
|
return;
|
|
|
|
touch_event_t ev;
|
|
|
|
ev.type = type;
|
|
ev.fingerid = fingerId;
|
|
memcpy( &ev.x, &x, sizeof(ev.x) );
|
|
memcpy( &ev.y, &y, sizeof(ev.y) );
|
|
|
|
if( type == IE_FingerMotion )
|
|
inputsystem->GetTouchAccumulators( fingerId, ev.dx, ev.dy );
|
|
|
|
gTouch.ProcessEvent( &ev );
|
|
}
|