//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== tf_client.cpp ======================================================== HL2 client/server game specific stuff */ #include "cbase.h" #include "player.h" #include "gamerules.h" #include "entitylist.h" #include "physics.h" #include "game.h" #include "ai_network.h" #include "ai_node.h" #include "ai_hull.h" #include "shake.h" #include "player_resource.h" #include "engine/IEngineSound.h" #include "cs_player.h" #include "cs_gamerules.h" #include "cs_bot.h" #include "tier0/vprof.h" #include "teamplayroundbased_gamerules.h" #include "usermessages.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern bool g_fGameOver; extern ConVar mp_maxrounds; void FinishClientPutInServer( CCSPlayer *pPlayer ) { pPlayer->InitialSpawn(); pPlayer->Spawn(); if (!pPlayer->IsBot()) { // When the player first joins the server, they pPlayer->m_iNumSpawns = 0; pPlayer->m_takedamage = DAMAGE_NO; pPlayer->pl.deadflag = true; pPlayer->m_lifeState = LIFE_DEAD; pPlayer->AddEffects( EF_NODRAW ); pPlayer->ChangeTeam( TEAM_UNASSIGNED ); // TICK_NEVER_TICK We don't want to force a Team select until after MOTD closes pPlayer->SetContextThink( &CBasePlayer::PlayerForceTeamThink, TICK_NEVER_THINK, CS_FORCE_TEAM_THINK_CONTEXT ); pPlayer->InitializeAccount(); // Move them to the first intro camera. pPlayer->MoveToNextIntroCamera(); pPlayer->SetMoveType( MOVETYPE_NONE ); } char sName[128]; Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) ); // First parse the name and remove any %'s for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ ) { // Replace it with a space if ( *pApersand == '%' ) *pApersand = ' '; } if ( !pPlayer->IsBot() ) { // notify other clients of player joining the game UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[ 0 ] != 0 ? sName : "" ); } } /* =========== ClientPutInServer called each time a player is spawned into the game ============ */ void ClientPutInServer( edict_t *pEdict, const char *playername ) { // Allocate a CBaseTFPlayer for pev, and call spawn CCSPlayer *pPlayer = CCSPlayer::CreatePlayer( "player", pEdict ); pPlayer->SetPlayerName( playername ); } void ClientActive( edict_t *pEdict, bool bLoadGame ) { // Can't load games in CS! Assert( !bLoadGame ); CCSPlayer *pPlayer = ToCSPlayer( CBaseEntity::Instance( pEdict ) ); FinishClientPutInServer( pPlayer ); CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable(); // send the 4 end of match conditions. long frag limit, long max rounds, long rounds needed won, and long time CCSUsrMsg_MatchEndConditions msg; msg.set_fraglimit( fraglimit.GetInt() ); msg.set_mp_maxrounds( mp_maxrounds.GetInt() ); msg.set_mp_winlimit( mp_winlimit.GetInt() ); msg.set_mp_timelimit( mp_timelimit.GetInt() ); SendUserMessage( user, CS_UM_MatchEndConditions, msg ); } /* =============== const char *GetGameDescription() Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2 =============== */ const char *GetGameDescription() { if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized return g_pGameRules->GetGameDescription(); else return "Counter-Strike: Global Offensive"; } //----------------------------------------------------------------------------- // Purpose: Precache game-specific models & sounds //----------------------------------------------------------------------------- PRECACHE_REGISTER_BEGIN( GLOBAL, ClientGamePrecache ) // Materials used by the client effects PRECACHE( MODEL, "sprites/white.vmt" ); PRECACHE( MODEL, "sprites/physbeam.vmt" ); // Legacy temp ents sounds PRECACHE( GAMESOUND, "Bounce.PistolShell" ); PRECACHE( GAMESOUND, "Bounce.RifleShell" ); PRECACHE( GAMESOUND, "Bounce.ShotgunShell" ); PRECACHE_REGISTER_END() void ClientGamePrecache( void ) { // Flashbang-related files engine->ForceExactFile( "sprites/white.vmt" ); engine->ForceExactFile( "sprites/white.vtf" ); engine->ForceExactFile( "vgui/white.vmt" ); engine->ForceExactFile( "vgui/white.vtf" ); engine->ForceExactFile( "effects/flashbang.vmt" ); engine->ForceExactFile( "effects/flashbang_white.vmt" ); // Smoke grenade-related files engine->ForceExactFile( "particle/particle_smokegrenade1.vmt" ); engine->ForceExactFile( "particle/particle_smokegrenade.vtf" ); // Sniper scope engine->ForceExactFile( "sprites/scope_arc.vmt" ); engine->ForceExactFile( "sprites/scope_arc.vtf" ); // DSP presets - don't want people avoiding the deafening + ear ring engine->ForceExactFile( "scripts/dsp_presets.txt" ); } // called by ClientKill and DeadThink void respawn( CBaseEntity *pEdict, bool fCopyCorpse ) { if (gpGlobals->coop || gpGlobals->deathmatch) { if ( fCopyCorpse ) { // make a copy of the dead body for appearances sake dynamic_cast< CBasePlayer* >( pEdict )->CreateCorpse(); } // respawn player pEdict->Spawn(); } else { // restart the entire server engine->ServerCommand("reload\n"); } } void GameStartFrame( void ) { VPROF( "GameStartFrame" ); if ( g_fGameOver ) return; gpGlobals->teamplay = teamplay.GetBool(); } //========================================================= // instantiate the proper game rules object //========================================================= void InstallGameRules() { CreateGameRulesObject( "CCSGameRules" ); } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void ClientFullyConnect( edict_t *pEntity ) { }