Counter Strike : Global Offensive Source Code
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//========= 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 : "<unconnected>" );
}
}
/*
===========
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 )
{
}