Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== tf_client.cpp ========================================================
HL1 client/server game specific stuff
*/
#include "cbase.h"
#include "hl1_player.h"
#include "hl1mp_player.h"
#include "hl1_gamerules.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "entitylist.h"
#include "physics.h"
#include "game.h"
#include "player_resource.h"
#include "engine/IEngineSound.h"
#include "tier0/vprof.h"
void Host_Say( edict_t *pEdict, bool teamonly );
extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname ); extern bool g_fGameOver;
/*
=========== ClientPutInServer
called each time a player is spawned into the game ============ */ void ClientPutInServer( edict_t *pEdict, const char *playername ) { CHL1_Player *pPlayer = NULL;
// Allocate a CBasePlayer for pev, and call spawn
if ( g_pGameRules->IsMultiplayer() ) pPlayer = CHL1_Player::CreatePlayer( "player_mp", pEdict ); else pPlayer = CHL1_Player::CreatePlayer( "player", pEdict );
pPlayer->SetPlayerName( playername ); }
void ClientActive( edict_t *pEdict, bool bLoadGame ) { CHL1_Player *pPlayer = dynamic_cast< CHL1_Player* >( CBaseEntity::Instance( pEdict ) );
pPlayer->InitialSpawn();
if ( !bLoadGame ) { pPlayer->Spawn(); } }
/*
=============== 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 "Half-Life 1"; }
//-----------------------------------------------------------------------------
// Purpose: Given a player and optional name returns the entity of that
// classname that the player is nearest facing
//
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseEntity* FindEntity( edict_t *pEdict, char *classname) { // If no name was given set bits based on the picked
if (FStrEq(classname,"")) { return (FindPickerEntityClass( static_cast<CBasePlayer*>(GetContainingEntity(pEdict)), classname )); } return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Precache game-specific models & sounds
//-----------------------------------------------------------------------------
void ClientGamePrecache( void ) { // Multiplayer uses different models, and more of them.
if ( g_pGameRules->IsMultiplayer() ) { CBaseEntity::PrecacheModel("models/player/mp/barney/barney.mdl"); CBaseEntity::PrecacheModel("models/player/mp/gina/gina.mdl"); CBaseEntity::PrecacheModel("models/player/mp/gman/gman.mdl"); CBaseEntity::PrecacheModel("models/player/mp/gordon/gordon.mdl"); CBaseEntity::PrecacheModel("models/player/mp/helmet/helmet.mdl"); CBaseEntity::PrecacheModel("models/player/mp/hgrunt/hgrunt.mdl"); CBaseEntity::PrecacheModel("models/player/mp/robo/robo.mdl"); CBaseEntity::PrecacheModel("models/player/mp/scientist/scientist.mdl"); CBaseEntity::PrecacheModel("models/player/mp/zombie/zombie.mdl"); CBaseEntity::PrecacheModel("models/player.mdl" ); } else { CBaseEntity::PrecacheModel("models/player.mdl" ); }
CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" );
CBaseEntity::PrecacheScriptSound( "Player.UseDeny" ); }
// 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
((CHL1MP_Player *)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.GetInt() != 0);
#ifdef DEBUG
extern void Bot_RunAll(); Bot_RunAll(); #endif
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
void InstallGameRules() { engine->ServerCommand( "exec game.cfg\n" ); engine->ServerExecute( );
if ( !gpGlobals->deathmatch ) { // generic half-life
CreateGameRulesObject( "CHalfLife1" ); return; } else { CreateGameRulesObject( "CHL1MPRules" ); return;
if ( teamplay.GetInt() > 0 ) { // teamplay
CreateGameRulesObject( "CTeamplayRules" ); return; }
// vanilla deathmatch
CreateGameRulesObject( "CMultiplayRules" ); return; }
CreateGameRulesObject( "CHalfLife1" ); }
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