Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "cbase.h"
#if defined( REPLAY_ENABLED )
#include "cs_replay.h"
#include "c_cs_player.h"
#include "cs_gamestats_shared.h"
#include "cs_client_gamestats.h"
#include "clientmode_shared.h"
#include "replay/ireplaymoviemanager.h"
#include "replay/ireplayfactory.h"
#include "replay/ireplayscreenshotmanager.h"
#include "replay/screenshot.h"
#include <time.h>
//----------------------------------------------------------------------------------------
extern IReplayScreenshotManager *g_pReplayScreenshotManager;
//----------------------------------------------------------------------------------------
CCSReplay::CCSReplay() { }
CCSReplay::~CCSReplay() { }
void CCSReplay::OnBeginRecording() { BaseClass::OnBeginRecording();
// Setup the newly created replay
C_CSPlayer* pPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( pPlayer ) { SetPlayerClass( pPlayer->PlayerClass() ); SetPlayerTeam( pPlayer->GetTeamNumber() ); } }
void CCSReplay::OnEndRecording() { if ( gameeventmanager ) { gameeventmanager->RemoveListener( this ); }
BaseClass::OnEndRecording(); }
void CCSReplay::OnComplete() { BaseClass::OnComplete(); }
void CCSReplay::Update() { BaseClass::Update(); }
float CCSReplay::GetSentryKillScreenshotDelay() { ConVarRef replay_screenshotsentrykilldelay( "replay_screenshotsentrykilldelay" ); return replay_screenshotsentrykilldelay.IsValid() ? replay_screenshotsentrykilldelay.GetFloat() : 0.5f; }
void CCSReplay::FireGameEvent( IGameEvent *pEvent ) { C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( !pLocalPlayer ) return;
CaptureScreenshotParams_t params; V_memset( ¶ms, 0, sizeof( params ) );
if ( FStrEq( pEvent->GetName(), "player_death" ) ) { ConVarRef replay_debug( "replay_debug" ); if ( replay_debug.IsValid() && replay_debug.GetBool() ) { DevMsg( "%i: CCSReplay::FireGameEvent(): player_death\n", gpGlobals->tickcount ); }
int nKillerID = pEvent->GetInt( "attacker" ); int nVictimID = pEvent->GetInt( "userid" ); int nDeathFlags = pEvent->GetInt( "death_flags" );
const char *pWeaponName = pEvent->GetString( "weapon" );
// Suicide?
bool bSuicide = nKillerID == nVictimID;
// Try to get killer
C_CSPlayer *pKiller = ToCSPlayer( USERID2PLAYER( nKillerID ) );
// Try to get victim
C_CSPlayer *pVictim = ToCSPlayer( USERID2PLAYER( nVictimID ) );
// Inflictor was a sentry gun?
bool bSentry = V_strnicmp( pWeaponName, "obj_sentrygun", 13 ) == 0;
// Is the killer the local player?
if ( nKillerID == pLocalPlayer->GetUserID() && !bSuicide && !bSentry ) { // Domination?
if ( nDeathFlags & REPLAY_DEATH_DOMINATION ) { AddDomination( nVictimID ); }
// Revenge?
if ( pEvent->GetInt( "death_flags" ) & REPLAY_DEATH_REVENGE ) { AddRevenge( nVictimID ); }
// Add victim info to kill list
if ( pVictim ) { AddKill( pVictim->GetPlayerName(), pVictim->PlayerClass() ); } // Take a quick screenshot with some delay
ConVarRef replay_screenshotkilldelay( "replay_screenshotkilldelay" ); if ( replay_screenshotkilldelay.IsValid() ) { params.m_flDelay = GetKillScreenshotDelay(); g_pReplayScreenshotManager->CaptureScreenshot( params ); } } // Player death?
else if ( pKiller && nVictimID == pLocalPlayer->GetUserID() ) { // Record who killed the player if not a suicide
if ( !bSuicide ) { RecordPlayerDeath( pKiller->GetPlayerName(), pKiller->PlayerClass() ); }
// Take screenshot - taking a screenshot during feign death is cool, too.
ConVarRef replay_deathcammaxverticaloffset( "replay_deathcammaxverticaloffset" ); ConVarRef replay_playerdeathscreenshotdelay( "replay_playerdeathscreenshotdelay" ); params.m_flDelay = replay_playerdeathscreenshotdelay.IsValid() ? replay_playerdeathscreenshotdelay.GetFloat() : 0.0f; params.m_nEntity = pLocalPlayer->entindex(); params.m_posCamera.Init( 0,0, replay_deathcammaxverticaloffset.IsValid() ? replay_deathcammaxverticaloffset.GetFloat() : 150 ); params.m_angCamera.Init( 90, 0, 0 ); // Look straight down
params.m_bUseCameraAngles = true; params.m_bIgnoreMinTimeBetweenScreenshots = true; g_pReplayScreenshotManager->CaptureScreenshot( params ); } } }
bool CCSReplay::IsValidClass( int iClass ) const { return ( iClass >= CS_CLASS_NONE && iClass < CS_NUM_CLASSES ); }
bool CCSReplay::IsValidTeam( int iTeam ) const { return ( iTeam == TEAM_TERRORIST || iTeam == TEAM_CT ); }
bool CCSReplay::GetCurrentStats( RoundStats_t &out ) { out = g_CSClientGameStats.GetLifetimeStats(); return true; }
const char *CCSReplay::GetStatString( int iStat ) const { return CSStatProperty_Table[ iStat ].szSteamName; }
const char *CCSReplay::GetPlayerClass( int iClass ) const { Assert( iClass >= CS_CLASS_NONE && iClass < CS_NUM_CLASSES ); return GetCSClassInfo( iClass )->m_pClassName; }
bool CCSReplay::Read( KeyValues *pIn ) { return BaseClass::Read( pIn ); }
void CCSReplay::Write( KeyValues *pOut ) { BaseClass::Write( pOut ); }
const char *CCSReplay::GetMaterialFriendlyPlayerClass() const { return BaseClass::GetMaterialFriendlyPlayerClass(); }
void CCSReplay::DumpGameSpecificData() const { BaseClass::DumpGameSpecificData(); }
//----------------------------------------------------------------------------------------
class CCSReplayFactory : public IReplayFactory { public: virtual CReplay *Create() { return new CCSReplay(); } };
static CCSReplayFactory s_ReplayManager; IReplayFactory *g_pReplayFactory = &s_ReplayManager;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CCSReplayFactory, IReplayFactory, INTERFACE_VERSION_REPLAY_FACTORY, s_ReplayManager );
#endif
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