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 ========================================================
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"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer );
extern bool g_fGameOver;
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 ); pPlayer->SetThink( NULL ); pPlayer->AddAccount( CSGameRules()->GetStartMoney() );
// 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 = ' '; }
// 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
UserMessageBegin( user, "MatchEndConditions" ); WRITE_LONG( fraglimit.GetInt() ); WRITE_LONG( mp_maxrounds.GetInt() ); WRITE_LONG( mp_winlimit.GetInt() ); WRITE_LONG( mp_timelimit.GetInt() ); MessageEnd(); }
/*
=============== 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: Source"; }
//-----------------------------------------------------------------------------
// Purpose: Precache game-specific models & sounds
//-----------------------------------------------------------------------------
void ClientGamePrecache( void ) { // Materials used by the client effects
CBaseEntity::PrecacheModel( "sprites/white.vmt" ); CBaseEntity::PrecacheModel( "sprites/physbeam.vmt" );
// Legacy temp ents sounds
CBaseEntity::PrecacheScriptSound( "Bounce.PistolShell" ); CBaseEntity::PrecacheScriptSound( "Bounce.RifleShell" ); CBaseEntity::PrecacheScriptSound( "Bounce.ShotgunShell" );
// Moved to pure_server_minimal.txt
// // 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.GetInt() ? true : false; }
//=========================================================
// instantiate the proper game rules object
//=========================================================
void InstallGameRules() { CreateGameRulesObject( "CCSGameRules" ); }
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