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 "hl2_player.h"
#include "hl2_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"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.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 ) { // Allocate a CBasePlayer for pev, and call spawn
CHL2_Player *pPlayer = CHL2_Player::CreatePlayer( "player", pEdict ); pPlayer->SetPlayerName( playername ); }
void ClientActive( edict_t *pEdict, bool bLoadGame ) { CHL2_Player *pPlayer = dynamic_cast< CHL2_Player* >( CBaseEntity::Instance( pEdict ) ); Assert( pPlayer );
if ( !pPlayer ) { return; }
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 2"; }
//-----------------------------------------------------------------------------
// 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 ) { CBaseEntity::PrecacheModel("models/player.mdl"); CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" ); CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl");
CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" ); CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" );
CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" ); CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" ); CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" ); CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" ); CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" ); CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" ); CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" ); }
// 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
((CHL2_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 HL2_EPISODIC
extern ConVar gamerules_survival; #endif
//=========================================================
// instantiate the proper game rules object
//=========================================================
void InstallGameRules() { #ifdef HL2_EPISODIC
if ( gamerules_survival.GetBool() ) { // Survival mode
CreateGameRulesObject( "CHalfLife2Survival" ); } else #endif
{ // generic half-life
CreateGameRulesObject( "CHalfLife2" ); } }
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