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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 "hl2mp_player.h"
#include "hl2mp_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 "team.h"
#include "viewport_panel_names.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 );
ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." );
extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname ); extern bool g_fGameOver;
void FinishClientPutInServer( CHL2MP_Player *pPlayer ) { pPlayer->InitialSpawn(); pPlayer->Spawn();
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>" );
if ( HL2MPRules()->IsTeamplay() == true ) { ClientPrint( pPlayer, HUD_PRINTTALK, "You are on team %s1\n", pPlayer->GetTeam()->GetName() ); }
const ConVar *hostname = cvar->FindVar( "hostname" ); const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY";
KeyValues *data = new KeyValues("data"); data->SetString( "title", title ); // info panel title
data->SetString( "type", "1" ); // show userdata from stringtable entry
data->SetString( "msg", "motd" ); // use this stringtable entry
data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() );
pPlayer->ShowViewPortPanel( PANEL_INFO, true, data );
data->deleteThis(); }
/*
=========== 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
CHL2MP_Player *pPlayer = CHL2MP_Player::CreatePlayer( "player", pEdict ); pPlayer->SetPlayerName( playername ); }
void ClientActive( edict_t *pEdict, bool bLoadGame ) { // Can't load games in CS!
Assert( !bLoadGame );
CHL2MP_Player *pPlayer = ToHL2MPPlayer( CBaseEntity::Instance( pEdict ) ); FinishClientPutInServer( pPlayer ); }
/*
=============== 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 Deathmatch"; }
//-----------------------------------------------------------------------------
// 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 ) { CHL2MP_Player *pPlayer = ToHL2MPPlayer( pEdict );
if ( pPlayer ) { if ( gpGlobals->curtime > pPlayer->GetDeathTime() + DEATH_ANIMATION_TIME ) { // respawn player
pPlayer->Spawn(); } else { pPlayer->SetNextThink( gpGlobals->curtime + 0.1f ); } } }
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() { // vanilla deathmatch
CreateGameRulesObject( "CHL2MPRules" ); }
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