Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "hltvdirector.h"
class CDODHLTVDirector : public CHLTVDirector
{
public:
DECLARE_CLASS( CDODHLTVDirector, CHLTVDirector );
const char** GetModEvents();
void SetHLTVServer( IHLTVServer *hltv );
void CreateShotFromEvent( CHLTVGameEvent *event );
};
void CDODHLTVDirector::SetHLTVServer( IHLTVServer *hltv )
{
BaseClass::SetHLTVServer( hltv );
if ( m_pHLTVServer )
{
// mod specific events the director uses to find interesting shots
ListenForGameEvent( "dod_point_captured" );
ListenForGameEvent( "dod_capture_blocked" );
}
}
void CDODHLTVDirector::CreateShotFromEvent( CHLTVGameEvent *event )
{
// show event at least for 2 more seconds after it occured
const char *name = event->m_Event->GetName();
IGameEvent *shot = NULL;
if ( !Q_strcmp( "dod_point_captured", name ) ||
!Q_strcmp( "dod_capture_blocked", name ) )
{
// try to find a capper or blocker
const char *text = event->m_Event->GetString("blocker");
int playerIndex = text[0];
if ( playerIndex < 1 )
{
// maybe its a capper ?
text = event->m_Event->GetString("cappers");
playerIndex = text[0];
}
// if we found one, show him
if ( playerIndex > 0 )
{
// shot player as primary, hostage as secondary target
shot = gameeventmanager->CreateEvent( "hltv_chase", true );
shot->SetInt( "target1", playerIndex );
shot->SetInt( "target2", 0 );
shot->SetFloat( "distance", 96.0f );
shot->SetInt( "theta", 0 );
shot->SetInt( "phi", 20 );
// shot 2 seconds after event
m_nNextShotTick = MIN( m_nNextShotTick, (event->m_Tick+TIME_TO_TICKS(2.0)) );
m_iPVSEntity = playerIndex;
}
}
else
{
// let baseclass create a shot
BaseClass::CreateShotFromEvent( event );
return;
}
if ( shot )
{
m_pHLTVServer->BroadcastEvent( shot );
gameeventmanager->FreeEvent( shot );
DevMsg("DrcCmd: %s\n", name );
}
}
const char** CDODHLTVDirector::GetModEvents()
{
// game events relayed to spectator clients
static const char *s_modevents[] =
{
"hltv_status",
"hltv_chat",
"player_connect",
"player_disconnect",
"player_team",
"player_info",
"server_cvar",
"player_death",
"player_chat",
"round_start",
"round_end",
// additional DoD:S events:
"player_changeclass",
"dod_warmup_begins",
"dod_warmup_ends",
"dod_round_start",
"dod_restart_round",
"dod_ready_restart",
"dod_allies_ready",
"dod_axis_ready",
"dod_round_restart_seconds",
"dod_team_scores",
"dod_round_win",
"dod_tick_points",
"dod_game_over",
"dod_broadcast_audio",
"dod_point_captured",
"dod_capture_blocked",
"dod_top_cappers",
"dod_timer_flash",
"dod_bomb_planted",
NULL
};
return s_modevents;
}
static CDODHLTVDirector s_HLTVDirector; // singleton
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CHLTVDirector, IHLTVDirector, INTERFACEVERSION_HLTVDIRECTOR, s_HLTVDirector );
CHLTVDirector* HLTVDirector()
{
return &s_HLTVDirector;
}
IGameSystem* HLTVDirectorSystem()
{
return &s_HLTVDirector;
}