Team Fortress 2 Source Code as on 22/4/2020
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/***
*
//========= Copyright Valve Corporation, All rights reserved. ============//
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== 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 "tf_player.h"
#include "tf_gamerules.h"
#include "tier0/vprof.h"
#include "tf_bot_temp.h"
#include "filesystem.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( CTFPlayer *pPlayer )
{
{
bool save = engine->LockNetworkStringTables( false );
pPlayer->InitialSpawn();
pPlayer->Spawn();
engine->LockNetworkStringTables( save );
}
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
if ( !pPlayer->IsFakeClient() )
{
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
CTFPlayer *pPlayer = CTFPlayer::CreatePlayer( "player", pEdict );
pPlayer->SetPlayerName( playername );
}
void ClientActive( edict_t *pEdict, bool bLoadGame )
{
// Can't load games in CS!
Assert( !bLoadGame );
CTFPlayer *pPlayer = ToTFPlayer( 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 "Team Fortress";
}
//-----------------------------------------------------------------------------
// Purpose: Precache game-specific models & sounds
//-----------------------------------------------------------------------------
void ClientGamePrecache( void )
{
const char *pFilename = "scripts/client_precache.txt";
KeyValues *pValues = new KeyValues( "ClientPrecache" );
if ( !pValues->LoadFromFile( filesystem, pFilename, "GAME" ) )
{
Error( "Can't open %s for client precache info.", pFilename );
pValues->deleteThis();
return;
}
for ( KeyValues *pData = pValues->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
{
const char *pszType = pData->GetName();
const char *pszFile = pData->GetString();
if ( Q_strlen( pszType ) > 0 &&
Q_strlen( pszFile ) > 0 )
{
if ( !Q_stricmp( pData->GetName(), "model" ) )
{
CBaseEntity::PrecacheModel( pszFile );
}
else if ( !Q_stricmp( pData->GetName(), "scriptsound" ) )
{
CBaseEntity::PrecacheScriptSound( pszFile );
}
}
}
pValues->deleteThis();
// @FD This has been moved into pure_server_consistency.txt
//
// // particles
//// engine->ForceExactFile( "particles/blood_impact.pcf" ); // Don't force consistency on this because of the LV version.
//// engine->ForceExactFile( "particles/blood_impact_dx80.pcf" ); // Don't force consistency on this because of the LV version.
//// engine->ForceExactFile( "particles/blood_trail.pcf" ); // Don't force consistency on this because of the LV version.
//// engine->ForceExactFile( "particles/blood_trail_dx80.pcf" ); // Don't force consistency on this because of the LV version.
//// engine->ForceExactFile( "particles/buildingdamage.pcf" );
// engine->ForceExactFile( "particles/bullet_tracers.pcf" );
// engine->ForceExactFile( "particles/burningplayer.pcf" );
// engine->ForceExactFile( "particles/burningplayer_dx80.pcf" );
// engine->ForceExactFile( "particles/cig_smoke.pcf" );
// engine->ForceExactFile( "particles/cig_smoke_dx80.pcf" );
//// engine->ForceExactFile( "particles/cinefx.pcf" );
//// engine->ForceExactFile( "particles/crit.pcf" );
//// engine->ForceExactFile( "particles/default.pcf" );
// engine->ForceExactFile( "particles/disguise.pcf" );
//// engine->ForceExactFile( "particles/explosion.pcf" );
//// engine->ForceExactFile( "particles/explosion_dx80.pcf" );
//// engine->ForceExactFile( "particles/explosion_dx90_slow.pcf" );
//// engine->ForceExactFile( "particles/explosion_high.pcf" );
// engine->ForceExactFile( "particles/flag_particles.pcf" );
//// engine->ForceExactFile( "particles/flamethrower.pcf" );
//// engine->ForceExactFile( "particles/flamethrowerTest.pcf" );
//// engine->ForceExactFile( "particles/flamethrower_dx80.pcf" );
//// engine->ForceExactFile( "particles/flamethrower_dx90_slow.pcf" );
//// engine->ForceExactFile( "particles/flamethrower_high.pcf" );
//// engine->ForceExactFile( "particles/impact_fx.pcf" );
//// engine->ForceExactFile( "particles/item_fx.pcf" );
//// engine->ForceExactFile( "particles/medicgun_attrib.pcf" );
//// engine->ForceExactFile( "particles/medicgun_beam.pcf" );
//// engine->ForceExactFile( "particles/medicgun_beam_dx80.pcf" );
//// engine->ForceExactFile( "particles/muzzle_flash.pcf" );
//// engine->ForceExactFile( "particles/muzzle_flash_dx80.pcf" );
//// engine->ForceExactFile( "particles/nailtrails.pcf" );
// engine->ForceExactFile( "particles/nemesis.pcf" );
// engine->ForceExactFile( "particles/player_recent_teleport.pcf" );
// engine->ForceExactFile( "particles/player_recent_teleport_dx80.pcf" );
//// engine->ForceExactFile( "particles/rocketbackblast.pcf" );
//// engine->ForceExactFile( "particles/rocketjumptrail.pcf" );
//// engine->ForceExactFile( "particles/rockettrail.pcf" );
//// engine->ForceExactFile( "particles/rockettrail_dx80.pcf" );
//// engine->ForceExactFile( "particles/rockettrail_dx90_slow.pcf" );
//// engine->ForceExactFile( "particles/shellejection.pcf" );
//// engine->ForceExactFile( "particles/shellejection_dx80.pcf" );
//// engine->ForceExactFile( "particles/shellejection_high.pcf" );
//// engine->ForceExactFile( "particles/smoke_blackbillow.pcf" );
//// engine->ForceExactFile( "particles/smoke_blackbillow_dx80.pcf" );
//// engine->ForceExactFile( "particles/sparks.pcf" );
// engine->ForceExactFile( "particles/speechbubbles.pcf" );
//// engine->ForceExactFile( "particles/stickybomb.pcf" );
//// engine->ForceExactFile( "particles/stickybomb_dx80.pcf" );
// engine->ForceExactFile( "particles/teleported_fx.pcf" );
// engine->ForceExactFile( "particles/teleport_status.pcf" );
// engine->ForceExactFile( "particles/water.pcf" );
// engine->ForceExactFile( "particles/water_dx80.pcf" );
}
// 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_pGameRules )
g_pGameRules->Think();
if ( g_fGameOver )
return;
gpGlobals->teamplay = teamplay.GetInt() ? true : false;
Bot_RunAll();
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
void InstallGameRules()
{
CreateGameRulesObject( "CTFGameRules" );
}