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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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/*
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===== tf_client.cpp ========================================================
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HL2 client/server game specific stuff
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*/
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#include "cbase.h"
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#include "player.h"
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#include "gamerules.h"
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#include "entitylist.h"
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#include "physics.h"
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#include "game.h"
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#include "ai_network.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "shake.h"
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#include "player_resource.h"
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#include "engine/IEngineSound.h"
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#include "cs_player.h"
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#include "cs_gamerules.h"
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#include "cs_bot.h"
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#include "tier0/vprof.h"
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#include "teamplayroundbased_gamerules.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer );
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extern bool g_fGameOver;
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void FinishClientPutInServer( CCSPlayer *pPlayer )
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{
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pPlayer->InitialSpawn();
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pPlayer->Spawn();
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if (!pPlayer->IsBot())
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{
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// When the player first joins the server, they
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pPlayer->m_iNumSpawns = 0;
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pPlayer->m_takedamage = DAMAGE_NO;
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pPlayer->pl.deadflag = true;
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pPlayer->m_lifeState = LIFE_DEAD;
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pPlayer->AddEffects( EF_NODRAW );
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pPlayer->ChangeTeam( TEAM_UNASSIGNED );
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pPlayer->SetThink( NULL );
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pPlayer->AddAccount( CSGameRules()->GetStartMoney() );
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// Move them to the first intro camera.
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pPlayer->MoveToNextIntroCamera();
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pPlayer->SetMoveType( MOVETYPE_NONE );
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}
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char sName[128];
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Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) );
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// First parse the name and remove any %'s
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for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ )
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{
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// Replace it with a space
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if ( *pApersand == '%' )
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*pApersand = ' ';
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}
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// notify other clients of player joining the game
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "<unconnected>" );
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}
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/*
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===========
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ClientPutInServer
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called each time a player is spawned into the game
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============
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*/
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void ClientPutInServer( edict_t *pEdict, const char *playername )
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{
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// Allocate a CBaseTFPlayer for pev, and call spawn
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CCSPlayer *pPlayer = CCSPlayer::CreatePlayer( "player", pEdict );
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pPlayer->SetPlayerName( playername );
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}
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void ClientActive( edict_t *pEdict, bool bLoadGame )
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{
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// Can't load games in CS!
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Assert( !bLoadGame );
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CCSPlayer *pPlayer = ToCSPlayer( CBaseEntity::Instance( pEdict ) );
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FinishClientPutInServer( pPlayer );
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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// send the 4 end of match conditions. long frag limit, long max rounds, long rounds needed won, and long time
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UserMessageBegin( user, "MatchEndConditions" );
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WRITE_LONG( fraglimit.GetInt() );
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WRITE_LONG( mp_maxrounds.GetInt() );
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WRITE_LONG( mp_winlimit.GetInt() );
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WRITE_LONG( mp_timelimit.GetInt() );
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MessageEnd();
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}
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/*
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===============
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const char *GetGameDescription()
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Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2
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===============
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*/
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const char *GetGameDescription()
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{
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if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized
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return g_pGameRules->GetGameDescription();
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else
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return "Counter-Strike: Source";
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache game-specific models & sounds
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//-----------------------------------------------------------------------------
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void ClientGamePrecache( void )
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{
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// Materials used by the client effects
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CBaseEntity::PrecacheModel( "sprites/white.vmt" );
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CBaseEntity::PrecacheModel( "sprites/physbeam.vmt" );
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// Legacy temp ents sounds
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CBaseEntity::PrecacheScriptSound( "Bounce.PistolShell" );
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CBaseEntity::PrecacheScriptSound( "Bounce.RifleShell" );
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CBaseEntity::PrecacheScriptSound( "Bounce.ShotgunShell" );
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// Moved to pure_server_minimal.txt
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// // Flashbang-related files
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// engine->ForceExactFile( "sprites/white.vmt" );
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// engine->ForceExactFile( "sprites/white.vtf" );
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// engine->ForceExactFile( "vgui/white.vmt" );
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// engine->ForceExactFile( "vgui/white.vtf" );
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// engine->ForceExactFile( "effects/flashbang.vmt" );
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// engine->ForceExactFile( "effects/flashbang_white.vmt" );
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//
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// // Smoke grenade-related files
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// engine->ForceExactFile( "particle/particle_smokegrenade1.vmt" );
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// engine->ForceExactFile( "particle/particle_smokegrenade.vtf" );
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//
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// // Sniper scope
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// engine->ForceExactFile( "sprites/scope_arc.vmt" );
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// engine->ForceExactFile( "sprites/scope_arc.vtf" );
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//
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// // DSP presets - don't want people avoiding the deafening + ear ring
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// engine->ForceExactFile( "scripts/dsp_presets.txt" );
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}
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// called by ClientKill and DeadThink
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void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
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{
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if (gpGlobals->coop || gpGlobals->deathmatch)
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{
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if ( fCopyCorpse )
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{
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// make a copy of the dead body for appearances sake
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dynamic_cast< CBasePlayer* >( pEdict )->CreateCorpse();
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}
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// respawn player
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pEdict->Spawn();
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}
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else
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{ // restart the entire server
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engine->ServerCommand("reload\n");
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}
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}
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void GameStartFrame( void )
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{
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VPROF( "GameStartFrame" );
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if ( g_fGameOver )
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return;
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gpGlobals->teamplay = teamplay.GetInt() ? true : false;
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}
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//=========================================================
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// instantiate the proper game rules object
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//=========================================================
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void InstallGameRules()
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{
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CreateGameRulesObject( "CCSGameRules" );
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}
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