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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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#include "cbase.h"
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#include "hltvdirector.h"
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#include "igameevents.h"
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class CCSHLTVDirector : public CHLTVDirector
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{
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public:
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DECLARE_CLASS( CCSHLTVDirector, CHLTVDirector );
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const char** GetModEvents();
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void SetHLTVServer( IHLTVServer *hltv );
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void CreateShotFromEvent( CHLTVGameEvent *event );
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};
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void CCSHLTVDirector::SetHLTVServer( IHLTVServer *hltv )
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{
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BaseClass::SetHLTVServer( hltv );
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if ( m_pHLTVServer )
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{
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// mod specific events the director uses to find interesting shots
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ListenForGameEvent( "hostage_rescued" );
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ListenForGameEvent( "hostage_killed" );
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ListenForGameEvent( "hostage_hurt" );
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ListenForGameEvent( "hostage_follows" );
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ListenForGameEvent( "bomb_pickup" );
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ListenForGameEvent( "bomb_dropped" );
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ListenForGameEvent( "bomb_exploded" );
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ListenForGameEvent( "bomb_defused" );
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ListenForGameEvent( "bomb_planted" );
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ListenForGameEvent( "vip_escaped" );
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ListenForGameEvent( "vip_killed" );
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}
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}
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void CCSHLTVDirector::CreateShotFromEvent( CHLTVGameEvent *event )
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{
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// show event at least for 2 more seconds after it occured
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const char *name = event->m_Event->GetName();
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IGameEvent *shot = NULL;
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if ( !Q_strcmp( "hostage_rescued", name ) ||
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!Q_strcmp( "hostage_hurt", name ) ||
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!Q_strcmp( "hostage_follows", name ) ||
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!Q_strcmp( "hostage_killed", name ) )
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{
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CBaseEntity *player = UTIL_PlayerByUserId( event->m_Event->GetInt("userid") );
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if ( !player )
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return;
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// shot player as primary, hostage as secondary target
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shot = gameeventmanager->CreateEvent( "hltv_chase", true );
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shot->SetInt( "target1", player->entindex() );
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shot->SetInt( "target2", event->m_Event->GetInt("hostage") );
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shot->SetFloat( "distance", 96.0f );
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shot->SetInt( "theta", 40 );
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shot->SetInt( "phi", 20 );
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// shot 2 seconds after event
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m_nNextShotTick = MIN( m_nNextShotTick, (event->m_Tick+TIME_TO_TICKS(2.0)) );
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m_iPVSEntity = player->entindex();
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}
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else if ( !Q_strcmp( "bomb_pickup", name ) ||
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!Q_strcmp( "bomb_dropped", name ) ||
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!Q_strcmp( "bomb_planted", name ) ||
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!Q_strcmp( "bomb_defused", name ) )
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{
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CBaseEntity *player = UTIL_PlayerByUserId( event->m_Event->GetInt("userid") );
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if ( !player )
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return;
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shot = gameeventmanager->CreateEvent( "hltv_chase", true );
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shot->SetInt( "target1", player->entindex() );
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shot->SetInt( "target2", 0 );
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shot->SetFloat( "distance", 64.0f );
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shot->SetInt( "theta", 200 );
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shot->SetInt( "phi", 10 );
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// shot 2 seconds after pickup
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m_nNextShotTick = MIN( m_nNextShotTick, (event->m_Tick+TIME_TO_TICKS(2.0)) );
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m_iPVSEntity = player->entindex();
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}
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else
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{
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// let baseclass create a shot
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BaseClass::CreateShotFromEvent( event );
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return;
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}
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if ( shot )
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{
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m_pHLTVServer->BroadcastEvent( shot );
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gameeventmanager->FreeEvent( shot );
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DevMsg("DrcCmd: %s\n", name );
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}
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}
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const char** CCSHLTVDirector::GetModEvents()
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{
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// game events relayed to spectator clients
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static const char *s_modevents[] =
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{
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"hltv_status",
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"hltv_chat",
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"player_connect",
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"player_disconnect",
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"player_team",
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"player_info",
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"server_cvar",
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"player_death",
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"player_chat",
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"round_start",
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"round_end",
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// additional CS:S events:
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"bomb_planted",
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"bomb_defused",
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"hostage_killed",
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"hostage_hurt",
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NULL
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};
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return s_modevents;
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}
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static CCSHLTVDirector s_HLTVDirector; // singleton
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CHLTVDirector, IHLTVDirector, INTERFACEVERSION_HLTVDIRECTOR, s_HLTVDirector );
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CHLTVDirector* HLTVDirector()
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{
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return &s_HLTVDirector;
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}
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IGameSystem* HLTVDirectorSystem()
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{
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return &s_HLTVDirector;
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}
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