mirror of
https://github.com/nillerusr/source-engine.git
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1286 lines
32 KiB
C++
1286 lines
32 KiB
C++
//========= 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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#include "cbase.h"
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#include "hl2mp_gamerules.h"
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#include "viewport_panel_names.h"
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#include "gameeventdefs.h"
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#include <KeyValues.h>
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#include "ammodef.h"
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#ifdef CLIENT_DLL
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#include "c_hl2mp_player.h"
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#else
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#include "eventqueue.h"
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#include "player.h"
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#include "gamerules.h"
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#include "game.h"
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#include "items.h"
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#include "entitylist.h"
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#include "mapentities.h"
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#include "in_buttons.h"
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#include <ctype.h>
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#include "voice_gamemgr.h"
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#include "iscorer.h"
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#include "hl2mp_player.h"
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#include "weapon_hl2mpbasehlmpcombatweapon.h"
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#include "team.h"
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#include "voice_gamemgr.h"
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#include "hl2mp_gameinterface.h"
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#include "hl2mp_cvars.h"
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#ifdef DEBUG
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#include "hl2mp_bot_temp.h"
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#endif
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extern void respawn(CBaseEntity *pEdict, bool fCopyCorpse);
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extern bool FindInList( const char **pStrings, const char *pToFind );
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ConVar sv_hl2mp_weapon_respawn_time( "sv_hl2mp_weapon_respawn_time", "20", FCVAR_GAMEDLL | FCVAR_NOTIFY );
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ConVar sv_hl2mp_item_respawn_time( "sv_hl2mp_item_respawn_time", "30", FCVAR_GAMEDLL | FCVAR_NOTIFY );
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ConVar sv_report_client_settings("sv_report_client_settings", "0", FCVAR_GAMEDLL | FCVAR_NOTIFY );
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extern ConVar mp_chattime;
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extern CBaseEntity *g_pLastCombineSpawn;
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extern CBaseEntity *g_pLastRebelSpawn;
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#define WEAPON_MAX_DISTANCE_FROM_SPAWN 64
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#endif
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REGISTER_GAMERULES_CLASS( CHL2MPRules );
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BEGIN_NETWORK_TABLE_NOBASE( CHL2MPRules, DT_HL2MPRules )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bTeamPlayEnabled ) ),
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#else
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SendPropBool( SENDINFO( m_bTeamPlayEnabled ) ),
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#endif
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy );
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IMPLEMENT_NETWORKCLASS_ALIASED( HL2MPGameRulesProxy, DT_HL2MPGameRulesProxy )
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static HL2MPViewVectors g_HL2MPViewVectors(
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Vector( 0, 0, 64 ), //VEC_VIEW (m_vView)
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Vector(-16, -16, 0 ), //VEC_HULL_MIN (m_vHullMin)
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Vector( 16, 16, 72 ), //VEC_HULL_MAX (m_vHullMax)
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Vector(-16, -16, 0 ), //VEC_DUCK_HULL_MIN (m_vDuckHullMin)
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Vector( 16, 16, 36 ), //VEC_DUCK_HULL_MAX (m_vDuckHullMax)
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Vector( 0, 0, 28 ), //VEC_DUCK_VIEW (m_vDuckView)
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Vector(-10, -10, -10 ), //VEC_OBS_HULL_MIN (m_vObsHullMin)
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Vector( 10, 10, 10 ), //VEC_OBS_HULL_MAX (m_vObsHullMax)
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Vector( 0, 0, 14 ), //VEC_DEAD_VIEWHEIGHT (m_vDeadViewHeight)
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Vector(-16, -16, 0 ), //VEC_CROUCH_TRACE_MIN (m_vCrouchTraceMin)
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Vector( 16, 16, 60 ) //VEC_CROUCH_TRACE_MAX (m_vCrouchTraceMax)
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);
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static const char *s_PreserveEnts[] =
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{
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"ai_network",
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"ai_hint",
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"hl2mp_gamerules",
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"team_manager",
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"player_manager",
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"env_soundscape",
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"env_soundscape_proxy",
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"env_soundscape_triggerable",
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"env_sun",
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"env_wind",
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"env_fog_controller",
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"func_brush",
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"func_wall",
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"func_buyzone",
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"func_illusionary",
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"infodecal",
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"info_projecteddecal",
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"info_node",
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"info_target",
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"info_node_hint",
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"info_player_deathmatch",
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"info_player_combine",
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"info_player_rebel",
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"info_map_parameters",
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"keyframe_rope",
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"move_rope",
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"info_ladder",
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"player",
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"point_viewcontrol",
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"scene_manager",
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"shadow_control",
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"sky_camera",
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"soundent",
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"trigger_soundscape",
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"viewmodel",
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"predicted_viewmodel",
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"worldspawn",
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"point_devshot_camera",
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"", // END Marker
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};
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#ifdef CLIENT_DLL
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void RecvProxy_HL2MPRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
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{
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CHL2MPRules *pRules = HL2MPRules();
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Assert( pRules );
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*pOut = pRules;
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}
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BEGIN_RECV_TABLE( CHL2MPGameRulesProxy, DT_HL2MPGameRulesProxy )
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RecvPropDataTable( "hl2mp_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL2MPRules ), RecvProxy_HL2MPRules )
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END_RECV_TABLE()
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#else
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void* SendProxy_HL2MPRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
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{
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CHL2MPRules *pRules = HL2MPRules();
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Assert( pRules );
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return pRules;
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}
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BEGIN_SEND_TABLE( CHL2MPGameRulesProxy, DT_HL2MPGameRulesProxy )
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SendPropDataTable( "hl2mp_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL2MPRules ), SendProxy_HL2MPRules )
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END_SEND_TABLE()
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#endif
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#ifndef CLIENT_DLL
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class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
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{
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public:
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virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity )
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{
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return ( pListener->GetTeamNumber() == pTalker->GetTeamNumber() );
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}
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};
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CVoiceGameMgrHelper g_VoiceGameMgrHelper;
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IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
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#endif
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// NOTE: the indices here must match TEAM_TERRORIST, TEAM_CT, TEAM_SPECTATOR, etc.
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char *sTeamNames[] =
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{
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"Unassigned",
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"Spectator",
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"Combine",
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"Rebels",
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};
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CHL2MPRules::CHL2MPRules()
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{
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#ifndef CLIENT_DLL
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// Create the team managers
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for ( int i = 0; i < ARRAYSIZE( sTeamNames ); i++ )
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{
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CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ));
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pTeam->Init( sTeamNames[i], i );
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g_Teams.AddToTail( pTeam );
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}
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m_bTeamPlayEnabled = teamplay.GetBool();
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m_flIntermissionEndTime = 0.0f;
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m_flGameStartTime = 0;
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m_hRespawnableItemsAndWeapons.RemoveAll();
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m_tmNextPeriodicThink = 0;
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m_flRestartGameTime = 0;
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m_bCompleteReset = false;
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m_bHeardAllPlayersReady = false;
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m_bAwaitingReadyRestart = false;
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m_bChangelevelDone = false;
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#endif
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}
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const CViewVectors* CHL2MPRules::GetViewVectors()const
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{
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return &g_HL2MPViewVectors;
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}
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const HL2MPViewVectors* CHL2MPRules::GetHL2MPViewVectors()const
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{
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return &g_HL2MPViewVectors;
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}
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CHL2MPRules::~CHL2MPRules( void )
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{
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#ifndef CLIENT_DLL
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// Note, don't delete each team since they are in the gEntList and will
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// automatically be deleted from there, instead.
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g_Teams.Purge();
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#endif
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}
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void CHL2MPRules::CreateStandardEntities( void )
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{
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#ifndef CLIENT_DLL
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// Create the entity that will send our data to the client.
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BaseClass::CreateStandardEntities();
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g_pLastCombineSpawn = NULL;
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g_pLastRebelSpawn = NULL;
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#ifdef DBGFLAG_ASSERT
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CBaseEntity *pEnt =
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#endif
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CBaseEntity::Create( "hl2mp_gamerules", vec3_origin, vec3_angle );
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Assert( pEnt );
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#endif
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}
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//=========================================================
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// FlWeaponRespawnTime - what is the time in the future
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// at which this weapon may spawn?
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//=========================================================
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float CHL2MPRules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon )
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{
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#ifndef CLIENT_DLL
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if ( weaponstay.GetInt() > 0 )
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{
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// make sure it's only certain weapons
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if ( !(pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) )
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{
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return 0; // weapon respawns almost instantly
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}
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}
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return sv_hl2mp_weapon_respawn_time.GetFloat();
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#endif
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return 0; // weapon respawns almost instantly
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}
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bool CHL2MPRules::IsIntermission( void )
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{
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#ifndef CLIENT_DLL
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return m_flIntermissionEndTime > gpGlobals->curtime;
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#endif
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return false;
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}
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void CHL2MPRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
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{
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#ifndef CLIENT_DLL
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if ( IsIntermission() )
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return;
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BaseClass::PlayerKilled( pVictim, info );
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#endif
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}
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void CHL2MPRules::Think( void )
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{
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#ifndef CLIENT_DLL
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CGameRules::Think();
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if ( g_fGameOver ) // someone else quit the game already
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{
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// check to see if we should change levels now
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if ( m_flIntermissionEndTime < gpGlobals->curtime )
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{
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if ( !m_bChangelevelDone )
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{
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ChangeLevel(); // intermission is over
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m_bChangelevelDone = true;
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}
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}
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return;
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}
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// float flTimeLimit = mp_timelimit.GetFloat() * 60;
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float flFragLimit = fraglimit.GetFloat();
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if ( GetMapRemainingTime() < 0 )
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{
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GoToIntermission();
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return;
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}
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if ( flFragLimit )
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{
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if( IsTeamplay() == true )
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{
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CTeam *pCombine = g_Teams[TEAM_COMBINE];
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CTeam *pRebels = g_Teams[TEAM_REBELS];
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if ( pCombine->GetScore() >= flFragLimit || pRebels->GetScore() >= flFragLimit )
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{
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GoToIntermission();
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return;
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}
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}
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else
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{
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// check if any player is over the frag limit
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer && pPlayer->FragCount() >= flFragLimit )
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{
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GoToIntermission();
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return;
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}
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}
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}
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}
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if ( gpGlobals->curtime > m_tmNextPeriodicThink )
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{
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CheckAllPlayersReady();
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CheckRestartGame();
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m_tmNextPeriodicThink = gpGlobals->curtime + 1.0;
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}
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if ( m_flRestartGameTime > 0.0f && m_flRestartGameTime <= gpGlobals->curtime )
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{
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RestartGame();
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}
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if( m_bAwaitingReadyRestart && m_bHeardAllPlayersReady )
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{
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UTIL_ClientPrintAll( HUD_PRINTCENTER, "All players ready. Game will restart in 5 seconds" );
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UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "All players ready. Game will restart in 5 seconds" );
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m_flRestartGameTime = gpGlobals->curtime + 5;
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m_bAwaitingReadyRestart = false;
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}
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ManageObjectRelocation();
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#endif
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}
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void CHL2MPRules::GoToIntermission( void )
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{
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#ifndef CLIENT_DLL
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if ( g_fGameOver )
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return;
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g_fGameOver = true;
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m_flIntermissionEndTime = gpGlobals->curtime + mp_chattime.GetInt();
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for ( int i = 0; i < MAX_PLAYERS; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if ( !pPlayer )
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continue;
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pPlayer->ShowViewPortPanel( PANEL_SCOREBOARD );
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pPlayer->AddFlag( FL_FROZEN );
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}
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#endif
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}
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bool CHL2MPRules::CheckGameOver()
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{
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#ifndef CLIENT_DLL
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if ( g_fGameOver ) // someone else quit the game already
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{
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// check to see if we should change levels now
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if ( m_flIntermissionEndTime < gpGlobals->curtime )
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{
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ChangeLevel(); // intermission is over
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}
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return true;
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}
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#endif
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return false;
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}
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// when we are within this close to running out of entities, items
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// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
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#define ENTITY_INTOLERANCE 100
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//=========================================================
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// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
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// now, otherwise it returns the time at which it can try
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// to spawn again.
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//=========================================================
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float CHL2MPRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon )
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{
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#ifndef CLIENT_DLL
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if ( pWeapon && (pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) )
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{
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if ( gEntList.NumberOfEntities() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE) )
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return 0;
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// we're past the entity tolerance level, so delay the respawn
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return FlWeaponRespawnTime( pWeapon );
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}
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#endif
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return 0;
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}
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//=========================================================
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// VecWeaponRespawnSpot - where should this weapon spawn?
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// Some game variations may choose to randomize spawn locations
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//=========================================================
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Vector CHL2MPRules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon )
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{
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#ifndef CLIENT_DLL
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CWeaponHL2MPBase *pHL2Weapon = dynamic_cast< CWeaponHL2MPBase*>( pWeapon );
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if ( pHL2Weapon )
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{
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return pHL2Weapon->GetOriginalSpawnOrigin();
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}
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#endif
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return pWeapon->GetAbsOrigin();
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}
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#ifndef CLIENT_DLL
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CItem* IsManagedObjectAnItem( CBaseEntity *pObject )
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{
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return dynamic_cast< CItem*>( pObject );
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}
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CWeaponHL2MPBase* IsManagedObjectAWeapon( CBaseEntity *pObject )
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{
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return dynamic_cast< CWeaponHL2MPBase*>( pObject );
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}
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bool GetObjectsOriginalParameters( CBaseEntity *pObject, Vector &vOriginalOrigin, QAngle &vOriginalAngles )
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{
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if ( CItem *pItem = IsManagedObjectAnItem( pObject ) )
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{
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if ( pItem->m_flNextResetCheckTime > gpGlobals->curtime )
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return false;
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vOriginalOrigin = pItem->GetOriginalSpawnOrigin();
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vOriginalAngles = pItem->GetOriginalSpawnAngles();
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pItem->m_flNextResetCheckTime = gpGlobals->curtime + sv_hl2mp_item_respawn_time.GetFloat();
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return true;
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}
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else if ( CWeaponHL2MPBase *pWeapon = IsManagedObjectAWeapon( pObject ))
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{
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if ( pWeapon->m_flNextResetCheckTime > gpGlobals->curtime )
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return false;
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vOriginalOrigin = pWeapon->GetOriginalSpawnOrigin();
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vOriginalAngles = pWeapon->GetOriginalSpawnAngles();
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pWeapon->m_flNextResetCheckTime = gpGlobals->curtime + sv_hl2mp_weapon_respawn_time.GetFloat();
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return true;
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}
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return false;
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}
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void CHL2MPRules::ManageObjectRelocation( void )
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{
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int iTotal = m_hRespawnableItemsAndWeapons.Count();
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if ( iTotal > 0 )
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{
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for ( int i = 0; i < iTotal; i++ )
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{
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CBaseEntity *pObject = m_hRespawnableItemsAndWeapons[i].Get();
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if ( pObject )
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{
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Vector vSpawOrigin;
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QAngle vSpawnAngles;
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if ( GetObjectsOriginalParameters( pObject, vSpawOrigin, vSpawnAngles ) == true )
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{
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float flDistanceFromSpawn = (pObject->GetAbsOrigin() - vSpawOrigin ).Length();
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if ( flDistanceFromSpawn > WEAPON_MAX_DISTANCE_FROM_SPAWN )
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{
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bool shouldReset = false;
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IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
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if ( pPhysics )
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{
|
|
shouldReset = pPhysics->IsAsleep();
|
|
}
|
|
else
|
|
{
|
|
shouldReset = (pObject->GetFlags() & FL_ONGROUND) ? true : false;
|
|
}
|
|
|
|
if ( shouldReset )
|
|
{
|
|
pObject->Teleport( &vSpawOrigin, &vSpawnAngles, NULL );
|
|
pObject->EmitSound( "AlyxEmp.Charge" );
|
|
|
|
IPhysicsObject *pPhys = pObject->VPhysicsGetObject();
|
|
|
|
if ( pPhys )
|
|
{
|
|
pPhys->Wake();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
//AddLevelDesignerPlacedWeapon
|
|
//=========================================================
|
|
void CHL2MPRules::AddLevelDesignerPlacedObject( CBaseEntity *pEntity )
|
|
{
|
|
if ( m_hRespawnableItemsAndWeapons.Find( pEntity ) == -1 )
|
|
{
|
|
m_hRespawnableItemsAndWeapons.AddToTail( pEntity );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
//RemoveLevelDesignerPlacedWeapon
|
|
//=========================================================
|
|
void CHL2MPRules::RemoveLevelDesignerPlacedObject( CBaseEntity *pEntity )
|
|
{
|
|
if ( m_hRespawnableItemsAndWeapons.Find( pEntity ) != -1 )
|
|
{
|
|
m_hRespawnableItemsAndWeapons.FindAndRemove( pEntity );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Where should this item respawn?
|
|
// Some game variations may choose to randomize spawn locations
|
|
//=========================================================
|
|
Vector CHL2MPRules::VecItemRespawnSpot( CItem *pItem )
|
|
{
|
|
return pItem->GetOriginalSpawnOrigin();
|
|
}
|
|
|
|
//=========================================================
|
|
// What angles should this item use to respawn?
|
|
//=========================================================
|
|
QAngle CHL2MPRules::VecItemRespawnAngles( CItem *pItem )
|
|
{
|
|
return pItem->GetOriginalSpawnAngles();
|
|
}
|
|
|
|
//=========================================================
|
|
// At what time in the future may this Item respawn?
|
|
//=========================================================
|
|
float CHL2MPRules::FlItemRespawnTime( CItem *pItem )
|
|
{
|
|
return sv_hl2mp_item_respawn_time.GetFloat();
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// CanHaveWeapon - returns false if the player is not allowed
|
|
// to pick up this weapon
|
|
//=========================================================
|
|
bool CHL2MPRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pItem )
|
|
{
|
|
if ( weaponstay.GetInt() > 0 )
|
|
{
|
|
if ( pPlayer->Weapon_OwnsThisType( pItem->GetClassname(), pItem->GetSubType() ) )
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::CanHavePlayerItem( pPlayer, pItem );
|
|
}
|
|
|
|
#endif
|
|
|
|
//=========================================================
|
|
// WeaponShouldRespawn - any conditions inhibiting the
|
|
// respawning of this weapon?
|
|
//=========================================================
|
|
int CHL2MPRules::WeaponShouldRespawn( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
if ( pWeapon->HasSpawnFlags( SF_NORESPAWN ) )
|
|
{
|
|
return GR_WEAPON_RESPAWN_NO;
|
|
}
|
|
#endif
|
|
|
|
return GR_WEAPON_RESPAWN_YES;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Player has just left the game
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2MPRules::ClientDisconnected( edict_t *pClient )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
// Msg( "CLIENT DISCONNECTED, REMOVING FROM TEAM.\n" );
|
|
|
|
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
|
|
if ( pPlayer )
|
|
{
|
|
// Remove the player from his team
|
|
if ( pPlayer->GetTeam() )
|
|
{
|
|
pPlayer->GetTeam()->RemovePlayer( pPlayer );
|
|
}
|
|
}
|
|
|
|
BaseClass::ClientDisconnected( pClient );
|
|
|
|
#endif
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Deathnotice.
|
|
//=========================================================
|
|
void CHL2MPRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
// Work out what killed the player, and send a message to all clients about it
|
|
const char *killer_weapon_name = "world"; // by default, the player is killed by the world
|
|
int killer_ID = 0;
|
|
|
|
// Find the killer & the scorer
|
|
CBaseEntity *pInflictor = info.GetInflictor();
|
|
CBaseEntity *pKiller = info.GetAttacker();
|
|
CBasePlayer *pScorer = GetDeathScorer( pKiller, pInflictor );
|
|
|
|
// Custom kill type?
|
|
if ( info.GetDamageCustom() )
|
|
{
|
|
killer_weapon_name = GetDamageCustomString( info );
|
|
if ( pScorer )
|
|
{
|
|
killer_ID = pScorer->GetUserID();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Is the killer a client?
|
|
if ( pScorer )
|
|
{
|
|
killer_ID = pScorer->GetUserID();
|
|
|
|
if ( pInflictor )
|
|
{
|
|
if ( pInflictor == pScorer )
|
|
{
|
|
// If the inflictor is the killer, then it must be their current weapon doing the damage
|
|
if ( pScorer->GetActiveWeapon() )
|
|
{
|
|
killer_weapon_name = pScorer->GetActiveWeapon()->GetClassname();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
killer_weapon_name = pInflictor->GetClassname(); // it's just that easy
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
killer_weapon_name = pInflictor->GetClassname();
|
|
}
|
|
|
|
// strip the NPC_* or weapon_* from the inflictor's classname
|
|
if ( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 )
|
|
{
|
|
killer_weapon_name += 7;
|
|
}
|
|
else if ( strncmp( killer_weapon_name, "npc_", 4 ) == 0 )
|
|
{
|
|
killer_weapon_name += 4;
|
|
}
|
|
else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 )
|
|
{
|
|
killer_weapon_name += 5;
|
|
}
|
|
else if ( strstr( killer_weapon_name, "physics" ) )
|
|
{
|
|
killer_weapon_name = "physics";
|
|
}
|
|
|
|
if ( strstr( killer_weapon_name, "physbox" ) )
|
|
{
|
|
killer_weapon_name = "physics";
|
|
}
|
|
|
|
if ( strcmp( killer_weapon_name, "prop_combine_ball" ) == 0 )
|
|
{
|
|
killer_weapon_name = "combine_ball";
|
|
}
|
|
else if ( strcmp( killer_weapon_name, "grenade_ar2" ) == 0 )
|
|
{
|
|
killer_weapon_name = "smg1_grenade";
|
|
}
|
|
else if ( strcmp( killer_weapon_name, "satchel" ) == 0 || strcmp( killer_weapon_name, "tripmine" ) == 0)
|
|
{
|
|
killer_weapon_name = "slam";
|
|
}
|
|
|
|
|
|
}
|
|
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "player_death" );
|
|
if( event )
|
|
{
|
|
event->SetInt("userid", pVictim->GetUserID() );
|
|
event->SetInt("attacker", killer_ID );
|
|
event->SetString("weapon", killer_weapon_name );
|
|
event->SetInt( "priority", 7 );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
void CHL2MPRules::ClientSettingsChanged( CBasePlayer *pPlayer )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
|
|
CHL2MP_Player *pHL2Player = ToHL2MPPlayer( pPlayer );
|
|
|
|
if ( pHL2Player == NULL )
|
|
return;
|
|
|
|
const char *pCurrentModel = modelinfo->GetModelName( pPlayer->GetModel() );
|
|
const char *szModelName = engine->GetClientConVarValue( engine->IndexOfEdict( pPlayer->edict() ), "cl_playermodel" );
|
|
|
|
//If we're different.
|
|
if ( stricmp( szModelName, pCurrentModel ) )
|
|
{
|
|
//Too soon, set the cvar back to what it was.
|
|
//Note: this will make this function be called again
|
|
//but since our models will match it'll just skip this whole dealio.
|
|
if ( pHL2Player->GetNextModelChangeTime() >= gpGlobals->curtime )
|
|
{
|
|
char szReturnString[512];
|
|
|
|
Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", pCurrentModel );
|
|
engine->ClientCommand ( pHL2Player->edict(), szReturnString );
|
|
|
|
Q_snprintf( szReturnString, sizeof( szReturnString ), "Please wait %d more seconds before trying to switch.\n", (int)(pHL2Player->GetNextModelChangeTime() - gpGlobals->curtime) );
|
|
ClientPrint( pHL2Player, HUD_PRINTTALK, szReturnString );
|
|
return;
|
|
}
|
|
|
|
if ( HL2MPRules()->IsTeamplay() == false )
|
|
{
|
|
pHL2Player->SetPlayerModel();
|
|
|
|
const char *pszCurrentModelName = modelinfo->GetModelName( pHL2Player->GetModel() );
|
|
|
|
char szReturnString[128];
|
|
Q_snprintf( szReturnString, sizeof( szReturnString ), "Your player model is: %s\n", pszCurrentModelName );
|
|
|
|
ClientPrint( pHL2Player, HUD_PRINTTALK, szReturnString );
|
|
}
|
|
else
|
|
{
|
|
if ( Q_stristr( szModelName, "models/human") )
|
|
{
|
|
pHL2Player->ChangeTeam( TEAM_REBELS );
|
|
}
|
|
else
|
|
{
|
|
pHL2Player->ChangeTeam( TEAM_COMBINE );
|
|
}
|
|
}
|
|
}
|
|
if ( sv_report_client_settings.GetInt() == 1 )
|
|
{
|
|
UTIL_LogPrintf( "\"%s\" cl_cmdrate = \"%s\"\n", pHL2Player->GetPlayerName(), engine->GetClientConVarValue( pHL2Player->entindex(), "cl_cmdrate" ));
|
|
}
|
|
|
|
BaseClass::ClientSettingsChanged( pPlayer );
|
|
#endif
|
|
|
|
}
|
|
|
|
int CHL2MPRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
// half life multiplay has a simple concept of Player Relationships.
|
|
// you are either on another player's team, or you are not.
|
|
if ( !pPlayer || !pTarget || !pTarget->IsPlayer() || IsTeamplay() == false )
|
|
return GR_NOTTEAMMATE;
|
|
|
|
if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) )
|
|
{
|
|
return GR_TEAMMATE;
|
|
}
|
|
#endif
|
|
|
|
return GR_NOTTEAMMATE;
|
|
}
|
|
|
|
const char *CHL2MPRules::GetGameDescription( void )
|
|
{
|
|
if ( IsTeamplay() )
|
|
return "Team Deathmatch";
|
|
|
|
return "Deathmatch";
|
|
}
|
|
|
|
bool CHL2MPRules::IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
float CHL2MPRules::GetMapRemainingTime()
|
|
{
|
|
// if timelimit is disabled, return 0
|
|
if ( mp_timelimit.GetInt() <= 0 )
|
|
return 0;
|
|
|
|
// timelimit is in minutes
|
|
|
|
float timeleft = (m_flGameStartTime + mp_timelimit.GetInt() * 60.0f ) - gpGlobals->curtime;
|
|
|
|
return timeleft;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2MPRules::Precache( void )
|
|
{
|
|
CBaseEntity::PrecacheScriptSound( "AlyxEmp.Charge" );
|
|
}
|
|
|
|
bool CHL2MPRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
|
|
{
|
|
if ( collisionGroup0 > collisionGroup1 )
|
|
{
|
|
// swap so that lowest is always first
|
|
V_swap(collisionGroup0,collisionGroup1);
|
|
}
|
|
|
|
if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&
|
|
collisionGroup1 == COLLISION_GROUP_WEAPON )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
|
|
|
|
}
|
|
|
|
bool CHL2MPRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
if( BaseClass::ClientCommand( pEdict, args ) )
|
|
return true;
|
|
|
|
|
|
CHL2MP_Player *pPlayer = (CHL2MP_Player *) pEdict;
|
|
|
|
if ( pPlayer->ClientCommand( args ) )
|
|
return true;
|
|
#endif
|
|
|
|
return false;
|
|
}
|
|
|
|
// shared ammo definition
|
|
// JAY: Trying to make a more physical bullet response
|
|
#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f)
|
|
#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains))
|
|
|
|
// exaggerate all of the forces, but use real numbers to keep them consistent
|
|
#define BULLET_IMPULSE_EXAGGERATION 3.5
|
|
// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s
|
|
#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION)
|
|
|
|
|
|
CAmmoDef *GetAmmoDef()
|
|
{
|
|
static CAmmoDef def;
|
|
static bool bInitted = false;
|
|
|
|
if ( !bInitted )
|
|
{
|
|
bInitted = true;
|
|
|
|
def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 60, BULLET_IMPULSE(200, 1225), 0 );
|
|
def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, 3, 0, 0 );
|
|
def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 150, BULLET_IMPULSE(200, 1225), 0 );
|
|
def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 225, BULLET_IMPULSE(200, 1225), 0 );
|
|
def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 12, BULLET_IMPULSE(800, 5000), 0 );
|
|
def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, 0, 0, 10, BULLET_IMPULSE(800, 8000), 0 );
|
|
def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, 0, 0, 30, BULLET_IMPULSE(400, 1200), 0 );
|
|
def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0 );
|
|
def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0 );
|
|
def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0 );
|
|
def.AddAmmoType("slam", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0 );
|
|
}
|
|
|
|
return &def;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
ConVar cl_autowepswitch(
|
|
"cl_autowepswitch",
|
|
"1",
|
|
FCVAR_ARCHIVE | FCVAR_USERINFO,
|
|
"Automatically switch to picked up weapons (if more powerful)" );
|
|
|
|
#else
|
|
|
|
#ifdef DEBUG
|
|
|
|
// Handler for the "bot" command.
|
|
void Bot_f()
|
|
{
|
|
// Look at -count.
|
|
int count = 1;
|
|
count = clamp( count, 1, 16 );
|
|
|
|
int iTeam = TEAM_COMBINE;
|
|
|
|
// Look at -frozen.
|
|
bool bFrozen = false;
|
|
|
|
// Ok, spawn all the bots.
|
|
while ( --count >= 0 )
|
|
{
|
|
BotPutInServer( bFrozen, iTeam );
|
|
}
|
|
}
|
|
|
|
|
|
ConCommand cc_Bot( "bot", Bot_f, "Add a bot.", FCVAR_CHEAT );
|
|
|
|
#endif
|
|
|
|
bool CHL2MPRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
|
|
{
|
|
if ( pPlayer->GetActiveWeapon() && pPlayer->IsNetClient() )
|
|
{
|
|
// Player has an active item, so let's check cl_autowepswitch.
|
|
const char *cl_autowepswitch = engine->GetClientConVarValue( engine->IndexOfEdict( pPlayer->edict() ), "cl_autowepswitch" );
|
|
if ( cl_autowepswitch && atoi( cl_autowepswitch ) <= 0 )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return BaseClass::FShouldSwitchWeapon( pPlayer, pWeapon );
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
void CHL2MPRules::RestartGame()
|
|
{
|
|
// bounds check
|
|
if ( mp_timelimit.GetInt() < 0 )
|
|
{
|
|
mp_timelimit.SetValue( 0 );
|
|
}
|
|
m_flGameStartTime = gpGlobals->curtime;
|
|
if ( !IsFinite( m_flGameStartTime.Get() ) )
|
|
{
|
|
Warning( "Trying to set a NaN game start time\n" );
|
|
m_flGameStartTime.GetForModify() = 0.0f;
|
|
}
|
|
|
|
CleanUpMap();
|
|
|
|
// now respawn all players
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
|
|
|
|
if ( !pPlayer )
|
|
continue;
|
|
|
|
if ( pPlayer->GetActiveWeapon() )
|
|
{
|
|
pPlayer->GetActiveWeapon()->Holster();
|
|
}
|
|
pPlayer->RemoveAllItems( true );
|
|
respawn( pPlayer, false );
|
|
pPlayer->Reset();
|
|
}
|
|
|
|
// Respawn entities (glass, doors, etc..)
|
|
|
|
CTeam *pRebels = GetGlobalTeam( TEAM_REBELS );
|
|
CTeam *pCombine = GetGlobalTeam( TEAM_COMBINE );
|
|
|
|
if ( pRebels )
|
|
{
|
|
pRebels->SetScore( 0 );
|
|
}
|
|
|
|
if ( pCombine )
|
|
{
|
|
pCombine->SetScore( 0 );
|
|
}
|
|
|
|
m_flIntermissionEndTime = 0;
|
|
m_flRestartGameTime = 0.0;
|
|
m_bCompleteReset = false;
|
|
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "round_start" );
|
|
if ( event )
|
|
{
|
|
event->SetInt("fraglimit", 0 );
|
|
event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
|
|
|
|
event->SetString("objective","DEATHMATCH");
|
|
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
}
|
|
|
|
void CHL2MPRules::CleanUpMap()
|
|
{
|
|
// Recreate all the map entities from the map data (preserving their indices),
|
|
// then remove everything else except the players.
|
|
|
|
// Get rid of all entities except players.
|
|
CBaseEntity *pCur = gEntList.FirstEnt();
|
|
while ( pCur )
|
|
{
|
|
CBaseHL2MPCombatWeapon *pWeapon = dynamic_cast< CBaseHL2MPCombatWeapon* >( pCur );
|
|
// Weapons with owners don't want to be removed..
|
|
if ( pWeapon )
|
|
{
|
|
if ( !pWeapon->GetPlayerOwner() )
|
|
{
|
|
UTIL_Remove( pCur );
|
|
}
|
|
}
|
|
// remove entities that has to be restored on roundrestart (breakables etc)
|
|
else if ( !FindInList( s_PreserveEnts, pCur->GetClassname() ) )
|
|
{
|
|
UTIL_Remove( pCur );
|
|
}
|
|
|
|
pCur = gEntList.NextEnt( pCur );
|
|
}
|
|
|
|
// Really remove the entities so we can have access to their slots below.
|
|
gEntList.CleanupDeleteList();
|
|
|
|
// Cancel all queued events, in case a func_bomb_target fired some delayed outputs that
|
|
// could kill respawning CTs
|
|
g_EventQueue.Clear();
|
|
|
|
// Now reload the map entities.
|
|
class CHL2MPMapEntityFilter : public IMapEntityFilter
|
|
{
|
|
public:
|
|
virtual bool ShouldCreateEntity( const char *pClassname )
|
|
{
|
|
// Don't recreate the preserved entities.
|
|
if ( !FindInList( s_PreserveEnts, pClassname ) )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Increment our iterator since it's not going to call CreateNextEntity for this ent.
|
|
if ( m_iIterator != g_MapEntityRefs.InvalidIndex() )
|
|
m_iIterator = g_MapEntityRefs.Next( m_iIterator );
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
virtual CBaseEntity* CreateNextEntity( const char *pClassname )
|
|
{
|
|
if ( m_iIterator == g_MapEntityRefs.InvalidIndex() )
|
|
{
|
|
// This shouldn't be possible. When we loaded the map, it should have used
|
|
// CCSMapLoadEntityFilter, which should have built the g_MapEntityRefs list
|
|
// with the same list of entities we're referring to here.
|
|
Assert( false );
|
|
return NULL;
|
|
}
|
|
else
|
|
{
|
|
CMapEntityRef &ref = g_MapEntityRefs[m_iIterator];
|
|
m_iIterator = g_MapEntityRefs.Next( m_iIterator ); // Seek to the next entity.
|
|
|
|
if ( ref.m_iEdict == -1 || engine->PEntityOfEntIndex( ref.m_iEdict ) )
|
|
{
|
|
// Doh! The entity was delete and its slot was reused.
|
|
// Just use any old edict slot. This case sucks because we lose the baseline.
|
|
return CreateEntityByName( pClassname );
|
|
}
|
|
else
|
|
{
|
|
// Cool, the slot where this entity was is free again (most likely, the entity was
|
|
// freed above). Now create an entity with this specific index.
|
|
return CreateEntityByName( pClassname, ref.m_iEdict );
|
|
}
|
|
}
|
|
}
|
|
|
|
public:
|
|
int m_iIterator; // Iterator into g_MapEntityRefs.
|
|
};
|
|
CHL2MPMapEntityFilter filter;
|
|
filter.m_iIterator = g_MapEntityRefs.Head();
|
|
|
|
// DO NOT CALL SPAWN ON info_node ENTITIES!
|
|
|
|
MapEntity_ParseAllEntities( engine->GetMapEntitiesString(), &filter, true );
|
|
}
|
|
|
|
void CHL2MPRules::CheckChatForReadySignal( CHL2MP_Player *pPlayer, const char *chatmsg )
|
|
{
|
|
if( m_bAwaitingReadyRestart && FStrEq( chatmsg, mp_ready_signal.GetString() ) )
|
|
{
|
|
if( !pPlayer->IsReady() )
|
|
{
|
|
pPlayer->SetReady( true );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CHL2MPRules::CheckRestartGame( void )
|
|
{
|
|
// Restart the game if specified by the server
|
|
int iRestartDelay = mp_restartgame.GetInt();
|
|
|
|
if ( iRestartDelay > 0 )
|
|
{
|
|
if ( iRestartDelay > 60 )
|
|
iRestartDelay = 60;
|
|
|
|
|
|
// let the players know
|
|
char strRestartDelay[64];
|
|
Q_snprintf( strRestartDelay, sizeof( strRestartDelay ), "%d", iRestartDelay );
|
|
UTIL_ClientPrintAll( HUD_PRINTCENTER, "Game will restart in %s1 %s2", strRestartDelay, iRestartDelay == 1 ? "SECOND" : "SECONDS" );
|
|
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "Game will restart in %s1 %s2", strRestartDelay, iRestartDelay == 1 ? "SECOND" : "SECONDS" );
|
|
|
|
m_flRestartGameTime = gpGlobals->curtime + iRestartDelay;
|
|
m_bCompleteReset = true;
|
|
mp_restartgame.SetValue( 0 );
|
|
}
|
|
|
|
if( mp_readyrestart.GetBool() )
|
|
{
|
|
m_bAwaitingReadyRestart = true;
|
|
m_bHeardAllPlayersReady = false;
|
|
|
|
|
|
const char *pszReadyString = mp_ready_signal.GetString();
|
|
|
|
|
|
// Don't let them put anything malicious in there
|
|
if( pszReadyString == NULL || Q_strlen(pszReadyString) > 16 )
|
|
{
|
|
pszReadyString = "ready";
|
|
}
|
|
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "hl2mp_ready_restart" );
|
|
if ( event )
|
|
gameeventmanager->FireEvent( event );
|
|
|
|
mp_readyrestart.SetValue( 0 );
|
|
|
|
// cancel any restart round in progress
|
|
m_flRestartGameTime = -1;
|
|
}
|
|
}
|
|
|
|
void CHL2MPRules::CheckAllPlayersReady( void )
|
|
{
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
|
|
|
|
if ( !pPlayer )
|
|
continue;
|
|
if ( !pPlayer->IsReady() )
|
|
return;
|
|
}
|
|
m_bHeardAllPlayersReady = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const char *CHL2MPRules::GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer )
|
|
{
|
|
if ( !pPlayer ) // dedicated server output
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
const char *pszFormat = NULL;
|
|
|
|
// team only
|
|
if ( bTeamOnly == TRUE )
|
|
{
|
|
if ( pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
|
|
{
|
|
pszFormat = "HL2MP_Chat_Spec";
|
|
}
|
|
else
|
|
{
|
|
const char *chatLocation = GetChatLocation( bTeamOnly, pPlayer );
|
|
if ( chatLocation && *chatLocation )
|
|
{
|
|
pszFormat = "HL2MP_Chat_Team_Loc";
|
|
}
|
|
else
|
|
{
|
|
pszFormat = "HL2MP_Chat_Team";
|
|
}
|
|
}
|
|
}
|
|
// everyone
|
|
else
|
|
{
|
|
if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
|
|
{
|
|
pszFormat = "HL2MP_Chat_All";
|
|
}
|
|
else
|
|
{
|
|
pszFormat = "HL2MP_Chat_AllSpec";
|
|
}
|
|
}
|
|
|
|
return pszFormat;
|
|
}
|
|
|
|
#endif
|