mirror of
https://github.com/nillerusr/source-engine.git
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200 lines
4.9 KiB
C++
200 lines
4.9 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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//=============================================================================//
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/*
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===== tf_client.cpp ========================================================
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HL1 client/server game specific stuff
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*/
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#include "cbase.h"
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#include "hl1_player.h"
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#include "hl1mp_player.h"
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#include "hl1_gamerules.h"
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#include "gamerules.h"
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#include "teamplay_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 "player_resource.h"
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#include "engine/IEngineSound.h"
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#include "tier0/vprof.h"
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void Host_Say( edict_t *pEdict, bool teamonly );
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extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname );
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extern bool g_fGameOver;
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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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CHL1_Player *pPlayer = NULL;
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// Allocate a CBasePlayer for pev, and call spawn
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if ( g_pGameRules->IsMultiplayer() )
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pPlayer = CHL1_Player::CreatePlayer( "player_mp", pEdict );
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else
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pPlayer = CHL1_Player::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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CHL1_Player *pPlayer = dynamic_cast< CHL1_Player* >( CBaseEntity::Instance( pEdict ) );
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pPlayer->InitialSpawn();
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if ( !bLoadGame )
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{
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pPlayer->Spawn();
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}
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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 "Half-Life 1";
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}
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//-----------------------------------------------------------------------------
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// Purpose: Given a player and optional name returns the entity of that
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// classname that the player is nearest facing
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//
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CBaseEntity* FindEntity( edict_t *pEdict, char *classname)
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{
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// If no name was given set bits based on the picked
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if (FStrEq(classname,""))
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{
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return (FindPickerEntityClass( static_cast<CBasePlayer*>(GetContainingEntity(pEdict)), classname ));
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}
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return NULL;
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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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// Multiplayer uses different models, and more of them.
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if ( g_pGameRules->IsMultiplayer() )
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{
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CBaseEntity::PrecacheModel("models/player/mp/barney/barney.mdl");
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CBaseEntity::PrecacheModel("models/player/mp/gina/gina.mdl");
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CBaseEntity::PrecacheModel("models/player/mp/gman/gman.mdl");
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CBaseEntity::PrecacheModel("models/player/mp/gordon/gordon.mdl");
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CBaseEntity::PrecacheModel("models/player/mp/helmet/helmet.mdl");
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CBaseEntity::PrecacheModel("models/player/mp/hgrunt/hgrunt.mdl");
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CBaseEntity::PrecacheModel("models/player/mp/robo/robo.mdl");
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CBaseEntity::PrecacheModel("models/player/mp/scientist/scientist.mdl");
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CBaseEntity::PrecacheModel("models/player/mp/zombie/zombie.mdl");
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CBaseEntity::PrecacheModel("models/player.mdl" );
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}
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else
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{
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CBaseEntity::PrecacheModel("models/player.mdl" );
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}
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CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" );
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CBaseEntity::PrecacheScriptSound( "Player.UseDeny" );
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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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((CHL1MP_Player *)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() != 0);
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#ifdef DEBUG
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extern void Bot_RunAll();
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Bot_RunAll();
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#endif
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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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engine->ServerCommand( "exec game.cfg\n" );
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engine->ServerExecute( );
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if ( !gpGlobals->deathmatch )
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{
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// generic half-life
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CreateGameRulesObject( "CHalfLife1" );
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return;
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}
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else
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{
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CreateGameRulesObject( "CHL1MPRules" );
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return;
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if ( teamplay.GetInt() > 0 )
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{
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// teamplay
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CreateGameRulesObject( "CTeamplayRules" );
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return;
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}
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// vanilla deathmatch
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CreateGameRulesObject( "CMultiplayRules" );
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return;
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}
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CreateGameRulesObject( "CHalfLife1" );
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}
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