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227 lines
5.7 KiB
C++
227 lines
5.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#include "cbase.h"
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#if defined( REPLAY_ENABLED )
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#include "cs_replay.h"
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#include "c_cs_player.h"
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#include "cs_gamestats_shared.h"
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#include "cs_client_gamestats.h"
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#include "clientmode_shared.h"
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#include "replay/ireplaymoviemanager.h"
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#include "replay/ireplayfactory.h"
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#include "replay/ireplayscreenshotmanager.h"
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#include "replay/screenshot.h"
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#include <time.h>
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//----------------------------------------------------------------------------------------
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extern IReplayScreenshotManager *g_pReplayScreenshotManager;
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//----------------------------------------------------------------------------------------
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CCSReplay::CCSReplay()
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{
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}
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CCSReplay::~CCSReplay()
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{
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}
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void CCSReplay::OnBeginRecording()
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{
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BaseClass::OnBeginRecording();
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// Setup the newly created replay
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C_CSPlayer* pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pPlayer )
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{
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SetPlayerClass( pPlayer->PlayerClass() );
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SetPlayerTeam( pPlayer->GetTeamNumber() );
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}
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}
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void CCSReplay::OnEndRecording()
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{
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if ( gameeventmanager )
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{
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gameeventmanager->RemoveListener( this );
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}
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BaseClass::OnEndRecording();
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}
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void CCSReplay::OnComplete()
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{
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BaseClass::OnComplete();
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}
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void CCSReplay::Update()
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{
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BaseClass::Update();
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}
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float CCSReplay::GetSentryKillScreenshotDelay()
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{
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ConVarRef replay_screenshotsentrykilldelay( "replay_screenshotsentrykilldelay" );
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return replay_screenshotsentrykilldelay.IsValid() ? replay_screenshotsentrykilldelay.GetFloat() : 0.5f;
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}
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void CCSReplay::FireGameEvent( IGameEvent *pEvent )
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{
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C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( !pLocalPlayer )
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return;
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CaptureScreenshotParams_t params;
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V_memset( ¶ms, 0, sizeof( params ) );
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if ( FStrEq( pEvent->GetName(), "player_death" ) )
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{
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ConVarRef replay_debug( "replay_debug" );
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if ( replay_debug.IsValid() && replay_debug.GetBool() )
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{
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DevMsg( "%i: CCSReplay::FireGameEvent(): player_death\n", gpGlobals->tickcount );
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}
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int nKillerID = pEvent->GetInt( "attacker" );
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int nVictimID = pEvent->GetInt( "userid" );
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int nDeathFlags = pEvent->GetInt( "death_flags" );
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const char *pWeaponName = pEvent->GetString( "weapon" );
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// Suicide?
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bool bSuicide = nKillerID == nVictimID;
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// Try to get killer
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C_CSPlayer *pKiller = ToCSPlayer( USERID2PLAYER( nKillerID ) );
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// Try to get victim
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C_CSPlayer *pVictim = ToCSPlayer( USERID2PLAYER( nVictimID ) );
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// Inflictor was a sentry gun?
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bool bSentry = V_strnicmp( pWeaponName, "obj_sentrygun", 13 ) == 0;
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// Is the killer the local player?
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if ( nKillerID == pLocalPlayer->GetUserID() &&
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!bSuicide &&
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!bSentry )
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{
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// Domination?
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if ( nDeathFlags & REPLAY_DEATH_DOMINATION )
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{
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AddDomination( nVictimID );
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}
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// Revenge?
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if ( pEvent->GetInt( "death_flags" ) & REPLAY_DEATH_REVENGE )
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{
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AddRevenge( nVictimID );
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}
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// Add victim info to kill list
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if ( pVictim )
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{
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AddKill( pVictim->GetPlayerName(), pVictim->PlayerClass() );
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}
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// Take a quick screenshot with some delay
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ConVarRef replay_screenshotkilldelay( "replay_screenshotkilldelay" );
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if ( replay_screenshotkilldelay.IsValid() )
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{
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params.m_flDelay = GetKillScreenshotDelay();
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g_pReplayScreenshotManager->CaptureScreenshot( params );
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}
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}
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// Player death?
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else if ( pKiller &&
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nVictimID == pLocalPlayer->GetUserID() )
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{
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// Record who killed the player if not a suicide
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if ( !bSuicide )
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{
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RecordPlayerDeath( pKiller->GetPlayerName(), pKiller->PlayerClass() );
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}
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// Take screenshot - taking a screenshot during feign death is cool, too.
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ConVarRef replay_deathcammaxverticaloffset( "replay_deathcammaxverticaloffset" );
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ConVarRef replay_playerdeathscreenshotdelay( "replay_playerdeathscreenshotdelay" );
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params.m_flDelay = replay_playerdeathscreenshotdelay.IsValid() ? replay_playerdeathscreenshotdelay.GetFloat() : 0.0f;
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params.m_nEntity = pLocalPlayer->entindex();
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params.m_posCamera.Init( 0,0, replay_deathcammaxverticaloffset.IsValid() ? replay_deathcammaxverticaloffset.GetFloat() : 150 );
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params.m_angCamera.Init( 90, 0, 0 ); // Look straight down
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params.m_bUseCameraAngles = true;
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params.m_bIgnoreMinTimeBetweenScreenshots = true;
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g_pReplayScreenshotManager->CaptureScreenshot( params );
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}
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}
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}
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bool CCSReplay::IsValidClass( int iClass ) const
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{
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return ( iClass >= CS_CLASS_NONE && iClass < CS_NUM_CLASSES );
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}
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bool CCSReplay::IsValidTeam( int iTeam ) const
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{
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return ( iTeam == TEAM_TERRORIST || iTeam == TEAM_CT );
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}
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bool CCSReplay::GetCurrentStats( RoundStats_t &out )
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{
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out = g_CSClientGameStats.GetLifetimeStats();
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return true;
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}
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const char *CCSReplay::GetStatString( int iStat ) const
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{
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return CSStatProperty_Table[ iStat ].szSteamName;
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}
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const char *CCSReplay::GetPlayerClass( int iClass ) const
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{
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Assert( iClass >= CS_CLASS_NONE && iClass < CS_NUM_CLASSES );
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return GetCSClassInfo( iClass )->m_pClassName;
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}
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bool CCSReplay::Read( KeyValues *pIn )
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{
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return BaseClass::Read( pIn );
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}
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void CCSReplay::Write( KeyValues *pOut )
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{
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BaseClass::Write( pOut );
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}
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const char *CCSReplay::GetMaterialFriendlyPlayerClass() const
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{
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return BaseClass::GetMaterialFriendlyPlayerClass();
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}
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void CCSReplay::DumpGameSpecificData() const
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{
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BaseClass::DumpGameSpecificData();
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}
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//----------------------------------------------------------------------------------------
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class CCSReplayFactory : public IReplayFactory
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{
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public:
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virtual CReplay *Create()
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{
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return new CCSReplay();
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}
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};
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static CCSReplayFactory s_ReplayManager;
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IReplayFactory *g_pReplayFactory = &s_ReplayManager;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CCSReplayFactory, IReplayFactory, INTERFACE_VERSION_REPLAY_FACTORY, s_ReplayManager );
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#endif |