mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 17:13:03 +00:00
734 lines
18 KiB
C++
734 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Precaches and defs for entities and other data that must always be available.
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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 "soundent.h"
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#include "client.h"
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#include "decals.h"
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#include "EnvMessage.h"
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#include "player.h"
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#include "gamerules.h"
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#include "teamplay_gamerules.h"
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#include "physics.h"
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#include "isaverestore.h"
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#include "activitylist.h"
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#include "eventlist.h"
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#include "eventqueue.h"
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#include "ai_network.h"
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#include "ai_schedule.h"
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#include "ai_networkmanager.h"
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#include "ai_utils.h"
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#include "basetempentity.h"
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#include "world.h"
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#include "mempool.h"
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#include "igamesystem.h"
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#include "engine/IEngineSound.h"
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#include "globals.h"
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#include "engine/IStaticPropMgr.h"
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#include "particle_parse.h"
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#include "globalstate.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern CBaseEntity *g_pLastSpawn;
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void InitBodyQue(void);
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extern void W_Precache(void);
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extern void ActivityList_Free( void );
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extern CUtlMemoryPool g_EntityListPool;
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#define SF_DECAL_NOTINDEATHMATCH 2048
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class CDecal : public CPointEntity
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{
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public:
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DECLARE_CLASS( CDecal, CPointEntity );
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void Spawn( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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// Need to apply static decals here to get them into the signon buffer for the server appropriately
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virtual void Activate();
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void TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// Input handlers.
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void InputActivate( inputdata_t &inputdata );
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DECLARE_DATADESC();
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public:
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int m_nTexture;
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bool m_bLowPriority;
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private:
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void StaticDecal( void );
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};
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BEGIN_DATADESC( CDecal )
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DEFINE_FIELD( m_nTexture, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_bLowPriority, FIELD_BOOLEAN, "LowPriority" ), // Don't mark as FDECAL_PERMANENT so not save/restored and will be reused on the client preferentially
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// Function pointers
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DEFINE_FUNCTION( StaticDecal ),
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DEFINE_FUNCTION( TriggerDecal ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( infodecal, CDecal );
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// UNDONE: These won't get sent to joining players in multi-player
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void CDecal::Spawn( void )
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{
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if ( m_nTexture < 0 ||
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(gpGlobals->deathmatch && HasSpawnFlags( SF_DECAL_NOTINDEATHMATCH )) )
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{
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UTIL_Remove( this );
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return;
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}
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}
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void CDecal::Activate()
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{
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BaseClass::Activate();
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if ( !GetEntityName() )
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{
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StaticDecal();
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}
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else
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{
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// if there IS a targetname, the decal sprays itself on when it is triggered.
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SetThink ( &CDecal::SUB_DoNothing );
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SetUse(&CDecal::TriggerDecal);
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}
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}
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void CDecal::TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// this is set up as a USE function for info_decals that have targetnames, so that the
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// decal doesn't get applied until it is fired. (usually by a scripted sequence)
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trace_t trace;
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int entityIndex;
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UTIL_TraceLine( GetAbsOrigin() - Vector(5,5,5), GetAbsOrigin() + Vector(5,5,5), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace );
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entityIndex = trace.m_pEnt ? trace.m_pEnt->entindex() : 0;
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CBroadcastRecipientFilter filter;
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te->BSPDecal( filter, 0.0,
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&GetAbsOrigin(), entityIndex, m_nTexture );
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SetThink( &CDecal::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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void CDecal::InputActivate( inputdata_t &inputdata )
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{
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TriggerDecal( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 );
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}
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void CDecal::StaticDecal( void )
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{
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class CTraceFilterValidForDecal : public CTraceFilterSimple
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{
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public:
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CTraceFilterValidForDecal(const IHandleEntity *passentity, int collisionGroup )
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: CTraceFilterSimple( passentity, collisionGroup )
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{
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}
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virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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static const char *ppszIgnoredClasses[] =
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{
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"weapon_*",
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"item_*",
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"prop_ragdoll",
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"prop_dynamic",
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"prop_static",
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"prop_physics",
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"npc_bullseye", // Tracker 15335
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};
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CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
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// Tracker 15335: Never impact decals against entities which are not rendering, either.
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if ( pEntity->IsEffectActive( EF_NODRAW ) )
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return false;
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for ( int i = 0; i < ARRAYSIZE(ppszIgnoredClasses); i++ )
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{
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if ( pEntity->ClassMatches( ppszIgnoredClasses[i] ) )
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return false;
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}
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return CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask );
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}
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};
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trace_t trace;
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CTraceFilterValidForDecal traceFilter( this, COLLISION_GROUP_NONE );
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int entityIndex, modelIndex = 0;
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Vector position = GetAbsOrigin();
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UTIL_TraceLine( position - Vector(5,5,5), position + Vector(5,5,5), MASK_SOLID, &traceFilter, &trace );
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bool canDraw = true;
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entityIndex = trace.m_pEnt ? (short)trace.m_pEnt->entindex() : 0;
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if ( entityIndex )
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{
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CBaseEntity *ent = trace.m_pEnt;
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if ( ent )
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{
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modelIndex = ent->GetModelIndex();
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VectorITransform( GetAbsOrigin(), ent->EntityToWorldTransform(), position );
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canDraw = ( modelIndex != 0 );
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if ( !canDraw )
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{
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Warning( "Suppressed StaticDecal which would have hit entity %i (class:%s, name:%s) with modelindex = 0\n",
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ent->entindex(),
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ent->GetClassname(),
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STRING( ent->GetEntityName() ) );
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}
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}
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}
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if ( canDraw )
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{
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engine->StaticDecal( position, m_nTexture, entityIndex, modelIndex, m_bLowPriority );
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}
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SUB_Remove();
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}
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bool CDecal::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "texture"))
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{
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// FIXME: should decals all be preloaded?
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m_nTexture = UTIL_PrecacheDecal( szValue, true );
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// Found
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if (m_nTexture >= 0 )
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return true;
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Warning( "Can't find decal %s\n", szValue );
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Projects a decal against a prop
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//-----------------------------------------------------------------------------
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class CProjectedDecal : public CPointEntity
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{
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public:
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DECLARE_CLASS( CProjectedDecal, CPointEntity );
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void Spawn( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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// Need to apply static decals here to get them into the signon buffer for the server appropriately
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virtual void Activate();
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void TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// Input handlers.
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void InputActivate( inputdata_t &inputdata );
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DECLARE_DATADESC();
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public:
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int m_nTexture;
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float m_flDistance;
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private:
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void ProjectDecal( CRecipientFilter& filter );
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void StaticDecal( void );
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};
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BEGIN_DATADESC( CProjectedDecal )
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DEFINE_FIELD( m_nTexture, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_flDistance, FIELD_FLOAT, "Distance" ),
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// Function pointers
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DEFINE_FUNCTION( StaticDecal ),
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DEFINE_FUNCTION( TriggerDecal ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( info_projecteddecal, CProjectedDecal );
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// UNDONE: These won't get sent to joining players in multi-player
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void CProjectedDecal::Spawn( void )
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{
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if ( m_nTexture < 0 ||
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(gpGlobals->deathmatch && HasSpawnFlags( SF_DECAL_NOTINDEATHMATCH )) )
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{
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UTIL_Remove( this );
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return;
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}
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}
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void CProjectedDecal::Activate()
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{
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BaseClass::Activate();
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if ( !GetEntityName() )
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{
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StaticDecal();
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}
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else
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{
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// if there IS a targetname, the decal sprays itself on when it is triggered.
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SetThink ( &CProjectedDecal::SUB_DoNothing );
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SetUse(&CProjectedDecal::TriggerDecal);
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}
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}
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void CProjectedDecal::InputActivate( inputdata_t &inputdata )
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{
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TriggerDecal( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 );
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}
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void CProjectedDecal::ProjectDecal( CRecipientFilter& filter )
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{
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te->ProjectDecal( filter, 0.0,
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&GetAbsOrigin(), &GetAbsAngles(), m_flDistance, m_nTexture );
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}
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void CProjectedDecal::TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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CBroadcastRecipientFilter filter;
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ProjectDecal( filter );
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SetThink( &CProjectedDecal::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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void CProjectedDecal::StaticDecal( void )
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{
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CBroadcastRecipientFilter initFilter;
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initFilter.MakeInitMessage();
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ProjectDecal( initFilter );
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SUB_Remove();
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}
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bool CProjectedDecal::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "texture"))
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{
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// FIXME: should decals all be preloaded?
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m_nTexture = UTIL_PrecacheDecal( szValue, true );
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// Found
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if (m_nTexture >= 0 )
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return true;
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Warning( "Can't find decal %s\n", szValue );
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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//=======================
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// CWorld
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//
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// This spawns first when each level begins.
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//=======================
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LINK_ENTITY_TO_CLASS( worldspawn, CWorld );
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BEGIN_DATADESC( CWorld )
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DEFINE_FIELD( m_flWaveHeight, FIELD_FLOAT ),
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// keyvalues are parsed from map, but not saved/loaded
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DEFINE_KEYFIELD( m_iszChapterTitle, FIELD_STRING, "chaptertitle" ),
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DEFINE_KEYFIELD( m_bStartDark, FIELD_BOOLEAN, "startdark" ),
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DEFINE_KEYFIELD( m_bDisplayTitle, FIELD_BOOLEAN, "gametitle" ),
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DEFINE_FIELD( m_WorldMins, FIELD_VECTOR ),
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DEFINE_FIELD( m_WorldMaxs, FIELD_VECTOR ),
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#ifdef _X360
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DEFINE_KEYFIELD( m_flMaxOccludeeArea, FIELD_FLOAT, "maxoccludeearea_x360" ),
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DEFINE_KEYFIELD( m_flMinOccluderArea, FIELD_FLOAT, "minoccluderarea_x360" ),
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#else
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DEFINE_KEYFIELD( m_flMaxOccludeeArea, FIELD_FLOAT, "maxoccludeearea" ),
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DEFINE_KEYFIELD( m_flMinOccluderArea, FIELD_FLOAT, "minoccluderarea" ),
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#endif
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DEFINE_KEYFIELD( m_flMaxPropScreenSpaceWidth, FIELD_FLOAT, "maxpropscreenwidth" ),
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DEFINE_KEYFIELD( m_flMinPropScreenSpaceWidth, FIELD_FLOAT, "minpropscreenwidth" ),
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DEFINE_KEYFIELD( m_iszDetailSpriteMaterial, FIELD_STRING, "detailmaterial" ),
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DEFINE_KEYFIELD( m_bColdWorld, FIELD_BOOLEAN, "coldworld" ),
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END_DATADESC()
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// SendTable stuff.
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IMPLEMENT_SERVERCLASS_ST(CWorld, DT_WORLD)
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SendPropFloat (SENDINFO(m_flWaveHeight), 8, SPROP_ROUNDUP, 0.0f, 8.0f),
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SendPropVector (SENDINFO(m_WorldMins), -1, SPROP_COORD),
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SendPropVector (SENDINFO(m_WorldMaxs), -1, SPROP_COORD),
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SendPropInt (SENDINFO(m_bStartDark), 1, SPROP_UNSIGNED ),
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SendPropFloat (SENDINFO(m_flMaxOccludeeArea), 0, SPROP_NOSCALE ),
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SendPropFloat (SENDINFO(m_flMinOccluderArea), 0, SPROP_NOSCALE ),
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SendPropFloat (SENDINFO(m_flMaxPropScreenSpaceWidth), 0, SPROP_NOSCALE ),
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SendPropFloat (SENDINFO(m_flMinPropScreenSpaceWidth), 0, SPROP_NOSCALE ),
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SendPropStringT (SENDINFO(m_iszDetailSpriteMaterial) ),
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SendPropInt (SENDINFO(m_bColdWorld), 1, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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//
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// Just to ignore the "wad" field.
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//
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bool CWorld::KeyValue( const char *szKeyName, const char *szValue )
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{
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if ( FStrEq(szKeyName, "skyname") )
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{
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// Sent over net now.
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ConVarRef skyname( "sv_skyname" );
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skyname.SetValue( szValue );
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}
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else if ( FStrEq(szKeyName, "newunit") )
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{
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// Single player only. Clear save directory if set
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if ( atoi(szValue) )
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{
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extern void Game_SetOneWayTransition();
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Game_SetOneWayTransition();
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}
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}
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else if ( FStrEq(szKeyName, "world_mins") )
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{
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Vector vec;
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sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z );
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m_WorldMins = vec;
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}
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else if ( FStrEq(szKeyName, "world_maxs") )
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{
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Vector vec;
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sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z );
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m_WorldMaxs = vec;
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}
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else
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return BaseClass::KeyValue( szKeyName, szValue );
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return true;
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}
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extern bool g_fGameOver;
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static CWorld *g_WorldEntity = NULL;
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CWorld* GetWorldEntity()
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{
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return g_WorldEntity;
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}
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CWorld::CWorld( )
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{
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AddEFlags( EFL_NO_AUTO_EDICT_ATTACH | EFL_KEEP_ON_RECREATE_ENTITIES );
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NetworkProp()->AttachEdict( INDEXENT(RequiredEdictIndex()) );
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ActivityList_Init();
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EventList_Init();
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SetSolid( SOLID_BSP );
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SetMoveType( MOVETYPE_NONE );
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m_bColdWorld = false;
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}
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CWorld::~CWorld( )
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{
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EventList_Free();
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ActivityList_Free();
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if ( g_pGameRules )
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{
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g_pGameRules->LevelShutdown();
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delete g_pGameRules;
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g_pGameRules = NULL;
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}
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g_WorldEntity = NULL;
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}
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//------------------------------------------------------------------------------
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// Purpose : Add a decal to the world
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CWorld::DecalTrace( trace_t *pTrace, char const *decalName)
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{
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int index = decalsystem->GetDecalIndexForName( decalName );
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if ( index < 0 )
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return;
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CBroadcastRecipientFilter filter;
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if ( pTrace->hitbox != 0 )
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{
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te->Decal( filter, 0.0f, &pTrace->endpos, &pTrace->startpos, 0, pTrace->hitbox, index );
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}
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else
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{
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te->WorldDecal( filter, 0.0, &pTrace->endpos, index );
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}
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}
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void CWorld::RegisterSharedActivities( void )
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{
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ActivityList_RegisterSharedActivities();
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}
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void CWorld::RegisterSharedEvents( void )
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{
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EventList_RegisterSharedEvents();
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}
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void CWorld::Spawn( void )
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{
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SetLocalOrigin( vec3_origin );
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SetLocalAngles( vec3_angle );
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// NOTE: SHOULD NEVER BE ANYTHING OTHER THAN 1!!!
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SetModelIndex( 1 );
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// world model
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SetModelName( AllocPooledString( modelinfo->GetModelName( GetModel() ) ) );
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AddFlag( FL_WORLDBRUSH );
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g_EventQueue.Init();
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Precache( );
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GlobalEntity_Add( "is_console", STRING(gpGlobals->mapname), ( IsConsole() ) ? GLOBAL_ON : GLOBAL_OFF );
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GlobalEntity_Add( "is_pc", STRING(gpGlobals->mapname), ( !IsConsole() ) ? GLOBAL_ON : GLOBAL_OFF );
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}
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static const char *g_DefaultLightstyles[] =
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{
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// 0 normal
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"m",
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// 1 FLICKER (first variety)
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"mmnmmommommnonmmonqnmmo",
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|
// 2 SLOW STRONG PULSE
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"abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba",
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// 3 CANDLE (first variety)
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"mmmmmaaaaammmmmaaaaaabcdefgabcdefg",
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// 4 FAST STROBE
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"mamamamamama",
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// 5 GENTLE PULSE 1
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"jklmnopqrstuvwxyzyxwvutsrqponmlkj",
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// 6 FLICKER (second variety)
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"nmonqnmomnmomomno",
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// 7 CANDLE (second variety)
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"mmmaaaabcdefgmmmmaaaammmaamm",
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|
// 8 CANDLE (third variety)
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"mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa",
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// 9 SLOW STROBE (fourth variety)
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"aaaaaaaazzzzzzzz",
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// 10 FLUORESCENT FLICKER
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"mmamammmmammamamaaamammma",
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// 11 SLOW PULSE NOT FADE TO BLACK
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"abcdefghijklmnopqrrqponmlkjihgfedcba",
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// 12 UNDERWATER LIGHT MUTATION
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// this light only distorts the lightmap - no contribution
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// is made to the brightness of affected surfaces
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"mmnnmmnnnmmnn",
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};
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|
|
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const char *GetDefaultLightstyleString( int styleIndex )
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|
{
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if ( styleIndex < ARRAYSIZE(g_DefaultLightstyles) )
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|
{
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return g_DefaultLightstyles[styleIndex];
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}
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return "m";
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}
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|
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void CWorld::Precache( void )
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|
{
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|
g_WorldEntity = this;
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|
g_fGameOver = false;
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|
g_pLastSpawn = NULL;
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|
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|
ConVarRef stepsize( "sv_stepsize" );
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|
stepsize.SetValue( 18 );
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|
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|
ConVarRef roomtype( "room_type" );
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|
roomtype.SetValue( 0 );
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|
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|
// Set up game rules
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|
Assert( !g_pGameRules );
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|
if (g_pGameRules)
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|
{
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|
delete g_pGameRules;
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|
}
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|
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|
InstallGameRules();
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|
Assert( g_pGameRules );
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|
g_pGameRules->Init();
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|
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|
CSoundEnt::InitSoundEnt();
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|
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|
// Only allow precaching between LevelInitPreEntity and PostEntity
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|
CBaseEntity::SetAllowPrecache( true );
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|
IGameSystem::LevelInitPreEntityAllSystems( STRING( GetModelName() ) );
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|
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|
// Create the player resource
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|
g_pGameRules->CreateStandardEntities();
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|
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|
// UNDONE: Make most of these things server systems or precache_registers
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|
// =================================================
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|
// Activities
|
|
// =================================================
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|
ActivityList_Free();
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|
RegisterSharedActivities();
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|
|
|
EventList_Free();
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|
RegisterSharedEvents();
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|
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|
InitBodyQue();
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|
// init sentence group playback stuff from sentences.txt.
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|
// ok to call this multiple times, calls after first are ignored.
|
|
|
|
SENTENCEG_Init();
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|
|
|
// Precache standard particle systems
|
|
PrecacheStandardParticleSystems( );
|
|
|
|
// the area based ambient sounds MUST be the first precache_sounds
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|
|
|
// player precaches
|
|
W_Precache (); // get weapon precaches
|
|
ClientPrecache();
|
|
g_pGameRules->Precache();
|
|
// precache all temp ent stuff
|
|
CBaseTempEntity::PrecacheTempEnts();
|
|
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|
g_Language.SetValue( LANGUAGE_ENGLISH ); // TODO use VGUI to get current language
|
|
|
|
if ( g_Language.GetInt() == LANGUAGE_GERMAN )
|
|
{
|
|
PrecacheModel( "models/germangibs.mdl" );
|
|
}
|
|
else
|
|
{
|
|
PrecacheModel( "models/gibs/hgibs.mdl" );
|
|
}
|
|
|
|
PrecacheScriptSound( "BaseEntity.EnterWater" );
|
|
PrecacheScriptSound( "BaseEntity.ExitWater" );
|
|
|
|
//
|
|
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
|
//
|
|
for ( int i = 0; i < ARRAYSIZE(g_DefaultLightstyles); i++ )
|
|
{
|
|
engine->LightStyle( i, GetDefaultLightstyleString(i) );
|
|
}
|
|
|
|
// styles 32-62 are assigned by the light program for switchable lights
|
|
|
|
// 63 testing
|
|
engine->LightStyle(63, "a");
|
|
|
|
// =================================================
|
|
// Load and Init AI Networks
|
|
// =================================================
|
|
CAI_NetworkManager::InitializeAINetworks();
|
|
// =================================================
|
|
// Load and Init AI Schedules
|
|
// =================================================
|
|
g_AI_SchedulesManager.LoadAllSchedules();
|
|
// =================================================
|
|
// Initialize NPC Relationships
|
|
// =================================================
|
|
g_pGameRules->InitDefaultAIRelationships();
|
|
CBaseCombatCharacter::InitInteractionSystem();
|
|
|
|
// Call all registered precachers.
|
|
CPrecacheRegister::Precache();
|
|
|
|
if ( m_iszChapterTitle != NULL_STRING )
|
|
{
|
|
DevMsg( 2, "Chapter title: %s\n", STRING(m_iszChapterTitle) );
|
|
CMessage *pMessage = (CMessage *)CBaseEntity::Create( "env_message", vec3_origin, vec3_angle, NULL );
|
|
if ( pMessage )
|
|
{
|
|
pMessage->SetMessage( m_iszChapterTitle );
|
|
m_iszChapterTitle = NULL_STRING;
|
|
|
|
// send the message entity a play message command, delayed by 1 second
|
|
pMessage->AddSpawnFlags( SF_MESSAGE_ONCE );
|
|
pMessage->SetThink( &CMessage::SUB_CallUseToggle );
|
|
pMessage->SetNextThink( gpGlobals->curtime + 1.0f );
|
|
}
|
|
}
|
|
|
|
g_iszFuncBrushClassname = AllocPooledString("func_brush");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float GetRealTime()
|
|
{
|
|
return engine->Time();
|
|
}
|
|
|
|
|
|
bool CWorld::GetDisplayTitle() const
|
|
{
|
|
return m_bDisplayTitle;
|
|
}
|
|
|
|
bool CWorld::GetStartDark() const
|
|
{
|
|
return m_bStartDark;
|
|
}
|
|
|
|
void CWorld::SetDisplayTitle( bool display )
|
|
{
|
|
m_bDisplayTitle = display;
|
|
}
|
|
|
|
void CWorld::SetStartDark( bool startdark )
|
|
{
|
|
m_bStartDark = startdark;
|
|
}
|
|
|
|
bool CWorld::IsColdWorld( void )
|
|
{
|
|
return m_bColdWorld;
|
|
}
|