//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== tf_client.cpp ======================================================== HL2 client/server game specific stuff */ #include "cbase.h" #include "player.h" #include "gamerules.h" #include "entitylist.h" #include "physics.h" #include "game.h" #include "ai_network.h" #include "ai_node.h" #include "ai_hull.h" #include "shake.h" #include "player_resource.h" #include "engine/IEngineSound.h" #include "cs_player.h" #include "cs_gamerules.h" #include "cs_bot.h" #include "tier0/vprof.h" #include "teamplayroundbased_gamerules.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer ); extern bool g_fGameOver; void FinishClientPutInServer( CCSPlayer *pPlayer ) { pPlayer->InitialSpawn(); pPlayer->Spawn(); if (!pPlayer->IsBot()) { // When the player first joins the server, they pPlayer->m_iNumSpawns = 0; pPlayer->m_takedamage = DAMAGE_NO; pPlayer->pl.deadflag = true; pPlayer->m_lifeState = LIFE_DEAD; pPlayer->AddEffects( EF_NODRAW ); pPlayer->ChangeTeam( TEAM_UNASSIGNED ); pPlayer->SetThink( NULL ); pPlayer->AddAccount( CSGameRules()->GetStartMoney() ); // Move them to the first intro camera. pPlayer->MoveToNextIntroCamera(); pPlayer->SetMoveType( MOVETYPE_NONE ); } char sName[128]; Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) ); // First parse the name and remove any %'s for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ ) { // Replace it with a space if ( *pApersand == '%' ) *pApersand = ' '; } // notify other clients of player joining the game UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "" ); } /* =========== ClientPutInServer called each time a player is spawned into the game ============ */ void ClientPutInServer( edict_t *pEdict, const char *playername ) { // Allocate a CBaseTFPlayer for pev, and call spawn CCSPlayer *pPlayer = CCSPlayer::CreatePlayer( "player", pEdict ); pPlayer->SetPlayerName( playername ); } void ClientActive( edict_t *pEdict, bool bLoadGame ) { // Can't load games in CS! Assert( !bLoadGame ); CCSPlayer *pPlayer = ToCSPlayer( CBaseEntity::Instance( pEdict ) ); FinishClientPutInServer( pPlayer ); CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable(); // send the 4 end of match conditions. long frag limit, long max rounds, long rounds needed won, and long time UserMessageBegin( user, "MatchEndConditions" ); WRITE_LONG( fraglimit.GetInt() ); WRITE_LONG( mp_maxrounds.GetInt() ); WRITE_LONG( mp_winlimit.GetInt() ); WRITE_LONG( mp_timelimit.GetInt() ); MessageEnd(); } /* =============== const char *GetGameDescription() Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2 =============== */ const char *GetGameDescription() { if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized return g_pGameRules->GetGameDescription(); else return "Counter-Strike: Source"; } //----------------------------------------------------------------------------- // Purpose: Precache game-specific models & sounds //----------------------------------------------------------------------------- void ClientGamePrecache( void ) { // Materials used by the client effects CBaseEntity::PrecacheModel( "sprites/white.vmt" ); CBaseEntity::PrecacheModel( "sprites/physbeam.vmt" ); // Legacy temp ents sounds CBaseEntity::PrecacheScriptSound( "Bounce.PistolShell" ); CBaseEntity::PrecacheScriptSound( "Bounce.RifleShell" ); CBaseEntity::PrecacheScriptSound( "Bounce.ShotgunShell" ); // Moved to pure_server_minimal.txt // // Flashbang-related files // engine->ForceExactFile( "sprites/white.vmt" ); // engine->ForceExactFile( "sprites/white.vtf" ); // engine->ForceExactFile( "vgui/white.vmt" ); // engine->ForceExactFile( "vgui/white.vtf" ); // engine->ForceExactFile( "effects/flashbang.vmt" ); // engine->ForceExactFile( "effects/flashbang_white.vmt" ); // // // Smoke grenade-related files // engine->ForceExactFile( "particle/particle_smokegrenade1.vmt" ); // engine->ForceExactFile( "particle/particle_smokegrenade.vtf" ); // // // Sniper scope // engine->ForceExactFile( "sprites/scope_arc.vmt" ); // engine->ForceExactFile( "sprites/scope_arc.vtf" ); // // // DSP presets - don't want people avoiding the deafening + ear ring // engine->ForceExactFile( "scripts/dsp_presets.txt" ); } // called by ClientKill and DeadThink void respawn( CBaseEntity *pEdict, bool fCopyCorpse ) { if (gpGlobals->coop || gpGlobals->deathmatch) { if ( fCopyCorpse ) { // make a copy of the dead body for appearances sake dynamic_cast< CBasePlayer* >( pEdict )->CreateCorpse(); } // respawn player pEdict->Spawn(); } else { // restart the entire server engine->ServerCommand("reload\n"); } } void GameStartFrame( void ) { VPROF( "GameStartFrame" ); if ( g_fGameOver ) return; gpGlobals->teamplay = teamplay.GetInt() ? true : false; } //========================================================= // instantiate the proper game rules object //========================================================= void InstallGameRules() { CreateGameRulesObject( "CCSGameRules" ); }