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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/tf_client.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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+/***
+*
+//========= Copyright Valve Corporation, All rights reserved. ============//
+*
+* This product contains software technology licensed from Id
+* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
+* All Rights Reserved.
+*
+* Use, distribution, and modification of this source code and/or resulting
+* object code is restricted to non-commercial enhancements to products from
+* Valve LLC. All other use, distribution, or modification is prohibited
+* without written permission from Valve LLC.
+*
+****/
+/*
+
+===== 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 "tf_player.h"
+#include "tf_gamerules.h"
+#include "tier0/vprof.h"
+#include "tf_bot_temp.h"
+#include "filesystem.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( CTFPlayer *pPlayer )
+{
+ {
+ bool save = engine->LockNetworkStringTables( false );
+
+ pPlayer->InitialSpawn();
+ pPlayer->Spawn();
+
+ engine->LockNetworkStringTables( save );
+ }
+
+ 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
+ if ( !pPlayer->IsFakeClient() )
+ {
+ UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "<unconnected>" );
+ }
+}
+
+/*
+===========
+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
+ CTFPlayer *pPlayer = CTFPlayer::CreatePlayer( "player", pEdict );
+ pPlayer->SetPlayerName( playername );
+}
+
+
+void ClientActive( edict_t *pEdict, bool bLoadGame )
+{
+ // Can't load games in CS!
+ Assert( !bLoadGame );
+
+ CTFPlayer *pPlayer = ToTFPlayer( CBaseEntity::Instance( pEdict ) );
+ FinishClientPutInServer( pPlayer );
+}
+
+
+/*
+===============
+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 "Team Fortress";
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Precache game-specific models & sounds
+//-----------------------------------------------------------------------------
+void ClientGamePrecache( void )
+{
+ const char *pFilename = "scripts/client_precache.txt";
+ KeyValues *pValues = new KeyValues( "ClientPrecache" );
+
+ if ( !pValues->LoadFromFile( filesystem, pFilename, "GAME" ) )
+ {
+ Error( "Can't open %s for client precache info.", pFilename );
+ pValues->deleteThis();
+ return;
+ }
+
+ for ( KeyValues *pData = pValues->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
+ {
+ const char *pszType = pData->GetName();
+ const char *pszFile = pData->GetString();
+
+ if ( Q_strlen( pszType ) > 0 &&
+ Q_strlen( pszFile ) > 0 )
+ {
+ if ( !Q_stricmp( pData->GetName(), "model" ) )
+ {
+ CBaseEntity::PrecacheModel( pszFile );
+ }
+ else if ( !Q_stricmp( pData->GetName(), "scriptsound" ) )
+ {
+ CBaseEntity::PrecacheScriptSound( pszFile );
+ }
+ }
+ }
+
+ pValues->deleteThis();
+
+// @FD This has been moved into pure_server_consistency.txt
+//
+// // particles
+//// engine->ForceExactFile( "particles/blood_impact.pcf" ); // Don't force consistency on this because of the LV version.
+//// engine->ForceExactFile( "particles/blood_impact_dx80.pcf" ); // Don't force consistency on this because of the LV version.
+//// engine->ForceExactFile( "particles/blood_trail.pcf" ); // Don't force consistency on this because of the LV version.
+//// engine->ForceExactFile( "particles/blood_trail_dx80.pcf" ); // Don't force consistency on this because of the LV version.
+//// engine->ForceExactFile( "particles/buildingdamage.pcf" );
+// engine->ForceExactFile( "particles/bullet_tracers.pcf" );
+// engine->ForceExactFile( "particles/burningplayer.pcf" );
+// engine->ForceExactFile( "particles/burningplayer_dx80.pcf" );
+// engine->ForceExactFile( "particles/cig_smoke.pcf" );
+// engine->ForceExactFile( "particles/cig_smoke_dx80.pcf" );
+//// engine->ForceExactFile( "particles/cinefx.pcf" );
+//// engine->ForceExactFile( "particles/crit.pcf" );
+//// engine->ForceExactFile( "particles/default.pcf" );
+// engine->ForceExactFile( "particles/disguise.pcf" );
+//// engine->ForceExactFile( "particles/explosion.pcf" );
+//// engine->ForceExactFile( "particles/explosion_dx80.pcf" );
+//// engine->ForceExactFile( "particles/explosion_dx90_slow.pcf" );
+//// engine->ForceExactFile( "particles/explosion_high.pcf" );
+// engine->ForceExactFile( "particles/flag_particles.pcf" );
+//// engine->ForceExactFile( "particles/flamethrower.pcf" );
+//// engine->ForceExactFile( "particles/flamethrowerTest.pcf" );
+//// engine->ForceExactFile( "particles/flamethrower_dx80.pcf" );
+//// engine->ForceExactFile( "particles/flamethrower_dx90_slow.pcf" );
+//// engine->ForceExactFile( "particles/flamethrower_high.pcf" );
+//// engine->ForceExactFile( "particles/impact_fx.pcf" );
+//// engine->ForceExactFile( "particles/item_fx.pcf" );
+//// engine->ForceExactFile( "particles/medicgun_attrib.pcf" );
+//// engine->ForceExactFile( "particles/medicgun_beam.pcf" );
+//// engine->ForceExactFile( "particles/medicgun_beam_dx80.pcf" );
+//// engine->ForceExactFile( "particles/muzzle_flash.pcf" );
+//// engine->ForceExactFile( "particles/muzzle_flash_dx80.pcf" );
+//// engine->ForceExactFile( "particles/nailtrails.pcf" );
+// engine->ForceExactFile( "particles/nemesis.pcf" );
+// engine->ForceExactFile( "particles/player_recent_teleport.pcf" );
+// engine->ForceExactFile( "particles/player_recent_teleport_dx80.pcf" );
+//// engine->ForceExactFile( "particles/rocketbackblast.pcf" );
+//// engine->ForceExactFile( "particles/rocketjumptrail.pcf" );
+//// engine->ForceExactFile( "particles/rockettrail.pcf" );
+//// engine->ForceExactFile( "particles/rockettrail_dx80.pcf" );
+//// engine->ForceExactFile( "particles/rockettrail_dx90_slow.pcf" );
+//// engine->ForceExactFile( "particles/shellejection.pcf" );
+//// engine->ForceExactFile( "particles/shellejection_dx80.pcf" );
+//// engine->ForceExactFile( "particles/shellejection_high.pcf" );
+//// engine->ForceExactFile( "particles/smoke_blackbillow.pcf" );
+//// engine->ForceExactFile( "particles/smoke_blackbillow_dx80.pcf" );
+//// engine->ForceExactFile( "particles/sparks.pcf" );
+// engine->ForceExactFile( "particles/speechbubbles.pcf" );
+//// engine->ForceExactFile( "particles/stickybomb.pcf" );
+//// engine->ForceExactFile( "particles/stickybomb_dx80.pcf" );
+// engine->ForceExactFile( "particles/teleported_fx.pcf" );
+// engine->ForceExactFile( "particles/teleport_status.pcf" );
+// engine->ForceExactFile( "particles/water.pcf" );
+// engine->ForceExactFile( "particles/water_dx80.pcf" );
+}
+
+
+// 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_pGameRules )
+ g_pGameRules->Think();
+
+ if ( g_fGameOver )
+ return;
+
+ gpGlobals->teamplay = teamplay.GetInt() ? true : false;
+
+ Bot_RunAll();
+}
+
+//=========================================================
+// instantiate the proper game rules object
+//=========================================================
+void InstallGameRules()
+{
+ CreateGameRulesObject( "CTFGameRules" );
+}