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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_client.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf2/tf_client.cpp')
| -rw-r--r-- | game/server/tf2/tf_client.cpp | 180 |
1 files changed, 180 insertions, 0 deletions
diff --git a/game/server/tf2/tf_client.cpp b/game/server/tf2/tf_client.cpp new file mode 100644 index 0000000..c39dc05 --- /dev/null +++ b/game/server/tf2/tf_client.cpp @@ -0,0 +1,180 @@ +//========= 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 "teamplay_gamerules.h" +#include "tf_gamerules.h" +#include "EntityList.h" +#include "physics.h" +#include "game.h" +#include "ai_network.h" +#include "ai_node.h" +#include "ai_hull.h" +#include "tf_player.h" +#include "menu_base.h" +#include "shake.h" +#include "player_resource.h" +#include "engine/IEngineSound.h" + +#include "tier0/vprof.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +void Host_Say( edict_t *pEdict, bool teamonly ); +extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer ); +void InitializeMenus( void ); +void DestroyMenus( void ); +void Bot_RunAll( void ); + +extern bool g_fGameOver; + +/* +=========== +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 + CBaseTFPlayer *pPlayer = CBaseTFPlayer::CreatePlayer( "player", pEdict ); + pPlayer->InitialSpawn(); + pPlayer->SetPlayerName( playername ); + pPlayer->Spawn(); +} + +/* +=============== +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 "TeamFortress 2"; +} + +//----------------------------------------------------------------------------- +// 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" ); + CBaseEntity::PrecacheModel( "effects/human_object_glow.vmt" ); + + // Precache player models + CBaseEntity::PrecacheModel( "models/player/alien_commando.mdl" ); + CBaseEntity::PrecacheModel( "models/player/human_commando.mdl" ); + CBaseEntity::PrecacheModel( "models/player/human_defender.mdl"); + CBaseEntity::PrecacheModel( "models/player/medic.mdl" ); + CBaseEntity::PrecacheModel( "models/player/recon.mdl" ); + CBaseEntity::PrecacheModel( "models/player/human_medic.mdl" ); + CBaseEntity::PrecacheModel( "models/player/alien_escort.mdl" ); + CBaseEntity::PrecacheModel( "models/player/defender.mdl" ); + CBaseEntity::PrecacheModel( "models/player/technician.mdl" ); +} + + +// 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 + ((CBaseTFPlayer *)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() +{ + InitializeMenus(); + + // teamplay + CreateGameRulesObject( "CTeamFortress" ); +} + +void FinishClientPutInServer( CBaseTFPlayer *pPlayer ) +{ + pPlayer->InitialSpawn(); + pPlayer->Spawn(); + + // When the player first joins the server, they + pPlayer->m_lifeState = LIFE_DEAD; + pPlayer->AddEffects( EF_NODRAW ); + pPlayer->ChangeTeam( TEAM_UNASSIGNED ); + pPlayer->SetThink( NULL ); + + 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 : "<unconnected>" ); +} + +void ClientActive( edict_t *pEdict, bool bLoadGame ) +{ + // Can't load games in CS! + Assert( !bLoadGame ); + + CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( CBaseEntity::Instance( pEdict ) ); + FinishClientPutInServer( pPlayer ); +} |