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-rw-r--r--game/server/dod/dod_client.cpp236
1 files changed, 236 insertions, 0 deletions
diff --git a/game/server/dod/dod_client.cpp b/game/server/dod/dod_client.cpp
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+++ b/game/server/dod/dod_client.cpp
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+//========= 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 "dod_player.h"
+#include "dod_gamerules.h"
+#include "tier0/vprof.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( CDODPlayer *pPlayer )
+{
+ pPlayer->InitialSpawn();
+ pPlayer->Spawn();
+
+ if (!pPlayer->IsBot())
+ {
+ // When the player first joins the server, they
+ pPlayer->m_takedamage = DAMAGE_NO;
+ pPlayer->pl.deadflag = true;
+ pPlayer->m_lifeState = LIFE_DEAD;
+ pPlayer->AddEffects( EF_NODRAW );
+ pPlayer->SetThink( NULL );
+
+ if ( 1 )
+ {
+ pPlayer->ChangeTeam( TEAM_UNASSIGNED );
+
+ // 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 : "<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
+ CDODPlayer *pPlayer = CDODPlayer::CreatePlayer( "player", pEdict );
+
+ pPlayer->SetPlayerName( playername );
+}
+
+
+void ClientActive( edict_t *pEdict, bool bLoadGame )
+{
+ // Can't load games in CS!
+ Assert( !bLoadGame );
+
+ CDODPlayer *pPlayer = ToDODPlayer( 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 "Day of Defeat";
+}
+
+int g_iHelmetModels[NUM_HELMETS];
+
+//-----------------------------------------------------------------------------
+// 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" );
+
+ for( int i=0;i<NUM_HELMETS;i++ )
+ {
+ g_iHelmetModels[i] = CBaseEntity::PrecacheModel( m_pszHelmetModels[i] );
+ }
+
+// Moved to pure_server_minimal.txt
+// // Sniper scope
+// engine->ForceExactFile( "sprites/scopes/scope_spring_ul.vmt" );
+// engine->ForceExactFile( "sprites/scopes/scope_spring_ul.vtf" );
+// engine->ForceExactFile( "sprites/scopes/scope_spring_ur.vmt" );
+// engine->ForceExactFile( "sprites/scopes/scope_spring_ur.vtf" );
+// engine->ForceExactFile( "sprites/scopes/scope_spring_ll.vmt" );
+// engine->ForceExactFile( "sprites/scopes/scope_spring_ll.vtf" );
+// engine->ForceExactFile( "sprites/scopes/scope_spring_lr.vmt" );
+// engine->ForceExactFile( "sprites/scopes/scope_spring_lr.vtf" );
+//
+// engine->ForceExactFile( "sprites/scopes/scope_k43_ul.vmt" );
+// engine->ForceExactFile( "sprites/scopes/scope_k43_ul.vtf" );
+// engine->ForceExactFile( "sprites/scopes/scope_k43_ur.vmt" );
+// engine->ForceExactFile( "sprites/scopes/scope_k43_ur.vtf" );
+// engine->ForceExactFile( "sprites/scopes/scope_k43_ll.vmt" );
+// engine->ForceExactFile( "sprites/scopes/scope_k43_ll.vtf" );
+// engine->ForceExactFile( "sprites/scopes/scope_k43_lr.vmt" );
+// engine->ForceExactFile( "sprites/scopes/scope_k43_lr.vtf" );
+//
+// // Smoke grenade-related files
+// engine->ForceExactFile( "particle/particle_smokegrenade1.vmt" );
+// engine->ForceExactFile( "particle/particle_smokegrenade.vtf" );
+// engine->ForceExactFile( "effects/stun.vmt" );
+//
+// // DSP presets - don't want people avoiding the deafening + ear ring
+// engine->ForceExactFile( "scripts/dsp_presets.txt" );
+//
+// // force weapon scripts because people are dirty cheaters
+// engine->ForceExactFile( "scripts/weapon_30cal.ctx");
+// engine->ForceExactFile( "scripts/weapon_amerknife.ctx");
+// engine->ForceExactFile( "scripts/weapon_bar.ctx");
+// engine->ForceExactFile( "scripts/weapon_bazooka.ctx");
+// engine->ForceExactFile( "scripts/weapon_c96.ctx");
+// engine->ForceExactFile( "scripts/weapon_colt.ctx");
+// engine->ForceExactFile( "scripts/weapon_frag_ger.ctx");
+// engine->ForceExactFile( "scripts/weapon_frag_ger_live.ctx");
+// engine->ForceExactFile( "scripts/weapon_frag_us.ctx");
+// engine->ForceExactFile( "scripts/weapon_frag_us_live.ctx");
+// engine->ForceExactFile( "scripts/weapon_garand.ctx");
+// engine->ForceExactFile( "scripts/weapon_k98.ctx");
+// engine->ForceExactFile( "scripts/weapon_k98_scoped.ctx");
+// engine->ForceExactFile( "scripts/weapon_m1carbine.ctx");
+// engine->ForceExactFile( "scripts/weapon_mg42.ctx");
+// engine->ForceExactFile( "scripts/weapon_mp40.ctx");
+// engine->ForceExactFile( "scripts/weapon_mp44.ctx");
+// engine->ForceExactFile( "scripts/weapon_p38.ctx");
+// engine->ForceExactFile( "scripts/weapon_pschreck.ctx");
+// engine->ForceExactFile( "scripts/weapon_riflegren_ger.ctx");
+// engine->ForceExactFile( "scripts/weapon_riflegren_ger_live.ctx");
+// engine->ForceExactFile( "scripts/weapon_riflegren_us.ctx");
+// engine->ForceExactFile( "scripts/weapon_riflegren_us_live.ctx");
+// engine->ForceExactFile( "scripts/weapon_smoke_ger.ctx");
+// engine->ForceExactFile( "scripts/weapon_smoke_us.ctx");
+// engine->ForceExactFile( "scripts/weapon_spade.ctx");
+// engine->ForceExactFile( "scripts/weapon_spring.ctx");
+// engine->ForceExactFile( "scripts/weapon_thompson.ctx");
+}
+
+
+// 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;
+
+ extern void Bot_RunAll();
+ Bot_RunAll();
+}
+
+//=========================================================
+// instantiate the proper game rules object
+//=========================================================
+void InstallGameRules()
+{
+ CreateGameRulesObject( "CDODGameRules" );
+}