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Diffstat (limited to 'game/server/hl2/hl2_client.cpp')
| -rw-r--r-- | game/server/hl2/hl2_client.cpp | 177 |
1 files changed, 177 insertions, 0 deletions
diff --git a/game/server/hl2/hl2_client.cpp b/game/server/hl2/hl2_client.cpp new file mode 100644 index 0000000..6125de8 --- /dev/null +++ b/game/server/hl2/hl2_client.cpp @@ -0,0 +1,177 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +/* + +===== tf_client.cpp ======================================================== + + HL2 client/server game specific stuff + +*/ + +#include "cbase.h" +#include "hl2_player.h" +#include "hl2_gamerules.h" +#include "gamerules.h" +#include "teamplay_gamerules.h" +#include "entitylist.h" +#include "physics.h" +#include "game.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* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname ); +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 CBasePlayer for pev, and call spawn + CHL2_Player *pPlayer = CHL2_Player::CreatePlayer( "player", pEdict ); + pPlayer->SetPlayerName( playername ); +} + + +void ClientActive( edict_t *pEdict, bool bLoadGame ) +{ + CHL2_Player *pPlayer = dynamic_cast< CHL2_Player* >( CBaseEntity::Instance( pEdict ) ); + Assert( pPlayer ); + + if ( !pPlayer ) + { + return; + } + + pPlayer->InitialSpawn(); + + if ( !bLoadGame ) + { + 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 "Half-Life 2"; +} + +//----------------------------------------------------------------------------- +// Purpose: Given a player and optional name returns the entity of that +// classname that the player is nearest facing +// +// Input : +// Output : +//----------------------------------------------------------------------------- +CBaseEntity* FindEntity( edict_t *pEdict, char *classname) +{ + // If no name was given set bits based on the picked + if (FStrEq(classname,"")) + { + return (FindPickerEntityClass( static_cast<CBasePlayer*>(GetContainingEntity(pEdict)), classname )); + } + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: Precache game-specific models & sounds +//----------------------------------------------------------------------------- +void ClientGamePrecache( void ) +{ + CBaseEntity::PrecacheModel("models/player.mdl"); + CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" ); + CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl"); + + CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" ); + CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" ); + + CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" ); + CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" ); + CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" ); + CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" ); + CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" ); + + CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" ); + CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" ); +} + + +// 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 + ((CHL2_Player *)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() != 0); +} + +#ifdef HL2_EPISODIC +extern ConVar gamerules_survival; +#endif + +//========================================================= +// instantiate the proper game rules object +//========================================================= +void InstallGameRules() +{ +#ifdef HL2_EPISODIC + if ( gamerules_survival.GetBool() ) + { + // Survival mode + CreateGameRulesObject( "CHalfLife2Survival" ); + } + else +#endif + { + // generic half-life + CreateGameRulesObject( "CHalfLife2" ); + } +} + |