aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/server/hl2/hl2_client.cpp
diff options
context:
space:
mode:
authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/hl2_client.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/hl2_client.cpp')
-rw-r--r--mp/src/game/server/hl2/hl2_client.cpp354
1 files changed, 177 insertions, 177 deletions
diff --git a/mp/src/game/server/hl2/hl2_client.cpp b/mp/src/game/server/hl2/hl2_client.cpp
index 122c3e44..6125de82 100644
--- a/mp/src/game/server/hl2/hl2_client.cpp
+++ b/mp/src/game/server/hl2/hl2_client.cpp
@@ -1,177 +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" );
- }
-}
-
+//========= 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" );
+ }
+}
+