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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/sdk/sdk_client.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/sdk/sdk_client.cpp')
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diff --git a/mp/src/game/server/sdk/sdk_client.cpp b/mp/src/game/server/sdk/sdk_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 "sdk_player.h"
+#include "sdk_gamerules.h"
+#include "tier0/vprof.h"
+#include "sdk_bot_temp.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( CSDKPlayer *pPlayer )
+{
+ pPlayer->InitialSpawn();
+ pPlayer->Spawn();
+
+ if (!pPlayer->IsBot())
+ {
+ // When the player first joins the server, they
+ pPlayer->m_takedamage = DAMAGE_YES;
+ pPlayer->pl.deadflag = false;
+ pPlayer->m_lifeState = LIFE_ALIVE;
+ pPlayer->RemoveEffects( 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>" );
+}
+
+/*
+===========
+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
+ CSDKPlayer *pPlayer = CSDKPlayer::CreatePlayer( "player", pEdict );
+ pPlayer->SetPlayerName( playername );
+}
+
+
+void ClientActive( edict_t *pEdict, bool bLoadGame )
+{
+ // Can't load games in CS!
+ Assert( !bLoadGame );
+
+ CSDKPlayer *pPlayer = ToSDKPlayer( 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 "CounterStrike";
+}
+
+
+//-----------------------------------------------------------------------------
+// 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" );
+}
+
+
+// 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;
+}
+
+//=========================================================
+// instantiate the proper game rules object
+//=========================================================
+void InstallGameRules()
+{
+ CreateGameRulesObject( "CSDKGameRules" );
+}