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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/sdk/sdk_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/sdk/sdk_client.cpp')
-rw-r--r--mp/src/game/server/sdk/sdk_client.cpp328
1 files changed, 164 insertions, 164 deletions
diff --git a/mp/src/game/server/sdk/sdk_client.cpp b/mp/src/game/server/sdk/sdk_client.cpp
index d7329758..7b4e6986 100644
--- a/mp/src/game/server/sdk/sdk_client.cpp
+++ b/mp/src/game/server/sdk/sdk_client.cpp
@@ -1,164 +1,164 @@
-//========= 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" );
-}
+//========= 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" );
+}