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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/world.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/world.cpp')
-rw-r--r--mp/src/game/server/world.cpp733
1 files changed, 733 insertions, 0 deletions
diff --git a/mp/src/game/server/world.cpp b/mp/src/game/server/world.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Precaches and defs for entities and other data that must always be available.
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#include "cbase.h"
+#include "soundent.h"
+#include "client.h"
+#include "decals.h"
+#include "EnvMessage.h"
+#include "player.h"
+#include "gamerules.h"
+#include "teamplay_gamerules.h"
+#include "physics.h"
+#include "isaverestore.h"
+#include "activitylist.h"
+#include "eventlist.h"
+#include "eventqueue.h"
+#include "ai_network.h"
+#include "ai_schedule.h"
+#include "ai_networkmanager.h"
+#include "ai_utils.h"
+#include "basetempentity.h"
+#include "world.h"
+#include "mempool.h"
+#include "igamesystem.h"
+#include "engine/IEngineSound.h"
+#include "globals.h"
+#include "engine/IStaticPropMgr.h"
+#include "particle_parse.h"
+#include "globalstate.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+extern CBaseEntity *g_pLastSpawn;
+void InitBodyQue(void);
+extern void W_Precache(void);
+extern void ActivityList_Free( void );
+extern CUtlMemoryPool g_EntityListPool;
+
+#define SF_DECAL_NOTINDEATHMATCH 2048
+
+class CDecal : public CPointEntity
+{
+public:
+ DECLARE_CLASS( CDecal, CPointEntity );
+
+ void Spawn( void );
+ bool KeyValue( const char *szKeyName, const char *szValue );
+
+ // Need to apply static decals here to get them into the signon buffer for the server appropriately
+ virtual void Activate();
+
+ void TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+
+ // Input handlers.
+ void InputActivate( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+
+public:
+ int m_nTexture;
+ bool m_bLowPriority;
+
+private:
+
+ void StaticDecal( void );
+};
+
+BEGIN_DATADESC( CDecal )
+
+ DEFINE_FIELD( m_nTexture, FIELD_INTEGER ),
+ DEFINE_KEYFIELD( m_bLowPriority, FIELD_BOOLEAN, "LowPriority" ), // Don't mark as FDECAL_PERMANENT so not save/restored and will be reused on the client preferentially
+
+ // Function pointers
+ DEFINE_FUNCTION( StaticDecal ),
+ DEFINE_FUNCTION( TriggerDecal ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( infodecal, CDecal );
+
+// UNDONE: These won't get sent to joining players in multi-player
+void CDecal::Spawn( void )
+{
+ if ( m_nTexture < 0 ||
+ (gpGlobals->deathmatch && HasSpawnFlags( SF_DECAL_NOTINDEATHMATCH )) )
+ {
+ UTIL_Remove( this );
+ return;
+ }
+}
+
+void CDecal::Activate()
+{
+ BaseClass::Activate();
+
+ if ( !GetEntityName() )
+ {
+ StaticDecal();
+ }
+ else
+ {
+ // if there IS a targetname, the decal sprays itself on when it is triggered.
+ SetThink ( &CDecal::SUB_DoNothing );
+ SetUse(&CDecal::TriggerDecal);
+ }
+}
+
+void CDecal::TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ // this is set up as a USE function for info_decals that have targetnames, so that the
+ // decal doesn't get applied until it is fired. (usually by a scripted sequence)
+ trace_t trace;
+ int entityIndex;
+
+ UTIL_TraceLine( GetAbsOrigin() - Vector(5,5,5), GetAbsOrigin() + Vector(5,5,5), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace );
+
+ entityIndex = trace.m_pEnt ? trace.m_pEnt->entindex() : 0;
+
+ CBroadcastRecipientFilter filter;
+
+ te->BSPDecal( filter, 0.0,
+ &GetAbsOrigin(), entityIndex, m_nTexture );
+
+ SetThink( &CDecal::SUB_Remove );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+
+void CDecal::InputActivate( inputdata_t &inputdata )
+{
+ TriggerDecal( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 );
+}
+
+
+void CDecal::StaticDecal( void )
+{
+ class CTraceFilterValidForDecal : public CTraceFilterSimple
+ {
+ public:
+ CTraceFilterValidForDecal(const IHandleEntity *passentity, int collisionGroup )
+ : CTraceFilterSimple( passentity, collisionGroup )
+ {
+ }
+
+ virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
+ {
+ static const char *ppszIgnoredClasses[] =
+ {
+ "weapon_*",
+ "item_*",
+ "prop_ragdoll",
+ "prop_dynamic",
+ "prop_static",
+ "prop_physics",
+ "npc_bullseye", // Tracker 15335
+ };
+
+ CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
+
+ // Tracker 15335: Never impact decals against entities which are not rendering, either.
+ if ( pEntity->IsEffectActive( EF_NODRAW ) )
+ return false;
+
+ for ( int i = 0; i < ARRAYSIZE(ppszIgnoredClasses); i++ )
+ {
+ if ( pEntity->ClassMatches( ppszIgnoredClasses[i] ) )
+ return false;
+ }
+
+
+ return CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask );
+ }
+ };
+
+ trace_t trace;
+ CTraceFilterValidForDecal traceFilter( this, COLLISION_GROUP_NONE );
+ int entityIndex, modelIndex = 0;
+
+ Vector position = GetAbsOrigin();
+ UTIL_TraceLine( position - Vector(5,5,5), position + Vector(5,5,5), MASK_SOLID, &traceFilter, &trace );
+
+ bool canDraw = true;
+
+ entityIndex = trace.m_pEnt ? (short)trace.m_pEnt->entindex() : 0;
+ if ( entityIndex )
+ {
+ CBaseEntity *ent = trace.m_pEnt;
+ if ( ent )
+ {
+ modelIndex = ent->GetModelIndex();
+ VectorITransform( GetAbsOrigin(), ent->EntityToWorldTransform(), position );
+
+ canDraw = ( modelIndex != 0 );
+ if ( !canDraw )
+ {
+ Warning( "Suppressed StaticDecal which would have hit entity %i (class:%s, name:%s) with modelindex = 0\n",
+ ent->entindex(),
+ ent->GetClassname(),
+ STRING( ent->GetEntityName() ) );
+ }
+ }
+ }
+
+ if ( canDraw )
+ {
+ engine->StaticDecal( position, m_nTexture, entityIndex, modelIndex, m_bLowPriority );
+ }
+
+ SUB_Remove();
+}
+
+
+bool CDecal::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "texture"))
+ {
+ // FIXME: should decals all be preloaded?
+ m_nTexture = UTIL_PrecacheDecal( szValue, true );
+
+ // Found
+ if (m_nTexture >= 0 )
+ return true;
+ Warning( "Can't find decal %s\n", szValue );
+ }
+ else
+ {
+ return BaseClass::KeyValue( szKeyName, szValue );
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Projects a decal against a prop
+//-----------------------------------------------------------------------------
+class CProjectedDecal : public CPointEntity
+{
+public:
+ DECLARE_CLASS( CProjectedDecal, CPointEntity );
+
+ void Spawn( void );
+ bool KeyValue( const char *szKeyName, const char *szValue );
+
+ // Need to apply static decals here to get them into the signon buffer for the server appropriately
+ virtual void Activate();
+
+ void TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+
+ // Input handlers.
+ void InputActivate( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+
+public:
+ int m_nTexture;
+ float m_flDistance;
+
+private:
+ void ProjectDecal( CRecipientFilter& filter );
+
+ void StaticDecal( void );
+};
+
+BEGIN_DATADESC( CProjectedDecal )
+
+ DEFINE_FIELD( m_nTexture, FIELD_INTEGER ),
+
+ DEFINE_KEYFIELD( m_flDistance, FIELD_FLOAT, "Distance" ),
+
+ // Function pointers
+ DEFINE_FUNCTION( StaticDecal ),
+ DEFINE_FUNCTION( TriggerDecal ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( info_projecteddecal, CProjectedDecal );
+
+// UNDONE: These won't get sent to joining players in multi-player
+void CProjectedDecal::Spawn( void )
+{
+ if ( m_nTexture < 0 ||
+ (gpGlobals->deathmatch && HasSpawnFlags( SF_DECAL_NOTINDEATHMATCH )) )
+ {
+ UTIL_Remove( this );
+ return;
+ }
+}
+
+void CProjectedDecal::Activate()
+{
+ BaseClass::Activate();
+
+ if ( !GetEntityName() )
+ {
+ StaticDecal();
+ }
+ else
+ {
+ // if there IS a targetname, the decal sprays itself on when it is triggered.
+ SetThink ( &CProjectedDecal::SUB_DoNothing );
+ SetUse(&CProjectedDecal::TriggerDecal);
+ }
+}
+
+void CProjectedDecal::InputActivate( inputdata_t &inputdata )
+{
+ TriggerDecal( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 );
+}
+
+void CProjectedDecal::ProjectDecal( CRecipientFilter& filter )
+{
+ te->ProjectDecal( filter, 0.0,
+ &GetAbsOrigin(), &GetAbsAngles(), m_flDistance, m_nTexture );
+}
+
+void CProjectedDecal::TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ CBroadcastRecipientFilter filter;
+
+ ProjectDecal( filter );
+
+ SetThink( &CProjectedDecal::SUB_Remove );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+void CProjectedDecal::StaticDecal( void )
+{
+ CBroadcastRecipientFilter initFilter;
+ initFilter.MakeInitMessage();
+
+ ProjectDecal( initFilter );
+
+ SUB_Remove();
+}
+
+
+bool CProjectedDecal::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "texture"))
+ {
+ // FIXME: should decals all be preloaded?
+ m_nTexture = UTIL_PrecacheDecal( szValue, true );
+
+ // Found
+ if (m_nTexture >= 0 )
+ return true;
+ Warning( "Can't find decal %s\n", szValue );
+ }
+ else
+ {
+ return BaseClass::KeyValue( szKeyName, szValue );
+ }
+
+ return true;
+}
+
+//=======================
+// CWorld
+//
+// This spawns first when each level begins.
+//=======================
+LINK_ENTITY_TO_CLASS( worldspawn, CWorld );
+
+BEGIN_DATADESC( CWorld )
+
+ DEFINE_FIELD( m_flWaveHeight, FIELD_FLOAT ),
+
+ // keyvalues are parsed from map, but not saved/loaded
+ DEFINE_KEYFIELD( m_iszChapterTitle, FIELD_STRING, "chaptertitle" ),
+ DEFINE_KEYFIELD( m_bStartDark, FIELD_BOOLEAN, "startdark" ),
+ DEFINE_KEYFIELD( m_bDisplayTitle, FIELD_BOOLEAN, "gametitle" ),
+ DEFINE_FIELD( m_WorldMins, FIELD_VECTOR ),
+ DEFINE_FIELD( m_WorldMaxs, FIELD_VECTOR ),
+#ifdef _X360
+ DEFINE_KEYFIELD( m_flMaxOccludeeArea, FIELD_FLOAT, "maxoccludeearea_x360" ),
+ DEFINE_KEYFIELD( m_flMinOccluderArea, FIELD_FLOAT, "minoccluderarea_x360" ),
+#else
+ DEFINE_KEYFIELD( m_flMaxOccludeeArea, FIELD_FLOAT, "maxoccludeearea" ),
+ DEFINE_KEYFIELD( m_flMinOccluderArea, FIELD_FLOAT, "minoccluderarea" ),
+#endif
+ DEFINE_KEYFIELD( m_flMaxPropScreenSpaceWidth, FIELD_FLOAT, "maxpropscreenwidth" ),
+ DEFINE_KEYFIELD( m_flMinPropScreenSpaceWidth, FIELD_FLOAT, "minpropscreenwidth" ),
+ DEFINE_KEYFIELD( m_iszDetailSpriteMaterial, FIELD_STRING, "detailmaterial" ),
+ DEFINE_KEYFIELD( m_bColdWorld, FIELD_BOOLEAN, "coldworld" ),
+
+END_DATADESC()
+
+
+// SendTable stuff.
+IMPLEMENT_SERVERCLASS_ST(CWorld, DT_WORLD)
+ SendPropFloat (SENDINFO(m_flWaveHeight), 8, SPROP_ROUNDUP, 0.0f, 8.0f),
+ SendPropVector (SENDINFO(m_WorldMins), -1, SPROP_COORD),
+ SendPropVector (SENDINFO(m_WorldMaxs), -1, SPROP_COORD),
+ SendPropInt (SENDINFO(m_bStartDark), 1, SPROP_UNSIGNED ),
+ SendPropFloat (SENDINFO(m_flMaxOccludeeArea), 0, SPROP_NOSCALE ),
+ SendPropFloat (SENDINFO(m_flMinOccluderArea), 0, SPROP_NOSCALE ),
+ SendPropFloat (SENDINFO(m_flMaxPropScreenSpaceWidth), 0, SPROP_NOSCALE ),
+ SendPropFloat (SENDINFO(m_flMinPropScreenSpaceWidth), 0, SPROP_NOSCALE ),
+ SendPropStringT (SENDINFO(m_iszDetailSpriteMaterial) ),
+ SendPropInt (SENDINFO(m_bColdWorld), 1, SPROP_UNSIGNED ),
+END_SEND_TABLE()
+
+//
+// Just to ignore the "wad" field.
+//
+bool CWorld::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if ( FStrEq(szKeyName, "skyname") )
+ {
+ // Sent over net now.
+ ConVarRef skyname( "sv_skyname" );
+ skyname.SetValue( szValue );
+ }
+ else if ( FStrEq(szKeyName, "newunit") )
+ {
+ // Single player only. Clear save directory if set
+ if ( atoi(szValue) )
+ {
+ extern void Game_SetOneWayTransition();
+ Game_SetOneWayTransition();
+ }
+ }
+ else if ( FStrEq(szKeyName, "world_mins") )
+ {
+ Vector vec;
+ sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z );
+ m_WorldMins = vec;
+ }
+ else if ( FStrEq(szKeyName, "world_maxs") )
+ {
+ Vector vec;
+ sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z );
+ m_WorldMaxs = vec;
+ }
+ else
+ return BaseClass::KeyValue( szKeyName, szValue );
+
+ return true;
+}
+
+
+extern bool g_fGameOver;
+static CWorld *g_WorldEntity = NULL;
+
+CWorld* GetWorldEntity()
+{
+ return g_WorldEntity;
+}
+
+CWorld::CWorld( )
+{
+ AddEFlags( EFL_NO_AUTO_EDICT_ATTACH | EFL_KEEP_ON_RECREATE_ENTITIES );
+ NetworkProp()->AttachEdict( INDEXENT(RequiredEdictIndex()) );
+ ActivityList_Init();
+ EventList_Init();
+
+ SetSolid( SOLID_BSP );
+ SetMoveType( MOVETYPE_NONE );
+
+ m_bColdWorld = false;
+}
+
+CWorld::~CWorld( )
+{
+ EventList_Free();
+ ActivityList_Free();
+ if ( g_pGameRules )
+ {
+ g_pGameRules->LevelShutdown();
+ delete g_pGameRules;
+ g_pGameRules = NULL;
+ }
+ g_WorldEntity = NULL;
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose : Add a decal to the world
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CWorld::DecalTrace( trace_t *pTrace, char const *decalName)
+{
+ int index = decalsystem->GetDecalIndexForName( decalName );
+ if ( index < 0 )
+ return;
+
+ CBroadcastRecipientFilter filter;
+ if ( pTrace->hitbox != 0 )
+ {
+ te->Decal( filter, 0.0f, &pTrace->endpos, &pTrace->startpos, 0, pTrace->hitbox, index );
+ }
+ else
+ {
+ te->WorldDecal( filter, 0.0, &pTrace->endpos, index );
+ }
+}
+
+void CWorld::RegisterSharedActivities( void )
+{
+ ActivityList_RegisterSharedActivities();
+}
+
+void CWorld::RegisterSharedEvents( void )
+{
+ EventList_RegisterSharedEvents();
+}
+
+
+void CWorld::Spawn( void )
+{
+ SetLocalOrigin( vec3_origin );
+ SetLocalAngles( vec3_angle );
+ // NOTE: SHOULD NEVER BE ANYTHING OTHER THAN 1!!!
+ SetModelIndex( 1 );
+ // world model
+ SetModelName( AllocPooledString( modelinfo->GetModelName( GetModel() ) ) );
+ AddFlag( FL_WORLDBRUSH );
+
+ g_EventQueue.Init();
+ Precache( );
+ GlobalEntity_Add( "is_console", STRING(gpGlobals->mapname), ( IsConsole() ) ? GLOBAL_ON : GLOBAL_OFF );
+ GlobalEntity_Add( "is_pc", STRING(gpGlobals->mapname), ( !IsConsole() ) ? GLOBAL_ON : GLOBAL_OFF );
+}
+
+static const char *g_DefaultLightstyles[] =
+{
+ // 0 normal
+ "m",
+ // 1 FLICKER (first variety)
+ "mmnmmommommnonmmonqnmmo",
+ // 2 SLOW STRONG PULSE
+ "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba",
+ // 3 CANDLE (first variety)
+ "mmmmmaaaaammmmmaaaaaabcdefgabcdefg",
+ // 4 FAST STROBE
+ "mamamamamama",
+ // 5 GENTLE PULSE 1
+ "jklmnopqrstuvwxyzyxwvutsrqponmlkj",
+ // 6 FLICKER (second variety)
+ "nmonqnmomnmomomno",
+ // 7 CANDLE (second variety)
+ "mmmaaaabcdefgmmmmaaaammmaamm",
+ // 8 CANDLE (third variety)
+ "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa",
+ // 9 SLOW STROBE (fourth variety)
+ "aaaaaaaazzzzzzzz",
+ // 10 FLUORESCENT FLICKER
+ "mmamammmmammamamaaamammma",
+ // 11 SLOW PULSE NOT FADE TO BLACK
+ "abcdefghijklmnopqrrqponmlkjihgfedcba",
+ // 12 UNDERWATER LIGHT MUTATION
+ // this light only distorts the lightmap - no contribution
+ // is made to the brightness of affected surfaces
+ "mmnnmmnnnmmnn",
+};
+
+
+const char *GetDefaultLightstyleString( int styleIndex )
+{
+ if ( styleIndex < ARRAYSIZE(g_DefaultLightstyles) )
+ {
+ return g_DefaultLightstyles[styleIndex];
+ }
+ return "m";
+}
+
+void CWorld::Precache( void )
+{
+ g_WorldEntity = this;
+ g_fGameOver = false;
+ g_pLastSpawn = NULL;
+
+ ConVarRef stepsize( "sv_stepsize" );
+ stepsize.SetValue( 18 );
+
+ ConVarRef roomtype( "room_type" );
+ roomtype.SetValue( 0 );
+
+ // Set up game rules
+ Assert( !g_pGameRules );
+ if (g_pGameRules)
+ {
+ delete g_pGameRules;
+ }
+
+ InstallGameRules();
+ Assert( g_pGameRules );
+ g_pGameRules->Init();
+
+ CSoundEnt::InitSoundEnt();
+
+ // Only allow precaching between LevelInitPreEntity and PostEntity
+ CBaseEntity::SetAllowPrecache( true );
+ IGameSystem::LevelInitPreEntityAllSystems( STRING( GetModelName() ) );
+
+ // Create the player resource
+ g_pGameRules->CreateStandardEntities();
+
+ // UNDONE: Make most of these things server systems or precache_registers
+ // =================================================
+ // Activities
+ // =================================================
+ ActivityList_Free();
+ RegisterSharedActivities();
+
+ EventList_Free();
+ RegisterSharedEvents();
+
+ InitBodyQue();
+// init sentence group playback stuff from sentences.txt.
+// ok to call this multiple times, calls after first are ignored.
+
+ SENTENCEG_Init();
+
+ // Precache standard particle systems
+ PrecacheStandardParticleSystems( );
+
+// the area based ambient sounds MUST be the first precache_sounds
+
+// player precaches
+ W_Precache (); // get weapon precaches
+ ClientPrecache();
+ g_pGameRules->Precache();
+ // precache all temp ent stuff
+ CBaseTempEntity::PrecacheTempEnts();
+
+ g_Language.SetValue( LANGUAGE_ENGLISH ); // TODO use VGUI to get current language
+
+ if ( g_Language.GetInt() == LANGUAGE_GERMAN )
+ {
+ PrecacheModel( "models/germangibs.mdl" );
+ }
+ else
+ {
+ PrecacheModel( "models/gibs/hgibs.mdl" );
+ }
+
+ PrecacheScriptSound( "BaseEntity.EnterWater" );
+ PrecacheScriptSound( "BaseEntity.ExitWater" );
+
+//
+// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
+//
+ for ( int i = 0; i < ARRAYSIZE(g_DefaultLightstyles); i++ )
+ {
+ engine->LightStyle( i, GetDefaultLightstyleString(i) );
+ }
+
+ // styles 32-62 are assigned by the light program for switchable lights
+
+ // 63 testing
+ engine->LightStyle(63, "a");
+
+ // =================================================
+ // Load and Init AI Networks
+ // =================================================
+ CAI_NetworkManager::InitializeAINetworks();
+ // =================================================
+ // Load and Init AI Schedules
+ // =================================================
+ g_AI_SchedulesManager.LoadAllSchedules();
+ // =================================================
+ // Initialize NPC Relationships
+ // =================================================
+ g_pGameRules->InitDefaultAIRelationships();
+ CBaseCombatCharacter::InitInteractionSystem();
+
+ // Call all registered precachers.
+ CPrecacheRegister::Precache();
+
+ if ( m_iszChapterTitle != NULL_STRING )
+ {
+ DevMsg( 2, "Chapter title: %s\n", STRING(m_iszChapterTitle) );
+ CMessage *pMessage = (CMessage *)CBaseEntity::Create( "env_message", vec3_origin, vec3_angle, NULL );
+ if ( pMessage )
+ {
+ pMessage->SetMessage( m_iszChapterTitle );
+ m_iszChapterTitle = NULL_STRING;
+
+ // send the message entity a play message command, delayed by 1 second
+ pMessage->AddSpawnFlags( SF_MESSAGE_ONCE );
+ pMessage->SetThink( &CMessage::SUB_CallUseToggle );
+ pMessage->SetNextThink( gpGlobals->curtime + 1.0f );
+ }
+ }
+
+ g_iszFuncBrushClassname = AllocPooledString("func_brush");
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : float
+//-----------------------------------------------------------------------------
+float GetRealTime()
+{
+ return engine->Time();
+}
+
+
+bool CWorld::GetDisplayTitle() const
+{
+ return m_bDisplayTitle;
+}
+
+bool CWorld::GetStartDark() const
+{
+ return m_bStartDark;
+}
+
+void CWorld::SetDisplayTitle( bool display )
+{
+ m_bDisplayTitle = display;
+}
+
+void CWorld::SetStartDark( bool startdark )
+{
+ m_bStartDark = startdark;
+}
+
+bool CWorld::IsColdWorld( void )
+{
+ return m_bColdWorld;
+}