diff options
Diffstat (limited to 'sp/src/utils/serverplugin_sample')
4 files changed, 1673 insertions, 0 deletions
diff --git a/sp/src/utils/serverplugin_sample/serverplugin_bot.cpp b/sp/src/utils/serverplugin_sample/serverplugin_bot.cpp new file mode 100644 index 00000000..250bf149 --- /dev/null +++ b/sp/src/utils/serverplugin_sample/serverplugin_bot.cpp @@ -0,0 +1,383 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Basic BOT handling.
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "interface.h"
+#include "filesystem.h"
+#undef VECTOR_NO_SLOW_OPERATIONS
+#include "mathlib/vector.h"
+
+#include "eiface.h"
+#include "edict.h"
+#include "game/server/iplayerinfo.h"
+#include "igameevents.h"
+#include "convar.h"
+#include "vstdlib/random.h"
+#include "../../game/shared/in_buttons.h"
+#include "../../game/shared/shareddefs.h"
+//#include "../../game_shared/util_shared.h"
+#include "engine/IEngineTrace.h"
+
+extern IBotManager *botmanager;
+extern IUniformRandomStream *randomStr;
+extern IPlayerInfoManager *playerinfomanager;
+extern IVEngineServer *engine;
+extern IEngineTrace *enginetrace;
+extern IPlayerInfoManager *playerinfomanager; // game dll interface to interact with players
+extern IServerPluginHelpers *helpers; // special 3rd party plugin helpers from the engine
+
+extern CGlobalVars *gpGlobals;
+
+ConVar bot_forcefireweapon( "plugin_bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." );
+ConVar bot_forceattack2( "plugin_bot_forceattack2", "0", 0, "When firing, use attack2." );
+ConVar bot_forceattackon( "plugin_bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." );
+ConVar bot_flipout( "plugin_bot_flipout", "0", 0, "When on, all bots fire their guns." );
+ConVar bot_changeclass( "plugin_bot_changeclass", "0", 0, "Force all bots to change to the specified class." );
+static ConVar bot_mimic( "plugin_bot_mimic", "0", 0, "Bot uses usercmd of player by index." );
+static ConVar bot_mimic_yaw_offset( "plugin_bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." );
+
+ConVar bot_sendcmd( "plugin_bot_sendcmd", "", 0, "Forces bots to send the specified command." );
+ConVar bot_crouch( "plugin_bot_crouch", "0", 0, "Bot crouches" );
+
+
+// This is our bot class.
+class CPluginBot
+{
+public:
+ CPluginBot() :
+ m_bBackwards(0),
+ m_flNextTurnTime(0),
+ m_bLastTurnToRight(0),
+ m_flNextStrafeTime(0),
+ m_flSideMove(0),
+ m_ForwardAngle(),
+ m_LastAngles()
+ {
+ }
+
+ bool m_bBackwards;
+
+ float m_flNextTurnTime;
+ bool m_bLastTurnToRight;
+
+ float m_flNextStrafeTime;
+ float m_flSideMove;
+
+ QAngle m_ForwardAngle;
+ QAngle m_LastAngles;
+
+ IBotController *m_BotInterface;
+ IPlayerInfo *m_PlayerInfo;
+ edict_t *m_BotEdict;
+};
+
+CUtlVector<CPluginBot> s_Bots;
+
+void Bot_Think( CPluginBot *pBot );
+
+// Handler for the "bot" command.
+void BotAdd_f()
+{
+ if ( !botmanager )
+ return;
+
+ static int s_BotNum = 0;
+ char botName[64];
+ Q_snprintf( botName, sizeof(botName), "Bot_%i", s_BotNum );
+ s_BotNum++;
+
+ edict_t *botEdict = botmanager->CreateBot( botName );
+ if ( botEdict )
+ {
+ int botIndex = s_Bots.AddToTail();
+ CPluginBot & bot = s_Bots[ botIndex ];
+ bot.m_BotInterface = botmanager->GetBotController( botEdict );
+ bot.m_PlayerInfo = playerinfomanager->GetPlayerInfo( botEdict );
+ bot.m_BotEdict = botEdict;
+ Assert( bot.m_BotInterface );
+ }
+}
+
+ConCommand cc_Bot( "plugin_bot_add", BotAdd_f, "Add a bot." );
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Run through all the Bots in the game and let them think.
+//-----------------------------------------------------------------------------
+void Bot_RunAll( void )
+{
+ if ( !botmanager )
+ return;
+
+ for ( int i = 0; i < s_Bots.Count(); i++ )
+ {
+ CPluginBot & bot = s_Bots[i];
+ if ( bot.m_BotEdict->IsFree() || !bot.m_BotEdict->GetUnknown()|| !bot.m_PlayerInfo->IsConnected() )
+ {
+ s_Bots.Remove(i);
+ --i;
+ }
+ else
+ {
+ Bot_Think( &bot );
+ }
+ }
+}
+
+bool Bot_RunMimicCommand( CBotCmd& cmd )
+{
+ if ( bot_mimic.GetInt() <= 0 )
+ return false;
+
+ if ( bot_mimic.GetInt() > gpGlobals->maxClients )
+ return false;
+
+ IPlayerInfo *playerInfo = playerinfomanager->GetPlayerInfo( engine->PEntityOfEntIndex( bot_mimic.GetInt() ) );
+ if ( !playerInfo )
+ return false;
+
+ cmd = playerInfo->GetLastUserCommand();
+ cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
+
+ if( bot_crouch.GetInt() )
+ cmd.buttons |= IN_DUCK;
+
+ return true;
+}
+
+void Bot_UpdateStrafing( CPluginBot *pBot, CBotCmd &cmd )
+{
+ if ( gpGlobals->curtime >= pBot->m_flNextStrafeTime )
+ {
+ pBot->m_flNextStrafeTime = gpGlobals->curtime + 1.0f;
+
+ if ( randomStr->RandomInt( 0, 5 ) == 0 )
+ {
+ pBot->m_flSideMove = -600.0f + 1200.0f * randomStr->RandomFloat( 0, 2 );
+ }
+ else
+ {
+ pBot->m_flSideMove = 0;
+ }
+ cmd.sidemove = pBot->m_flSideMove;
+
+ if ( randomStr->RandomInt( 0, 20 ) == 0 )
+ {
+ pBot->m_bBackwards = true;
+ }
+ else
+ {
+ pBot->m_bBackwards = false;
+ }
+ }
+}
+
+void Bot_UpdateDirection( CPluginBot *pBot )
+{
+ float angledelta = 15.0;
+
+ int maxtries = (int)360.0/angledelta;
+
+ if ( pBot->m_bLastTurnToRight )
+ {
+ angledelta = -angledelta;
+ }
+
+ QAngle angle( pBot->m_BotInterface->GetLocalAngles() );
+
+ trace_t trace;
+ Vector vecSrc, vecEnd, forward;
+ while ( --maxtries >= 0 )
+ {
+ AngleVectors( angle, &forward );
+
+ vecSrc = pBot->m_BotInterface->GetLocalOrigin() + Vector( 0, 0, 36 );
+ vecEnd = vecSrc + forward * 10;
+
+ Ray_t ray;
+ ray.Init( vecSrc, vecEnd, Vector(-16, -16, 0 ), Vector( 16, 16, 72 ) );
+ CTraceFilterWorldAndPropsOnly traceFilter;
+ enginetrace->TraceRay( ray, MASK_PLAYERSOLID, &traceFilter, &trace );
+
+ if ( trace.fraction == 1.0 )
+ {
+ if ( gpGlobals->curtime < pBot->m_flNextTurnTime )
+ {
+ break;
+ }
+ }
+
+ angle.y += angledelta;
+
+ if ( angle.y > 180 )
+ angle.y -= 360;
+ else if ( angle.y < -180 )
+ angle.y += 360;
+
+ pBot->m_flNextTurnTime = gpGlobals->curtime + 2.0;
+ pBot->m_bLastTurnToRight = randomStr->RandomInt( 0, 1 ) == 0 ? true : false;
+
+ pBot->m_ForwardAngle = angle;
+ pBot->m_LastAngles = angle;
+ }
+
+ pBot->m_BotInterface->SetLocalAngles( angle );
+}
+
+
+void Bot_FlipOut( CPluginBot *pBot, CBotCmd &cmd )
+{
+ if ( bot_flipout.GetInt() > 0 && !pBot->m_PlayerInfo->IsDead() )
+ {
+ if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
+ {
+ cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
+ }
+
+ if ( bot_flipout.GetInt() >= 2 )
+ {
+ QAngle angOffset = RandomAngle( -1, 1 );
+
+ pBot->m_LastAngles += angOffset;
+
+ for ( int i = 0 ; i < 2; i++ )
+ {
+ if ( fabs( pBot->m_LastAngles[ i ] - pBot->m_ForwardAngle[ i ] ) > 15.0f )
+ {
+ if ( pBot->m_LastAngles[ i ] > pBot->m_ForwardAngle[ i ] )
+ {
+ pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] + 15;
+ }
+ else
+ {
+ pBot->m_LastAngles[ i ] = pBot->m_ForwardAngle[ i ] - 15;
+ }
+ }
+ }
+
+ pBot->m_LastAngles[ 2 ] = 0;
+
+ pBot->m_BotInterface->SetLocalAngles( pBot->m_LastAngles );
+ }
+ }
+}
+
+
+void Bot_HandleSendCmd( CPluginBot *pBot )
+{
+ if ( strlen( bot_sendcmd.GetString() ) > 0 )
+ {
+ //send the cmd from this bot
+ helpers->ClientCommand( pBot->m_BotEdict, bot_sendcmd.GetString() );
+
+ bot_sendcmd.SetValue("");
+ }
+}
+
+
+// If bots are being forced to fire a weapon, see if I have it
+void Bot_ForceFireWeapon( CPluginBot *pBot, CBotCmd &cmd )
+{
+ if ( Q_strlen( bot_forcefireweapon.GetString() ) > 0 )
+ {
+ pBot->m_BotInterface->SetActiveWeapon( bot_forcefireweapon.GetString() );
+ bot_forcefireweapon.SetValue( "" );
+ // Start firing
+ // Some weapons require releases, so randomise firing
+ if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
+ {
+ cmd.buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
+ }
+ }
+}
+
+
+void Bot_SetForwardMovement( CPluginBot *pBot, CBotCmd &cmd )
+{
+ if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) )
+ {
+ if ( pBot->m_PlayerInfo->GetHealth() == 100 )
+ {
+ cmd.forwardmove = 600 * ( pBot->m_bBackwards ? -1 : 1 );
+ if ( pBot->m_flSideMove != 0.0f )
+ {
+ cmd.forwardmove *= randomStr->RandomFloat( 0.1, 1.0f );
+ }
+ }
+ else
+ {
+ // Stop when shot
+ cmd.forwardmove = 0;
+ }
+ }
+}
+
+
+void Bot_HandleRespawn( CPluginBot *pBot, CBotCmd &cmd )
+{
+ // Wait for Reinforcement wave
+ if ( pBot->m_PlayerInfo->IsDead() )
+ {
+ if ( pBot->m_PlayerInfo->GetTeamIndex() == 0 )
+ {
+ helpers->ClientCommand( pBot->m_BotEdict, "joingame" );
+ helpers->ClientCommand( pBot->m_BotEdict, "jointeam 3" );
+ helpers->ClientCommand( pBot->m_BotEdict, "joinclass 0" );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Run this Bot's AI for one frame.
+//-----------------------------------------------------------------------------
+void Bot_Think( CPluginBot *pBot )
+{
+ CBotCmd cmd;
+ Q_memset( &cmd, 0, sizeof( cmd ) );
+
+ // Finally, override all this stuff if the bot is being forced to mimic a player.
+ if ( !Bot_RunMimicCommand( cmd ) )
+ {
+ cmd.sidemove = pBot->m_flSideMove;
+
+ if ( !pBot->m_PlayerInfo->IsDead() )
+ {
+ Bot_SetForwardMovement( pBot, cmd );
+
+ // Only turn if I haven't been hurt
+ if ( !pBot->m_BotInterface->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_PlayerInfo->GetHealth() == 100 )
+ {
+ Bot_UpdateDirection( pBot );
+ Bot_UpdateStrafing( pBot, cmd );
+ }
+
+ // Handle console settings.
+ Bot_ForceFireWeapon( pBot, cmd );
+ Bot_HandleSendCmd( pBot );
+ }
+ else
+ {
+ Bot_HandleRespawn( pBot, cmd );
+ }
+
+ Bot_FlipOut( pBot, cmd );
+
+ cmd.viewangles = pBot->m_BotInterface->GetLocalAngles();
+ cmd.upmove = 0;
+ cmd.impulse = 0;
+ }
+
+ pBot->m_BotInterface->RunPlayerMove( &cmd );
+}
+
+
diff --git a/sp/src/utils/serverplugin_sample/serverplugin_empty-2010.vcxproj b/sp/src/utils/serverplugin_sample/serverplugin_empty-2010.vcxproj new file mode 100644 index 00000000..f4d0a2d3 --- /dev/null +++ b/sp/src/utils/serverplugin_sample/serverplugin_empty-2010.vcxproj @@ -0,0 +1,258 @@ +<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectName>Serverplugin_empty</ProjectName>
+ <ProjectGuid>{394B82B6-3999-E576-5458-2D2EB4229509}</ProjectGuid>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <TargetName>serverplugin_empty</TargetName>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>DynamicLibrary</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <TargetName>serverplugin_empty</TargetName>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup>
+ <_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
+ <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">.\Debug\win32\</OutDir>
+ <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">.\Debug\win32\</IntDir>
+ <ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\devtools\vstools;$(ExecutablePath);$(Path)</ExecutablePath>
+ <PreBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</PreBuildEventUseInBuild>
+ <PreLinkEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</PreLinkEventUseInBuild>
+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
+ <GenerateManifest Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</GenerateManifest>
+ <PostBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</PostBuildEventUseInBuild>
+ <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">.\Release\win32\</OutDir>
+ <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">.\Release\win32\</IntDir>
+ <ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\devtools\vstools;$(ExecutablePath);$(Path)</ExecutablePath>
+ <PreBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</PreBuildEventUseInBuild>
+ <PreLinkEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</PreLinkEventUseInBuild>
+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
+ <GenerateManifest Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</GenerateManifest>
+ <PostBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</PostBuildEventUseInBuild>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <PreBuildEvent>
+ </PreBuildEvent>
+ <ClCompile>
+ <AdditionalOptions> /MP</AdditionalOptions>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..\common;..\..\public;..\..\public\tier0;..\..\public\tier1;..\..\game\server;..\..\game\shared</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_HAS_ITERATOR_DEBUGGING=0;WIN32;_WIN32;_DEBUG;DEBUG;_WINDOWS;_USRDLL;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE;DLLNAME=serverplugin_empty;RAD_TELEMETRY_DISABLED;COMPILER_MSVC32;serverplugin_emptyONLY;_MBCS;VPCGAMECAPS=VALVE;PROJECTDIR=D:\dev\games\rel\singleplayer\src\utils\serverplugin_sample;_DLL_EXT=.dll;VPCGAME=valve</PreprocessorDefinitions>
+ <StringPooling>true</StringPooling>
+ <ExceptionHandling>false</ExceptionHandling>
+ <BasicRuntimeChecks>Default</BasicRuntimeChecks>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <BufferSecurityCheck>true</BufferSecurityCheck>
+ <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
+ <FloatingPointModel>Fast</FloatingPointModel>
+ <ForceConformanceInForLoopScope>true</ForceConformanceInForLoopScope>
+ <RuntimeTypeInfo>true</RuntimeTypeInfo>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <AssemblerListingLocation>$(IntDir)/</AssemblerListingLocation>
+ <ObjectFileName>$(IntDir)/</ObjectFileName>
+ <ProgramDataBaseFileName>$(IntDir)/</ProgramDataBaseFileName>
+ <GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
+ <BrowseInformation>false</BrowseInformation>
+ <WarningLevel>Level4</WarningLevel>
+ <TreatWarningAsError>true</TreatWarningAsError>
+ <DebugInformationFormat>EditAndContinue</DebugInformationFormat>
+ <CompileAs>CompileAsCpp</CompileAs>
+ <BrowseInformationFile>$(IntDir)/</BrowseInformationFile>
+ <ErrorReporting>Prompt</ErrorReporting>
+ </ClCompile>
+ <ResourceCompile>
+ <PreprocessorDefinitions>_DEBUG;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE</PreprocessorDefinitions>
+ <Culture>1033</Culture>
+ </ResourceCompile>
+ <PreLinkEvent>
+ </PreLinkEvent>
+ <Link>
+ <AdditionalOptions> /ignore:4221</AdditionalOptions>
+ <AdditionalDependencies>%(AdditionalDependencies);odbc32.lib;odbccp32.lib</AdditionalDependencies>
+ <ShowProgress>NotSet</ShowProgress>
+ <OutputFile>$(OutDir)\serverplugin_empty.dll</OutputFile>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <AdditionalLibraryDirectories>..\..\lib\common;..\..\lib\public</AdditionalLibraryDirectories>
+ <IgnoreSpecificDefaultLibraries>libc;libcd;libcmt</IgnoreSpecificDefaultLibraries>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <ProgramDatabaseFile>$(IntDir)/$(TargetName).pdb</ProgramDatabaseFile>
+ <GenerateMapFile>false</GenerateMapFile>
+ <MapFileName>$(IntDir)/$(TargetName).map</MapFileName>
+ <SubSystem>Windows</SubSystem>
+ <BaseAddress> </BaseAddress>
+ <TargetMachine>MachineX86</TargetMachine>
+ <LinkErrorReporting>PromptImmediately</LinkErrorReporting>
+ <LinkLibraryDependencies>false</LinkLibraryDependencies>
+ <ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
+ </Link>
+ <Manifest>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ </Manifest>
+ <Xdcmake>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ </Xdcmake>
+ <Bscmake>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <OutputFile>$(OutDir)/serverplugin_empty.bsc</OutputFile>
+ </Bscmake>
+ <PostBuildEvent>
+ <Message>Publishing to ..\..\..\game\bin</Message>
+ <Command>if not exist "..\..\..\game\bin" mkdir "..\..\..\game\bin"
copy "$(TargetDir)"$(TargetFileName) "..\..\..\game\bin\$(TargetFileName)"
if ERRORLEVEL 1 goto BuildEventFailed
if exist "$(TargetDir)"$(TargetName).map copy "$(TargetDir)"$(TargetName).map ..\..\..\game\bin\$(TargetName).map
copy "$(TargetDir)"$(TargetName).pdb ..\..\..\game\bin\$(TargetName).pdb
if ERRORLEVEL 1 goto BuildEventFailed
goto BuildEventOK
:BuildEventFailed
echo *** ERROR! PostBuildStep FAILED for $(ProjectName)! EXE or DLL is probably running. ***
del /q "$(TargetDir)"$(TargetFileName)
exit 1
:BuildEventOK
</Command>
+ </PostBuildEvent>
+ <CustomBuildStep>
+ </CustomBuildStep>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <PreBuildEvent>
+ </PreBuildEvent>
+ <ClCompile>
+ <AdditionalOptions> /MP /d2Zi+</AdditionalOptions>
+ <Optimization>MaxSpeed</Optimization>
+ <InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
+ <AdditionalIncludeDirectories>..\..\common;..\..\public;..\..\public\tier0;..\..\public\tier1;..\..\game\server;..\..\game\shared</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;_WIN32;NDEBUG;_WINDOWS;_USRDLL;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE;DLLNAME=serverplugin_empty;RAD_TELEMETRY_DISABLED;COMPILER_MSVC32;serverplugin_emptyONLY;_MBCS;VPCGAMECAPS=VALVE;PROJECTDIR=D:\dev\games\rel\singleplayer\src\utils\serverplugin_sample;_DLL_EXT=.dll;VPCGAME=valve</PreprocessorDefinitions>
+ <StringPooling>true</StringPooling>
+ <ExceptionHandling>false</ExceptionHandling>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
+ <FloatingPointModel>Fast</FloatingPointModel>
+ <ForceConformanceInForLoopScope>true</ForceConformanceInForLoopScope>
+ <RuntimeTypeInfo>true</RuntimeTypeInfo>
+ <PrecompiledHeader>NotUsing</PrecompiledHeader>
+ <AssemblerListingLocation>$(IntDir)/</AssemblerListingLocation>
+ <ObjectFileName>$(IntDir)/</ObjectFileName>
+ <ProgramDataBaseFileName>$(IntDir)/</ProgramDataBaseFileName>
+ <GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
+ <BrowseInformation>false</BrowseInformation>
+ <WarningLevel>Level4</WarningLevel>
+ <TreatWarningAsError>true</TreatWarningAsError>
+ <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+ <CompileAs>CompileAsCpp</CompileAs>
+ <BrowseInformationFile>$(IntDir)/</BrowseInformationFile>
+ <ErrorReporting>Prompt</ErrorReporting>
+ </ClCompile>
+ <ResourceCompile>
+ <PreprocessorDefinitions>NDEBUG;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE</PreprocessorDefinitions>
+ <Culture>1033</Culture>
+ </ResourceCompile>
+ <PreLinkEvent>
+ </PreLinkEvent>
+ <Link>
+ <AdditionalOptions> /DYNAMICBASE /ignore:4221</AdditionalOptions>
+ <AdditionalDependencies>%(AdditionalDependencies);odbc32.lib;odbccp32.lib</AdditionalDependencies>
+ <ShowProgress>NotSet</ShowProgress>
+ <OutputFile>$(OutDir)\serverplugin_empty.dll</OutputFile>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <AdditionalLibraryDirectories>..\..\lib\common;..\..\lib\public</AdditionalLibraryDirectories>
+ <IgnoreSpecificDefaultLibraries>libc;libcd;libcmtd</IgnoreSpecificDefaultLibraries>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <ProgramDatabaseFile>$(IntDir)/$(TargetName).pdb</ProgramDatabaseFile>
+ <GenerateMapFile>false</GenerateMapFile>
+ <MapFileName>$(IntDir)/$(TargetName).map</MapFileName>
+ <SubSystem>Windows</SubSystem>
+ <OptimizeReferences>true</OptimizeReferences>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <BaseAddress> </BaseAddress>
+ <TargetMachine>MachineX86</TargetMachine>
+ <LinkErrorReporting>PromptImmediately</LinkErrorReporting>
+ <LinkLibraryDependencies>false</LinkLibraryDependencies>
+ </Link>
+ <Manifest>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ </Manifest>
+ <Xdcmake>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ </Xdcmake>
+ <Bscmake>
+ <SuppressStartupBanner>true</SuppressStartupBanner>
+ <OutputFile>$(OutDir)/serverplugin_empty.bsc</OutputFile>
+ </Bscmake>
+ <PostBuildEvent>
+ <Message>Publishing to ..\..\..\game\bin</Message>
+ <Command>if not exist "..\..\..\game\bin" mkdir "..\..\..\game\bin"
copy "$(TargetDir)"$(TargetFileName) "..\..\..\game\bin\$(TargetFileName)"
if ERRORLEVEL 1 goto BuildEventFailed
if exist "$(TargetDir)"$(TargetName).map copy "$(TargetDir)"$(TargetName).map ..\..\..\game\bin\$(TargetName).map
copy "$(TargetDir)"$(TargetName).pdb ..\..\..\game\bin\$(TargetName).pdb
if ERRORLEVEL 1 goto BuildEventFailed
goto BuildEventOK
:BuildEventFailed
echo *** ERROR! PostBuildStep FAILED for $(ProjectName)! EXE or DLL is probably running. ***
del /q "$(TargetDir)"$(TargetFileName)
exit 1
:BuildEventOK
</Command>
+ </PostBuildEvent>
+ <CustomBuildStep>
+ </CustomBuildStep>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <Library Include="..\..\lib\public\mathlib.lib" />
+ <Library Include="..\..\lib\public\tier0.lib" />
+ <Library Include="..\..\lib\public\tier1.lib" />
+ <Library Include="..\..\lib\public\tier2.lib" />
+ <Library Include="..\..\lib\public\vstdlib.lib" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\public\tier0\basetypes.h" />
+ <ClInclude Include="..\..\public\Color.h" />
+ <ClInclude Include="..\..\public\tier0\dbg.h" />
+ <ClInclude Include="..\..\public\eiface.h" />
+ <ClInclude Include="..\..\public\filesystem.h" />
+ <ClInclude Include="..\..\public\tier0\icommandline.h" />
+ <ClInclude Include="..\..\public\igameevents.h" />
+ <ClInclude Include="..\..\public\tier1\interface.h" />
+ <ClInclude Include="..\..\public\game\server\iplayerinfo.h" />
+ <ClInclude Include="..\..\public\engine\iserverplugin.h" />
+ <ClInclude Include="..\..\public\tier1\KeyValues.h" />
+ <ClInclude Include="..\..\public\tier0\mem.h" />
+ <ClInclude Include="..\..\public\tier0\memalloc.h" />
+ <ClInclude Include="..\..\public\tier0\memdbgon.h" />
+ <ClInclude Include="..\..\public\tier1\strtools.h" />
+ <ClInclude Include="..\..\public\tier1\utlbuffer.h" />
+ <ClInclude Include="..\..\public\tier1\utlmemory.h" />
+ <ClInclude Include="..\..\public\tier1\utlvector.h" />
+ <ClInclude Include="..\..\public\vstdlib\vstdlib.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\public\tier0\memoverride.cpp">
+ <PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">NotUsing</PrecompiledHeader>
+ <PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NotUsing</PrecompiledHeader>
+ </ClCompile>
+ <ClCompile Include="serverplugin_bot.cpp" />
+ <ClCompile Include="serverplugin_empty.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ </ItemGroup>
+ <ItemGroup>
+ <CustomBuild Include="..\..\public\tier0\pointeroverride.asm">
+ <Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compiling pointeroverride.asm</Message>
+ <Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(VCInstallDir)bin\ml.exe" /c /Cp /Zi /Fo"$(IntDir)\%(Filename).obj" "%(FullPath)"</Command>
+ <Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(IntDir)\%(Filename).obj</Outputs>
+ <Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compiling pointeroverride.asm</Message>
+ <Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(VCInstallDir)bin\ml.exe" /c /Cp /Zi /Fo"$(IntDir)\%(Filename).obj" "%(FullPath)"</Command>
+ <Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(IntDir)\%(Filename).obj</Outputs>
+ </CustomBuild>
+ </ItemGroup>
+ <ItemGroup>
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project>
diff --git a/sp/src/utils/serverplugin_sample/serverplugin_empty-2010.vcxproj.filters b/sp/src/utils/serverplugin_sample/serverplugin_empty-2010.vcxproj.filters new file mode 100644 index 00000000..7f979a47 --- /dev/null +++ b/sp/src/utils/serverplugin_sample/serverplugin_empty-2010.vcxproj.filters @@ -0,0 +1,110 @@ +<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="Header Files">
+ <UniqueIdentifier>{1680C80B-FF1E-EA4D-9817-CC12254F2E40}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="Link Libraries">
+ <UniqueIdentifier>{C5D73B3A-C648-896C-B7CE-F174808E5BA5}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="Source Files">
+ <UniqueIdentifier>{BA03E055-4FA2-FCE3-8A1C-D348547D379C}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <Library Include="..\..\lib\public\mathlib.lib">
+ <Filter>Link Libraries</Filter>
+ </Library>
+ <Library Include="..\..\lib\public\tier0.lib">
+ <Filter>Link Libraries</Filter>
+ </Library>
+ <Library Include="..\..\lib\public\tier1.lib">
+ <Filter>Link Libraries</Filter>
+ </Library>
+ <Library Include="..\..\lib\public\tier2.lib">
+ <Filter>Link Libraries</Filter>
+ </Library>
+ <Library Include="..\..\lib\public\vstdlib.lib">
+ <Filter>Link Libraries</Filter>
+ </Library>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\public\tier0\basetypes.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\Color.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier0\dbg.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\eiface.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\filesystem.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier0\icommandline.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\igameevents.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier1\interface.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\game\server\iplayerinfo.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\engine\iserverplugin.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier1\KeyValues.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier0\mem.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier0\memalloc.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier0\memdbgon.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier1\strtools.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier1\utlbuffer.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier1\utlmemory.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\tier1\utlvector.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\public\vstdlib\vstdlib.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\public\tier0\memoverride.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
+ <ClCompile Include="serverplugin_bot.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
+ <ClCompile Include="serverplugin_empty.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ </ItemGroup>
+ <ItemGroup>
+ <CustomBuild Include="..\..\public\tier0\pointeroverride.asm">
+ <Filter>Source Files</Filter>
+ </CustomBuild>
+ </ItemGroup>
+ <ItemGroup>
+ </ItemGroup>
+</Project>
diff --git a/sp/src/utils/serverplugin_sample/serverplugin_empty.cpp b/sp/src/utils/serverplugin_sample/serverplugin_empty.cpp new file mode 100644 index 00000000..ff82b5f6 --- /dev/null +++ b/sp/src/utils/serverplugin_sample/serverplugin_empty.cpp @@ -0,0 +1,922 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+
+#include <stdio.h>
+
+//#define GAME_DLL
+#ifdef GAME_DLL
+#include "cbase.h"
+#endif
+
+#include <stdio.h>
+#include "interface.h"
+#include "filesystem.h"
+#include "engine/iserverplugin.h"
+#include "eiface.h"
+#include "igameevents.h"
+#include "convar.h"
+#include "Color.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineTrace.h"
+#include "tier2/tier2.h"
+#include "game/server/pluginvariant.h"
+#include "game/server/iplayerinfo.h"
+#include "game/server/ientityinfo.h"
+#include "game/server/igameinfo.h"
+
+//#define SAMPLE_TF2_PLUGIN
+#ifdef SAMPLE_TF2_PLUGIN
+#include "tf/tf_shareddefs.h"
+#endif
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// Interfaces from the engine
+IVEngineServer *engine = NULL; // helper functions (messaging clients, loading content, making entities, running commands, etc)
+IGameEventManager *gameeventmanager_ = NULL; // game events interface
+#ifndef GAME_DLL
+#define gameeventmanager gameeventmanager_
+#endif
+IPlayerInfoManager *playerinfomanager = NULL; // game dll interface to interact with players
+IEntityInfoManager *entityinfomanager = NULL; // game dll interface to interact with all entities (like IPlayerInfo)
+IGameInfoManager *gameinfomanager = NULL; // game dll interface to get data from game rules directly
+IBotManager *botmanager = NULL; // game dll interface to interact with bots
+IServerPluginHelpers *helpers = NULL; // special 3rd party plugin helpers from the engine
+IUniformRandomStream *randomStr = NULL;
+IEngineTrace *enginetrace = NULL;
+
+
+CGlobalVars *gpGlobals = NULL;
+
+// function to initialize any cvars/command in this plugin
+void Bot_RunAll( void );
+
+// useful helper func
+#ifndef GAME_DLL
+inline bool FStrEq(const char *sz1, const char *sz2)
+{
+ return(Q_stricmp(sz1, sz2) == 0);
+}
+#endif
+//---------------------------------------------------------------------------------
+// Purpose: a sample 3rd party plugin class
+//---------------------------------------------------------------------------------
+class CEmptyServerPlugin: public IServerPluginCallbacks, public IGameEventListener
+{
+public:
+ CEmptyServerPlugin();
+ ~CEmptyServerPlugin();
+
+ // IServerPluginCallbacks methods
+ virtual bool Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory );
+ virtual void Unload( void );
+ virtual void Pause( void );
+ virtual void UnPause( void );
+ virtual const char *GetPluginDescription( void );
+ virtual void LevelInit( char const *pMapName );
+ virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax );
+ virtual void GameFrame( bool simulating );
+ virtual void LevelShutdown( void );
+ virtual void ClientActive( edict_t *pEntity );
+ virtual void ClientDisconnect( edict_t *pEntity );
+ virtual void ClientPutInServer( edict_t *pEntity, char const *playername );
+ virtual void SetCommandClient( int index );
+ virtual void ClientSettingsChanged( edict_t *pEdict );
+ virtual PLUGIN_RESULT ClientConnect( bool *bAllowConnect, edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
+ virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity, const CCommand &args );
+ virtual PLUGIN_RESULT NetworkIDValidated( const char *pszUserName, const char *pszNetworkID );
+ virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue );
+ virtual void OnEdictAllocated( edict_t *edict );
+ virtual void OnEdictFreed( const edict_t *edict );
+
+ // IGameEventListener Interface
+ virtual void FireGameEvent( KeyValues * event );
+
+ virtual int GetCommandIndex() { return m_iClientCommandIndex; }
+private:
+ int m_iClientCommandIndex;
+};
+
+
+//
+// The plugin is a static singleton that is exported as an interface
+//
+CEmptyServerPlugin g_EmtpyServerPlugin;
+EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEmptyServerPlugin, IServerPluginCallbacks, INTERFACEVERSION_ISERVERPLUGINCALLBACKS, g_EmtpyServerPlugin );
+
+//---------------------------------------------------------------------------------
+// Purpose: constructor/destructor
+//---------------------------------------------------------------------------------
+CEmptyServerPlugin::CEmptyServerPlugin()
+{
+ m_iClientCommandIndex = 0;
+}
+
+CEmptyServerPlugin::~CEmptyServerPlugin()
+{
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when the plugin is loaded, load the interface we need from the engine
+//---------------------------------------------------------------------------------
+bool CEmptyServerPlugin::Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory )
+{
+ ConnectTier1Libraries( &interfaceFactory, 1 );
+ ConnectTier2Libraries( &interfaceFactory, 1 );
+
+ entityinfomanager = (IEntityInfoManager *)gameServerFactory(INTERFACEVERSION_ENTITYINFOMANAGER,NULL);
+ if ( !entityinfomanager )
+ {
+ Warning( "Unable to load entityinfomanager, ignoring\n" ); // this isn't fatal, we just won't be able to access entity data
+ }
+
+ playerinfomanager = (IPlayerInfoManager *)gameServerFactory(INTERFACEVERSION_PLAYERINFOMANAGER,NULL);
+ if ( !playerinfomanager )
+ {
+ Warning( "Unable to load playerinfomanager, ignoring\n" ); // this isn't fatal, we just won't be able to access specific player data
+ }
+
+ botmanager = (IBotManager *)gameServerFactory(INTERFACEVERSION_PLAYERBOTMANAGER, NULL);
+ if ( !botmanager )
+ {
+ Warning( "Unable to load botcontroller, ignoring\n" ); // this isn't fatal, we just won't be able to access specific bot functions
+ }
+ gameinfomanager = (IGameInfoManager *)gameServerFactory(INTERFACEVERSION_GAMEINFOMANAGER, NULL);
+ if (!gameinfomanager)
+ {
+ Warning( "Unable to load gameinfomanager, ignoring\n" );
+ }
+
+ engine = (IVEngineServer*)interfaceFactory(INTERFACEVERSION_VENGINESERVER, NULL);
+ gameeventmanager = (IGameEventManager *)interfaceFactory(INTERFACEVERSION_GAMEEVENTSMANAGER,NULL);
+ helpers = (IServerPluginHelpers*)interfaceFactory(INTERFACEVERSION_ISERVERPLUGINHELPERS, NULL);
+ enginetrace = (IEngineTrace *)interfaceFactory(INTERFACEVERSION_ENGINETRACE_SERVER,NULL);
+ randomStr = (IUniformRandomStream *)interfaceFactory(VENGINE_SERVER_RANDOM_INTERFACE_VERSION, NULL);
+
+ // get the interfaces we want to use
+ if( ! ( engine && gameeventmanager && g_pFullFileSystem && helpers && enginetrace && randomStr ) )
+ {
+ return false; // we require all these interface to function
+ }
+
+ if ( playerinfomanager )
+ {
+ gpGlobals = playerinfomanager->GetGlobalVars();
+ }
+
+ MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
+ ConVar_Register( 0 );
+ return true;
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when the plugin is unloaded (turned off)
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::Unload( void )
+{
+ gameeventmanager->RemoveListener( this ); // make sure we are unloaded from the event system
+
+ ConVar_Unregister( );
+ DisconnectTier2Libraries( );
+ DisconnectTier1Libraries( );
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when the plugin is paused (i.e should stop running but isn't unloaded)
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::Pause( void )
+{
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when the plugin is unpaused (i.e should start executing again)
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::UnPause( void )
+{
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: the name of this plugin, returned in "plugin_print" command
+//---------------------------------------------------------------------------------
+const char *CEmptyServerPlugin::GetPluginDescription( void )
+{
+ return "Emtpy-Plugin V2, Valve";
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called on level start
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::LevelInit( char const *pMapName )
+{
+ Msg( "Level \"%s\" has been loaded\n", pMapName );
+ gameeventmanager->AddListener( this, true );
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called on level start, when the server is ready to accept client connections
+// edictCount is the number of entities in the level, clientMax is the max client count
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
+{
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called once per server frame, do recurring work here (like checking for timeouts)
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::GameFrame( bool simulating )
+{
+ if ( simulating )
+ {
+ Bot_RunAll();
+ }
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called on level end (as the server is shutting down or going to a new map)
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::LevelShutdown( void ) // !!!!this can get called multiple times per map change
+{
+ gameeventmanager->RemoveListener( this );
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when a client spawns into a server (i.e as they begin to play)
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::ClientActive( edict_t *pEntity )
+{
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when a client leaves a server (or is timed out)
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::ClientDisconnect( edict_t *pEntity )
+{
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called on
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::ClientPutInServer( edict_t *pEntity, char const *playername )
+{
+ KeyValues *kv = new KeyValues( "msg" );
+ kv->SetString( "title", "Hello" );
+ kv->SetString( "msg", "Hello there" );
+ kv->SetColor( "color", Color( 255, 0, 0, 255 ));
+ kv->SetInt( "level", 5);
+ kv->SetInt( "time", 10);
+ helpers->CreateMessage( pEntity, DIALOG_MSG, kv, this );
+ kv->deleteThis();
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called on level start
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::SetCommandClient( int index )
+{
+ m_iClientCommandIndex = index;
+}
+
+void ClientPrint( edict_t *pEdict, char *format, ... )
+{
+ va_list argptr;
+ static char string[1024];
+
+ va_start (argptr, format);
+ Q_vsnprintf(string, sizeof(string), format,argptr);
+ va_end (argptr);
+
+ engine->ClientPrintf( pEdict, string );
+}
+//---------------------------------------------------------------------------------
+// Purpose: called on level start
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::ClientSettingsChanged( edict_t *pEdict )
+{
+ if ( playerinfomanager )
+ {
+ IPlayerInfo *playerinfo = playerinfomanager->GetPlayerInfo( pEdict );
+
+ const char * name = engine->GetClientConVarValue( engine->IndexOfEdict(pEdict), "name" );
+
+ // CAN'T use Q_stricmp here, this dll is made by 3rd parties and may not link to tier0/vstdlib
+ if ( playerinfo && name && playerinfo->GetName() &&
+ stricmp( name, playerinfo->GetName()) ) // playerinfo may be NULL if the MOD doesn't support access to player data
+ // OR if you are accessing the player before they are fully connected
+ {
+ ClientPrint( pEdict, "Your name changed to \"%s\" (from \"%s\"\n", name, playerinfo->GetName() );
+ // this is the bad way to check this, the better option it to listen for the "player_changename" event in FireGameEvent()
+ // this is here to give a real example of how to use the playerinfo interface
+ }
+ }
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when a client joins a server
+//---------------------------------------------------------------------------------
+PLUGIN_RESULT CEmptyServerPlugin::ClientConnect( bool *bAllowConnect, edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen )
+{
+ return PLUGIN_CONTINUE;
+}
+
+CON_COMMAND( DoAskConnect, "Server plugin example of using the ask connect dialog" )
+{
+ if ( args.ArgC() < 2 )
+ {
+ Warning ( "DoAskConnect <server IP>\n" );
+ }
+ else
+ {
+ const char *pServerIP = args.Arg( 1 );
+
+ KeyValues *kv = new KeyValues( "menu" );
+ kv->SetString( "title", pServerIP ); // The IP address of the server to connect to goes in the "title" field.
+ kv->SetInt( "time", 3 );
+
+ for ( int i=1; i < gpGlobals->maxClients; i++ )
+ {
+ edict_t *pEdict = engine->PEntityOfEntIndex( i );
+ if ( pEdict )
+ {
+ helpers->CreateMessage( pEdict, DIALOG_ASKCONNECT, kv, &g_EmtpyServerPlugin );
+ }
+ }
+
+ kv->deleteThis();
+ }
+}
+
+#ifdef SAMPLE_TF2_PLUGIN
+const char *classNames[] =
+{
+ "unknown",
+ "scout",
+ "sniper",
+ "soldier",
+ "demoman",
+ "medic",
+ "heavy weapons guy",
+ "pyro",
+ "spy",
+ "engineer",
+};
+
+bool TFPlayerHasCondition( int inBits, int condition )
+{
+ Assert( condition >= 0 && condition < TF_COND_LAST );
+
+ return ( ( inBits & (1<<condition) ) != 0 );
+}
+
+void SentryStatus( edict_t *pEntity )
+{
+ IPlayerInfo *playerinfo = playerinfomanager->GetPlayerInfo( pEntity );
+ if (!playerinfo)
+ {
+ Msg("couldn't get playerinfo\n");
+ return;
+ }
+
+ Msg("Sentry Status:\n");
+ pluginvariant value;
+ pluginvariant emptyVariant;
+ edict_t *pSentry = NULL;
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_ENTINDEX_SENTRY, value, emptyVariant))
+ {
+ pSentry = engine->PEntityOfEntIndex( value.Int() );
+ if (!pSentry)
+ {
+ Warning("couldn't attain sentry gun entity\n");
+ return;
+ }
+ }
+ else
+ {
+ Msg("No Sentrygun built.\n");
+ return;
+
+ }
+ IEntityInfo *entinfo = entityinfomanager->GetEntityInfo( pSentry );
+ if (!entinfo)
+ {
+ Warning("couldn't get entinfo for sentry gun\n");
+ return;
+ }
+
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_BUILDING_SENTRY, value, emptyVariant))
+ {
+ if (value.Bool())
+ Msg("Sentry Under Construction...\n");
+ }
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_UPGRADING_SENTRY, value, emptyVariant))
+ {
+ if (value.Bool())
+ Msg("Sentry Upgrading...\n");
+ }
+
+ int sentryLevel = 0;
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_SENTRY_LEVEL, value, emptyVariant))
+ {
+ sentryLevel = value.Int();
+ Msg("Sentry Level: %i\n", sentryLevel );
+ }
+ else
+ Msg("Unable to retrive sentry level\n");
+
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_SENTRY_PROGRESS, value, emptyVariant))
+ {
+ if (sentryLevel < 3)
+ {
+ int iMetal, iRequiredMetal;
+ iRequiredMetal = value.Int() & 0xFF;
+ iMetal = (value.Int()>>8) & 0xFF;
+ Msg("%i / %i Metal Required for Sentry Level %i\n", iMetal, iRequiredMetal, sentryLevel+1);
+ }
+ else
+ Msg("Sentry cannot be upgraded further.\n");
+ }
+
+ Msg("Health: %i\n", entinfo->GetHealth() );
+
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_SENTRY_KILLS, value, emptyVariant))
+ Msg("Kills: %i\n", value.Int() );
+ else
+ Msg("Unable to retrieve sentry kills\n");
+
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_SENTRY_AMMO_SHELLS, value, emptyVariant))
+ {
+ int iShells, iMaxShells;
+ iMaxShells = value.Int() & 0xFF;
+ iShells = (value.Int()>>8) & 0xFF;
+ Msg("Shells: %i / %i\n", iShells, iMaxShells);
+ }
+ if (sentryLevel > 2)
+ {
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_SENTRY_AMMO_ROCKETS, value, emptyVariant))
+ {
+ int iRockets, iMaxRockets;
+ iMaxRockets = value.Int() & 0xFF;
+ iRockets = (value.Int()>>8) & 0xFF;
+ Msg("Rockets: %i / %i\n", iRockets, iMaxRockets);
+ }
+ }
+
+}
+void DispenserStatus( edict_t *pEntity )
+{
+ IPlayerInfo *playerinfo = playerinfomanager->GetPlayerInfo( pEntity );
+ if (!playerinfo)
+ {
+ Msg("couldn't get playerinfo\n");
+ return;
+ }
+
+ Msg("Dispenser Status:\n");
+ pluginvariant value;
+ pluginvariant emptyVariant;
+ edict_t *pDispenser = NULL;
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_ENTINDEX_DISPENSER, value, emptyVariant))
+ {
+ pDispenser = engine->PEntityOfEntIndex( value.Int() );
+ if (!pDispenser)
+ {
+ Warning("couldn't attain dispenser entity\n");
+ return;
+ }
+ }
+ else
+ {
+ Msg("No dispenser built.\n");
+ return;
+ }
+ IEntityInfo *entinfo = entityinfomanager->GetEntityInfo( pDispenser );
+ if (!entinfo)
+ {
+ Warning("couldn't get entinfo for dispenser\n");
+ return;
+ }
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_BUILDING_DISPENSER, value, emptyVariant))
+ {
+ if (value.Bool())
+ Msg("Dispenser Under Construction...\n");
+ }
+ Msg("Health: %i\n", entinfo->GetHealth() );
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_DISPENSER_METAL, value, emptyVariant))
+ Msg("Metal: %i\n", value.Int() );
+}
+void TeleporterStatus( edict_t *pEntity )
+{
+ IPlayerInfo *playerinfo = playerinfomanager->GetPlayerInfo( pEntity );
+ if (!playerinfo)
+ {
+ Msg("couldn't get playerinfo\n");
+ return;
+ }
+
+ Msg("Teleporter Status:\n");
+
+ pluginvariant value;
+ pluginvariant emptyVariant;
+ edict_t *pEntrance = NULL;
+ edict_t *pExit = NULL;
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_ENTINDEX_TELEPORTER_ENTRANCE, value, emptyVariant))
+ {
+ pEntrance = engine->PEntityOfEntIndex( value.Int() );
+ if (!pEntrance)
+ {
+ Warning("couldn't attain entrance entity\n");
+ }
+ }
+ else
+ {
+ Msg("No Teleporter Entrance built.\n");
+ }
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_ENTINDEX_TELEPORTER_EXIT, value, emptyVariant))
+ {
+ pExit = engine->PEntityOfEntIndex( value.Int() );
+ if (!pExit)
+ {
+ Warning("couldn't attain exit entity\n");
+ }
+ }
+ else
+ {
+ Msg("No Teleporter Entrance built.\n");
+ }
+ IEntityInfo *entranceInfo = entityinfomanager->GetEntityInfo( pEntrance );
+ if (!entranceInfo)
+ {
+ Warning("couldn't get entinfo for teleporter entrance\n");
+ }
+ IEntityInfo *exitInfo = entityinfomanager->GetEntityInfo( pExit );
+ if (!exitInfo)
+ {
+ Warning("couldn't get entinfo for teleporter exit\n");
+ }
+
+ if (pEntrance && entranceInfo)
+ {
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_BUILDING_TELEPORTER_ENTRANCE, value, emptyVariant))
+ {
+ if (value.Bool())
+ Msg("Entrance Under Construction...\n");
+ }
+ Msg("Entrance Health: %i\n", entranceInfo->GetHealth() );
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_TELEPORTER_USES, value, emptyVariant))
+ Msg("Entrance Used %i Times.\n", value.Int() );
+
+ }
+ if (pExit && exitInfo)
+ {
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_BUILDING_TELEPORTER_EXIT, value, emptyVariant))
+ {
+ if (value.Bool())
+ Msg("Exit Under Construction...\n");
+ }
+ Msg("Exit Health: %i\n", exitInfo->GetHealth() );
+ }
+}
+void ClassStatus( edict_t *pEntity )
+{
+ IPlayerInfo *playerinfo = playerinfomanager->GetPlayerInfo( pEntity );
+ if (!playerinfo)
+ {
+ Msg("couldn't get playerinfo\n");
+ return;
+ }
+ int playerClassId = playerinfo->GetPlayerClassId();
+
+ Msg("Player Class: %s\n", playerinfo->GetPlayerClassName());
+ pluginvariant conditionValue;
+ pluginvariant emptyVariant;
+ if (!playerinfo->GetCustomInfo(TFPLAYERINFO_CONDITIONS, conditionValue, emptyVariant))
+ {
+ Warning("unable to retrieve conditions!\n");
+ }
+ if (TFPlayerHasCondition(conditionValue.Int(), TF_COND_INVULNERABLE ))
+ Msg("You are Invulnerable!\n");
+ if (TFPlayerHasCondition(conditionValue.Int(), TF_COND_SELECTED_TO_TELEPORT ))
+ Msg("You are about to Teleport.\n");
+ if (TFPlayerHasCondition(conditionValue.Int(), TF_COND_TELEPORTED ))
+ Msg("You have recently been teleported.\n");
+
+ switch(playerClassId)
+ {
+ default:
+ case TF_CLASS_MEDIC:
+ break;
+ case TF_CLASS_ENGINEER:
+ Msg("Building Information:\n");
+ SentryStatus( pEntity );
+ DispenserStatus( pEntity );
+ TeleporterStatus( pEntity );
+ break;
+ case TF_CLASS_SPY:
+ {
+ int disguiseClass = 0;
+ pluginvariant value;
+
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_SPY_DISGUISEDAS, value, emptyVariant))
+ disguiseClass = value.Int();
+
+ if ( TFPlayerHasCondition(conditionValue.Int(), TF_COND_DISGUISING ) )
+ Msg("Disguising..\n");
+ else if (TFPlayerHasCondition(conditionValue.Int(), TF_COND_DISGUISED ) )
+ Msg("Disguised as: %s\n", classNames[disguiseClass] );
+
+ if (TFPlayerHasCondition(conditionValue.Int(), TF_COND_STEALTHED ))
+ Msg("Cloaked!\n");
+ if (playerinfo->GetCustomInfo(TFPLAYERINFO_SPY_CLOAKCHARGELEVEL, value, emptyVariant))
+ Msg("Cloak Charge Percent: %d\n", value.Float() );
+
+ break;
+ }
+ case TF_CLASS_DEMOMAN:
+ break;
+ }
+}
+const char *ctf_flagtype[] =
+{
+ "ctf", //TF_FLAGTYPE_CTF = 0,
+ "attack / defend", //TF_FLAGTYPE_ATTACK_DEFEND,
+ "territory control", //TF_FLAGTYPE_TERRITORY_CONTROL,
+ "invade", //TF_FLAGTYPE_INVADE,
+ "king of the hill", //TF_FLAGTYPE_KINGOFTHEHILL,
+};
+const char *ctf_flagstatus[] =
+{
+ "unknown",
+ "At Home",
+ "Dropped",
+ "Stolen",
+};
+void FlagStatus( edict_t *pPlayer )
+{
+ IPlayerInfo *pInfo = playerinfomanager->GetPlayerInfo( pPlayer );
+ if (!pInfo)
+ {
+ Msg( "couldn't get playerinfo\n" );
+ return;
+ }
+ IGameInfo *gameInfo = gameinfomanager->GetGameInfo();
+ if (!gameInfo)
+ {
+ Msg( "couldn't get gameinfo\n" );
+ }
+
+ int gameType = gameInfo->GetInfo_GameType();
+
+ if (gameType != 1)
+ {
+ Msg( "Game is not CTF.\n" );
+ return;
+ }
+ Msg( "===============================\n" );
+ Msg( "Capture The Flag -- Flag Status\n" );
+ Msg( "===============================\n" );
+ pluginvariant value, options;
+
+ edict_t *pFlag = NULL;
+ while ( (pFlag = entityinfomanager->FindEntityByClassname(pFlag, "item_teamflag")) != NULL )
+ {
+ IEntityInfo *pFlagInfo = entityinfomanager->GetEntityInfo( pFlag );
+ if (!pFlagInfo)
+ continue;
+
+ Msg( "\nTeam %s's Flag\n", gameInfo->GetInfo_GetTeamName( pFlagInfo->GetTeamIndex() ) );
+ options.SetInt(engine->IndexOfEdict(pFlag));
+ if ( gameInfo->GetInfo_Custom( TFGAMEINFO_CTF_FLAG_TYPE, value, options) )
+ Msg( "Type: %s\n", ctf_flagtype[value.Int()] );
+ if ( gameInfo->GetInfo_Custom( TFGAMEINFO_CTF_FLAG_STATUS, value, options) )
+ {
+ Msg( "Status: %s\n", ctf_flagstatus[value.Int()] );
+ //Tony; if we're carried, find out who has us.
+ if (value.Int() == 3)
+ {
+ edict_t *pPlayer = pFlagInfo->GetOwner();
+ if (pPlayer)
+ {
+ IPlayerInfo *pPlayerInfo = playerinfomanager->GetPlayerInfo( pPlayer );
+ if (pPlayerInfo)
+ Msg( "Carried by: %s\n", pPlayerInfo->GetName() );
+ }
+ }
+ }
+ }
+
+
+ Msg( "===============================\n" );
+}
+#endif
+
+//---------------------------------------------------------------------------------
+// Purpose: called when a client types in a command (only a subset of commands however, not CON_COMMAND's)
+//---------------------------------------------------------------------------------
+PLUGIN_RESULT CEmptyServerPlugin::ClientCommand( edict_t *pEntity, const CCommand &args )
+{
+ const char *pcmd = args[0];
+
+ if ( !pEntity || pEntity->IsFree() )
+ {
+ return PLUGIN_CONTINUE;
+ }
+
+ if ( FStrEq( pcmd, "menu" ) )
+ {
+ KeyValues *kv = new KeyValues( "menu" );
+ kv->SetString( "title", "You've got options, hit ESC" );
+ kv->SetInt( "level", 1 );
+ kv->SetColor( "color", Color( 255, 0, 0, 255 ));
+ kv->SetInt( "time", 20 );
+ kv->SetString( "msg", "Pick an option\nOr don't." );
+
+ for( int i = 1; i < 9; i++ )
+ {
+ char num[10], msg[10], cmd[10];
+ Q_snprintf( num, sizeof(num), "%i", i );
+ Q_snprintf( msg, sizeof(msg), "Option %i", i );
+ Q_snprintf( cmd, sizeof(cmd), "option%i", i );
+
+ KeyValues *item1 = kv->FindKey( num, true );
+ item1->SetString( "msg", msg );
+ item1->SetString( "command", cmd );
+ }
+
+ helpers->CreateMessage( pEntity, DIALOG_MENU, kv, this );
+ kv->deleteThis();
+ return PLUGIN_STOP; // we handled this function
+ }
+ else if ( FStrEq( pcmd, "rich" ) )
+ {
+ KeyValues *kv = new KeyValues( "menu" );
+ kv->SetString( "title", "A rich message" );
+ kv->SetInt( "level", 1 );
+ kv->SetInt( "time", 20 );
+ kv->SetString( "msg", "This is a long long long text string.\n\nIt also has line breaks." );
+
+ helpers->CreateMessage( pEntity, DIALOG_TEXT, kv, this );
+ kv->deleteThis();
+ return PLUGIN_STOP; // we handled this function
+ }
+ else if ( FStrEq( pcmd, "msg" ) )
+ {
+ KeyValues *kv = new KeyValues( "menu" );
+ kv->SetString( "title", "Just a simple hello" );
+ kv->SetInt( "level", 1 );
+ kv->SetInt( "time", 20 );
+
+ helpers->CreateMessage( pEntity, DIALOG_MSG, kv, this );
+ kv->deleteThis();
+ return PLUGIN_STOP; // we handled this function
+ }
+ else if ( FStrEq( pcmd, "entry" ) )
+ {
+ KeyValues *kv = new KeyValues( "entry" );
+ kv->SetString( "title", "Stuff" );
+ kv->SetString( "msg", "Enter something" );
+ kv->SetString( "command", "say" ); // anything they enter into the dialog turns into a say command
+ kv->SetInt( "level", 1 );
+ kv->SetInt( "time", 20 );
+
+ helpers->CreateMessage( pEntity, DIALOG_ENTRY, kv, this );
+ kv->deleteThis();
+ return PLUGIN_STOP; // we handled this function
+ }
+#ifdef SAMPLE_TF2_PLUGIN
+ else if ( FStrEq( pcmd, "gameinfo" ) )
+ {
+ IGameInfo *gameInfo = gameinfomanager->GetGameInfo();
+ if (!gameInfo)
+ return PLUGIN_STOP;
+
+ Msg("=== Game Information ===\n");
+ Msg("Game Type: %i / %s\n", gameInfo->GetInfo_GameType(), gameInfo->GetInfo_GameTypeName() );
+ int teamCount = gameInfo->GetInfo_GetTeamCount();
+ Msg("Num Teams: %i\n", teamCount );
+
+ Msg("Player Counts:\n");
+ for (int i = 0;i<teamCount;i++)
+ {
+ //If this failes, we can assume the rest is invalid too.
+ if (!gameInfo->GetInfo_GetTeamName(i) )
+ continue;
+ Msg("Team: %s, Players: %i\n", gameInfo->GetInfo_GetTeamName(i), gameInfo->GetInfo_NumPlayersOnTeam(i) );
+ }
+ return PLUGIN_STOP;
+
+ }
+ // Sample to use the new CustomInfo added to TF2 for plugins
+ else if ( FStrEq( pcmd, "tfcond" ) )
+ {
+ IPlayerInfo *playerinfo = playerinfomanager->GetPlayerInfo( pEntity );
+ if (!playerinfo)
+ return PLUGIN_STOP;
+
+ pluginvariant conditionValue;
+ pluginvariant emptyVariant;
+ if (!playerinfo->GetCustomInfo(TFPLAYERINFO_CONDITIONS, conditionValue, emptyVariant))
+ {
+ Msg("unable to retrieve conditions!\n");
+ return PLUGIN_STOP;
+ }
+
+ Msg("Disguising?: %s\n", TFPlayerHasCondition(conditionValue.Int(), TF_COND_DISGUISING ) ? "yes" : "no" );
+ Msg("Disguised?: %s\n", TFPlayerHasCondition(conditionValue.Int(), TF_COND_DISGUISED ) ? "yes" : "no" );
+ Msg("Stealthed?: %s\n", TFPlayerHasCondition(conditionValue.Int(), TF_COND_STEALTHED ) ? "yes" : "no" );
+ Msg("Invulnerable?: %s\n", TFPlayerHasCondition(conditionValue.Int(), TF_COND_INVULNERABLE ) ? "yes" : "no" );
+ Msg("Teleported Recently?: %s\n", TFPlayerHasCondition(conditionValue.Int(), TF_COND_TELEPORTED ) ? "yes" : "no" );
+ Msg("Selected for Teleportation?: %s\n", TFPlayerHasCondition(conditionValue.Int(), TF_COND_SELECTED_TO_TELEPORT ) ? "yes" : "no" );
+ Msg("On Fire?: %s\n", TFPlayerHasCondition(conditionValue.Int(), TF_COND_BURNING ) ? "yes" : "no" );
+
+ return PLUGIN_STOP;
+ }
+ else if ( FStrEq( pcmd, "sentry_status" ) )
+ {
+ SentryStatus(pEntity);
+ return PLUGIN_STOP;
+ }
+ else if ( FStrEq( pcmd, "class_status" ) )
+ {
+ ClassStatus(pEntity);
+ return PLUGIN_STOP;
+ }
+ else if ( FStrEq( pcmd, "flag_status" ) )
+ {
+ FlagStatus(pEntity);
+ return PLUGIN_STOP;
+ }
+ #ifdef GAME_DLL
+ else if ( FStrEq( pcmd, "cbe_test" ) )
+ {
+ IPlayerInfo *playerinfo = playerinfomanager->GetPlayerInfo( pEntity );
+ if (!playerinfo)
+ return PLUGIN_STOP;
+
+ CBaseEntity *pEnt = static_cast< CBaseEntity* >(entityinfomanager->GetEntity( pEntity ));
+ if (pEnt)
+ Msg("got a pointer to CBaseEntity..\n");
+ Msg("attempting to print this entities modelname directly..\n");
+
+ Msg("ModelName: %s\n", STRING(pEnt->GetModelName()) );
+
+ return PLUGIN_STOP;
+ }
+ #endif
+#endif
+
+
+ return PLUGIN_CONTINUE;
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when a client is authenticated
+//---------------------------------------------------------------------------------
+PLUGIN_RESULT CEmptyServerPlugin::NetworkIDValidated( const char *pszUserName, const char *pszNetworkID )
+{
+ return PLUGIN_CONTINUE;
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when a cvar value query is finished
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue )
+{
+ Msg( "Cvar query (cookie: %d, status: %d) - name: %s, value: %s\n", iCookie, eStatus, pCvarName, pCvarValue );
+}
+void CEmptyServerPlugin::OnEdictAllocated( edict_t *edict )
+{
+}
+void CEmptyServerPlugin::OnEdictFreed( const edict_t *edict )
+{
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: called when an event is fired
+//---------------------------------------------------------------------------------
+void CEmptyServerPlugin::FireGameEvent( KeyValues * event )
+{
+ const char * name = event->GetName();
+ Msg( "CEmptyServerPlugin::FireGameEvent: Got event \"%s\"\n", name );
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: an example of how to implement a new command
+//---------------------------------------------------------------------------------
+CON_COMMAND( empty_version, "prints the version of the empty plugin" )
+{
+ Msg( "Version:2.0.0.0\n" );
+}
+
+CON_COMMAND( empty_log, "logs the version of the empty plugin" )
+{
+ engine->LogPrint( "Version:2.0.0.0\n" );
+}
+
+//---------------------------------------------------------------------------------
+// Purpose: an example cvar
+//---------------------------------------------------------------------------------
+static ConVar empty_cvar("plugin_empty", "0", FCVAR_NOTIFY, "Example plugin cvar");
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