From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/sdk/sdk_client.cpp | 328 +++++++++++++++++----------------- 1 file changed, 164 insertions(+), 164 deletions(-) (limited to 'mp/src/game/server/sdk/sdk_client.cpp') 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 : "" ); -} - -/* -=========== -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 : "" ); +} + +/* +=========== +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" ); +} -- cgit v1.2.3