//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== tf_client.cpp ======================================================== HL2 client/server game specific stuff */ #include "cbase.h" #include "hl2_player.h" #include "hl2_gamerules.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "EntityList.h" #include "physics.h" #include "game.h" #include "player_resource.h" #include "engine/IEngineSound.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" void ClientKill( edict_t *pEdict ); void Host_Say( edict_t *pEdict, bool teamonly ); extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname ); extern bool g_fGameOver; /* =========== ClientPutInServer called each time a player is spawned into the game ============ */ void ClientPutInServer( edict_t *pEdict, const char *playername ) { // Allocate a CBasePlayer for pev, and call spawn CHL2_Player *pPlayer = CHL2_Player::CreatePlayer( "player", pEdict ); pPlayer->PlayerData()->netname = AllocPooledString( playername ); } void ClientActive( edict_t *pEdict, bool bLoadGame ) { CHL2_Player *pPlayer = dynamic_cast< CHL2_Player* >( CBaseEntity::Instance( pEdict ) ); Assert( pPlayer ); pPlayer->InitialSpawn(); if ( !bLoadGame ) { pPlayer->Spawn(); } } /* =============== 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 //----------------------------------------------------------------------------- // Nightfall - amckern - amckern@yahoo.com //----------------------------------------------------------------------------- // Purpose: Game name in server browser, and console //----------------------------------------------------------------------------- return "Nightfall"; } //----------------------------------------------------------------------------- // Purpose: Given a player and optional name returns the entity of that // classname that the player is nearest facing // // Input : // Output : //----------------------------------------------------------------------------- CBaseEntity* FindEntity( edict_t *pEdict, char *classname) { // If no name was given set bits based on the picked if (FStrEq(classname,"")) { return (FindPickerEntityClass( static_cast(GetContainingEntity(pEdict)), classname )); } return NULL; } //----------------------------------------------------------------------------- // Purpose: Precache game-specific models & sounds //----------------------------------------------------------------------------- void ClientGamePrecache( void ) { CBaseEntity::PrecacheModel("models/player.mdl"); CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" ); CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl"); CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" ); CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" ); CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" ); CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" ); CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" ); CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" ); CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" ); CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" ); CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" ); } // 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 ((CHL2_Player *)pEdict)->CreateCorpse(); } // respawn player pEdict->Spawn(); } else { // restart the entire server engine->ServerCommand("reload\n"); } } void GameStartFrame( void ) { VPROF("GameStartFrame()"); if ( g_fGameOver ) return; gpGlobals->teamplay = (teamplay.GetInt() != 0); } //========================================================= // instantiate the proper game rules object //========================================================= void InstallGameRules() { if ( !gpGlobals->deathmatch ) { // generic half-life CreateGameRulesObject( "CHalfLife2" ); return; } else { if ( teamplay.GetInt() > 0 ) { // teamplay CreateGameRulesObject( "CTeamplayRules" ); } else { // vanilla deathmatch CreateGameRulesObject( "CMultiplayRules" ); } } }