1712 lines
49 KiB
C++
1712 lines
49 KiB
C++
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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// Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to
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// have one without a hardcoded player.mdl in tf_client.cpp
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/*
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===== client.cpp ========================================================
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client/server game specific stuff
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "saverestore.h"
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#include "player.h"
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#include "spectator.h"
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#include "client.h"
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#include "gamerules.h"
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#include "customentity.h"
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#include "weapons.h"
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#include "weaponinfo.h"
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#include "usercmd.h"
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#include "netadr.h"
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extern DLL_GLOBAL ULONG g_ulModelIndexPlayer;
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extern DLL_GLOBAL BOOL g_fGameOver;
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extern DLL_GLOBAL int g_iSkillLevel;
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extern DLL_GLOBAL ULONG g_ulFrameCount;
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extern bool g_bHaveMOTD;
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extern void CopyToBodyQue(entvars_t* pev);
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extern int giPrecacheGrunt;
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extern int gmsgSayText;
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extern unsigned short g_sGibbed;
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extern unsigned short g_sTeleport;
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extern unsigned short g_sTrail;
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extern unsigned short g_sExplosion;
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extern unsigned short g_usPowerUp;
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void LinkUserMessages( void );
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/*
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* used by kill command and disconnect command
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* ROBIN: Moved here from player.cpp, to allow multiple player models
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*/
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void set_suicide_frame(entvars_t* pev)
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{
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if (!FStrEq(STRING(pev->model), "models/player.mdl"))
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return; // allready gibbed
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// pev->frame = $deatha11;
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_TOSS;
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pev->deadflag = DEAD_DEAD;
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pev->nextthink = -1;
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}
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/*
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===========
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ClientConnect
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called when a player connects to a server
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============
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*/
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BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
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{
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return g_pGameRules->ClientConnected( pEntity, pszName, pszAddress, szRejectReason );
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// a client connecting during an intermission can cause problems
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// if (intermission_running)
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// ExitIntermission ();
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}
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/*
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===========
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ClientDisconnect
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called when a player disconnects from a server
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GLOBALS ASSUMED SET: g_fGameOver
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============
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*/
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void ClientDisconnect( edict_t *pEntity )
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{
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if (g_fGameOver)
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return;
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char text[256];
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sprintf( text, "- %s has left the game\n", STRING(pEntity->v.netname) );
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MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL );
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WRITE_BYTE( ENTINDEX(pEntity) );
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WRITE_STRING( text );
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MESSAGE_END();
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// since the edict doesn't get deleted, fix it so it doesn't interfere.
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pEntity->v.takedamage = DAMAGE_NO;// don't attract autoaim
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pEntity->v.solid = SOLID_NOT;// nonsolid
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UTIL_SetOrigin ( &pEntity->v, pEntity->v.origin );
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g_pGameRules->ClientDisconnected( pEntity );
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}
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// called by ClientKill and DeadThink
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void respawn(entvars_t* pev, BOOL fCopyCorpse)
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{
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if (gpGlobals->coop || gpGlobals->deathmatch)
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{
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if ( fCopyCorpse )
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{
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// make a copy of the dead body for appearances sake
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CopyToBodyQue(pev);
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}
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// respawn player
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GetClassPtr( (CBasePlayer *)pev)->Spawn( );
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}
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else
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{ // restart the entire server
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SERVER_COMMAND("reload\n");
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}
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}
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/*
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============
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ClientKill
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Player entered the suicide command
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GLOBALS ASSUMED SET: g_ulModelIndexPlayer
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============
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*/
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void ClientKill( edict_t *pEntity )
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{
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entvars_t *pev = &pEntity->v;
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CBasePlayer *pl = (CBasePlayer*) CBasePlayer::Instance( pev );
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if ( pl->m_fNextSuicideTime > gpGlobals->time )
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return; // prevent suiciding too ofter
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pl->m_fNextSuicideTime = gpGlobals->time + 1; // don't let them suicide for 5 seconds after suiciding
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// have the player kill themself
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pev->health = 0;
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pl->Killed( pev, GIB_ALWAYS );
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// pev->modelindex = g_ulModelIndexPlayer;
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// pev->frags -= 2; // extra penalty
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// respawn( pev );
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}
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/*
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===========
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ClientPutInServer
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called each time a player is spawned
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============
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*/
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void ClientPutInServer( edict_t *pEntity )
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{
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CBasePlayer *pPlayer;
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entvars_t *pev = &pEntity->v;
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pPlayer = GetClassPtr((CBasePlayer *)pev);
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pPlayer->SetCustomDecalFrames(-1); // Assume none;
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pPlayer->m_bHadFirstSpawn = false;
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// Allocate a CBasePlayer for pev, and call spawn
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pPlayer->Spawn();
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// Reset interpolation during first frame
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pPlayer->pev->effects |= EF_NOINTERP;
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}
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//// HOST_SAY
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// String comes in as
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// say blah blah blah
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// or as
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// blah blah blah
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//
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void Host_Say( edict_t *pEntity, int teamonly )
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{
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CBasePlayer *client;
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int j;
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char *p;
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char text[128];
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char szTemp[256];
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const char *cpSay = "say";
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const char *cpSayTeam = "say_team";
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const char *pcmd = CMD_ARGV(0);
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// We can get a raw string now, without the "say " prepended
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if ( CMD_ARGC() == 0 )
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return;
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if ( !stricmp( pcmd, cpSay) || !stricmp( pcmd, cpSayTeam ) )
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{
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if ( CMD_ARGC() >= 2 )
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{
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p = (char *)CMD_ARGS();
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}
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else
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{
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// say with a blank message, nothing to do
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return;
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}
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}
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else // Raw text, need to prepend argv[0]
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{
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if ( CMD_ARGC() >= 2 )
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{
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sprintf( szTemp, "%s %s", ( char * )pcmd, (char *)CMD_ARGS() );
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}
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else
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{
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// Just a one word command, use the first word...sigh
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sprintf( szTemp, "%s", ( char * )pcmd );
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}
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p = szTemp;
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}
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// remove quotes if present
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if (*p == '"')
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{
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p++;
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p[strlen(p)-1] = 0;
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}
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// make sure the text has content
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char *pc = NULL;
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for ( pc = p; pc != NULL && *pc != 0; pc++ )
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{
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if ( isprint( *pc ) && !isspace( *pc ) )
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{
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pc = NULL; // we've found an alphanumeric character, so text is valid
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break;
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}
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}
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if ( pc != NULL )
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return; // no character found, so say nothing
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// turn on color set 2 (color on, no sound)
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if ( teamonly )
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sprintf( text, "%c(TEAM) %s: ", 2, STRING( pEntity->v.netname ) );
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else
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sprintf( text, "%c%s: ", 2, STRING( pEntity->v.netname ) );
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j = sizeof(text) - 2 - strlen(text); // -2 for /n and null terminator
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if ( (int)strlen(p) > j )
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p[j] = 0;
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strcat( text, p );
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strcat( text, "\n" );
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entvars_t *pev = &pEntity->v;
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CBasePlayer* player = GetClassPtr((CBasePlayer *)pev);
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// loop through all players
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// Start with the first player.
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// This may return the world in single player if the client types something between levels or during spawn
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// so check it, or it will infinite loop
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client = NULL;
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while ( ((client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) )
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{
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if ( !client->pev )
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continue;
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if ( client->edict() == pEntity )
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continue;
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if ( !(client->IsNetClient()) ) // Not a client ? (should never be true)
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continue;
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if ( ((CHalfLifeMultiplay *)g_pGameRules)->m_VoiceGameMgr.PlayerHasBlockedPlayer( client, player ) )
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continue;
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if ( teamonly && g_pGameRules->PlayerRelationship(client, CBaseEntity::Instance(pEntity)) != GR_TEAMMATE )
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continue;
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MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, client->pev );
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WRITE_BYTE( ENTINDEX(pEntity) );
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WRITE_STRING( text );
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MESSAGE_END();
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}
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// print to the sending client
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MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, &pEntity->v );
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WRITE_BYTE( ENTINDEX(pEntity) );
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WRITE_STRING( text );
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MESSAGE_END();
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// echo to server console
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g_engfuncs.pfnServerPrint( text );
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char * temp;
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if ( teamonly )
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temp = "say_team";
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else
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temp = "say";
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UTIL_LogPrintf( "\"%s<%i><%s><%i>\" %s \"%s\"\n",
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STRING( pEntity->v.netname ),
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GETPLAYERUSERID( pEntity ),
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GETPLAYERAUTHID( pEntity ),
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GETPLAYERUSERID( pEntity ),
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temp,
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p );
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}
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/*
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===========
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ClientCommand
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called each time a player uses a "cmd" command
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============
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*/
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extern float g_flWeaponCheat;
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// Use CMD_ARGV, CMD_ARGV, and CMD_ARGC to get pointers the character string command.
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void ClientCommand( edict_t *pEntity )
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{
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const char *pcmd = CMD_ARGV(0);
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// Is the client spawned yet?
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if ( !pEntity->pvPrivateData )
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return;
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entvars_t *pev = &pEntity->v;
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if ( FStrEq(pcmd, "say" ) )
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{
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Host_Say( pEntity, 0 );
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}
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else if ( FStrEq(pcmd, "say_team" ) )
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{
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Host_Say( pEntity, 1 );
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}
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else if ( FStrEq(pcmd, "fullupdate" ) )
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{
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GetClassPtr((CBasePlayer *)pev)->ForceClientDllUpdate();
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}
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else if ( FStrEq(pcmd, "give" ) )
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{
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if ( g_flWeaponCheat != 0.0)
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{
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int iszItem = ALLOC_STRING( CMD_ARGV(1) ); // Make a copy of the classname
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GetClassPtr((CBasePlayer *)pev)->GiveNamedItem( STRING(iszItem) );
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}
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}
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else if ( FStrEq(pcmd, "_firstspawn" ) )
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{
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CBasePlayer * pPlayer = GetClassPtr((CBasePlayer *)pev);
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if ( pPlayer->m_bHadFirstSpawn == false && g_bHaveMOTD )
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{
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pPlayer->m_bHadFirstSpawn = true;
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pPlayer->Spawn();
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}
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}
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else if ( FStrEq(pcmd, "spectate" ) )
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{
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CBasePlayer * pPlayer = GetClassPtr((CBasePlayer *)pev);
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if ( pPlayer->pev->flags & FL_PROXY )
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{
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edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot( pPlayer );
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pPlayer->StartObserver( pev->origin, VARS(pentSpawnSpot)->angles);
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}
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}
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else if (FStrEq(pcmd, "lastinv" ))
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{
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GetClassPtr((CBasePlayer *)pev)->SelectLastItem();
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}
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else if ( g_pGameRules->ClientCommand( GetClassPtr((CBasePlayer *)pev), pcmd ) )
|
||
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{
|
||
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// MenuSelect returns true only if the command is properly handled, so don't print a warning
|
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}
|
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else if ( FStrEq( pcmd, "specmode" ) ) // new spectator mode
|
||
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{
|
||
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CBasePlayer * pPlayer = GetClassPtr((CBasePlayer *)pev);
|
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if ( pPlayer->IsObserver() )
|
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pPlayer->Observer_SetMode( atoi( CMD_ARGV(1) ) );
|
||
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}
|
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else if ( FStrEq( pcmd, "follownext" ) ) // follow next player
|
||
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{
|
||
|
CBasePlayer * pPlayer = GetClassPtr((CBasePlayer *)pev);
|
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if ( pPlayer->IsObserver() )
|
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pPlayer->Observer_FindNextPlayer();
|
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}
|
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|
else
|
||
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{
|
||
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// tell the user they entered an unknown command
|
||
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ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Unknown command: %s\n", pcmd ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
ClientUserInfoChanged
|
||
|
|
||
|
called after the player changes
|
||
|
userinfo - gives dll a chance to modify it before
|
||
|
it gets sent into the rest of the engine.
|
||
|
========================
|
||
|
*/
|
||
|
void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer )
|
||
|
{
|
||
|
// Is the client spawned yet?
|
||
|
if ( !pEntity->pvPrivateData )
|
||
|
return;
|
||
|
|
||
|
// msg everyone if someone changes their name, and it isn't the first time (changing no name to current name)
|
||
|
if ( pEntity->v.netname && STRING(pEntity->v.netname)[0] != 0 && !FStrEq( STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" )) )
|
||
|
{
|
||
|
char text[256];
|
||
|
sprintf( text, "* %s changed name to %s\n", STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
|
||
|
MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL );
|
||
|
WRITE_BYTE( ENTINDEX(pEntity) );
|
||
|
WRITE_STRING( text );
|
||
|
MESSAGE_END();
|
||
|
|
||
|
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" changed name to \"%s\"\n",
|
||
|
STRING( pEntity->v.netname ),
|
||
|
GETPLAYERUSERID( pEntity ),
|
||
|
GETPLAYERAUTHID( pEntity ),
|
||
|
GETPLAYERUSERID( pEntity ),
|
||
|
g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
|
||
|
}
|
||
|
|
||
|
// QUAKECLASSIC
|
||
|
// Weapon switching behaviour
|
||
|
((CBasePlayer*)pEntity)->m_iWeaponSwitch = 8;
|
||
|
char *st = g_engfuncs.pfnInfoKeyValue( infobuffer, "w_switch" );
|
||
|
if (st && st[0])
|
||
|
{
|
||
|
((CBasePlayer*)pEntity)->m_iWeaponSwitch = atoi(st);
|
||
|
}
|
||
|
((CBasePlayer*)pEntity)->m_iBackpackSwitch = 8;
|
||
|
st = g_engfuncs.pfnInfoKeyValue( infobuffer, "b_switch" );
|
||
|
if (st && st[0])
|
||
|
{
|
||
|
((CBasePlayer*)pEntity)->m_iBackpackSwitch = atoi(st);
|
||
|
}
|
||
|
|
||
|
g_pGameRules->ClientUserInfoChanged( GetClassPtr((CBasePlayer *)&pEntity->v), infobuffer );
|
||
|
|
||
|
}
|
||
|
|
||
|
static int g_serveractive = 0;
|
||
|
|
||
|
void ServerDeactivate( void )
|
||
|
{
|
||
|
// It's possible that the engine will call this function more times than is necessary
|
||
|
// Therefore, only run it one time for each call to ServerActivate
|
||
|
if ( g_serveractive != 1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
g_serveractive = 0;
|
||
|
|
||
|
// Peform any shutdown operations here...
|
||
|
//
|
||
|
}
|
||
|
|
||
|
void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
|
||
|
{
|
||
|
int i;
|
||
|
CBaseEntity *pClass;
|
||
|
|
||
|
// Every call to ServerActivate should be matched by a call to ServerDeactivate
|
||
|
g_serveractive = 1;
|
||
|
|
||
|
// Clients have not been initialized yet
|
||
|
for ( i = 0; i < edictCount; i++ )
|
||
|
{
|
||
|
if ( pEdictList[i].free )
|
||
|
continue;
|
||
|
|
||
|
// Clients aren't necessarily initialized until ClientPutInServer()
|
||
|
if ( i < clientMax || !pEdictList[i].pvPrivateData )
|
||
|
continue;
|
||
|
|
||
|
pClass = CBaseEntity::Instance( &pEdictList[i] );
|
||
|
// Activate this entity if it's got a class & isn't dormant
|
||
|
if ( pClass && !(pClass->pev->flags & FL_DORMANT) )
|
||
|
{
|
||
|
pClass->Activate();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ALERT( at_console, "Can't instance %s\n", STRING(pEdictList[i].v.classname) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Link user messages here to make sure first client can get them...
|
||
|
LinkUserMessages();
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
PlayerPreThink
|
||
|
|
||
|
Called every frame before physics are run
|
||
|
================
|
||
|
*/
|
||
|
void PlayerPreThink( edict_t *pEntity )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity);
|
||
|
|
||
|
if (pPlayer)
|
||
|
pPlayer->PreThink( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
PlayerPostThink
|
||
|
|
||
|
Called every frame after physics are run
|
||
|
================
|
||
|
*/
|
||
|
void PlayerPostThink( edict_t *pEntity )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity);
|
||
|
|
||
|
if (pPlayer)
|
||
|
pPlayer->PostThink( );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void ParmsNewLevel( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
void ParmsChangeLevel( void )
|
||
|
{
|
||
|
// retrieve the pointer to the save data
|
||
|
SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData;
|
||
|
|
||
|
if ( pSaveData )
|
||
|
pSaveData->connectionCount = BuildChangeList( pSaveData->levelList, MAX_LEVEL_CONNECTIONS );
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// GLOBALS ASSUMED SET: g_ulFrameCount
|
||
|
//
|
||
|
void StartFrame( void )
|
||
|
{
|
||
|
if ( g_pGameRules )
|
||
|
g_pGameRules->Think();
|
||
|
|
||
|
if ( g_fGameOver )
|
||
|
return;
|
||
|
|
||
|
gpGlobals->teamplay = CVAR_GET_FLOAT("teamplay");
|
||
|
g_iSkillLevel = static_cast<int>(CVAR_GET_FLOAT("skill"));
|
||
|
g_ulFrameCount++;
|
||
|
}
|
||
|
|
||
|
|
||
|
void ClientPrecache( void )
|
||
|
{
|
||
|
// setup precaches always needed
|
||
|
PRECACHE_SOUND("player/sprayer.wav"); // spray paint sound for PreAlpha
|
||
|
|
||
|
// PRECACHE_SOUND("player/pl_jumpland2.wav"); // UNDONE: play 2x step sound
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_fallpain2.wav");
|
||
|
PRECACHE_SOUND("player/pl_fallpain3.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_step1.wav"); // walk on concrete
|
||
|
PRECACHE_SOUND("player/pl_step2.wav");
|
||
|
PRECACHE_SOUND("player/pl_step3.wav");
|
||
|
PRECACHE_SOUND("player/pl_step4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("common/npc_step1.wav"); // NPC walk on concrete
|
||
|
PRECACHE_SOUND("common/npc_step2.wav");
|
||
|
PRECACHE_SOUND("common/npc_step3.wav");
|
||
|
PRECACHE_SOUND("common/npc_step4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_metal1.wav"); // walk on metal
|
||
|
PRECACHE_SOUND("player/pl_metal2.wav");
|
||
|
PRECACHE_SOUND("player/pl_metal3.wav");
|
||
|
PRECACHE_SOUND("player/pl_metal4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_dirt1.wav"); // walk on dirt
|
||
|
PRECACHE_SOUND("player/pl_dirt2.wav");
|
||
|
PRECACHE_SOUND("player/pl_dirt3.wav");
|
||
|
PRECACHE_SOUND("player/pl_dirt4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_duct1.wav"); // walk in duct
|
||
|
PRECACHE_SOUND("player/pl_duct2.wav");
|
||
|
PRECACHE_SOUND("player/pl_duct3.wav");
|
||
|
PRECACHE_SOUND("player/pl_duct4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_grate1.wav"); // walk on grate
|
||
|
PRECACHE_SOUND("player/pl_grate2.wav");
|
||
|
PRECACHE_SOUND("player/pl_grate3.wav");
|
||
|
PRECACHE_SOUND("player/pl_grate4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_slosh1.wav"); // walk in shallow water
|
||
|
PRECACHE_SOUND("player/pl_slosh2.wav");
|
||
|
PRECACHE_SOUND("player/pl_slosh3.wav");
|
||
|
PRECACHE_SOUND("player/pl_slosh4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_tile1.wav"); // walk on tile
|
||
|
PRECACHE_SOUND("player/pl_tile2.wav");
|
||
|
PRECACHE_SOUND("player/pl_tile3.wav");
|
||
|
PRECACHE_SOUND("player/pl_tile4.wav");
|
||
|
PRECACHE_SOUND("player/pl_tile5.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_swim1.wav"); // breathe bubbles
|
||
|
PRECACHE_SOUND("player/pl_swim2.wav");
|
||
|
PRECACHE_SOUND("player/pl_swim3.wav");
|
||
|
PRECACHE_SOUND("player/pl_swim4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_ladder1.wav"); // climb ladder rung
|
||
|
PRECACHE_SOUND("player/pl_ladder2.wav");
|
||
|
PRECACHE_SOUND("player/pl_ladder3.wav");
|
||
|
PRECACHE_SOUND("player/pl_ladder4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/pl_wade1.wav"); // wade in water
|
||
|
PRECACHE_SOUND("player/pl_wade2.wav");
|
||
|
PRECACHE_SOUND("player/pl_wade3.wav");
|
||
|
PRECACHE_SOUND("player/pl_wade4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("debris/wood1.wav"); // hit wood texture
|
||
|
PRECACHE_SOUND("debris/wood2.wav");
|
||
|
PRECACHE_SOUND("debris/wood3.wav");
|
||
|
|
||
|
PRECACHE_SOUND("plats/train_use1.wav"); // use a train
|
||
|
|
||
|
PRECACHE_SOUND("buttons/spark5.wav"); // hit computer texture
|
||
|
PRECACHE_SOUND("buttons/spark6.wav");
|
||
|
PRECACHE_SOUND("debris/glass1.wav");
|
||
|
PRECACHE_SOUND("debris/glass2.wav");
|
||
|
PRECACHE_SOUND("debris/glass3.wav");
|
||
|
|
||
|
PRECACHE_SOUND( SOUND_FLASHLIGHT_ON );
|
||
|
PRECACHE_SOUND( SOUND_FLASHLIGHT_OFF );
|
||
|
|
||
|
// player gib sounds
|
||
|
PRECACHE_SOUND("common/bodysplat.wav");
|
||
|
|
||
|
// player pain sounds
|
||
|
PRECACHE_SOUND("player/pain1.wav");
|
||
|
PRECACHE_SOUND("player/pain2.wav");
|
||
|
PRECACHE_SOUND("player/pain3.wav");
|
||
|
PRECACHE_SOUND("player/pain4.wav");
|
||
|
PRECACHE_SOUND("player/pain5.wav");
|
||
|
PRECACHE_SOUND("player/pain6.wav");
|
||
|
PRECACHE_SOUND("player/drown1.wav");
|
||
|
PRECACHE_SOUND("player/drown2.wav");
|
||
|
PRECACHE_SOUND("player/lburn1.wav");
|
||
|
PRECACHE_SOUND("player/lburn2.wav");
|
||
|
PRECACHE_SOUND("player/death1.wav");
|
||
|
PRECACHE_SOUND("player/death2.wav");
|
||
|
PRECACHE_SOUND("player/death3.wav");
|
||
|
PRECACHE_SOUND("player/death4.wav");
|
||
|
PRECACHE_SOUND("player/death5.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/h2odeath.wav");
|
||
|
|
||
|
PRECACHE_MODEL("models/player.mdl");
|
||
|
|
||
|
// hud sounds
|
||
|
|
||
|
PRECACHE_SOUND("common/wpn_hudoff.wav");
|
||
|
PRECACHE_SOUND("common/wpn_hudon.wav");
|
||
|
PRECACHE_SOUND("common/wpn_moveselect.wav");
|
||
|
PRECACHE_SOUND("common/wpn_select.wav");
|
||
|
PRECACHE_SOUND("common/wpn_denyselect.wav");
|
||
|
|
||
|
PRECACHE_SOUND("player/gib.wav");
|
||
|
|
||
|
PRECACHE_MODEL("models/gib_1.mdl");
|
||
|
PRECACHE_MODEL("models/gib_2.mdl");
|
||
|
PRECACHE_MODEL("models/gib_3.mdl");
|
||
|
|
||
|
PRECACHE_SOUND("player/plyrjmp8.wav");
|
||
|
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/p_crowbar.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/p_light.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/p_nail.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/p_nail2.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/p_rock.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/p_rock2.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/p_shot.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/p_shot2.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/spike.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/rocket.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/grenade.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/backpack.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/backpack.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/armor_g.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/armor_r.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/armor_y.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/armor_y.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/b_nail0.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/b_nail1.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/g_light.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/g_nail.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/g_nail2.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/g_rock.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/g_rock2.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/g_shot2.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/pow_invis.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/pow_quad.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/pow_invuln.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/suit.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/w_battery.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/w_batteryl.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/w_medkit.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/w_medkitl.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/w_medkits.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/w_rpgammo.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/w_rpgammo_big.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/w_shotbox.mdl");
|
||
|
ENGINE_FORCE_UNMODIFIED(force_exactfile, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ),"models/w_shotbox_big.mdl");
|
||
|
|
||
|
g_sGibbed = PRECACHE_EVENT( 1, "events/gibs.sc" );
|
||
|
g_sTeleport = PRECACHE_EVENT( 1, "events/teleport.sc" );
|
||
|
g_sTrail = PRECACHE_EVENT( 1, "events/trail.sc" );
|
||
|
g_sExplosion = PRECACHE_EVENT( 1, "events/explosion.sc" );
|
||
|
g_usPowerUp = PRECACHE_EVENT( 1, "events/powerup.sc" );
|
||
|
|
||
|
if (giPrecacheGrunt)
|
||
|
UTIL_PrecacheOther("monster_human_grunt");
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
Sys_Error
|
||
|
|
||
|
Engine is going to shut down, allows setting a breakpoint in game .dll to catch that occasion
|
||
|
================
|
||
|
*/
|
||
|
void Sys_Error( const char *error_string )
|
||
|
{
|
||
|
// Default case, do nothing. MOD AUTHORS: Add code ( e.g., _asm { int 3 }; here to cause a breakpoint for debugging your game .dlls
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
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 "DMC";
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
PlayerCustomization
|
||
|
|
||
|
A new player customization has been registered on the server
|
||
|
UNDONE: This only sets the # of frames of the spray can logo
|
||
|
animation right now.
|
||
|
================
|
||
|
*/
|
||
|
void PlayerCustomization( edict_t *pEntity, customization_t *pCust )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity);
|
||
|
|
||
|
if (!pPlayer)
|
||
|
{
|
||
|
ALERT(at_console, "PlayerCustomization: Couldn't get player!\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (!pCust)
|
||
|
{
|
||
|
ALERT(at_console, "PlayerCustomization: NULL customization!\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
switch (pCust->resource.type)
|
||
|
{
|
||
|
case t_decal:
|
||
|
pPlayer->SetCustomDecalFrames(pCust->nUserData2); // Second int is max # of frames.
|
||
|
break;
|
||
|
case t_sound:
|
||
|
case t_skin:
|
||
|
case t_model:
|
||
|
// Ignore for now.
|
||
|
break;
|
||
|
default:
|
||
|
ALERT(at_console, "PlayerCustomization: Unknown customization type!\n");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
SpectatorConnect
|
||
|
|
||
|
A spectator has joined the game
|
||
|
================
|
||
|
*/
|
||
|
void SpectatorConnect( edict_t *pEntity )
|
||
|
{
|
||
|
CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity);
|
||
|
|
||
|
if (pPlayer)
|
||
|
pPlayer->SpectatorConnect( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
SpectatorConnect
|
||
|
|
||
|
A spectator has left the game
|
||
|
================
|
||
|
*/
|
||
|
void SpectatorDisconnect( edict_t *pEntity )
|
||
|
{
|
||
|
CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity);
|
||
|
|
||
|
if (pPlayer)
|
||
|
pPlayer->SpectatorDisconnect( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
SpectatorConnect
|
||
|
|
||
|
A spectator has sent a usercmd
|
||
|
================
|
||
|
*/
|
||
|
void SpectatorThink( edict_t *pEntity )
|
||
|
{
|
||
|
CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity);
|
||
|
|
||
|
if (pPlayer)
|
||
|
pPlayer->SpectatorThink( );
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////
|
||
|
// PAS and PVS routines for client messaging
|
||
|
//
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
SetupVisibility
|
||
|
|
||
|
A client can have a separate "view entity" indicating that his/her view should depend on the origin of that
|
||
|
view entity. If that's the case, then pViewEntity will be non-NULL and will be used. Otherwise, the current
|
||
|
entity's origin is used. Either is offset by the view_ofs to get the eye position.
|
||
|
|
||
|
From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could
|
||
|
override the actual PAS or PVS values, or use a different origin.
|
||
|
|
||
|
NOTE: Do not cache the values of pas and pvs, as they depend on reusable memory in the engine, they are only good for this one frame
|
||
|
================
|
||
|
*/
|
||
|
void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pvs, unsigned char **pas )
|
||
|
{
|
||
|
Vector org;
|
||
|
edict_t *pView = pClient;
|
||
|
|
||
|
// Find the client's PVS
|
||
|
if ( pViewEntity )
|
||
|
{
|
||
|
pView = pViewEntity;
|
||
|
}
|
||
|
|
||
|
if ( pClient->v.flags & FL_PROXY )
|
||
|
{
|
||
|
*pvs = NULL; // the spectator proxy sees
|
||
|
*pas = NULL; // and hears everything
|
||
|
return;
|
||
|
}
|
||
|
org = pView->v.origin + pView->v.view_ofs;
|
||
|
if ( pView->v.flags & FL_DUCKING )
|
||
|
{
|
||
|
org = org + ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
|
||
|
}
|
||
|
|
||
|
*pvs = ENGINE_SET_PVS ( (float *)&org );
|
||
|
*pas = ENGINE_SET_PAS ( (float *)&org );
|
||
|
}
|
||
|
|
||
|
#include "entity_state.h"
|
||
|
|
||
|
/*
|
||
|
AddToFullPack
|
||
|
|
||
|
Return 1 if the entity state has been filled in for the ent and the entity will be propagated to the client, 0 otherwise
|
||
|
|
||
|
state is the server maintained copy of the state info that is transmitted to the client
|
||
|
a MOD could alter values copied into state to send the "host" a different look for a particular entity update, etc.
|
||
|
e and ent are the entity that is being added to the update, if 1 is returned
|
||
|
host is the player's edict of the player whom we are sending the update to
|
||
|
player is 1 if the ent/e is a player and 0 otherwise
|
||
|
pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS.
|
||
|
we could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. Caching the value is valid in that case, but still only for the current frame
|
||
|
*/
|
||
|
int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// don't send if flagged for NODRAW and it's not the host getting the message
|
||
|
if ( ( ent->v.effects == EF_NODRAW ) &&
|
||
|
( ent != host ) )
|
||
|
return 0;
|
||
|
|
||
|
// Ignore ents without valid / visible models
|
||
|
if ( !ent->v.modelindex || !STRING( ent->v.model ) )
|
||
|
return 0;
|
||
|
|
||
|
// Don't send spectators to other players
|
||
|
if ( ( ent->v.flags & FL_SPECTATOR ) && ( ent != host ) )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// Ignore if not the host and not touching a PVS/PAS leaf
|
||
|
// If pSet is NULL, then the test will always succeed and the entity will be added to the update
|
||
|
if ( ent != host )
|
||
|
{
|
||
|
//We still want to show all ents for a quick period ( max 700ms of lag ) for when we predict teleporters
|
||
|
//if we don't do this, the entities on the other side wont show until the real origin comes thru and reaches
|
||
|
//the new PVS/PAS.
|
||
|
if ( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet ) && ent->v.fuser4 < gpGlobals->time )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Don't send entity to local client if the client says it's predicting the entity itself.
|
||
|
if ( ent->v.flags & FL_SKIPLOCALHOST )
|
||
|
{
|
||
|
if ( ( hostflags & 1 ) && ( ent->v.owner == host ) )
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( host->v.groupinfo )
|
||
|
{
|
||
|
UTIL_SetGroupTrace( host->v.groupinfo, GROUP_OP_AND );
|
||
|
|
||
|
// Should always be set, of course
|
||
|
if ( ent->v.groupinfo )
|
||
|
{
|
||
|
if ( g_groupop == GROUP_OP_AND )
|
||
|
{
|
||
|
if ( !(ent->v.groupinfo & host->v.groupinfo ) )
|
||
|
return 0;
|
||
|
}
|
||
|
else if ( g_groupop == GROUP_OP_NAND )
|
||
|
{
|
||
|
if ( ent->v.groupinfo & host->v.groupinfo )
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
UTIL_UnsetGroupTrace();
|
||
|
}
|
||
|
|
||
|
memset( state, 0, sizeof( *state ) );
|
||
|
|
||
|
// Assign index so we can track this entity from frame to frame and
|
||
|
// delta from it.
|
||
|
state->number = e;
|
||
|
state->entityType = ENTITY_NORMAL;
|
||
|
|
||
|
// Flag custom entities.
|
||
|
if ( ent->v.flags & FL_CUSTOMENTITY )
|
||
|
{
|
||
|
state->entityType = ENTITY_BEAM;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Copy state data
|
||
|
//
|
||
|
|
||
|
// Round animtime to nearest millisecond
|
||
|
state->animtime = (int)(1000.0 * ent->v.animtime ) / 1000.0;
|
||
|
|
||
|
memcpy( state->origin, ent->v.origin, 3 * sizeof( float ) );
|
||
|
memcpy( state->angles, ent->v.angles, 3 * sizeof( float ) );
|
||
|
memcpy( state->mins, ent->v.mins, 3 * sizeof( float ) );
|
||
|
memcpy( state->maxs, ent->v.maxs, 3 * sizeof( float ) );
|
||
|
|
||
|
memcpy( state->startpos, ent->v.startpos, 3 * sizeof( float ) );
|
||
|
memcpy( state->endpos, ent->v.endpos, 3 * sizeof( float ) );
|
||
|
|
||
|
state->impacttime = ent->v.impacttime;
|
||
|
state->starttime = ent->v.starttime;
|
||
|
|
||
|
state->modelindex = ent->v.modelindex;
|
||
|
|
||
|
state->frame = ent->v.frame;
|
||
|
state->skin = ent->v.skin;
|
||
|
state->effects = ent->v.effects;
|
||
|
|
||
|
// This non-player entity is being moved by the game .dll and not the physics simulation system
|
||
|
// make sure that we interpolate it's position on the client if it moves
|
||
|
if ( !player &&
|
||
|
ent->v.animtime &&
|
||
|
ent->v.velocity[ 0 ] == 0 &&
|
||
|
ent->v.velocity[ 1 ] == 0 &&
|
||
|
ent->v.velocity[ 2 ] == 0 )
|
||
|
{
|
||
|
state->eflags |= EFLAG_SLERP;
|
||
|
}
|
||
|
|
||
|
state->scale = ent->v.scale;
|
||
|
state->solid = ent->v.solid;
|
||
|
state->colormap = ent->v.colormap;
|
||
|
state->movetype = ent->v.movetype;
|
||
|
state->sequence = ent->v.sequence;
|
||
|
state->framerate = ent->v.framerate;
|
||
|
state->body = ent->v.body;
|
||
|
|
||
|
for (i = 0; i < 4; i++)
|
||
|
{
|
||
|
state->controller[i] = ent->v.controller[i];
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < 2; i++)
|
||
|
{
|
||
|
state->blending[i] = ent->v.blending[i];
|
||
|
}
|
||
|
|
||
|
state->rendermode = ent->v.rendermode;
|
||
|
state->renderamt = static_cast<int>(ent->v.renderamt);
|
||
|
state->renderfx = ent->v.renderfx;
|
||
|
state->rendercolor.r = static_cast<byte>(ent->v.rendercolor[0]);
|
||
|
state->rendercolor.g = static_cast<byte>(ent->v.rendercolor[1]);
|
||
|
state->rendercolor.b = static_cast<byte>(ent->v.rendercolor[2]);
|
||
|
|
||
|
state->aiment = 0;
|
||
|
if ( ent->v.aiment )
|
||
|
{
|
||
|
state->aiment = ENTINDEX( ent->v.aiment );
|
||
|
}
|
||
|
|
||
|
state->owner = 0;
|
||
|
if ( ent->v.owner )
|
||
|
{
|
||
|
int owner = ENTINDEX( ent->v.owner );
|
||
|
|
||
|
// Only care if owned by a player
|
||
|
if ( owner >= 1 && owner <= gpGlobals->maxClients )
|
||
|
{
|
||
|
state->owner = owner;
|
||
|
}
|
||
|
}
|
||
|
// Special stuff for players only
|
||
|
if ( player )
|
||
|
{
|
||
|
memcpy( state->basevelocity, ent->v.basevelocity, 3 * sizeof( float ) );
|
||
|
|
||
|
state->weaponmodel = MODEL_INDEX( STRING( ent->v.weaponmodel ) );
|
||
|
state->gaitsequence = ent->v.gaitsequence;
|
||
|
state->spectator = ent->v.flags & FL_SPECTATOR;
|
||
|
state->friction = ent->v.friction;
|
||
|
|
||
|
state->gravity = ent->v.gravity;
|
||
|
// state->team = ent->v.team;
|
||
|
// state->playerclass = ent->v.playerclass;
|
||
|
state->usehull = ( ent->v.flags & FL_DUCKING ) ? 1 : 0;
|
||
|
state->health = static_cast<int>(ent->v.health);
|
||
|
}
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
// defaults for clientinfo messages
|
||
|
#define DEFAULT_VIEWHEIGHT 28
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
CreateBaseline
|
||
|
|
||
|
Creates baselines used for network encoding, especially for player data since players are not spawned until connect time.
|
||
|
===================
|
||
|
*/
|
||
|
void CreateBaseline( int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs )
|
||
|
{
|
||
|
baseline->origin = entity->v.origin;
|
||
|
baseline->angles = entity->v.angles;
|
||
|
baseline->frame = entity->v.frame;
|
||
|
baseline->skin = (short)entity->v.skin;
|
||
|
|
||
|
// render information
|
||
|
baseline->rendermode = (byte)entity->v.rendermode;
|
||
|
baseline->renderamt = (byte)entity->v.renderamt;
|
||
|
baseline->rendercolor.r = (byte)entity->v.rendercolor[0];
|
||
|
baseline->rendercolor.g = (byte)entity->v.rendercolor[1];
|
||
|
baseline->rendercolor.b = (byte)entity->v.rendercolor[2];
|
||
|
baseline->renderfx = (byte)entity->v.renderfx;
|
||
|
|
||
|
if ( player )
|
||
|
{
|
||
|
baseline->mins = player_mins;
|
||
|
baseline->maxs = player_maxs;
|
||
|
|
||
|
baseline->colormap = eindex;
|
||
|
baseline->modelindex = playermodelindex;
|
||
|
baseline->friction = 1.0;
|
||
|
baseline->movetype = MOVETYPE_WALK;
|
||
|
|
||
|
baseline->scale = entity->v.scale;
|
||
|
baseline->solid = SOLID_SLIDEBOX;
|
||
|
baseline->framerate = 1.0;
|
||
|
baseline->gravity = 1.0;
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
baseline->mins = entity->v.mins;
|
||
|
baseline->maxs = entity->v.maxs;
|
||
|
|
||
|
baseline->colormap = 0;
|
||
|
baseline->modelindex = entity->v.modelindex;//SV_ModelIndex(pr_strings + entity->v.model);
|
||
|
baseline->movetype = entity->v.movetype;
|
||
|
|
||
|
baseline->scale = entity->v.scale;
|
||
|
baseline->solid = entity->v.solid;
|
||
|
baseline->framerate = entity->v.framerate;
|
||
|
baseline->gravity = entity->v.gravity;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
char name[32];
|
||
|
int field;
|
||
|
} entity_field_alias_t;
|
||
|
|
||
|
#define FIELD_ORIGIN0 0
|
||
|
#define FIELD_ORIGIN1 1
|
||
|
#define FIELD_ORIGIN2 2
|
||
|
#define FIELD_ANGLES0 3
|
||
|
#define FIELD_ANGLES1 4
|
||
|
#define FIELD_ANGLES2 5
|
||
|
|
||
|
static entity_field_alias_t entity_field_alias[]=
|
||
|
{
|
||
|
{ "origin[0]", 0 },
|
||
|
{ "origin[1]", 0 },
|
||
|
{ "origin[2]", 0 },
|
||
|
{ "angles[0]", 0 },
|
||
|
{ "angles[1]", 0 },
|
||
|
{ "angles[2]", 0 },
|
||
|
};
|
||
|
|
||
|
void Entity_FieldInit( struct delta_s *pFields )
|
||
|
{
|
||
|
entity_field_alias[ FIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN0 ].name );
|
||
|
entity_field_alias[ FIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN1 ].name );
|
||
|
entity_field_alias[ FIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN2 ].name );
|
||
|
entity_field_alias[ FIELD_ANGLES0 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES0 ].name );
|
||
|
entity_field_alias[ FIELD_ANGLES1 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES1 ].name );
|
||
|
entity_field_alias[ FIELD_ANGLES2 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES2 ].name );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
Entity_Encode
|
||
|
|
||
|
Callback for sending entity_state_t info over network.
|
||
|
FIXME: Move to script
|
||
|
==================
|
||
|
*/
|
||
|
void Entity_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to )
|
||
|
{
|
||
|
entity_state_t *f, *t;
|
||
|
|
||
|
int localplayer = 0;
|
||
|
static int initialized = 0;
|
||
|
|
||
|
if ( !initialized )
|
||
|
{
|
||
|
Entity_FieldInit( pFields );
|
||
|
initialized = 1;
|
||
|
}
|
||
|
|
||
|
f = (entity_state_t *)from;
|
||
|
t = (entity_state_t *)to;
|
||
|
|
||
|
// Never send origin to local player, it's sent with more resolution in clientdata_t structure
|
||
|
localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER();
|
||
|
if ( localplayer )
|
||
|
{
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
|
||
|
}
|
||
|
|
||
|
if ( ( t->impacttime != 0 ) && ( t->starttime != 0 ) )
|
||
|
{
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
|
||
|
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES0 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES1 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES2 ].field );
|
||
|
}
|
||
|
|
||
|
if ( ( t->movetype == MOVETYPE_FOLLOW ) &&
|
||
|
( t->aiment != 0 ) )
|
||
|
{
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
|
||
|
}
|
||
|
else if ( t->aiment != f->aiment )
|
||
|
{
|
||
|
DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
|
||
|
DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
|
||
|
DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static entity_field_alias_t player_field_alias[]=
|
||
|
{
|
||
|
{ "origin[0]", 0 },
|
||
|
{ "origin[1]", 0 },
|
||
|
{ "origin[2]", 0 },
|
||
|
};
|
||
|
|
||
|
void Player_FieldInit( struct delta_s *pFields )
|
||
|
{
|
||
|
player_field_alias[ FIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN0 ].name );
|
||
|
player_field_alias[ FIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN1 ].name );
|
||
|
player_field_alias[ FIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN2 ].name );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
Player_Encode
|
||
|
|
||
|
Callback for sending entity_state_t for players info over network.
|
||
|
==================
|
||
|
*/
|
||
|
void Player_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to )
|
||
|
{
|
||
|
entity_state_t *f, *t;
|
||
|
int localplayer = 0;
|
||
|
static int initialized = 0;
|
||
|
|
||
|
if ( !initialized )
|
||
|
{
|
||
|
Player_FieldInit( pFields );
|
||
|
initialized = 1;
|
||
|
}
|
||
|
|
||
|
f = (entity_state_t *)from;
|
||
|
t = (entity_state_t *)to;
|
||
|
|
||
|
// Never send origin to local player, it's sent with more resolution in clientdata_t structure
|
||
|
localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER();
|
||
|
if ( localplayer )
|
||
|
{
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
|
||
|
}
|
||
|
|
||
|
if ( ( t->movetype == MOVETYPE_FOLLOW ) &&
|
||
|
( t->aiment != 0 ) )
|
||
|
{
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
|
||
|
}
|
||
|
else if ( t->aiment != f->aiment )
|
||
|
{
|
||
|
DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field );
|
||
|
DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field );
|
||
|
DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#define CUSTOMFIELD_ORIGIN0 0
|
||
|
#define CUSTOMFIELD_ORIGIN1 1
|
||
|
#define CUSTOMFIELD_ORIGIN2 2
|
||
|
#define CUSTOMFIELD_ANGLES0 3
|
||
|
#define CUSTOMFIELD_ANGLES1 4
|
||
|
#define CUSTOMFIELD_ANGLES2 5
|
||
|
#define CUSTOMFIELD_SKIN 6
|
||
|
#define CUSTOMFIELD_SEQUENCE 7
|
||
|
#define CUSTOMFIELD_ANIMTIME 8
|
||
|
|
||
|
entity_field_alias_t custom_entity_field_alias[]=
|
||
|
{
|
||
|
{ "origin[0]", 0 },
|
||
|
{ "origin[1]", 0 },
|
||
|
{ "origin[2]", 0 },
|
||
|
{ "angles[0]", 0 },
|
||
|
{ "angles[1]", 0 },
|
||
|
{ "angles[2]", 0 },
|
||
|
{ "skin", 0 },
|
||
|
{ "sequence", 0 },
|
||
|
{ "animtime", 0 },
|
||
|
};
|
||
|
|
||
|
void Custom_Entity_FieldInit( struct delta_s *pFields )
|
||
|
{
|
||
|
custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].name );
|
||
|
custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].name );
|
||
|
custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].name );
|
||
|
custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].name );
|
||
|
custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].name );
|
||
|
custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].name );
|
||
|
custom_entity_field_alias[ CUSTOMFIELD_SKIN ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_SKIN ].name );
|
||
|
custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].field= DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].name );
|
||
|
custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].field= DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].name );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
Custom_Encode
|
||
|
|
||
|
Callback for sending entity_state_t info ( for custom entities ) over network.
|
||
|
FIXME: Move to script
|
||
|
==================
|
||
|
*/
|
||
|
void Custom_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to )
|
||
|
{
|
||
|
entity_state_t *f, *t;
|
||
|
int beamType;
|
||
|
static int initialized = 0;
|
||
|
|
||
|
if ( !initialized )
|
||
|
{
|
||
|
Custom_Entity_FieldInit( pFields );
|
||
|
initialized = 1;
|
||
|
}
|
||
|
|
||
|
f = (entity_state_t *)from;
|
||
|
t = (entity_state_t *)to;
|
||
|
|
||
|
beamType = t->rendermode & 0x0f;
|
||
|
|
||
|
if ( beamType != BEAM_POINTS && beamType != BEAM_ENTPOINT )
|
||
|
{
|
||
|
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].field );
|
||
|
}
|
||
|
|
||
|
if ( beamType != BEAM_POINTS )
|
||
|
{
|
||
|
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].field );
|
||
|
}
|
||
|
|
||
|
if ( beamType != BEAM_ENTS && beamType != BEAM_ENTPOINT )
|
||
|
{
|
||
|
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_SKIN ].field );
|
||
|
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].field );
|
||
|
}
|
||
|
|
||
|
// animtime is compared by rounding first
|
||
|
// see if we really shouldn't actually send it
|
||
|
if ( (int)f->animtime == (int)t->animtime )
|
||
|
{
|
||
|
DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].field );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
RegisterEncoders
|
||
|
|
||
|
Allows game .dll to override network encoding of certain types of entities and tweak values, etc.
|
||
|
=================
|
||
|
*/
|
||
|
void RegisterEncoders( void )
|
||
|
{
|
||
|
DELTA_ADDENCODER( "Entity_Encode", Entity_Encode );
|
||
|
DELTA_ADDENCODER( "Custom_Encode", Custom_Encode );
|
||
|
DELTA_ADDENCODER( "Player_Encode", Player_Encode );
|
||
|
}
|
||
|
|
||
|
int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
||
|
{
|
||
|
int i;
|
||
|
weapon_data_t *item;
|
||
|
entvars_t *pev = &player->v;
|
||
|
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
|
||
|
CBasePlayerWeapon *gun;
|
||
|
|
||
|
ItemInfo II;
|
||
|
|
||
|
memset( info, 0, 32 * sizeof( weapon_data_t ) );
|
||
|
|
||
|
if ( !pl )
|
||
|
return 1;
|
||
|
|
||
|
// go through all of the weapons and make a list of the ones to pack
|
||
|
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
|
||
|
{
|
||
|
if ( pl->m_rgpPlayerItems[ i ] )
|
||
|
{
|
||
|
// there's a weapon here. Should I pack it?
|
||
|
CBasePlayerItem *pPlayerItem = pl->m_rgpPlayerItems[ i ];
|
||
|
|
||
|
while ( pPlayerItem )
|
||
|
{
|
||
|
gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr();
|
||
|
if ( gun && gun->UseDecrement() )
|
||
|
{
|
||
|
// Get The ID.
|
||
|
memset( &II, 0, sizeof( II ) );
|
||
|
gun->GetItemInfo( &II );
|
||
|
|
||
|
if ( II.iId >= 0 && II.iId < 32 )
|
||
|
{
|
||
|
item = &info[ II.iId ];
|
||
|
|
||
|
item->m_iId = II.iId;
|
||
|
item->m_iClip = gun->m_iClip;
|
||
|
|
||
|
item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001 );
|
||
|
item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 );
|
||
|
item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 );
|
||
|
item->m_fInReload = gun->m_fInReload;
|
||
|
}
|
||
|
}
|
||
|
pPlayerItem = pPlayerItem->m_pNext;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
UpdateClientData
|
||
|
|
||
|
Data sent to current client only
|
||
|
engine sets cd to 0 before calling.
|
||
|
=================
|
||
|
*/
|
||
|
void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd )
|
||
|
{
|
||
|
cd->flags = ent->v.flags;
|
||
|
cd->health = ent->v.health;
|
||
|
|
||
|
cd->viewmodel = MODEL_INDEX( STRING( ent->v.viewmodel ) );
|
||
|
cd->waterlevel = ent->v.waterlevel;
|
||
|
cd->watertype = ent->v.watertype;
|
||
|
//cd->weapons = ent->v.weapons;
|
||
|
|
||
|
// Vectors
|
||
|
cd->origin = ent->v.origin;
|
||
|
cd->velocity = ent->v.velocity;
|
||
|
cd->view_ofs = ent->v.view_ofs;
|
||
|
cd->punchangle = ent->v.punchangle;
|
||
|
|
||
|
cd->bInDuck = ent->v.bInDuck;
|
||
|
cd->flTimeStepSound = ent->v.flTimeStepSound;
|
||
|
cd->flDuckTime = ent->v.flDuckTime;
|
||
|
cd->flSwimTime = ent->v.flSwimTime;
|
||
|
cd->waterjumptime = static_cast<const int>(ent->v.teleport_time);
|
||
|
|
||
|
strcpy( cd->physinfo, ENGINE_GETPHYSINFO( ent ) );
|
||
|
|
||
|
cd->maxspeed = ent->v.maxspeed;
|
||
|
cd->fov = ent->v.fov;
|
||
|
cd->weaponanim = ent->v.weaponanim;
|
||
|
|
||
|
cd->pushmsec = ent->v.pushmsec;
|
||
|
|
||
|
// Observer
|
||
|
cd->iuser1 = ent->v.iuser1;
|
||
|
cd->iuser2 = ent->v.iuser2;
|
||
|
cd->iuser3 = ent->v.iuser3;
|
||
|
|
||
|
if ( sendweapons )
|
||
|
{
|
||
|
entvars_t *pev = (entvars_t *)&ent->v;
|
||
|
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
|
||
|
|
||
|
if ( pl )
|
||
|
{
|
||
|
cd->m_flNextAttack = pl->m_flNextAttack;
|
||
|
cd->weapons = pl->m_iQuakeItems;
|
||
|
|
||
|
if ( pl->m_pActiveItem )
|
||
|
{
|
||
|
CBasePlayerWeapon *gun;
|
||
|
gun = (CBasePlayerWeapon *)pl->m_pActiveItem->GetWeaponPtr();
|
||
|
if ( gun && gun->UseDecrement() )
|
||
|
{
|
||
|
ItemInfo II;
|
||
|
memset( &II, 0, sizeof( II ) );
|
||
|
gun->GetItemInfo( &II );
|
||
|
|
||
|
cd->m_iId = II.iId;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
cd->fuser1 = (float)pl->m_iQuakeWeapon;
|
||
|
cd->iuser4 = static_cast<int>(gpGlobals->deathmatch);
|
||
|
cd->fuser2 = pl->m_iNailOffset > 0 ? 1.0 : 0.0;
|
||
|
|
||
|
cd->iuser3 = pl->m_iQuakeItems;
|
||
|
|
||
|
cd->ammo_shells = pl->m_iAmmoShells;
|
||
|
cd->ammo_nails = pl->m_iAmmoNails;
|
||
|
cd->ammo_cells = pl->m_iAmmoCells;
|
||
|
cd->ammo_rockets = pl->m_iAmmoRockets;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
CmdStart
|
||
|
|
||
|
We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc.
|
||
|
This is the time to examine the usercmd for anything extra. This call happens even if think does not.
|
||
|
=================
|
||
|
*/
|
||
|
void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed )
|
||
|
{
|
||
|
entvars_t *pev = (entvars_t *)&player->v;
|
||
|
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
|
||
|
|
||
|
if( !pl )
|
||
|
return;
|
||
|
|
||
|
if ( cmd->weaponselect != 0 )
|
||
|
{
|
||
|
usercmd_t *c = (usercmd_t *)cmd;
|
||
|
pl->W_ChangeWeapon( c->weaponselect );
|
||
|
c->weaponselect = 0;
|
||
|
}
|
||
|
|
||
|
if ( pl->pev->groupinfo != 0 )
|
||
|
{
|
||
|
UTIL_SetGroupTrace( pl->pev->groupinfo, GROUP_OP_AND );
|
||
|
}
|
||
|
|
||
|
pl->random_seed = random_seed;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
CmdEnd
|
||
|
|
||
|
Each cmdstart is exactly matched with a cmd end, clean up any group trace flags, etc. here
|
||
|
=================
|
||
|
*/
|
||
|
void CmdEnd ( const edict_t *player )
|
||
|
{
|
||
|
entvars_t *pev = (entvars_t *)&player->v;
|
||
|
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
|
||
|
|
||
|
if( !pl )
|
||
|
return;
|
||
|
if ( pl->pev->groupinfo != 0 )
|
||
|
{
|
||
|
UTIL_UnsetGroupTrace();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================================
|
||
|
ConnectionlessPacket
|
||
|
|
||
|
Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max
|
||
|
size of the response_buffer, so you must zero it out if you choose not to respond.
|
||
|
================================
|
||
|
*/
|
||
|
int ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size )
|
||
|
{
|
||
|
// Zero it out since we aren't going to respond.
|
||
|
// If we wanted to response, we'd write data into response_buffer
|
||
|
*response_buffer_size = 0;
|
||
|
|
||
|
// Since we don't listen for anything here, just respond that it's a bogus message
|
||
|
// If we didn't reject the message, we'd return 1 for success instead.
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================================
|
||
|
GetHullBounds
|
||
|
|
||
|
Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
|
||
|
================================
|
||
|
*/
|
||
|
int GetHullBounds( int hullnumber, float *mins, float *maxs )
|
||
|
{
|
||
|
int iret = 0;
|
||
|
|
||
|
switch ( hullnumber )
|
||
|
{
|
||
|
case 0: // Normal player
|
||
|
mins = Vector(-16, -16, -32);
|
||
|
maxs = Vector(16, 16, 32);
|
||
|
iret = 1;
|
||
|
break;
|
||
|
case 1: // Crouched player
|
||
|
mins = Vector(-16, -16, -32);
|
||
|
maxs = Vector(16, 16, 32);
|
||
|
iret = 1;
|
||
|
break;
|
||
|
case 2: // Point based hull
|
||
|
mins = Vector( 0, 0, 0 );
|
||
|
maxs = Vector( 0, 0, 0 );
|
||
|
iret = 1;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return iret;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================================
|
||
|
CreateInstancedBaselines
|
||
|
|
||
|
Create pseudo-baselines for items that aren't placed in the map at spawn time, but which are likely
|
||
|
to be created during play ( e.g., grenades, ammo packs, projectiles, corpses, etc. )
|
||
|
================================
|
||
|
*/
|
||
|
void CreateInstancedBaselines ( void )
|
||
|
{
|
||
|
entity_state_t state;
|
||
|
|
||
|
memset( &state, 0, sizeof( state ) );
|
||
|
|
||
|
// Create any additional baselines here for things like grendates, etc.
|
||
|
// iret = ENGINE_INSTANCE_BASELINE( pc->pev->classname, &state );
|
||
|
|
||
|
// Destroy objects.
|
||
|
//UTIL_Remove( pc );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================================
|
||
|
InconsistentFile
|
||
|
|
||
|
One of the ENGINE_FORCE_UNMODIFIED files failed the consistency check for the specified player
|
||
|
Return 0 to allow the client to continue, 1 to force immediate disconnection ( with an optional disconnect message of up to 256 characters )
|
||
|
================================
|
||
|
*/
|
||
|
int InconsistentFile( const edict_t *player, const char *filename, char *disconnect_message )
|
||
|
{
|
||
|
// Server doesn't care?
|
||
|
if ( CVAR_GET_FLOAT( "mp_consistency" ) != 1 )
|
||
|
return 0;
|
||
|
|
||
|
// Default behavior is to kick the player
|
||
|
sprintf( disconnect_message, "Server is enforcing file consistency for %s\n", filename );
|
||
|
|
||
|
// Kick now with specified disconnect message.
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================================
|
||
|
AllowLagCompensation
|
||
|
|
||
|
The game .dll should return 1 if lag compensation should be allowed ( could also just set
|
||
|
the sv_unlag cvar.
|
||
|
Most games right now should return 0, until client-side weapon prediction code is written
|
||
|
and tested for them ( note you can predict weapons, but not do lag compensation, too,
|
||
|
if you want.
|
||
|
================================
|
||
|
*/
|
||
|
int AllowLagCompensation( void )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|