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177
game/server/hl2/hl2_client.cpp
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177
game/server/hl2/hl2_client.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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/*
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===== tf_client.cpp ========================================================
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HL2 client/server game specific stuff
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*/
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#include "cbase.h"
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#include "hl2_player.h"
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#include "hl2_gamerules.h"
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#include "gamerules.h"
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#include "teamplay_gamerules.h"
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#include "entitylist.h"
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#include "physics.h"
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#include "game.h"
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#include "player_resource.h"
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#include "engine/IEngineSound.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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void Host_Say( edict_t *pEdict, bool teamonly );
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extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname );
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extern bool g_fGameOver;
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/*
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===========
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ClientPutInServer
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called each time a player is spawned into the game
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============
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*/
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void ClientPutInServer( edict_t *pEdict, const char *playername )
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{
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// Allocate a CBasePlayer for pev, and call spawn
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CHL2_Player *pPlayer = CHL2_Player::CreatePlayer( "player", pEdict );
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pPlayer->SetPlayerName( playername );
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}
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void ClientActive( edict_t *pEdict, bool bLoadGame )
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{
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CHL2_Player *pPlayer = dynamic_cast< CHL2_Player* >( CBaseEntity::Instance( pEdict ) );
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Assert( pPlayer );
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if ( !pPlayer )
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{
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return;
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}
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pPlayer->InitialSpawn();
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if ( !bLoadGame )
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{
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pPlayer->Spawn();
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}
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}
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/*
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===============
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const char *GetGameDescription()
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Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2
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===============
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*/
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const char *GetGameDescription()
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{
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if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized
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return g_pGameRules->GetGameDescription();
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else
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return "Half-Life 2";
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}
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//-----------------------------------------------------------------------------
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// Purpose: Given a player and optional name returns the entity of that
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// classname that the player is nearest facing
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//
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CBaseEntity* FindEntity( edict_t *pEdict, char *classname)
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{
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// If no name was given set bits based on the picked
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if (FStrEq(classname,""))
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{
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return (FindPickerEntityClass( static_cast<CBasePlayer*>(GetContainingEntity(pEdict)), classname ));
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache game-specific models & sounds
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//-----------------------------------------------------------------------------
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void ClientGamePrecache( void )
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{
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CBaseEntity::PrecacheModel("models/player.mdl");
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CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" );
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CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl");
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CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" );
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CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" );
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CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" );
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CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" );
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CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" );
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CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" );
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CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" );
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CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" );
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CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" );
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}
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// called by ClientKill and DeadThink
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void respawn( CBaseEntity *pEdict, 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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((CHL2_Player *)pEdict)->CreateCorpse();
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}
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// respawn player
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pEdict->Spawn();
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}
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else
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{ // restart the entire server
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engine->ServerCommand("reload\n");
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}
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}
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void GameStartFrame( void )
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{
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VPROF("GameStartFrame()");
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if ( g_fGameOver )
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return;
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gpGlobals->teamplay = (teamplay.GetInt() != 0);
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}
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#ifdef HL2_EPISODIC
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extern ConVar gamerules_survival;
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#endif
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//=========================================================
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// instantiate the proper game rules object
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//=========================================================
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void InstallGameRules()
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{
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#ifdef HL2_EPISODIC
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if ( gamerules_survival.GetBool() )
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{
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// Survival mode
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CreateGameRulesObject( "CHalfLife2Survival" );
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}
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else
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#endif
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{
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// generic half-life
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CreateGameRulesObject( "CHalfLife2" );
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}
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}
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