📄 cs_client.cpp
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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== 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 "cs_player.h"
#include "cs_gamerules.h"
#include "tier0/vprof.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;
/*
===========
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
CCSPlayer *pPlayer = CCSPlayer::CreatePlayer( "player", pEdict );
pPlayer->InitialSpawn();
pPlayer->PlayerData()->netname = AllocPooledString( playername );
pPlayer->Spawn();
// When the player first joins the server, they
pPlayer->m_iNumSpawns = 0;
pPlayer->m_lifeState = LIFE_DEAD;
pPlayer->m_fEffects |= EF_NODRAW;
pPlayer->ChangeTeam( TEAM_UNASSIGNED );
pPlayer->SetThink( NULL );
pPlayer->AddAccount( startmoney.GetInt() );
// Move them to the first intro camera.
pPlayer->MoveToNextIntroCamera();
char sName[128];
Q_strncpy( sName, STRING(pPlayer->pl.netname), 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 : "<unconnected>" );
}
/*
===============
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
engine->PrecacheModel( "sprites/white.vmt" );
engine->PrecacheModel( "sprites/physbeam.vmt" );
engine->PrecacheModel( "effects/human_object_glow.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;
// Temp bot code from TF until I get the real deal in.
extern void Bot_RunAll();
Bot_RunAll();
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
CGameRules *InstallGameRules( void )
{
// Create the player resource
g_pPlayerResource = (CPlayerResource*)CBaseEntity::Create( "player_manager", vec3_origin, vec3_angle );
// Teamplay
CCSGameRules *pEnt = dynamic_cast< CCSGameRules* >( CreateEntityByName( "cs_gamerules" ) );
if ( !pEnt )
Error( "InstallGameRules: pEnt == NULL" );
return pEnt;
}
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