📄 tf_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 "teamplay_gamerules.h"
#include "tf_gamerules.h"
#include "EntityList.h"
#include "physics.h"
#include "game.h"
#include "ai_network.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "tf_player.h"
#include "menu_base.h"
#include "shake.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, int teamonly );
extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer );
void InitializeMenus( void );
void DestroyMenus( void );
void Bot_RunAll( void );
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
CBaseTFPlayer *pPlayer = CBaseTFPlayer::CreatePlayer( "player", pEdict );
pPlayer->InitialSpawn();
pPlayer->PlayerData()->netname = AllocPooledString( playername );
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
return "TeamFortress 2";
}
extern int g_iWeaponCheat;
//-----------------------------------------------------------------------------
// 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" );
// Precache player models
engine->PrecacheModel( "models/player/alien_commando.mdl" );
engine->PrecacheModel( "models/player/human_commando.mdl" );
engine->PrecacheModel( "models/player/human_defender.mdl" );
engine->PrecacheModel( "models/player/medic.mdl" );
engine->PrecacheModel( "models/player/recon.mdl" );
engine->PrecacheModel( "models/player/human_medic.mdl" );
engine->PrecacheModel( "models/player/alien_escort.mdl" );
engine->PrecacheModel( "models/player/defender.mdl" );
engine->PrecacheModel( "models/player/technician.mdl" );
// Precache team message sounds
enginesound->PrecacheSound( "vox/reinforcement.wav" );
enginesound->PrecacheSound( "vox/harvester-attack.wav" );
enginesound->PrecacheSound( "vox/harvester-destroyed.wav" );
enginesound->PrecacheSound( "vox/new-tech-level.wav" );
enginesound->PrecacheSound( "vox/resource-zone-emptied.wav" );
}
// 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
((CBaseTFPlayer *)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;
Bot_RunAll();
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
CGameRules *InstallGameRules( void )
{
InitializeMenus();
// Create the player resource
g_pPlayerResource = (CPlayerResource*)CBaseEntity::Create( "tf_player_manager", vec3_origin, vec3_angle );
// teamplay
CTeamFortress *pEnt = dynamic_cast< CTeamFortress* >( CreateEntityByName( "team_fortress_gamerules" ) );
if ( !pEnt )
Error( "InstallGameRules: pEnt == NULL" );
return pEnt;
}
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