//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== asw_client.cpp ======================================================== Infested client/server game specific stuff */ #include "cbase.h" #include "asw_player.h" #include "asw_gamerules.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "EntityList.h" #include "physics.h" #include "game.h" #include "player_resource.h" #include "engine/IEngineSound.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" void Host_Say( edict_t *pEdict, bool teamonly ); extern bool g_fGameOver; /* =========== ClientPutInServer called each time a player is spawned into the game ============ */ void ClientPutInServer( edict_t *pEdict, const char *playername ) { // Allocate a CBasePlayer for pev, and call spawn CASW_Player *pPlayer = CASW_Player::CreatePlayer( "player", pEdict ); pPlayer->SetPlayerName( playername ); } void ClientActive( edict_t *pEdict, bool bLoadGame ) { CASW_Player *pPlayer = dynamic_cast< CASW_Player* >( CBaseEntity::Instance( pEdict ) ); Assert( pPlayer ); if ( !pPlayer ) { return; } pPlayer->InitialSpawn(); if ( !bLoadGame ) { pPlayer->Spawn(); } } void ClientFullyConnect( edict_t *pEntity ) { } /* =============== 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 "Alien Swarm: Infested"; } //----------------------------------------------------------------------------- // Purpose: Given a player and optional name returns the entity of that // classname that the player is nearest facing // // Input : // Output : //----------------------------------------------------------------------------- CBaseEntity* FindEntity( edict_t *pEdict, char *classname) { // If no name was given set bits based on the picked if (FStrEq(classname,"")) { CBasePlayer *pPlayer = static_cast(GetContainingEntity(pEdict)); if ( pPlayer ) { return pPlayer->FindPickerEntityClass( classname ); } } return NULL; } //----------------------------------------------------------------------------- // Purpose: Precache game-specific models & sounds //----------------------------------------------------------------------------- PRECACHE_REGISTER_BEGIN( GLOBAL, ClientGamePrecache ) PRECACHE( MODEL, "models/player.mdl"); PRECACHE( MODEL, "models/gibs/agibs.mdl" ); PRECACHE( MODEL, "models/gibs/hgibs.mdl" ); PRECACHE( MODEL, "models/gibs/hgibs_spine.mdl" ); PRECACHE( MODEL, "models/gibs/hgibs_scapula.mdl" ); PRECACHE( GAMESOUND, "FX_AntlionImpact.ShellImpact" ); PRECACHE( GAMESOUND, "Missile.ShotDown" ); PRECACHE( GAMESOUND, "Geiger.BeepHigh" ); PRECACHE( GAMESOUND, "Geiger.BeepLow" ); PRECACHE( KV_DEP_FILE, "resource/ParticleEmitters.txt" ) PRECACHE_REGISTER_END() void ClientGamePrecache( void ) { } // 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 ((CASW_Player *)pEdict)->CreateCorpse(); } // respawn player pEdict->Spawn(); } else { // restart the entire server engine->ServerCommand("reload\n"); } } void GameStartFrame( void ) { VPROF("GameStartFrame()"); if ( g_fGameOver ) return; gpGlobals->teamplay = (teamplay.GetInt() != 0); } //========================================================= // instantiate the proper game rules object //========================================================= void InstallGameRules() { CreateGameRulesObject( "CAlienSwarm" ); }